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Kunighit

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Everything posted by Kunighit

  1. I've tinkered so much I'm tinkered out lol. Until I install the new FAR that is....
  2. That instability is mainly due to three things I've noticed. Lack of power (TWR), having control surfaces responding to both pitch and roll, and having no control surfaces set for purely AoA tracking. I've fixed all three with the new design. Btw VentZer0, the VZ-38 is one ....... of a plane to fight. Super durable and a great high attitude vertical fighter.
  3. Never seen a seal kamikaze into an orca before.... - - - Updated - - - Well anyways I've learned from my mistakes. Don't make too much plane for the engines you have. Here's a preview of what I've done. It's 2.2 tons lighter and ~twice as agile as my previous efforts.
  4. @tetryds Do I need to wait till my last plane is completely eliminated before I can submit another one? - - - Updated - - - I ran the battle afew time with different starting parameters nigelxw. Your plane whooped mine every time.
  5. Well I knew that was going to happen. Currently finishing up on a new design. GF btw
  6. @VentZer0 Flat spin? I know the Sanka II can go into a controlled lateral flat spin if you apply hard pitch, hard left roll/rudder, or hard right roll/rudder(Great for getting another fighter off you tail btw) But the AI isn't smart enough to use it. :/ What flat spin are you talking about?
  7. I don't underestimate the D-25. In fact I think its a more powerful set up than the other 2 options since you changed its performance value to 80%. My whipped together D-25 tractor is just more agile than my 2x aerosport pusher. It might be the engines aren't balanced or maybe my design isn't that great. I'm kind a kicking myself for making a prop fighter with such a low wing aspect ratio thinking I could use it for the jet bracket. And I do know that's part of my agility issue but nothing less of a complete redesign will fix that. So its staying as is.
  8. I say let them take off parallel to each other then start combat 1min after the last plane leaves the ground. (1 minute RL not KSP lag time)
  9. The general lack of agility of the jet class really makes me sad though... Was this how bad they were in the 1940s?
  10. That sounds terrifying.... - - - Updated - - - I tried that engine out with a 4 ton plane (according to what it says in the SPH, idk how my planes put on 2 more tons when I launch them) and it performs worse than if it had 2 aerosports on it.... What gives? I thought the jet class would have more power. I was kinda designing my Sanka to have its final variant be a tran sonic, jet dog fighter. But it looks like that ain't happening. :/
  11. @tetryds Ok I'll take you up on that resubmit offer. http://kerbalx.com/Kunighit/Sanka-II-V2
  12. Just tried out Procedural parts and B9 Procedural wings. This will be my next submission when my last one gets waxed by some filthy tractor prop.
  13. My piston Mono plane Sanka I-A2V2 http://kerbalx.com/Kunighit/Sanka-I-A2V2 is ready to go. *Oh I forgot to set the weapons manager. Though, I take it there will be a default setting for it anyways right?*
  14. I think that we should just post our finished submissions on the thread when its time to do so. Less of a headache to keep track of and folks will see what they're up against. Also...hype!
  15. After hours of testing I have finished finalizing my mono fighter. It has impressive Roll rate, pitch rate and yaw rate. I have the AI running it at 20 steer factor with no issues (unless it looses an engine). Mass is ~5.7tons Max vertical G lot is ~22G 4G sustained turn. Max flat speed is Mach .6 Armament: 3x BrowningM2 50cal It feels slightly underpowered with the twin Aerosports. It lacks the power and agility of my Radial tractor fighter. Though, it make up for it for it some what with higher top speed due to better aerodynamics and better max speed turn rate. - - - Updated - - - @Darren9 here's my grinding stone. http://kerbalx.com/Kunighit/StarlingR-6B might want to reconfig the Machine guns for the new point system. And then set the steer factor to 20. Good Luck.
  16. Make sure you've installed FAR correctly. If your control surfaces aren't working in means the module manger file wasn't put in the right spot I think.
  17. I think erasmusguy and Tuke will be flying against you. They submitted pretty good biplanes. - - - Updated - - - @Jakokidda123 Nice looking plane. Nice to see a fellow fan of unorthodox piston plane designs.
  18. Ok I feel it necessary, for the sake of competition, that I upload an updated version of my target practice mono prop plane. The StarlingR http://kerbalx.com/Kunighit/StarlingR-6B. I built this plane to perform well at the pervious 50.5% thrust limit. Now that the Radial engine limit is set to 80% this thing is a beast in the hands of the AI. I have the steering limit kind a low, but it can still pull sustained 8G turns. I sure if can do more if tweaked a bit. Please use this plane to test and improve your own fighter designs.
  19. Oh here's some pictures of my testing. I'm having too much fun with BH armory ^^ http://imgur.com/a/l9fbz#0
  20. How's the weapon balancing going? From my testing the 50 cal and MauserMG151 20mm could have an increase in damage. I've had a few 3 ship on 3 ship fights that have dragged on till both sides ran out of ammo using these weapons.
  21. Nice the battles are much more draw out now with these older weapons. The winner of the merge doesn't decided the winner of the battle. With the 20mm Vulcan all it takes is just a quick burst to kill a target. Now with these 50cals it almost take the whole 9 yards.
  22. Can't wait for the weapons pack to come out. Looking forward to doing more bore-sighting and live fire testing.
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