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[BDA] [1.1.3] Airborne Heavy Weapons Platform Challenge- Battles Begin Soon


njmksr

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Here is my submission!
Totally impractical, useless, and laggy af... Not quite 1k parts, but loaded af with weapons.

Can't even fly it without infinite fuel on lol

Spoiler

If you want it for yourself, you can get it here!

gaUcDjG.pngyFJZqGD.pngq88PPee.pngfScvent.pngJCsAcsI.png

By far the best feature of this whole craft, right there.

 

Edited by stickman939
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17 hours ago, drtricky said:

@njmksr Did you download my civilizer AWHP? I'm asking because I updated its armament.

Not yet... It's looking good though!

13 hours ago, stickman939 said:

Here is my submission!
Totally impractical, useless, and laggy af... Not quite 1k parts, but loaded af with weapons.

Can't even fly it without infinite fuel on lol

  Hide contents

If you want it for yourself, you can get it here!

gaUcDjG.pngyFJZqGD.pngq88PPee.pngfScvent.pngJCsAcsI.png

By far the best feature of this whole craft, right there.

 

Cool! I like the use of HX here. But please:

1) title your work

2) provide a weapons list

3) use KerbalX for craft hosting (optional).

4) please don't use cheats. 

Edited by njmksr
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On 9/27/2016 at 4:12 AM, njmksr said:

Not yet... It's looking good though!

Cool! I like the use of HX here. But please:

1) title your work

2) provide a weapons list

3) use KerbalX for craft hosting (optional).

4) please don't use cheats. --- / aw, but how else can I dominate without cheats??;.;

Ok, so I revised and edited it. Now it's even more impractical and eats up frames!

I call this the Devilfire, You can get it here (KerbX)

Armament:
2x4x4 (x32) Vertical Launcher Systems (I think is what they're called. But they're quad stacked missile tubes with 4 missiles in each tube)
2x13 (x26) Phalanx CWIS
2x10 (x20) M1 Abrams cannons
2x6 (12) OTO Melara 76mm Compact guns
2x2 (x4) SeaRAM Launchers
1x2 (x2) MK-49 Launchers
360,000lbs of MK83 JDAMs (approximately)

Weight: 11,077,740 tons
Fuel Time: 3 minutes
Part Count: 1000!!!!:confused:
FPS: 5 ;.;

Mods *Extremely Highly Reccomended* (if you plan to use this...)
TAC Fuel Balancer
Throttle Controlled Avionics

It can take off without infinite fuel on, but if you* wanna actually take off with it I suggest using infinite fuel. 
Probably can't be flown manually unless you further tweak the CoT vs CoMSomething which I won't do with this impractical behemoth, but I DID get it pretty close so it probably won't be too hard to finish it up if you get it for yourself. (If you do, take off the left limb and reattach without mirroring on then edit it that way. I found it easier to do that)

I think it could have made it closer to the KSC Island, if I hadn't messed around with it during flight. Maybe even make it there completely. (Stopping however? lol nah)

*1: by "you" I actually mean TCA.

Also, does anyone know how to embed imgur albums?

In any case here's some screenies:

 

Spoiler

hb7xeoI.pngrTSJqJA.pngNgiW6BL.pngqjmHdi1.pngRjFOqzu.pngnD3Tx2J.pngkTH0Y1i.png


Or, alternatively here's a video I made: *cough cough* totally not advertising my channel *cough cough*  (Don't worry, it's only 17 minutes of video sped up 3000 times .):wink: 

Spoiler

 


***Note***: The video/screenshots don't show the final version, which has better strut placements and fixed turret placement (last picture, right gun there are 2 CWISes on the wrong side).

Also, DO NOT CRASH with it!! It may crash/freeze your game. (it did with me, but then again I have a potato PC with a GTX 750ti and like 10gigs of ram lol)

Edited by stickman939
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On 9/28/2016 at 8:44 AM, stickman939 said:

I have a potato PC with a GTX 750ti and like 10gigs of ram lol

Can you run the Freedomizer without serious fps drops? Not a potato IMO

BTW if so you might just be the guy to host the AHWP Battles.

 

Here's how they should work:


Your AHWP is either classified as a Light, Medium, or Heavy. There are subclasses, too-- here's the spectrum:

Ultralight (UL); Light (L); Medium-Light (ML); Medium (M); Medium-Heavy (MH); Heavy (H); Ultraheavy (UH); Ultraheavy+ (UH+).

The brackets are:

Light: Ultralight, Light, Medium-Light

Medium: Medium-Light, Medium, Medium-Heavy. Note: Mediums can fight anything.

