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RC Saucer Flyer
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YouTuber Jolly Rogers is running a BDArmory tournament with air and ground combine arms battle, would like to start a thread for this so we can discuss it on the forums. Rules: Build a fighter-bomber and a ground base to go up against the other entrants' fighter-bombers and bases, and try to defeat all other entrants to win. There's a lot of factors to be considered, like ECM warfare, Anti-radar warfare, laser and GPS guided ground attacks, anti-missile turrets etc. KSP 1.6.1(Actually crafts can be made in 1.7.0 too, just have to open the .craft file and change the version number in first few lines to 1.6.1) BDArmory Continued v1.2.4 Airplaine Plus There's a couple more detailed rules in the rules video description:
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Ok I managed to get onto the imgur album https://imgur.com/a/57WLl
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I uninstalled KSP, but there is a photo album on KerbalX
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I would like to submit my flying saucer for this challenge. It’s got features including built in infinite fuel engines(that you can use without debug mode), walkable interior that lets your Kerbals stretch your legs without going outside. I can’t get the imgur album on my phone but there’s an album posted on KerbalX: https://kerbalx.com/goduranus/Flying-Saucer
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How do I use GPS weapons? I use FLIR targeting ball, and click "To GPS", is a coordinate suppose to appear in the GPS Coordinator?
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BDA manned fighter competition
goduranus replied to panzerknoef's topic in KSP1 Challenges & Mission ideas
Ok new craft, single engine category: X-37 Ulysses Single crewed, single engine interceptor, costing a mere 37,641 kredits. Armed with 4 sidewinders, 3 vulcans, and strong ECM. https://kerbalx.com/goduranus/X-37-Ulysses -
Juno Ace Ultimate Free For All
goduranus replied to Pds314's topic in KSP1 Challenges & Mission ideas
Got a hastily modified plane built without FAR, maybe it won't even fly? Just sending it in to see how it goes. https://kerbalx.com/goduranus/J7W2-Shinden -
BDA manned fighter competition
goduranus replied to panzerknoef's topic in KSP1 Challenges & Mission ideas
Well, it's up to you, but IMO having turrets favor battleship styled crafts, instead of fighters. Another thing, I think you should put a restriction on changing armor thickness via the slider. I think this is a must as it makes planes really really though without any downsides. Let me send in a craft, sorry I forgot to take off from the island runway, I can redo it if you want. Aerial Corvette "P-1011 Sovereign" These days, the market is flooded with fragile, maneuverable fighters. The Common Aerospace Corporation asks a simple question: can the most maneuverable of fighter planes outmaneuver a CIWS turret? -Single engine, commercial grade Goliath engine, off the shelf availability and easy to maintain -43 parts, goes easy on your computer so you can have more of them -64232 kredits, not dirt cheap but well worth the price in its capability and durability. https://kerbalx.com/goduranus/P-1011-Sovereign P-1011 vs MAS-M1 3 victories for P-1011, all battles played out the same as in the video with both sides dodging all missiles, and P-1011 winning close range combat. -
BDA manned fighter competition
goduranus replied to panzerknoef's topic in KSP1 Challenges & Mission ideas
Turrets are allowed, so current ruleset favors a plane with turrets. -
The past few days I've been playing GTA, where you can control the car's attitude in mid air. At first I thought that was totally unrealistic, but then I remembered KSP. On a typical car, the rear wheel have a moment of inertia, they could produce pitch torque by acting like reaction wheels. The front wheels are usually unpowered, but while they are spinning you could get roll torque from gyroscopic precession, like with gyroscopes. My question is, how much torque can you get out of these? If the car's catching a 5 second air time, could you somewhat control the car's attitude with throttle and steering?
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Hey JRA, it's Fan Jerry from your previous competition. If an official fix doesn't come soon, you could try to find the part in the text editor, and changing it manually. For example, in the twinzie example you posted there is this bit: MODULE { name = HitpointTracker isEnabled = True Hitpoints = 1048900 You could search for any part by looking for its hitpoint value, (ie 1048900) which seems to be unique. The bug only affects a minority of Airplane Plus parts, so most planes should have only 1-2 parts that need to be fixed.
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With the new release's hitpoint system, temperature is no longer used for damage, can you guys tie parts temperature to gun overheating mechanic again? So that firing guns will heat the surrounding parts, and make it more visible to IR, and you can use heatsinks to make guns fire for longer.
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Can you check if you cover up the engine with wings or structural fuselage it will make IR missiles harder to get a lock? I remember the BDArmory wiki saying you can get around engine heat by keeping it out of IR missile's line of sight, but I have never tested this mechanic conclusively. If this were true, then you can edit the engine to go as hot as you want and the opponent won't see anything hotter than ambient temperature.
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Normally, to add 100kN you'd have to add 1.5 tons, not just weight of the extra engines, but also counterweight elsewhere to maintain balance, extra fuel to push the extra weight and maintain the same endurance, as well as weight of extra wings to lift the added weight. Allowing text editing engines would increase of planes' maneuverability far more than one might expect. There's really no downside to compensate for this advantage that text editing brings.