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Everything posted by tetryds
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I tested the older Azimech pack with two guns, and several 20mm hits in a row using two cannons did no damage at all to my other plane. I also fixed overheating and some other stuff and will apply the changes to the newest pack. I am also working, will be able to try it later, but that indeed sounds cool! Can you try to build something using kerbal konstructs? Two pairs of runways close to each other and diverging about 45 degrees would be a good place to start. If BaseBoss assigns them easily it would make combats a lot more convenient to run.
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Okay, it's fine if you want to post your pack separatedly, because I will have to balance the weapons towards gameplay for the challenge, most of them are too weak right now. So I guess that with both packs there will be enough weapons for the challenge, if there are redundancies I will have to remove them. I hope that everybody got their planes ready, we will have an experimental round this weekend!
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Hey guys, it's amazing to see that everybody is excited with this tournament, soon we will have a weaponspack done and there will be only a few things left to finish it up We don't need a lot of guns, after TUKE posts his pack I will put both together and give them a balance pass. I will also add the gunman's turret and the rocket pod, then I will set up the points for the weapons, set up the battle layout and a few more things and we are good to go. I am thinking about publicly releasing this pack when it's done, with credits and everything, if you don't mind. Just have no idea how to call it or if any of you want to do it instead. GG on the weapons manager I will try it as soon as possible! Remember that we need a license for the pack, which has to be the same as BDArmory's Ah, and I found a good way to stop head-to-head engagements, just takeoff paralel to each other.
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After some testing, I found out that these guns are very underpowered, at least when shooting an airplane made out of procedural parts. I mean, any WW2 fighter should go down with 5 landed 20mm shots in a row... I will buff and fix them tomorrow. Also, bad news for gunman, BDArmory really dislikes having two weapon managers on the same craft, unfortunately. So, that is not going to happen for now, but I will poke him about it. This dogfight thing is just too fun.
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@Kunighit: Looking good! Ok, engines added. Now it's up to you to figure out which engine you should go for. And remember that if for some reason you would want to nerf the engines, that is allowed (why would you do that? eh.) Edit: @Azimech: and oh, you forgot to add the muzzle texture to your configs Edit2: Gunman works! It's just not that easy to set up but I will post a guide on how to make that easy with action groups after I figure it out, won't take long. The good thing is that it really works like a gunman, the other weapons manager is the one which takes control of the plane and the second one just cares about the turret But I tested it with the vulcan and it was insanely OP, we need a balanced one. I also tweaked Azimech's pack, now the guns overheat better, no longer have ammo on them and the muzzle flash is not as shinny. Oh, I painted them grey too, it looks better Will nerf the M230 to turn it into a gunner weapon. I am still thinking about how to handle weapon setup, I guess I will just go for a points system.
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Isso é por que a tradução ainda não foi atualizada. Mas possivelmente na próxima atualização teremos uma tradução oficial em português!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
tetryds replied to ferram4's topic in KSP1 Mod Releases
@Ser: you just get a lot of transonic drag that was not being modeled that well before. Blunt bodies behave better than ever.- 14,073 replies
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@Kunighit: well, then that is simply a design choice, afaik the radials top their thrust at much higher speeds, so as long as you tweak your AI to spare energy it's going to be a better choice. The engines have their differences, as long as there is no "best of all", that's great. Also, yeah no clipping engines, technically it should be covered under the no clipping resources rule, both because it generates thrust and has intake air, hehe. @Azimech: yes, the new FAR version is meant to help a lot with the small parts overheating issue.
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@Kunighit: if you consider that with one radial you can make the airplane lighter and smaller that sounds more like a design choice than a drawback, which is exactly what I want to achieve. With one radial you can build a smaller plane, with smaller drag area and lose weight from the structural parts that support the two engines. It's okay if the radial needs a buff, but then if it does it's minor. An 1x engine design modified to use two engines would be a good way to verify if they are balanced. Thanks for the feedback
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@erasmusguy: yes I agree. Biplane engines are being buffed to 50.5% Max Thrust. About flight time, propellers use very little fuel, if you want to save weight and are sure you can kill everybody faster than your fuel runs out it's up to you. Edit: the rules are restrictive, but it's meant to be fun, I will change anything that is really needed in favor of gameplay. It's important that you guys continue making airplanes so that you can give me feedback about that, thanks.
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Tópico De Discussão Geral
tetryds replied to EuSouONumero345's topic in Portuguese (Português)
Não, quem vai pilotar vai ser a inteligência artificial do mod BDArmory. -
Oh, yes forgot about that detail, yes 50.5% It would be better to remove the tweakscaled parts before submitting, remember that the person running the battles must have all the mods, and that is not one of the allowed mods. @RocketTurtle: That sig is false, oldFAR and NEAR were not the same thing at all. But current stock made NEAR obsolete, and FAR completely changed how it works so it's still much better than stock.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
tetryds replied to BahamutoD's topic in KSP1 Mod Development
It would be also interesting if there was some code to avoid the craft from losing all of it's energy and stalling, esp. when working with propeller airplanes. Or just have a max inclination setting. Well, I am not sure if it already does something like that, but if it does not that would be great. -
There is already one specification allowing two radials for monoplanes, so as long as you use that engine its ok. Coffee Ind. cockpits nodes are broken, and the license does not allow redistribution with modifications. If it's possible to fix that using MM configs, and someone does it, I will add the mod to the allowed mods and the MM configs fix to the challenge pack. But for now it's not working.
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Yes, their curves are much better now. I am only concerned about the topspeeds, but from what I have tested if there is any nerf on the piston monoplane engines it will be very small, they won't have less than 80% of their max thrust. Then I move on to the guns, I will check the configs already shared and add some missing ones, then I will try out more exotic stuff like gunmen and maybe even some rocket pods. What about the battle setup, at wich configuration do you guys think the airplanes should start? It can be different for each class, btw. Edit: forgot to answer about the mod that adds logos. While that's cool, part count is an issue, it would be better to use them on pictures only. And tweakscale is too buggy, procedural parts is more reliable and allows for more complex shapes.
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@TUKE: I am noticing that the main problem here is the weight, I made a really small biplane that barelly flew and noticed it was 5.5 tons because of the cockpit (was just testing). What happens then is that every propeller plane becomes an energy fighter, haha. There is no point on using NEAR as it's almost what stock is about now. I will make some more tests today to see if we continue with FAR or not. Will also check the already posted weapons, thanks. Ammo limit doesn't sound like a big deal, you pay with extra weight and we dont want them to stop shooting at each other. Edit: better watch your altitude parameters then :3 @Darren9: yes it is, but I remember seeing a bullet spread setting somewhere, but if it doesn't smartly change between guns it's not going to work. TUKE, did you try limiting the range of the turret? Maybe it works. Lol, killing kerbals works perfectly, that is going to be fun Edit2: Maybe if we use two weapon managers the rear one can have limited range and default to the turret! We just need to check if it blocks the main one from using it.