Jump to content

gridghost

Members
  • Posts

    113
  • Joined

  • Last visited

Everything posted by gridghost

  1. There's been an update to FAR: https://beta.kerbalstuff.com/mod/52/Ferram%20Aerospace%20Research
  2. Ya, that's what i found playing around with my rules, too. That's why (and for endurance reasons, too) i opted for at least 200 units of fuel and an engine restriction of 75% thrust on my Light Fighter class. Otherwise it would outmanuever the other classes by miles. It still does, though :). I'm trying to get to a restrictionlevel that seems fair to all of the classes, and this is what i came up with after some trial and error. I like long and intresting bouts where both actually have a chance of survival and success. And to clarify, i usually dont count head-on missile kills either. But you have to give it something
  3. I see it actually managed to get 1 (!) kill out of, what, 15 fights But I need to down the partcount and have less vectoring and more DD (default doesn't cut it really) and see to making it preserve more energy. But it looks cool
  4. I noticed that the Currawang have one engine on 80% thrust and the other on 100%, btw. Makes it somewhat more unstable.
  5. That last fight was a new design: GG LHF-x12 Proto (right click...) Still prototyped, but good enough Have fun. Though i guess the P9.3 will beat it outright, seeing as it weights approx. half of the LHF and has the same turnratio Damn, it's a hard one...
  6. I did some testing and got a good video to boot No sound though. But it's a showcase of energy- against supermaneuverability-fighting.
  7. Aerial acrobatics: check Controlled stall: check Gun jousting: check Incredible stupid moves by the AI as in killing the engine and just hanging just infront of your enemy just wainting to be shot down: check. Amazingly cool moves by the AI as in hanging on thrust alone, yawing with vectors to get missile lock and kill: check And the Currawong does not dissapoint But i have to redesign my crafts a bit... *sigh*
  8. I have to download and test it when i get home Seems like it's going to be hilarious and fun to watch the AI do some aerial acrobatics.
  9. Now, that would be a very nice addition
  10. It says procedural parts in the OP so i suppose so.
  11. Tried to make a somewhat supermanouverable heavy fighter to compete with Dok-7 and came up with GG HF-2X Proto (right click...). It's pretty stable post stall and able to turn pretty hard. All stock except adjustable landing gear.
  12. It could be atmospheric pressure in combination with Gee-forces. I've had planes doing high-g turns at altitude w/o problems just to explode when going below 1500 m just because of it.
  13. Drone (i know it's out of play but wanted to give it away anyhow) GG DR-1S (right click and save as...) Ligth Fighter GG LF-1S (right click and save as...) Medium Fighter GG MF-1S (right click and save as...) Heavy Fighter GG HF-1S (right click and save as...) All are within my own set of rules (budget, weight and so on) and are pretty decent fighters... And @Van Disaster The rules are slightly bendy, so if you want to use a dry engine, i would compensate accordingly (1/3 the fuel or something) and making the craft lighter and thus more competetive in some cases. I used Panthers just cause i wanted it, it's not mandatory
  14. My bad, the Pricelimit for the Medium fighter were 35k, not 30k (Messed it up when i typed). Will edit.
  15. Speaking of set rules Here's some i've tested to give me a challenge. All crafts have Radomes. Drone: Max weight: 5 tonnes, Cost 20k, Must have at least 150 unit of fuel, Max 55% throttle (Panther, Wet) and must have cannon, probecore and at least 400 units electric charge. Ligth fighter: Max weight: 7 tonnes, Cost: 25k, Must have at least 200 units of fuel, Max 75% throttle (Panther, Wet) and must have cannon, ammo, and 2 missiles (and no disposable landinggear ). Medium fighter: Max weight: 9 tonnes, Cost: 35k, Must have at least 400 units of fuel, Max 100% throttle (Panther, Wet) and must have cannon, ammo and 4 missiles (and no disposable landinggear ). Heavy fighter: Max weight: 12 tonnes, Cost: 40k, Must have at least 540 units of fuel, Max 80% throttle (Dual Panther, Wet) and must have cannon, ammo and 6 missiles and Dual engines (and no disposable landinggear ). This and using only stock parts to make good and viable fighters. Will post my set of standard fighters with a side of testing drone when i get home.
  16. Ya, I''ve done that too a couple of times... the AI seems to be oblivious to surrounding obstacles It would be fun to test against one of your creations.
  17. If you outrun the Amraams you just have to wait a minute to see it plummet to it's death by itself...
  18. 10 minutes on full Panther AB would qualify my single engine craft . But, ya, it would be a good rule to add.
  19. GG HRF-1x-p (right click and save as...) GG HRF-2x-p (right click and save as...) One singleengine and one twinengine craft for your testing pleasures... pulls some G-s and explodes in funny ways. Enjoy.
  20. I have a hard time getting my crafts to pull 30+ AoA w/o stalling out, so i guess my craft will be obliterated in a heartbeat. Have to test it when i get home
  21. I'm working on a prototype craft that will fall to pieces in front of the Hummingbird
  22. Oh... thanks, i think It's not going to last, though. But at least i got to shoot it down once.
  23. I vote A ​No fighter today lifts off w/o one.
  24. I have to test making more adjustments to the DD then, and just because i mentioned it earlier i had a plane hit 27G at least when i tested it Ah, well. And i'm having issues with getting a good fight with the D-10d too, seeing as if it doesn't shoot it self to bits, it breaks itself apart or get in the way of a missile.
×
×
  • Create New...