t3hJimmer
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Discussion thread - BD Armory AI tournaments
t3hJimmer replied to colmo's topic in KSP1 Challenges & Mission ideas
I don't think my PC could handle 4 planes running FAR. -
Discussion thread - BD Armory AI tournaments
t3hJimmer replied to colmo's topic in KSP1 Challenges & Mission ideas
I tested your X-Vipers against my F-4 Destroyers. I think you've got a good design, but you're overloading the air-frame with too many weapons. Try stripping off some of the excess weight (Especially those cheating turrets ) and I think they'll be a lot more deadly. @ZLM I tested your Rafale C's V4 against my F-4 Destroyers. You've got a real gem of an aircraft there. I think my F-4 are just a little bit faster, but your Rafale is a real ballerina. I keep re-running this matchup, its a lot of fun to watch the deadly dance. Cheers! -
Discussion thread - BD Armory AI tournaments
t3hJimmer replied to colmo's topic in KSP1 Challenges & Mission ideas
Why? Thats just going to bloat the part count without adding anything to the competition. -
The challenge: Build 1 aircraft and use it to rescue Jeb, Bill, and Bob from the bloodthirsty pirates. Participants will be ranked based upon their speed and combat ability (details below). You must have a "weapon manager" installed on you plane, and you must be set to "team B" for your attempt. I have prepared a save file for this challenge: https://www.dropbox.com/s/5l2dqsildlmeic1/Assault%20on%20Pirate%20Island%21.rar?dl=0 Extract the "Assault on Pirate Island!" folder into your KSP Directory (Similar to installing a mod). It goes in the "saves folder" ->\Kerbal Space Program\saves. Mods: This challenge requires the BD Armory mod available here: http://forum.kerbalspaceprogram.com/threads/85209-1-0-2-BDArmory-v0-8-3-(critical-fixes-improved-AI)-Dev-Thread-May-30 . Make sure your physics distance is at least 15000 m (alt-b to open the settings) Allowed: All information and piloting mods. (KER, MechJeb, Pilot assistant, etc) FAR - I haven't tried this, but if you want to use it go ahead Part Pack mods (as long as they are balanced) Banned: Anything other weapons mods Cheat Menu Hyper Edit If you have a mod you want to use and it's not mentioned here, ask and I'll add it to the list. Scoring: Participants will be scored using combination of time, and weapons load-out. Your base score is the mission time when you come to a complete stop at the KSC with Jeb, Bill, Bob, and Valentina aboard your plane (preferably on the runway, but close is fine). On top if this time, there will be a penalty for every weapon you are carrying at takeoff and for using guard mode / AI pilot to fight your battles. This is a challenge of your combat ability, so carry only what you need to get the job done. Penalties: 15 seconds for every missile or bomb (all types) 30 seconds for every gun (ammo cans are free) 45 seconds for every countermeasures pod 3 minutes if you engage guard mode at any point 3 minutes if you engage AI auto pilot at any point Make a video (preferred) or imgur album that shows your plane on take off, landed at pirate island, and returned to a stop at KSC. Try and include some fighting if you can (I knows its hard to remember screenshots when you're dodging missiles!) Here is proof that this challenge is possible to complete: Mission Time: 14:15 Penalties: 10:30 [22 missiles/bombs, 1 Gun, 6 countermeasures, No Guard mode, No AI Pilot] Final Score: 24:45 Leaderboard: 1. 2. 3. 4. 5.
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Discussion thread - BD Armory AI tournaments
t3hJimmer replied to colmo's topic in KSP1 Challenges & Mission ideas
This sounds like a fair system to me: 10 hardpoints. Everything uses 1 hardpoint. Max of 2 countermeasure pods. I agree with noname117's point that this will limit weapon diversity, but at this point I think we should stick with something simple, and after the tournament we'll have a better idea whats OP and should maybe cost an extra hardpoint when we run the next tournament. (with all the interest this thread has garnered, I have a feeling we're going to be running several tournaments in the future) I think there are some interesting tradeoffs between single and dual engine planes. I think we should leave it open to whatever number of engines you want. Limit the weapon options, and leave the plane design wide open and see what people can come up with. Obviously no cheaty overclipping though :^) /my 2 cents -
Damn! That's crazy fast!! How are you dealing with the heat? ikr, why make a leader board if you're not going to come back to the thread?
