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WW2 BAD-T 2 - BDA AI Dogfight Tournament [SEMIFINALS]


tetryds

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@Veeltch last tournament had 16 entries, this one is expected to have either 24 or 36.

In case of 24, the three top planes would fight against each other, whichever defeats the other two wins.

Edit: I am not going to limit it at all, by the way, if we have many more let it be.

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  On 2/26/2016 at 9:25 PM, DoctorDavinci said:

I could shave a few more Kilo's off of her but she performs nicely the way she is although I may still tweak her control surfaces ... Still got a week or more till the competition starts but the DF-43 is done, I can't squeeze much more performance outta her than I've already managed to.

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Just glad I'm not in the same category as you :P

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  On 2/26/2016 at 9:44 PM, TangerineSedge said:

Just glad I'm not in the same category as you :P

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You haven't seen the DF-39 Bad Dog in action :cool: ... It was a close call on which I would enter, the DF-43 won out due to it's insane speed

EDIT-----------

And what @tetryds said :sticktongue:

Edited by DoctorDavinci
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  On 2/26/2016 at 9:47 PM, tetryds said:

You are all fighting together tho :P

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Nooooooooooo...

 

</End Vader Impression>

  On 2/26/2016 at 9:49 PM, DoctorDavinci said:

You haven't seen the DF-39 Bad Dog in action :cool: ... It was a close call on which I would enter, the DF-43 won out due to it's insane speed

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Double nooo

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  On 2/26/2016 at 11:03 PM, SuicidalInsanity said:

Were those A.I.R.B.R.A.K.E.s on the end of the DF-43's empennage? I'm fairly certain those aren't allowed.

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From the rules A.I.R.B.R.A.K.E.s are allowed, they aren't classed as 'rocket grade' as far as I know. Oh, and Jeb completed his diet (I find re-entry without a craft to lighten anything up...if you catch my drift :P) whilst Bill stripped some unnecessary weight off of the craft. Down to 5tons exactly in the hanger wet, 4.6tons dry. Thank god those engines are more efficient than jets, eh?

7WwQ4j4.jpg

Here, have a preview of the current Arcadia Mk IV. By the time the fighting commences, don't be surprised if she's up to Mk X or even L...that's just how I roll sometimes

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Nope, unfortunately A.I.R.B.R.A.K.E.s are not allowed.
You can use spoilers, if you don't abuse it, but that specific part is overpowered, even on FAR it still utilizes stock code for the braking forces.
Remember that this is a WW2 tournament, so even if you use spoilers don't abuse.

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  On 2/26/2016 at 11:18 PM, tetryds said:

Nope, unfortunately A.I.R.B.R.A.K.E.s are not allowed.
You can use spoilers, if you don't abuse it, but that specific part is overpowered, even on FAR it still utilizes stock code for the braking forces.
Remember that this is a WW2 tournament, so even if you use spoilers don't abuse.

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Copy that .. I'll take them off and tweak it a bit more ... Do I have a deadline date?

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Very nice!  Alright, so here's an update on that asymmetric monster of mine:

sigKLAq.png

The FAR Tytonid's development is going along pretty well, that's the Tytonid Mk XII up there, and yes, there have been Mks from I up to XII, and there will probably be a few more.  Lots of incremental changes between them, mostly related to trying to solve problems related to the asymmetric design.  There's a lot of info in the spoiler on this, hopefully someone finds it useful / interesting.

  Reveal hidden contents

Well, that was longer than I expected, but yeah, I'm incrementally improving it as if it were a real war plane.  Unfortunately I can't throw an engine with a better P/W in there as I increment, but given how OP they are compared to real life, I'll make do. :P

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I'm getting a huge fleet of aircraft ...
I can't get ONE good plane, they all have defaults
There's my five favorites !

  Reveal hidden contents

 

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  On 2/27/2016 at 2:59 PM, KamikazeF0X said:

Black and White Tip : Yaw control (It's normal after all ...)

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You have nice split spoilers near the root of your wing, if you moved them out to the wingtips you could use them as rudder brakes.

They aren't ideal for energy retention, but the can help with stability; afaik both the Horten brothers and Northrop used them in their experimental designs so they are authentic enough. 

