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NotAnAimbot

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Everything posted by NotAnAimbot

  1. Just as personal etiquette and not a rule, make sure to test your planes before submitting. It would save OP a lot of time.
  2. Wow, how many guns does the invader have? That's heavy 20mm fire lol Also pls disqualify f-42 since its ingame.name is not the same as its submitted name )))))) (Jk)
  3. So anyone with a plane in the roster can just modifiy it and skip in front of new submissions?
  4. Gonna submit the F-25 again, since this thread's restrictions looks saner than the other one's. https://www.dropbox.com/s/fen1hff367oyd1b/MDL_F-25BK_Fencer.craft?dl=0 Is 79 parts fine? Also, might I suggest setting start distance at 20 km @Eidahlil? This ensures that planes using the PAC or AIM 120 can use the missiles' range at their fullest, since their ranges have been fixed to respectively 30 and 15 km. Setting distance at 8 km turns into a competiton of which plane completes the initial turn quicker and fires off a missile.
  5. To make things quicker, can't we do this KoTH style and make every new fighter only challenge the current best? The method we're using right now would take weeks to test every plane.
  6. You can play around with missile/target and fire/guard interval.
  7. This is what happens when there are no restrictions. And it's int he roster of craft you're running.
  8. A better idea would be to put more restrictions. Allowing any mod and turrets is going to make lots of person submit without any work put into building their planes.
  9. Yep, add me with the F-25BK https://www.dropbox.com/s/fen1hff367oyd1b/MDL_F-25BK_Fencer.craft?dl=0 Timewarp works very well with BDAI, so you can timewarp till just before the turning point to save lots of time.
  10. In the middle it would either clip the turret or be shot off easily if placed on the sides. Same thing at the front. The rear upper part was where I least expect a shot to come from, so the smoke pod is safer there. the cloud is big enough to cover the whole tank anyways.
  11. It wouldn't, as a radar receiver has to be manually set up and usually all planes turn away.
  12. New tank, although based on an existing one. Any comments?
  13. It's for another reason tho. PAC-3s are about as precise as AIM-120s, but require a constant radar lock. Planes usually turn after launching missiles unlike in 1.3.0 where they kept tracking the target, so it leads to the PAC always losing lock.
  14. Maybe that's the problem, number of guns. Always test with the same conditions. As for the GAU-8, idk, I just don't use it.
  15. The 50 cal turret is a twin mount, so it ends up firing at similar speeds. And a turret is more accurate because you can finely aim it. On a wobbly craft, fixed guns would be less accurate.
  16. The plane can turn to aim the guns in addition to the swivel. Fixed guns have literally no depression, so I don't see how they are better off.
  17. Not my problem. Find some place to fit them, but even 50 cals are op just because of the turret placement. Even small space isn't really an excuse for no fixed guns. I place a pair of them on the cockpit and they fit just fine.
  18. I still wouldn't rely on that, since another enemy plane could just fly in and fire at a almost static target. As for turrets, idk if they should be allowed... Turrets kind of beat the purpose of having maneuverable planes since you don't need to get your guns on target and just let the turrets do the whole job. If they were allowed you could just cover a big plane in turrets and watch it shoot planes down.
  19. So does mine, but the AI will still spazz out after stalling, since the plane usually goes below its minimal combat speed. Plus, in real combat, your plane would be very vulnerable with almost 0 energy left after a stall, so it's kind of stupid to rely on that for combat.
  20. Better post a video for proof if you can All is possible with tuning. You can set control surface authority low enough for the AI to turn at the tightest possible setting without "losing" the prograde vector, which is what happens when you "stall" in KSP. What you're describing is not maneuverability but instability, in which your nose doesn't point towards the direction you're moving in, and thus moves far away from prograde. The AI can do that, but it will then mostly lose control as most planes are unstable after losing their prograde node.
  21. Instead of complaining, just run fights. If you can't run any, then don't blame OP for doing the same.
  22. If you're not going to run fights yourself then don't complain. We all have school or work, and with semester/session ends coming, people still in education probably have lots of exams or assignments over their shoulders.
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