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KSP2 Release Notes
Everything posted by JollyGreenGI
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@Jollyfellow No, I mean ASC-M, the modern division. Which I presume won't allow turrets and lazers.
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@Jollyfellow If you're talking about ASC-II, I'm probably gonna stick with the Fiesta base. It's better suited for the unconventional competition. But for the planned ASC-M, Matador should fit in nicely, especially since it used to be near identical to an F-16.
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Are you using Competition mode? Because turning on guardmode will just have it attack instantly.
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Matador RED and BLUE are still fully functional from 1.0.5, and should work in 1.1. https://kerbalx.com/JollyGreenGI/TAL-12K-Matador-BLUE
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I'm not quite sure, but I think the more AMRAAMs that are fired in a barrage, the less accurate they become. I can't prove this, but I've been noticing in testing that a craft that can dodge a single AIM-120 fairly reliably has no problem with a slew of incoming missiles. Even if one hits, it's rare that more will hit as well.
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I'm guessing the aircraft is angled upwards. You can't offset normal gear upwards to get the same effect? I'm 90% sure they fixed the explosions caused by clipped gear.
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Like how much? Because they still load in 1.1, they just can't be adjusted or retracted. They load in their default state, so if they were angled, they're now straight and at the shortest setting. edit: This does let you remove them and replace them with the new gear.
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@Hobbes Novakoff My god, that battle was very well put together. I'm not gonna point out any particular part, because damn, you gotta see it to believe it. I'm glad someone's still getting some use out of the Matadors.
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I would assume covering a craft with radiator plates that will be burnt off before vital parts of the aircraft are destroyed.
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@inigma Direct links to my current submissions: https://kerbalx.com/JollyGreenGI/TAM-Y22D-Fiesta-QUIET https://kerbalx.com/JollyGreenGI/TAM-Y22E-Fiesta-RIOT
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I posted a few days back an additional fighter to compliment Fiesta QUIET, it should be in the ASC hangar on KerbalX. They can be used as landing gear, but the adjustability is non-functional. I think my rig is decent enough to run matches, especially with 1.1 officially out. And I just got out of exams, so I'm pretty free for now. So, sign me up.
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@drtricky You would have the fifth craft follow one of the flights each round, maybe with the AI pilot. And yes, armour is something that will have to be developed against lasers.
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In light of this, maybe there should be a 5th plane with no Weapon manager for the camera to focus on. Extremely low part count, no afterburners or anything to throw off the fighters.
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I actually had the same issue when I was testing Matador against the VulTurs a while back. Both would fire 6 AIM-120s each at one of them, most assuredly downing it, and then following up on the second.
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Recently, no. The lasers forfeit the ability to down incoming missiles when set to attack all targets, for some reason.
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Requesting to add a second fighter rather than two of the same: TAM-Y22E "Fiesta" RIOT
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Usually this is because they've either ended up below their minimum flight altitude, or below their minimum combat speed. In both cases, the AI with take priority to get back above the altitude/speed.
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@Jakerblam22 My previous and current entries are both very conventional, and the previous held it's own for a while without ECM or missile spam. It's definitely got a lot of room left before we get to an unbeatable champion.
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Well, when running a dogfight with the Debug Labels on, you can see that radar cross-section is definitely accounted for. I think it comes up in one of BD's earlier videos, but a craft that presents a smaller cross-section to a radar is harder to lock with radar. So while Thassa may be just as wide and long as VulTurRaptor, it seems shorter in height.