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Magnavox

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Everything posted by Magnavox

  1. The first ship to crash should be the loser. Unless both ships collide, which in my experience happens a small but non-zero amount of the time. This does raise the occasional question of what happens if a ship runs out of fuel. and while gliding, his opponent overflies him and he get a killing snap shot.
  2. I'd be interested to try something along the line of a contest of ground attack planes vs a ground defence. One competitor builds a defence around KSC or or the island base or one of the other airfields on Kerban. The other competitors have to fly planes to attack the target. Not sure how'd you balance the competition though.
  3. Don't know what KJR is. For the competition I made a new install with only FAR, DD, BDA and their associated dependencies. Hyperedit, Kerbal Engineer and RCS Build Aid I added to help with construction and setting up the competitors. No other mods at all. The Laser by default is set up with the Yaw being rotation, and pitch for azimuth. If you could lock yaw to one specific spot and Max pitch to 90 and min pitch to 90 that would fix it forward. But the pitch settings determine how close to "vertical" and how much below "horizontal" the beam is aimed. I suppose you could mount a radial attachment point on the plane and have the laser stick straight out of the back, but I think that would look ugly and fly worse.
  4. Check this out. No way is it competition legal, but it's amusing to watch in action. https://drive.google.com/open?id=0B13Bfbd-pPp0SVNJOWJ5RFBoNnc
  5. I've built an outgrowth of my DR-3 that can out turn anything anyone has posted by a large factor. For about 1/10th of a second, then the wings rip off and it crashes. If your plane can't fly and stay together, it's not going to win the champion spot.
  6. It's a best of three competition SpaceplaneAddict. The Skua has to beat my DR-3 once more to be declared the winner, then has to beat the Crysis once more as well. I designed it around the GAU-8 from the beginning as a gunfighter. Unfortunately as I said the craft files got a little confused and that's an interim design not the final product, but oh well. Besides speed isn't the issue in this competition, wing loading and manoeuvrability is.
  7. It was named one in development, and then I decided to change it to make it more PG friendly. Somewhere the craft files got mixed up and the name didn't get changed in KSP.
  8. I just flew a series of 12 matches with your K-35 vs. my Faukker DR-3. Unfortunately I don't have vidcap software so I can't show you the matches, but I'll give you the highlights. 1st round the K-35 scored an early AIM-120 hit. First time ever I saw a plane hit something with an AIM-120 2nd round the DR-3 got a gun kill 3rd round the DR-3 got another gun kill. Not unusual as I built it to be a high manoeuvrability gunfighter. 4th round the DR-3 got an AIM-9 kill on the second pass. 5th round the K-35 got a lucky AIM-9 kill during a scissors. 6th round the K-35 crippled the DR-3 with an AIM-9 and finished it off with guns. 7th round the DR-3 got a gun kill. 8th, 9th and 10th rounds the K-35 scored AIM-120 kills in the first 2 minutes of the fight before the first pass. 11th round and 12th round the DR-3 got gun kills. The things I learned where that the K-35 does best if it gets an early kill with an AIM-120. But once the distance has closed and the actual turning dogfight begins, the Faukker DR-3 with it's lower speed, better manoeuvrability and cannons normally carried the day. Of course a sample size of 12 is still minuscule.
  9. Not to be a grump, but if your going to give us a save game, you need to include the two craft files for the planes too. I have no idea where the K-16 is and which version of the Skua?
  10. Hm. Funny, I looked and thought I Saw 8. My mistake. Allow me to say that I've flown your plane against mine in a fair number of test contests. I wish I could show you all some of the results which are hilarious. I love the look of your plane and it's a pleasure to fly against.
  11. You've got too many missiles on it. Limit 6 as per contest requirements. I do like that you abandoned the AIM-120s though.
  12. https://drive.google.com/open?id=0B13Bfbd-pPp0RUg5V3NVSTRMN0U This is a test aircraft I built for the contest using a forward swept wing made all from default parts. It flies quite nicely, just not sufficiently to beat my Faukker reliably. Take a look at what I did for ideas if you like.
  13. The AI does sometime get caught in a hard turn it's true. but it normally breaks out of it eventually. Gunnery in terms of accurace seems to come down to controlling the pitch oscillation problem. I've played around with the .50's and found that for the weight the vulcan is better. One vulcan works just as well as 2+ as far as I can tell.
  14. This is the basic problem of aeronautics. a wing shape that works well at low speed doesn't perform well at high speed and vice versa. That's why variable geometry wings were created and smart materials are being worked on.
  15. A scissors requires that both pilots know what they are doing and the advantages of doing it. I don't think the AI has that capability yet. From my test flights against the K-35 and the Skua, they seem to fall into a natural weaving, but I'm not sure I'd call it a scissors.
  16. Wanderfound. What HUD are you using that gives you the stall warning and Q factor. I've seen in it your other vids and always meant to ask.
  17. I thank you all for your good advice and assistance in helping me understand the finer points of Kerbal aerodynamics. So gentlepersons of all genders, I would like to announce my entry into the contest. After the troubles I had with my Turbo Slaber and Super dart I sent my engineers back to the drawing board. After I told them that they couldn't use crayons on it, they came up with the Faukker DR-3. https://drive.google.com/open?id=0B13Bfbd-pPp0RkpVVjZWX3lZa00
  18. @Doke: Thanks. I was going for a flying wing motif which has sort of leaked away in the face of control issues. It does have a radar; inline behind the intake. But I added it only so the AI can see it's target beyond 3.5km. I messed with the AIM-120's but they are considerably shorter legged than their real world 50km or so range. I was going for a gunfighter anyway for the above mentioned missile problems. https://drive.google.com/open?id=0B13Bfbd-pPp0cFJ3ZkFJSy0wLVU Here's the block 6 version. I've got most of the control issues ironed out, now the plane just breaks in half under high G turns. Though it did get some spectacular kills against the K-35 and many many more spectacular deaths. I've discovered that it will at least fly more or less straight missing one wing. Wanderfound. I've noticed that everyone's planes fly much more smoothly in your vids than they do on my system. Is this a universal setting change or an effect of your rendering?
