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Darren9
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Everything posted by Darren9
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I may have said I'd do this a while ago Well it's here now, and in time for 1.0.5! It's a basic version of the six leg lander (just the legs) with IR sequencer included to get it moving for anyone who wants to see how it worked. Not quite as smooth as the original but that was controlled with an external script and the sequencer has slightly different functions, it is the same motion though. Would you believe I could of really done with those half length extendatrons a while back http://kerbalx.com/6-Leg-Walker
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Darren9 replied to sirkut's topic in KSP1 Mod Releases
^ There's only one sound file that everything uses, best chance is to edit the "motorSndPath = MagicSmokeIndustries/Sounds/infernalRoboticMotor" in each parts .cfg, giving that a bad path will prolly just add errors in the log. You could make new quieter sounds, stick it in a different folder and adjust that "motorSndPath" path for certain parts. -
Before the accident it was a FAR Kestrel/Harrier type thing that I was flying without reaction wheels or SAS. It has an approximation of a Pegasus engine with B9 compressed air RCS in place of the bleed-off for the "puffer" system. At the moment I can take off and sometimes land, I may be able to attempt basic certification with some more training
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There's another that I personally prefer, B9 has a single port "air RCS". That Quiztech one for me seems to make a lot of thrust (20). I think the B9 one is a bit less but there's not much difference between them otherwise. This doesn't guarantee an entry from me though, thinking I could probably get something decent working and actually having a completed craft scooting through the test course are two different things
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I have an entry with the SkyKar, uses B9 turbofans, B9 P-Wing, Procedural-Parts, Baha landing gears and a BD targeting camera. There was some setup loading the pilot into his chair which set the clock running so I started at 2:00 mins and finished at 10:30 for 8 min 30 secs if it qualifies. I removed the level flight over the sea as it only goes around 330m/s. I'm sure a more skilled pilot could get a lot more out of it, it's perfectly balanced and you can spin the lift engines without losing stability.
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Hey Bill! Hold my beer! - Building jump challenge
Darren9 replied to FungusForge's topic in KSP1 Challenges & Mission ideas
You could add some rules to stop VTOL's, any thrust can only be (exactly) horizontal and thrust must be cut before take-off has been used in the past. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Darren9 replied to ferram4's topic in KSP1 Mod Releases
Just the latest version.- 14,073 replies
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The 5th Generation Fighter challenge [FAR]
Darren9 replied to Halsfury's topic in KSP1 Challenges & Mission ideas
^ It seems it's a problem with a thick B9-PWing being hollow and Ferram4 is aware of it. Now I've realised what's going on it can be solved on that particular Far10C by moving the rear landing gears closer together and the center air-brake back and down slightly. That has the effect of sealing what was a hollow box at both ends so it becomes solid and back to the expected 0.21 wave drag. As for the low AoA and generally terrible handling it just met the G requirements so I posted it. There's limited wing shapes that'll fit on without increasing the drag. -
The 5th Generation Fighter challenge [FAR]
Darren9 replied to Halsfury's topic in KSP1 Challenges & Mission ideas
I'm not sure what's going on now, can you load it up and check if the center fuselage is hollow, it could be a bug or it could be I messed something up, and take a look at my post in the FAR thread, that's why it's gone bad in my install. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Darren9 replied to ferram4's topic in KSP1 Mod Releases
I seem to have a problem with B9-PWing after updating to the latast FAR, if I attach one to the end of a stack it becomes hollow, has anyone else noticed or have I got other issues?- 14,073 replies
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The 5th Generation Fighter challenge [FAR]
Darren9 replied to Halsfury's topic in KSP1 Challenges & Mission ideas
Unfortunately the interceptor didn't make it through a FAR update, looks like there's been some changes in the ducting and the new wave drag is 0.5 and I can't see a way to easily recover it. Just encase you still want a look it's below but I think I'll start again. http://www./Far10C.craft -
The 5th Generation Fighter challenge [FAR]
Darren9 replied to Halsfury's topic in KSP1 Challenges & Mission ideas
My interceptor is finished. Carries radome, 2x hidden vulcan, 4x aim-120, 2x aim-9 and 4x chaff & flare. Wave drag is 0.21 (with all missiles), mach 2.5 at sea level and 4.2 at 10000m (with all missiles). Sustained 12g+ both sub & supersonic. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Darren9 replied to BahamutoD's topic in KSP1 Mod Development
They fly in circles until the fuel is gone, then if it's a reasonably well set up craft they drift down and land. They can't tell flat land from steep hills or water though, it's just luck what happens to be beneath them if they survive or not. -
Would you consider reducing the size, version 2 with the bed and plants unpacked to 280 megs, it seems a bit excessive
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Darren9 replied to BahamutoD's topic in KSP1 Mod Development
I'm not sure kOS can obtain mouse coordinates at the moment. There are other possibilities though but at the moment kOS can't know what the weapon manager/BD is targeting when targets are set by clicking the radar or targeting pod or guard mode. If you added a "Current Target Name" field to the right click menu of the Weapon Manager kOS could read it and know which vessel to act on. IR tracking missile racks and all sorts of other things would become possible. -
Unfortunately it's blocked for me as well. After getting the first one KHTRE would it be possible to separate the PNG/DDS texture files for the TV/PC, it would make it a bit easier to alter the screen images. The fridge/bed/plants look great.
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The 5th Generation Fighter challenge [FAR]
Darren9 replied to Halsfury's topic in KSP1 Challenges & Mission ideas
Could you add Baha adjustable landing gears to the mod list? And maybe Procedural Parts although I can do without that if I have to. -
Discussion thread - BD Armory AI tournaments
Darren9 replied to colmo's topic in KSP1 Challenges & Mission ideas
They seem as accurate as before, I didn't tune that Su, just turned all the AI settings to max and a gun fight hasn't lasted more than a minute or 2. I'm not sure about going guns only though, flares aren't as effective and missiles force an avoiding pattern. I still think it'll be a race to get to height and make the turn first. -
The 5th Generation Fighter challenge [FAR]
Darren9 replied to Halsfury's topic in KSP1 Challenges & Mission ideas
^ You should prolly switch to strictly "max speed below", as in you can fly up to the limit but can't go even 1m over. There's entries flying at 20-25% higher in the current scoreboard. It shouldn't be difficult to hold an exact altitude in what are supposed to be manoeuvrable fighters. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Darren9 replied to BahamutoD's topic in KSP1 Mod Development
It looks quite effective, absolutely everything I launched with the old AI had some yaw oscillation - can't wait to try the new stuff.