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goduranus

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Posts posted by goduranus

  1. YouTuber Jolly Rogers is running a BDArmory tournament with air and ground combine arms battle, would like to start a thread for this so we can discuss it on the forums.

    Rules:

    Build a fighter-bomber and a ground base to go up against the other entrants' fighter-bombers and bases, and try to defeat all other entrants to win. There's a lot of factors to be considered, like ECM warfare, Anti-radar warfare, laser and GPS guided ground attacks, anti-missile turrets etc.

    • KSP 1.6.1(Actually crafts can be made in 1.7.0 too, just have to open the .craft file and change the version number in first few lines to 1.6.1)
    • BDArmory Continued v1.2.4 
    • Airplaine Plus
    • There's a couple more detailed rules in the rules video description:

     

  2. Well, it's up to you, but IMO having turrets favor battleship styled crafts, instead of fighters. Another thing, I think you should put a restriction on changing armor thickness via the slider. I think this is a must as it makes planes really really though without any downsides.

    Let me send in a craft, sorry I forgot to take off from the island runway, I can redo it if you want.

    Aerial Corvette "P-1011 Sovereign"

    These days, the market is flooded with fragile, maneuverable fighters. The Common Aerospace Corporation asks a simple question: can the most maneuverable of fighter planes outmaneuver a CIWS turret?

    -Single engine, commercial grade Goliath engine, off the shelf availability and easy to maintain

    -43 parts, goes easy on your computer so you can have more of them

    -64232 kredits, not dirt cheap but well worth the price in its capability and durability.

    https://kerbalx.com/goduranus/P-1011-Sovereign

    EwQA9mpl.jpg

    P-1011 vs MAS-M1

    3 victories for P-1011, all battles played out the same as in the video with both sides dodging all missiles, and P-1011 winning close range combat.

  3. The past few days I've been playing GTA, where you can control the car's attitude in mid air. At first I thought that was totally unrealistic, but then I remembered KSP.

    On a typical car, the rear wheel have a moment of inertia, they could produce pitch torque by acting like reaction wheels.

    The front wheels are usually unpowered, but while they are spinning you could get roll torque from gyroscopic precession, like with gyroscopes.

    My question is, how much torque can you get out of these? If the car's catching a 5 second air time, could you somewhat control the car's attitude with throttle and steering?

  4. On 12/9/2018 at 5:14 AM, greydragon70 said:

    Hi, I have an issue with BDArmory Continued and AP+. 

    For some reason a lot of the parts from AP+ have astronomical hit point values when using BDAc.

    Here is an example of what I'm talking about. Is there any way to adjust this?

    nwVNJwe.jpg

    Any suggestions? This is for my PFC 9 Contest.

     

    Hey JRA, it's Fan Jerry from your previous competition. If an official fix doesn't come soon, you could try to find the part in the text editor, and changing it manually.

    For example, in the twinzie example you posted there is this bit:

        MODULE
        {
            name = HitpointTracker
            isEnabled = True
            Hitpoints = 1048900

    You could search for any part by looking for its hitpoint value, (ie 1048900) which seems to be unique. The bug only affects a minority of Airplane Plus parts, so most planes should have only 1-2 parts that need to be fixed.

     

     

  5. 3 hours ago, 53miner53 said:

    Not always, with F3Mk2 and P-5a(release pending additional improvements), F3Mk2 I just needed to remove a pair of canards to bring CoL back to CoM, and P-5 I doubled the engine count without needing to change wings to compensate. Text editing would allow for lower mass and less parts, but would make sidewinder lock easier, so if you’re trying to go full stealth, like I am with P-5, then you probably would go with the extra engines instead.

    Can you check if you cover up the engine with wings or structural fuselage it will make IR missiles harder to get a lock? I remember the BDArmory wiki saying you can get around engine heat by keeping it out of IR missile's line of sight, but I have never tested this mechanic conclusively. 

    If this were true, then you can edit the engine to go as hot as you want and the opponent won't see anything hotter than ambient temperature.

  6. Normally, to add 100kN you'd have to add 1.5 tons, not just weight of the extra engines, but also counterweight elsewhere to maintain balance, extra fuel to push the extra weight and maintain the same endurance, as well as weight of extra wings to lift the added weight. Allowing text editing engines would increase of planes' maneuverability far more than one might expect. There's really no downside to compensate for this advantage that text editing brings.

  7. 5 hours ago, Wraith977 said:

    That being said, the BDAWindows part of the settings is not there in my zipped download of BDA so simply deleting that portion of the settings might fix it for you if it's written to create those settings based on your window resolution. If doing any of this breaks your game you didn't hear it from me...

    Thanks, pasting your window coords fixed it.

  8. Hi, I need some help, I accidently dragged the BDArmory window outside of the game window, now I can't see it anymore. I've tried restarting KSP as well as starting a new save, but I still can't see the BDArmory window when I click on the BDArmory button. Is there a place I can reset the position of the BDArmory window?

  9. 7 hours ago, Mr.Equador said:

    Thanks for ansfering me :) Can you please tell me what settings cause less or more % of tracers?

     

    7 hours ago, SpannerMonkey(smce) said:

    I could yes, BUT, I'm not going to, given your apparent unfamiliarity with adding mods and fixing issues and BDA in general I'm reluctant to assist you in breaking your game.

    While a mistake in editing a cfg is only likely to make the part fail and will stop any craft,  that has that part fitted  from loading .   I suggest you experiment with the normal game graphics settings, before considering tampering with part cfg's or patches .  You can find the BDA wiki here to learn about the parts and the parts set up https://github.com/PapaJoesSoup/BDArmory/wiki

     

    I can confirm that the lack of bullet tracers is due to "Texture Quality" in Graphics Settings. It needs to be set to "Full Res" for tracers to appear. A clean 1.4.3 install sets it to "Half-Res", hence why some people as well as myself earlier were having problems seeing tracers.

    But it's strange how flare launchers look like ammo boxes

  10. On 27/03/2018 at 12:35 AM, Terra1 said:

    cost half what it says it will cost in the SPH/VAB

    This is a weird rule, that I think will confuse a bunch of people. Why not just have vehicles cost what they say in the SPH/VAB? and double the budget if you need to.

    Edit: man, air park is needed

  11. 3 hours ago, Andetch said:

    I got a single shot cannon for the highest bidder, possibly both sides providing certain, Narn-like terms are met..... hehe - I know it doesn't really do much, and was built in v1.4 but you might enjoy? I also hope to figure out a useful way of mounting this on an aircraft!

    Craft:https://kerbalx.com/Andetch/The-Cannon

    You're gonna be up against crafts built with BDArmory, so probably need more combat effective crafts than a single shot cannon, armed with BDArmory weapons and such.

    Although, @Terra1 can your computer handle that many mods? What do you mean by Tech Level 1?

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