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  1. 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 '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
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