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g00bd0g

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Everything posted by g00bd0g

  1. @jrodriguez Wow, that was intense! Excellent music scoring, editing and production. Can you do all the videos now? I would offer to run some more matches but it might be seen as a conflict of interest. How do you find such epic match music?
  2. 1st, I love this mod! 2nd, I am just starting to build giant interplanetary ships and bases and I'm having issues with the massive power requirements of the science lab, gravity ring and greenhouse combination. Especially on bodies with long nighttime intervals. It would be awesome if we could "prioritize" the systems to shutdown non-critical stuff before we are left with no life support. i.e. turn off/on the ring or science lab at a minimum stored EC value.
  3. how's the damage balance between BDA and AA weapons? Are the AI command modules from the 2 mods similar/compatible? Just wondering if we need to pick 1 or can use both.
  4. The real trick is building something that works well against all forms of opposition. It's not too hard to build something to kill one specific opponent. I am really looking forward to being de-throned so I can make an even better plane, I already have several ideas to make it lighter, faster, and more maneuverable LOL, you should have seen the entries in ASC-I. wings inside of wings, engines inside of engines, weapons inside of bodies, weapons inside of weapons, etc... I only put radar, batteries, and reactions wheels inside the fuselage, where they would logically go. Nothing too cheaty...
  5. Sounds like too much roll authority and constant over-corrections, and/or CG too far back and vehicle is stalling out when maneuvering hard. Try reducing roll authority 1st, if that doesn't fix it, move cg forward and/or reduce pitch authority.
  6. Allow easy ingame hiding of Non-RP-0 parts, just create a folder in GameData called NoNonRP0 and then delete GameData/ModuleManager.ConfigCache then start the game
  7. I think something with extreme maneuverability or more missiles might work. VulcaRaptor was designed to be a jack-of-all-trades, it does everything well, but is not the best in any one area. It was largely crafted to best suit the AI's style of fighting, it is not necessarily the best possible vehicle. A specific trio of crafts might be the way to go, i.e. one fast, maneuverable craft with lots of ECM to draw/dodge fire, while two missile boats sit back and lob aim-120's. Getting the AI to behave is gonna be a challenge, hopefully we'll get more AI control soon. Even something silly like surviving until the enemy runs out of fuel might be a successful strategy.
  8. KSP: ASC King of the Hill JollyGreenGI vs g00bd0g (Rounds 1-3) BDArmory AI Dogfight Battle A great battle. g00bd0g wins the 1st two rounds, JollyGreenGI shows some teeth in the 3rd.
  9. Swift III has 21 BDA parts. DQ'd but can re-enter when fixed. https://kerbalx.com/gag09/Swift-III/parts JollyGreenGI - TAM-Y22U Super Fiesta is next
  10. @inigmaGreat match! Phew, barely pulled that one out. I've made some subtle AI tweaks that should help in the future @jrodriguez Thanks for running the match. Though it looks like you got some strange graphics issues, including damage effects when firing missiles, and weird compression artifacts at the end of video 2.
  11. I formally submit vulcaraptor. I have read all the rules and tested against previous koth. Please download the latest before the match. https://kerbalx.com/g00bd0g/VulcaRaptor I am away from my gaming pc so I have to hope the latest version can deal with battle dove without further modification.
  12. Kerbal 1.1.2 you can now set the values in the sph. Is there any other reason to edit craft files now?
  13. @xoknight Definitely better, but only got one kill in 3 matches @drtricky 1st I want to congratulate you on a fantastic design! Way to think inside the box (terrible pun I know). That thing actually forced me to change my design a bit. We were close to even, so I ended up dropping the ECM's and adding 2 more Aim-120's and another chaff. Anywho, after those changes I seem to come out on top, but it ain't always easy. I have updated my plane kerbal x if anyone wants the latest and greatest. https://kerbalx.com/g00bd0g/VulcaRaptor @inigma This is why I dislike ridiculous part clipping. Video uploading now...
  14. @gag09 was gonna test against it, immediately noticed your turreted guns. NOT ALLOWED. Turrets MUST be locked to 0 gimbal if used.
  15. Is anyone offended if I run test matches against posted entries and put the vids on youtube? I don't want to subvert the main contest or anything.
  16. Last attempt to generate some interest before I let this thread die...
  17. ECM does work. Bind "activate" to staging group. Make sure you have enough battery to run them until the match starts (or beyond). ECM's do have an effect, more are better. Edit: I love me some Everything bagles, toasted, cream cheese, diced olives, and green onions, mmm....
  18. Well poop. As a host I would be willing to turn on any BDA equipment that can't be bound to the staging action group. Otherwise this seems like a bit of "random" behavior that could imbalance a match. @inigma Thoughts?
  19. Is there a way to get radars turned on at the start of the match? There doesn't seem to be an option in the action groups menu. Sometimes the AI doesn't seem turn it on untill inside of AIM-120 firing range.
  20. Yay! Boo! drtricky's example shows why. Several of the entries to ASC-I had multiple weapons and engines just buried inside each other. Not a fan... But you're the boss
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