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


njmksr

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Just now, SpannerMonkey(smce) said:

 

If you're expecting the usual type BDA dogfight, you'll be disappointed,  the combat goes like this,

climb to altitude,

yawn really exiting video this, 

travel to combat start distance, gosh this video is so exciting,  

roll to the attack once combat starts, oh look somethings happening,

switch between aircraft at around 7km separation,  note missiles being targeted, oo drama, 

swap back to first ship just in time for it to be destroyed. 

actual combat time, no more than 2 minutes, climb out to position about 2 mins  SO even with creative editing which I've never needed to do they are not exactly spectator sport, the gif i posted after the first round was about the high points of the whole thing, so what 20 seconds lols..

eh. I would be entertained personally.

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14 minutes ago, njmksr said:

What? That's possible?

I wouldn't recommend entering a pure stock craft into a BDA competition, but if you have the guts to do it, go right ahead. Don't bring a booster to a missile fight.

IDK how we would do competitions with it though.

Thxs! They might not be jets with weapons, but I can make a giant semi controllable missile that takes out ground units, and if you can convice the planes to stay still for a few minutes it could in theory hit them too :P.

 

Also, what's the bold mean? I am confused.

 

EDIT: I don't mind if it is not in a competition. for competitions, I might just make a challenge myself.

Edited by nascarlaser1
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3 minutes ago, nascarlaser1 said:

Thxs! They might not be jets with weapons, but I can make a giant semi controllable missile that takes out ground units, and if you can convice the planes to stay still for a few minutes it could in theory hit them too :P.

 

Also, what's the bold mean? I am confused.

 

EDIT: I don't mind if it is not in a competition. for competitions, I might just make a challenge myself.

You should always be able to get mods.

And you wouldn't be able to enter a missile into the competition. If it fulfills the rules, you can post it as a creative AHWP (non-competition) but if it fulfills competition rules, it's a competition AHWP and may enter in battles.

It has to be V/STOL!

3 minutes ago, SpannerMonkey(smce) said:

You know technically we could enter the Raven and hold the lead forever muwahaha  it fulfills the rules only needs two mods yeah we win :)

TRUE

Considering...

Considering...

Would be somewhat boring though

But as a hint to what TALON is about, it's an FAV as opposed to my previous ACV

Edited by njmksr
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1 minute ago, nascarlaser1 said:

Thxs! They might not be jets with weapons, but I can make a giant semi controllable missile that takes out ground units, and if you can convice the planes to stay still for a few minutes it could in theory hit them too :P.

 

Also, what's the bold mean? I am confused.

But you are missing the point the whole deal here is that once i press the accept button to launch the AI i don't do anything except watch, there's no human input whatsoever, so missiles that can't be launched by the AI are not even missiles, just stumpy manually aimed rockets, 

There are no ground targets  because  the AI  would not be able to fly these things in ground attack mode.

Plus the fact that should the ground target posses just one AA missile it's game over for your HWP. because you're never evading that's for sure.

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12 hours ago, nascarlaser1 said:

I have version 1.0, which was out for 1 day only, and I've never bothered to update. Next week when 1.2 drops officially, I will finally upgrade.

Sorry then, we officially run on v. 1.1.3

 

Also, eYlEDd4.png

@SpannerMonkey(smce) @AdelaarGrab the Twenty One Pilots t-shirts, 'cause we're a...

Hot Topic!

 

 

Get it? It's a pun! 

 

I'll show myself out

Edited by njmksr
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@SpannerMonkey(smce) Especially considering these aircraft aren't making any wild, fancy usually seen in smaller, lighter fighters. It would be epic if the AI was able to use all its weapons at once, and if aircraft weren't usually severely crippled or destroyed in one hit.

@njmksr The next AWHP I'm attempting to build has wings wider than the hangar. You'd think it wouldn't be necessary, but the craft I'm trying to build right now weighs 1000 tons half empty, and I haven't even added weapons to it yet. And I also want it to be able to reliably fight.

 

Edited by drtricky
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1 hour ago, SpannerMonkey(smce) said:

AH yes except it appears that you manually  switch off the vtol lift motors, or are they tied into the gear AGg somehow?

The VTOL lift motors and the cargo bay doors are tied to the gear action group

It launches itself ... when the gears are retracted the VTOL engines shut off as well as the cargo bay doors close :cool:

You can also see in the video that I did not switch to the AHWP from the Manta GAU during takeoff so had no means of switching the engines off as I had no control over it

Edited by DoctorDavinci
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40 minutes ago, DoctorDavinci said:

The VTOL lift motors and the cargo bay doors are tied to the gear action group

It launches itself ... when the gears are retracted the VTOL engines shut off as well as the cargo bay doors close :cool:

You can also see in the video that I did not switch to the AHWP from the Manta GAU during takeoff so had no means of switching the engines off as I had no control over it

Very cool, and legal, it obviously flies.

