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DoctorDavinci

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Everything posted by DoctorDavinci

  1. Great attempt but there is a flaw in your design ... There are Launch Escape rockets attached to what your Kerbal is attached to which is outside the scope of this challenge Also the objective is to launch your kerbal down the runway
  2. That is awesome, however since this is the Great Canadian Kerbal Toss and not the Great Canadian Glider Toss I cannot accept it as an entry The idea is to launch a kerbal whether inside a command pod or whatever, but not to launch a glider and see how far you can glide down the runway ... That is a different challenge OP will be updated to reflect this Not sure how much clearer I can be
  3. A working Trebuchet would be awesome Love what you have done so far ... I have found that in order to get MDKT (AKA: Maximum Distance of Kerbal Tossed) rocket power is necessary which doesn't lend itself well being applied to a trebuchet However, I am having an inkling of an idea where one could make a trebuchet that does utilize rocket power to fling your Kerbal further Booting up Kerbal and gonna try something .......
  4. I agree ... If everyone uses the same armaments then the winner of each battle has clearly won due to a better designed craft as well as the battles being much shorter On another note, this forum software update makes my phone not crash anymore ... I can quote and have no issues with commenting after the quote, thanx @Squad
  5. Fantastic ... This means that ASC-III is just around the corner And in celebration of this I have recorded one of my latest test runs of my Atredies vs my Atredies Mk2 ... 4v4 w/.50 cal
  6. So I just uploaded a video showing myself building a pivoting arm catapult This is how I do it ......
  7. Nothing is changed, I made a locking axle using parts Download the craft file and look at it closely pressing '1' uncouples the 4 Clamp-O-Tron Jr's, the Small Hardpoint that the command chair is attached to, the Large Hardpoint that serves to stabilize the lower pivot arm and also triggers the RT-10 Hammers Pressing the spacebar will trigger the 2 Drogue Chutes attached to the Small Hardpoint which has the command chair attached to it The Clamp-O-Tron Jr's serve as the locking mechanism for the Mk0 Liquid Fuel Tank that serves as the pivot. I built a frame around the Mk0 tank using Cubic Octagonal Struts to form a sort of bearing and reinforced it with a couple Struts to shore it up
  8. So I did what any Kebo-not worth their mettle would do ... go bigger and add MOAR boosters 571.9 m ... You can find the craft file HERE EVA your Kerbal ... Plant a Flag ... Board the command seat ... Press '1' Press space to trigger the drogue chutes
  9. So far in my testing with KAX I have found that having more than one engine (2 or 3) doesn't really help all that much seeing as the added weight of said engines pretty much cancels out any advantage you would have (although I haven't tried the Turboprop since I feel that it doesn't fit within the spirit of the competition) ... You may gain a tiny bit more speed but you will suffer from mobility issues But since we're on the subject of sticking things inside of things, I personally think clipping engines into engines or wings into wings or anything shady such as this should be banned outright I agree with you on this ... Correct me if I am wrong, but I am sure there were no Turboprop engines in WW1 Building a craft large enough to launch all the planes would add a substantial amount of parts which would increase lag ... Kerbal Konstructs and/or Kerbinside would be a better choice to create locations for conducting battles I am using a map pack that @SuicidalInsanity created specifically for the BAD T2 tournament to record the Tier 2 battles (@tetryds is recording Tier 1 using the same pack) ... Creating battlefields using KK and/or KS would probably be the best way to go Here's a link to the BAD T2 Second Tier battle video's: https://www.youtube.com/playlist?list=PLm0VtvicwleDA3W2oDLEy6MbcgT6ETq2X
  10. Sorry, my bad ... I forgot that everything you do in KSP is supposed to be historically accurate
  11. She doesn't want to take off under AI control ... Just gets bouncy and crashes shortly after launch Perhaps change your traction settings on all your wheels to 'overide' and then set the damper and springs to 2 ... also turn off all steering so that the wheels don't try to correct for orientation drift
  12. Rules clearly state that you can only have 2 AIM-120's per rail .. 3 per rail falls outside the scope of the competition
  13. But it is a big deal since your craft doesn't fall within the restrictions placed upon the competitors by the rules that have been established ... Everyone else who has been competing has designed to fit within the restrictions so whether the extra rails add or detract from your crafts chances of winning is moot seeing as your craft is breaking a rule for entry into the competition See above Mind if I use your craft for testing?