Heavy: Medium-Heavy, Heavy, Ultraheavy, Ultraheavy+

 

A craft can fight any craft in the class bracket(s) it is in. For every class increment the opponent has above the AHWP, the AHWP's number increases by one. For example, a Medium fighting an Ultraheavy would be a 4(M)v1(UH) battle. The heavier class is always solo.

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Not sure if you guys are aware of this but I'm quite confident in telling you that BDAc will not fly VTOL's very well if at all 

I say this because I am unsure as to how you can run the competition when the AI Pilot in BDAc is inherently sketchy when it comes to flying a VTOL

@SpannerMonkey(smce) mentioned something about this earlier in the thread

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6 minutes ago, drtricky said:

I've already combat tested both of my VTOLs, in addition to @Adelaar 's Liberator. All of them function fine with the AI pilot, and Adelaar's liberator required its VTOL engines to stay in the air.

This is fantastic news ... Do you think that you may be able to record a video of a battle between VTOL's for the BDAc team to analyze?

I ask because we are very interested in how VTOL's perform while under AI control ... We would greatly appreciate any information you may be able to provide in this regard as we are endeavoring to improve upon what Baha created

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2 minutes ago, DoctorDavinci said:

This is fantastic news ... Do you think that you may be able to record a video of a battle between VTOL's for the BDAc team to analyze?

I ask because we are very interested in how VTOL's perform while under AI control ... We would greatly appreciate any information you may be able to provide in this regard as we are endeavoring to improve upon what Baha created

This challenge shall serve to do that. Due to the potatoness of my laptop though, I have been unable to combat test the Freedomizer.

Btw Freedomizer Block 2 is coming, with improved active protection systems (COUGH) radiators (COUGH)

Edited by njmksr
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Just now, DoctorDavinci said:

I ask because we are very interested in how VTOL's perform while under AI control ... We would greatly appreciate any information you may be able to provide in this regard as we are endeavoring to improve upon what Baha created

Based on what I've noticed, the AI will fly them like regular airplanes. The only possible issue that may need to be addressed is what happens if a AWHP that is dependent on its VTOL engines for lift winds them down to evade missiles like AIM-9s. I can't provide videos, as not only do I not know how to use video recording tools, the video would also be a glorified powerpoint slide show. And I have little free time with school life.

An interesting thing I noticed while testing @Adelaar's Liberator was that it somehow managed to evade 6 AIM-120's and 2 PAC-3 Interceptor missiles without any chaff. And this was when it was flying perfectly straight at around 100 m/s, an unremarkable velocity.

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40 minutes ago, drtricky said:

BAn interesting thing I noticed while testing @Adelaar's Liberator was that it somehow managed to evade 6 AIM-120's and 2 PAC-3 Interceptor missiles without any chaff. And this was when it was flying perfectly straight at around 100 m/s, an unremarkable velocity.

That is very interesting ... Unfortunate that it isn't able to replicated on video as it could demonstrate a hitch in BDAc's radar tracking system as AIM-120's take over their own targeting and navigation from the launching craft after a few moments when they are within 6000 meters of the target

Although it could have just been a fluke :rolleyes:

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Just now, DoctorDavinci said:

That is very interesting ... Unfortunate that it isn't able to replicated on video as it could demonstrate a hitch in BDAc's radar tracking system as AIM-120's take over their own targeting and navigation from the launching craft after a few moments when they are within 6000 meters of the target

Although it could have just been a fluke :rolleyes:

Do the ECM jammers work on that?

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Just now, njmksr said:

Do the Electronic Counter Measure (jammer) pods work on AIM-120 guidance?

Yes they do ... However placement is key as well as the overall design of your plane

You can't expect the ECM Jammer to hide your radar signature if your craft is a bus ... if you don't design for stealth, no matter how many ECM's you put on your craft it ain't gonna be invisible ... It's like hiding a mountain behind a tree

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Just now, njmksr said:

Do the Electronic Counter Measure (jammer) pods work on AIM-120 guidance?

I've been told they only work up to 10 km away, but I didn't activate the jammers when I was testing the liberator, so they weren't the reason the missiles somehow lost track of something as large as that.

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1 minute ago, DoctorDavinci said:

Yes they do ... However placement is key as well as the overall design of your plane

You can't expect the ECM Jammer to hide your radar signature if your craft is a bus ... if you don't design for stealth, no matter how many ECM's you put on your craft it ain't gonna be invisible ... It's like hiding a mountain behind a tree

K. Thanks. Keeping that in mind for Freedomizer Block II. 

And I like the analogy. Anyway, back on track!

I'm also developing a medium-light AHWP for competition.

