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[ASC-III] Air Superiority Challenge - King of the Hill (BDArmory 4v4 AI Duels: WW1 Theme) - Now Concluded!


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14 minutes ago, NotAnAimbot said:

Loadout can be of any type, as long as you can find an example of a plane fitting it in the 1903 (Kitty Hawk) to 1918 (German capitulation) period, having similar engine power and weight as yours.

 

Thing is, I'm not sure I'm qualified to verify such for every entry. 50 cal makes it universal, unless you're ok with any weapon in Aviator Arsenal. If you're ok with any weapon in Aviator Arsenal, then we can include it.

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6 minutes ago, inigma said:

Thing is, I'm not sure I'm qualified to verify such for every entry. 50 cal makes it universal, unless you're ok with any weapon in Aviator Arsenal. If you're ok with any weapon in Aviator Arsenal, then we can include it.

Personally, I'm ok with every weapon in AA. I think that, just like with the lasers and turrets from ASC-I, if we discover that something is too overpowered and can't be beat, then we should set restrictions.

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5 minutes ago, inigma said:

Thing is, I'm not sure I'm qualified to verify such for every entry. 50 cal makes it universal, unless you're ok with any weapon in Aviator Arsenal. If you're ok with any weapon in Aviator Arsenal, then we can include it.

Since no 12.7mm weapon has been (as much as I know) used for fighters in WW1, I thought using the mod for 7.7mms would make sense. As for the qualification, I'd suggest making people find one document and preferably a picture for an aircraft of similar weight, power and a weapon of similar firing speed. Small weapons would be easy, with the Fokkers and Sopwiths armed with twin 7.7mms. 

Others, such as this, would be harder to find, but would give the players who know their stuff an edge.

http://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=684

Also, if ASC-III is going to be WW1, could we have a future WW2 ASC? It would let us use AA at its full potential, and experiment with many piston combinations in addition with early jets

 

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10 minutes ago, NotAnAimbot said:

Since no 12.7mm weapon has been (as much as I know) used for fighters in WW1, I thought using the mod for 7.7mms would make sense. As for the qualification, I'd suggest making people find one document and preferably a picture for an aircraft of similar weight, power and a weapon of similar firing speed. Small weapons would be easy, with the Fokkers and Sopwiths armed with twin 7.7mms. 

Others, such as this, would be harder to find, but would give the players who know their stuff an edge.

http://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=684

Also, if ASC-III is going to be WW1, could we have a future WW2 ASC? It would let us use AA at its full potential, and experiment with many piston combinations in addition with early jets

 

You can build WW2 aircraft in ASC-III... you just have to have command seated Kerbals (no closed cockpits). 50 cals will still be permissible.  Two guns max though.

Edited by inigma
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DRAFT: Air Superiority Challenge III Entry Rules:

  • 4 aircraft (must look like a plane) required per team (can be same or different crafts), all must be manned with at least one Kerbal, all Kerbals in command seats, no closed cockpits.
  • All craft must be built in KSP 1.1.2
  • 2 guns maximum.
  • 50 part limit maximum per craft.
  • All stock parts permitted except: Engines, Mk3 sized parts, Big S wing, Big S elevon.
  • No mod parts permitted except the following:
    • BDArmory (required for AI Flight Computer, and AI Weapons Manager. The .50 caliber Browning machine gun is the only weapon from this mod permitted in this series.)
    • Aviator Arsenal (any weapon from this mod is permitted)
    • Kerbal Aircraft Expansion (required for liquid fueled propeller engines only, no other parts permitted)
  • No restrictions on AI, or Weapons Manager settings.
  • Entries must contain download link for the craft file(s) to the ASC KerbalX.com Hangar and posted to this thread (static links prevent me having to update the OP with your new versions).
  • Only AI and Weapons Manager changes are permitted to the ASC champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the ASC champion.
  • All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current ASC champion. If you are next in line, please notify the match host so your changes are committed to the match. If the match host missed your note, it's not their fault. Just re-submit your craft.
  • Only one active entry per person at a time (to prevent dueling yourself).
  • Match hosts will only engage staging once to turn on your engines at 0 throttle up to 3 minutes before match start, so be sure to tie in any components you want activated to the SAS action group (competition start engages SAS automatically), and be sure to include enough electricity to keep them active while stationary and throttled to 0.
  • You may not trigger the Weapons Manager, or AI, or any of their settings, via the staging or SAS action groups. This prematurely enables fighting, and crafts that do will be disqualified.
Edited by inigma
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1 minute ago, inigma said:

