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SuicidalInsanity

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Everything posted by SuicidalInsanity

  1. Don't need the metadata; that's generated when the .craft is loaded in game.
  2. Very well. Could you put together a KSP 1.7.3 version of DCK for use in BAD-T V, ideally within the next few days? If you want to hollow out a space you can, but simply clipping a chair into a fuselage and adding a canopy part over that is fine.
  3. Rules in the OP. Closer to 22 - entries will be collected Monday morning - but still not much. Coming up with a spiffy paint job/livery is hard. Main issue with DCK is I don't have it, and last time I checked, the download had been taken down.
  4. Monday morning. So you have all of today and basically all of tomorrow to finalize things.
  5. Is it a case of the AI consistently hitting a non-existent target floating a dozen meters off the target's flank? Mess around with the steerKi setting, see if you can clamp down on the steering error, or reduce the max engagement distance. Are your guns aligned properly? (hit F2 in the SPH + rotate gizmo). Switching out for less accurate guns like the MG131 or ShVAK might help, if nothing else, bullet spread might land a hit or two and force the target to change speed/alt/heading.
  6. Without more info, best guess is your elevators are stalling out - try reducing pitch authority a bit and see if that helps.
  7. A reminder that the deadline for submissions is midnight this Sunday.
  8. @GDJ I can port the AI settings over and remove the antenna if you include one, but I'd prefer a design without one. Also, keep in mind the MM patch reduces mk1 cockpit masses to something more reasonable for the purposes of the tournament, which may result in a craft up to 700 kg underweight if the patch is removed. @Pds314 - Pilots were going to be standardized by modifying the persistence file to have identical stats, for the reasons you pointed out.
  9. That's supposed to happen. The BADTV_Tweaks MM patch adds the weapon manager/AI to the Mk1 cockpit and Mk1 inline cockpit, and the command seat, both to cut down on part count, but mainly to stop the AI modules from being sniped, something that was a common occurrence in the DJA Tourney. Removing the MM patch will revert the cockpits to normal masses and options. Vessels should still be sharable, those with BDA will see the cockpit AI, those without, the AI Module won't load in and will not be present. That's not supposed to happen. The log you posted is from the session you took the screenshot, and doesn't show any errors. Can you post a log from a session that crashes?
  10. The endcap tweakscale error was fixed in M2X 1.8.6.
  11. ^ Would be a nicer opponent to my poor kerbals than throwing them against my old IA-23 Caelus II. HP calcs are weird. To elaborate on sturmhauke's comment, the BDA HP calcs assumes a part is a cube, then pretends it's a sphere to get surface area, then combines that with part mass for density, then multiplies that by the HPMult setting to arrive at the value seen in the PAW. And then you have the mutability of proc parts... at least stock parts are a static size and mass. I can poke at the code some to see if I can get something more sane and granular, but no promises. (Of course, then comes the question, should I implement changes, if successful? It would result in fairer HP values, but people who set the wing mass higher to reach the next HP step - the 2400 HP steel over the 200 HP styrofoam - would be penalized for excess mass {though a more granular HP calc would still give them the benifit of that mass with more health than the current increments}, but those who are struggling with trying to make a plane out of the densest balsa wood ever would be given a boon. At least HP values are a runtime calc, so all craft on my end would be affected equally.) Edit - Poked the code, initial results look promising: Numbers might need a little more massaging, but at least proc parts aren't getting the raw deal they had before.
  12. To make sure I understand the question correctly, this is a scenario where Team A has one plane with ammo, and Team B has one plane left; Team A does critical damage to the Team B survivor, but runs out of ammo doing so? Team A wins-Team B has been shot down. That Team A has run out of ammo doing so doesn't matter, because there are no more team B craft in play. Now, if Team B had merely been badly mauled - i.e. lost all but one elevator, or missing half a wing, but still capable of semi-controlled flight, and, in theory, capable of bringing its own guns to bear on Team A, Team B would win, since it still has technically 'combat-viable' craft still in play. Or did you mean if a Team A and Team B craft both run out of ammo, but achieve a mutual KO against each other? Then each side gets a point for shooting down an opposing craft.
