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inigma

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Everything posted by inigma

  1. Does the BigS elevon give a player an unfair heat defense advantage? If not, then only Big S wings are not permitted.
  2. DRAFT: Air Superiority Challenge III Entry Rules: 4 aircraft (must look like a plane) required per team (can be same or different crafts), all must be manned with at least one Kerbal, all Kerbals in command seats, no closed cockpits. All craft must be built in KSP 1.1.2 2 guns maximum. 50 part limit maximum per craft. All stock parts permitted except: Engines, Mk3 sized parts, Big S wing, Big S elevon. No mod parts permitted except the following: BDArmory (required for AI Flight Computer, and AI Weapons Manager. The .50 caliber Browning machine gun is the only weapon from this mod permitted in this series.) Aviator Arsenal (any weapon from this mod is permitted) Kerbal Aircraft Expansion (required for liquid fueled propeller engines only, no other parts permitted) No restrictions on AI, or Weapons Manager settings. Entries must contain download link for the craft file(s) to the ASC KerbalX.com Hangar and posted to this thread (static links prevent me having to update the OP with your new versions). Only AI and Weapons Manager changes are permitted to the ASC champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the ASC champion. All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current ASC champion. If you are next in line, please notify the match host so your changes are committed to the match. If the match host missed your note, it's not their fault. Just re-submit your craft. Only one active entry per person at a time (to prevent dueling yourself). Match hosts will only engage staging once to turn on your engines at 0 throttle up to 3 minutes before match start, so be sure to tie in any components you want activated to the SAS action group (competition start engages SAS automatically), and be sure to include enough electricity to keep them active while stationary and throttled to 0. You may not trigger the Weapons Manager, or AI, or any of their settings, via the staging or SAS action groups. This prematurely enables fighting, and crafts that do will be disqualified.
  3. You can build WW2 aircraft in ASC-III... you just have to have command seated Kerbals (no closed cockpits). 50 cals will still be permissible. Two guns max though.
  4. Thing is, I'm not sure I'm qualified to verify such for every entry. 50 cal makes it universal, unless you're ok with any weapon in Aviator Arsenal. If you're ok with any weapon in Aviator Arsenal, then we can include it.
  5. So if we include Aviator Arsenal to the mod list, would you recommend any restrictions on weapons?
  6. When you load craft into your SPH or VAB, you have to load each one of them in the game currently in order to generate a thumbnail. Does anyone think it would be cool if there was a mod that could do this for you automatically so whenever you load a craft into SPH or VAB, that the Load Craft screen would see a thumbnail of it, without having to load the craft?
  7. Just a note that USI Sounding Rockets are not given any costs in the Model Rocket node in the current version of ETT. I'm not sure what to recommend.
  8. I'll be happy to test out any chute you come up with.
  9. the thing is, with 50 cals, the 4v4 battles will go faster as demonstrated in the video above. it also keeps things very simple.
  10. GAP update: I'm just now putting the finishing touches on a new Contract Pack: Sounding Rockets. It didn't make sense to include it in GAP, so I split it off. When CC 1.11.6 releases, I'll release Contract Pack: Sounding Rockets. I'm working on GAP 1.2.6. It's a foundational release to ready GAP for 1.3 which will include Cargo transportation, and maybe a cargo drop. It's also a GAP: Economy update to offer all bundled parts as separate parts for purchase, and a re-balancing of costs to be compatible with Engineering Tech Tree or stock. I'm of half a mind to split out GAP: Economy into its own separate release due to its scope though. I'd also like to see about a future merger of GAP with GAP: KerbinSide. With GAP requiring ModuleManager, such a merge is actually really easy.
  11. Interested in a merger of your pack with GAP itself? With Module Manager now required for GAP, offering KerbinSide GAP contracts within GAP is a matter of a NEEDS: statement. If interested, I can give you collaborator rights to GAP on github. Let me know!
  12. After posting a request in Add-On Discussions, SpannerMonkey answered the call and has developed a parachute system for EVA Kerbals! It's now possible to do GAP: Skydiving contracts now (there is only one at the moment):
  13. Two small requests: 1. I like the altitude limiter. I was wondering, can you also look into keying deployment of current Kerbal to spacebar, and keying deployment of all chutes within physics distance to backspace (to enable mass deployment)? If not logical, then how about shift+spacebar and shift+backspace? 2. This may be a KIS limitation, but can you make this mod compatible with TextureReplacer Kerbals (ie, Kerbals without spacesuits)?
  14. I have to say, AWESOME and thanks for building this mod.
  15. Seaplanes? Interesting idea. I'm not sure though how popular it would be to require everyone to make seaplanes though. However I think it would be permissible to include seaplanes in ASC-III if one so desires. Thank you! Feel free to post a link to your carrier here: I'm fine with WWII looking engines in ASC-III. I really want to use KAX though for ASC-III to spur @keptin to expand it as he does amazing work with his engines. Not a concern. As others mentioned, there's a trade off with engines vs weight that makes increasing speed a bit difficult. mk0 preferred but your crafts have to fit on an aircraft carrier. I was thinking of using the welding mod to weld a carrier. I have a nice carrier waiting for the opportunity to prove itself.
  16. Time to get serious and lay out ideas for ASC-III. - I want this to be WWI style dogfighting. I'm thinking 50 parts is also a bit much (I can make a good fighter under 30) but in a pinch it does ok. - I want straight up 50 cal guns, no turrets. I like BAD-T's point system, but we aren't BAD-T (no need to reinvent the wheel and duplicate what they're doing). I'm thinking a limit of two 50 cals. - I don't want closed cockpits (making your own is ok), hence why I want Command Seat only using the Take Command mod to spawn in Kerbals in Command Seats. - I want props only. KAX props (not body parts). I saw another prop pack out there that looks interesting too such as Airplane Plus. - Now the AI in BDA is not aware of energy fighting, so expect somewhat boring battles in 2D. I would like ideas to make them somewhat exciting to watch. I had an idea to keep the venue at KSC Island, and launching challengers from carriers with the carriers of course being welded into a nearly single piece using Ubiozur's welding mod to eliminate all carrier lag. Each team would have a defending AA nest - one on the island, and one on the challenger's carrier. This will add an element of randomness in case battles get pitched from one side to the other as those in retreat will have friendly AA fire to cover them and turn the tide. Of course if one's squadron can't launch from their carriers... well then that's a disqualification.
  17. If you guys find bugs, be sure to report them to the BDArmory thread or KSP if KSP related.
  18. actually the rails limit forces players to limit their other options in ASC II. in ASC V we might consider removing the rails limit. Agreed. 2 per rail pls. interesting. it passes. added to roster. pls don't change your craft link, just update your KerbalX craft and it will automatically comply. added welcome @colmo ! mk22 cockpit counts as a BDA part, yes. Not sure whats up with the current KOTH. im a bit embarrassed i lost to it in its current state. heh.
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