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Discussion thread - BD Armory AI tournaments


What features would you like in a AI dogfighting tournament?  

423 members have voted

  1. 1. What features would you like in a AI dogfighting tournament?

    • Stock + BD Armory only
      44
    • Other mods too (please state preferences)
      57
    • 2 v 2 format as mentioned in OP
      10
    • Another format (please state details)
      60
    • Stock aerodynamic model
      57
    • FAR aerodynamic model
      33
    • Open entry class
      69
    • Different classes of planes
      56
    • Open weapon loadouts
      45
    • Restricted weapon loadouts
      6


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This is my proposal for the famous 20mm cannon used in the Fw190 and Bf109. It's a first try, haven't even tested it yet. It's based on and uses the model of the Howitzer, 1/3 in size.

Yop !

I try your Tweaked Howitzer but i had create a ammo box based on your ResourceName , so i use this for testing + the resource entry :

I also made a Ammo box 7.5mm x 54mm

PART
{
// Kerbal Space Program - Part Config
//
//

// --- general parameters ---
name = 7.5mmx54mm
module = Part
author = BahamutoD

// --- asset parameters ---
//mesh = model.mu
rescaleFactor = 0.8


// --- node definitions ---
node_attach = 0.0, -0.1129, 0, 0, -1, 0, 0


// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 2100
cost = 600
category = Utility
subcategory = 0
title = 7.5mm Ammunition Box
manufacturer = Bahamuto Dynamics
description = Ammo box containing 1050 7.5x54mm rounds.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,1,1

// --- standard part parameters ---
mass = 0.01
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 3600

RESOURCE
{
name = 7.5mmx54mm
amount = 1050
maxAmount = 1050
}

MODULE
{
name = CFEnable
}

MODEL
{
model = BDArmory/Parts/AmmoBox/model
texture = texture, BDArmory/Parts/AmmoBox/texture20x102
}

}

And a smallish vulcan : Reibel MAC 34

PART
{
// Kerbal Space Program - Part Config
//
//

// --- general parameters ---
name = Reibel MAC 34
module = Part
author = BahamutoD

// --- asset parameters ---
mesh = model.mu
rescaleFactor = 0.4


// --- node definitions ---
node_attach = 0.0, -0.01, 0, 0, -1, 0, 1


// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 2100
cost = 950
category = Utility
subcategory = 0
title = Light Machine Gun Reibel MAC 34
manufacturer = Bahamuto Dynamics
description = A Light 7.5mm x 54mm.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,0,1

// --- standard part parameters ---
mass = 0.07
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 60
maxTemp = 3600

stagingIcon = SOLID_BOOSTER

MODULE
{
name = BahaTurret

fireSoundPath = BDArmory/Parts/20mmVulcan/sounds/VulcanCannon
overheatSoundPath = BDArmory/Parts/20mmVulcan/sounds/VulcanEnd
oneShotSound = false
//deployAnimName = deploy
hasFireAnimation = false
//fireAnimName = fireAnim
spinDownAnimation = false

yawTransformName = aimRotate
pitchTransformName = aimPitch

roundsPerMinute = 1200
accuracy = 7
bulletMass = 2.4e-5
bulletVelocity = 850
ammoName = 7.5mmx54mm
requestResourceAmount = 1
maxTargetingRange = 2500
bulletDrop = true
projectileColor = 255, 60, 0, 160 //RGBA 0-255
startColor = 255, 105, 0, 200
fadeColor = true

minPitch = 0
maxPitch = 0
yawRange = 0
onlyFireInRange = false

instakill = false

maxHeat = 3600
heatPerShot = 19
heatLoss = 480

tracerStartWidth = 0.28
tracerEndWidth = 0.2

}

}

RESOURCE
{
name = 7.5mmx54mm

}

EDIT ; Some feedback :

- After some test it's seems that you have made the more powerful weapon so far ( Mini Howitzer ) The fire rate of a machine gun added to the power blast area of a canon . I thing you must heavily decrease the 'CannonShellRadius' . Right now it close to the Millennium Turret DPS !

- One Oscar B tank ( 18 Liters ) Let me fly for 44Min wiyh one engine .

My early Arsenal - VG33

Arsenal%20VG33%20%282%29.jpg?psid=1

Edited by ZLM
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Have I got good news for you people!

http://i.imgur.com/3N3EUbE.png

http://i.imgur.com/uJpUaO6.png

http://i.imgur.com/zZSrg9I.png

Granted, the sound is off and the muzzle flash is grotesk ... but that takes me back to the early days of IL2: Forgotten Battles, 12 years ago. Seeing a Fw 190A flying at you with all those guns blazing ...

How about remaking the B25 Mitchell? Would be interesting to see a pack of your fighters take it on with it using modified turrets.

