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[AI interceptor] Mig-17 (land) v1 - AI fighter that works as a team

25.9k Kendog84  1.4 years ago
Auto Credit Based on rexzion's AI PQ-14

There are two types, land spawn and air spawn. Make sure to download both versions! :)

[Link to air spawn version]

*Also, be sure to read the description! There are some important & useful info there.

*This is a ground-spawn version. It has landing gears and need some preparation time (counts down when there's a target within range) before take off. Use a land location (preferably runway) to spawn these.
Make sure to have enough space between each spawn locations (more than 50m).

*Forgot to mention in my original text, you can deploy flap with AG4 and gears with AG3.


They patrol

They intercept

They attack

This is a fighter/interceptor made for Aggressive AI that acts as a "team" (sorta) when spawned in numbers!

Idea inspired by & based on ZSU-23-4 by MysteryTimeTraveler. This plane is made specifically for the Aggressive AI & should be spawned in multiple numbers (more than one). It can be flown by the player. Low part & low-performance cost.
Use them as enemy interceptors, for dogfight practice, or as a part of an elaborate air-defense system against all other AI aircrafts.

Link: ZSU-23-4 by MysterTimeTraveler


What they do

When spawned (as Aggressive AI), they...

-Attack aircrafts with target marker/lock on box.

-(If there's no target within range) Patrol the the area they spawned in.

-Cannot be targeted by other AI.

-Cannot be locked onto.

-Will not attack each other (at least not intentionally).


How it works

-Target Marker Removal

This plane uses/exploits the game's "Critically Damaged" mechanic. It gets triggered when a plane loses about 1/3 of the total parts count, and removes the target marker/lockon box from the plane. Plane will still function fine as long as it has everything needed to operate. Since it no longer has the target marker, the plane is basically invisible to other AI, which effectively makes them act like they are in the same "team." (They will still accidentally shoot each other down or collide mid-air)
This is something entirely based on the mechanism used by the ZSU-23-4 by MysteryTimeTraveler, so I wanna thank them & everyone else that helped the creation of it.
Also, a big thanks to OrderlyHippo for confirming that plane works fine under critically damaged state.


-Autopilot FT / "auto return" (auto-RTB) & patrol feature

This is a feature I added after experimenting with my earlier prototypes, which had no autopilot. I noticed that Aggressive AI had an annoying tendency to sometimes abandon combat and fly straight into random directions (with or without an active opponent) and never come back to where it originally spawned. Since they were supposed to loam around and "defend" an area, that was bad. So I used a simple memory device made with rotators to store their spawn coordinates, which the autopilot FT* uses as the destination to circle around.

*This is another idea inspired by other people; this one was by Aweyer26's memory rotator (link) (Though I did not use smooth function)

**FT which I stole- I mean borrowed from rexzion's autopilot plane, which in turn was based on FT by klm747klm747.


"Attack warning radar" (missile)

Separate from the missile that creates a contrail*, plane has a missile that never leaves the aircraft. Its purpose is to let other AI aircrafts know when they are being attacked by the interceptor, so they can take evasive maneuvers. It has the downside of creating a lot of annoying "missile firing" sound whenever it tries to fire this missile, but that was a necessary bad for this plane to work.
(Contrail is there to make it easier for you to find the plane--on my phone, it was almost impossible to find them without it. Missile motor sound in the game doesn't seem to loop perfectly, so it unfortunately creates an annoying "hiss" like sound.)


How to change Interception Radius

This plane will intercept enemy when they are within the interception radius. To change this interception radius, you need to
1)Open Variable Setter ("(x)" icon at the bottom screen)
2)Scroll down and find IntceptRange at the bottom
3)Change the number next to it (in meters, "55000" (55km) by default)
4)Click "Save" and exit the menu.
*Be careful not to touch anything else there, other texts (variables) are part of the autopilot FT (not made by me). If they get messed up, plane won't be able to return or fly in circles when in patrol mode.


