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Juno Ace Ultimate Free For All


Pds314

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Juno-powered dogfight competition ultimate free for all:

This will be a BDArmory dogfight competition for KSP 1.5.1 and FAR.

The catch is that the only engine allowed is the Juno. Make the best fighter you can with the smallest jet engine in the game!

 

Craft restrictions:

1. You can only use the Juno Engine. No other engines are allowed. You may have multiple engines but read on.

2. AIM-9 missiles will be allowed. All fixed guns are allowed. AMRAAMs, Pac-3 missiles, and turrets are not permitted. Don't mess with BDA armor values or armor plates. Aerospace-grade parts such as reaction wheels will not be allowed and nor will cockpit torque.

3. Your craft must have a cockpit with a Kerbal onboard. Something that you personally would be willing to fly an aircraft sitting in. A lawn chair haphazardly duct-taped to the fuselage is not a cockpit. You may however build open or constructed cockpits if you wish.

4. You may use procedural wings and procedural parts mods, as well as adjustible landing gears from Kerbal Foundries. Tweakscale is allowed, but please don't use it on wings or engines or intakes or cockpits or BDA parts. If you want to use a part from another mod I will review the mod and part and decide whether add it to the list of allowed mods or not.

5. There will be a limit of 60 parts per craft.

6. There are no restrictions on wing configuration. If you want to submit a biplane, triplane, TIE fighter, ring wing, etc, feel free to do so.

7. Every weapon, countermeasure, or engine on the craft will cost points. Specifically:

Juno: 10

AIM-9: 5

GAU-8: 12

Vulcan: 7

.50 Cal: 1

Flare dispenser: 1

8. Minimum empty weight categories will be imposed for different point values of craft.

11-30 points: unrestricted weight.

31-40 points: must be over 2500 kg empty weight.

41-55 points: must be over 4000 kg empty weight.

56-75 points: must be over 6500 kg empty.

76-100 points: must be over 10000 kg empty.

101 points and up: barred from entering at any weight.

 

Rules of engagement:

1. Craft will fly to the 8000 meter competition distance. If your craft dies before combat begins, I'll give it one do-over. After that, I will just run the battle and if it dies, it dies.

2. Rounds will be best out of 1.

3. Last plane in the air wins, unless one team has been completely disarmed, in which case, the armed side wins immediately.

4. G-force-induced loss of consciousness will be enabled. Pulling sustained 20 G turns is not a good idea. All planes will have fully-upgraded pilots.

5. I'm not gonna make you take off from a mountaintop or the middle of the ocean (unless you submit a seaplane), but please at least try to make a plane that can take off from terrain that isn't a flat kilometers-long runway at sealevel.

 

Tournament structure:

1. Combatants will be selected at random.

2. If a combatant loses a round, it is temporarily dead.

3. If a dead combatant is avenged by the one that beat it being killed, it is resurrected.

4. New combatants may enter the fray at will.

5. Only one entry per person.

6. You may modify or replace your entry, however, it will only be updated when it has no winning streak.

7. Entries must be posted publicly with a download link available to all. No copying someone else's plane and submitting that.

8. There will be a leaderboard for longest win streak.

9. Assuming at least two aircraft are available to fight, competition will begin on the 20th of December,  2018. You may still submit entries beyond this date.

 

Good luck, and may the best plane die horribly crashing into a mountain after its wing is shot to pieces win!

Edited by Pds314
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Sounds interesting. I was considering a Dawn-of-the-Jet-Age BAD-T V sometime first quarter 2019, but this works too.
Some rules clarification questions:
-Only Juno allowed; are multiple Junos allowed?
-I assume BAD-T IV constructed cockpit requirements?
-Aerospace parts? SAS/A.I.R.B.R.A.K.E.S/cockpit reaction wheels?

-Also, do you want my BADT ammo gauge/UI team icon BDA tweaks?

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Looks fun.

As above: are multiple Junos allowed or not? I'd suggest that a single-Juno limit would be more interesting, but it could work either way.

You might want to ban torque wheels and require cockpit torque to be disabled; tiny planes can manoeuvre on torque alone if you allow it, so you end up with flying bullets as the dominant airframe.

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  On 12/17/2018 at 1:11 AM, SuicidalInsanity said:

Sounds interesting. I was considering a Dawn-of-the-Jet-Age BAD-T V sometime first quarter 2019, but this works too.
Some rules clarification questions:
-Only Juno allowed; are multiple Junos allowed?
-I assume BAD-T IV constructed cockpit requirements?
-Aerospace parts? SAS/A.I.R.B.R.A.K.E.S/cockpit reaction wheels?