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Guys how do you set up one of these fights with Hyperedit, and how do I get them to go all at the same time? I want to test my plane against some people's here, but I was gone for a week while this was happening and I don't want to sort through 23 pages to find it...

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Yop !

I made a quick fight with Quad mauser guns VS Quad Mac 34 guns , on this video Mac 34 win but in average i've got 1 victory for 4 loose . The 4 planes are a bit different .

Arsenal vg33

bakervg33b.jpg

I use Wiki for setting Machine gun & ammo !


{
name = 7.5mmx54mm
density = .000125
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = true
}
RESOURCE_DEFINITION


{
// Kerbal Space Program - Part Config
//
//

// --- general parameters ---
name = 7.5mmx54mm
module = Part
author = BahamutoD

// --- asset parameters ---
//mesh = model.mu
rescaleFactor = 0.8


// --- node definitions ---
node_attach = 0.0, -0.1129, 0, 0, -1, 0, 0


// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 2100
cost = 600
category = Utility
subcategory = 0
title = 7.5mm Ammunition Box
manufacturer = Bahamuto Dynamics
description = Ammo box containing 1050 7.5x54mm rounds.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,1,1

// --- standard part parameters ---
mass = 0.01
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 3600

RESOURCE
{
name = 7.5mmx54mm
amount = 1050
maxAmount = 1050
}

MODULE
{
name = CFEnable
}

MODEL
{
model = BDArmory/Parts/AmmoBox/model
texture = texture, BDArmory/Parts/AmmoBox/texture20x102
}

}
PART


{
// Kerbal Space Program - Part Config
//
//

// --- general parameters ---
name = Reibel MAC 34
module = Part
author = BahamutoD

// --- asset parameters ---
mesh = model.mu
rescaleFactor = 0.4


// --- node definitions ---
node_attach = 0.0, -0.01, 0, 0, -1, 0, 1


// --- editor parameters ---
TechRequired = precisionEngineering
entryCost = 2100
cost = 950
category = Utility
subcategory = 0
title = Light Machine Gun Reibel MAC 34
manufacturer = Bahamuto Dynamics
description = A Light 7.5mm x 54mm.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,0,1

// --- standard part parameters ---
mass = 0.07
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 60
maxTemp = 3600

stagingIcon = SOLID_BOOSTER

MODULE
{
name = BahaTurret

fireSoundPath = BDArmory/Parts/20mmVulcan/sounds/VulcanCannon
overheatSoundPath = BDArmory/Parts/20mmVulcan/sounds/VulcanEnd
oneShotSound = false
//deployAnimName = deploy
hasFireAnimation = false
//fireAnimName = fireAnim
spinDownAnimation = false

yawTransformName = aimRotate
pitchTransformName = aimPitch

roundsPerMinute = 1200
accuracy = 7
bulletMass = 2.4e-5
bulletVelocity = 850
ammoName = 7.5mmx54mm
requestResourceAmount = 1
maxTargetingRange = 2500
bulletDrop = true
projectileColor = 255, 60, 0, 160 //RGBA 0-255
startColor = 255, 105, 0, 200
fadeColor = true

minPitch = 0
maxPitch = 0
yawRange = 0
onlyFireInRange = false

instakill = false

maxHeat = 3600
heatPerShot = 19
heatLoss = 480

tracerStartWidth = 0.28
tracerEndWidth = 0.2

}

}

RESOURCE
{
name = 7.5mmx54mm

}
PART

Edited by ZLM
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Guys how do you set up one of these fights with Hyperedit, and how do I get them to go all at the same time? I want to test my plane against some people's here, but I was gone for a week while this was happening and I don't want to sort through 23 pages to find it...

1. Launch new craft at the runway

2. Open Hyperedit and pick "ship lander"

3. Click "set to current"

4. Change the lat/long but something small like 0.1

5. Click "Landing" button

6. Repeat 1-5 until all planes are positioned

7. Turn on all Pilot AI and Turn all planes "guard mode" on

8. Set one team to "team B" the other to "team A"

9. Make a quicksave so you dont have to do this all over again

10. Quickly cycle through all the planes (use the [ ] keys) staging them one at a time

11. ???????????

12. Profit

Here is my F4U Corsair with custom M2 Browning machine guns:

The KAX engines feel a tad underpowered, but that could be because I'm used to the super powered jets we've been designing.

topa0410.jpg

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1. Launch new craft at the runway

2. Open Hyperedit and pick "ship lander"

3. Click "set to current"

4. Change the lat/long but something small like 0.1

5. Click "Landing" button

6. Repeat 1-5 until all planes are positioned

7. Turn on all Pilot AI and Turn all planes "guard mode" on

8. Set one team to "team B" the other to "team A"

9. Make a quicksave so you dont have to do this all over again

10. Quickly cycle through all the planes (use the [ ] keys) staging them one at a time

11. ???????????

