Jump to content

Bananders

Members
  • Posts

    51
  • Joined

  • Last visited

Everything posted by Bananders

  1. I'm having a problem where one of my .50's refuses to fire with the other. I've tried to change firemodes, I've tried to place the 2 .50 separately without symmetry, I've tried changing the location of the guns. Please help.
  2. Your wheel is clipping the rudder, making it go weird and whatever. I suggest you put a static wingsurface with an elevon for yaw control. That being said, your aircraft does not look alot like something from the first world war.
  3. And it probably never will be since development on BDA has been set aside by Bahamutod
  4. yeah, you can with ease make a 30-parts plane, but i fear that we're all going to have similar planes. i like the idea of 50 parts, it's not like it's going to hurt anybody.
  5. Bahamuto has a video on defeating SAMs, but it's nearly the same as for air-to-air
  6. What about Porco Rosso-esque stuff with seaplanes? i've tried it, and an AI can without a doubt take off from sea, if the plane if built good enough. theres also plenty of cool places we could fight since we wouldnt need flat ground.
  7. i did it anyway https://kerbalx.com/Bananders/Crown-22-Flapjack 2 rails with 3 aim-120's each, and a single radar. Should fix it
  8. I'm sorry that i broke the rules, but it's not that big of a deal to have 2 rails over the limit. I'm in any case not going to upload the same aircraft to kerbalx, but with a missile rail mising :/
  9. i have 22 BD parts on the Flapjack. i guess i could move a pair of missiles to another rail, which will get me down to 20 BD parts. But really, having 2 rails above limit will only slightly increase my drag and weight, so it's not going to give me an advantage. If anything, it'll be a disadvantage.
  10. i should mention that more that not, the Battlewings hits the Aim-120 upon firering. this could be avoided by lowering the drop timer to 0 and max out the decouple-force I didn't make this aircraft specificly for AI use. Like many modern russian military aircrafts, the rear facing radar is for combat effectiveness, and visibility. i should've finetuned the AI
  11. i took a few more screenshots, i think they turned out pretty good
  12. Poles on every planet or moon in ksp are laggy, due to heightmap stretching. this is also why mountians near the poles are long and thin. also, the snow is really bright.
  13. I don't know if this is the time for it, but i'd like to add my first submission. https://kerbalx.com/Bananders/Crown-21-Flapjack please manually turn on both radomes, otherwise it will only use the rear-facing one.
  14. I'm not huge on the 'going to space' aspect of the game, but i like jet fighters to bits. i have for some time played around with a low-wing confuiguration on a twin engine fighter, and i think this is the end goal. It's called Crown-21 (NATO callsign 'Flapjack'), if you guys wanna play around with it, tell me, and i'll put it up on kerbalX mod: BDarmory
×
×
  • Create New...