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KSP2 Release Notes
Everything posted by JollyGreenGI
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Nnnope. AI only switches it on when it chooses a radar guided missile for the first time.
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The part won't allow more than one missile per rail, placing more than one causes things to break. Which is why I'm saying that the rotary rack (set at 6 rails) should be equivalent to two standard rails (which each can hold up to 3 missiles). I believe @inigma mentioned that missiles will need to be mounted onto a rail, with up to 3 AIM-9s or 2 AIM-120s per rail.
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I'm gonna have to disagree. I'd see the bomb rail as a way to reduce part count at the expense of mass. I could agree with the bomb rail counting as two parts, 1 being the rails and 2 being the 'motor'. Edit: This way, it'd still be 3 max missiles mounted to a "rail" part, but maybe including 120's because the complexity of the part.
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Okay, I see what you mean. I do want to mention though, this makes the bomb rail nearly obsolete, because it increases part usage nearly doubly depending on loadout, and it's mass is unfavourable since it weighs over 37 times more than a single missile rail.
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Would you reconsider bringing that up to 2 AMRAAMs per rail? It's not like it's unrealistic. EDIT: Would the rotary rack be considered one rail as well?
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There's uh... no current leader. ASC-II starts sometime next week. Edit: Otherwise, looks like you've got a battle ready craft!
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Yes but, even with 100 parts, we're all still limited to 20 BDA parts. You can still missile spam on a 40 part fighter.
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Large enough ground targets can be detected and locked by radar, I don't think the AI will ever choose to do that though.
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Well, not exactly. KerbalX seems to count how many different mod parts there are. It'll only count missiles rails once, it'll only register one chaff pod and one flare pod, etc...
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I'm not absolutely sure if that's the case. In testing, I found Solarius targeting the root part (which wasn't the cockpit on Fiesta) which nearly invariably obliterated the craft. I'm not sure how targeting with the lasers work, it doesn't need to lead or anything.
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From below, the missile bay was definitely a weak point. It just so happened that the Solarius targeted the missile rack inside, destroying that but sparing the overall airframe. From above though, I covered up as much as I could, even more so on the RIOT variant. The bay is definitely a gamble, but it greatly reduces drag considering there were I think 16 AMRAAMS in there.
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Okay, so I might be considered biased, but I'll try not to be. Looking at the match, your fighters are definitely capable of dodging missiles, but it looks like they sometimes burn too much speed whilst doing so. That would leave them vulnerable to follow-up shots. I really do like the lightness of the fighter, but if you're going to be firing 2 missiles at a time I'd suggest carrying two more for more chances to attack, it's just a preference though. You could probably resubmit it into ASC-II and do pretty well! I'd just take a look at the AI settings so you can maintain at least 80m/s, or above whatever your stall speed is.
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Well, I see what you mean. But that fighter doesn't look like it can take much punishment. This fighter, which you've already seen in ASC-I, is capable of continuing after engine loss and roughly 60% of wing left.
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I think with 80 parts, it's possible to make a lethal fighter. But only just, leaving little to no room for innovation. Some good fighters from ASC-I were under 80 parts, but that's barebones. Personally, I'd like to see what can be done with 100 parts.
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You should take a look at this: http://bdarmory.wikia.com/wiki/AI_Pilot_Flight_Computer It gives tips about all the AI settings and how to adjust your fighter accordingly. As for tailerons, if it's a delta wing you're working with, I'd suggest having two sets of control surfaces instead of combining them into one set. It's good to have control surfaces dedicated to just roll.
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Don't know if anyone's noticed this yet, but Vessel mover in 1.1 seems to break staging when spawning in crafts. It condenses all stages into one that doesn't respond to the staging key. Recommend binding all engines directly to the staging action group instead.
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Why wouldn't they be counted as turrets? They do everything all the standard turrets do, except they use lasers instead.
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Okay I think I gotta mention this, but the BD F-22 cockpit should probably be counted as a BDarmory part, since it has a built in radome.
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I have a few questions about this. If we were to limit the gimbaling range on the M230 to zero, could it be used as a lighter 30mm alternate to the GAU-8?