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Discussion thread - BD Armory AI tournaments
t3hJimmer replied to colmo's topic in KSP1 Challenges & Mission ideas
@Bob_Saget54 I arranged a 2v2 deathmatch between your Mosquito's and my Destroyers. At 91 parts each, the mosquitos were pushing the limits of my PC, but after a crash or two I captured this video: I was able to get a load of early damage on your mosquitos, but they just shrugged it off and kept on fighting. Here's the craft file for the F-4 Destroyer is anyone wants to take it for a spin: http://pastebin.com/Vpp8Gsr9 -
Discussion thread - BD Armory AI tournaments
t3hJimmer replied to colmo's topic in KSP1 Challenges & Mission ideas
Your settings were all good from the .craft file provided. I went ahead and ran some trials of your MiG-35 against the current iteration of my F-4 Destroyer. You can check out a couple battles I recorded: Your MiG-35 is a great looking bird. I think it needs some beefier tail planes, it was getting out cornered by my Destroyer. The 6 countermeasure pods were enough to keep the missiles away, but the MiG-35 couldnt turn hard enough to return fire. Cheers! - - - Updated - - - I suggested the low cost of missiles because they are mostly useless against an enemy with 4 countermeasure pods. Also, each missile is 1 shot, while a cannon can fire thousands of rounds over the course of a battle. I dont want to lower the cost of the cannons, I think 4 cannons per plane is plenty. Like Colmo said, this challenge is about building an effective plane, not just a platform to cover in guns. I 100% agree that "fixed" turrets should be allowed, as long as their range of motion is set to 0. Where do you find the info on the different guns? It seems that rate of fire and muzzle velocity are the biggest factors as far as effectiveness goes. Maybe we can take a look at those numbers and give different points to each gun. As far as the missiles go theirs pretty much only AMRAAMs and Sidewinders for air to air combat, and I think they're pretty balanced. -
Discussion thread - BD Armory AI tournaments
t3hJimmer replied to colmo's topic in KSP1 Challenges & Mission ideas
Sounds good to me Any thoughts on point system for the weapons? For arguments sake I'll throw this out there: Missiles - 3 points per Cannons - 9 points per Ammo cans - 4 points per Countermeasures - 5 points per Max points - 60 Possible Load-outs with this system: Missile boat: 1 cannon 1 ammo can 4 Countermeasures 9 missiles Gun Bed: 4 cannons 3 ammo cans 2 Countermeasures Hybrid: 2 cannon 1 ammo can 4 countermeasures 6 missiles Or maybe we should go through as assign each weapon a point value (AMRAAM-2 per, Sidwinder-3 per, HE-KV1 - 1 per)? -
Discussion thread - BD Armory AI tournaments
t3hJimmer replied to colmo's topic in KSP1 Challenges & Mission ideas
Feel like sharing the .craft? I'd love to see where I can improve. Setting guard mode distance that low was a mistake, I usually crank it to max, but I must have reverted the setting at some point and didnt notice the change -
Discussion thread - BD Armory AI tournaments
t3hJimmer replied to colmo's topic in KSP1 Challenges & Mission ideas
@Darren9 I was finally able to best your M230's, it took me several designs and tons of optimizing to do it though. Here's the craft file if you want to do some testing of your own. I look forward to seeing what you come up with next http://pastebin.com/Lx551LaB We'll have to see what colmo decides. This challenge is going to be hard to balance given all the different possibilities for weapon combos. As it stands, turrets seem a bit overpowered. I think the battles would be more exciting with fixed turrets only. Fixed turrets would force acrobatics to get the enemy in your sights. -
Discussion thread - BD Armory AI tournaments
t3hJimmer replied to colmo's topic in KSP1 Challenges & Mission ideas
Without a doubt, your M320's tore my Strarfighters to shreds. Back to the drawing board -
Discussion thread - BD Armory AI tournaments
t3hJimmer replied to colmo's topic in KSP1 Challenges & Mission ideas
I have a modest PC [core2 Quad @ 3.0GHz] and I have no problem running a 2v2 when all the craft have ~40 parts. The physics is running on yellow, so it's not full speed, but the video comes out pretty smooth. I just started playing with BD armory yesterday, but in my trials I've found the the outcome of the fights are very random. I've ran this matchup of 2 very different aircraft several times, and the winrate is about 50-50. Maybe they're both equally bad . From my testing I've found that missles are OP, turrets are strong, and fixed cannons are weak sauce. If anyone has any insight into this I'd love to hear it. Anyway, enjoy the fireworks! -
Discussion thread - BD Armory AI tournaments
t3hJimmer replied to colmo's topic in KSP1 Challenges & Mission ideas
I cant wait for this challenge to kick off. I just installed BD Armory today, and I'm having a blast blowing stuff up! It's going to be interesting to see the design people come up with. -
Here is my entry. All stock parts, but I used pilot assistant to help maintain the correct altitude.
