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Darren9

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Everything posted by Darren9

  1. Can I skip the undercarriage and launch off a vertical clamp? Is procedural parts/wings acceptable?
  2. ^ I'm not sure that'll meet the part limit Zekes, even though it's not set yet, that looks like a more than it will be
  3. I think I'd prefer to see it run on than a fixed 16 or 32 man knockout. You'll only face either 4 or 8 opponents max out of 16 or 32, there's a long wait for everybody to be ready and a complexity to run the whole thing between a number of people in a reasonable time. We could have "winner stays on", the first entry fights the second, winner fights the third and so on. A badge/rank/hall of fame for how many wins in a row an entry achieved before it was knocked off the top by a better one. It can start sooner, run longer, more flexible, and you only need to worry about getting the next fight done. Just one of who's available and able to record to say "I'll do the next 1/2/few now" and the organiser say "do it" and it'll be done and on to the next. It can go on for as long as there's new entries and could allow some epic winning streaks, you could also re-enter new designs only when your current entry is defeated. Either way we need to get a launch procedure set in stone, hyperedit can only set a location, not point the craft in a certain direction? And if you activate the craft engine/autopilot one after the other the one you turned on first always gets up sooner and turns to fight first, that's why I was experimenting with the Smart Parts radio, they all launch at the same moment, no arguing. I also got some info from Bahamotd about the AI scan interval/defensive that I'm prepared to share Set a longer scan interval and save some missiles for later since it doesn't affect defensive capabilities at all? Or just two large guns and a load of flares with a high turn rate since there's no defence against bullets?
  4. I though it might be possible to use TimeControl and pause the game to set the four aircraft and then resume but it seems BD wont have it. I got a totally sync'd launch with SmartParts though, just need one radio on each craft (same size/weight as a weapon controller), three set to receive, and with an action group set to activate the auto pilot the controlled craft can activate all four at the same time. I seem to get a reasonable framerate recording at 720p with what I think was around 25 - 30 missiles in range (each plane had 8). I think it'll be a race to get up to engagement altitude and turn and fight first, if you set it too low though the AI can fly into the ground
  5. One stock and one not class seems best (as long as enough entries), maybe a part limit as 4x planes can add up and someone has to film it.
  6. There seems another mod that breaks the control surface when FAR isn't installed, mine were broken but work now I've got rid of a load of stuff. I can't say which one it is yet, I'm suspecting one of the KSPAPI or other procedural parts, it's possible I had an outdated KSPAPI somewhere.
  7. I already collected up the mods and had the pod-racer built for it Lo-fi, then launched with it for the first time in the new aero and it all went bad They only work by enough drag at the rear to keep the ropes reasonably tight - I think it'll need about a hundred air-brakes. All this more realistic stuff, just not helpful when you're making sci-fi nonsense
  8. ^ You can let the "chunks move freely" with a KAS winch Cyrious, if you winch it in to 0.01m it has more or less the properties of the hitch but a single craft. I've been caravan racing and had real pod racers, since the aero update though they really aren't as effective as they used to be.
  9. I'm not sure I still have what worked, I did some housekeeping at 1.0.3 because of 30gigs of KSP filling up my SSD. I'll get the new stuff and see if I can get anything working. I the meanwhile, here is a repost teaser of what you want
  10. You'll need to give the gun a probe core, electric, ammo and weapon manager modules. I had it working with mouse aim in 0.90 with the old KAS but haven't tried yet with the new stuff.
  11. I think I might have just over 100 points, and it even looks nice (to me at least ) Has 4 air-air and 4 air-ground missiles, 2 cannon and two 500l drop-tanks. Uses procedural everything. Super-cruise, mach 1.1, 1 point Drop-tanks, 1000 units, 20 points Weapons, 10, 20 points Top Speed, mach 4.3, 46 points Sustained G, 10-15, 5 points Range, 1-2hr, 1 point Manoeuvrable, Suspected good, 10 points TWR, Suspected good, 1 points Total could be 104
  12. The KF parts seem to have everything covered except landing gears, I find myself always using the Baha adjustables. That would be my request if it's possible and they're not already on the list.
