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t3hJimmer

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Everything posted by t3hJimmer

  1. A bit cheaty running an unmanned plane against a bunch of piloted craft dont you think? Also LOL at the 5 sets of reaction wheels
  2. Matched up with the Shark in the first round Ohh well, at least the Goblin put up a good fight and got some kills against that monster! I set up something kinda like that here: http://forum.kerbalspaceprogram.com/threads/129696-Assault-on-Pirate-Island%21-BD-Armory-required 2 SAM sites, 1 tank with a goalkeeper, and 2 interceptors but it was meant to piloted, not run by the AI For the bomber challenge, you could set up a "bomber" with guard mode switched off. Start the fighters 12 km away, and time how long it takes for them to down the bomber. The other two challenges shouldn't be that difficult to set up. Overall I like the idea. - - - Updated - - - Yeah, the Goblin seems to make fights last a long time, I need to set it's top speed a little lower I think. It rarely drops below 150 m/s, so it's hard to hit, but it has a hard time landing shots itself. In the tournament I ran, the match between the Goblin and the Helion was 35 minutes - - - Updated - - - I havent watched the video, but the best way to get a good roll rate is to have your ailerons as far out to the side as possible. The further away from the COM, the more leverage they have.
  3. Its pretty easy to use custom sounds for your guns. I used an M2 browning wav I found online for the modded gun I used on my Corsair fireSoundPath = BDArmory/Parts/20mmVulcan/sounds/VulcanCannon Just replace this path with the path to the wav file you want to use fireSoundPath = BDArmory/Parts/<MyCustomGun>/sounds/<MyCustomGun wav file>
  4. Very nice! How do you get the paint like that? - - - Updated - - - rotate the planes while they are in the air after you press the "landing" button
  5. 1. Launch new craft at the runway 2. Open Hyperedit and pick "ship lander" 3. Click "set to current" 4. Change the lat/long but something small like 0.1 5. Click "Landing" button 6. Repeat 1-5 until all planes are positioned 7. Turn on all Pilot AI and Turn all planes "guard mode" on 8. Set one team to "team B" the other to "team A" 9. Make a quicksave so you dont have to do this all over again 10. Quickly cycle through all the planes (use the [ ] keys) staging them one at a time 11. ??????????? 12. Profit Here is my F4U Corsair with custom M2 Browning machine guns: The KAX engines feel a tad underpowered, but that could be because I'm used to the super powered jets we've been designing.
  6. Its on the first page of this board http://forum.kerbalspaceprogram.com/threads/129485-Boonta-Eve-Classic-A-Star-Wars-Podracer-Challenge
  7. I know right! I couldnt believe it! I almost ended the video, but since it was the 5th match of the championship I figured I'd wait for the coup de grace. And then your plane dove straight into the ground and I laughed my butt off for like 5 minutes straight!!! :sticktongue:
  8. Check the tournament post, I said i modified planes that were outside the rules. I took off one CM pod and one hidden Vulcan to get you under 60 points You can forfeit if you want.... Right now you're 1-1 vs the shark, but I had a crash so I'm restarting the match.
  9. Okay, it wont let me put all the videos in one post, so here is the first round:
  10. Ha! Just in time! You're up against the 141A, good luck
  11. Round 1 of the tournament is complete. I'm going to upload the videos and take a small intermission to eat lunch. You can check the results here: http://forum.kerbalspaceprogram.com/threads/129182-Gauging-interest-stock-BD-Armory-dogfighters-AI-tournament?p=2102177&viewfull=1#post2102177 And I'll link the videos as soon as they're uploaded. So far I think the tournament has been going great. The fights have been very exciting. The last battle between the Goblin and the Helion was spectacular (though i might be a little biased). 2 of the fights lasted until the fighters ran out of fuel! Congratulations to all the fighters who are advancing to the next round! It's too late for today's tournament, but I'm sure you'll get some people to skirmish with you when you get it uploaded. I usually use pastebin to upload my .craft files. It's free, and you dont have to make an account.
  12. Kerbalx.com appears to be down. Since we have 9 entrants, I'll give you a buy to the second round and you can upload your .craft somewhere else.
