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goduranus

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Everything posted by goduranus

  1. I think he's ought to release it before AC7 to undercut AC7's buyers. Afterall, AC7 was initially promised for 2017 I'm kinda pis sed
  2. Off topic here, but since we're all air combat enthusiasts here, I'd like to share this cool free indie game in the veins of Ace Combat. Well not "free" but Pay-If-You-Want, where you can try the Alpha and donate if you want to support the development. Click on "no-thanks" at the donate page and you'll still be able to download it. Download link at the bottom of the link: https://rb-d2.itch.io/wingman/devlog/24909/project-wingman-alpha-5-revision-2
  3. @Box of Stardust Your other plane the Pegasus is super wobbly as well. @dundun92I didn't have any trouble locking onto the Viper after he fixed it, maybe wobble fix broke it?
  4. Sometimes bullets and chaff or flares will still get dragged around by the observer plane's frame of reference, I think.
  5. I hope more people could make it onto the leader board, else it's just me and Dunduns
  6. Here's some of my ideas on how to do well Basic ideas: Wingspam, get more wings than it looks like you could possibly need High thrust to weight, aim for thrust to weight of about 3:1. so for a 6 ton plane, aim for at least 180kNof maximum thrust Right click to reduce total amount of fuel carried, to further reduce weight and increase the thrust to weight ratio Gunspam, get 3-4 20mm 4 Vulcans or 2-3 30mm GAUs to give a good volume of fire, and spread them out or put them on slightly wobbly parts to get a good spread Put some reaction wheels on to increase control authority ECM is a must, it prevents radar missile lock, so you don't lose the initiative when you are forced to dodge missiles Hook ECM to Gear or SAS action group with "Enable ECM", not "Toggle ECM", so that ECM activates when the BDArmory AI tries to take off, instead of trusting the AI to toggle it on when a missile is already headed toward it. Then it'd be forced to dodge and lose its initiaitve Use the Airplane Plus Tiger engine, it's the best engine with very good electricity generation to power radar and ECM without interruption Advanced ideas: Minimize moment of inertia, moment of inertia is what resists a turn, minimize it by putting heavy parts near the center of mass so you plane will get more angular acceleration with less effort Shifting center of lift with pitch control surfaces, by putting center of lift very close behind the center of mass, and have pure pitch control surfaces very far behind, you can cause center of lift to shift in front of the center of mass when the control surface turns into the airstream, greatly enhancing pitch authority Vertical wingspam, you want vertically placed wings to reduce sideslip, they should be place much like the horizontal wings, in that they are symmetrical above and below the center of mass otherwise sideslip will cause unwanted roll, and make sure that vertical wings and rudder together should have a center of lift slightly behind the center of mass to maximize yaw maneuverability Limiting control surface authority to improve response time, experimentally I found that you want every control surface to be able to respond in 0.3 second, so you have to look into the parts info of the control surface, and set an authority multiplier usually below 100, that caps the control surface to how much it can turn in 0.3 seconds Thrust vectored engines might make the plane more detectable by IR missiles from the front, by spewing exhaust particle effects(which BDArmory wiki says is what IR missiles lock onto) out to the side of the plane where they are not shielded by the airplane's body.
  7. it beats the TFD? I thought that was your entry, then had a closer read, the observer aircraft is a neat idea.
  8. You can just copy your ksp folder to another location, it still works, because KSP never runs Steam connection check.
  9. Rabid Squirrel is not linked? It's here: https://kerbalx.com/goduranus/Rabid-Squirrel
  10. Maybe slap a command chair and a RTG on it and send it to Jolly Roger Aerospace's jet fighter tournament on YouTube? He's short a couple of planes for the next chapter. BD Armory wiki seems to say that IR missile lock is based on parts temperature, range, and line of sight, so maybe your spreading engines out is helping with IR locks.
  11. To stop your planes from spinning out, add some reaction wheels.
  12. Maybe have the mothership's AI units be launched away after the last drone, and parachutes to the ground so the enemy planes will ignore it most of the time.
  13. make a composite aircraft that breaks into multiple smaller aircrafts, then no parts are wasted on a sitting duck Mothership.
  14. Attach the landing gear and extra batteries to a decoupler and set it to decouple with Gear action group.
  15. AIM-120 won't go 80nm in game. In real life it only goes 80nm when it is fired from like 12km altitude and mach 1.5 and because it follows a ballistic trajectory. In game it's doesn't fly ballistically, so it loses lots of energy by flying through thick atmosphere. On top of that, in game we launch them from lower and slower. More realistic range for they way we fire them in game would be like 15-20nm or something. I think for AIM-120 the fuel fraction is 38% percent, which could mean the difference between its pulling 6Gs or 9Gs, I didn't see the numbers for AIM-9 yet, but I think it's over 50%, so it makes the difference between 6Gs and 12Gs. My previous 70% number was excessive as I didn't check the documentation at the time, but the difference is still significant. It shouldn't mess up FAR because it's only to do with mass changes. Missiles don't burn fuel as of 1.1.0 beta. But I'll give it a try to see if I could mod in fuel burn myself, it should be pretty easy. Just need to have the new missile be a copy of the Modular Missile Guidance, but add the warhead function, the fuel container function, and the rocket motor function, the battery function, the reaction wheel function, and the decoupler function onto it. These are referred as modules in KSP files but I call them functions here to avoid confusion with the missile module. Also it would need to be steered by SAS because I don't think a single part can't generate lever arm to steer with aerodynamic forces, so that aspect of it would have to stay unrealistic. Since torque would be constant instead of scaling with air speed, that mean the missile would turn faster than real life at low speed and slower than real at high speed
  16. @Eidahlil if you are really on the dev team can you ask them to make missiles get lighter and more maneuverable as it flies and burns through its fuel? Since a real missiles burn through 70% of its mass or something.
  17. I wonder if @Dundun65C will also make it to the leaderboard.
  18. What is the secret of the TFD, why is it so good? It's large and slow, just looking at the stats you wouldn't have guessed that it would top spot. Maybe it's turns faster with reaction wheels by being slow and less exposed to aerodynamic forces?
  19. Look s like I was wrong about slow speed helping to reduce IR missile lock on? Du-1b went pretty slowly and still got nailed, I wonder what contributes to different IR lock on range then? @Eidahlil's planes seem to avoid IR lock on pretty well.
  20. I don't think Long-range missiles from NSI are banned. exbyde allowed NSI's R60 on page 22, so why not NSI's R27? If you want Russian IR missiles are they here:
  21. One of the allowed mods has the R-27, but those are heavy, don't really lock on further than the AIM-9, and if the otter guy limits speed to under 220m/s they become nearly useless.
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