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Everything posted by DoctorDavinci
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Minimal Part Mega Launch Challenge
DoctorDavinci replied to quasarrgames's topic in KSP1 Challenges & Mission ideas
So I did something that qualifies for this challenge in 1.0.5 about 9 months back I launched the CANUK 787 which consisted of 787 parts with a payload of 4 Kerbaled science rovers each contained in it's own lander 5510.1 Science returned to Kerbin 5510.1 / 787 = 7.00139 -
All aboard the 1.1.3 hand car
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@inigma - Here is my entry ... The CANUKWorks Mentat Mk5 - https://kerbalx.com/DoctorDavinci/Mentat-Mk5
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See below for your answer to competition mode staying stuck on "Pilots Are Taking Off" ... you have to add a couple lines to the AI antenna config file
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So here's one of my pod racers that I added wings to ... I didn't turn off heat damage so the wings got a bit splodey Category: As Seen on TV
- 62 replies
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- supersonic
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So I have been thinking about this and think it is a great idea as it would keep us all occupied as well as hone all of our skills for the next BAD T ... I am willing to host such a tournament but would need the approval of @tetryds as well as the rest of you to do this Problem is that everyone who competes would need a 1.0.5 install as well as having the same mod versions. Having a 1.0.5 install I can't help with but I do have an archive of mods for various versions and actually have a zip that is the mods used for BAD T2 and can share a link to it with those who want to compete As for hosting, we could probably go with the same strategy that is being used in the ASC and have a group of hosts who process the fights. Should a King of the Hill BAD T tournament be started in a new thread using 1.0.5 and the same mod set as used in BAD T2?
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Turn off steering ... change traction control to override then set springs and damper to maximum on all landing gear ... widen the front landing gear so that they are about 1/3 to 1/2 the planes width apart from each other
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See below for your answer to competition mode not working ... you have to add a couple lines to the AI antenna config file Also, each weapon in AA has different muzzle velocities and damage ... Cyclic rate is one thing but how fast your bullet leaves the barrel is another one Some weapons shoot at a lower cyclic rate than others but their muzzle velocity is higher so it is easier to hit your opponent ... AA's weapons were researched and balanced to simulate real world weapons from the WW2 era
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So every time I try to launch your plane the kerbal pops out of the command chair ... This is due to you not leaving enough space around the chair for the Kerbal to load which causes the Kerbal to spawn with a part of itself inside another part which causes the Kerbal to get tossed like a rag doll
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When it comes to using Take Command you need to leave enough room for a kerbal to be standing directly where the command chair is or else you kerbal will be tossed away like a rag doll ... Ensure enough space is present or you will have problems
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For those of you who do not know what the AI Antenna looks like ... it is the one on the far left The one in the middle, the Ring Antenna is only for Wingman control and receiving Radar information and is not needed in this competition The one on the far right is the ball antenna and I have no idea what it does 5000 sounds good to me
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@inigma - Would it be allowed to use the combo AI Antenna from Aviator Arsenal? It combines the BDA Weapon Manager and the BDA AI Pilot into one part
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You're assuming that their naming conventions are based upon the western worlds naming conventions Let alone every human in the world is a cousin of one another to some degree
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The BDA thread has been locked for the time being ... If you're having problems with BDA in 1.1.2 then you're on your own