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Everything posted by Eidahlil
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Since the other challenge has shaped up a bit, entries are now closed discouraged. No point cluttering the forums with multiple threads doing the same. Short form rules - 3v3, best of 3, KotH. BDA+stock, no turrets, max 6 missiles, max 75 (experimentally raised to 80) parts, must be kerballed + Wheaton's law. Long form rules: Current King of the Hill: @NotAnAimbot's MBL F-25BN2 Fencer Battle history: @NotAnAimbot MDL F-25BK Fencer vs @Andetch's ADX G-Type Snubnose - 2 - 0 @NotAnAimbot MDL F-25BK Fencer vs @exbyde's Berkut-II - 2 - 0 @NotAnAimbot MDL F-25BK Fencer vs @drtricky's F-42 Invader - 0 - 2 @drtricky's F-42 Invader vs @dundun92's F-10 Striker - 2 - 0 @drtricky's F-42 Invader vs @dundun93's F-34 Bullet - 2 - 0 @drtricky's F-42 Invader vs @dundun92's F-1100 - 2 - 0 @drtricky's F-42 Invader vs @dundun93's F-60 Super Eagle - 1 - 0 @drtricky's F-42 Invader vs @NotAnAimbot's MBL F-25BN2 Fencer - 0 - 2 @NotAnAimbot's MBL F-25BN2 Fencer vs @Kukler's SU-39 Ripper-C - 2 - 0
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Well, a proper bomber cannot do it. While it makes sense that GPS guided bombs cannot follow their target, and thus land where the target was when they were dropped, I wasn't expecting the same from the AGM missiles. That does not mean the AI cannot be distracted with a barrage of said missiles while we shoot it the old fashioned way. Thus our challenger for this "military simulation exercise and not a battle " shall be https://kerbalx.com/juzeris/Bomberite-HM I hope it's alright I used my own craft to challenge my own craft. Also, small strike craft can be quite successful, provided they carry sufficient firepower. They are quite hard to hit with cannons at long range.
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Challenge accepted! The huge parts are just very resistant to .50 cal fire. But they did manage to shoot off a cruise missile. I'll go make a bomber and see how it fares. Though 20 drones did manage to kill it when they all started firing in unison. But, uh, video unavailable due to technical problems.
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If it was a competition, I would mostly agree. Well, I'd probably throw my designs out, and use one category for the pretty ones, because having categories would have one entrant in each. But since I don't think anybody's keeping track I can just unilaterally agree that: Unfortunately, I'm building weird floating things, not ships. @Earthlinger's and @Sidestrafe2462's are just better. I'll try to improve, but so far none of the pretty things float upright. I'll just label mine "tests" instead of "battles", and we don't count them. Or, if you'd prefer I can keep them out of the thread, but I still find them interesting to watch, so let me know if you feel different.
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Tweaked the Vinaigrette a bit - it seems in the current version of BDA most radars achieve locks on smaller craft only at ranges of 4-5 km, so ditched the aim-120 missiles in favor of more 30mm ammo boxes. Still 150 parts. Not the smallest of ships, but quite conservative for its size.
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I've built some heavy artillery too. 150 parts, 32% artillery, https://kerbalx.com/juzeris/Vinaigrette-class-battleship No armor to save the part count.
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For some weird reason, they crash my game when I try to spawn them in with vesselmover. From the runway is fine, but vesselmover causes them to go into orbit and then crash. Sooo I haven't been using them much. It also happened with the previous version of the Frigate. So if somebody else is having this problem too, let me know, I'll submit a bug report, but for now I'll assume it's just some silliness in my installation.
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Let's be honest, those Renegade corvettes are awesome, of course we'd use them every chance we get. (Though I did strip off the lasers, cause those are no fun...) I actually completely missed the sled's destruction, could be an Abrams round, could be a maneuvering error. I'd guess the former, because if it crashed there usually wouldn't be so much debris, it would either lose air intakes and engines, or get completely destroyed. I wanted to say that they seemed rather stable to me, but now I'm trying this again, and I have no idea how they managed to stay level on the water that time. Scratch that, don't test them with FAR installed. They're quite stable, and mostly don't wipe out randomly. Mostly. I can post it, but it has a custom AI part, and is quite useless without it. Actually in that video I'm using a custom AI which I'm testing. If you're referring to the yaw wobble, yes, I'm no good at PID controllers. If to what it does at 1:05, it quite meant to do that, as the corvettes are set to do a broadside attack, so they can bring all their turrets to bear. And since they are very stable, I've allowed them to be aggressive with controls, though if one had a less stable ship, one could make it drive less recklessly. Here's an example of them just driving around, and they seem quite OK to me. Sorry if it was unclear about the AI, I think I mentioned it a few pages back, easy to miss though. Though if somebody wants to (help me) test the AI, I can probably package it up for download. I think the cc-by-sa license permits that.
