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Showing results for tags 'dogfighting'.
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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.
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