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The BDArmory Automated Virtual Dogfight League [ON HIATUS - WAIT UNTIL I REMOVE THIS DISCLAIMER]


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Hello Kerbonauts!

I'm very excited to announce the launch of my new competitive league: the Automated Virtual Dogfight League (AVDL), a unique opportunity for you to showcase your aircraft design skills in an organized, AI-controlled dogfight setting. This league is designed to provide a fun, challenging environment for participants of all levels, whether you are an experienced designer or new to BDArmory (or KSP in general).

MATCH RULES:

Spoiler

Match Format:

1. Regular play time (2 180-second periods):
    - First to shoot down all opponents wins immediately.
    - If both teams still have at least 1 plane alive, team with more planes wins that round.
2. Sudden Death Overtime (1 150-second period) (Only if score is 1-1 in regular play)
    - First to shoot down any opponent wins immediately.
    - If neither team kills, draw at end of overtime, or go to shootout.
3. "Shootout" (Knockouts only)
    - 1v1. Planes are matched randomly for the fight.
    - First team to get a 3-point advantage wins.

Time is counted using the built-in BDArmory timer.
    
4-3-2-1-0 Point system:
    4 points for a win in regular time
    3 points for a win in overtime
    2 points for a draw
    1 point for a loss in overtime
    0 points for a loss in regular time
    
Rules:

1. Match area:
    - The match area is unbounded and without any zones.
2. Start of match:
    - Each team consists of four airborne planes.
    - At the beginning of each period, all planes begin 20 km from each other with a face-off.
3. Definition of a "kill":
    - A kill is scored when the opponent's plane disappears from the BDArmory vessel switcher.
    - Teams gain secondary points for kills. Secondary points are used for tiebreakers for the knockout phase.
    
Team composition:
    Each team must contain four manned airborne aircraft. Each aircraft can either be identical to the others or be a different aircraft.

Restrictions:

Maximum mass of 18 tons
Only parts from Stock+DLC, Airplane Plus, Procedural Parts/Wings, and BDA are allowed
No stealth (only 4(.5) gen)
Maximum missile load of 8
Maximum gun load of 2 guns

1 ammo box required per gun

Infinite ammo on, infinite fuel off.

Banned weapons list:
EMP missiles
ECM jammer
Nuclear missiles
IRST pod
Zero-point energy manipulator
Airborne laser
Gravity manipulator
Bombs (literally won't work against airborne targets)
Turrets (or they will need to be locked)
Modular missile guidance (to prevent people from making OP missiles)

How to Participate: Register your team here, then join my Discord server to let me know about your team!

I look forward to seeing your submissions and watching the beautiful dogfights over the skies of the KSC! Feel free to ask me any questions either here on in my Discord server!

Edited by JoshTheKerbal
On hiatus
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Just sort of passively interested in what's going on here.

So it seems like the format is a sort of odd best-2-out-of-3 deal? I guess that's fine.

Is the timer based on the mission timer? Or is it real-time?

What/how are substitutes defined? It says "variable amount", so how do they vary, how much do teams get? What are the point of substitutes even?

There doesn't seem to be much rules regarding the "Shootout" phase other than "fights are happening"?

I don't really get the point of the Team Composition section. There's rules outling aircraft types... but there doesn't seem to be a point to any of it. Like, I really do not understand the point of the Team Composition rules, it doesn't seem to have any bearing on anything here. What's the point of "Interceptor", "Multi-role Fighter", or "Heavy Fighter"? This is the only section they're mentioned in.

The construction rules seem... fine. Pretty open-ended, if you're willing to entertain a lot of creative potential there.

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38 minutes ago, Box of Stardust said:

Just sort of passively interested in what's going on here.

So it seems like the format is a sort of odd best-2-out-of-3 deal? I guess that's fine.

Is the timer based on the mission timer? Or is it real-time?

What/how are substitutes defined? It says "variable amount", so how do they vary, how much do teams get? What are the point of substitutes even?

There doesn't seem to be much rules regarding the "Shootout" phase other than "fights are happening"?

I don't really get the point of the Team Composition section. There's rules outling aircraft types... but there doesn't seem to be a point to any of it. Like, I really do not understand the point of the Team Composition rules, it doesn't seem to have any bearing on anything here. What's the point of "Interceptor", "Multi-role Fighter", or "Heavy Fighter"? This is the only section they're mentioned in.

The construction rules seem... fine. Pretty open-ended, if you're willing to entertain a lot of creative potential there.

I think they should be more clarified now, thanks for the info!

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derby.webp

I built the Python, R-27ER, MICA, from BD Modular missile parts. It has a speed of 1500m/s, faster than any missile in BD Armory, and a range of 50km, it can turn 180 degrees to shoot at the target. Basically, you will be locked at 50km, and you will be hit before you can react.

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24 minutes ago, Natso said:

derby.webp

I built the Python, R-27ER, MICA, from BD Modular missile parts. It has a speed of 1500m/s, faster than any missile in BD Armory, and a range of 50km, it can turn 180 degrees to shoot at the target. Basically, you will be locked at 50km, and you will be hit before you can react.

I forgot to ban modular missiles :sob: so now you'll need to use the built-in BDA ones

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Can you sand me the modlist and missile? sounds op af

On 11/2/2024 at 12:08 AM, Natso said:

I built the Python, R-27ER, MICA, from BD Modular missile parts. It has a speed of 1500m/s, faster than any missile in BD Armory, and a range of 50km, it can turn 180 degrees to shoot at the target. Basically, you will be locked at 50km, and you will be hit before you can react.

 

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