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KSP2 Release Notes
Everything posted by JollyGreenGI
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Okay, ASC-III benchmark video DONE By the way, watching at 1.5x playback will bring it to full speed.
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Running into issues with Sweep and Vessel Mover, expect delays on the video... EDIT: And now guns aren't firing, great. At 25fps tho.
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Okay, is there a limit to how many guns? Is there anything stopping me from putting 4 Hispano cannons on my plane?
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Nothing's official yet, but that's likely. Currently it's KAX and BDArmory's .50 cal Brownings.
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So uh... no one has uploaded any of their designs for ASC-III yet. I had to get a bit, creative, in testing.
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I see no mention of banning or limiting the .50 cal turret, it may need some tweaking.
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I know why you have rear facing Radar, but even with it on, the AI doesn't make use of it.
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Hellfires are Air to Ground, so they shouldn't work against air targets. However, you can slave the FLIR pod to radar and theoretically launch at air targets with an AGM, I don't think they're as maneuverable though. EDIT: Did some testing, both AGM-114 and AGM-65 are not maneuverable enough to hit fast moving targets. Hellfire might hit if the target is below 100 m/s, but Maverick is too slow for anything. TOW missile however...
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Do you notice a significant hit to performance in 1.1? I haven't used it since 1.0.5, but I could only record rather small crafts without dipping into the yellow framerates.
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Darn it, I knew I should've turned up the minimum flight altitude... Died to collision everytime. Ehhh, whatever. I'm gonna hold out until ASC III or ASC-A, I think my craft are better suited for multirole over air superiority.
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Okay, what if all three survive, but the craft with a kerbal is splashed down and not combat effective?
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I'd think in that round, yes. All your kerbals were killed before all his kerbals were killed. But of course I'd like to hear what @inigma has to say.
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@jrodriguez I don't mean to rain on your parade, but in the first round, your only manned craft went down at about 2min 30 seconds. Match rules state a surviving craft must: have a Kerbal in your craft have at least one engine remaining (out of fuel ok) have at least one weapon attached (empty ok) still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) I'd consider round 2 to be fine, because the manned craft went down without killing the pilot.
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Whoever's doing the next round, make sure to grab the Updated TAH-03 Whack, previous version had an issue with launching AIM-120s.
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As long as it hasn't competed yet, you can make as much change, up to and including completely replacing it with another craft.