12. Profit

Here is my F4U Corsair with custom M2 Browning machine guns:

http://youtu.be/9TAQgtdicYA

The KAX engines feel a tad underpowered, but that could be because I'm used to the super powered jets we've been designing.

http://www.top-flite.com/airplanes/topa0410.jpg

How do I change orientation though? In the tournament videos the planes are perfectly aligned.

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Yop !

I made a quick fight with Quad mauser guns VS Quad Mac 34 guns , on this video Mac 34 win but in average i've got 1 victory for 4 loose . The 4 planes are a bit different .

Very nice! How do you get the paint like that?

- - - Updated - - -

How do I change orientation though? In the tournament videos the planes are perfectly aligned.

rotate the planes while they are in the air after you press the "landing" button :wink:

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Yeah I've found the Mauser to be too powerful as well. Anyway, since it's unpractical for everyone to write the config files, I'll upload it (and other WW2 guns) as a custom mod on Kerbal Stuff. But first I'll look if I need Bahamuto's permission.

Any additions, most helpful. searching for each weapon's data and writing a config + testing will probably take 2 hours.

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Yeah I've found the Mauser to be too powerful as well. Anyway, since it's unpractical for everyone to write the config files, I'll upload it (and other WW2 guns) as a custom mod on Kerbal Stuff. But first I'll look if I need Bahamuto's permission.

Any additions, most helpful. searching for each weapon's data and writing a config + testing will probably take 2 hours.

Okay, don't need to be that fast, haha.

IIRC you can freely distribute BDA patches.

Would be nice if they also had sounds, I don't know how hard it would be to find.

The challenge is going to have biplanes, piston monoplanes and jets, propellers from KAX and the smallest jet from AJE, just be careful to not install both at the same time.

The propellers are OP, but KSP planes are super heavy, so a 40% nerf seems like a good start, I was checking that on my free time that is why the OP is not ready yet.

Edit: forgot to mention that biplanes are limited to the weakest propeller engine, also with nerf, at least until we have decent nerf values for the other engines too.

Edited by tetryds
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Would be nice if they also had sounds, I don't know how hard it would be to find.

Its pretty easy to use custom sounds for your guns. I used an M2 browning wav I found online for the modded gun I used on my Corsair

fireSoundPath = BDArmory/Parts/20mmVulcan/sounds/VulcanCannon

Just replace this path with the path to the wav file you want to use

fireSoundPath = BDArmory/Parts/<MyCustomGun>/sounds/<MyCustomGun wav file>

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NEED Help !

Just install FAR & my CoL no longer working !!! It's a bit hard to build plane without CoL especially with FAR installed . If someone got a tip for that .

I will try to re-install in case .

Except that KAX engine are more powerful with FAR than in stock aero , it's quite funny !

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Just a quick question from a new guy, can we still submit Stock+BD jets to this thread, or is the next tournament going to be limited to WWII props?

The WW2 tournament will be a new thread, we are just discussing here until I post it.

Whatever else goes on on this thread should not be affected by it :)

@t3hJimmer: do you have ww2 guns sound files?

Can you get some? :)

@ZML: forget about COL, welcome to FAR.

@PixelStory: You will be able to submit planes which look however you like, they don't need to be replicas.

Just try to keep it sane, haha.

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Oh I meant the Mauser does have sounds, it uses the original Howitzer sound. For good sounds I'll look in a modpack from http://www.sas1946.com/main/

And they even have fine engine sounds that more closely resemble the originals, the IL2 community has been working for many, many years on this and they're very dedicated to accuracy.

Keptin's radial sounds nice ... but you hear a twin and not a single engine.

Once AJE works again and we have this large choice in engines, wouldn't it be cool if you hear a dogfight with a Rolls Royce Merlin and a BMW 801?

Okay, don't need to be that fast, haha.

IIRC you can freely distribute BDA patches.

Would be nice if they also had sounds, I don't know how hard it would be to find.

The challenge is going to have biplanes, piston monoplanes and jets, propellers from KAX and the smallest jet from AJE, just be careful to not install both at the same time.

The propellers are OP, but KSP planes are super heavy, so a 40% nerf seems like a good start, I was checking that on my free time that is why the OP is not ready yet.

Edit: forgot to mention that biplanes are limited to the weakest propeller engine, also with nerf, at least until we have decent nerf values for the other engines too.

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I've decided to host a tournament!

90 part count limit (if they're needed to make your plane look really cool I'll allow a few extra parts), 60 points limit (same point system as the previous tournament). Planes will start with two teams facing away from each other, one north of the runway, one south.

These are the 8 planes I've seen so far:

Mosquito Mk II-A

Rafale Shark

X-Viper Elite

Hornet III-B

MIG-35

F-8 Goblin

CK-141A

Hellion 3D

If there are any missing, PM me by 10:00 a.m. CDT tomorrow.

Edited by QuesoExplosivo
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