  13. Testing this out, I've found a few bugs -Reverting to launch has a tendency to instead switch focus to the next vessel in flight, in my case, a discarded lander in orbit around Duna; this tends to happen more often than not following a crash or RUD, ratherthan simply resetting while in optimal flight or on the pad. -Parachutes don't work. This comes in two flavors. 1) They don't generate any braking force when deployed; 2) the fuel segment variants animation breaks.* -1.875m STS is not properly scaled, it still has 1.25m scaling. -Motor-with-fuel-segment variants engine nozzles cannot be adjusted.* * This is due to the Stock part variant system only grabbing animation info for the first model loaded. Since these models weren't originally created with jamming them together via partVariant in mind, I'll see about converting them, either to work with the stock variant system, or B9 PartSwitch. Now, admittedly, the following are from deliberately trying to break things and likely outside the 'average' user purview: -Placing 2 SRMs on a stack - (e.g. placing a fuel segment, placing a motor on the bottom as usual, then placing a second motor, upside down, on top to burn the candle at both ends), when launched, causes the game to jump to an ethereal Otherspace dimension. (there a name for this? Void Kraken? SubSpace Kraken?)Empty starfield, map doesn't work. Game can be reverted to launch or VAB, subsequent launches result in all textures being see through. Log is spammed with 'look rotation viewing vector is zero', if that helps. -Placing a motor on a vessel without a fuel segment above it, if staged, also summons the SubSpace Kraken like above. Also, question from a gameplay PoV: when a stack is sundered and fire starts spewing out from every exposed fuel segment node, should that be producing SRM levels of thrust? There's no nozzle/combustion chamber focusing and directing the gas expansion of the fuel deflagration, wouldn't any generated thrust be lower? Alternatively, shouldn't that result in a reduction of thrust from the SRM, due to sudden loss of pressure?
  14. Ok, asking a potentially stupid question here, but you are running KSP 1.7.3, with FAR .15.11.1, and have the contents of the FAR_0_15_11_1_Mach.zip (FerramAerospaceResearch, ModularFlightIntegrator, and ModuleManager 4.0.2) installed to ...KSP/GameData/?
  15. Broke Pwings how? What isn't working, or functioning in a manner you believe isn't working? Any info is better than none.
  16. Dwerto - You need to turn on advanced tweakables in the Game options for the Adv. AI settings.
  17. When you press the F4 key it toggles vessel icons on/off; does anyone know what the specific call for that is? Looking through the API I've found references to it - GameSettings keybind TOGGLE_LABELS and and the VesselLabels class for the icons proper, but not the GameEvent or similar that handles it; I'm trying to see if it's possible to toggle the vessel icons via code rather than manual keypress, is this possible?
  18. Best armor is distance after all - the thicker the better. Try a combination of tuning weapon alignment (F2 in the SPH + Rotate Gizmo) to make sure they are pointing where they should, and running a test flight with infinite ammo (maybe infinite fuel as well) + Paintball mode and tweak AI/Ctrl Surf. settings until the plane can reliably hit?
  19. It's a MM patch; create an empty .cfg file somewhere inside /Gamedata, and copy/paste the code into it. Sorry, should have been more clear from the beginning.
  20. CoM is a bit farther forward than ideal, and that affects pitch axis control somewhat, but it performs quite well. Excellent roll characteristics, good stability, fairly good energy retention, decent top speed.
  21. Looks like you have the ALG stutter bug: To create a MM patch to fix, create a .cfg inside /Gamedata with the following code: @PART[KF-ALG*] { !MODULE[KSPWheelMotor] {} } Meanwhile, The KSC has had a recent influx of UFO reports:
  22. Could always use both - Flags for convenient UI markers to tell you where to go, and the Races! gates for timing.
  23. Engine stats are unchanged from BAD-T IV. So no, those Falcon engines should still weigh 1250 kg each.
  24. Surprise Bonus 3, between @Alioth81's Al-23 Boomerang, and @OmegaForce's AFC-303 Mk14, yet another green, twin engined, Mk 108 armed Horten-alike:
  25. Technically yes, but why? It's only AA weapons, so no radar-guided missiles, and if it's to see distant targets, the Weapon Manager Visual Range slider does that already.
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