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It's Waldo's Island - A BDAc Development Group Challenge (KSP v1.1.3)


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Due to the public backlash surrounding the newly designed ground launched BGM-86 Cruise Missile, it was decided by the military branch of the KSC that the prototype would be destroyed immediately and all data surrounding it wiped from the record

So all the info was erased from the computers and all the schematics were shredded, every bit of information was scrubbed from existence (sometimes you can catch a whisper of 'The Missile That Shall Not Be Named' muttered under hushed voices in the halls of the KSC ... getting caught talking about it is punishable by flames and salty tears)

However there was a problem ... It hadn't occurred to anyone that the missile itself needed to be destroyed so they just left it stored at the island airport and when a disgruntled KSC employee by the name of Waldo went postal, management wasn't prepared for what was in store for them ........

........ this time it is Waldo who is looking for them!

Spoiler

 

------------------------------------------------------------

THE MISSION

The 'Missile That Shall Not Be Named' prototype is at the Island airport and Waldo Kerman, with the help of his minions, is trying to activate and launch the missile at the KSC - It must be destroyed before they can hot-wire it (they're looking for a paper clip)

There are 4 turrets defending the area as well as 2 mini drones on the runway with one being inoperable (needs a paper clip)

Your mission is to obliterate the missile and anything that stands (or fly's) in your way (as well as any paper clips)

RULES
- 2 crafts allowed with no cost restrictions
Craft #1 - 70 parts Max (must be Kerbaled)
Craft #2 - 50 parts max (can be a drone or Kerbaled)

- Altitude settings must remain at default (1500 and 500 respectfully) ... All other settings can be changed

- No Turrets of any kind

- You must have a Weapon Manager and an AI Pilot which are toggled to hotkey '1' (Toggle Guard Mode and Toggle AI Pilot respectively)

- Your craft is designated as Team A

- YOUR CRAFTS MUST BE ABLE TO LAUNCH AND ATTAIN STABLE FLIGHT UNDER AI CONTROL

- You must upload your crafts to the 'It's Waldo's Island' hangar on KerbalX ... https://kerbalx.com/hangars/11010

Mods Allowed:
BDAc 0.11.1.2 - https://github.com/PapaJoesSoup/BDArmory/releases
BDMk22 - https://github.com/PapaJoesSoup/BDMk22Plugin/releases

I will record and post video's of each challenger from launch to beautiful disaster on YouTube for all to revel in the glorious destructive ability of BDAc

 

HALL OF FAME

1- TBA - THIS COULD BE YOU

2- TBA - THIS COULD BE YOU

3- TBA - THIS COULD BE YOU

4- TBA - THIS COULD BE YOU

5- TBA - THIS COULD BE YOU

 

Edited by DoctorDavinci
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I spent weeks doing this to develop ground attack planes, might be last year. I have a few stashed away somewhere.

A wee tip - you can bind most of the controls to the stage action group - one tap and they're in the air and under AI control.

The only thing stopping the AI from taking the planes straight to the target with no human intervention was a lack of ability to set a GPS target as a fly-to coordinate.

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