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KSP2 Release Notes
Everything posted by JollyGreenGI
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Those are not hidden, they're in a cargo bay to reduce drag as much as possible. Yeah, I've noticed that Vulca is very likely to survive a head on collision, probably due to the high crash tolerance of the wings/cockpit.
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Alright. TAH-03 "Whack". Tested thoroughly against the current King. 3 of these for now, still testing if a wingman design is needed.
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Anyone been encountering an issue with the AI where it treats an incoming AMRAAM as a Heatseeker, by cutting afterburners and losing a ton of speed? That's the only thing killing my entry, besides frequent game crashes.
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I really wish I could submit my fighter right now, but my test results are just so damn inconsistent. Sometimes it takes the Raptors 1-3 with hardly a scratch, other times all three are nailed by 3 AMRAAMs at 8km. Half the time though, the game just crashes.
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Do you think a rear facing .50 cal turret would be reasonable as well? It'd probably have to have a limited actuation range.
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Well, that picture has them carrying anti-radiation missiles, which are commonly air-to-ground. The only way I could think they'd use them is if it's opponent has a TWS radar on it.
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There have been entrants with stuff like this (mine included), so currently I'd say yes.
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Ah well, that's as much as I could expect. I squeezed as much out of that airframe as I could, but Vulca has just the right amount of high speed/low drag voodoo going on under the hood. I'll be submitting my next design as soon as it passes trials. EDIT: I think there was a collision on the VulcaRaptor side in round 3, probably why I pulled a small victory in that round.
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Oopsie, I accidentally an F-35 I wish I was recording, but during trials it managed to get it close enough to a Vulca to take out just the cockpit, with an 8 shot burst. By close I mean within 5 meters.
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Okay, I'm looking through the parts on your craft, and it appears you have 21 BDA parts. I can't really recommend what part you should remove, just look into it.
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AMRAAMs are good for putting your opponent on the defensive, but will rarely hit a maneuverable jet unless overextended. ECM makes it harder to get locked on, you'll notice your radar flickering when your opponent uses it. I'm not sure if it's worth the extra mass though.
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I hesitantly submit the TAM-Y22U 'Super Fiesta'. Tested against the current KOTH, I expect it to be competitive. If the droptanks don't detach, there may be a problem.
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It could have something to do with the adjustable limits on control surfaces now. Too high, and they'll start acting like airbrakes.
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I'm trying! The evil AI from ASC-I remains though, and one fighter always gets bombarded by all 12 AMRAAMS.
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Yes but, the rack is literally (not figuratively) unable to mount more missiles than rails. I'm saying that 3 rails is identical to 1 standard rail, 6 rails is 2 standard rails, etc. It's description even says to only mount 1 missile per rail.
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What's the final verdict on rotary rails then? Do we count each individual mount point?
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Yeah, gonna have to rework some things. Maybe the reduced weight will bring more to the table
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Well all I'm gonna say is I like my everything bagels with herb & garlic cream cheese.
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I'm sorry I keep saying it, but the rotary set to 6 rails is essentially 2 normal rails. Counting each mounting point disadvantages the rotary more.