Comment (edited)

I've basically applied the basic concept/mechanism used on the ZSU to air-based vehicle, added some aircraft specific stuff, such as the autopilot FT by klm747klm747 & rexzion, as well as some new features (like attack warning missile).
I really hope that Jundroo adds an option to assign teams to AI and the player, so we don't need to do something elaborate to have a bunch of enemy planes, AAA, etc.. (And also have allied planes)


Credit

Autopilot FT from AI PQ-14 (rexzion, klm747klm747)
Critically damaged trick from ZSU-23-4 by MysteryTimeTraveler
OrdinaryHippo for confirming that plane can work after critical damage
FT help by Shibusu
MiG-17 & interceptor idea by Kendog84

Feel free to create a new thing using this as the base, but please make sure to credit the creator of the components. (You can also simply copy-paste the credit info above)

Spotlights

General Characteristics

  • Predecessor AI PQ-14
  • Created On iOS
  • Wingspan 30.0ft (9.2m)
  • Length 36.6ft (11.1m)
  • Height 13.3ft (4.1m)
  • Empty Weight N/A
  • Loaded Weight 10,983lbs (4,982kg)

Performance

  • Power/Weight Ratio 0.92
  • Wing Loading 36.2lbs/ft2 (176.7kg/m2)
  • Wing Area 303.4ft2 (28.2m2)
  • Drag Points 0

Parts

  • Number of Parts 98
  • Control Surfaces 7
  • Performance Cost 350
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  • Profile image
    25.9k Kendog84

    Thank you for the comments, upvotes, and highlights everyone! :)

    Pinned 1.4 years ago
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    25.9k Kendog84

    These are still experimental, and I haven't quite figured out optimal agility and stuff. Please send feedbacks!

    Pinned 1.4 years ago
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    Plane you vs plane me
    MIG-17 YOU VS SB-27 NIGHTWING ME OK?

    7 months ago
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    @Kendog84 hey there, could you explain the codes used for patrolling the area and how I can increase that radius? Advice would be much appreciated.

    9 months ago
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    After I got this, I spawned my 737 and flew from wright to Yeager, I kept getting intercepted, Good thing is the fighter is actually soviet, Trying to disable me for the union to capture my aircraft.

    +1 1.1 years ago
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    @Kendog84
    Basically the system I want is for a weapon that moves horizontally, whereas Ku's guided bomb is moving essentially straight down.

    +1 1.2 years ago
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    25.9k Kendog84

    @Dracul0Anderson
    Thanks. I have a bit more clearer picture of the thing now.
    .
    I suppose you've tried Ku's KGB 3000 and other weapons? It'll help me if you can tell me how you want this to be different from the Ku's KGB 3000.
    https://www.simpleplanes.com/a/EqQ642/FT-Guided-Bomb-KGB-3000-MK-1
    .
    I think I may be able to make it fire-and-forget capable if it's strictly for stationary targets. With a proximity detonation fuse which may or may not work.

    But if it's for moving targets also, player will have to keep a lock on the target.
    Let me know what you think.

    1.2 years ago
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    @Kendog84
    Yes, it is intended for the player, as deployable weapons.


    Yes, since this is mostly intended for glide bombs, they just need to be able to fly at a target(like the ships, and turrets at snowstone). I can take care of propulsion.


    A real world concept where one aircraft controls multiple drones.


    I'm not trying to make a full aircraft, just an airborne weapon that uses control surfaces to point itself at a designated target.

    1.2 years ago
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    25.9k Kendog84

    @Dracul0Anderson
    Hmm. I need more details to know if it's feasible for me or not.
    .
    Here's some questions:
    1. Are they each intended for the player or the AI?
    .
    2. Do you want them to be basically like a 'kamikaze aircraft' (without the carrying plane), that flies towards & tries to crash into the target, or do you want them to be weapons separate from the carrying aircraft?
    .
    3. Can you clarify the meaning of "drone swarm"?
    .
    4. Why do you want them to be an FT controlled guided weapon(s)? I ask this because if it's for the AI, I don't see a point in using this method aside from the fact that it (FT controlled weapon) won't give a missile warning to the receiver.
    .
    .
    As far as I can tell, it's not possible in this game to simultaneously attack multiple moving targets with a guided weapon, even with a coords based FT weapon. It requires target coords to make the thing fly towards the target, and you can only get one set of coords at a time due to game limitation. If it's all stationary targets, you can, in theory, first select each as a target (only possible for the player), manually store the coords of each of them using some sort of memory device (you don't need to have their coords updated every second, unlike with the moving targets), then use/assign each set of coords for each bomb or missile to make them fly towards all selected targets--I'll be clear, honestly this is way beyond what I'm willing to do (or can do to be frank) at the moment, even if it's actually possible.

