Box of Stardust

Air Superiority Competition Unlimited Re-Continued - Now in KSP 1.4 and BDA 1.2!

Recommended Posts

Battles:

Spoiler

@MDZhB's Lumia Doll vs @dundun92's IV-7F

 

 

After Action Report:

Spoiler

Battle Report:

PLJ4qGO.png

Analysis:

This one was a bit of a confusing one. However, I think I know part of the issue here. Some of the AI stuff on the Lumia Doll just... isn't working right. I'm not sure why, but they don't seem to be working properly. Or, they're not working as they originally did...

The LDs are good on the assault, but they're not fast enough due to some weird thing not letting them hit their speed limit. But I'm wondering if this is due to adjustments in BDA programming, which might be making the AI still even smarter, by not lighting the afterburners continuously, and instead, letting the AI cruise at max dry thrust when in a straight line. Something to think about.

However, that hypothesis doesn't make much sense since I think most other planes do light the afterburners despite going in a straight line and they drop below a speed threshold from the max speed. So... I'm not sure.

Since the LDs are not quick enough, they dump a lot of missiles in the initial attack, which actually loses effectiveness pretty quickly, as the IV-7Fs are still in evasive mode.

In the following dogfights, the IV-7Fs still have all of their missiles, and they can pick off the LDs over time. Also, the LDs are pretty large targets, while the IV-7F has a fairly small frontal/rear profile.

The LD also seems to abort giving chase too easily. Not sure why.

The IV-7F holds its spot in this very strange match that should have been more equal...

 

Next battle:

Spoiler

@MDZhB's Lumia Doll vs Alice Doll:

 

 

After Action Report:

Spoiler

Battle Report:

b0XyFQy.png

Analysis:

The Lumia Doll has a pretty bad issue with offing itself. This is even after I did the 'missile rail fixes'.

Also, it also occurred to me that sub-optimal weapon ranges are hurting it.

The Alice Doll has the advantage in size primarily, which helps it greatly against the LD that struggles to hit the target. At least, more than normal compared to other fighters; gun accuracy is probably an issue in BDA right now, according to the devs.

 

Next battle:

Spoiler

@MDZhB's Lumia Doll has one last chance, against @ZLM-Master's Support Light Guard:

 

 

After Action Report:

Spoiler

Battle Report:

lwohzoJ.png

Analysis:

Firepower and thrust. Lumia Doll has the edge there and can dictate the battle.

Support Light Guard drops off of the board as the Lumia Doll takes its place.

 

Next battle:

Spoiler

@Xd the great's mini drone vs @MDZhB's Lumia Doll, testing from the bottom up as a judge's call.

 

 

After Action Report:

Spoiler

Analysis:

The not so aptly named mini drone flew like a brick and couldn't really engage, and took almost no offensive action during the entire battle. Also, ramjets are a bad engine to use because they run hot and they actually don't provide that much thrust at lower velocities.

The Lumia Doll keeps damaging itself though, but that seems to be a BDA problem now...

 

Next battle:

Spoiler

@Joseph Kerman's D-1 Generation I starts its run from the middle, testing against #6, @53miner53's P-5a Flash:

 

 

After Action Report:

Spoiler

Battle Report:

NeaTog9.png

Analysis:

Hmm... interesting outcome.

The P-5a is a strange plane, because it beats the Lure Target specifically, but the Lure Target beats almost everything else. And I'm pretty sure the D-1 would have lost against the Lure Target if it had gone up against it, since the Lure Target has it beat or matched in all categories except size. But due to the current state of the board, the D-1 had to face the P-5a, and was able to advance. Which is also weird, since the P-5a is equal or better in all categories than the D-1 except for firepower. Might need some revision then?

Now, about the D-1. Those Junos... well, they're okay. The platform as a whole isn't very confidence inspiring, but it apparently gets the job done.

Top mounted missiles though? Man, the D-1 kills itself a lot. In fact, I've spent more time trying to figure out how to make the D-1 stop killing itself than actually running its next battle... I may need to add missile rails for it to launch missiles or something. I've even tried remounting its missiles on the bottom... and it still causes problems. BDA is being really annoying right now.

Still, when the D-1 doesn't kill itself, it shows itself to be a good dogfighter... somehow. It just can't take hits. Like, at all. I haven't seen it survive any damage it's taken. It's very flimsy.

It beat the P-5a though, which means it advances upwards against the Du-4A... which I will discuss below.