  19. OK, so I solved the stalling issue by abandoning canards and going to all moving horizontal stabilizers at the rear. It actually won a fight against the K-14 for the first time ever. https://drive.google.com/open?id=0B13Bfbd-pPp0ejIwZFNFZXBuSFE Is there some simple trick I'm missing for reducing over control leading to oscillation? This plane flies, but it's all over the sky doing it. I'd be interested in some advice since I have this problem with my SSTO's as well.
  20. I'm hoping I can get some advice for making this design more competitive. I have some experience building SSTO's under FAR but I'm finding while there are a number of tutorials for beginners using FAR, not so many for advanced users. https://drive.google.com/open?id=0B13Bfbd-pPp0Z2xOcVZ6ME5kU0U This is my Super Dart. The problem is that it stalls in the first turn after takeoff. I'm not sure how to improve it's stall characteristics. I think I have something here. but Not sure what to change to improve it.
  21. I created a new install to try and test my Sper Slaber with weapons. Unfortunately when I fly two of them against each other, they tend to disintegrate in high G turns. Will increasing wing strength help with that? Adding more struts doesn't seem to help.
  22. Thanks. That did it. I must have had some left over craft from a previous version of FAR when I was using it back in 0.90. It all installed fine this time.
  23. OK, Thanks for starting this thread. I got an error today after watching Scott Manly's video about RSS. I followed his suggestions about installing the RSS packs through CKAN to a copy of KSP and I got the following error: From CKAN 1.10.0 About to install... * ActiveTextureManagement-x86-Basic 5-0 (cached) * RealismOverhaul v10.1.0 (cached) * RealSolarSystem v10.1 (cached) * RSSTextures4096 v10.0 (cached) * B9AerospaceProceduralParts 0.40 (cached) * BetterBuoyancy v1.3 (cached) * ConnectedLivingSpace 1.1.3.1 (cached) * FilterExtensions 2.3.0 (cached) * KSP-AVC 1.1.5.0 (cached) * MechJeb2 2.5.3 (cached) * ProceduralFairings v3.15 (cached) * ProceduralFairings-ForEverything v0.0.3 (cached) * ProceduralParts v1.1.6 (cached) * RemoteTech v1.6.7 (cached) * SemiSaturatableRW 1.10.1 (cached) * TACLS-Config-RealismOverhaul v10.1.0 (cached) * TextureReplacer 2.4.7 (cached) * Toolbar 1.7.9 (cached) * FASA 5.35 (cached) * KAS 0.5.2 (cached) * UniversalStorage 1.1.0.6 (cached) * AdvancedJetEngine 2.2.1 (cached) * FerramAerospaceResearch 1:v0.15.3.1 (cached) * ModuleManager 2.6.6 (cached) * ModularFlightIntegrator 1.1.1 (cached) * SolverEngines v1.6 (cached) * ModuleAnimateEmissive v1.6 (cached) * CrossFeedEnabler v3.3 (cached) * KerbalJointReinforcement v3.1.4 (cached) * ModuleRCSFX v4.1 (cached) * RealChute 1.3.2.3 (cached) * RealFuels rf-v10.4.5 (cached) * CommunityResourcePack 0.4.3 (cached) * RealHeat v1.0 (cached) * RealPlume v0.0 (cached) * SmokeScreen 2.6.5 (cached) * Kopernicus 1:beta-02 (cached) * FirespitterCore v7.1.4 (cached) * TACLS v0.11.1.20 (cached) * ReflectionPlugin 1.2 (cached) * KIS 1.1.5 (cached) Module "Active Texture Management - X86 - Basic" successfully installed Module "Realism Overhaul" successfully installed Module "Real Solar System" successfully installed Module "Real Solar System Textures - 4096 x 2048" successfully installed Module "B9 Aerospace Procedural Parts" successfully installed Module "Better Buoyancy" successfully installed Module "Connected Living Space" successfully installed Module "Filter Extensions - Plugin" successfully installed Module "KSP AVC" successfully installed Module "MechJeb 2" successfully installed Module "Procedural Fairings" successfully installed Module "Procedural Fairings - For Everything!" successfully installed Module "Procedural Parts" successfully installed Module "RemoteTech" successfully installed Module "(Semi)Saturatable Reaction Wheels" successfully installed Module "TAC Life Support (TACLS) - Realism Overhaul Config" successfully installed Module "TextureReplacer" successfully installed Module "Toolbar" successfully installed Module "FASA" successfully installed Module "Kerbal Attachment System" successfully installed Module "Universal Storage" successfully installed Module "Advanced Jet Engine" successfully installed Oh no! It looks like you're trying to install a mod which is already installed, or which conflicts with another mod which is already installed. As a safety feature, the CKAN will *never* overwrite or alter a file that it did not install itself. If you wish to install FerramAerospaceResearch 1:v0.15.3.1 via the CKAN, then please manually uninstall the mod which owns: Ships/SPH/FAR Colibri.craft and try again. Your GameData has been returned to its original state. What other information can I give you to assist?
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