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MiffedStarfish

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Everything posted by MiffedStarfish

  1. @THIRTY9CLUES if hatbat lets you make the off shoot, how about this as the Aegis Mk2? It carries 3 heavy fighters.
  2. Normal Mode Save Download Hard Mode Save Download To Submit a time, a video would be ideal, but you need at least one screenshot with the HUD on, of your craft stopped on the runway with both scientists onboard, with the Mission clock and navball Visible, and your craft name. Anything less than that will be ignored. "Alright listen up. Two scientists were captured at 0800 hours but have managed to escape to the roof of the VAB. They lack any vehicles and enemy pursuers will likely catch up and recapture them in 10 minutes. Your mission is simple. Fly from the runway, pick up the scientists of the VAB and return them to the Back to the runway as fast as possible. Godspeed, soldier." This is a time challenge wherein you can build and use any craft of your own design, or choose from a variety of "stock" Transport options. If you can successfully return them to the runway within ten minutes you win, but the faster you extract the scientists, the better and the further up the leaderboard you are. This is an all stock challenge, no cheats. Rules and guidelines: 1: your time starts the moment you lift off the ground, and ends the moment you come to a stop on the same section of runway you spawned on. (After picking up the scientists, obviously) 2: no kerbal can be left behind. You cannot swap the pilot for a scientist, nor can you pick up only one scientist. Also, you cannot control your crafts with probes. 3: you must use the save you can download on this post, for total fairness. 4: this challenge is meant to encourage you to refine crafts and be original, and as such using any craft that you did not build yourself (including stock) will add 5 seconds to your time. 5: No part mods, no exceptions. This puts everyone on a even playing field. 6: to make piloting skill a important factor in your run, you will receive +1 second to your time for every 2 parts destroyed or knocked of your ship, rounding down. 7: There are no rules. You can pick up the scientists however you want (as long as it's stock) with no part or cost limit. Speed is the only thing that counts. Bonuses: (these apply to both difficulties) "Badass": Do not touch down on the VAB, hover over the helipad and pick them up with a ladder. -15 seconds off your time Michael bay: After picking up the scientists, destroy the VAB without damaging your own craft and fly away. -20 seconds off your time "Where we're going, we won't need runways": use a conventional HTOL jet without any vertical propulsion for recovery. -15 seconds of your time show off: fly under one or both of the bridges in the KSC returning to the runway. -20 seconds for 1 bridge, -35 seconds for both. This is a Backpack? Then where's m- : Do not use parachutes at Any point in your run. -25 seconds of your time Do it with style: This is different in that from your attempt I will personally judge your craft and flight, and award up to -45 seconds off your time. Not all attempts will attain this bonus, but I will attempt to judge fairly. To prevent minus times, only 2 bonuses can apply to one attempt. (Excluding do it with style) Normal Mode Save Download Normal Mode is the Standard difficulty Mode, and entails Picking up 2 scientists from the roof of the VAB and returning them to the start of the runway as fast as possible within a 10 minute time limit. Current fastest time is Toastie_Buns in 0:24 with -40 bonus seconds. Normal mode Stock craft: BumbleBee MK1 A light, 3 kerbal VTOL designed specifically for this purpose, it'll get the job done with a good time. Action groups in the description. Extraction Helicopter An all round workhorse, the Extraction helicopter can attain excellent times on the alternate craft leaderboard, but is incredibly hard to fly and will need a pilot with experience flying helicopter to achieve good times. Startup procedure on its own page. My normal Mode attempt: For my attempt I used the BumbleBee MK1, which was built specifically for this purpose and will also be included in the save as a "Stock" craft. Spooling up the engines I face towards the VAB for maximum efficiency before takeoff. Around 40 seconds later, I botch the first landing attempt. However I quickly bounce back up to the top of the VAB, for the first time THANKING the Juno's slow thrust change times. With both scientists on board I quickly begin my flight back to the runway. Nailing my landing approach, I come to a stop at 1:54 minutes. I gained the This is a Backpack? Then where's m- bonus, so my end time was 1:29 seconds. (my button mashing didnt quite catch me completely stopped in 1:54 seconds, but I did) Hard Mode Save download Hard Mode is the next level up from normal Mode, And will test your building and piloting skills alike. In it you must Destroy an Enemy VTOL parked on the roof of the VAB to prevent pursuit and then extract the 2 scientists as usual, at night. Special Rules: The same as Normal Mode, but with these: 1. You cannot use BD armoury to destroy the VTOL, you must get creative in stock. 