  13. Those are some great fights! I got almost as many kills from crashing into you as I did using weapons . You've really got that minimum altitude dialed in, there were several time I thought you were going to crash and you pulled out of the dive just before hitting the ground.
  14. Sunday Tournament #1 Thanks to everyone for participating! All the entries were truly excellent. If I have time, I'll do this again next Sunday. Please feel free to use any of the Rules/Images/Format if you want to run your own tournament (and let me know so I can compete ) Tournament Rules: -Fights are 2v2 (you can use two different planes if you want) -Each match-up will be a best of 5 (first to 3 wins advances) -Last flying aircraft wins (if the last 2 planes blow each other up, the round will be called a draw) -I'll record and post all the fights to Youtube, one match-up per video with no editing -Aircraft will be launched with each team starting together and 2.1 km away from the other team *the start will be just like the start in this video: Aircraft Requirements: -Stock + BD Armory only, no other mods will be loaded -80 parts or less per plane (sorry, that's all my computer can handle) -Has less than 60 points of weapons per plane (point system detailed below) -All turrets must be locked (0 degrees of motion in all directions) -Your aircraft must fly -Aircraft must be Kerbaled -Minimal Clipping (No hiding parts inside of other parts) *clipping up to 30% of a part inside another part is acceptable (This is hard to judge, just try not to go overboard with your clipping) *No clipping of fuel tanks inside other fuel tanks Weapon Point System: -Missiles - 4 points (all types) -CM pods - 5 points -Ammo Can - 4 points (all types) -.50 cal turret - 4 points -GAU 8 30mm - 11 points -M230 - 6 points -Vulcan Hidden - 9 points -Vulcan Turret - 8 points -Goalkeeper - Banned -Abrams Cannon - Banned -M102 - Banned -Millennium Cannon - Banned *If there's something I forgot, suggest a point value and I'll add it to the list. *Let me know if you think these point values should be changed. I've done some testing, but nothing extensive. The tourney is over! These brave Aircraft competed valiantly in the skies over Kerbin: ZLM's Dassault - Rafale Shark keptin's Helion III-D Darren9's Daz1 Bob_Saget54's Mosquito Mk. II-A Mad Rocket Scientist's MiG-35-BD PixelStory's The-X-Viper-Elite erasmusguy's RasTech-K-4g-Advanced colmo's Colmo-Korp 141A t3hJimmer's F-8 Goblin Mk2 I had to make a few small changes to some of the planes so that they complied with the tournament rules (remove an extra set of missiles to get below 60 points etc). All of the craft files as they flew in the tournament are available here: https://www.dropbox.com/s/kap9s6hars42xs0/Sunday%20Tourney1%20All%20Crafts.zip?dl=0 Tournament Results: 1. ZLM 2. Darren9 3. t3hJimmer 4. erasmusguy I used an online generator to create the randomly seeded tournament bracket: Congratulations to our champion ZLM! Videos of all the battles here: First Round videos: http://forum.kerbalspaceprogram.com/threads/129182-Gauging-interest-stock-BD-Armory-dogfighters-AI-tournament?p=2103505&viewfull=1#post2103505 Second Round Videos:http://forum.kerbalspaceprogram.com/threads/129182-Gauging-interest-stock-BD-Armory-dogfighters-AI-tournament?p=2103795&viewfull=1#post2103795 Championship video:
  15. I agree that a tournament style competition is better than a king of the hill, for the reasons you posted. Maybe have a format where there is a tournament once a week, like every Sunday. During the rest of the week people can have skirmishes and work on perfecting their aircraft. The results of the tournament go on the leaderboard and are reset every week. You can set the physics distance pretty high. I have a relatively old computer, and I have no problem running a 20km physics distance. The physics distance is adjustable on the BD Armory options tab [alt-b].