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I thought about it a bit. But subs are complicated to build and control, generally slow, and it does not provide the same kind of advantage as it does IRL, since BDA guns seem to work just fine underwater. So they might work if your opponent didn't think of putting a turret on the bottom of the ship and the topside turrets cannot look down far enough, but otherwise... not so sure. In other news, turns out fixed guns on ships are not as ridiculous as they sound:
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Well, since the thread is called "naval battles", a couple more. Less parts means I can have more ships. I don't know why the frigates like those hydra turrets so much, but it does not look like they do much. EDIT: And while I'm at it, I managed to build a boat which can sail... most some of the time. EDIT2: Just noticed the rule of one match per post in the OP, hopefully since I'm not actually challenging other's ships, this is fine...
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Yes, they were all running on an AI. I could use a few more different ships to test it with, though. Most of the ships I found in the thread are huge battleships and could barely move. So I'm building a torpedo boat myself now.
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That's because there's no ship AI, and stationary target vs stationary target is boring. If they weren't stationary though... I hope, @Earthlinger, that you don't mind I borrowed a few of your designs for a test. It still needs some more testing though. Also don't mind the weird sound, that's because the video is at 3x speed. The ship battles do have a lot of parts. If, for some reason, you don't find setup super cool (this is a tech demo after all ), skip to about 3:40 for start of fighting.
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What's up with the oversized font? Haven't made a replica in ages, so went and tried for an YF-23: https://kerbalx.com/juzeris/Yf-23 The clipping is ridiculous on this one, but it flies alright. You'll be the judges if it looks the part. No missiles, or mods, or mk2 parts or any other m-m-monsters.
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Air Superiority Fighter Competition
Eidahlil replied to HeroBrian_333's topic in KSP1 Challenges & Mission ideas
Well, I want some battles. @HeroBrian_333, would you mind if I set up a thread to run some battles until you can get back into the business?- 1,012 replies
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Stock Payload Fraction Challenge {1.3.x Reboot}
Eidahlil replied to ATEC's topic in KSP1 Challenges & Mission ideas
Why are autopilots forbidden? The original challenge allowed them, and most of the entries used them. I'm entering a small overpowered spaceplane, but I'm somehow unenthusiastic about flying a true heavy "payload fraction" spaceplane up there manually, it's just too tedious. https://kerbalx.com/juzeris/Tug-F Weight at launch - 53 448 kg Payload delivered - 22 380 kg Fraction = 41.87% ? Rather inefficiently brought back 1 980 kg of fuel, but that's on me. I used MechJeb, but, as can be seen in the video, only the info readouts were used. -
Fastest to Ocean!!!
Eidahlil replied to rockets-don't-make-toast's topic in KSP1 Challenges & Mission ideas
So if we build a rover, and get to the ocean without staging..... Kidding aside, I managed to improve my time a bit using a command seat. We're gonna need a better clock, because mine still shows zero by the time I get there. Craft file: https://kerbalx.com/juzeris/Diver58 Underwater physics are a bit weird. -
Fastest to Ocean!!!
Eidahlil replied to rockets-don't-make-toast's topic in KSP1 Challenges & Mission ideas
Well, the cockpit I used has an impact tolerance of 40m/s, which lets me hit the water that much faster. I've seen videos in the forums of kerbals ditching in the water at high speeds, but I'm not sure what the exact mechanics are, and what can the kerbal survive. I'm guessing the way to do it faster is to use a catapult, so you don't have to accelerate your own engines. And with a catapult reducing mass gives quite a big advantage in TWR. So I'm looking forward to seeing your external seat design. Meanwhile, a 0:04 catapult with a cockpit (craft file: https://kerbalx.com/juzeris/Diver4 ) -
Fastest to Ocean!!!
Eidahlil replied to rockets-don't-make-toast's topic in KSP1 Challenges & Mission ideas
Here's the craft file, if you wanna try it yourself, all stock: https://kerbalx.com/juzeris/Diver The mods are not relevant to the challenge, except for MechJeb info readout: MechJeb, which shows the info readouts you see, it also has autopilot capabilities which were not used. BDArmory, includes weapon and related parts. Physics Range Extender, increases the range at which vessels are loaded, a dependency of BDA. VesselMover, includes tools to move landed vehicles around. You can clearly see in the video the vessel is above the launchpad. -
Fastest to Ocean!!!