 

  • No mod parts permitted except the following:
    • BDArmory (required for AI Flight Computer, and AI Weapons Manager. The .50 caliber Browning machine gun is the only weapon from this mod permitted in this series.)
    • Aviator Arsenal (any weapon from this mod is permitted)
    • Kerbal Aircraft Expansion (required for liquid fueled propeller engines only, no other parts permitted)

Okay, is there a limit to how many guns? Is there anything stopping me from putting 4 Hispano cannons on my plane?

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2 minutes ago, JollyGreenGI said:

Okay, is there a limit to how many guns? Is there anything stopping me from putting 4 Hispano cannons on my plane?

edited to limit guns to 2 guns max.

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@inigma While I love big multi-plane brawls, I am concerned that some/most of our hosts will not be able to play these at decent framerates. Which not only looks bad, I think it actually affects the physics and gameplay. I would much rather see butter-smooth 2v2 than chunky 4v4. I don't know, maybe I'm wrong, perhaps some play testing to confirm?

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Just now, g00bd0g said:

@inigma While I love big multi-plane brawls, I am concerned that some/most of our hosts will not be able to play these at decent framerates. Which not only looks bad, I think it actually affects the physics and gameplay. I would much rather see butter-smooth 2v2 than chunky 4v4. I don't know, maybe I'm wrong, perhaps some play testing to confirm?

we could reduce part count to 30.

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Just now, inigma said:

we could reduce part count to 30.

I'm not sure FPS scales linearly with parts count. I think the number of AI's, and amount of ordnance in the air, has a big effect too. I might be talking out my a** here, which is why I think we should see how it actually plays before committing.

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4 minutes ago, inigma said:

I've played 4v4 without issues.

OK, as long as you are confident the hosts computers can render battles >= 30 fps I'm cool with it. I don't have anything made for ASCIII yet, and I will be out of commission for the next week or so.

 

@JollyGreenGI Any chance you could do a 4v4 test with your fabulous "sweep" triplane? And give us a demo youtube video? Maybe check FPS in the alt-f12 menu a couple times during battle?

Edited by g00bd0g
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1 minute ago, g00bd0g said:

 

@JollyGreenGI Any chance you could do a 4v4 test with your fabulous "sweep" triplane? And give us a demo youtube video? Maybe check FPS in the alt-f12 menu a couple times during battle?

Man, you're reading my mind or something. I'm currently setting that up.

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So for those who are out there and haven't used aviator arsenal I would like to point out that there is a part called the 'antenna' which is a combo AI Pilot/Weapons Manager

I should also point out that the ring antenna is only for adding wingman capability

 

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Just now, DoctorDavinci said:

So for those who are out there and haven't used aviator arsenal I would like to point out that there is a part called the 'antenna' which is a combo AI Pilot/Weapons Manager

I should also point out that the ring antenna is only for adding wingman capability

 

Thanks for this info! What is "wingman capability"?

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1 hour ago, inigma said:

DRAFT: Air Superiority Challenge III Entry Rules:

  • No mod parts permitted except the following:
    • BDArmory (required for AI Flight Computer, and AI Weapons Manager. The .50 caliber Browning machine gun is the only weapon from this mod permitted in this series.)
    • Aviator Arsenal (any weapon from this mod is permitted)
    • Kerbal Aircraft Expansion (required for liquid fueled propeller engines only, no other parts permitted)

So my Firespitter Fokker DR-1 is out?

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6 minutes ago, GDJ said:

So my Firespitter Fokker DR-1 is out?

Does the BigS elevon give a player an unfair heat defense advantage? If not, then only Big S wings are not permitted.

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2 minutes ago, inigma said:

Does the BigS elevon give a player an unfair heat defense advantage? If not, then only Big S wings are not permitted.

The BigS elevons have the fastest actuation speed of all the stock control surfaces. Even so, they have the same heat tolerance as the smaller surfaces.

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