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KSP2 Release Notes
Everything posted by ScriptKitt3h
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LV-1R suspension seems to work somewhat still, since my repaired Badger in testing did some spectacular jumps without too much direct wheel damage. Just watch out for sudden drifting! Also, since 1.1 deprecated Hyperedit for now, I was forced to manually dispose of an NX-1 Excalibur GEN2 (the prototype model) that I'd been doing unmanned testing on over Duna... It survived the fall from LDO (not entirely, of course, but still) enough to still be decently recognizable. Here's hoping that bodes well for it and similar ships post-update.
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It also means waiting on mods to update, so it may take a short while for the next episode to arrive still. I'll mention to check your aircraft gear setups and land vehicle wheels, since the changes in the update might break them or require some alterations to restore functionality to your crafts. Just make sure to check on your IFV's wheels- my Badger ATV I released here on the forums had no issues with the front wheels, but the back had to be re-built due to collision issues.
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I've been working on a new ship or two for a while now (still not qutie at the point to test them, but still) utilizing a newer, 0.625 meter guided anti-ship-missile design that reliably does significant damage to armored ships, and absolutely wallops unarmored ones. Not only that, but it also comes in under the part-count of my normal 1.25 meter ones, and is much lighter, making it a potential evolution in stock KSP arms tech. I'll likely submit the ship when it's finished once HatBat needs warships again for any reason.
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I've noticed that you can't just activate ECM via the context (right-click on part) menu- the best way to turn it on and keep it on is through clicking it under "Modules" in the BD menu prior to combat commencing for the ECM-equipped craft.
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There's two main ways I try to keep the AI using long-ranged attacks while it still has missiles: 1-Turn down gun firing range. 2-Increase/decrease missiles launched per target. (Depends on the issue, so ammo count is key here.) Really, it's somewhat dependent on your plane and loadout- but for the sake of simplicity, AMRAAMs are really want you want to load up on for missiles, with MAYBE an AIM-9 pair or two for when you run low or need something to shoot off when a jet's near you but not going evasive.
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Well, not necessarily low wing loading- just being able to dodge missiles, etc. reliably (being able to avoid AMRAAMs really, since they're what's going to screw you over otherwise before any plane gets into gun range). And I'm saying more-so to counter it's strength (gunfighting) with longer-ranged tactics and so on. It seems your solution's rear guns; mine's working on securing missile kills. I prefer to have my planes fit a certain aesthetic, and so I design them to fit it while still meeting my design parameters: The Horus is fast, agile, and looks the way I want it to. It also performs better than it's predecessor, so it's a definite improvement.
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Just got a confirmed victory against the Stealth Weasels with my current replacement for the Gemini, the ATS-X Horus. Taking several attributes of other fighters and applying it to an old, 1.0.4-era (if not earlier, I'm not 100%-sure) airframe that's been updated to modern standards, the Horus is highly agile, appropriately fast for a fighter of its type, and comes armed with an efficient loadout complete with AMRAAMs, a pair of Sidewinders, and twin Vulcan cannons. The plane's managed to survive prolonged gun hits to the wing-covered sections of fuselage- the wings not only slightly improve the maneuverability of the plane, but also act as lightweight, heat-distributing armor (to an extent) that helps mitigate the damage from longer-range gun hits. Scatterer's shaders decided to bug out taking those pics, but during the fight one of the Horus pilots scored a confirmed kill on the first Weasel, and then the second Weasel went after the other pilot. The first Horus then turned, launched an AMRAAM from behind the charging Weasel as it flew past, and killed it just as it shot down the other Horus. That's the real weakness of the Weasels- you gotta have highly agile fighters that can dodge their gun and missile attacks, but that can exploit the Weasel's reliance on close-quarters gunfights once it depletes its small stock of missiles. (Fighting it up close with guns immediately reduces your chances of winning; its key trait is its lightning-fast turning/flipping capabilities that it uses to get behind your planes for a gun kill.) @inigma, here's the dropbox link for the ATS-X Horus: https://www.dropbox.com/s/paqd0yehmgk7dku/ATS-X%20Horus%20%28BDA%29.craft?dl=0
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Ok, misinterpreted your post there.
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Not quite sure BD AI can properly control land vehicles beyond turret aiming+firing, HatBat can correct me on that if I'm wrong. I'll give them a look-see when I get a chance tonight, they definitely look interesting visually.
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Glad to hear that 1.1's going to allow for better in-game performance and recording for you, HatBat. I'm just hoping GMI doesn't go ahead and start doing anything... drastic... to the prisoners they've got in KSC. Also, the MU's fleet's not been too stagnant during this lull in the story- I'll have plenty of options should you need an MU-built and/or -controlled vessel in the fight to come.? (I'm speculating here completely, but since GMI's remaining forces pulled back to Minmus, I'm aiming to be ready for more space combat in the not-too-distant future. I might be wrong though, I guess I'll just have to wait and see.)
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Welp, the cockpit tech behaved as intended. Shame the bugginess of the match seems to have ruined any nice attempts at a real head-to-head engagement. Good thing I've got replacement designs- they're in the process of being armed and tested ASAP.