 

 

So. I will actually be holding off on running further battles because BDA is being very weird right now. Missiles are exploding on launch a lot, at least on the D-1. It also explodes on other craft occasionally. That's problematic. Even on other craft I'm making... missiles are exploding on the launch craft with frequency, despite following the new 'missile mounting rules'.

A bigger problem is that some parts (I think mostly AP+ parts; the Tiger, mostly) just don't have consistent hitpoints. I can spawn in one team and the Tiger engines will have 26000 hitpoints, while the other team only has 2500 hitpoints on the Tiger engines... or even 1000.

So... yeah. Problems. I haven't fully figured it out yet, if there's anything I can do on my end about it, but I also have to check in with the BDA dev team about it.

  • Like 4

Share this post


Link to post
Share on other sites
Posted (edited)
On 8/23/2018 at 11:54 PM, Box of Stardust said:

So. I will actually be holding off on running further battles because BDA is being very weird right now. Missiles are exploding on launch a lot, at least on the D-1. It also explodes on other craft occasionally. That's problematic. Even on other craft I'm making... missiles are exploding on the launch craft with frequency, despite following the new 'missile mounting rules'.

A bigger problem is that some parts (I think mostly AP+ parts; the Tiger, mostly) just don't have consistent hitpoints. I can spawn in one team and the Tiger engines will have 26000 hitpoints, while the other team only has 2500 hitpoints on the Tiger engines... or even 1000.

So... yeah. Problems. I haven't fully figured it out yet, if there's anything I can do on my end about it, but I also have to check in with the BDA dev team about it.

I never had splodey missiles through the use of AMRAAM's; they tend to affect Sidewinders only. One workaround was to put Decouple Speed all the way up and have a drop time of a half-second.

As for the inconsistent hitpoints... well, let's leave that to the mod devs.

Edited by Joseph Kerman

Share this post


Link to post
Share on other sites
On 9/27/2018 at 12:58 AM, Geoplex_Official said:

are interceptors allowed?

yes, but the competition is currently paused, due to bugs.

  • Like 1

Share this post


Link to post
Share on other sites
On 10/19/2018 at 9:23 AM, Xd the great said:

yes, but the competition is currently paused, due to bugs.

It's basically dead...

Share this post


Link to post
Share on other sites
13 hours ago, dundun93 said:

It's basically dead...

My computer overheats and dies when intensive programs are run - KSP included - so I'm out of this competition, unfortunately :(

  • Like 2

Share this post


Link to post
Share on other sites
4 hours ago, Joseph Kerman said:

ded

...Just like Naval Battles

'Tis the end of the military Triad. Duo. Thing.

  • Like 1

Share this post


Link to post
Share on other sites

Hi all,

I was thinking that maybe I can use this thread as a closed beta testing group for the next release of BDArmory for KSP 1.5.1?

https://1drv.ms/u/s!AixZLrjtqp-Rgr4ksM3Yg_1MLvWy-g

Here you can find a bundle of BDA, PRE, VesselMover and DestructionEffects ready to be used for KSP 1.5.1

This beta includes several fixed regarding:
- Better aiming calculations

- Now missiles with 0 detonationDistance are only detonating on collision with the target (this improve the effectiveness of a AGM missiles)

- Better FX performance limiting the number of parallel animations.

-  Safer checks to avoid missiles detonating when fired.

-  Avoid friendly lock of heat missiles.

 

If the feedback from you is ok, I will be releasing this officially.

Edited by jrodriguez
  • Like 3

Share this post


Link to post
Share on other sites
On 11/1/2018 at 5:21 AM, jrodriguez said:

Hi all,

I was thinking that maybe I can use this thread as a closed beta testing group for the next release of BDArmory for KSP 1.5.1?

https://1drv.ms/u/s!AixZLrjtqp-Rgr4ksM3Yg_1MLvWy-g

Here you can find a bundle of BDA, PRE, VesselMover and DestructionEffects ready to be used for KSP 1.5.1

This beta includes several fixed regarding:
- Better aiming calculations

- Now missiles with 0 detonationDistance are only detonating on collision with the target (this improve the effectiveness of a AGM missiles)

- Better FX performance limiting the number of parallel animations.

-  Safer checks to avoid missiles detonating when fired.

-  Avoid friendly lock of heat missiles.

 

If the feedback from you is ok, I will be releasing this officially.

Yes! That a great idea. @Box of Stardust do you agree?

Edited by dundun93

Share this post


Link to post
Share on other sites
On 11/1/2018 at 5:21 AM, jrodriguez said:

I was thinking that maybe I can use this thread as a closed beta testing group for the next release of BDArmory for KSP 1.5.1?


great idea!. Will be providing feedback as soon as i can.

  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now