  13. The bottom of the repulsor looks amazing, such a shame it's only on the underside. I have read most of the recent posts but can't say I fully understood that much of it Will the be a (relatively easy) method to get the dust effects onto stock/other mods wheels? It seems to be a "once you've seen it everything must have it " deal. Great stuff as usual.
  14. When you get above 80 I'll be removing the sidewinders and adding a load more of the smaller lighter hellfires in their place
  15. Thanks, FAR does pretty well with IR and B9 Pwing, moving an IR joint causes FAR to recalculate the voxels, it's counted as a sealed box when it's closed and if I open it at too high speed the change in area and drag cause the last third of the craft to detach I'm not finished yet but I just want to check I've got this correct. I set 50% max thrust on the turbo jets and launched with 350l in droptanks and 6 weapons (4 sidewinder/2 hidden vulcan cannons), climbed to 11,000 and settled to a level 1/3 throttle supercruise at mach 1.141 (FAR reported around 1.67hr endurance). Dropped the droptanks and accelerated to max speed of mach 3.931. Pulled a sustained 10-15g pitch while slowing down. Opened the bay and fired the four missiles and each gun had 650 ammo (one crate for each gun). That's all that's needed? And the score would be: Droptanks - 7 Supercruise - Speed 1, Range 1 Top Speed - 38 Weapons - 12 TWR - (untested but suspected good) 5 Sustained pitch G - 5 Super manoeuvrable - (untested but suspected good) 10 Total - 79
  16. Since it's incredibly easy to "spam" weapons on wings, and this is 5th gen where stealth should be a factor how about only internally carried weapons score points? Also maybe a differentiation in points between the short stuff that can go in a single bay (mk82/hellfire) and the long ones that need double or custom bays. Coincidentally, would you believe , I have a (K)raptor that I may be able to drag up to spec with a generous IR custom weapon bay. Is procedural wing in the fuselage acceptable in this challenge?
  17. I'm quite surprised that 0.21 scenario still works. Well done 4plains, you made first place, and with nuFAR's hardest settings - I'll add you to the top of the leader-board.
  18. I think it's OK to say this, you'll need to open the Howitzer's part.cfg, find the "fireSoundPath = " and edit the sound file that's in the location it points to. The Howitzer for example uses the m1Abrams sound so you'd need to edit "parts/m1Abrams/sounds/shot.wav" and it would change the sound for both weapons.
  19. KSP doesn't need 21:9, it's made to go in 16:9 or lower. You just get huge star-field or terrain at the edge and the action in the middle still. A permanent map view seems more attractive if it's possible, the star-field and terrain for me isn't KSP's best feature If I could choose to give say 1/3 to the map and not 1/2 well that would be the icing on the cake.
  20. It looks interesting, unfortunately I got rid of my second monitor and got a 21:9 ultra-wide, would this be able to split a single wide screen?
  21. With 1.0.3, clean/new install, just the pod on the launchpad, 95/97ms spike every 8 or so seconds without spinning the camera, spinning the camera makes the same height spike only more frequent (5 or 6 secs), min is 6 or 7ms. That's v-sync off with 120 max fps. PC is an i7 920 @ 4GHz with GTX770, 6GB ram, 4.16 in use, 1.5 of that is KSP. It'll go up when I add all the mods back, was at around 170m/s every 4 seconds in the last fully modded install (4 to 6 of the same frame repeated 4 to 8 seconds when recording at 30FPS) and I got tired of cutting those frames out and stopped making movies.
  22. ^ It could be an example craft if you'd like, would need to remove the winch/rover and adjust the engine fixings to be just IR/Stock. Can the example crafts use Tweakscale? I don't think there's a stock 0.5m motor that's suitable. It was made and used before the sequencer but that shouldn't be an issue, it should (in theory) be a lot easier than without it.
  23. KK4TEE has a fully automated SpaceX first stage with barge landing controlled with kOS It's incredible.
  24. I got to 500mph in a straight line with Tweakscale/IR Rework a B9 engine and FAR.
  25. Is the option to show thumbnails of the whole album gone? For me that was the best thing about an album. The white does look better.
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