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About Alioth81

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  1. When having a MK1 command pod with a parachute and a Flea booster somehow the cross section of the MK1 pod is ignored leading to very high transsonic drag. Interestingly if you add basic fins to the flea booster the cross section seems to be calculated correctly. Tested in 1.10.1 with the latest FAR
  2. Thanks for running it. Very satisfying to watch a 75mm kill even if it is friendly fire and when it misses it makes nice new year fireworks. I agree it would be more on the fun then competition side but without the 500m arming distance the 75mm would have been a very solid choice for a different type of warplane. With arming distance it could have been interesting on an even slower (opponent spends more time at 500m plus) plane. More agility and more optimization (probably smaller explosion distance setting to maximize damage) could have helped too I guess. Wish you all a good e
  3. I am currently traveling and will be until end if January but I watched the matches when I had WiFi. Thanks @SuicidalInsanity for running the tournament. I hope I am back in time for the next one. Out of curiosity could you run a fight with my flak fighter (75mm). I never really finished and tested it under true battle conditions and wondered whether it would have been viable at all.
  4. @Pds314 creative use of parts. I tried once but always had issues with z fighting and ended up with huge part count. About how much do you elevate the wing decals to avoid z interference with the main wing? I probably have to try again For the round parts you use a procedural structural part? That limits you to those colors correct? Regarding minimum height it should have been 450m so it seems i uploaded a slightly earlier version. However some crashes would have occurred anyway I guess. Loved to watch the first fight. Seemed pretty even and was quite tense.
  5. Such a disappointing last match... Seeing them nose dive that hard. Also showing that the most important part of the plane is the root with wings having so much HP. I saw some dives that seemed to be related to beiing fired at but they never crashed as much during my testing as here... I guess it must be a case of going to close to the limit and @Pds314 design. Good job @Pds314! What mod did you use for decals? Do they influence FAR and how do they interact with BDAc hitpoints? My guess reason for excessively suicidal behaviour of my pilots are: - Too much ri
  6. I think it is resolved. Try this one here until a new release comes out
  7. I agree releasing of the stick is better (no matter what is more realistic) because it will not end in a literal infinite loop. If you release the stick the problem is solved quickly either by lithobraking or by recovery. But I guess this behaviour is not BDAc but part of Kerbal Space Program code. In my opinion the biggest flaws of the AI - It uses the vertical space much to liberal. It should prefer to turn within the horizontal plane. Pulling up into a looping with someone on your tail is rarely good and wastes energy and the same goes for doing a split-s especial
  8. If someone is interested here is my Flak fighter. I scaled down the engines so it should technically be compliant. https://kerbalx.com/Alioth81/AL-26-Rhino However it is not optimized so use it at your own risk. I will be away for quite some time but i hope to get internet connection for time to time to follow this thread
  9. Thanks that did the job. My folder was indeed named wrongly. Similar but still wrong. By the way here is the unfinished fighter with Flak gun in action. (Does not conform to rules and is not really tuned). The only thing I did was lowering the minimum arming distance to 50m (from 500) and suddenly its deadly
  10. The canards are turning ahead. Basically I have redundant pitch control and they provide additional lift at low speeds and drag at high speed to bleed speed in turns to avoid GLOC. The max deflection is lower than the other control surfaces and they tolerate quite some AoA before they stall. But you are correct the canards are the limiting factor in terms of AoA.
  11. @SuicidalInsanity I considered using it and have a semi finished BF-109-Z where I planed to mount it when I saw it has air detonation. However it seemed shots detonate only after a certain minimum range 500m+ which was to big to be used effectively. The guns cost are a bit high too and you are forced to go with weak engines. I think between 50 - 400m it could have worked What version of BDAc Si edition of your repository are you using? I might want to build my own because I want to show the aiming sight and the aiming support also when the AI is engaged. At the moment You
  12. I agree. With my limited testing I found the MG151, the 23mm Vya and the 30mm MK108 to be the best guns The 20mm due to its generous overheating tolerance and the good damage. The 23mm has significantly more damage for only 3 points and fires very fast but overheats quickly. The 30mm basically one shots whatever fuselage part or control surface it hits but is often overkill and does not match well with other guns. Thats why I put the a 20mm and 2x 23mm on my plane. I considered 3x 20mm but did not have the time to adjust my plane (with a bigger engine)
  13. it seems that adding something like maxRot = 130 in the internal configuration of the cockpit does the job. Example: MODULE { name = InternalSeat seatTransformName = PilotChair portraitCameraName = PilotCam allowCrewHelmet = False kerbalEyeOffset = 0, 0.018, 0 maxRot = 130 }
  14. That is my entry: https://kerbalx.com/Alioth81/AL-25-Vulture The "vulture" The compromise between maneuverability, TWR, top speed and trying not to GLOC with accurate guns. It is not top in one area but ok in all. Strength: It tries to fight at low altitude trying to lure the opponent in below their minimum altitude to use their pull up to get on their tail. It is very maneuverable above 140 m/s It is fairly accurate with it guns and will use the 20mm MG 151 on long range and 2x 23mm Vya on close range. If the vulture is behind the target and in ra
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