  16. Thanks for uploading the video, very entertaining! I'm surprised my F-7 was able to beat your old Shark. In my testing they we're about 50-50. I'll have to update my F-7 and hope that it can compete with your latest design This video is a mashup of planes from 4 different designers, including your old Shark. Enjoy :^)
  17. Sounds good. I wont start a new challenge till after this one is done. I'll keep working on the details until then. With a 5 km start distance missiles become a much bigger part of the game. This video goes 1-1, but 7 out of 10 times the Helion III-B eats the Rafale's missiles
  18. I've been thinking about starting my own thread that takes a different direction from what we're doing here. - 1v1 - max 150 parts per plane - A point system for weapons similar to what I proposed before (max of 60, X-points for every weapon) -Require FAR (I'm on the fence about this, mostly because I suck at FAR) - Allow: http://forum.kerbalspaceprogram.com/threads/111691-WIP-1-0-2-QuizTech-Aero-Pack-v1-2-8-x-Updated-6-9-15-New-Mk2-Service-Bay-and-Small-Tanks%21%21 http://forum.kerbalspaceprogram.com/threads/76668-1-0-4-Kerbal-Aircraft-Expansion-%28KAX%29-v2-5-2 (I've poked around with the numbers and none of the engines seem that broken, but maybe limit it to stock only engines if people would prefer) -best of 5 style fights I'm thinking that it will be a more "simulation" type competition where this thread has been more "arcade" style. If enough people are interested I'll go ahead and set it up.
  19. Start conditions have a huge impact on the outcome of the fight. Different starts reward different design decisions (fast vs agile, carrying lots of missiles vs lots of guns). I'm hoping to get some feedback on what you guys think is the best way to start a match. Also, how far away from each other should the planes be at take off? I've been playing around with hyper edit. It seems like a close start favors planes with high TWR that can get up to altitude quickly, and starting far apart favors planes with lots of firepower that can unload a big burst as they fly towards each other on the initial closing.
  20. I dont think it's been decided. I always leave the altitudes set to whatever the builder had them. There are advantages and disadvantages to setting high or low preferred altitudes. High altitudes have the advantage of being able to dive on their opponent, and low altitudes can get into position faster. I think it should be left up to the builder. Anyways, I arranged a bout between your Helion III-B and the F-4 Destroyer Mk3. It went similar to the fight with the Vulture. The Helion ate missiles early, but was a beast once it got up to altitude and started dive bombing. F-4 Destroyer Mk3 available here: http://pastebin.com/XEDbqyXj
  21. @keptin I put your Helion III-B up against my latest design the F-7 Vulture. I had to adjust the FOV to 360 because of the way I start matches. I'm assuming we'll be using 360 FOV in the tournament. I was trying to be a better cameraman for this video. If you guys have any feedback let me know (shorter intros, more/less matches per video, different music, etc). Some great fights! I got you with some early missile strikes as you were making your climb up to 2500 m. Consider lowing your preferred altitude or adding some more CM pods and I think you'll have me beat.
  22. I cant think of a way to balance missiles and CM pods until BD updates the mod. It's either missiles have [almost] no chance of hitting, or the plane that can get the most missiles in the air fastest wins. Even if the missiles have a small chance of scoring a kill, they're still useful for forcing your opponent into taking evasive maneuvers and then getting on his 6 while he's doing the missile dance. I've been running 5-6 CM pods and a big cannon with 2 ammo cans and 2 missiles for distraction purposes. You can set the physics range in the options menu [alt-b]. No need to muck about in the manually editing files. After you increase the max physics range, you can adjust the guard range up to the max physics range in the tweak [right click] menu. I have never had a plane go further than 10 km from the start point. I made this graphic for my Assault on Pirate Island Challenge:
  23. Yeah, I think guns and CM pods are the strongest combo. Missiles are still useful for forcing your opponent into defensive maneuvers, but they are too unreliable to count on for kills. Regardless if we go hardpoints or individual weapon points I'm going to be slapping 6 CM pods on all my planes and spending the rest of my points on guns and ammo. @Darren9 Your Daz1 gets up into the air and on target fast, but it didnt have the endurance to take out my latest creation: the F-7 Vulture Craft File available here if anyone wants to take it for a spin: http://pastebin.com/FBg1HmiX @ZLM thanks for the tip about COM and COL. I'm used to building high speed planes, so I always put the COL well behind the COM, but for this challenge it seems to work a lot better to move the COL forward a bit
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