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goduranus

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Everything posted by goduranus

  1. Hey, @Box of Stardust, thanks for running the dogfights. Noticed Vampire Squirrel had pilots in the command seat. Could you not spawn the pilots? they actually increase drag, and might be the reason why VS is exploding so much cuz the MLRS might be hitting the pilot's head collision box. VesselMover's spawn menu has a checkbox to deselect spawn with crew. Thought I fixed tipping on the runway, but realized that I didn't upload the fixed version.
  2. Can you try to move unused mods to another folder to improve performance, like how exbyde does it? It could just be a "New Folder" Inside your KSP main folder, which allows you to move folders around instantly.
  3. What do the extra guns on these gunplanes do? For reverse propulsion? or to shoot down missiles? 3-4 seem enough for planes, so 12 or 16 is to achieve something else?
  4. I wonder if it is possible to move the vehicle in VAB far enough that it starts off on the island, I think Scott Manley once showed a trick like this, by shift moving and rerooting parts. Then you win instantly with Master and Commander bonus.
  5. Somone else's started another KSP fighter tournament, check it out here: https://www.youtube.com/watch?v=F2D_AeZRUeg Notable rules are Radar detection range in SPH's BDA info tab should be under 5km to encourage smaller crafts ECM Jammers are not allowed Only mod allowed is BDArmory (he didn't list this, but later clarifies in video comments) Craft must be crewed, but command chair is acceptable, although the host encourages you to put a jettisoning crew pod for him to do the crew transfer if that is the case Needs an RTG More rules in the description of that video
  6. I think he'll do the update after the PEGASys finishes its run and settles into a spot. I wonder if we'll see the Vampire Squirrel's multi rocket system in action this weekend. The last plane we tried is PEGASys on page 41, between it and the Vampire Squirrel in the regular category we have: l0kki's plane which got reshuffled @Wolf5698's Jaguar @prgmTrouble's X-14 Præparet Proelium
  7. Is the cargo pay open percentage set to a high enough number? if so then I am out of ideas.
  8. Did you set to drones as "inside cargo bay"? and have them be parented(connected) to the relevant cargo bay?
  9. Now, time for @Box of Stardust vs @Box of Stardust The next round would be PEGASys vs my plane the Rabid Squirrel, but I've modified my local craft file and KerbalX file and don't have the original I sent in, so we have to go back to @exbyde for the next round
  10. I'm gonna post a few battles cuz I've been testing anyways, Continuing from where @exbyde left off after PEGASys climbs to #5, here's @Box of Stardust's PEGASys vs leaderboard#4, @dundun92's Du3
  11. A bit of update for the vampire squirrel: https://kerbalx.com/goduranus/Vampire-Squirrel
  12. Actually using modular missile as drop tanks won't work, since modular missiles' fuel is always locked until it detaches, you can't get any fuel out except with manual transfter.
  13. Nothing wrong with this, it's symmetrical, with balanced engines, lots of wings and heavy firepower, looks to be a serious contender.
  14. Steer factor is how much control input the AI decides to apply for a given desired steer angle. Say for example, if your plane wants to pitch up by 20 degrees, a steer factor of 5 might initially put in 20% control input, while a steer factor of 10 puts in a 40% control input. You want to set this to the highest you can get away with without the plane spinning out of control or start wobbling when using its gun. I think pitch ki controls how much your plane steers in response to the asymmetry of the plane in the up down direction, useful for planes that where center of thrust is not on the same plane as the center of mass. But I don't know how to adjust this one.
  15. Pump the flares behind you, only the enemy planes will see them.
  16. Since I can't keep a secret to myself, here's another innovation that could give you an advantage: Build a dumb fire modular missile with parachute and launch it just outside your plane's IR missile lockon range, and use action groups to make it pump the sky full of flares. Your opponent wouldn't be able to use IR missiles during the initial merge, giving you a brief moment to get on his tail.
  17. Time to ditch the ECM to save 0.3 tons, none of the leaderboard has a radar missile. And if you can score above the number 4 spot, the ECM equipped crafts below you will keep radar missile entries at bay.
  18. I only ran a couple of tests, I think the newly tuned Squirrel beats Viper about two times out of three. Edit: I started them off at KSC to 8 km, so behavior could be different.
  19. Sometimes, hard to say exactly. At least they are about evenly matched.
  20. After spending so much time as #2, gonna take a shot at @dundun93's #1 spot with an updated Squirrel fighter. It's optimized only against the the TFD and not any of the other planes, so it might not make it through the leaderboard. Replaces Rabid Squirrel. https://kerbalx.com/goduranus/Vampire-Squirrel
  21. Actually landing on the Mun in one shot without some Kerbals dying is pretty hard for people who haven't seen the Scott Manley tutorials. Once you've seen him do it, it actually becomes super easy.
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