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Everything posted by panzer1b
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Battlestar Viper Mk II -- VTOL SSTO
panzer1b replied to Cruzan's topic in KSP1 The Spacecraft Exchange
ok well thx, i did get it into orbit once doing what you did, but it does take a lot of time and very precise trajectory/throttle control, and im still trying to get it into orbit twice, maybee im just not that used to SSTOs yet as i tended to do more rockets/giant warships ect before. Still i did make a few successful SSTOs, best one byfar is my Tri-Fighter II, basically similar basic design to a viper, with 3 engines, and being well way shorter and much lighter weight. Now i just cant get my blasted HK-R design to work, guess something based on a heavy raider just doesnt fly without cylon engine tech..... i actually went and made my own viper design (or should i say modified my preexisting Tri-Fighter II), flies much better in my opinion, and all 3 engines opernate all the time, or at least can operate, but its a bit too heavy currently and the vtol doesnt like me. It also doesnt rely on as many intales as yours has, has about 15 intakes total and i somehow got it in orbit twice, still had almost enough fuel for a 3rd time...... maybee if i actually flew it well i could squeeze a bit more out of it, or if i spammed even more intakes also, i think it may be a bit heavy, but try out DYJ's minigun mod for now, it fires red tracers which is a added bonus to fit the actual viper (though 2 of em would weight 2 tons, may be a bit much for a already burdened design) also, your center of gravity is way to low in my opinion as you cannot utilize all engines (forced to use just 2 which does sortof limit its acceleration and climb preformance). I solved this issue in my viper design by massively increasing fuel capacity on the top engine. I sortof stacked fuel tanks up top, only way to get CG high enough to allow the use of 3 engines at full power without requiring reaction wheel spamming to counter the torque. Though not sure how the real BSG viper flew, unless it has some extremely heavy stuff in the top engine pod, there is no way that thing would be capable of flying straight without some insane amount of reaction wheels. Its CG is way to low based on where the body mass appears to be, and they appeared to have all engines at the same thrust in the series, so guess they had some unfathomable tech such as anti gravity correction. Ill prolly upload my Viper II version sometime once i fix its lack of weapons issue, its influenced by your design a bit here and there, but it flies faster, has much improved operating range, and in my opinion is much easier to get into orbit without requiring very precise intake/engine control (and it doesnt require so many intakes, even if its more efficient to have em anyways). Has 550 oxidizer and enough jet fuel to circle kerbin a few times. Now i just need a working carrier for these, my original failed hard, not a fan of designs that cant lift off the ground at all without anti-gravity mods, or console cheats. -
Battlestar Viper Mk II -- VTOL SSTO
panzer1b replied to Cruzan's topic in KSP1 The Spacecraft Exchange
nice job its got alot of errors when it comes to actually being a replica, but since its stock parts that can be understood (for a stock craft its amazing looks wise, you just need to do something about the guns which are sortof its issue, real vipers had missiles under the ship, only the autocannons were near wings, so if its somehow possible move missiles to underbelly, and make wing guns just look like a gun as the stock game lacks any autocannons) one more question, how on earth do i get this into space? without using mods or cheats? cause ive built plenty of sstos, and while many failed, this one i just cant seem to get into orbit at all as is, i tried the shallow approach at high speed on pure jets, and ive also tried more rocket like trajectories, i can at best get it on a suborbital trajetory i made a similar craft to this before i found this one, which flew and still flies great with enough spare fuel to get into orbit, deorbit, and a bit for maneuvering. it has 3 engines though (stacked in a similar way to this, but i used the smaller rocket engines the ones with 30kn thrust), only recently did i make it a bit better by adding a vtol jet in a similar fashion to your viper, so now it lost a bit of fuel to get the extra weight in orbit, but it can land reliably now and not have to rely on some crazy landing patterns as the craft like this isnt designed with anywhere near enough lift to land traditionally. anyways, i know its likely me, but nomatter what i do (tried different ways to manage air intakes, different trajectories, different combinations of engines), i just cant get this thing into a stable orbit and deorbit.... could someone tell me what the optimal way to orbit this thing without a resource regenerator is? also, what mod do you use for the targeting crosshair? i could really use something like that when im minigun straffing things or generic shooting -
i have found these to be the most effective weapons honestly unless for very long ranges. Only issue is slight reliability at extreme ranges and being not ultra effective against very heavy armor, but unless its a battleship its very likely to do above average damage given its miniscule size, then again, vs battleships you need extreme velocity coupled with high mass. place a decoupler on the back for some decent initial velocity, make sure the missile doesnt have it attached to the back when firing or the thrusters usually get blocked. they also can be stacked semi well, and the decoupler stuck on the front isnt an issue as it doesnt block the thrust, and makes it easier to get a near miss connect with the target.
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I have discovered a bug fix that removes the small issue resulting from firing while moving backwards within atmosphere (which glitches physics usually resulting in explosions on your own craft, or the gun wobbling around like crazy). im not sure if im 100% correct, but part of the code was shifting the bullet's spawn point in such a manner that when moving in reverse the bullet would spawn within the gun hitting it and causing damage to it. Or at least that's what it looks like from some messing around with parameters. DYJ, if you would like the c# file with the specific fixes commented in it i would be happy to give it to you (since im currently using a fixed version of your mod. Please send me a PM if interested in this fix, after some more debugging/testing i have to double check if it didnt create any other bugs).
