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Air Superiority Fighter Competition


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2 hours ago, exbyde said:

but was being beaten pretty consistently (3-1) against the mini val.

Kerbalx says you built your plane in 1.3.0. Are you testing in that version? BDAI behaves really differently between 1.3.0 and 1.3.1

And your plane has twice the amount of guns and missiles as mine, while also having five times the amount of chaff... you don't say...

Edited by NotAnAimbot
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9 minutes ago, 53miner53 said:

That’s the advantage of having more engines. 

I could also mount more guns on the LF-18 without affecting weight. The vulcans' weight is negligible. My goal isn't to build a plane that relies on its number of guns to win.

Edited by NotAnAimbot
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Drop the old LF-18, new version.

https://www.dropbox.com/s/atp314lbkc5xrmz/MDL LF-18 Novi Avion comp.craft?dl=0

Still 2 vulcans.

7 minutes ago, Earthlinger said:

0.3 tons is not negligible, especially if you have multiple vulcans

The LF-18 already has 2 vulcans with ammo, adding another 600 kg doesn't change the maneuverability by a significant amount. Still, I found I didn't need them.

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1 hour ago, NotAnAimbot said:

Kerbalx says you built your plane in 1.3.0. Are you testing in that version? BDAI behaves really differently between 1.3.0 and 1.3.1

And your plane has twice the amount of guns and missiles as mine, while also having five times the amount of chaff... you don't say...

Yes, tests have been conducted in BDA in 1.3.0. 1.3.1 was giving me issues like aircraft bouncing. and yep, it works nice for keeping missiles off me. There's also a radar jammer, flares, and a toilet.

1 hour ago, NotAnAimbot said:

The vulcans' weight is negligible. 

.3 tons plus ammo...Means less on a dual engine, means more for a single engine. More engines, just throw them on like a hat.

1 hour ago, NotAnAimbot said:

My goal isn't to build a plane that relies on its number of guns to win.

1 gun or 100, you are relying on your aircraft getting on target and securing a kill, not number of guns. Taisch did well with one, but there were times when it made hits and not kills that could have been secured with an extra round or two (though there were times it blew itself up and could have ranked higher without). MrChumley's especially, as he was playing aerial jenga and knocking wing panels out of the F3MK2 with a pair of Ma Deuces ,which btw have the same fire rate combined as a single vulcan. Four, eight, sixteen, sixty guns don't secure anything if you can't get on the other craft's tail and they can get on yours. But having one gun and making a glancing blow is one more chance for an enemy to get around on you. I suppose i could get rid of a couple guns, get rid of an engine, a few missiles and really hone my efforts on making a single engine aircraft, hell, maybe even take a page out of the Pachy's book and make a microfighter that's really more of a flying turret. But i don't feel like it. Maybe mk.2 will take it down to 2 guns, add some heat seekers and stuff.

1 hour ago, HeroBrian_333 said:

Badge is done! I will have one that says founder, @exbyde's will say combat specialist, and all the others will have the name of a plane of their choice. So mine will be founder, EuroDart Mk.2

Awesome!

Edited by exbyde
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1 hour ago, exbyde said:

Yes, tests have been conducted in BDA in 1.3.0. 1.3.1 was giving me issues like aircraft bouncing. and yep, it works nice for keeping missiles off me. There's also a radar jammer, flares, and a toilet

Again, BDA 1.3.0.is totally different from BDA 1.3.1. Some of my planes that worked correctly in 3.0 are borderline useless because of the RCS update. There was also a big nerf to the AIM-120 and a major buff to the AIM-9. If most people are building for 1.3.1, you testing in 3.0 will cause some issues.

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16 minutes ago, NotAnAimbot said:

Again, BDA 1.3.0.is totally different from BDA 1.3.1. Some of my planes that worked correctly in 3.0 are borderline useless because of the RCS update. There was also a big nerf to the AIM-120 and a major buff to the AIM-9. If most people are building for 1.3.1, you testing in 3.0 will cause some issues.

First time i'm hearing of this, but alright. its about 50/50 between models in 1.3.1 and below (there's a few 1.2.2s)

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22 minutes ago, exbyde said:

First time i'm hearing of this, but alright. its about 50/50 between models in 1.3.1 and below (there's a few 1.2.2s)

It's not the plane themselves, itcs the version of the game you're running which affects the missiles and stuff. Bda 1.3.1 introduces "stealth" with RCS and nerfs to some missiles. If you're using ksp 1.3.0 and its corresponding BDA, the AIM 120 is much more powerful and the RCS mechanic is not present.

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@NotAnAimbot So the ECM jammers weren't working in all of the fights thus far? There were some fights where the radar appeared to be flickering, and sometime planes didn't fire their missiles at all, even though they had a lock and the radar wasn't flickering.

I was also wondering why some planes were able to fire AIM-120's at my Dorito beyond 10 km, even though my testing in 1.3.1 determined the minimum lock-on range was 10 km with the jammers active...

Edited by drtricky
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2 hours ago, NotAnAimbot said:

It's not the plane themselves, itcs the version of the game you're running which affects the missiles and stuff. Bda 1.3.1 introduces "stealth" with RCS and nerfs to some missiles. If you're using ksp 1.3.0 and its corresponding BDA, the AIM 120 is much more powerful and the RCS mechanic is not present.

