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SuicidalInsanity

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  1. @splatn't™ The ShKAS sometimes does that. I think it's due to being clipped too deeply into whatever its mounted on. As for the AI crashing, you'll need to either increase your Steer Limiter/Steer Factor or increase the Min Alt, which should at least greatly reduce lithobraking tendencies.
  2. Screenshots, and taking note of the time in the upper left corner when you reach each staging point (usually marked by a flag). Now I'm wondering, does the Races! mod still work for 1.7.3 and what's the max distance gates can be placed from each other? New course is, what, ~130 km?
  3. Found the issue, Dummy's been fixed. You can fix your Dummy locally by autostrutting the small hardpoints the front landing gear is attached to, and setting friction control to 0 for good measure. (SQUAD Wheels! ) There's a general lesson to be learned from this for anyone else suffering from inability to takeoff - If your craft is veering off the runway instead of taking off, your landing gear is probably the cause.
  4. Yes, Kerbal G Limits will be on, more as a formality than a serious restriction. It'll be run in sandbox, so everyone will be a 5-star Pilot, which means your Kerbals should be fine as long as you aren't pulling sustained 15+G turns. (I seriously doubt you will be able to build something with the BAD-T prop engines that can do this {No, this is not a challenge}, so GLOC shouldn't be an issue anyway.)
  5. You can always make the airframe a little bigger or use the FAR mass-strength sliders to increase wing part mass. But yes, in some cases, twin engine craft may need ballast to meet weight requirements - that's the cost for having a lower drag/TWR ratio relative to single engine craft.
  6. DJA Bonus 2: @Alioth81's Al-23 Boomerang vs the IA-34 Flying Wing faceoff: And that's it. Thanks to everyone who participated. For those of you who came here late or want more, the fun continues in BAD-T V:
  7. KSP 1.7.3, though that said, craft made in 1.7.x should work equally well.
  8. The Tournament It's time once again for a new BAD-T. Like the last four BAD-T tournaments, this will consist of 2v2 dogfights featuring WWII-era aircraft battling around and above sites scattered all over Kerbin. Contestants will submit a craft, which will then be pitted against other submitted craft in a standard tournament ladder format, with fights recorded and posted to YouTube. Defeat means a craft is out of the running, success means it moves up to the next bracket. Depending on the number of entries, a second-tier ladder may also be run, featuring craft that lost during the first round of fights. To enter, simply create a WWII themed aircraft. Replicas of real-world craft are permitted, but not required. Craft design, AI configuration and armament are entirely up to you. As long as it follows the rules and looks like it could have been a real WWII-era fighter, it's a valid entry. Brackets Tier 1 Tier 2 The following mods are required: FAR 0.15.11.1 'Mach' Aviator Arsenal with the KSP 1.4.5 patch. BDAc 1.3.x, with the BDAc S.I. patch, and DMG_MULTIPLIER = 1000 in the GameData/BDArmory/Settings.cfg. BAD-T Props pack, which requires the FireSpitter .dll Additionally, the following mods are permitted, but optional: B9 Proc wings Procedural parts Adjustable Landing Gear with KSP 1.7 compatibility patch. Aircraft Classes: Entries will fall into one of two categories, Fighters and Heavy Fighters. Fighters are single engine monoplanes. They have one engine. They must have a dry mass of at least 2.5 tons*. They can use up to 100 points worth of engine and armament. Heavy fighters are heavy twin engine monoplanes. They have 2 engines. They must have a dry mass of at least 5.25 tons*. They can use up to 150 points worth of engines and armament. *Dry mass is the empty weight of the craft, wet mass is the loaded weight of the craft with fuel and ammunition. Resources like Oxidizer and Ore which aren't used as fuel or ammo can be used as ballast and count towards dry mass. Points: Weapons cost their diameter in mm, rounded down. *12.7mm MGs cost 12 points, etc Engine cost is indicated by the number in their part name. *'B27-D Brutus' costs 27 points, 'B32-D Gazelle' costs 32, etc. Ammo is free, carry as much or as little as desired. Rules: - Craft must have no more than 60 parts. -No Breaking Ground DLC parts. -Only Aviator Arsenal weapons permitted, with the exception of the Ball Turret. -Only BADT engines allowed (Widshed, Brutus, Gazelle, Wizard, Buzzer, Foxhound, & Falcon). -Space (RCS/Ore/LF/O) fuel tanks are allowed as structural components, but please, no aerospace grade parts (RCS/fairings/heatshields/A.I.R.B.R.A.K.E.s/etc). -No reaction wheels. -Craft must have at least 1 Kerbal, either in a cockpit, or a constructed open cockpit using a command seat. -No BDAc armor panels. Intrinsic part armor thickness is to remain at 10. -Constructed cockpits must be safe, something that a sane (you, not Jeb) pilot would want to sit in. -Part clipping is allowed, within reason. No clipping resource containing parts into other resource containing parts please. Clipping ballast parts into ballast parts is permitted. -If using P wings, keep wing thickness for main wing pieces at least 0.120. -If both craft on a team run out of ammo, they forfeit the match, as they can no longer shoot down the opposing team. -You don't need to add a weapon manager or AI - they've been added to the Mk1 cockpits and command seat. -No text editing of craft files. -Kerbal G limits will be on. -The Eidahill Clause: While cheesy Min-Maxed designs that take advantage of loopholes or game exploits may be technically legal, I ask that contestants respect the spirit of the competition, not just Rules As Written, when designing their airplane. Recommendations - Optional, but might be a good idea: -Try to have at least 15 minutes of fuel. -AI min altitude should probably be above 300m. -Test your plane against the Dummy. if nothing else, this certifies that your craft possesses basic flight-worthiness. Paintball mode may be useful here. -Try to have at least a couple hundred rounds per gun. The AI is both wasteful and inaccurate. Submissions: Craft must be submitted by the deadline, 11:59 PM, Sunday, October 20th. One entry per person. If something goes wrong during submission, or you realize your craft is not rules compliant and needs some changes, contact me via PM. Otherwise, all submissions are final. To submit, upload your craft to KerbalX or similar, and sent me the download link via PM. Sharing links to your crafts in the thread is fine, but only craft I've been sent via PM will count as entries. (This is mainly to make sure I get them and they don't potentially get lost in the thread.) F.A.Q. Tips & Tricks FAR Tutorial The AI
  9. What could have been: DJA Bonus 1: For reference, S-KOM rocketpod weights 160kg and only holds 23 rockets, and the above performance was with 11m radius proximity fuzed rockets.
