Jump to content

Search the Community

Showing results for tags 'dogfighting'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 1 result

  1. Top Gun AI: Shoreside ArenaHere is it, my first completed dogfighting arena. Please read the notes on the video carefully. AI dogfighting where the planes started next to each other on the ground meant that the ability to reach minimum altitude, turn and fire first was the overriding design concern. Part of the reason for this was the inability to launch planes far apart - getting their autopilot to detect and launch meant line of sight within 3.5km, and planes launching much further than 6km from the object in focus were vulnerable to inaccuracy in collision detection, and could tear themselves apart on the ground during take-off. This arena, and more like it to come, is designed to expand distance between the planes in opposition. There are two runways about 11km apart, with a launchpad halfway between. Each runway also has a pad nearby on a hill to deploy a radar. The setup uses a centrally positioned pair of rockets as lures (one for each team). These launch simultaneously, and are then detected by radar pods, which alert the planes they are linked to, and cause them to scramble. By keeping focus on the starter rockets, both planes are close enough to safely launch. The rockets are quickly disabled using a Smart Parts timer - it decouples the probe core from the BD Armory weapon manager. Once in the air, each plane is visible to the opposing radar pod. The datalink alerts each plane to it's opponents position, the approach each other and engage. As it works out, because the planes begin their battles about 12km apart, AMRAAM missiles are at their effective range.
×
×
  • Create New...