Van Disaster
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Everything posted by Van Disaster
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Did you just build a thrust vectoring prop craft? haha. I'm glad I'm not flying it! I bet that's a model of a British late-30s prototype though. We made some wacky aircraft... I offered this as a bot, if it's not going to be used I'll post it - was my more successful twin build, rear engine keeps falling off though.
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Better, couple of things: * Reaction wheels are enabled * Can it shoot down a dummy? having a hard time reaching min alt when I'm testing * Does it have 15 mins of fuel? I am doubtful ( you have oxidizer on board which won't do anything ) - the fuel guideline of 30ish per engine is for props, these jets are pretty thirsty. * As a tip, you might want to unbind some control axes from flight controls. * Pwings need 120mm thickness minimum This was built for FAR, right?
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Yeah, but then you get aero issues & structural issues & argh ( also really awkward with the Meteor nose, unfortunately ). And you're exactly where I was two days ago, apparently. Today apparently my entry craft just wants to break up on it's own, despite literally none before I sent it in. Really fills me with confidence...
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Official FAR Craft Repository
Van Disaster replied to tetryds's topic in KSP1 The Spacecraft Exchange
To be fair, western ACM doctrine does not include deliberately stalling so that type of trick aero is limited to research - I've no doubt someone could build something like that, the cost of an actual combat aircraft would probably bankrupt nations though... I tend to build combat craft for BDA, which doesn't like regaining energy much - so I try not to lose it in the first place. -
Thanks. If there's a BAD-T IV, might be an idea to give weight breaks to jet twins - 5.5t is way over the dry weight of a WW2 Meteor ( quite a way over a post-war one with double the thrust, too ) & with just that one engine I don't think they're ever going to be competitive. Been trying to make a dimensionally somewhat accurate Meteor work, maybe someone can get something out of it ( note it's underweight for BAD-T, nearer actual weight ). Looks a bit off because the fuselage is way too narrow, but that's driven by the cockpit. I've got one that looks nearer the thing rather than being there, but it's even more useless right now. Craft ( yes I know it's an F.8, you try doing curves with pWings ).
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Are you still looking at using those? just curious given it seems to favour high TWR craft if you don't set a fight start distance ( doesn't bother me, my entry is pretty good off the deck ). My hacked dll might have a problem with bleeding energy trying to climb to a target ( or that might be an old issue that was hidden ), so def don't use it for a contest.
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Official FAR Craft Repository
Van Disaster replied to tetryds's topic in KSP1 The Spacecraft Exchange
Yeah, I've been using AoA-controlled leading edges since they appeared, although they don't really do much work providing lift - I've had craft at near 40deg AoA with unstalled wings, which to be fair is a bit of a cheat based on how FAR's wings work :D. Not sure what else the variable leading edge next to the inlet on the SU-57 actually does ( presumably vortex generation similar to close-coupled canards is one thing, but Sukhoi are far more clever than I am... ). -
Yeah don't use it for the tournament - I just have a willing bunch of thoughtful individuals here who've just spent time in BDA with low-thrust aircraft who're most likely to appreciate it. Code is a bit messy & I'd like to know why Baha's code doesn't work properly when it really should ( mostly - he forgot gravity in his estimated acceleration ), but it looks promising. I'm still trying to decide how to handle things like supermaneuverable craft where the craft's nose is way off it's velocity vector. Come to think of it I haven't checked properly if the original deals with vectored thrust either. @SuicidalInsanityI'm curious about the venues ( not sure I ever looked at them last time ) - how far apart are the spawn locations?
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Anyone with some B&Z craft ( or anything which likes to go vertical ) like to try this modded .dll? I'm looking for moments when it backs off the throttle when it really shouldn't, and moments where it isn't throttling off when it should be ( you can usually tell if you have the labels up by watching the requested speed vs the actual craft speed ). Otherwise, enjoy the vertical fights. https://www.dropbox.com/s/5fy6pr0duiduui4/BDArmory.dll?dl=0 goes in GameData/BDArmory/Plugins, after you backed up the original...
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Procedural Parts
Van Disaster replied to Starker's topic in KSP1 Suggestions & Development Discussion
Good luck with this ( genuine ) - we've only been trying to get proc parts added for years & look how far we got :S- 15 replies
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Jets would actually be competitive if BDA didn't do that throttle roll-off climbing, it absolutely cripples them. There's a little issue getting to starting altitude but even a single engined jet is proving quite nasty. I'll have to get round to doing a fix for BDA asap. - last one standing even with zoom climb issues.
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I posted mine in - it's very conventional but does look good flying & also looks appropriately period - & now it's losing to my twin ... just law of averages I guess, the twin isn't that bad. Had one fight take 14 mins though, glorious. I've started to remember the procedures I took when I was running one of these - restart the game before every fight, and then start the flight scene & revert again before battle proper. Not sure what wierdness the latter step got round but I remember it was something.
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Official FAR Craft Repository
Van Disaster replied to tetryds's topic in KSP1 The Spacecraft Exchange
Shadowing would be a reason to have the tail *below* the wing - otherwise you end up with conditions like deep stall. Somewhat awkward to arrange, sure ( although a lot of combat aircraft have quite high wings & do this - obvious examples, Tornado, F-15 ) but it'll only get blanketed at high negative AoA ( when are you going to do that? ) and the higher the AoA, the less likely it is to be in turbulent air. -
1) Just throw it in the AA directory, as long as it's somewhere in GameData it'll work though. 2) Yes, that happens. * make sure the craft visible range is high enough would be the first thing - if they can't see a target they can't fight * Try switching which craft you're viewing, this seems to reset it's pilot somehow.