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About SuicidalInsanity

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    Sr. Spacecraft Engineer

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  1. WW2 BAD-T III - BDAc AI Dogfight Tournament

    @aleksey444: The fueltank was what was modified. As for dry weight, I was interpreting it literally, as empty craft, nothing else. I know Kerbals add 94 kg the the craft when sitting in a command seat, but I view that as a very minor disadvantage to pay in exchange for a cockpit that doesn't weigh 1000 kg.
  2. WW2 BAD-T III - BDAc AI Dogfight Tournament

    Craft reforwarded. As to how, Procedural Wings. PWings can be (ab)used to do some crazy things.
  3. WW2 BAD-T III - BDAc AI Dogfight Tournament

    True, it's no Bot Drew/UpperProp, but the Zany Bot Design quota has to be filled somehow. ... Craft certification is done, though some changes were made to some craft to make them fully rules compliant: -Falcon Mk XII: cockpit radiator panels removed and replaced with proc parts of the same size, shape, and mass -Rolf 75 Spicypepper: cockpit reaction wheels disabled -Kestrel 1.F: cockpit reaction wheels disabled, wing tip thickness increased -AF-292D-Falconet: dry mass increased by 32 kg to meet minimum weight requirement. COM was unchanged -Slap-Chop: cockpit reaction wheels disabled -KF 87: Wing thickness increased; A.I.R.B.R.A.K.E.s removed, cockpit reaction wheels disabled Obligatory group photo: Some random trivia: 10 single engine fighters and 6 twin engine heavy fighters were entered. 3x Hispanio 20mm was the most common armament. Only 2 craft use weapons larger than 20mm. Average craft mass was 4774.4 kg. Discounting the 40 & 75mm artillery, all Aviator Arsenal weapon calibers (7mm, 12.7mm,13mm, 20mm, 23mm, & 30mm) are represented in craft armament.
  4. WW2 BAD-T III - BDAc AI Dogfight Tournament

    Bot complete. After some minor bribery, Bot Winslow will be joining us, flying a personalized Z-17 'Mantis' heavy fighter:
  5. WW2 BAD-T III - BDAc AI Dogfight Tournament

    Submissions are closed. I received 15 entries, so I'll begin working on a Bot craft to give a full 16, and then the tournament can get officially underway. Edit: Since people seem to be posting shots of their craft, here's what I'll be throwing into the ring:
  6. WW2 BAD-T III - BDAc AI Dogfight Tournament

    @aleksey444: 1) Dry mass is the weight of the craft empty of everything, just the airframe itself, which by itself, needs to weigh 2500 kg. The only things you can have on the airplane that count towards dry mass are Monopropellant, Oxidizer and Ore, if any are present to serve as ballast. So launch it empty with the engine intake closed and without a kerbal; the weight from the map view is it's dry mass. 2) Empty Ammo boxes count toward dry mass. 3) Something like 20-30 LF should be enough for a single engine. The 'should fly for 15 minutes' rule is mainly to prevent someone from skimping on fuel and their aircraft falling out of the sky halfway through a match as a result. 4) I'm UTC-08:00 but I'm not going to be a stickler on timing. Since I'm not going to stay up until midnight just to close submissions, as long as it's submitted before I check on Sunday morning, it'll get in.
  7. WW2 BAD-T III - BDAc AI Dogfight Tournament

    Alright, just over a day left before submissions close. Get them in before midnight tomorrow.
  8. WW2 BAD-T III - BDAc AI Dogfight Tournament

    Probably. The fights themselves will be run via the BDA dogfight competition mode. Test fights so far have been using the default 8000m start distance.
  9. WW2 BAD-T III - BDAc AI Dogfight Tournament

    @Joseph Kerman - The AA Bullet Defs .cfg linked from the OP fixes the Jericho Trumpet issue. Alternatively, you can delete it (AviatorArsenal/utilities/JerryTrumpet). @Van Disaster: The old Kerbal Konstruct BADT Arenas were made before PhysicsRangeExtender became integrated with BDA, so most of the airfields were configured like so: <--- Spawn 1 <--- Spawn 2 Spawn 3 ---> Spawn 4 ---> so spawnpoints were ~400-800 m apart, depending on runway length. The aircraft carriers were ~4.5 km part, which was the max landed vessel switch distance at the time.
  10. [1.3] Mk2 Expansion v1.8.04 [update 10/10/2017]

    Alright, M2X has been updated to KSP 1.3.1 - M2X Update 1.8.04. Grab it from SpaceDock or GitHub Changelog:
  11. WW2 BAD-T III - BDAc AI Dogfight Tournament

    One thing I found to work for BD AI was to build the craft and manually fly it, tweaking control settings and/or modifying wings/control surfaces as necessary until fight performance was optimized, then it could be handed off to the AI with full steer factor/limiter, rather then having to try and tweak those settings until the AI could handle the craft.
  12. [1.3] Mk2 Expansion v1.8.04 [update 10/10/2017]

    Built a sub and tested underwater use, and it looks like KSP doesn't model liquid fluid pressure; regardless of depth, it just uses whatever the atmospheric pressure is at sea-level for the engine atmCurve thrust scaling underwater.
  13. [1.3] Mk2 Expansion v1.8.04 [update 10/10/2017]

    Did some tests with AJE and Gael modded to have Venus' atmosphere, so M2X airbreathing engine atmCurves will be extended to give proper thrust values in denser atmospheres up to and including that of Venus. I see no reason to to extend them for atmospheres beyond 90 bar (9000 kPa), since If someone comes along and makes a super-Venus with an even denser atmosphere, attempting to fly on a world with an atmosphere of only 90 bar is.... interesting suicidal interesting, to say the least. If playing with FAR, your airframe has likely disintegrated as soon as you take off due to aero stresses, and if using stock aero, you'll burn up and die long before you notice your engine's thrust isn't quite as high as it should be at that atmospheric density.
  14. Those of you using the AABulletDefs MM patch from the BADT III thread, the patch has been updated to include the Ball Turret (it was originally omitted since it wasn't a legal weapon choice). Also, if WWII planes are your thing, feel free to check out the BAD-T III itself; there's still a week left before submissions close, and entries are always welcome.
  15. WW2 BAD-T III - BDAc AI Dogfight Tournament

    Create a new text document, paste the above code into it, and rename the file extension to .cfg, then place the file somewhere in the GameData directory or one of its subfolders. Module Manager will do the rest.