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Everything posted by ScriptKitt3h
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Could be mods having major changes, could be craft files/save files simply getting corrupted during the change-over.
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@BahamutoD's got BDArmory on Spacedock now. Also @inigma, I've decided that despite the advantages of having a laser-armed craft, I'm going to be swapping my fighter (the Talon MKII-B) for this: The ATS-FX7 Gemini. It's based off both the Russian SU-37 and American F-15 ACTIVE prototypes, and is also faster, lighter, and more maneuverable than the Talon MKII-B. It also features my custom cockpit design with a fully-functional ejector seat, meaning that in case of the craft being damaged/destroyed, the pilot has the chance to survive relatively unscathed. Download link for the Gemini (instructions are in the craft description): https://www.dropbox.com/s/57hx8yvrzo8xk0f/ATS-FX7%20Gemini%20%28BDA%29.craft?dl=0 Part of the reason for this swap is that the Gemini performs far better in combat trials against the Fighter Papas AND X-38Fs, though victory often comes down to luck for either side and/or gun kills, which the X-38s have an inherent advantage in due to their GAU-8 30mm cannons.
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Ok, that previous jet? It's likely coming in a SECOND advanced fighter aircraft pack (I've been on a jet-building spree lately) alongside this: The ATS-FX7 Gemini, a jet based upon the SU-37 and F-15 active, with a custom cockpit (featuring a working ejection seat+chute) for good measure. Oh, and it'll have a variant with a full BDArmory munitions kit as well.
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totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
An attempt at a lighter-weight, highly-agile fighter jet based on the SU-37 and F-15 ACTIVE prototypes. -
Cupcake's Dropship Dealership...
ScriptKitt3h replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
I'm guessing fuel storage/routing, might be wrong. -
Gotta read the OP before posting.
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You've got 3 options- 1: Slap on/in an ECM module and hope for the best. 2: Make one jet target missiles (using HARMs/Sidewinders/laser module/etc.) and one target the hostiles. 3:Build a fighter that's wicked-fast and can pull stunts like no-one's business, and configure the AI to use that to out-fly the missiles (works sometimes, but not always due to AMRAAMs having good guidance systems). Trust me, AIM-120s are the bane of my existence too.
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*opens up craft file to peek at* STANDBY FOR TITANFALL. Seriously though, nice job getting that thing balanced the way it is- I'd be at a loss to. Anyways, I've been examining the trade-offs of reworking some of my potential designs I might use if the Talons lose with my custom ejector seat+cockpit module, and I've gotten some nice results out of two of my older airframes- I went ahead and armed the larger one (the Revenant NEXT) with BDA, and voila!
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I've been busy... ...making sure that even if the Talon MKII loses, I have fallbacks. Also, yes the designs with the custom cockpits that I've made now all have working ejector seats. Example:
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I've had one incident of a collision during takeoff, when I ran a 7v6 fight on my machine, and two allied planes placed close to each other took off, but tried to side over-and-under each other, and then collided when their airspeed wasn't high enough. Think I actually have a picture of that somewhere... ...yup, found it.
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First off, submitted crafts must be within a reasonable part count, and secondly, there is a set of restrictions on mods- BDArmory can be used on atmospheric/surface craft, but everything else is stock as of now.
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Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Having all those turrets makes it a tad bit OP- it's kinda hard to fight something that's tracking you with gunfire the whole way. -
I'd advise to pick one side (and I'd personally advise to support GMI, they keep getting their craft obliterated by HKA's underdog heros!)
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I primarily clip my engines since I like having my craft perform somewhat similarly to what my idea of them IRL would be like- so if two panthers won't cut it for supercruise, then 4 it is! (or six, in this case) I'd say to not overload too much on missiles, since after the initial salvo of AMRAAMs or AIM-9s at the start, most dogfights degrade into gun battles (I use a laser, of course) and/or sporadic missile attacks. More often than not, you'll be left flying out after a win with half or more of your ordnance left onboard- it's all about balancing your plane's "skillset" of sorts with its loadout.
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I buffed the propulsion systems (the originals used 4x panther engines arranged to appear like two nozzles, I upped it to 6x in the style of two nozzles, AKA "turbine improvements" :P), altered the outer wing arrangement somewhat near the rear of the airframe to provide higher maneuverability, added canards for improved pitch and roll authority, added more onboard fuel storage, and heavily improved the aesthetics by making sure it stayed sleek and aggressive even after the buffing out of its systems. With these improvements, the stock version easily achieves true supercruise on dry mode alone, while the BD version likely can do the same with a lighter loadout (though it definitely can break mach 1 on afterburners with the BD version).