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Rebuilding the Abandoned Airport
t3hJimmer replied to Toasterbot959's topic in KSP1 Challenges & Mission ideas
Is quicksaving/loading allowed? With some abuse of quicksaves and the addition of 4 more turbojets I was able to get my time down to 4:10! -
Rebuilding the Abandoned Airport
t3hJimmer replied to Toasterbot959's topic in KSP1 Challenges & Mission ideas
This is a fun challenge! It took an awful lot of blowing up orange tanks at the Old Air Field before I was able to get this run. I chose to go with a side by side deployment to keep the length of my aircraft down. I found that I could drop the tanks at a higher speed if I put a probe core on them and quickly switched to them after drop and activated the parachutes. Challenge Time: 5:17 (Stock - no mods) Aircraft Specs: name: C-111 Parallel Drop parts: 145 (85 w/o cargo) mass: 183.9 (102.7 w/o cargo) powerplant: Turbojet X8 I'm sure with some practice I could get my time down to around the 4:30 mark. Off to try and get a perfect run! -
Fastest Runway To Island To Runway.
t3hJimmer replied to Avetho's topic in KSP1 Challenges & Mission ideas
@klesh nice looking bird I'd suggest trying out "Open Broadcaster" for making your videos. It's free, fairly easy to use, and you wouldn't have that awful watermark across the screen. cheers! -
Challenge : Single Lander across the system
t3hJimmer replied to Enkiel's topic in KSP1 Challenges & Mission ideas
An SSTO from eve is impossible. -
Kerbal SpaceK (X) - Stage Reusability Challenge
t3hJimmer replied to driconmax's topic in KSP1 Challenges & Mission ideas
Just landing on that platform is pretty impressive. Nice flying iamchairs -
Heavy Lift Economy Challenge
t3hJimmer replied to Wanderfound's topic in KSP1 Challenges & Mission ideas
Here is my stock entry. It's a spaceplane, but with 16 RAPIER's its arguably closer to a rocket I give you the C-1000 Everything was recovered except the space station segment and the spent fuel. Liquid Fuel: 14,180 at launch - 2,880 in the payload - 1,267 at recovery = 10,033 -> √8026 Oxidized: 12,540 at launch - 3,520 in the payload - 1,175 at recovery = 7,845 -> √1412 Total Cost: √9438 -
Difference between undock and decouple?
t3hJimmer replied to BasKing's topic in KSP1 Gameplay Questions and Tutorials
I haven't tested it, but i believe undock just releases the connection, and decouple give a little push when it releases the connection. -
I've wanted to participate in the challenge for a while. I made this plane for the "BSC Redux - Stearwing D45" Challenge. It carries a small satellite to orbit and returns to KSC. craft file available here: http://pastebin.com/EFhjLud2
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BSC Redux - Stearwing D45 - We have a winner!
t3hJimmer replied to Xeldrak's topic in KSP1 Challenges & Mission ideas
Here's my submission: the Stearwing XL It's a little tame looking, but it's very noob friendly to fly. It has lots of fuel, big wings and control surfaces, and RAPIER engines. The Stearwing XL is a single stage to orbit (SSTO) space plane that carries a deployable satellite. It is powered by RAPIER engines that can operate as both jets and rockets. Getting to orbit is as easy as pointing the nose 25° above the horizon (pull back until the orange marker on the navball is lined up with the 25 line) and firing the engines at 100% thrust. Once you achieve an apoapsis of 75km (The AP on the map view), power down and wait until you reach apoapsis. Burn prograde at apoapsis until your orbit is circularized. The cargo bay can be operated using a right click or taping the 1-key. The RAPIER engines will toggle to rocket mode automatically, and can be manually toggled between rocket and air mode using the 2-key. **note** the fuel on the satellite is locked, in order to fly the satellite, you have to right click on it's fuel tank and enable fuel and oxidizer use. Do this after the satellite is deployed. Craft File available here: http://pastebin.com/EFhjLud2