![]() Make sure Standby Mode is on, activate the pilot, and then turn on the engines if you haven't already done so. Once positioned in a take-off-friendly spot, turn on the brakes, and right-click the AI Pilot Flight Computer. You can also use a tool like Hyperedit or vesselmover to easily "land" your planes in a good position. The grass next to it usually works well, so simply go to launch, and let your plane roll gently down from the runway and onto the field. As KSP will not let you put more than one plane at the runway itself, the first thing you need to do is position the participants somewhere off the runway. Once you have one or more aircraft designs ready, you can move on towards setting up the battle itself. Using the HyperEdit Ship Lander tool can be very helpful in positioning planes for takeoff. Cannons are pretty straight-forward – simply put them on the craft along with some ammo, and they will work – but if you're going to use missiles, you should read up on the different targeting methods available. With these vital parts in place, your craft should also be outfitted with whatever weapons, ammunition, sensors and countermeasures you want them to use. Especially the AI Pilot Flight Controller need to be tailored to each plane design. These are the parts that allow the AI to take control of the airplanes, and must be configured seperately. Second, each craft that will take part in the battle needs to have a Weapon Manager and an AI Pilot Flight Computer attached to it. Additionally, they have to be capable of taking off from a slightly bumpy surface, because as we will see, the KSP runway will be unavailable when it's time for take-off. If you're having serious issues flying them yourself, the AI might not fare much better, so aim for a good mix of stability and maneuverability. First of all, they will obviously need to be airworthy. ![]() The first step is designing the planes which will take part in the battle, meeting a few key requirements. ![]()
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