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Everything posted by goduranus
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Hi, I think that was an oversight on the part of Squad in previous versions, with regards to default crossfeed values. At least in 1.3 every decoupler is defaulted to No Crossfeed, I just tested the main craft's engines shouldn't drain from missiles even if the craft builder never tweaked any values now. So there should be no harm in removing this feature. It's keep me from building automatically jettisoning drop tanks for AI planes, because the plane won't take fuel from them argh! If you mean to keep this, can you make it so that it only sets the fuel-drain values once? When the MMGuidance is first place down? So at least I would be able to manually edit the craft file to re-enable fuel drain. Right now it's sets the fuel drain every time the craft is loaded, so even if I edit the craft file the drain gets disabled again when the craft is spawned in.
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Hi, can you guys make it so that the Modular Missile Guidance doesn't automatically turn off fuel drain on the fuel tanks attached to it? Players could disable fuel drain through disabling crossfeed on the decouplers. The thing with auto-disable is that it doesn't always disable the correct fuel tanks.
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Made an even better version, pretty confident about it now. Used a less modern looking cockpit, greatly reduced moment of inertia and also added some new bells and whistles like drop tanks that eject at the last moment, a radar to let you see which target it's picked, and a guncam to let you see if it's hit something even when you're looking elsewhere. Here's the new plane "A7 Sanka" testing against Mosquito 2
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Guide for building competitive BD Armory jet fighters
goduranus replied to goduranus's topic in KSP1 The Spacecraft Exchange
But Tape does end up praising the better performing planes, so I assume he wants more competitive planes sent to him. -
Aha! I dreamed up some improvement to the Shinden while I was sleeping, and made some major upgrades: Removed canards, doubled engines, added a bit more wing area and reduced drag. Although its takeoff and landing performance are abysmal now due to removal of flaps. But once it gets into the air it's pretty good, if I may say so myself. Now it's supermaneuverable, able to control attitude at up to 95 degrees AoA in pitch and 45 degrees AoA in yaw on wings alone, without reaction wheels. Also put that pesky RTG requirement into a drop tank, dumped after takeoff to reduce weight. Engines are also warmed up automatically upon activating competition mode, so there's no need to Spacebar during setup. Although, brakes still need to be manually enabled. Although it reliably beats the Shinden, it seems to be slightly outmatched by the Mosquito, maybe it's luck in those few rounds but maybe there's a rock-paper-scissors thing. Wut? No world war 2 planes were like this. Well it's a blend of J7W and XP-56. Will post links after the tournament starts or if someone is really interested in fighting it.
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I think making Shindens turn sharper at a lower speed so their engine stay near the peak of the power curve made them better. I used to tune them to turn gently like jets where thrust power get higher the faster you go, but apparently with props the highest thrust power (speed X thrust) is around 70m/s for most props and 100m/s for the Bumblebee engine.
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Guide for building competitive BD Armory jet fighters
goduranus replied to goduranus's topic in KSP1 The Spacecraft Exchange
Just tested WW2 crafts some, and it seems that my previous advice was wrong. Since WW2 propellers in the Airplane Plus mod provide more thrust at low speeds, it's actually better to make your plane turn really hard in order to lose enough speed such that your engine provides more thrust. So AoA limit should be at least 25-30 degrees. I don't know whether this is completely true but I think the aim is to tune your plane so when it turns, it spend most of its turn going at or slightly below the speed where your engines provides the greatest thrust power(Kinetic energy gained by your plane per second=kNs of thrust * plane's air speed) -
A guy called Jolly Rogers is doing a Youtube tournament of world war 2 styled planes. The tournament starts 2 weeks from now, you can see the tournament rules here:https://www.youtube.com/watch?v=XkEUPxoH1ig I've been building some fighters and testing them, and actually came out with some pretty fun dogfighting footage. Maybe someone is up for a bit of pre-season warmup? I'm always itching for a fight Here's one of my planes: https://kerbalx.com/goduranus/Do-335-Werwolf Here's some footage of my prototypes in combat testing: (Can't view on mobile devices because damn Japs copyrighted their WW2 battle songs)
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Oh it's MiffedStarfish
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@Joseph KermanWeren't you gonna do a stock aero jet fighter series? I can't get FAR to work in 1.3 If you do a stock one I will challenge you with the Mig 21 https://kerbalx.com/goduranus/Mig-21
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Here's a SAM site for your jets to blow up https://kerbalx.com/goduranus/Integrated-AA-site
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Unpowered Landing challenge
goduranus replied to DualDesertEagle's topic in KSP1 Challenges & Mission ideas
Ohhh, I might have been drunk. In that case I think the winning strategy could be an RTG-powered electric gyrocopter for infinite score with a touchdown speed near zero. -
Unpowered Landing challenge
goduranus replied to DualDesertEagle's topic in KSP1 Challenges & Mission ideas
I wonder if asteroids are still indestructable, if so my strategy would be to drop an asteroid. Maximum score for this method: about 5,000,000,000, with a class E asteroid being 1,000,000 kgs and reaching speeds about 5,000 m/s. Not a proper entry but I did something like this for another challenge requiring high speed landing. -
Got a light and cheap recon drone with a secondary attack capability. I say secondary because actually carrying the payload as shown will require it to use afterburner for take-off and and turning. Although, if you are gonna see what the enemy has, might as well carry some munitions to take them out. At the very least, take a pair of HARMs to destroy radar AA so actually attack planes can have an easier time. You might have to right click on the munitions to increase their range when you use them in RBDA. Haven't tried it in FAR because I didn't find the dev version. Afterburner toggle is space bar. https://kerbalx.com/goduranus/QAR-75-COIN
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How do I get the FAR dev version for 1.3? The instruction on Github was a bit involved and it got me really confused.
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1. Color coded relative altitude is a definitely a feature, see this screenshot: Might have to go to full resolution to see that there are 3 targets, leftmost enemy is high, it's the highlighted target near the top, and is a blue blip on radar; center is about same altitude as the player's plane, right around where the nose is pointing, and is a green blip; rightmost target is low, it's left slightly left of the radar interface, and it's a brown blip on radar. I've been noticing that with default settings in BDAContinued 0.2.1.2, the AI will fire AMRAAMS on blue blips 1 km further than it will fire on brown blips. 2. I checked, and the planes have bigger side profiles than front profiles, but they disappear from radar when flying perpendicular. According to some simulation game community this is apparently a real world phenomenon resulting from how early radar on an F-15 works. It's called "Notching". I suspect radar detection is not just based on number of pixels being blocked as I have always thought, but may have modifiers depending on relative altitude and heading. Maybe BD left some legacy code that simulate this effect but didn't document it? The radar in BDArmory is even called AN/APG-63, the same model as on old F-15s.
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@dundun92 I've seem some missiles being fired without lock in some of the videos, particularly the one with the Eurofighter, did you touch the controls? or is it firing at something other than a plane?
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I may have noticed a few features not documented, or are they documented somewhere I never noticed? 1.Radar module displays relative altitude, if the target is significantly higher it will show up as blue on radar, and if it is significantly lower it will show as brown on radar. Targets shown in blue can be locked on earlier than targets in brown it seems, simulating effect of terrain clutter? 2.Targets can become less visible by going perpendicular to the radar, seemingly because the air radar is modeled after the F-15 radar from DCS? Maybe the target has to be lower than the radar for this to happen, but I've definitely noticed targets turn invisible once they turn perpendicular during missile evasions.
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It would be pretty trivial to heat stuffs up with electricity though, and it wouldn't require alot of electricity to do so.
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