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Everything posted by Fish Boy
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Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
Fish Boy replied to BahamutoD's topic in KSP1 Mod Releases
The cockpit looks great with stock parts. It goes pretty well with the color scheme of the stock parts. I encourage you to release it whether or not B9 is complete when you finish the cockpit internals. -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
Fish Boy replied to BahamutoD's topic in KSP1 Mod Releases
It would be a great idea to add radar capability to this cockpit for those of us who use BDA. http://www.northropgrumman.com/Capabilities/anapg77aesaradar/Pages/default.aspx -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
Fish Boy replied to BahamutoD's topic in KSP1 Mod Releases
Baha, is there an ETA on the cockpit? Will you spend the next few weeks working the bugs out of BDA or are you moving straight on to a new project? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
Are there nodes for stacking missile rails to the sides of other missile rails? This would make stacking missile rails much easier. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
Does the radar work in space . . . ? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
Yeah. -
Mk2 Lightning Cockpit for B9 Aerospace v1.3 (FAR drag fixed)
Fish Boy replied to BahamutoD's topic in KSP1 Mod Releases
Can't wait for the new cockpit. There will be one that's compatible with stock Mark 2 fuselages, no? Additionally, will it be standalone or a component of B9? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
Woah, that's really cool BD! I really love the sound effects too. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
BD, if you have trouble figuring out what battle mechanics are "realistic," you can (maybe?) go find someone on these forums who's a fighter pilot, ask them; they're probably everywhere. Even I know two fighter pilots in training. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
Is there going to be an AWACS style system and a targeting nosecone? Also, is there a possibility of a "paint" AI mode where a plane orbits the battlefield and paints targets? Great work, Baha! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
BDArmory should come with a squid launcher and a shrink ray. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
AI-controlled ships flying around and painting targets would be awesome. Imagine an AI-controlled plane orbiting a battlefield and painting target after target, completely independent of the player. The satellite idea is awesome, I never thought about that. BD should do that! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
BD, is there going to be a way for the AI to act as a "target painter," so an AI-controlled plane can fly around and paint targets for a user-controlled craft to destroy? Target pod is looking good! No problemo. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
Works perfectly with 1.0.4. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Fish Boy replied to bac9's topic in KSP1 Mod Development
Neither of those solutions seem to solve much. If this is a common problem, is there anywhere I could find more ways to fix this? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Fish Boy replied to bac9's topic in KSP1 Mod Development
Been experiencing some kind of bug. Whenever I attach two vertical stabilizers on my craft, as shown, the center of lift deviates slightly to one side. Makes flight a little difficult. -
Advanced Aircraft, Building Techniques And Help
Fish Boy replied to V8jester's topic in KSP Fan Works
The split tail is inspired by Sukhoi jets. I like to keep things simple. One very wise man once said "simplicity is the ultimate sophistication." I hate designing wings (I have killer OCD,) so I kept them minimized by making the second, high(er) aspect ratio section of the wings all-moving so I wouldn't have to place elevons. They're like giant canards. That said, I enjoy making things a bit detailed. Each of the three rotors have eight Hellfire missiles in them; a total of 24 AGMs. This thing totally destroys ground units. I pitted one of these jets against a huge Goalkeeper sea-whiz and the jet wrecked. The jet has some very good low-speed characteristics. The center of lift being off because of the two vertical stabilizers is weird but has very little (but some) effect on the flight of the jet. I'd contact B9 or some of the devs about it but they're all too busy for this. No idea how to solve this aside from having only one vertical stabilizer but that'd drive me nucking futs.- 214 replies
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Advanced Aircraft, Building Techniques And Help
Fish Boy replied to V8jester's topic in KSP Fan Works
Well, here I am. Been building an aircraft with which to test my rotating missile bays. The aircraft is nearly perfect, CoL right on the CoM, looks great. (These pictures are big, I know. Imgur sucks at resizing.) However . . . . . . . . . adding two vertical stabilizers causes the CoL to go whacko and point in slightly the wrong way. I don't know why this is, or how I can fix it. I'm using the B9 procedural wings. Help would be greatly appreciated. As shown in the above photo. The jet itself is great and flies amazingly well!- 214 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
Will there only be radar/laser/heat seeking components to the new update or will there be some more modular parts (weapons) and AI improvements as well? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
I just set hotkeys to rotate the skewer back and forth. Setting positions is a bit weird because the launch order is messed up with missiles. Thus far I've built a very nice fighter that's excessively maneuverable and flies at very low speeds. Looks very futuristic. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
I can probably give you a video within a day or two. I need to design a decent looking plane to go with the bay, which is painful because I have killer OCD and I hate the Mark 2 cockpit and the Mark 2 to 1.25 meter adapters. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
I was inspired by your bomb bay. I spent an hour learning how Infernal Robotics works and I'm working on a rotating missile bay. Allows for smaller wings (less hardpoints) and is more aerodynamic. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Fish Boy replied to BahamutoD's topic in KSP1 Mod Development
Wow, that's really great! Now if something like that was included in BDArmory (so I don't have to figure out how to build it) and would rotate to the selected ordnance automatically, that would be amazing.