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Everything posted by Alphasus
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Have you seen Elite: Dangerous? Its a bucket of fun and released already. Planet names aren't allowed to be player-made though.
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I believe the F-119 of B9 also has an afterburner, and the DF-307 in B9 does too. The jammers really care about how much of your plane(called RCS)they can see from the radome's point of view( or the radar's). Therefore, if only the front of your plane is visible from the opponent's angle,you will have a higher chance of radar lock failing or flickering(which stops AMRAAMs a lot and the launch of missiles in general). What also matters is distance. At above 10KM, jammers are extremely effective as opposed to 5km, where chaff is a better option. I may be using competition mode at 20 KM to prepare the aircraft or I may randomize that number anywhere between 3km and 20km for competition mode distance. So, to make a maneuverable plane for these original tournaments, my target was about 10 tons. Missiles were externally mounted and so on. But now, I use Mk.2 parts, which are inherently heavier. The 30 mins of fuel for dual F119s means about 1200 units of fuel, and that weighs quite a bit. As opposed to about 400 units of fuel and 2 engines on earlier craft, this has 3 times the fuel and the same engine count. Now add extra aerodynamics, large intakes, and all needed to keep engines fed and the plane turning well, and you can easily hit 20 tons with weapons, which are heavier because AMRAAMs are better at longer ranges.
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Yes, they do work properly in large planes. You just need the right angle. Stealth planes weigh a lot, and most of my designs are just a hair under 20 tons.
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Sure. Sorry about that. https://github.com/blowfishpro/B9-Aerospace/releases/download/v6.1.2/B9_Aerospace_6-1-2.zip https://github.com/PapaJoesSoup/BDArmory/releases/download/v0.11.1.2/BDArmory.0.11.1.2_08032016.zip Currently, my stealth aircraft are styled after F-22s, and can turn quite a bit worse than the controversial FA-33. I use radomes in my aircraft, and that's usually the nose of the craft. Only a few chaff and flares actually fit in my point allowance after that, and ECM is very expensive. I think it will be interesting to see how the stealth metagame evolves, and if they will ever compete on fair terms with a plane made for the previous tournaments. I haven't built a craft that can actually evade a missile, but these can outrun them.
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I think I found a bug in BDArmory rotary racks, and until fixed, they are unusable. In effect, AI will not use rotary racks to engage other crafts, meaning that you will have to devise your own ways of holding missiles. The is a problem in B9 and stock cargo bays.
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Naval Battle League 2016-2018
Alphasus replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Oh. I wish you luck then! -
Naval Battle League 2016-2018
Alphasus replied to Spartwo's topic in KSP1 Challenges & Mission ideas
@Frozen_Heart Status update? -
OK so, in the case that you didn't get the edits I made to the point values, all guns cost less, and countermeasures(and missiles) cost less too. Effectively, this means that more gun fights should occur, more missiles can be used, and more countermeasures should be in play.
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Probe technology is more than likely the future of fighter combat. I allow it here specifically because it promotes realism in the tournament(no way can an organic pilot survive prolonged 15G in a 5th gen fighter). A kerballed fighter will not be changed in terms of AI settings at all, but the goal was somewhat to phase out manned aircraft and see how designs diverged from previous designs. 1. Chaff and flares have already been increased from previous tournaments. I made a prediction that AIM-9s would be used more than AIM-120s because of space constraints and combat ranges, so I made the determination that flares should cost more, since they would be needed more. With a properly armed craft(if it has guns), you can have about 3 AIM-120s and a vulcan,or 2 AIM-9s, 1 AIM-120 and a vulcan. That leaves you at 28 points on config 1, and 40 points on config 2. After considering your first point and second point, I will be decreasing the point value of AIM-9s(buffing them rather than nerfing AIM-120s) since the point allowance is so low. I will also make all countermeasures cost 3 points(to account for the AIM-9 changes). 2.All combat in this tournament happens within visual range. I have drawn opposite conclusions to you in my time participating in these tournaments. The AIM-9 also has an advantage because you can fit many more into a cargo bay, meaning that a plane can be smaller to hit the 30 mins dry flight time requirement. Since AIM-120s only try to shoot you at long ranges, but are hard to evade, AIM-9s have a higher point value specifically because they turn better and are more likely to stay on you if your countermeasures are misplaced. At the ranges this occurs at(0-5 km), in my experience, AIM-120s have had no tangible advantage(especially considering the simple fact that they need 4m of cargo bay to stay stealth, but an AIM-9 needs 2-3m of cargo bay. And, since stealth is a requirement, it is a hazard to have lots of missiles in a plane, if not simply very difficult.
