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Posts
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Everything posted by JollyGreenGI
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@inigma I have actual screenshots of the end of a dogfight with the Taurus duo where FAB-41 made a "powered landing" into the water and promptly became a boat. RED and BLUE downed LY-41, but could not destroy FAB with guns. So they kept taking gun runs, and ran out of fuel. Both then landed, with one in the water taking slight damage, COMPLETELY under AI control.
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From what I can tell, it only does this because its ally is under fire. Which is why it wouldn't arise in 1v1.
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@drtricky I'm pretty sure it's an intended feature. EDIT: From the BDArmory changelog: v0.10.4 = AI Improvements by ferram4 = - AI will call for help from nearby friendlies when under fire using a new SetOverrideTarget system - AI will try to maneuver in the vertical when turning on opponents, generally deciding whether to go up/down based on whether they are under possible threat from the current target - AI will evade guns by trying to break in towards the threat and make themselves the most difficult target possible - AI will try to extrapolate the motion of targets based on how long it will take them to turn around - AI will extend somewhat further when they are set to extend, which makes it more effective in gunfights and generally results in a less steep climb when they do, so they're not as helpless. - AI will switch to a target ahead while extending - AI will check safety of team mates before firing - AI more likely to take high-deflection shots - Tweaks to g-limiting behavior
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@drtricky Interesting you should mention this, in a recent test I had both of my fighters come within gun range of FAB-41 and open fire. Almost immediately, LY-41 comes bearing down and eviscerates RED and BLUE. I think there's something in the AI that makes nearby allies ignore their previous state to defend a distressed craft.
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@inigma It would definitely open up the designs, but things might get pretty overpowered. Imagine a ship with 10 different cores all buried deep inside the bullet sponge MK3 fuselage, bristling with CIWS and Jernas turrets.
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Matadors RED and BLUE updated to KerbalX: https://kerbalx.com/JollyGreenGI/TAL-12K-Matador-RED https://kerbalx.com/JollyGreenGI/TAL-12K-Matador-BLUE
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@g00bd0g Set the ECM to enable when the Staging key is pressed, so it'll turn on when the engines are turned on. Make sure you have enough batteries too.
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@Matuchkin Uh, I'm not sure what you mean. With the Panther engines, they almost always use afterburners in combat, and shut them off when a heatseeker is incoming.
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@inigma I think that should make things much easier, we could probably create a hanger group for this comp too. Only think that could be an issue is discrepancies in how updated the crafts are. Which shouldn't be a big problem if you grab them from KerbalX right before the match.
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@Matuchkin Well, I think in that case, the Matador didn't get a chance to fire a heatseeker because Kf 5 closed the gap quickly. I dropped the fuel load to under 200 units, and set Idle speed as high as it could go to take advantage of the higher powered Whiplash.
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@Matuchkin I filmed two separate dogfights, both are 1v1 against my fighter. (Audio is a bit messed up on this, there was some copyrighted music playing in the background that had to be removed) As you can see, you may need to adjust the AI pilot to turn faster, the J-X4 engine is quite vulnerable to heatseekers. So I tweaked some stuff to see what I could squeeze out of your fighter, and this happened: Take this as you will.
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@inigma Slight modification requested: for Matador BLUE, missiles/tgt should be turned up to 2 & Guns Range up to 2000m.
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@Dman979 Okay, I put the Part-Clipper in a 1v1 with the Matador, and I immediately noticed there are some issues with how the engines are attatched. Instant asymmetric flameout, you might want to look at that. So I detached and reattached them with a cubic strut, and sent them on their way. As soon as combat starts, it turns very hard to point at the opponent, and again experiences asymmetric flameout, probably due to the high default altitude and a lack of air intakes. This only happens when it pulls high angles of attack, like +60°. It doesn't use HARMs against air targets, so you can probably drop those. It's rarely able to evade AIM-120s, it just can't turn hard enough. In my opinion, it needs more lifting surfaces or else it burns all its speed in the turns. edit: This is of course, with the .craft on page 1, so you may have fixed some stuff already.
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TAL-12K "Matador" Callsigns RED and BLUE, meaning described in each description Nothing advanced, no lasers, no post-stall maneuvering, no ECM. Just a pilot, one turbofan, one cannon, one radar, and a handful of rockets. Staging key toggles Afterburner. https://www.dropbox.com/s/92m7qww8au9imy0/TAL-12K%20%27Matador%27%20RED.craft?dl=0 https://www.dropbox.com/s/2z03n5miv38fzfj/TAL-12K%20%27Matador%27%20BLUE.craft?dl=0
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Surprised it hasn't been mentioned yet, but do ALL the switches in IVA actually do something? I'm thinking mostly about the 'RESERVES' switch, that seems like it could be handy.