tsoj
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Posts posted by tsoj
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just noticed, i forgot to link my " JET:TEC/AI " .
Now you can find it here: https://kerbalx.com/dariusduesentrieb/JETTECAI
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i would suggest this rules:
"Our company searches a vehical to rescue stranded kerbals from LKO (about 100km NN). The best pod is that one that has the lowest price to kerbal ratio. You have to note that we never have more than ten kerbals on our spacestation, so thats the maximum for kerbals that counts to the price-per-kerbal-ratio."
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Here is my submission: It's the " JET:TEC/AI ".
Have fun with it!
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Just now, Bob_Saget54 said:
Well, considering how we are getting another chance to revise our planes, I'll take this opportunity to introduce the Shrike Mk. III
https://kerbalx.com/crafts/21243/edit
This craft fixes some of the teething problems with the Mk. II, mainly the poor acceleration, TWR, and poor armament of the original craft
Guns in intakes ...
in reallife ->
Anyways nice shape
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4 hours ago, SpannerMonkey(smce) said:
The combat is started and controlled from the BDA setting menu, all that is required is that brakes are on, throttle at zero and engine running and the craft are either marked team A or B as appropriate.. Once started it's in the hands of the gods
i mean, if he hits for all planes space bar first, you could design "one" plane that is actually two planes (decoupler, double cockpits...)
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two cockpits and decouplers arent allowed or am i wrong?
@GDJ How will you initiate the planes, just one spaebarhit? or just activating the enignes?
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Just now, SpannerMonkey(smce) said:
Indeed it is, and as such i can confirm that I'm much better at devising incredibly efficient ways to shoot planes down than i am at building planes , so much so that my entry should be renamed as cannon fodder, I've just run all of the uploaded entries against it, to challenge regs and it's well outclassed, not suprised though as this is my first foray into such endeavors . I'll let it stand as it is though. if the entry list is oversubscribed feel free to pull it in favor of more capable craft
yes, i can confirm, especially the platybloty with this four gattlings ... puh
but im working
even with an corrupt ksp installation ( crashes at 2 of 9 explosions [not that good for aircombat])
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14 hours ago, TorchedForever said:
I expect designs similar to the VulcaRaptor will still be dominate. High wing area for maneuverability and reaction wheels for gun accuracy. Additionally, the biplane design maximizes wing area for a given target profile.
I feel always like im cheating if i use reaction controll wheels on planes :\
Just now, notsodeadjeb said:https://kerbalx.com/crafts/20962/edit
here is my submission.
you should remove the "/edit" thing from the end of your link.
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you're leaking information, its bad for you
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Just now, Pds314 said:
A battle between small and large planes. Note: don't put too much stock in the results. It could just as well have gone the other way.
with this post you destroyed the magic number of post you have made.
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is it really necessary to have fuel for 15 min or is it just a recommendation?
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i broke the 50km mark:
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Quote
Besides manually running the plane until fuel exhaustion, are there other ways that can determine whether a plane has adequate fuel or not?
i think you could read it from kerbal engineer redux if you have installed it. you may have to swith to afterburner. but actually i am not sure if it works now.
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Hello,
im recently working on stock propplanes. Im wondering if there is any way to messure the speed with that a vessel rotates, so i can compare different designs.
would be nice if somebody has an anwser.
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1 hour ago, Galileo said:
Why would you want to? If it's a performance issue, removing the splash effect won't help.
I build a ship with stock paddle steamer which are really fast (the paddles). If i activate them in the air then it does not throttle the performence only if it is in the water.
3 hours ago, Waseemq1235 said:Assuming that you are talking about splash effects, as far as I know, there is no in-game option to disable water splashing effects.
I think that you can do so with modding KSP (editing it's files).
Do you know where to find resources how to do that?
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Hello guys,
i dont know how to disable the water effects of the water for example when something splashes into it.
Is there anything obvious that i miss or isnt there a setting for it?
Thanks for awnsering
BDAc Challenges: GDJ's Top Gun Extreme Tournament
in KSP1 Challenges & Mission ideas
Posted
Im just curious, how many Planes are submitted?