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Everything posted by VR_Dev
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[cb_co] Raynos Zoid Mech (New kOS Walking/VTOL Video)
VR_Dev replied to VR_Dev's topic in KSP1 The Spacecraft Exchange
First look at the new Raynos. It's being flown by the AI, and handles pretty well. It needs improvements, but I wanna show it off. I think it looks really good, I'm proud of the wings. Usually I try not to use tweakscale, but since the IR requires it anyway, I've been using it more than usual. Mostly the wings, but they are both winglets, and might be able to fold up. Not the best combat, but good first look. -
I could probably even do that with the Infernal Robotics plugin and a flap. What I'm interested in is adjusting the speed and limits of the flaps.
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Sorry amigo I was just trying to help. I had no idea there were pics in the download link.
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I have several suggestions to make flaps smarter. Some of these things I'll look into doing myself, but these seem like simple things that could be added to stock. Toggable Flap Limit & Speed The ModuleControlSurface Module has both Range and Speed in it. Is that something that could be made tweakable? I have been duplicating the part and changing the values to make bay doors. In addition it would be fun to help tune aircraft even more when used as traditional flaps. Setting the speed and limits of the flaps would allow incredibly precise tuning of aircraft. I'm not any good at writing plugins, but this doesn't seem like it would be very difficult to do. Action Key Controls My craft perform wildly different at sea level than they do at altitude. At sea level they can perform turns that would turn kerbals into a puddle, but have the perfect level of G force at 5,000m+. Thus I often turn the flap's pitch off at low altitue/high speed, and reactivate it at higher altitude/lower speeds. Right now the only way to do this is to turn the UI on and do it manually. When I film however, I try to avoid turning the UI on. Making this impossible. G Force Limits This one is the farthest stretch. Going along with the problem stated above, my craft perform way too well at lower altituedes, but perfectly up around 5000m. Would there be a way to limit the amount of G's the flaps allow the craft to turn? So they aren't able to sustain 15+g circles at lower altitudes.
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How bout some pics dude? Fn+F1 after launch takes screenshots
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New video featuring a brand new F-4 Phantom and F-15 Eagle. Ok video, but I've got other things to do today. I think the Phantom is incredibly good looking. Like a 5th Gen Phantom Remix. It could probably be turned into A SSTO. And I was thinking. If anyone wants to try and challenge some of my craft, just post the craft you wanna try, and which one of mine you'd like to fight. I'll have the AI fight the two. I'll record 4 or 5 matches and post the best one, with the results of the matches. Set the Weapons however you want, and I'll program the AI. Gundam included. Anyone interested?
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This was my first VTOL of all time. It's an ugly monstrosity, but i believe the first craft with concealable lift engines. Anyway, I spent days trying to accomplish this with fuel lines. The fuel drained evenly no matter what combination of engines were on.
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[cb_co] F-16 Fighting Falcon MRK II
VR_Dev replied to VR_Dev's topic in KSP1 The Spacecraft Exchange
Well I'm glad it worked out for you. I change the flap settings and move fuel around to get my fighters to supercruise. -
Changing parts in the save file
VR_Dev replied to Majorjim!'s topic in KSP1 Gameplay Questions and Tutorials
That sucks. But I like rebuilding my crafts from scratch a couple times. They always end up better. -
[cb_co] F-16 Fighting Falcon MRK II
VR_Dev replied to VR_Dev's topic in KSP1 The Spacecraft Exchange
Your COL was probably too far forward. The faster you intend your craft to go, the farther behind the COM you want your COL. Adding more stabilizers in the back moved your COL farther behind the COL, which is why your craft is more stable at high speeds. -
Changing parts in the save file
VR_Dev replied to Majorjim!'s topic in KSP1 Gameplay Questions and Tutorials
I have no idea why that would have happened. I've done this before without any problems. It was a couple ksp versions ago. You could send me the .craft if you want me to try. I don't think their were any other steps besides replacing the part with Ctrl f. -
A turbojet moved into an intake, moved into an adapter. The fan part is from the intake. I didn't even notice that. It's pretty cool looking.
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Don't get the hate. I think its sweet. Any pics with the bay open, or the craft in action?
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Changing parts in the save file
VR_Dev replied to Majorjim!'s topic in KSP1 Gameplay Questions and Tutorials
Yeah dude it's super easy. Open the .craft with a text editor. Then ctrl + find and replace all the part you want to replace with the new one. -
Airbus A330-300/Airbus A340-313X Replica
VR_Dev replied to Columbia's topic in KSP1 The Spacecraft Exchange
Downloaded. Gonna try it out right now. Nice work on making clean wings. Also the engines are dope. -
Was getting ready for bed when I saw the first Dr. Dre album in 16 years just dropped. I love hip hop and I love Dre. Anyone else? Giving it my first listen now.
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I dig it dude. I've wanted to build one of these for a while. Sweet aircraft.
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Discussion thread - BD Armory AI tournaments
VR_Dev replied to colmo's topic in KSP1 Challenges & Mission ideas
This may have been discussed already, but I'm super late to the tournament party. Are there any limitations on G force? Why wouldn't someone just build a craft with control surfaces everywhere, and the COL way up at the front of the craft. A craft like that would be able to sustain 15+ G turns at super low speed. This is impossible in real life, but the kerbals won't black out. -
Mobile Gundam Suits (MRK V kOS Footage)
VR_Dev replied to VR_Dev's topic in KSP1 The Spacecraft Exchange
Yeah, still lots of work to be done though. But I get project ADD. I've been working on this too much so it's time for a different project. Stealth Raptor needs final touches then I'll finally upgrade that pain in the ass F35. I did make this though, a preview of 1v2 combat. Two mods of note in this video. Vertical velocity control, which allows the Gundam to hover at a set altitude. It's seriously the greatest. Also you'll notice the camera mode text is gone when switching between craft. It makes my videos soo much prettier. I work hard to make the videos without using the UI, and that text always ruined them.Thanks to this mod. -
Man, every day I regret picking a super deep It's Always Sunny reference as my username. But you use [ and ] to switch between craft without the map. Check out how much prettier my videos are without the camera text.
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[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
VR_Dev replied to Diazo's topic in KSP1 Mod Releases
I have seriously been waiting for a mod like this for years. Necessity for VTOL flyers. Check out how I put it to use with the Gundam.