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WW2 BAD-T IV BDAc AI Dogfight Tournament


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The Tournament

It's that time of year once again, which means time for a new BAD-T. Like the last three BAD-T tournaments, this will consist of 2v2 dogfights featuring WWII-era aircraft battling around and above sites scattered all over Kerbin.
Contestants will submit a craft, which will then be pitted against other submitted craft in a standard tournament ladder format, with fights recorded and posted to YouTube.

Defeat means a craft is out of the running, success means it moves up to the next bracket. Depending on the number of entries, a second-tier ladder may also be run, featuring craft that lost during the first round of fights.

To enter, simply create a WWII themed aircraft. Replicas of real-world craft are permitted, but not required. Craft design, AI configuration and armament are entirely up to you. As long as it follows the rules and looks like it could have been a real WWII-era fighter, it's a valid entry.

The following mods are required:

FAR 1.5.9.1 Liepmann with ExtremeTrader's KSP 1.4.5 patch.
Aviator Arsenal with the KSP 1.4.5 patch.
BDAc 1.2.2.2, with DMG_MULTIPLIER = 750 in the GameData/BDArmory/Settings.cfg.
BAD-T Props pack ,which requires the FireSpitter .dll

Additionally, the following mods are permitted, but optional:
B9 Proc wings
Procedural parts
Take Command (for planes using constructed open cockpits)
Adjustable landing Gear

Tournament Brackets

Aircraft Classes:
Entries will fall into one of two categories, Fighters and Heavy Fighters.

Fighters are single engine monoplanes.
They have one engine.
They must have a dry mass of at least 2.5 tons*.
They can use up to 100 points worth of engine and armament.

Heavy fighters are heavy twin engine monoplanes.
They have 2 engines.
They must have a dry mass of at least 5 tons*.
They can use up to 150 points worth of engines and armament.

*Dry mass is the empty weight of the craft, wet mass is the loaded weight of the craft with fuel and ammunition. Resources like Oxidizer and Ore which aren't used as fuel or ammo can be used as ballast and count towards dry mass.

Points:
Weapons cost their diameter in mm.
*This includes decimals – 12.7mm MGs cost 12.7 points each, etc.

Engine cost is indicated by the number in their part name.
*'B27-D Brutus' costs 27 points, 'B32-D Gazelle' costs 32, etc.

Ammo is free, carry as much or as little as desired.

Rules:
- Craft must have no more than 60 parts.
-Only Aviator Arsenal weapons permitted, with the exception of the Ball Turret.
-No more than six of any one type of weapon. Multiple different weapons is allowed.
-Only BADT engines allowed (Widshed, Brutus, Gazelle, Wizard, Buzzer, Foxhound, & Falcon).
-No aerospace grade parts (radiators/heatshields/airbrakes/etc) allowed; (Ore/RCS tanks allowed as ballast, but not as structural components).
-No reaction wheels. Cockpit reaction wheels must be disabled.
-Craft must have at least 1 Kerbal, either in a cockpit, or a constructed open cockpit using a command seat.
-No BDAc armor panels. Intrinsic part armor thickness is to remain at 10.
-Constructed cockpits must be safe, something that a sane (you, not Jeb) pilot would want to sit in.
-Part clipping is allowed, within reason. No clipping resource containing parts into other resource containing parts please. Clipping ballast parts into ballast parts is permitted.
-If using P wings, keep wing thickness for main wing pieces at least 0.120.
-Craft must include a visible Communications Antenna – this is AA's combination AI pilot and weapon manager.
-AI min altitude must be at least 300m.
-Craft should have at least 15 minutes of fuel.
-If both craft on a team run out of ammo, they forfeit the match, as they can  no longer shoot down the opposing team.
-All entrants will be required to shoot down a Test Dummy craft to certify flight-worthiness in FAR – this is basically to ensure your craft can take off and do maneuvers without a RUD.
-No text editing of craft files.

