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tetryds

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Posts posted by tetryds

  1. 10 hours ago, SuicidalInsanity said:

    Making progress zeroing in weapon damage, definitely getting a feel for how the new ballistics system works. tetryds, about how many rounds do want a typical kill to take?

    An average sized wing piece should take about 4 or 5 shots to be taken down. Let's use that as a baseline, then adjust from there, because it's not that simple, you know.

     

    10 hours ago, SuicidalInsanity said:

    Also, discovered a new way for test matches to end: Pilot KIA. Appropriate, given the target era...

    That is super cool.

     

    Edit:

    About parts, we may have to have custom struts, the current ones weight 50kg each, which is a LOT.

    And I don't think the part count has to be increased, most previous BAD-T tournaments had crafts well under the limit, and when two aircraft with part count close to the limit flew the framerate started to suffer a bit.

  2. 5 hours ago, DoctorDavinci said:

    probably need to adjust apBulletMod = 0 upwards, BUT 7mm did/do no reall damage unless you are real close, it's passable on bare unarmored parts, but on anything else, ie normal aero parts you'll be fining all day and only kill by attrition

    The bullets have to be adjusted in a way that a pair of 7mm weapons can take down an aircraft through air superiority.

    I don't give a damn if that is realistic or not, that is how it has to be, and is kinda how it actually was, but since AI is not smart enough to shoot at the important spots, it has to inflict damage anywhere it hits.

  3. More updates about BAD-T WW1 rules:

    The minimum wing strength will probably be lowered, since most of airplanes will have much more strict weight balancing (in other news, water is wet).

    7mm weapons must be able to deal damage even when there are only two of them, I intend to balance it in such a way that the weapon count does not go past three weapons for fighters.

    Since now part strength seems to not be tied to the mass anymore (or something like that), it will have to be reviewed, which is kind of a pain but fine (@SuicidalInsanity help plox :P)

    Ammo won't have to be limited, but beware that weight is now precious, and low caliber weapons have a high fire rate.

    It will not require size limitations.

    No armor, even if we get heavy fighters, BAD-T III showed us that the armor system is not balanced well enough to be used reliably at this moment.

    The point system will have to be overhauled, I am currently studying alternatives, and will try to keep it as close to the current implementation as possible.

     

    Edit: It may seem like things are getting simpler, less engines and weapons, fewer weapon and engine choices, but that is exactly the point, we are going to be so busy with weight and performance that we cannot spend too much time picking a good setup and iterating between them, we will be iterating just as much, to make it fly graciously.

    Edit2: Also, triplanes look awesome, why not?

  4. 37 minutes ago, DoctorDavinci said:

    @tetryds - Check this out, it may influence your ruleset a bit :wink: ... BDAc armor system overhal with the heat damage system replaced by a hitpoint system

    Each part in game now has a base armor thickness and base amount of hp, both of which can be edited via config .... Read more below, currently in beta release and under heavy development

    If you have any questions let me know :)

     

    Oh my god not again, not another weapon overhaul :P

    Seems simpler though, but I will have to look up how it works and hope its sane.

    I just realized that bullet velocity is a cartridge property... well it's definitely not.

    It should be an energy property that the gun converts into a velocity property, but that is fine, let's see how this works.

  5. 19 hours ago, Van Disaster said:

    Scarff ring equipped two-seaters would be good, if there's a big pause to reload the turret gun - I remember the current turret being nightmareishly accurate, so continuous firing might be a bit much...

    Yes, I have ways to manage reloading and sustained fire times through some of my balancing tables, and agree they should fire in bursts and reload, but still needs testing.

    The ball turret is out of question, it is too accurate, has two .50mm machine guns and has too much freedom, I would use the default BDA's .50cal turret with parameter adjustments, especially size.

    Yes there were slightly more powerful range engines, but I think the extra boost up to 300hp will give us and the AI some headroom for not piloting as sanely as it should, apart from weight limitations.

    Talking about weight, some parts may have their weight adjusted, I am not sure about how much the open cockpit weights, but I want to keep the weights to realistic levels.

    Since weight is going to be such a concern, other points are going to be adjusted as well to not overwhelm aircraft designers, there may be only three types of engines, I am thinking about one rotary, one radial and one inline.

    Weapons will most likely be the current available Aviator Arsenal 7mm plus maybe some bigger caliber guns scaled down and adjusted as needed, since we only have a ShKAS and two berezins.

    If you want to suggest any weapon, please feel free.

     

    The point system will have to be overhauled completely, or may be entirely removed, still too early for that though.

  6. Ok, first update on the rules, starting by the engines and environment.

    The most suitable engine power range is clearly around the 300hp mark. Real life WW1 rotary engines went up to 180hp, but they had severe drag issues when rpm was increased, limiting their speed.

    Building propellers with several fins was also a big problem, making it harder to get more thrust from lower rpms.

    The engines gyroscopic effect was overly complex to handle, so it will not be simulated, as of no script will be added to implement it.

    Non-rotary engines had limited power due to heat issues, so they will be focused on higher top speed/lower power airplanes.

    It is possible to have two classes, but only if a turret is balanced well enough, and it must require two crew members.

    I have created a 7mm turret before, it was balanced, but it needs tests to be "BAD-T balanced".

    All airplanes will have to be open cockpit biplanes. I don't think this is even a surprise to anyone :P

    Max battle height will be super low but first we need the engines to see if that will have to be enforced.

     

  7. 36 minutes ago, Matuchkin said:

    "Everything just became a runway": best way to describe a VTOL.

    Pretty much.

    https://m.imgur.com/a/lA0VS

    Well, the rules are pretty spread out, and on other threads, it's an usability nightmare.

    I may port my fighter but I am not sure anymore, if anything I can just throw it here so that you guys can research it.

    By the way, make sure you are using the most realistic area ruling methods on the FAR settings, it improves well designed crafts performance and penalties badly designed ones.

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