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Then I won't use it until after this tournament. 1 extra part doesn't bother me too much with just 2 planes.
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Oh I acknowledge that, but I can't tell how many points they should be worth, and if they even fit with the stealth theme in the first place. It requires balancing on my part because I'm comparing them to the far superior 20mm Vulcans and need a point value for them. I don't doubt that they are very well balanced within the mod, independent from the modern BDA weapons. Thanks to the whole team for reviving the mod. I'll try to get some bug reports out if anything happens.
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It will definitely be considered then. But I'll be banning its weapons until I can see how balanced they are vs normal BDA stuff.
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Thank you very much for updating the 2 core mods used in this tournament: BDArmory and VesselMover.
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Also, there are no restrictions on probes at all. You can use them, I won't care. But, radomes are required.
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Oh, I can host now. RocketTurtle couldn't before because he was very busy. I shouldn't be.
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If it is updated for 1.1.3, then yes. Otherwise I cannot guarantee functionality, but part count wise, it would be convenient. If it works, then I guess people can use it. I'll have it in my mods folder regardless(if it is compatible).
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And the first tournament to commemorate the new thread... AlphaTourney 3 Stealth Within Visual Range Combat Bracket Link Rules -No mods(Except for BDarmory and B9 Aerospace(Core), as well as UI mods). -Fights are 1v1 -Fights are best of 5 -The last flying aircraft wins. If both are destroyed in the sky, the round is considered a draw. -100 parts at most per plane -REACTION WHEELS ARE NOT ALLOWED. -All designs must be withing the point limit, which is stated below. -All turrets MUST be fixed forward -One entry per tournament, unless stated otherwise. -No clipping fuel tanks or engines. They can be slightly clipped for looks, but not completely inside each other. Structural parts and ammo, guns, gear, etc. Is ok. Wings are OK as long as you're not putting all your wings inside the plane. -PM me your entries... unless you want them to be tested against and potentially countered by those on this thread. -No weapons externally on a craft(except for Vulcan Hiddens, GAU-8s, and 50 cal. turrets). -Each craft must have a DRY flight time of greater than 30 mins according to Kerbal Engineer Redux. -All planes will have the same AI altitude settings. -Radomes are required. -All AI altitudes will be standardized to the default values. -All other AI modifiers will be set by the creator of craft. -All guard mode settings except for firing interval must not be changed. -ANY crashes into the ground causing functional damage on takeoff will not have the match restarted. That includes(but isn't limited to)damage to wings and engines. -If 2 planes die within 5 seconds of each other, the round will be called a tie. Death is considered disappearance on Vessel Switcher. Point System 40 point limit -AIM-9 - 6 Points -AIM-120 - 6 Points -All other missiles - 4 points -Chaff - 2 points -Flares- 2 points -Ammo Can - 4 points (all types) -.50 cal turret - 2 points -GAU 8 30mm - 10 points -M230 - 6 points -Vulcan Hidden -4 points -Vulcan Turret - 4 points -ECM Jammer - 15 points -Goalkeeper - Banned -Abrams Cannon - Banned -M102 - Banned -Millennium Cannon - Banned ABL Laser - Banned
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I've restarted the Top Gun AI thread somewhere else. I didn't want to necro it, and am in the process of tourney setup.