-The Eidahill Clause: While cheesy Min-Maxed designs that take advantage of loopholes or game exploits may be technically legal, I ask that contestants respect the spirit of the competition, not just Rules As Written, when designing their airplane.

Submissions:
Craft must be submitted by the deadline, 11:59 PM, Friday, October 26th.
One entry per person. If something goes wrong during submission, or you realize your craft is not rules compliant and needs some changes, contact me via PM. Otherwise, all submissions are final. To submit, upload your craft to KerbalX or similar, and sent me the download link via PM.
Sharing links to your crafts in the thread is fine, but only craft I've been sent via PM will count as entries.

F.A.Q.
Can I submit more than one craft?
-No. Entering more than one craft runs the possibility of your entries fighting another of your entries, and the purpose if this tournament is to see how your craft do against other people's designs, not your own. However, if there are not enough entries to fill a roster, secondary entries may be accepted at my discretion.

I submitted my craft already, but it (accidentally) breaks the rules, what happens now?
-If your craft is an illegal design, I will PM you, and give you the chance to correct the design and re-submit.

I've updated my craft after submitting it, can I resubmit?
-No, simply to keep the logistics of managing entries simple, one submission per person. You can edit your submission's KerbalX upload or similar as long as it retains the same name before the deadline, but no submitting multiple craft.

Can I submit a biplane?
-No. Biplanes were mostly obsolete by 1940, and the spirit of the tournament is modern WWII era designs.

Can I submit a jet?
No. While WWII saw the emergence of first generation jet powered aircraft, for balance reasons all craft should be propeller powered.

I'm bad at building craft in FAR, should I still submit something?
-Yes. Sure, there will be some entries that are hyper-competitive, but for the most part, this tournament is aimed at having fun, watching submitted craft fight bravely and die gloriously.
For the most part FAR is fairly simple to use, but don't be afraid to ask for advice.

The rules said something about constructed cockpits?
- Take an External Command Seat and use parts to build an open cockpit around the Kerbal (proc parts are good for this). Just make sure it's a cockpit someone other than Jebediah would be comfortable sitting in.

Tips & Tricks
-Manually fly your craft at least one before handing it off to the AI. This lets you make sure it flies as you expect, and is capable of hard turns/coming out of a dive with out ripping a wing off.

-Determine what the minimum altitude your aircraft needs to pull out of a dive from is, and set the AI accordingly. Last thing you want is for the AI to lithobrake your plane during a battle.

-Test your craft against the Dummy. The dummy is an aggressively sub-optimal design; if your craft cannot shoot down the Dummy, it is unlikely to perform well against tuned competition aircraft.

-Check your wing strength/mass settings. Right click on a wing part to see a slider to adjust the wing's mass and strength. Be careful not to increase or decrease it too much, though. Too little strength and the wing will snap off during maneuvers, too much mass and the plane becomes unnecessarily heavy.

-Ammunition is heavy, so consider how much you need. Having a single box of ammo per cannon is generally enough, while machineguns can usually get away with one box per 2 guns. That said, remember that running out of ammo essentially counts as being shot down by the opposing side.

-The AI is not by any means a proficient marksman. It may be a good idea to lower max gun range down to something in the 800-1250m range. True, the AI might hit something at 2.5km out, but chances are all it will be doing is wasting all of your ammo at that range.

-FAR changes how the CoL indicator in the SPH works; it now shows the center of aerodynamic pressure of the aircraft, rather than the sum output of all lift generating parts. Instead of trying to line up the CoL and CoM indicators, try to align the main wing with the CoM.

-Pressing F2 in the editor brings up aim vectors for all guns on a craft, useful for gun calibration if you i.e. want weapons to converge at a certain distance.

Edited by SuicidalInsanity
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Interesting that heavies are no longer at a power/weight disadvantage. That being said,  they're still bigger targets for enemy fire with a lot of angular inertia. You'll need nice big control surfaces to make them do well.

Regarding BDAc, what are the rules around messing with armor thicknesses and whatnot?

