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Everything posted by SasquatchM
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All in 1 trip, using Firespitter, Infernal Robotics, Adjustable Landing Gear and Kerbal Foundries. Just noticed the part about getting home. Good thing I saved.
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Top Gun AI - The Official Tournament Thread
SasquatchM replied to RocketTurtle's topic in KSP1 Challenges & Mission ideas
Works for me. -
Top Gun AI - The Official Tournament Thread
SasquatchM replied to RocketTurtle's topic in KSP1 Challenges & Mission ideas
Actually your revisions to my original craft are acceptable, i would like to add a different 2nd craft however. The Two-Step -
Top Gun AI - The Official Tournament Thread
SasquatchM replied to RocketTurtle's topic in KSP1 Challenges & Mission ideas
I feared as much and have an alternate craft as well. -
It will be quite a bit higher, funds wise. Not positive on the specifics yet, but I am planning a chain of target areas with 1 to 3 ground targets each. There may be SAM sites in the mix with occasional defensive fighters as well. I am hoping that I can space them so that the AI is smart enough to go from one to the next.
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Top Gun AI - The Official Tournament Thread
SasquatchM replied to RocketTurtle's topic in KSP1 Challenges & Mission ideas
Here is my submission: the Coral Mk 2 Hopefully it is not too clippy. SHUBADUB -
Top Gun AI - The Official Tournament Thread
SasquatchM replied to RocketTurtle's topic in KSP1 Challenges & Mission ideas
Is there an updated version of KerbPaint, or new masks at least? I have an entry ready to go, but several of the parts no longer have paint support. -
The issue I had was that the 2 drone groups, attacker and defender, were too far away from each other to load properly. even with small beacon craft in between them, I could not bracket to both of them. What I ended up doing was prepping everything at the KSC, going to the attacking craft and launching them manually in a straight line towards the KSC. At about 3.5 km I can bracket to the defenders and launch them, then go back to the attackers and activate the ai and guard. It is, in fact, a pain in the ass, but it works. I have Scrappy Doo's run recorded right now. I wonder if hte standby mode on the AI activates if something is in range? It is too bad it will not activate the engines on it's own.
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Especially if it works! The entire scenario works. It is a little picky as to how to set it up, but I think I have it down. Activate the Missile Defense rove - it uses Mech Jeb and waypoints - the rest of the emplacements are static. bracket over the the defender craft and activate them, bracket to a stationary fuel truck, then go to the attacking craft and launch them. I have to stay with them for a bit as I have to activate the AI and Guard mode when they get closer.