  14. What JollyGreenGI said as well as as soon as your plane loads it starts doing a shimmy and flops over on one side ... I tried to get it to take off but she ain't havin none of it I would suggest widening the front landing gear so it is stable on the ground ... the AI won't crash it as easily when trying to take off if you do this
  15. Oh, and here I thought ASC-III was going to consist of battles fought in the air ... How do we tell who wins, who ever falls over first?
  16. Your plane keeps tilting over ... the wheels need to be further apart than they currently are
  17. @inigma - Just so I am understanding the rules correctly ... Any KAX Prop engine is ok, yes?
  18. So I've been doing some testing in 1.1.2 and although I know there will likely be another KSP update I figured I'd show you guys some of my results for the next BAD T Here's the Bad Company Mk2 vs the Buzzkill ... I made the Buzzkill for target practice but it's a mean little beast
  19. A friend of mine coined the nickname and I have used it ever since It comes from my previous career in electro-mechanical engineering (among other things) from which I have retired and that I am a tattoo artist and a medical patient alternative treatment consultant in my retirement
  20. The Great Canadian Kerbal Toss The premise is simple ... 1- Build a Counter-Thrust Trebuchet, a Counter-Weight Trebuchet or a Cannon using all stock parts 2- Plant a flag beside your monstrosity at the same distance from the beginning of the runway as where your Kerbal sits 3- See how far you can launch a kerbal down the runway NOTE: Distance will be measured from the planted flag and your Kerbal MUST SURVIVE THE LANDING ANOTHER NOTE: GLIDERS or LIFTING BODIES used as the payload are allowed although those entries will be listed in a separate category. YET ANOTHER NOTE: A CANNONS category has been added as well RULES: NO MODS NO F12 or other hacks (config editing etc....) Rocket power is encouraged as long as it isn't attached to the launched Kerbal NOTE: If by some fashion thrust is applied directly to your Kerbal or the Command Chair or whatever your Kerbal is in/attached to then your entry will be disqualified with the exception the Cannons category in which case you can apply thrust but no type of engine can be attached to your Kerbal or what it is in ANOTHER NOTE: You must absolutely have multiple screenshots of your attempt uploaded to Imgur OR PREFERABLY record a video of your attempt which you are either able to upload to YouTube or send to me (or both) ... Any video's sent to myself will be uploaded to my YouTube Channel and included in the Great Canadian Kerbal Toss Challenge playlist as well as being credited to yourself in the description YET ANOTHER NOTE: I highly recommend that you watch the tutorial video below so as to understand the physics involved as it pertains to KSP See video below for example of how to build a Counter-Thrust Trebuchet for this challenge ................. Here's a video of my first attempt ....... BRAGGING RIGHTS - Traditional Trebuchet: maccollo: Traditional Trebuchet Distance: 1.5 km This could be you ..... This could be you ..... BRAGGING RIGHTS - Counter Thrust Trebuchet: SasquatchM: Rocket Powered Trebuchet Distance: 875 m Dearidanii: Rocket Powered Trebuchet Distance: 702.9 m DoctorDavinci: Rocket Powered Trebuchet Distance: 571.9 m DoctorDavinci: Rocket Powered Trebuchet Distance: 369.2 m This could be you ..... This could be you ..... BRAGGING RIGHTS - Gliders/Lifting Body Payload: Jollyfellow: Rocket Powered Trebuchet Distance: 1.9 km SasquatchM: Rocket Powered Trebuchet Distance: 665 m This could be you ..... This could be you ..... BRAGGING RIGHTS - Cannons: SasquatchM: Cannon Distance: 1.3 km This could be you ..... This could be you .....
  21. Dude, I was taking a sip of tea and the tea sprayed out of my nose when I read that I gotta learn not to be drinking anything while reading a post in these forums ... this has happened a few times before
  22. No inconvenience at all ... Keeping her close to the ground was her saving grace I think, other planes would overshoot yours because their lowest altitude was higher than yours which gave you a chance to aim up and shoot She's a great craft
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