 

1 hour ago, drtricky said:

@NotAnAimbot So the ECM jammers weren't working in all of the fights thus far? There were some fights where the radar appeared to be flickering, and sometime planes didn't fire their missiles at all, even though they had a lock and the radar wasn't flickering.

I was also wondering why some planes were able to fire AIM-120's at my Dorito beyond 10 km, even though my testing in 1.3.1 determined the minimum lock-on range was 10 km with the jammers active...

Right, i'll try to re-start testing using 1.3.1, id i can figure out the glitchy stuff like planes jumping into the air

4 minutes ago, Abraxis said:

Greetings, fellow homo sapiens

Here is the link to the single dankest craft in all of existance
(idk they look about the same just slightly longer than in the pic)

https://kerbalx.com/Abraxis/DN-59Y

It'd have to be pretty dank to beat out the Dorito.

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18 minutes ago, Abraxis said:

Medium landing gear has a notorious tendency to launch fighters vertically upon loading--I usually just retract gear, and quicksave when they are lying flat on the ground.

this was *all* of the landing gear, not just mediums. First aircraft i had was based around smalls and was being launched. Also can you post your design for an aircraft carrier since i'm lazy ah?

Edited by exbyde
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1 hour ago, exbyde said:

this was *all* of the landing gear, not just mediums. First aircraft i had was based around smalls and was being launched. Also can you post your design for an aircraft carrier since i'm lazy ah?

Another trick is to cheat gravity to 0 and theb load. Crafts are thus launched into the air and don't fall down. Reset gravity when they have sufficient speed.

Or quicksave in mid air. That works very well too and saves lots of time.

3 hours ago, drtricky said:

@NotAnAimbot So the ECM jammers weren't working in all of the fights thus far? There were some fights where the radar appeared to be flickering, and sometime planes didn't fire their missiles at all, even though they had a lock and the radar wasn't flickering.

 

The LF-18 fired aims at 15 km. I also dk why, but the dorito was goof at dodging aimraams iirc

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1 hour ago, NotAnAimbot said:

Another trick is to cheat gravity to 0 and theb load. Crafts are thus launched into the air and don't fall down. Reset gravity when they have sufficient speed.

Or quicksave in mid air. That works very well too and saves lots of time.

The LF-18 fired aims at 15 km. I also dk why, but the dorito was goof at dodging aimraams iirc

Yeah, but that requires work, and as much as i enjoy doing this, i don't enjoy excess work lmao.

Edit- Mods running on 1.3.1 64 bit run a lot faster than on 32-bit 1.3.0. so i will live with bouncing and testing will continue on 1.3.1 x64.

Edited by exbyde
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Okay, so you guys have been waiting for a while, and @NotAnAimbot and i have been trash talking each others taste in design for long enough. Here's a noncannon battle between a pair of aircraft that could probably each top the roster in their own rights. On one end of the KSC we have Aimbot's LF-18 Novi, a lightweight but aggressive fighter based around a prototype Yugoslavian fighter. Armed with a pair of Vulcans and four AIM-9s, its designed around high maneuverability and low profile. On the other end of the field, we have my Mini Val, designed as a miniaturized XB-70 and armed with an absolutely excessive six AIM-120 AMRAAM and four vulcans. 

NOTE: THIS BATTLE IS NONCANNON. It is a direct conflict of interest to design the aircraft i test, though this may need to be waved if no one is available to test the Val when the time comes.

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@Thor Wotansen Just a friendly warning, I've observed your Bryntroll jumping up violently upon spawning in 1.3.1 and landing upside down, losing an engine on impact. You should investigate to see what you can do to prevent that from seriously damaging your aircraft.

Also, @exbyde be warned I've noticed this about the Bryntroll in 1.3.1.

Edited by drtricky
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4 minutes ago, drtricky said:

@Thor Wotansen Just a friendly warning, I've observed your Bryntroll jumping up violently upon spawning in 1.3.1 and landing upside down, losing an engine on impact. You should investigate to see what you can do to prevent that from seriously damaging your aircraft.

Also, @exbyde be warned I've noticed this about the Bryntroll in 1.3.1.

Also noticed this in Bryntroll. A quicksave may need to be placed in air instead of on the ground for testing, though i don't believe the Bryntroll will be on the roster for much longer.

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well i have some issues
my KF-X/IF-X R doesn't seem want to fight and just dodges everything, it even prtotects itself with some kind of magic that let bullets go through without harming itself
it even horizontal spins when chased by The Cool Ranch Dorito, only shoots few bullets from it's single hidden vulcan towards The Dorito without hitting it

 

Spoiler

btw is it ok to put a 105mm Howitzer on a plane?



 

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2 hours ago, [INDO]dimas_1502 said:

well i have some issues
my KF-X/IF-X R doesn't seem want to fight and just dodges everything, it even prtotects itself with some kind of magic that let bullets go through without harming itself
it even horizontal spins when chased by The Cool Ranch Dorito, only shoots few bullets from it's single hidden vulcan towards The Dorito without hitting it

 

  Hide contents

btw is it ok to put a 105mm Howitzer on a plane?

 

are you running the latest BDA? if so, i also noticed it doesnt respond to bullets, you may want to put on the last version (1.0 instead of 1.1 beta). Also

do-it.jpg

Edited by exbyde
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