Jump to content

goduranus

Members
  • Posts

    516
  • Joined

  • Last visited

Everything posted by goduranus

  1. Here's a kicker, what if on Jool, you don't even burn fuel, but take hydrogen from the atmosphere and combine it with oxidizer? Not the same but here's a cool read: http://www.wickmanspacecraft.com/marsjet.html
  2. Second that, it's biological sample container, but they abstracted it because some people can't stomach animal deaths. Edit: I didn't spot the epic necro
  3. What's a 360 landing, one where you spin horizontally? It's fine as long your craft isn't a dedicated spinner. Reverse thrust, airbrakes, and air-breathing rapiers are fine. Don't use aerospike though, that's a rocket and doesn't have a rampup time.
  4. I've been messing with craft file, there;s modCost, modMass, and modSize. modCost seems to change the cost of the part, but I put some values into modMass and modSize and they don't seem to do anything? I did a search with modMass and modSize, but all that came up were people's craft files, and didn't find any explanations on how to change these two. Does anyone know how to make use of these two settings?
  5. I tried the Alt-F9 video recording feature that comes with my new Geforce card software, and found it really easy to use. I was hoping to have a dogfight thread where each participant record some of the videos, but was wondering how common is video recording capability in our community. Most people probably don't have dedicated recording software, and I don't either, so I was wondering how many people have Geforce Experience, and if you tried recording video with it? cuz I think Nvidia cards are pretty common these days.
  6. Wow Eidahlil, nice flying, you made it look easy! To answer your questions 1. Yes absolutely enable indestructible buildings, I didn't even consider the possibility that a plane so heavy can be landed on it, but now it looks like that can be done. 2. The 45 degrees rule is calculated at the moment your plane touch the VAB, it's just to prevent a plane from landing on its tail as a psuedo VTOL, doing a loop is absolutely allowed. @Spricigo I am not sure if autopilot mod would make it easier, as I never tried any of those, I guess autopilot is allowed, but using non-stock parts is not allowed. So if it needs a part like mechjeb does please don't use it.
  7. We see VAB landings by VTOLs or with parachutes regularly. But a real challenge would be a conventional landing. So here's a challenge for that Score will be based on the horizontal flight capabilities of the craft used in the attempt, rewarding craft size and speed. A speed requirement is set to prevent excess wing spam, and also a no-detachment rule is set so that the configuration used to clock max speed is the same as the configuration used for landing. Scoring: Score = (Mass of craft in tons after landing) * (Maximum clocked speed of the craft in atmosphere in km/s) The whole craft must land intact on top the the VAB Please provide a screenshot of the F3 menu after clocking speed, and also a screenshot of the craft landed on VAB plus some description of how you've managed the feat Rules: Stock Parts only for simplicity All engines point straight to the back Landing attempt done at no more than 45 degree pitch up from the horizon Only jet engines No parachutes No reaction wheels except those built into cockpits or probe cores, max of 1 cockpit and 1 probe core Limit of 100 parts, so better PCs won't be at an advantage No parts should be detached after takeoff No editing the craft file with text editor or mods to squeeze out extra performance. No altering of Kerbin's properties with Alt-F12 menu to reduce gravity or increase drag etc. Some tips The challenge gets much easier if you put something small on top of the VAB and target it during your approach, so your know exactly where the VAB roof is by looking at the Navball, and can keep your velocity vector lined up with it. Eyeballing this landing is almost impossible. It's probably a good idea to set each landing gear's braking force to max or you won't stop in time, and also make sure to use a landing gear that has brakes, as some of them don't. I think the trick to accomplishing this is to get up to about 2km high and 5-6 km away from the KSC, then throttle down to about 1/4 and pitch up until you get to a comfortably low speed and your velocity vector on the Navball is pointed right at the target you placed on the VAB, then control your descent rate with throttle, and engage brakes right as you touch down. My attempt: Sorry no screenshot, I pitched up too much during the approach, engines hit the helipad, causing the plane to bounce, which then settled on the roof beneath the helipad after also losing a nosecone. Someone had done it on YouTube, but with a wing-spamming plane dropping almost straight down onto the VAB with no VTOL engines or parachutes, but wingspam is unrealistic so I put in top speed as a part of the score, Leaderboard: @AeroGav 49.16 points (34.62tons*1.42km/s https://forum.kerbalspaceprogram.com/index.php?/topic/164298-vab-horizontal-landing-challenge/&tab=comments#comment-3170162) @zolotiyeruki 31.03 points (19.794 tons *1.568km/s https://forum.kerbalspaceprogram.com/index.php?/topic/164298-vab-horizontal-landing-challenge/&do=findComment&comment=3172691) @qzgy 20.625 points (16.5 tons*1.25km/s http://forum.kerbalspaceprogram.com/index.php?/topic/164298-vab-horizontal-landing-challenge/&do=findComment&comment=3145933) @Eidahlil 13.01 points (13.69 t x 0.95 km/s, http://forum.kerbalspaceprogram.com/index.php?/topic/164298-vab-horizontal-landing-challenge/&do=findComment&comment=3145668) @Eidahlil 8.46 points ( 8.46 t x 1.00 km/s) Unsuccessful attempts goduranus 10.53 points (8.56 ton craft at top speed of 1.23 km/s, lost an engine and a nosecone)