Edited by Pds314
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No BDAc armor panels, and the armor added to every part is to remain at default value(10), since currently there's no penalty for increasing armor thickness and parts can already tank quite enough gunfire as is.
On the G-Limiter, no, G limits will be off, partially because I honestly forgot about it, and mainly because while the engines have received a buff to be less anemic than in BADT III, you aren't going to be able to build something capable of a sustained 15 G turn with them.

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My current WIP design after ramming another one's wing off in a head-on. This one looks bad, but at least it is probably recoverable as a glider. TBH considering it hit another plane at 550 kph and it was also doing 550 kph, it's pretty intact.

NqtSFH0.png

Here is one that isn't destroyed:

Note: it is currently 65 parts. I will have to work on getting that down a bit. The easiest way would probably be making the red band around the cockpit not exist, or deleting the back part of the cockpit glass in favor of extending the trailing edges to replace it. Right now, the canopy is fully 20 parts.

NebC5ah.png

I have to say, these things can soak up damage (which was intentional on my part). This was not only not a kill, it didn't even break anything important, even though it's an all-cannons plane firing at 250 meters.

5vdCG9i.png

Edited by Pds314
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Not sure how the collider interaction with a kerbal is going to be, but I think you could reduce that canopy down to as little as 5 proc wing parts if you want to keep the red band, or 4 without.

For the damage issue, did you edit your GameData/BDArmory/settings.cfg and set DMG_MULTIPLIER = 750
 

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  On 9/26/2018 at 3:54 PM, SuicidalInsanity said:

Not sure how the collider interaction with a kerbal is going to be, but I think you could reduce that canopy down to as little as 5 proc wing parts if you want to keep the red band, or 4 without.

For the damage issue, did you edit your GameData/BDArmory/settings.cfg and set DMG_MULTIPLIER = 750
 

Expand  

I did 500. That's what it said in the OP. I'll do 750 and see if it helps.

 

You are correct that I could use the extensions of the wings for the whole thing,  but the extensions would need to start underneath the command chair,  and I think it would considerably increase the chance of being pilot sniped.

Edited by Pds314
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  On 9/26/2018 at 8:57 AM, Pds314 said:

My current WIP design after ramming another one's wing off in a head-on. This one looks bad, but at least it is probably recoverable as a glider. TBH considering it hit another plane at 550 kph and it was also doing 550 kph, it's pretty intact.

NqtSFH0.png

Here is one that isn't destroyed:

Note: it is currently 65 parts. I will have to work on getting that down a bit. The easiest way would probably be making the red band around the cockpit not exist, or deleting the back part of the cockpit glass in favor of extending the trailing edges to replace it. Right now, the canopy is fully 20 parts.

NebC5ah.png

I have to say, these things can soak up damage (which was intentional on my part). This was not only not a kill, it didn't even break anything important, even though it's an all-cannons plane firing at 250 meters.

5vdCG9i.png

Expand  

Just I suggestion. Dont share your craft file out in the open. People will download it, test it and edit it against yours until it beats it. That's what happened to my design last year... used it to his advantage. 

Edited by Guest
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  On 9/27/2018 at 3:38 AM, dundun93 said:

Just I suggestion. Dont share your craft file out in the open. People will download it, test it and edit it against yours until it beats it. That's what happened to my design last year... used it to his advantage. 

Expand  

I will not share my entry in the open. I may share some test aircraft I design.

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@Pds314

@Pds314 Sorry for mentioning you above, I was not able to delete the text or add anything more. Now, I was going to say that your plane looks awesome. I called mine a flying tank, just because I want to put cannons everywhere, but yours is a real flying tank!

Edited by Bottle Rocketeer 500
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Also, here are some tips on weapons selection:

1. Highest muzzle velocity and ROF is almost always better. I found that 13 or 15mm guns provide the best combination of ROF, and damage.