    1.2 years ago
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    @Kendog84
    Glide bombs, and drone swarm capable aircraft. Something that will let them fly independently, and at targets, without having to make them glorified custom missiles.

    1.2 years ago
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    25.9k Kendog84

    @Dracul0Anderson
    Sure, I'll see what I can do. I'm not good with FTs (I can't do math) though, so keep your hopes low for now.

    Anyway. Can you tell me hat kind of plane this is gonna be for?
    I had an idea for something potentially similar for an AI torpedo bomber, with a auto-releasing torp controlled by target distance and relative headings (havent tried, not doing it anytime soon).
    If it has to just point/fly in the direction of the target, I might be able to mod rexzion's FT used on this build to do that. But I certainly wont be able to make it lead the shot or anything. Let me know what you want this thing to do.

    1.2 years ago
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    Is it possible you could make auto-aim control surfaces(to point aircraft at targets) for me? I could help with future stuff(I'm good at making accurately sized builds).

    1.2 years ago
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    25.9k Kendog84

    @IDNSatyaSlebew
    I'm not sure, but I suspect it won't. Check out SimpleCheats II for more info.
    If the part has the XML parameter, you can add the parameter and change the value. If it doesn't, game just won't save the texts.

    +1 1.4 years ago
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    @Kendog84 ok thats fine i understand

    +1 1.4 years ago
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    15.7k SiBangsatYa

    @Kendog84 thanks, I will try it later. But does it also work with basic stock landing gear?

    1.4 years ago
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    25.9k Kendog84

    @WaterFlavouredSpitfires
    I don't have a plan to build an F-86 model anytime soon, but as for the fighting each other part, it's not possible to make them do that unfortunately.

    The way these Interceptors/MiGs are built, they don't attack each other because they can't. They are considered "dead" in the game, and because of that they can't see each other. If I build a Saber using the same techniques I used for this, it will basically join the MIGs and attack other "live" planes. Only the player can actually "see" these and fight them. For now, we just have to ask/wait for team-assigning feature.

    1.4 years ago
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    25.9k Kendog84

    @DimitriIqbal91
    Thanks!
    I have a couple other mobile-friendly-like things in my WIP limbo, hopefully I can get them out by the.. end of this year. lol

    +1 1.4 years ago
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    25.9k Kendog84

    @OrderlyHippo
    Thanks lol
    I probably wouldn't have come up with this if it wasn't for your telling me that some months back, so I just couldn't not mention that. Same goes for others I mentioned, too. Wouldn't have been possible without their stuff/ideas.

    1.4 years ago
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    25.9k Kendog84

    @IDNSatyaSlebew
    I'm not familiar with ship building let alone carriers in SP (at all), but I think you might be able to improve on-deck handling by changing the traction values of the aircraft's wheels (you may have to use resizable wheels). I think I might have some info on that on my M103 page, have a look there.

    Here's a note I took before. It may not be 100% accurate, so I recommend you do some research yourself. There were some discussions on this site.

    SimplePlanes resizable wheel
    Traction
    extermum - lower the value, less slippy
    asymptote - high the value, more grip
    .
    .
    Suspension
    Damper (shock) - lower the value, bouncier it is. Higher the value, less bouncier (looks stiffer)
    Spring -
    If the value is too low, wheel will have harder time going over obstacles, even if the wheel looks large enough to cross it.

    +1 1.4 years ago
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    15.7k SiBangsatYa

    @OrderlyHippo nah, i mean i want the plane can also move freely above custom carrier runway...

    Dint trust me? Try make custom carrier n land in and takeoff again use ur plen

    +1 1.4 years ago
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    2,790 OrderlyHippo

    You didn’t have to give me credit, but you did. What a chad. Thanks. And the build is a testament to your immense patience lol

    +1 1.4 years ago
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    2,790 OrderlyHippo

    @Yourlocalhuman For real. Jundroo should pay Kendog for this build lol

    1.4 years ago
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    2,790 OrderlyHippo

    @IDNSatyaSlebew You can spawn in the ocean. Look around in the pause menu and you’ll find out how

    1.4 years ago
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    3,397 420IsMyGod

    These are awesome I just had it buzz by me as like I was a tower

    +1 1.4 years ago
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