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The Valkyries cometh... Scratch two Fighter Papas in testing (one mutually destroyed alongside one of the two Valks, the other destroyed in the above pics). This new design's not going to be replacing or serving as an upgrade to the Talons just yet (I'd like for the battle with them to happen first!), but I think it's even better than those, and my Talon fighters are some of my favorites out of all my designs. This new one though... it just feels right. EDIT: I also still need to do some testing with these new fighters, as I'm suspicious I can make them equally as effective with less missiles (due to the twin vulcans and laser), but I'll need to run some personal tests on various loadouts first. In the meantime, my Talons are ready and capable of challenging the King.
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Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
I'll check both of 'em out, and perhaps pit them against this bad boy: The ATS-FX06 Valkyrie (basically the airborne "companion" to my Super Valkyrie SSF stock starfighter). Comes in stock and BDA flavors, and the BDA version is laser-equipped (plus twin vulcans and an assortment of various missiles). I think I've perfected the design style that began with my Banshee, Polaris, and Talon designs and now has led to this KSP superfighter (yes, they're all somewhat Ace Combat-inspired). The Valk is capable of easily breaking mach 1 on dry mode alone (without munitions, but weighing in just shy of 20 mT), and the armed version is extremely fast for a heavily armed, supermaneuverable jet fighter. At this rate, I might release it independently of that fighter jet pack I posted recently. -
The MK3 may have detonated easily due to 3 reasons: 1- KSP heating is features thermal conductivity- so if the thermal energy being imparted into your craft was getting conducted into the bay, and it had a lower overall heat tolerance than the rest of the craft combined, than it makes sense that an accidental "heat sink" part like that might explode. 2- The BDA laser is a continuous-fire weapon, meaning unlike the heating from missiles and bullets in the mod, which have much higher immediate heat transfer to simulate kinetic impacts and explosives, the laser (much like in real life testing) does damage over time, heating at a set rate continuously during locked-on fire that transfers lots of heat over time- ranging from a few seconds to a few minutes. 3- If your AI module and/or weapon manager was either mounted on or near the MK3 bay, it could have targeted that in an attempt to shoot-out the module(s), which is part of the AI's core targeting for Guard Mode AFAIK. I do think that the faster heat dissipation is normal, as slower heat loss from bullet impacts/explosive forces in BDA kinda simulates (temporarily) lasting damage from hits that haven't managed to fully break a part off or vaporize it yet. I would also mention that more than one laser on a fighter is far from ideal due to their power draw- even with several 1.25 meter disc batteries in the module on the Talon MKII-B and the RTGs I put in them, it still drains enough to limit the length of firing each barrage off noticeably. Perhaps on something like a kerbalized AC-130-style gunship they might be effective due to increased leeway in terms of power. HARMs are a tradeoff- they're larger and heavier than even AIM-120s, and most fighters have limited (reasonable) mounting space on their fuselages and wings. I'd say to make a fighter that is either faster and more maneuverable, or to make something that specializes in using missiles to keep hostiles at bay. Congrats. Missiles got past the countermeasure screens over long range, I suspect?
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I guess BDA just behaves differently sometimes. Glad to hear that the laser functionality does indeed work as intended, since it's not an insignificant add-on in terms of mass. However, I'm considering taking the overall design of the Talon to its limits... More on that soontm. In the meantime, I'm looking forward to the next match-up on video. More jets exploding in new and interesting ways!
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I'd say to only ever assume stock and BDA, but even then only using BDA for surface/air craft. Keeping things as light as possible in terms of mods used helps with performance and keeping the production of new KS content more streamlined.
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Thanks, 'preciate the compliment. That being said, the one major drawback to the laser is getting the AI to actually use the darn thing...
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I'd chalk it up to the fighter AI really not being configured for handling dogfighting with those styles of turret, since the Goalkeeper, Oerlikon, and M1A1 turret aren't traditionally used on aircraft. The .50 cals and vulcans seem better configured for airborne usage, and the laser is based off of an IRL air force/DARPA prototype weapon, so those function a bit better, as does the attack helicopter-style 30mm cannon.