Which brings me to another point, if you guys want these fights to be interesting then i suggest a reduction in missiles and an increase in projectile weapons, as it stands over multiple runs with the first competitors he who fires the first PAC 3 wins, countermeasures especially chaff are noted as being quite effective,  but given the general lack of maneuverability displayed by craft of this mass it's only a matter of seconds before being shot down...... Thoughts??

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9 minutes ago, SpannerMonkey(smce) said:

Very cool, and legal, it obviously flies.

Which brings me to another point, if you guys want these fights to be interesting then i suggest a reduction in missiles and an increase in projectile weapons, as it stands over multiple runs with the first competitors he who fires the first PAC 3 wins, countermeasures especially chaff are noted as being quite effective,  but given the general lack of maneuverability displayed by craft of this mass it's only a matter of seconds before being shot down...... Thoughts??

I think we should also remove lasers too if we want them to be interesting.

And does anyone know how to get Jerneas turrets to fire their missiles reliably?

Edited by drtricky
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9 minutes ago, SpannerMonkey(smce) said:

Very cool, and legal, it obviously flies.

Which brings me to another point, if you guys want these fights to be interesting then i suggest a reduction in missiles and an increase in projectile weapons, as it stands over multiple runs with the first competitors he who fires the first PAC 3 wins, countermeasures especially chaff are noted as being quite effective,  but given the general lack of maneuverability displayed by craft of this mass it's only a matter of seconds before being shot down...... Thoughts??

As Contest Overlord, I would like to propose this change: 

Either...

+ Up heat tolerance by a factor of like 4 for all parts

- Nerf the PAC-3 and the ABL System

Boost guns

+ Boost Countermeasures (electronic or physical)

Boost engines (more thrust, faster craft)

I don't think we should remove any weapon, but we should instead balance them.

Edited by njmksr
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Now presenting, the USHS Majestic!

C59DAE14A89B97EB05ECCAA5485D2554B9B71DE5

 

Armament:

6 203mm IJN Guns with 370 shells
8 5" 38 Caliber USN Guns with 3600 shells
10 Goalkeeper CIWS’s with 7200 rounds of ammo
32 Airborne Lasers with 74250 units of electricity
4 Hydra-70 Rocket Turrets with 32 Hydra-70 rockets each
4 Jernas missile turrets, each with:

7 AIM-120 missiles
1 PAC-3 Interceptor missile

 

Mods needed (besides BDA): Large Boat Parts pack, Naval Artillery System, Tweakscale, Kerbal Joint Reinforcement

 

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On 8-10-2016 at 1:01 AM, drtricky said:

Now presenting, the USHS Majestic!

C59DAE14A89B97EB05ECCAA5485D2554B9B71DE5

 

Armament:

6 203mm IJN Guns with 370 shells
8 5" 38 Caliber USN Guns with 3600 shells
10 Goalkeeper CIWS’s with 7200 rounds of ammo
32 Airborne Lasers with 74250 units of electricity
4 Hydra-70 Rocket Turrets with 32 Hydra-70 rockets each
4 Jernas missile turrets, each with:

7 AIM-120 missiles
1 PAC-3 Interceptor missile

 

Mods needed (besides BDA): Large Boat Parts pack, Naval Artillery System, Tweakscale, Kerbal Joint Reinforcement

 

That thing is so completely out of perspective... YUUUUUGE MK1 parts and wings, whilst my first thought was: Well that's a really tiny boat considering the size of th... oh wait.

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1 hour ago, SR said:

My plan is to use guns and missiles as offensive armament and lasers as anti missile systems (like what the real life laser system is intended for).

So a limitation with BDAc is that only one weapon manager can be utilized on a single craft which means your weapons can be set to target vessels or missiles ... not both at the same time

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On 10/7/2016 at 7:01 PM, drtricky said:

Now presenting, the USHS Majestic!

C59DAE14A89B97EB05ECCAA5485D2554B9B71DE5

 

Armament:

6 203mm IJN Guns with 370 shells
8 5" 38 Caliber USN Guns with 3600 shells
10 Goalkeeper CIWS’s with 7200 rounds of ammo
32 Airborne Lasers with 74250 units of electricity
4 Hydra-70 Rocket Turrets with 32 Hydra-70 rockets each
4 Jernas missile turrets, each with:

7 AIM-120 missiles
1 PAC-3 Interceptor missile

 

Mods needed (besides BDA): Large Boat Parts pack, Naval Artillery System, Tweakscale, Kerbal Joint Reinforcement

 

This is why I love the KSP community. 

KSP: Making Things Fly That Really Shouldn't By Adding Moar BoostersTM Since 2011

 

Also, the TALON flies! Still working on its handling, but it flies...

Also, should the rules be VTOL or STOVL? VTOL would mean that it must be able to hover, but STOVL would mean it just needs some form of downwards thrust.

Edited by njmksr
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