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About ScriptKitt3h

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    Space Defense Mogul

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  1. Got a lot of potential new releases coming soon, from further fighter designs... to UCAVs... to SSTOs.
  2. Additionally, once I tune it a bit more... I'm getting close to having an ITS-based colonial transportation system ready for release soonTM. (Still need to tune the boostback flight plan for the booster, and build the tanker, a surface hab with ISRU, and a cargo-dedicated variant of the ship.) In the meantime, I'm still working on that RAPIER/Panther hybrid fighter and some other stuff (including my well-known stock space warship fleet), as well as a potential attempt to replicate (loosely) the Arsenal Bird UCAV carrier plane that all those AC7 trailers keep showing off...
  3. Made some minor modifications to that WIP I posted the other day and got this slightly more high tech-looking (and even faster) variant: Nyooom! HOT Comes close to SSTO-ing on brute force alone, but will need more proper flight path tuning and possibly more oxidizer in the mix to really make it to orbit- for now, it's a very fast and quite fun atmospheric fighter. I even considered putting an ejection seat in the service bay 'cockpit' but as is it works quite well with minimal heating reaching into the pilot's area.
  4. Made this on a concept art-induced whim today, might be able to SSTO with it once I fly it some more. Shame Scatterer's borked right now, it's so strange flying over Kerbin w/out it.
  5. ALL GLORY TO THE HYPNO-TURBINE Pretty neat, love how slick it is overall.
  6. Given that the submissions thread has received several new entries I'll be taking a look at them ASAP and sending them on to @HatBat for further review should they pass muster. I've been struggling with a persistent terrain-breakage issue in 1.3 currently, hence why I've not been able to get on that sooner.
  7. Hyperedit's not really that necessary for putting stuff in orbit anymore (provided it can't be launched via strap-on boosters), since there's the teleport to orbit function in the ALT-F12 menu now. Scatterer is worth waiting for though, at least in my opinion.
  8. Yes! Finally, a proper Expanse ship on the Exchange (nice Belter Creole, BTW- though I'm partial to Dusters myself). Quite tempted to try my hand at the Rocinante now myself...
  9. @Joseph Kerman, you do realize this thread dates back to summer of last year, yes? KSP's changed significantly since then and most, if not all, of my ships from back then are outdated. Now, if others consider that ship strong in terms of armor, I appreciate the compliment(s). But I never alleged that any ship is 'invulnerable'- nothing is, given how some aspects of KSP's parts list (like fairings...) and physics simulation can be abused to break things.
  10. Yeah agreed. I definitely feel like I'm starting to regain my old sense of fuel/propulsion/armament balancing now though, especially now that I've begun to re-modernize my active arsenal of stock munition designs I keep mounted on my ships.
  11. I'm not referring to the armor layering, but to the shaping of the hull. Depending on how you shape your ship, different levels of stress and impact resistance will be present. @MiffedStarfish has managed to make a ship that handles hard hits and impacts from projectiles designed to defeat armored hulls very well, while maintaining good aesthetics. Not everyone can achieve that (I myself have only made so many vessels that are truly difficult to severely damage, and normally not without bloating part count unnecessarily) while keeping the ship very functional, and the Hyperion nails that.
  12. Got even more new ships... Ion fighter inspired by @Spartwo's ion-engine recon ship; has ok-ish burn times, but recharges very quickly off of 2 fuel cells and a solar array in addition to RTGs. Carries weapons on 4 0.625m hardpoints. Another new warship based on the old Helios hull styling, and designed as an all-encompassing tech demonstrator equipped with 3 individual weapon systems- 1 I-beam pod, 1 1.25m AKITA missile, and 4 small compact, prototype guided anti-fighter missiles meant to provide a reasonable of level of protection from carrier-launched fighters and lightly-armored vessels.
  13. Went and took the Hyperion out for a spin earlier today- that's one well-made ship. It's got good looks and functionality, and despite my best efforts, I wasn't able to outright destroy it easily using some of my average military ship loadouts, so props to you for good armor and hull layout.
  14. Additionally, a proper tournament would be fun, maintain the traditional battle format, and using a bracket system would allow rounds to be done when time permits.
  15. Agreed. As a longtime battler, I've seen several attempts at having more than 2 players in one engagement, and most (if not all) haven't gone well just due to logistics and timing. It's partially due to the nature of the beast- turn-based takes more time to setup and complete than real-time combat (something we don't have currently), and as a forum game it's slowed down by the process of 'download persist -> take turn -> upload persist and screenshots -> make post with pics and persist DL link -> rinse/repeat'. Don't get me wrong, the system works and when it works well, it's a blast (pun intended). It's just not fast, and for more than 2 players in a battle that really starts to show.