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Yeah, definitely. However, one tactic that always seems to work is mobbing highly maneuverable fighters like the Stealth Weasel with so many locked-on missiles that it's nearly impossible to completely dodge them ALL with both planes- at least one always dies to a missile hit (or two- sometimes a hit won't cancel out locked-on missiles, leading the remnants of a ruined plane to get obliterated by follow-up shots that were actually launched seconds after the killshot was). What's kinda funny is I've started refurbishing (engine swaps, tweaks, making custom cockpit variants, etc.) some stock jet designs from 1.0.4 out of boredom, and a few are more agile than I ever expected! I've got plenty of super-agile backups for the Gemini if they fail, it seems. This one was an old design that with a few tweaks behaves a lot like a better, more agile F-35A-style light fighter. Another old and very promising design I dug up that is supermanueverable- sort of a mix of characteristics of the T-50 and F-22A, though what's funny is that with an engine modernization it easily breaks mach with a hearty fuel load... time to dial it back and see how fast I can get it pulling Gs.
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Probably either overheating bugs (more so of a general KSP issue that pops up from time to time) or the occasional AI slip-up (sometimes it'll flip while launching and hit an armed, lit missile- I've seen my own jets and other's jets do this). And yeah, glad you like the cockpit. I got inspired in terms of cockpit design by one of @Yakuzi's SSTOs, the Bushido. That and some of Vaos' videos.
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stock rotating vtol- no finnicky gear hinges!
ScriptKitt3h replied to quasarrgames's topic in KSP1 The Spacecraft Exchange
Yeah, this PLEASE. I'd love to try making a sci-fi styled VTOL using that system. -
Should be, I think I only submitted one revised version, and that was with a structural issue fix and some tweaks to AI and so on. It should be linked on the OP; if not let me know and I'll send it your way.
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I'm curious... has anyone taken the Geminis out for a spin on their machines yet? Done any test flights against them? I'm mainly asking since I can only glean so much from my own POV, which is inherently skewed somewhat as the planes' designer.
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Nah, only because I'll admit that I (and a few others) partclip stuff like engines. Why? I personally do so since I like keeping my aesthetics in line with my performance goals for the craft- if two engines isn't going to get my plane to a decent speed, I up it to four and clip/offset them to look like two. The mass is still there, and I get a faster, somewhat more fuel-hungry plane that flies at speeds scaling to similar RL jets. (Ex.: If a replica F-16 wasn't reaching speeds it should on a single Panther, clipping a second/third in would achieve the result aesthetically and practically.) I can understand some see clipping as "cheaty", but it's not really- especially after Offset got put in the game. Weasels are tough planes- my Geminis have a roughly 40/60 win/loss ratio in testing against them, mainly based on luck and getting long-range missile kills. The weasel's best attribute is its close-in gunfighting dominance. If your plane can't kill them with missiles, your chances of winning drop exponentially.
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I'd be ok with the suggestions to have different tiers of competition and allowing drones, as well as the idea to increase the number of aircraft- with a few caveats. There's have to be things like mass distribution rules/etc. for having more than 2 aircraft, and I personally think that keeping the competition as stock as is reasonably possible is better- not everyone wants to load up on more mods than is necessary to partake in the challenge. (I had BDA already on my install, but I'm never planning on using FAR, tweakscale, or PWings. I'm sure others feel the same to varying degrees.) Perhaps, though I think it'd be neat to have one submission be a heavy fighter with 1-3 small, fast drones armed with guns and/or AIM-9s in limited amounts. Would make things more of a challenge for the AI in terms of piloting. (Since there'd be more than one type of aircraft for the king and/or challenger to face.) Don't forget- the current limit is 2 crew per plane (lots of IRL fighters are 2-seaters), and if someone wants to use the 1.25 meter form factor, they're forced to use 2 modules to accomplish this (or partbuild a custom cockpit section). I somewhat like the idea for manned/unmanned categories, though I think weight's a bit restricting- there's major mass shifts that can happen simply from adding more missiles to a plane's load. Plus, I think having a drones w/ manned fighters engagement would be a great watch. I'm personally not too keen on adding in more mods- it limits the interest in the community when you start adding in mods beyond what is necessary (in this case, BDA). Not sure about this- it kinda goes against the whole KOTH concept, but it's not a bad idea per se either.
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Ohh, nice! Reminds me of my old Sabre knockoff/replica from a few versions back, though it was admittedly somewhat cheaty due to the old aero system.
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Oooh, here goes nothin'. It'll be interesting to see how my Gemini twins fare in a full match against the Stealth Weasels- testing only goes so far, part of it's always going to be luck.
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The logo looks awesome, glad you were willing to make one! Who says it can't be one?
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BD's not allowed for anything other than surface vessels- it makes space combat all that more interesting and there indeed WAS a spy sat in the series- the Tobius, and it got shot down in one of the last episodes.
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Hey, if someone's willing to pay for one... (I've seen a super-yacht IRL, they can get massive!)
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