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goduranus

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Posts posted by goduranus

  1. Hey, @Box of Stardust, thanks for running the dogfights.

    Noticed Vampire Squirrel had pilots in the command seat. Could you not spawn the pilots? they actually increase drag, and might be the reason why VS is exploding so much cuz the MLRS might be hitting the pilot's head collision box.  VesselMover's spawn menu has a checkbox to deselect spawn with crew.

    Thought I fixed tipping on the runway, but realized that I didn't upload the fixed version.

  2. 5 hours ago, Box of Stardust said:

    Hey guys

    Figured I could try contributing to getting through the backlog, so I did some tests to see if my setup is good enough (never really done this before). I'm running additional visual mods and stuff (install isn't just for the BDAc stuff) which might have some performance hits? Mission timer is pretty much always in the yellow, so the physics are always not too happy. Hopefully that means the game is just slowing down so it can calculate everything going on, and that it's not skipping over occasional physics things (because that would probably be unoptimal with all the bullets flying around). 

    Movements feel slower than the normal postings, and that's backed up by the mission timer running about only 50-75% the speed it should. Which might be scatterer and EVE eating CPU. Unless videos are usually sped up in post and everything here is running at the speed they should; idk how the battles are posted here.

    If you guys are fine with it, I can go ahead and start throwing planes from the queue (that come after the PEGASys... so the Cake, if I can find it) at the Du-3 until one of them beats the Du-3. I won't do PEGASys vs Rabid Squirrel since goduranus mentioned he changed the RS KerbalX page, so I don't know if I have the originally tested version.

    Can you try to move unused mods to another folder to improve performance, like how exbyde does it? It could just be a "New Folder" Inside your KSP main folder, which allows you to move folders around instantly.

  3. Somone else's started another KSP fighter tournament, check it out here: https://www.youtube.com/watch?v=F2D_AeZRUeg :o

    Notable rules are

    • Radar detection range in SPH's BDA info tab should be under 5km to encourage smaller crafts
    • ECM Jammers are not allowed
    • Only mod allowed is BDArmory (he didn't list this, but later clarifies in video comments)
    • Craft must be crewed, but command chair is acceptable, although the host encourages you to put a jettisoning crew pod for him to do the crew transfer if that is the case
    • Needs an RTG

    More rules in the description of that video

  4. I think he'll do the update after the PEGASys finishes its run and settles into a spot.

     

    I wonder if we'll see the Vampire Squirrel's multi rocket system in action this weekend.

    The last plane we tried is PEGASys on page 41, between it and the Vampire Squirrel in the regular category we have: 

  5. 11 hours ago, Box of Stardust said:

    Welp.

    @exbyde I'd like to replace the Basilisk-D5's spot in the queue with this weapon to surpass Metal Gear.

    TFDs, Squirrels, PEGASi- it beats all of them.

    All it took me was half an hour of building (well, and hours of previously done testing for my other fighters). Someone send a fighter to prove me wrong, because I really, really hate this thing. You can all thank the Du-3 (and to an extent, the yet-to-be-officially-tested X-15 [words]) for this abomination.

    Probably the only thing that'll beat this thing is the Cookie. I haven't tested for it, but it's the only battle where the math is much more in favor for the Cookie.

    Nothing wrong with this, it's symmetrical, with balanced engines, lots of wings and heavy firepower, looks to be a serious contender.

  6. Steer factor is how much control input the AI decides to apply for a given desired steer angle.

    Say for example, if your plane wants to pitch up by 20 degrees, a steer factor of 5 might initially put in 20% control input, while a steer factor of 10 puts in a 40% control input. You want to set this to the highest you can get away with without the plane spinning out of control or start wobbling when using its gun.

    I think pitch ki controls how much your plane steers in response to the asymmetry of the plane in the up down direction, useful for planes that where center of thrust is not on the same plane as the center of mass. But I don't know how to adjust this one.

  7. Since I can't keep a secret to myself, here's another innovation that could give you an advantage:

    Build a dumb fire modular missile with parachute and launch it just outside your plane's IR missile lockon range, and use action groups to make it pump the sky full of flares. Your opponent wouldn't be able to use IR missiles during the initial merge, giving you a brief moment to get on his tail.

  8. 23 minutes ago, Box of Stardust said:

    Yeah, I just couldn't get that 4t limit building a small drone. Had to go up to 4.5-5t to get what I wanted  

    Time to ditch the ECM to save 0.3 tons, none of the leaderboard has a radar missile. And if you can score above the number 4 spot, the ECM equipped crafts below you will keep radar missile entries at bay.

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