-Also, do you want my BADT ammo gauge/UI team icon BDA tweaks?

Expand  

OH. I should mention that.

Yes muiltiple Junos are allowed.
No A.I.R.B.R.A.K.E.S. No reaction wheels.
Yeah constructed cockpit rules are the exact same as Bad-T IV.

It would be definitely useful to have those so I don't have to have full UI.

  On 12/17/2018 at 2:08 AM, Wanderfound said:

Looks fun.

As above: are multiple Junos allowed or not? I'd suggest that a single-Juno limit would be more interesting, but it could work either way.

You might want to ban torque wheels and require cockpit torque to be disabled; tiny planes can manoeuvre on torque alone if you allow it, so you end up with flying bullets as the dominant airframe.

Expand  

Yes multiple are allowed but see the rules on points vs weight restrictions. If you stack like 4 Junos on one aircraft you're gonna end up with a big, heavy plane. 4 tonnes empty as a mass limit even if it's very minimally-armed. See below: These planes are 55 points with 2 engines, 3 Vulcans, 2 AIM-9s, and 4 Flare launchers each. Giving them 4 engines would add 2.5 tonnes to their minimum legal empty weight.

ELGSsDh.png

Playtesting. Flares might be a bit powerful. This plane cannot turn well at low speeds but both planes launched both of their missiles within the first couple turns. All four missiles hit the flares since each of these planes has 4 flare launchers.

Still, flares won't stop a bullet, and they certainly won't stop 275 exploding 20mm bullets per second.

Edited by Pds314
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  On 12/17/2018 at 3:19 AM, Ultimate Steve said:

I'm making something for this challenge. It's being built in 1.4.5, though, although I don't think it will cause any problems.

How different do planes fly in FAR? I'm testing in stock aero. Should anything that can reasonably fly in stock be able to fly in FAR?

Expand  

Well, the biggest issue is that control surfaces and such are not going to be differentiated since they are set with sliders in FAR. The second issue is that it is possible something that is smooth and agile in stock is twitchy and uncontrollable in FAR. The third issue is that it will probably run into a brick wall when it comes to transonic drag unless you area-rule it very efficiently. FAR aerodynamics is based on shape except for a little bit of wing-related code, so I'm not sure it will fly well if you optimize it for stock 1.4.5. The fourth issue is that most designs have much better lift and higher drag in stock. The fifth issue is your wing masses will change and this could require me to increase their mass/strength if they lighten your plane or could make it unnecessarily heavy if they increase the weight.

 

The other thing is that BDA part health is very different in 1.5.1. Most small parts have like 100-300 HP. Big parts have LOTS of HP, and weight doesn't seem to effect HP.

 

I'll still take submissions designed in stock but I don't see them doing especially well at the whole maneuvering thing.

Edited by Pds314
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  On 12/17/2018 at 3:28 AM, Pds314 said:

Well, the biggest issue is that control surfaces and such are not going to be differentiated since they are set with sliders in FAR. The second issue is that it is possible something that is smooth and agile in stock is twitchy and uncontrollable in FAR. The third issue is that it will probably run into a brick wall when it comes to transonic drag unless you area-rule it very efficiently. FAR aerodynamics is based on shape except for a little bit of wing-related code, so I'm not sure it will fly well if you optimize it for stock 1.4.5

  

The other thing is that BDA part health is very different in 1.5.1. Most small parts have like 100-300 hp. Big parts have LOTS of HP, and weight doesn't seem to effect HP.

  

I'll still take submissions designed in stock but I don't see them doing especially well at the whole maneuvering thing.

Expand  

Okay, I guess I'll try FAR. I think I'll stay in 1.4.5 but I decided to check and I can't find a BDA that is updated to 1.5.1. Do you have a link?

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  On 12/17/2018 at 3:34 AM, Ultimate Steve said:

Okay, I guess I'll try FAR. I think I'll stay in 1.4.5 but I decided to check and I can't find a BDA that is updated to 1.5.1. Do you have a link?

Expand  

BDArmory versions up to 1.5.1: https://github.com/PapaJoesSoup/BDArmory/releases

Also with FAR, you'll need ExtremeTrader's patch:

 

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Aaaaaa this is why I don't use FAR. I cannot get anything off of the ground.

Edit: I think it's installed wrong. Going at 200m/s with a fairly realistic looking plane with lots of wings and low mass will not lift off, and after I pass the end of the runway it will nose up and drop like a rock, never gaining altitude. The game lags like crazy, the log is spamming exceptions, the AoA and Mach sweep things won't work, and the center of lift icon will not move.