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I am restarting this, with a few generic rules changes. I'll also be launching the first tournament very soon. Welcome to Top Gun AI, in which you will pit your best fighter designs against another, in a single elimination style tournament. May the best engineer win. For those who are unfamiliar with Top Gun AI, and haven't seen the other thread yet, the premise is simple; you will build a plane, within a certain point limit, and then the tournament host will draw random seeds, and the designs will fight. Usually, each match is a best of 5. All tournaments will be recorded and posted on YouTube, with #TopGunAI in the title. Rules (ALL RULES ARE SUBJECT TO CHANGE BASED ON THE TOURNAMENT -No mods. (Except for BDarmory and B9 Aerospace) -Fights are 1v1 -Fights are best of 5 -The last flying aircraft wins. If both are destroyed in the sky, the round is considered a draw. -100 parts at most -REACTION WHEELS ARE ALSO NOT ALLOWED. -All designs must be withing the point limit, which is stated below. -All turrets MUST be fixed forward -One entry per tournament, unless stated otherwise. -No clipping fuel tanks or engines. They can be slightly clipped for looks, but not completely inside each other. Structural parts and ammo, guns, gear, etc. Is ok. Wings are OK as long as you're not putting all your wings inside the plane. Point System 60 point limit -AIM-9 - 5 Points -AIM-120 - 4 Points -All other missiles - 4 points -Chaff - 2 Points -Flares- 3 Points -Ammo Can - 4 points (all types) -.50 cal turret - 4 points -GAU 8 30mm - 14 points -M230 - 6 points -Vulcan Hidden - 6 points -Vulcan Turret - 8 points -ECM Jammer - 20 points -Goalkeeper - Banned -Abrams Cannon - Banned -M102 - Banned -Millennium Cannon - Banned ABL Laser - Banned The points are also subject to change based on tournament rules, and if we notice trends in designs. (Countermeasure spam, etc.) Setting up matches If you are not already aware, BDarmory has an AI system, that is able to fly and fight planes. (As well as ground vehicles, but that is not our concern) To set up the match, all planes will be VesselMover'd into position, and then the host will quicksave, and start the match. PLEASE KEEP ALL NON- TOURNAMENT RELATED DISCUSSION ON THE DISCUSSION THREAD. THIS THREAD IS MEANT FOR TOURNAMENTS, AND TOURNAMENTS ONLY. http://forum.kerbalspaceprogram.com/threads/129182-Gauging-interest-stock-BD-Armory-dogfighters-AI-tournament https://www.youtube.com/channel/UCPyRv7XclIA-KIWR5VzrbBw/videos Also, t3hJimmer has lots of nice videos of matches on his channel. Be sure to check them out to see what Top Gun AI is like! And lastly, have fun, and see you in the skies!
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Naval Battle League 2016-2018
Alphasus replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Pretty much, armor that isn't spaced out from the internals, when hit, will transfer energy to internals via shock damage. That's how you get those kills, and why armor packages are only semi-useful. -
Naval Battle League 2016-2018
Alphasus replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Turn 2 I fired at the Blade of Infinity. Same kill as before on the Sands of Eternity. Argentum still has her i-beams. Aurum has a living pilot. Every co-captain aboard the Co-113s is missing, presumed dead. Moved into Nauta's orbit at the end of my turn. Your move. @Frozen_Heart -
Naval Battle League 2016-2018
Alphasus replied to Spartwo's topic in KSP1 Challenges & Mission ideas
I think that persist isn't the updated one. All I see are your 4 ships in the station. -
Naval Battle League 2016-2018
Alphasus replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Yeah, I think that the weapons sections may be out of power though. I also think that the engine area was removed from the ship or destroyed. They had 4 hours at about .09/s as the Aurum escaped, so as long as they had about 350 electricity they should be barely powered. -
Naval Battle League 2016-2018
Alphasus replied to Spartwo's topic in KSP1 Challenges & Mission ideas
@Frozen_Heart Visual On Target I had about 5 maneuvers to actually get to my closing speed, which was about 6 m/s before I fired, at a range of 750m. I'll remember to clearly document them next turn. Missile Away 1 anti-ship missile leaves the Aurum. Hit! The Sands of Infinity is badly damaged, and the crew are missing, presumed dead(I disabled SAS on every part of the ship so that electricity didn't drain as fast. It was draining at a very fast rate otherwise, and I think that the PB-NUKs were disconnected from the ship.I also took as little time as possible repositioning). Ready to Leave Aurum prepares to leave the carnage behind so that it can avoid the fire of the fighters that arrived with the Sands of Infinity. One Last Look Distance markers of the debris, and a view of the separation between the 4 main chunks of the former Sands of Infinity. Out of Danger Aurum ascends to Aera's orbit, to defend itself. The Aftermath -
Naval Battle League 2016-2018
Alphasus replied to Spartwo's topic in KSP1 Challenges & Mission ideas
The weapons are a bit too light unfortunately, but they go quite fast. The armor on the Boa can only deflect light hits, and I don't know how much damage an SRB can do to the Nanos.