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Hi, i have a very old plugin i want to make functional in a newer version i have the source but i want to know specifically how to compile it for the new version, or perhaps if necessary what to edit/change in the code file to make it work again. any help with this is appreciated im pretty new to actual plugin work, so i dont really know how to do this
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i really like it, more reliable especially for my more exotic scifi craft that are already as unoptimized as can get given i care more about looks over pure functionality. its easier to fly off center craft overall a great improvement, now i just need to learn how to make my ships look good, and actually fly semi well......guess scifi designs arent suppose to work with modern physics (never understood how off center thrusted ships seem to fly perfectly well in many movies), now where is my FTL drive and anti gravity boosters?......
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not bad, although while im no fan of intake spam (despite it being one tactic that works very well for some reason, not like itd work irl), i do have to say you your tutorial did help me squeeze out much more power from my SSTO's (even if they are inefficient as can get, since i tend to prefer making something look epic over pure functionality). especially the center of lift thing, somewhat more stable now for me now, even if my main fighter required wings within its fuel tanks to maintain its shape and get the lift center behind the cog. guess ill need to ditch the idea that everything i make has to look epic (i tend to design somewhat scifiish rockets/ships/ssto, so they may look good but few are what id call optimal or efficient). also, one more tip i found, if you insist upon max performance and want to spam intakes, then put them within fuel tanks, it looks much nicer, and doesnt clutter up your wings, its cheap to abuse part clipping, but since air intake spam is already sortof abusing game mechanics, might as well stuff them inside the fuel tanks...... also, does anyone know what the most optimal ascent path is if you do not spam air intakes? is it more like a rocket, since you run out of air at around 25000-30000, and you cant really get your speed up enough to really get into orbit without dragging along a very large amount of fuel for the rockets that will inevitably have to be used for quite a while to get the orbit high enough.
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i have to say both are effective but specialized weapons are more deadly and easy to use as they are designed with the purpose of destroying things and as for missiles, even unguided they tend to have good center of mass, decent drag, and are not unbalanced nor do they tend to spin. i enjoy both, be they specialized mods or stock weapons, but i tend to like things that are balanced, and i mod most of the weapons out there to not be overpowered in my opinion (like the minigun for example, made a few versions with varying degrees of rof and damage, from very weak rapid fire machine guns to very slowly reloading 1 hit cannons) sunbeam is one mod that i will say is outright unfair in any competitive combat due to guaranteed hits and ability to completely nullify armor plating unlike most other weapons including the minigun that can and does bounce off and sometimes only push the target (most of my warships and tanks are both sloped and have lots of structural panels/struts, so they are somewhat resistant to conventional kinetic and HE weapons like stock missiles). Sunbeam is used more for clearing debris and precision firing at something i want to cut in half per say (like the orbital cannon i built that i wanted to deorbit but forgot to add a decoupler to the command pod for safe reentry, and ofc i forgot a docking port so i had no way of reliably getting the crew onto another ship) anyways, miniguns with a slightly lowered rof and damage are mostly what i use for frontally mounted weapons as a backup due to infinite ammo. It may seem cheap to not need refills, but in a somewhat fast paced battle (multiplayer mod), its not exactly fun to have to either ditch/kamikaze, or go down to the surface to refill ammo/refly alltogether (it just takes too long, perhaps if there is a way to reload from say a mothership ect, it'd be a fun mechanic) also, best conventional stock weapons are made with a basic decoupler rocket, i found liquid fuel is best coupled with a drone core for very basic maneuverability as it is very very hard to hit anything unless you are on top of it with a unguided torpedo (you really dont need anything but the drone core, one small fuel tank, one small rocket motor, and possibly some structural panels or ibeams in front to increase lethality, the built in battery is almost always enough to get you to the target unless its a extremely long range flight in which case you will run out of rocket fuel anyways making the ability to rotate useless,) and the ability to disable the engine or turn around comes in handy more often then not.....perhaps im just not that good at making accurate designs yet.....since my torpedoes seem to leave the ship on a collision course, but for some odd reason have a very low chance of hitting anything that isnt a battleship at ranges past 2 km, though ranged of 500m is semi reliable if the ship was properly stabilized prior to firing.
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great mod, two things i would like updated when or if you get the time and are actually working on this mod still 1: there is a bug with the minigun when moving backwards (bullets do not fly far and just disapear a short distance after barrel, and the weapon tends to have physics glitches). i tested this on a tank i made, that when driving forward, it works fine, shooting to the side, works fine, shooting while not moving in any direction, fine, but once i try to fire away from the direction i am driving in, this error occurs. just create any vehicle and mount a minigun to test it on, drive forward while shooting, then drive backwards while shooting and you will see what i mean. (if this is a specific error i have then tell me how to fix it, as its very annoying not being able to shoot backwards, my bomber rear defense turret is more or less useless) 2: could we get bind support for firing (in the binding menu, perhaps letting us bind different keys to separate guns like the sunbeam allows us to). its not that big a deal as i currently run multiple copies of the minigun with modified stats and having different key binds, but it would be easier to have one gun, with a hotkey to fire all guns, and the ability to bind each gun to a different key that could fire them (basically how you can bind different engines to different hotkeys) thanks for your great work, id say even now this is my favorite weapons oriented mod, now i just need to finish my custom model for the cannon (the model is great, but it doesnt really fit my tanks which are suppose to be using larger caliber single shot weapons). now to finish working on the lander for the tank, its very hard to transport over 20 tons that is about as aerodynamic as a house......