  10. The Final Match; between @Alioth81's Swift and @Me1_base: Zephyron. Which will win, agility or armor? Final tally of AI tactical blunders: Out of 24 matches and 72 individual bouts -Rammings: 20 -Friendly Fire: 2 -Ground collisions: 17 I may do a couple of post-tourney bonus vids, but this wraps it up for the tournament.
  11. Penultimate match, between @Noir's Blizzard and @Me1_base's FCS: One more match to go, then probably the requested bonus match between the flying wings to wrap things up by the weekend, with BAD-T V likely starting on Sunday. @UltimateFlash15@Sidestrafe2462@RedPandaz@GDJ - You all expressed some flavor of "I missed it!?" for this contest, so pinging you here to let you know head of time about the next if you're still interested.
  12. -4:29: Yellow tracers don't show up too well against a yellow background, but the Weird duck got sniped during the initial pass and lost its root part, resulting in the craft disassembling and the camera unfocusing. -10:23: I don't know either. I didn't have hack Gravity on (why would I?), so best guess is missing that much airframe the duck could generate >1 TWR.
  13. Round 4, Match 3, between @OmegaForce's Star Blazer and @Pds314's Weird Duck:
  14. Round 4, Match 2, between my flying wing and @Alioth81's Dragonfly:
  15. Beginning of the end. Round 4, Match 1, between @Hinden's H-7 and @Bob_Saget54's Schwalbe:
  16. Mirror match 2, between @Alioth81's AL-18 Swift and @Alioth81's Al-21. There's only room for one agile long-winged 30mm armed fighter at the top. Which will it be? And that's the end of Round 3. 6 matches to go. -------------------------------------------------------- AI tally of terrible decisions to date: Rammings: IIII IIII IIII II Friendly Fire: II Ground collisions: IIII IIII IIII
  17. Round 3, Match 5, between @Hinden's H-7-7-30+ and @Me1_base's Zephyerion-0:
  18. Sorry, but no, not for DJA. The tournament is well under way and should be finishing up in the next 2 weeks-ish, so it's a bit late to be adding new entries. That said, there have a number of people who have posted something along the lines of 'Aarg, I missed it!?' and since September is upon us, which apparently has become the month BAD-T contests start in, once DJA ends I'm probably going to segue straight to BAD-T V (pre-order now!) ... First of the mirror matches! Can @Pds314's L-19 Weird duck hope to defeat @Pds314's L-24 Broadhead? Wait, or should that be the other way around? Round 3, Match 4:
  19. Since mods are allowed, let's take this to it's (il)logical conclusion; here's the CVN(PP) 104 (so named for both the hull number, and the number of flaming irradiated hypersonic pieces of shrapnel the next coastline over needs to look out for), and probable contender for 'most Kerbal naval vessel ever created': Kerbals: 22 Top speed: 1093 ms? Available Thrust: 1kt pulse charges, so, err... lots. Many many lots. Craft mass: 2452.2 Tonnes. ???? points.
  20. help my boat is on fire what am i doing wrong
  21. Round 3, Match 3, between @Noir's Blizzard and @Bob_Saget54's Schwalbe: In which the Blizzard pilots are up to their old tricks.
  22. Round 3, Match 2, between the IA-32 VIII and @dundun92's IV-5Mk_IVa:
  23. Going with a center and right aggressive AI with a left Dasher as a flanker yielded some interesting results - it was the first setup I tried, and won with only one loss (no idea which bot died, maybe have names displayed above bots?), but rerunning the same setup 10 or 20 times for the sake of empirical curiosity had everything from two enemy bots left standing to two of my own surviving at almost full health, slight weight towards a single mauled dasher as the survivor; using three dashers seems to win fairly consistently. Some things I noticed - bots sometimes appear to be target fixated; due to their cubic nature, it wasn't uncommon to see three bots in a line, BRR, with the red adjacent the blue attacking, but the blue refusing to attack. Also, is there friendly fire? There were a few times when a cube took damage and appeared to do so from an ally. ... Back on topic, here's Round 3, Match 1, between @OmegaForce's A.F.C Cosmic Star Blazer and @Me1_base's Agravian FCS Unlocked:
  24. Figured out what was going wrong with the 4 seat lab. M2X 1.8.6 has been reuploaded with the fix.
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