Jump to content

Redshift OTF

Members
  • Posts

    1,089
  • Joined

  • Last visited

Everything posted by Redshift OTF

  1. I like the way you have pre-disassembled your fighters in preparation for the Weasel. Mwhahahah!
  2. BTW, I tested your plane and it has a habit of flying into the ground. Mine did that until I set the minimum height to 500m in the autopilot settings. It seems to be a thing with the latest version of BD A.
  3. Thanks, here it is: https://drive.google.com/open?id=0B9mK0rPybNaxYUlhUWdMYWUzM3M It can still crash into its own missiles sometimes if it rolls at the wrong time but meh, that's life.
  4. @inigma I have done some testing and I think the AIM 120 fins on my plane are getting stuck on the rear control surfaces at times. I lowered the missiles so this shouldn't happen. If you are still having glitching issues I can provide you with a link to Stealth Weasel v1.1 with this change, everything else about the plane is identical.
  5. I think you meant the USS Odyssey but never mind </geek> I'm glad to see the Weasel is pushing the limits of the competition. No doubt someone will build something that can reliably beat it. It was built to the Top Gun AI tourney restrictions so perhaps I shouldn't tell you I have a v2 that is much better than the first! I will save that for another day. I should add that after a bit more testing I have seen what looks like AIM 120 missiles spawn right next to an enemy craft and kill it which looks like a bug. Not sure what causes it but it's a little annoying. Also I used to run GAU guns on some of my older craft but in this version of BD A it looks like a pair of Vulcans are more effective. I'm not sure what changed during the last update but I think only turreted weapons will beat Vulcans now.
  6. Hmmm, I'm getting planes spontaneously exploding when testing 2v2 matches. Never happens with 1v1 which I normally test with so I hadn't noticed it before. Might be a physics glitch when the system slows down with extra craft. Lol @drtricky Actually planes exploding might be due to the physics distance being the same as the Tourney distance. When the match starts the planes might be moving between the physics barrier cause some parts of the planes to collide with each other particularly when turning, (which they usually do when the flight starts), and that causes an explosion. I might up the physics distance to 10000m, 2000m over the tourney distance which is 8000m and see if this helps.
  7. I am happy to record some matches after you have done a Stealth Weasel video match. I will probably film each round separately and stick them together so we don't have to worry about glitched rounds causing a forfeit, (which would be a bad way of winning).
  8. Wow, thanks for the compliments Inigma! I'm sorry you've had trouble with the plane(s). I haven't seen it hit it's own missile before, although I have seen it rarely on some other planes I made. As for planes hitting each other during the take off phase, it's not something I have seen but then I park the planes just off the KSC runway and they have at least a planes width between them, maybe 2. If you have them next to each other on the Island Runway it may be a bit narrow as the AI doesn't separate the planes much during the setup phase of the automatic tourney mode. I guess it would be worse for bigger planes. Not sure how you can solve this. :/ Maybe @BahamutoD could tweak this a little in a future update. Anyway, I am excited to see what final battle you have managed to record!
  9. I just put 4 x .50 cal turrets on my plane and it is very unfair, lol! The bullet speed is lower but it can force the opposing plane into evasive manoeuvres as soon as it is in range and close up until the turrets are accurate enough to hit reliably. Still, it will be interesting to test the limits so I say allow it, unless it becomes obvious that everyone has to use it. It would make a fun experiment. It can always be banned later.
  10. Maybe force them to be fixed forward. They might be used by the AI to shoot down missiles as well. I might test this.
  11. Would turreted weapons be allowed? I think they would be a bit OP imo. 4 x 0.50 cal turrets kind of negate the need for a plane to turn.
  12. OK. In that case I will just give you what I have got right now...Stealth Weasel! https://drive.google.com/open?id=0B9mK0rPybNaxYUlhUWdMYWUzM3M I have tested this against other AI tourney planes so I think it is competitive. Fingers crossed.
  13. An interesting challenge! I have a few questions though: 1) What camera mod do you have? I really would love the padlock view you are using in fights. 2) What settings are permissible for the weapons manager and AI computer? Some settings can give more of an advantage over others especially if combat starts as soon as the planes fire up their engines, (i.e. take off speed and average combat height etc). That's compared to the automatic tourney mode in the settings that flies both teams about 8km's away before combat begins. 3) Will you ban reaction wheels, (other than what the cockpits have)? Otherwise this would turn into a gyroscope with missiles competition. Sorry to get a bit heavy there.
  14. That is good news. Any difference in the bearing performance between versions that you can notice?
  15. OK, I was considering making a new Top Gun thread today however with the new version of KSP perhaps 2 weeks away I think it would be better to wait till then and then wait till BD Armoury supports the new version. That way everyone can start fresh and new. I will be using BD Armoury's built in tourney mode and fly and film battles around the KSP as my system should handle it. Plane crafts will be limited to 100 parts and I will probably tweak the rules and points a little to compensate for some of the changes that have been made in BD A. Sorry if that is a long time to wait but I think it will be worth it! Likely it will be best of 5 1v1 battles unless there are any objections. I can do 2v2 if it is preferred.
  16. Nice to see the boundaries being pushed some more MajorJim! Now put a jet engine on it.
  17. I will wait till the official release before I build anything as I have some mods running. The first things I will test are how some of my old high part count builds compare to 1.0.5 but i am keen to see if bearings still work given that the wheel physics are new.
  18. Thanks Vagani. Do they actually submerge? Those big engines are like helium balloons.
  19. Very nice craft and good effort! Many people have attempted to make stock swivel jets with a variety of success. The craft you linked to is nice but it does use the Infernal Robotics mod. I'm guessing the engines on your design are docked to the main craft and undocked and switched to during flight? That's pretty cool but it does mean you have to have the fuel connected to the jets and have to switch to the jets to control the throttle. I'm not knocking your design though, just trying to guess how it works. I think it was GigglePlex who made a stock F35 with a swivel jet where the jet was still attached to the craft although it was a bit fiddly to fly, (imho). One thing you could try is to use airbrakes as a lever to turn the jets although that would limit the rotation to about 80 degrees. Also, if you need any help with bearings then let me know as I have made quite a few.
  20. Can I see more pics of the submarines? Mine always turned out a bit rubbish.
  21. Nice dogfight. Have you tried BD's vessel switcher add on? It allows you to switch between planes without having to cycle through debris.
×
×
  • Create New...