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The Pyramids Are Mine - Ground Attack Challenge Level 2 (BD Armory AI)


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I ask that all who post in this thread to please keep your posts directly related to this challenge and try to avoid frivolous and unrelated content ... Thank you

 

NOTE: You must compete in Level 1 in order to progress to Level 2 ... You can find Level 1 HERE

 

With BD Armoury 0.10.2.1 giving you the ability to have wing-men, I have created a second level for my Ground Attack Challenge that utilizes this ability

I've manually flown a single military cargo plane to the Pyramids to deliver 6 mobile turrets. Your mission is to build 2 crafts that can fly to the Pyramids and destroy the turrets set up there

Due to the missiles being amazingly accurate in the latest BD Armoury I am not using them in defense of the Pyramids ... Guns only on my end and anything goes on yours
 

RULES:
- Your crafts are designated as Team A
- 2 crafts outfitted any way you want, however you may use a maximum of 100 parts per craft
- You must upload your crafts somewhere I can download them from (Google Drive for example)
- You may also upload a custom flag that will be used during recording otherwise I will use a bulls eye
- NO MODS OTHER THAN BD ARMORY ... BD Armory 0.10.3 is required
- You must have a Weapon Manager and an AI Pilot which are toggled to hotkey '1' on each plane (Toggle Guard Mode and Toggle AI Pilot respectively)
- You may use droptanks if you wish ... They will be dropped when they are empty (see sample video)
- YOUR CRAFTS MUST BE ABLE TO LAUNCH UNDER AI CONTROL

NOTE: The BDA Wiki is located HERE

 

I will record your crafts during launch, dropping any external fuel tanks as well as attacking the defenses at the Pyramids and then I will post the video's on my YouTube channel

NOTE: The video will only contain the pertinent parts ... namely launch, external tank drop and the attack (see sample video)

The mobile turrets will be re-positioned for the competition (as compared to the screenshots below) with 3 being set to target anything and the other 3 set for missiles only ... Once placed, the defenses will remain in the same configuration for the duration of this thread

It will be a night time launch, however it will be evening at the Pyramids when the attack begins

You can watch the sample video HERE

 

Essentially I will manually pilot your crafts in the general direction of the Pyramids at roughly 2500m altitude and at 2/3 thrust [no afterburners] to around 4.8 km out from the mobile turrets at which point I will activate the AI pilots on each craft and watch the beautiful disaster ensue whilst recording the carnage for prosperity

NOTE: 4.8 km is is being used so as to allow all crafts to load into physics as well preventing your craft from conducting a turn which could result in it flying out of range of it's targets

 

SCOREBOARD (Kill Count)

- SasquatchM w/ the Wyvern Mk.4 - LR ... KILL COUNT= TOTAL ANNIHILATION [video]

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Edited by DoctorDavinci
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2 hours ago, SasquatchM said:

Here is the long range modified Wyvern.  I removed a couple missiles, changed the cannons a bit and added a couple drop tanks (which it probably didn't need).

So I was about three quarters of the way to the attack zone at the Pyramids with 2 Wyvern's and I forgot to increase the distance between them before doing a lead transfer and POOF ... I'll start over tomorrow

You can watch the video HERE

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lol ... Yes I do have a fair amount of patience although I am running with a quad core so I set one core to run Kerbal, another to run OBS and still have 2 cores to work with

Normally I'm watching something while recording ... I even have ran 2 instances of KSP on separate cores while recording on a 3rd so I can be working on a design at the same time as recording and watching something ............................... yes, it's a bit ADD :confused:

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So I ran the Wyvern Mk.4 - LR ... You can watch the results HERE

I ended up having to redirect the crafts during the fight as the AI wingman kept getting in the way of the turn the lead AI wanted to do which caused the lead AI to change course to keep from crashing into it's wingman. I also lowered your altitude to 1900 towards the end as the pilot would fly out of range on one of the craft (after I disabled the AI wingman)

I'd probably even lower the altitude to 1500 or so based on the terrain in that area

 

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Not ignoring this challenge but having some difficulty designing a plane that can do the job. I will be in touch.

Also I'm trying to develop a plane that can travel at 5000 metres at full throttle, but tweaking the aero so fuel consumption is minimal, so DoctorDavinci isn't bored as long. Gotta keep the host in mind.

Edited by GDJ
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17 minutes ago, GDJ said:

Not ignoring this challenge but having some difficulty designing a plane that can do the job. I will be in touch.

Also I'm trying to develop a plane that can travel at 5000 metres at full throttle, but tweaking the aero so fuel consumption is minimal, so DoctorDavinci isn't bored as long. Gotta keep the host in mind.

The best thing to do is design something that will take out some, if not all, of the island defenses in level 1 and then add drop tanks ... changing your aero for improved mileage will cost you in performance during a fight

And thanks for thinking of me :D

Edited by DoctorDavinci
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1 hour ago, SpaceplaneAddict said:

My peacekeeper is for dogfighting, not groundstrikes.......this will be challenging.

Just wait till I release Level 3 ... 2 long range escorts for an air drop of 4 Para-Kerbals from a cargo plane at an undisclosed location with some, shall we say, opposition?   :cool:

 

Edited by DoctorDavinci
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