2. You want your guns to converge at about 400-600m. This is the range at which you will score most of your hits.

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Haha, that's incredible. I think you've gone from Zerstörer to full-on Luftpanzer there, pds314. How well does it fly?
Adamgerd, if you post a pic one of us FAR veterans can probably give some pointers on getting your plane working with FAR.

sturmehauke, Adamgerd, and any other FAR neophytes with an interest in BAD-T: give me a few days, and I can get a basic FAR tutorial of some form posted.

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  On 9/30/2018 at 1:16 AM, SuicidalInsanity said:

Haha, that's incredible. I think you've gone from Zerstörer to full-on Luftpanzer there, pds314. How well does it fly?
Adamgerd, if you post a pic one of us FAR veterans can probably give some pointers on getting your plane working with FAR.

sturmehauke, Adamgerd, and any other FAR neophytes with an interest in BAD-T: give me a few days, and I can get a basic FAR tutorial of some form posted.

Expand  

"How well does it fly"

Let's see... can't sustain speeds lower than 75 m/s.... can't sustain turns of... basically just don't turn it lol.
Flops into the sea if the AI tries to do evasive with it too many times. You don't need to actually hit it to kill it. It will bleed energy like crazy if it's in front of your guns. xD

Edited by Pds314
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I strongly recommend giving your planes a good amount of AOA% or -AOA% on most surfaces. This allows you to do things like make "combat flaps" for tight turns, reduce or eliminate ping-ponging, and make it hard or impossible to leave the envelope of controlled flight. 

  On 9/30/2018 at 12:16 AM, dundun92 said:

Also, here are some tips on weapons selection:

1. Highest muzzle velocity and ROF is almost always better. I found that 13 or 15mm guns provide the best combination of ROF, and damage.

2. You want your guns to converge at about 400-600m. This is the range at which you will score most of your hits.

Expand  

This may be less true now. My experience with the current version and a damage multiplier of 750 is that the ShKAS can't really break parts well and even 20 mm needs a good burst of concentrated fire to make the dummy fall to its death.

Edited by Pds314
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  On 10/2/2018 at 1:44 PM, Pds314 said:

This may be less true now. My experience with the current version and a damage multiplier of 750 is that the ShKAS can't really break parts well and even 20 mm needs a good burst of concentrated fire to make the dummy fall to its death.

Expand  

Funny, because in my testing, 4x 13mm beat 3x 20mm, even though the plane with 13mm was slightly less manuverabe, and heavier. The 20mm armed plane simply had a hard time aiming. I should experiment with 2 30mm though. The gun range is gonna be at like 400m :D

  On 10/2/2018 at 1:44 PM, Pds314 said:

I strongly recommend giving your planes a good amount of AOA% or -AOA% on most surfaces. This allows you to do things like make "combat flaps" for tight turns, reduce or eliminate ping-ponging, and make it hard or impossible to leave the envelope of controlled flight. 

Expand  

Ive used that before in modern fighter jets, to add artificial stability to aerodynamically unstable aircraft, and to improve high AoA performance. Never thought of adapting that to WW2 designs. I definitely will try. Also, I normally do it to leading edge slats, to increase stall AoA, or to the elevators/canards, to stabilize unstable aircraft.

Also, a word of caution, don't be too aggressive with combat flaps. If they deploy significantly at too low AoA, you will bleed speed unnecessary in turns, which in turn will reduce your turn rate and will put you at a great disadvantage. 

Edited by Guest
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Here's that FAR intro I promised, spoilered because of wall-of-text:

  Reveal hidden contents

 

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My two main designs:

screenshot1667.png?width=831&height=468

screenshot1677.png

And dont be fooled, the top one is extremely maneuverable, even more so than the second one, thanks to a high TWR, low wing loading, and leading edge slats, providing excellent high AoA stability and tight turns. Not to mention that its basically unstallable. It will turn at 40 m/s no problem.

Edited by Guest
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When the AI rams a dummy to death, but even though it has permanently bent its tail and lost an aileron, it can still fly.

9gvveml.png

Although the AI did have some issues when it came to the whole "landing" thing. Normally it can land this plane and taxi it indefinitely even in bad terrain.

T5g1YjR.png

Edited by Pds314
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