-
Posts
3,315 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by inigma
-
sounds more fun, but more complicated. 100 max for now per craft. The idea is to ramp this up into 4v4 if we can. Also I don't want to count parts. I'm sure other match hosts would agree. heh. It takes a good hour sometimes to record a single match. 37 matches? almost 40 man hours for ASC-I. Counting parts will already increase that time. egh. Oh you mean the cool looking x-wing style you had going on... hmmm... Is there an obvious balance difference between locked turrets and current fixed cannons? If so, then no to turrets, if not, then yes to turrets (sans lasers). I'll give this more thought unless other people are ok with turrets being locked to 0 gimbal. Anyone? If so, then that M1 Abrams turret could um... go flying too.
-
Notice it says "safe" landing, not "sound." It's based on KSP's definition of a destroyed vessel... which is an unknown criteria, but I think it has to do with the command module being intact (and GAP adds the requirement that you not kill a Kerbal).
- 1,046 replies
-
- contract configurator
- contract pack
-
(and 1 more)
Tagged with:
-
Oh, I should mention that I'm reducing the divisions to just AI vs AI (ASC) managed by me and Player vs Environment (ASC-A) managed by @Hobbes Novakoff. There won't be an ASC-M or ASC-KAX because I've decided to keep things fresh, exciting, and not-so-burnout-able, to just rotate various rulesets for different ASC Series. Maybe a new ruleset every month or whenever someone racks up 10 wins in a row or whichever comes sooner. Everyone: I'm settling down to the following ASC-II ruleset changes: 1. Match rules are the same as ASC-I (see OP Match Info) except fights will be 3v3. 2. Entry rules are changed as follows: - Drones allowed, but at least one Kerbal survivor is required to claim KOTH. - Max part limit of 100. - No turrets. - A grand total of 20 BDArmory parts allowed. With a BDA weapons module, and AI module required, that leaves players with only 18 parts including rails (yes rails are counted separate), missiles, chaff, flares, radar, ECM, cannons, and ammo. Should make things interesting. - Because I don't want to load every single craft and count parts visually myself, in order for the BDA part requirement to be easy on us hosts, all submissions MUST be on KerbalX. No exceptions. KerbalX has a part counting in its Details link for each craft, making it easy to count your BDA part compliance. - still no restrictions on AI or weapons manager presets - all systems you want activated must be done so via the staging key only. hosts will not turn on ECM or other items for you. Any have any comments before this gets written in stone? ASC-III will hopefully run in June, and will require Command Seat only craft, and a max of two 50cal guns and KAX engines only. We will return to anything-goes most likely in July ASC-IV.
-
[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
inigma replied to tetryds's topic in KSP1 Mod Releases
WAWSOME!!!! u gonna spacedock.info this? -
ASC-II will probably ban turrets as well, which includes the m1. ;P to be sure. actually for ASC-III I was thinking about limiting craft to at most two 50cals, command seat only craft (assuming Take Command mod gets updated for 1.1) and KAX engines only.
-
craft files? those look wicket. I had several tactical ideas™ to combat laser craft though: - The patent-pending Inigma Industries Laser Decoy (LD): a BDA weapons module mounted to a cubic strut, with 6 radiators clipped around it in a sphere, and the strut floated outside of the plane with offset. Since lasers only target BDA weapons modules, any craft with multiple modules mounted in safe places away from critical parts would serve to confuse enemy AI which seem to target nearest first. - The patent-pending Inigma Industries Enemy Laser Actuated Decoupler (ELAD): an LD used as the floating point of connecting two or more independent combat-ready craft that when destroyed by an enemy laser, separates such craft into Multiple Independent Targeting Platforms aka ALLIES that would then take out the confused enemy AI. ALLIES would require their BDA weapons modules to be mounted near their rears to prevent them from being targeted first upon enemy laser craft engagement. man i love tactical thinking.
-
Had this crazy idea that just might work and prevent division bloat and host burn out: - Each ASC Series would have its own ruleset. - All ASC Series would be King of the Hill - Locations could be same or different for each series. - Series would end when either a new KSP or BDA version comes out that changes balance, or a reigning monarch snags 10 wins (roster would lock at that point and remaining matches played out regardless). ASC-I was anything goes. This ruleset could make a return in ASC-III or ASC-IV. For ASC-II I'd like to see more modern dogfighting as seen in earlier ASC-I matches. Specifically a limit of 12 BDA parts per craft, and a hard limit of 100 parts overall per craft. Rounds would be 3v3, two round match win. Thoughts?
-
Your entry is accepted since you said you tested it against the current King of the Hill. Actually, commonnerfer's submission is the last submission we will accept for ASC-I. The ASC-I roster is now locked. No further submissions for ASC-I will be accepted at this point. ASC-II will be opened in a new thread sometime next week.
-
I'm not quite sure what to do here. @nightingale is there a way to exclude specific parts from matching partModule requirements? I'm running an partmoduleunlocked requirement doing a partModule = intakeAir check or something like that. I'd like to find a way to exclude the mk2 expansion parts (air breathing solid boosters) from tripping it and unlocking the First Flight contract prematurely since that contract also does not permit one to use solid fuel. Thoughts?
- 1,046 replies
-
- contract configurator
- contract pack
-
(and 1 more)
Tagged with:
-
Contract Pack: Giving Aircraft a Purpose (GAP) 1.2.4 inigmatus released this 12 minutes ago Requires Contract Configurator 1.10.3 or higher fromhttps://github.com/jrossignol/ContractConfigurator/releases Total Career Contracts Available: 56 4/26/16 GAP 1.2.4 All contracts that require wheel technology have (finally) been fixed. Fixed BDArmory contract exception error when Module Manager is not installed. KSP-IslandLanding should now show up.
- 1,046 replies
-
- 1
-
-
- contract configurator
- contract pack
-
(and 1 more)
Tagged with:
-
should work. anything in debug? or Alt+f10 CC debug?
- 1,046 replies
-
- contract configurator
- contract pack
-
(and 1 more)
Tagged with:
-
No worries. Keep it for ASC-II, and re-post your entry there when it starts up in a new thread. which battle? was it recorded? i wanna see! (maybe im missing something with all the thread posts lol)
-
If you want to volunteer to host ASC matches, let me know. We could use you!
-
Do you want me to run it in ASC-I? If so, I'll need a KSP 1.0.5 saved version. If not, hang on to it for ASC-II starting sometime next week.
-
@nightingale, see above. Any chance CC could enable backwards compatibility with KSP 1.0.5 contracts for wheels?
- 1,046 replies
-
- contract configurator
- contract pack
-
(and 1 more)
Tagged with:
-
@Monkey29399, @Kokanee @Dman979 @JollyGreenGI @GDJ Last call to get your fighters in. We will be completing the roster for ASC-I this week.