Eidahlil replied to rockets-don't-make-toast's topic in KSP1 Challenges & Mission ideas
I think I did it in 0:06, barely. Did not manage to pause the game in time though, so not sure what counts here: -
Air Superiority Fighter Competition
Eidahlil replied to HeroBrian_333's topic in KSP1 Challenges & Mission ideas
I hope you like monsters. Because this is how you get monsters. I approve. Though setting a part limit might be good for your sanity's sake. Here's a small monster of mine for the show (no lasers this time): http://kerbalx.com/juzeris/Monstron.craft- 1,012 replies
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WW2 BAD-T III - BDAc AI Dogfight Tournament
Eidahlil replied to SuicidalInsanity's topic in KSP1 Challenges & Mission ideas
Try searching kerbalx by the BAD-T props mod. Also, in this particular case, I recommend turning off the "hide craft without pictures" option, as quite a few contest entries do not have them. -
WW2 BAD-T III - BDAc AI Dogfight Tournament
Eidahlil replied to SuicidalInsanity's topic in KSP1 Challenges & Mission ideas
A few notes on the design of the Wasp, in case someone is interested Turning: yes, the big wings help immensely with turning (wiki) - bigger wings allow either to turn at the same speed with a lower AoA, thus experiencing less drag and retaining more energy, or to turn faster at the same AoA - without losing more energy. The fast pitch turning is additionally increased by using a stabilator (all-moving tail), unlike, I think, all the other entries, and having a relatively narrow mass distribution along the length of the airplane. The AI pilot of the Wasp is tuned to turn very aggressively (steer factor = 24), however due to the large wings and low speeds the Wasp changes its' velocity vector quickly enough not to achieve a large AoA even with rapid pitch maneuvers . The pilot does indeed stall the plane sometimes, as discussed previously somewhere in the thread, but the Wasp has a relatively high TWR so it recovers quickly. Regarding TWR - based on the introductory part of the first round of fights I believe the Wasp Mk3.3 is the lightest plane in the competition, while also being only one of two planes to use the most powerful Falcon engine (the other being the Deimos). The large wings are not without drawbacks, however. They produce a lot of drag when not turning, so despite its' high TWR, the Wasp is usually moving at a lower velocity than the other planes. Regarding realism, if I count right, the main wing area is about 45 m2, so at a mass of 2.8 t, the wing loading is ~62 kg/m2, which is fairly close to a light airplane (e.g. 1961 Piper Cherokee), but only half of, e.g., Supermarine Spitfire. Wiki of example wing loadings. So, uh, not sure how realistic that is? Guns: The accuracy is achieved mainly through having stable flight. Stable flight is achieved through having large control surfaces - for a given control surface turning speed, a larger surface will achieve the desired correction faster, resulting in less fluctuation. The steer damping is also turned up all the way to 12. There are a few other tricks, though: since the 20mm needs only a couple shots to do serious damage, the guns are spread out a bit in a kind of shotgun pattern, maximizing the probability of scoring a hit or two. The guns are also slightly tilted upwards to compensate for bullet drop and aerodynamic qualities of the airplane (i.e. if you see your plane shooting under the target all the time, tilt the guns up ). Also, the guns are set to fire in very short bursts, the target scan interval is only half a second, which means the Wasp is likely to take advantage of all opportunities to fire. I am uncertain how much it helps, but the guns are also set to fire in salvo mode, instead of barrage, which might reduce shaking, not sure. All that does not come without drawbacks, however - this firing pattern overheats the Hispanos quickly, often even in the initial exchange, leaving the Wasp vulnerable for a period after the initial joust. If they did not use the heavy 20mm bullets as ammo, I'd probably have gone with 4xMG151 instead of Hispanos, as they have superior ROF, muzzle velocity and do not overheat so quickly. But with more guns and higher ROF that would mean I'd have to take another box of the 20mm ammo, and that's 90kg which can be avoided. Regarding realism, some random article I googled suggests that for burst of 10-12 bullets a WW2 .50 machine gun achieved a spread of about 1.5 m at a distance of 0.5 km or so, which would mean the spread is about 3 m at a distance of one kilometer. Sounds accurate enough for a bullet or two to hit an airplane in a few bursts. Could a pilot actually aim at that distance - I do not know. -
WW2 BAD-T III - BDAc AI Dogfight Tournament
Eidahlil replied to SuicidalInsanity's topic in KSP1 Challenges & Mission ideas
I second that, there's never enough planes to test against. My Wasp Mk3.3: https://kerbalx.com/juzeris/Wasp-Mk33