Edited by pyrosheep
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  On 2/27/2016 at 3:33 PM, pyrosheep said:

You have a nice split spoilers near the root of your wing, if you moved them out to the wingtips you could use them as rudder brakes.

They aren't ideal for energy retention, but the can help with stability; afaik both the Horten brothers and Northrop used them in their experimental designs so they are authentic enough. 

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The wing is in three parts in the back :
Roll | Brake Rudder | Pitch | Pitch | Brake Rudder | Roll

And there is some little (~0.500m) tails upwards and downward the wing
The split spoiler already acts as break rudders up and down the wing

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  On 2/26/2016 at 12:26 AM, ferram4 said:

So, a heads up to you guys.

Assuming @BahamutoD ends up accepting the PR (when it's ready) and there are no serious bugs, and yada yada qualifiers, I've got some AI modifications in store for BD pilots.  Mostly I'm tired of it turning into flat turning battle with whichever plane turns better / doesn't start the evasion code winning all the time and no AI coming to the other's aid.  Right now I have it set up so that the AI will attempt to do Immelmanns, split-Ses, and chandelles as needed to conserve energy or get into position to attack the opponent.  In addition, the AI will also call for help from its teammates when under fire, so it won't turn into a pair of independent dogfights 10 km apart.  Right now I'm working on making the evasion routine a bit smarter so that it actually tries to dodge the enemy plane's guns rather than just do something stupid and get killed or set up a really nice deflection shot for their opponent.

Should certainly make the battles more interesting, but at the same time will likely result in the design-meta favoring slightly different craft than before, so you guys should know.

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Can we expect this to be implelented when tetryds runs his battles? I have a great energy fighter which loses almost everytime because a slower, but more manouverable plane outturns it.

@BahamutoD @tetryds

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So I took dem A.I.R.B.R.A.K.E.S off the DF-43

After the refit she has now reached a new top speed of 251.5 m/s (905.33 Kph) ... Still a bit shaky close in but she's super light and really quick

Off to tuning now but just thought I'd show how having to change something to fit within the rules can be beneficial to your design in the end ... I will probably add a bit more fuel but that will only increase the weight by a fraction

Edited by DoctorDavinci
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  On 2/27/2016 at 7:40 PM, DoctorDavinci said:

So I took dem A.I.R.B.R.A.K.E.S off the DF-43

After the refit she has now reached a new top speed of 251.5 m/s (905.33 Kph) ... Still a bit shaky close in but she's super light and really quick

Off to tuning now but just thought I'd show how having to change something to fit within the rules can be beneficial to your design in the end ... I will probably add a bit more fuel but that will only increase the weight by a fraction

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I managed 920 Kph on mine. Too bad it doesn't mean anything since the AI tries to outturn eachother...

 

EDIT: OK, I got my plane ready, but it's an energy fighter, so I really need that AI improvement first.

Edited by Veeltch
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  On 2/27/2016 at 8:58 PM, Veeltch said:

I managed 920 Kph on mine. Too bad it doesn't mean anything since the AI tries to outturn eachother...

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Nice ... Speed is key but you also have to have a good turn rate

Taking those air brakes off and removing the bottom fuel tank reduced the DF-43's drag and made me have to adjust her control surfaces quite a bit to accommodate the additional speed ... However she has a tighter turn radius now :D

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Anyone who would like to try the AI changes should grab the dll from this repo; it still might need some tweaking, but I think that it's pretty good.  The AI isn't really capable of telling if it's a turnfighter or a BnZer, and in any case, the engine power boosts in the pack actually make BnZers not really all that great anyway, considering it's way too easy to prop hang and climb up to them that way, shooting as you go.  It's far more valuable to be able to maintain a good amount of energy in your turns while still being maneuverable or be able to do boom-and-extend-level rather than a traditional zoom climb.

One other thing you'll notice is that the guns probably seem to fire faster.  The barrage code in the release has a bug that actually limits fire rate based on framerate, but that has been fixed here, so very high RoF guns can be really scary now.  Part of me thinks that a highly Zero-like plane on a 20 kN Widshed w/ 4x ShVaks might end up being one of the best options with that assuming that it can get into range and has enough ammo.

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