Edited by Ultimate Steve
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Missile kills are not, however, impossible at close range from a tail-chase aspect. Although this craft originally had 3 missiles and the other two missed by miles trying to launch at several kilometers from head-on against quadruple flairs.

LuryfXh.png

Edited by Pds314
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  On 12/17/2018 at 4:01 AM, Ultimate Steve said:

Aaaaaa this is why I don't use FAR. I cannot get anything off of the ground.

Expand  

I also agree with your, but I don't use FAR however, so how could I rate it?

Anyhow, I'm happy with a challenge with no FAR-obligatory. @Pds314, how about that? Is it fine?

Edited by FahmiRBLXian
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  On 12/17/2018 at 2:58 AM, Pds314 said:

It would be definitely useful to have those so I don't have to have full UI.

Expand  

Here ya go. Ammo gauges are presently always-on, though I can make it a toggle. Everything else is can be enabled/disabled in the BDA settings menu. F4 disables the stock vessel icons, Icon Names requires Team Icons enabled.

Edited by SuicidalInsanity
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  On 12/17/2018 at 4:38 AM, FahmiRBLXian said:

I also agree with your, but I don't use FAR however, so how could I rate it?

Anyhow, I'm happy with a challenge with no FAR-obligatory. @Pds314, how about that? Is it fine?

Expand  

Well, the issue is that I really can't make stock aircraft fight FAR aircraft without picking one aerodynamic system or the other, so it's either gotta be obligatory FAR or obligatory souposphere, unless I had two entirely-separate tournaments.

Edited by Pds314
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  On 12/17/2018 at 5:36 AM, FahmiRBLXian said:

Wait, I thought 1.x no longer have Souposphere!

Anyways, is tweakscale allowed? I mean, not rescaling the Junos, but other parts (E.g adapters, etc.)

Expand  

Hmm... Tweakscale is fine if only used on structural elements and fuel tanks and such. Please don't use it on cockpits, wings, BDA parts, intakes, engines, etc.

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  On 12/17/2018 at 5:44 AM, SuicidalInsanity said:

Quick question - are AA antennas allowed, or just the BDA AI+weapon manager?

Expand  

Hmm.. I don't see why not. I have them anyway and it isn't a huge advantage over people who don't want to download AA. No AA WW2 weapons though please.

 

The first aircraft can get missile kills as well, which is not surprising considering the other plane was at quite low energy.

bt7JYiR.png

Edited by Pds314
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Also BTW, in testing I have so far encountered high speed chases at up to around 270 m/s, close to top sealevel speed for for Canyon Chaser, which can do 305 m/s before hitting serious transonic drag.

The Agitator fighting against itself actually got a disabling hit to the other one's engine at 310 m/s in one fight.

It's quite possible some aircraft will be going supersonic in this challenge. The Agitator Mk0 can do 365 m/s right at sealevel in clean configuration although it bleeds a lot of energy in turns so it rarely goes anywhere near that. A 2-Juno aircraft I built earlier that isn't meant as a fighter does 440 m/s.

Edited by Pds314
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  On 12/17/2018 at 3:39 AM, Pds314 said:

Also with FAR, you'll need ExtremeTrader's patch

Expand  

There's also the more recent continuation by dkavolis that's a bit more up-to-date and fixes some NRE bugs and some other stuff, and doesn't involve having to figure out how to patch the 1.3.1 version:

Since FAR is involved for this, this might be a good thing to re-post as well:
FAR 101 (spoilered because wall of text)

  Reveal hidden contents



 

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  On 12/17/2018 at 5:24 AM, Pds314 said:

Well, the issue is that I really can't make stock aircraft fight FAR aircraft without picking one aerodynamic system or the other, so it's either gotta be obligatory FAR or obligatory souposphere, unless I had two entirely-separate tournaments.

Expand  

So the point is, FAR-Obligatory, isn't it ?

Edited by FahmiRBLXian
Typo
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I assume part clipping of structural elements allowed similar to BAD-T? (e.g. wings clipping into other wings or fuselage)

Another example would be to clip parts like a fuel tank or weapon into an empty structural part or the custom Cockpit.

Can i use the BDAc version of SuicidalInsanity? 

Autostruts? (I generally try to go without them but just to be sure)

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Alioth81 -  Can't provide an answer on the part clipping beyond "it's probably fine, within reason", but you're free to use the tweaked version of BDAc I posted.

And here's a second entry: IA-25 Meteor VII
Originally a BAD-T III airframe built for an engine half as powerful and three times as heavy, so it should have decent performance. Weird to think of the Juno as an upgrade.
Unrestricted; Juno, 2x AIM-9, Vulcan, 3x Flares - 30 points.
 

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