  8. I've deleted my 1.2, but if everyone is on it, I will go downloaded it again. There are some differences, gun power are buffed and missiles have longer range in BDA for KSP 1.3, but usually not enough to significantly affect the outcome. Edit: I'd like to enter with my MiG-21, it's built in 1.3. https://kerbalx.com/goduranus/Mig-21
  9. @MiffedStarfish are you also on KSP 1.22?
  10. Hi, I have a hopefully simple request for the Vessel Mover that I hopefully already found the right code for implementing. I noticed that vessels spawned by by Vessel Mover have the actiongroup Gear = False where as vessels spawned with the SPH have Gear = True. This is preventing the use of Gear actiongroup to make BD Armory Autopilot AI automatically do certain things during takeoff, like jettisoning JATO rockets or toggling radars on crafts spawned by the Vessel Mover. Where as these are possible with crafts spawned on the runway or SPH. So I would like to request that spawned vessels are set to Gear = True. I did some research and looked at SirDiazo's AutoAction mod, and may have come up the code to do this. In VesselSpawn.cs, line 657, add this? v.ActionGroups.SetGroup(KSPActionGroup.Gear, true); Maybe line 657 isn't the right place? as I think the actiongroup should be set before parts on the vessel are loaded in, to prevent premature activation. But I wasn't able to understand VesselSpawn.cs enough to suggest where else to put it. I also created an Issue https://github.com/PapaJoesSoup/VesselMover/issues/37, but since the last post was a month ago I made a forum post just in case it's rarely visited.
  11. I tried it without override on the MMG, the warhead doesn't seem to explode without it. Here's the craft file, modular missile is AIM-54 in the weapons menu. Thanks for taking a look. https://kerbalx.com/goduranus/F-18C-Hornet-AIM-54-Nooverride
  12. Hi, am I doing something wrong? or does the Small High Explosive warhead not do very much? I've put it on a modular missile with explosion override at 30m yet the enemy plane was undamaged. I've also tried detonating it on the ground but the damage don't seem to go more than a few meters, despite the description saying it has a blast radius of 150m. Is there any additional settings that need to be set for it to work?
  13. I found out the technical term for yaw instability created by ailerons at high AoA, which is actually "Adverse Yaw". Turns out my idea of swept ailerons was over-complicated, and the solution to Adverse Yaw is pretty simple: If you have any rudders on the bottom of your plane, just set them be roll enabled. And be sure to disable roll for rudders on the top, or that'll make it worse. Video explaining Adverse Yaw, the F-4 Phantom apparently suffered badly from this problem.
  14. It turns out you are right on this. I never noticed it because I always have resources obey crossfeed rules turned on. But I just realized that you can set fuel to not obey crossfeed in game settings.
  15. Having the range be controlled by both the radar range and a manually set static launch range is not an invalid idea. IRL missiles should be fired within the shorter of guidance range and fuel range. So static launch range acts like fuel range, and the radar lockon range serves as the guidance range. Also, the current "Maximum Static Range" is out of whack, 5000 is somehow around 10km, and I have to set it to -1000 to get it to fire at 2.5km.
  16. Ok this is the odd thing I found. The "Engage Range Max" setting will only be obeyed if after the craft spawns in, you right click on the MMG and click on "Enable Engagement Options" Setting the "Enabled Engagement Options" in the SPH then saving the craft won't do. You have to right click on each missile of each craft after you spawn them in and "Engagement Options". This did not used to be the case in the previous release of BDA.
  17. I meant that it won't obey the shorter range limit I set for it(the Maximum Static Launch Range in the settings). Say that if the radar detects the enemy at 8km, it will launch right away, even though I set the Modular Guidance to launch at 5km. I also noticed that the AI will not turn on the radar to fire a radar guided Modular Missile in some tests I ran.
  18. Hi, I think Modular Missile Guidance won't obey maximum range settings anymore, at least with Radar AAMs.
  19. My strategy to this is to grab an asteroid and use it as a cushion. Asteroids used to be indestructible, not sure if they are still.
  20. @NotAnAimbot Planes built in 1.3 cannot be loaded in 1.22
×
×
  • Create New...