Edited by njmksr
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8 hours ago, DoctorDavinci said:

This is fantastic news ... Do you think that you may be able to record a video of a battle between VTOL's for the BDAc team to analyze?

I ask because we are very interested in how VTOL's perform while under AI control ... We would greatly appreciate any information you may be able to provide in this regard as we are endeavoring to improve upon what Baha created

My experience is a bit different, it can take off and do normal flight routines, but when in combat it thinks it's a nimble fighter and decides to 'Just do a barrel roll', which always fails horribly..

 

6 hours ago, drtricky said:

I've been told they only work up to 10 km away, but I didn't activate the jammers when I was testing the liberator, so they weren't the reason the missiles somehow lost track of something as large as that.

They are being activated upon activating the VTOL engines using the custom Keys :)

Also, great to see this topic come to Life! Hope to join you in Battle soon. How'd you find the liberators performance?

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The freedomizer doesn't have a pilot module on it and it seems to also require KJR to avoid exploding upon loading.

EDIT: So I ran a test after adding a pilot module with the default settings to the freedomizer and these were the results:

Spoiler

The freedomizer has massive stability issues, it seems to have a lot more power than is needed but also flips over backwards uncontrollably, AI pilot or no.

JLueaHI.png

SqQefAe.png

The liberator is incapable of taking off vertically with its starting fuel or even after several minutes of burning, it needs lift from its wings to take off and therefore is not really a VTOL. The AI pilot and myself are capable of flying it as a conventional jet to some degree but as soon as the forward thrust engines are shut down (action groups 3, 4 and 5) it loses its necessary forward velocity and crashes to the ground.

J106lh0.png

rwr1nez.png

Might just be me but I think you need to test this a bit more or prove that these can work, also maybe add a properly configured AI pilot to the freedomizer.

Edited by Wraith977
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35 minutes ago, Wraith977 said:

The freedomizer doesn't have a pilot module on it and it seems to also require KJR to avoid exploding upon loading.

EDIT: So I ran a test after adding a pilot module with the default settings to the freedomizer and these were the results:

  Reveal hidden contents

The freedomizer has massive stability issues, it seems to have a lot more power than is needed but also flips over backwards uncontrollably, AI pilot or no.

JLueaHI.png

SqQefAe.png

The liberator is incapable of taking off vertically with its starting fuel or even after several minutes of burning, it needs lift from its wings to take off and therefore is not really a VTOL. The AI pilot and myself are capable of flying it as a conventional jet to some degree but as soon as the forward thrust engines are shut down (action groups 3, 4 and 5) it loses its necessary forward velocity and crashes to the ground.

J106lh0.png

rwr1nez.png

Might just be me but I think you need to test this a bit more or prove that these can work, also maybe add a properly configured AI pilot to the freedomizer.

No pilot module? That's weird.

Block II will attempt to fix these problems.

Also, it needs TCA. And KJR. 

 

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9 hours ago, Adelaar said:

They are being activated upon activating the VTOL engines using the custom Keys :)

Also, great to see this topic come to Life! Hope to join you in Battle soon. How'd you find the liberators performance?

I started up your craft's engines by pressing the spacebar, so the jammers were still never activated. Are you sure you aren't using top secret anti-radar technology? :huh:

Well, I only had time to run two tests with it, and the first test resulted in it diving into the ocean. In the second test, it managed to maintain altitude, but the Jerneas missile turret refused to fire for some reason. There wasn't a line of sight issue and my ABH-41 Titan, which I used as my combatant, doesn't have any jammers. 

But if you still want some input from me, the bigger issue is your craft's incredibly poor aerial maneuverability.

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2 hours ago, drtricky said:

I started up your craft's engines by pressing the spacebar, so the jammers were still never activated. Are you sure you aren't using top secret anti-radar technology? :huh:

Well, I only had time to run two tests with it, and the first test resulted in it diving into the ocean. In the second test, it managed to maintain altitude, but the Jerneas missile turret refused to fire for some reason. There wasn't a line of sight issue and my ABH-41 Titan, which I used as my combatant, doesn't have any jammers. 

But if you still want some input from me, the bigger issue is your craft's incredibly poor aerial maneuverability.

Well, it's not really supposed to be a fighterjet... :P

I've noticed the problem with the Jernas as well. I'm unsure if it's caused by AI settings or some other issue, but due to the 1.2 pre-release I haven't been able to test it lately...

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3 hours ago, Adelaar said:

Well, it's not really supposed to be a fighterjet... :P

I should have clarified. I meant its ability to stay in the air, because I've noticed it has a had time doing so while fighting, not because it gets destroyed in combat.

Edited by drtricky
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