2. You cannot destroy the VAB to destroy the VTOL. 3. The VTOL must be destroyed before picking up the scientists. Hard mode Stock craft: M-7 Phoenix: (don't have screenshot right now sorry) An incredibly reliable VTOL, the Phoenix has been around for almost 3 years. This retrofit include 2 bursts of missiles for hard mode. Hard Mode attempt: Taking off i power towards the VAB. Now this is the hard bit. It took me around 10-15 tries to consistently hit the VTOL. Dropping the Weapons pod as they are just dead weight now, I swing round to the roof. After turning the camera around to confirm its destruction, I pick up the scientists. As there isn't space and I wanted to really scare the scientists, they are both attached to one small ladder. I come in slowly (thinking about it I probably could have cut off a few seconds here) to not knock off the scientists. Landing, my time is 2:29. Though one of the scientists fell off on touchdown, the craft and both scientists are completely stopped on the runway, so it counts. (The navball shows 0.3ms in relation to the target, which I didn't realise until going through the screenshot to upload them, though i was completely stopped in relation the the surface) With the Backpack bonus, that makes my time 2.04. Normal Mode Stock Normal Mode Leaderboard: 1. Toastie_Buns with the "Do You Like My Plane" in 0:24 seconds with -40 bonus seconds 2. qzgy with the Mosquito 4M2 in 0:58 with -45 bonus seconds 3. Numelor with the White G in 1:21 with -5 bonus seconds 4. MiffedStarfish with the BumbleBee MK1 in 1:29 with -25 bonus seconds (guess where my link is ) 5. Martian Emigrant with the Rescue Car in 1:53 Alternate Craft (Stock helicopters, K-Drives, Rovers etc.) Normal Mode leaderboard: 1. EpicSpaceTroll347 with the E-50B Triton Helicopter in 1:44 with -25 bonus seconds 2. ManEatingApe with the Fast 9- Fate Of The Curious Rover in 2:12 3. Eidahlil with the Tankor in 2:16 with -50 bonus seconds 4. Vinhero100 with the Banana VTOL Car in 2:18 with -10 bonus seconds 5. qzgy with the Bulldozer + Skycrane in 4:39 with -45 bonus seconds Hard Mode Stock Hard Mode leader board: 1. MiffedStarfish with the M-7 Phoenix in 2:04 with -25 bonus seconds 2. 3. 4. 5. Alternate Craft (stock helicopters, K-Drives, rovers etc.) Hard Mode Leaderboard: 1. qzgy with the BullDozer + SkyCrane MK2 in 4:29 with -55 bonus seconds 2. 3. 4. 5.
  3. Ok, I would recommend doing it through imgur. There are a lot of great tutorials out there.
  4. @Azimech I just finished a 2.0 variant of my helicopter whitch fixed that problem by adding a new section inbetween the rotor assembly and the cockpit and by replacing the rear jet whitch counteracted the spin with a small tail rotor. Thanks for the help, I'm pretty happy with how it turned out especially since it's my first helicopter.
  5. I just rebuilt and uptdated the extraction helicopter, adding space for two soldiers and a stock tail rotor. Observe, the Extraction helicopter 2.0: Download: https://www.dropbox.com/s/4jiyhgdu65b6c6z/Extraction helicopter.craft?dl=0 I will properly uptdate the post later, but the launch procedure is basically the same, except you turn on the tail rotor first.
  6. @ShadowGoat Here's my fleet: EX-2 A Apollo After surrendering to the Quasar fleet the undamaged Apollo received a refit and upgrade into an EX-2 A, gaining a pilot to work with. This has drastically increased its combat efficiency, and due to its experience in battle it will be the flagship of the fleet. Mass: 56 tons EX-2s Asclepius and Aristaeus Dual EX-2 multi purpose strike vessels, The Asclepius and Aristaeus were both comissioned to serve with the Veteran Apollo as part of a EX-2 task force. They both possess reworked AI combat protocols upgraded after analysing the lost battle against the quasar fleet. Mass: 48 tons each EX-8 Selene Developed after the need for a replacement first strike vessel with recognised after the below average performance of the EX-3, the Selene looks oddly like a steampunk fish. I hadn't noticed that before. Mass: 32 tons total fleet mass: 184 tons Persistent: https://www.dropbox.com/s/wtvile8w3lqpgjl/Persistent.sfs?dl=0 Your move!
  7. @EpicSpaceTroll139 Ok that would probably explain it. I don't know helicopters. due to the way it's built, instead of moving the rotor backward I am going to add a small open section directly in front of the bearing assembly. Thanks for the advice!
  8. @Azimech sorry I'm not sure if this is the right thread, but I just built a helicopter that is for most part flying properly, however it pitchs up slowly after takeoff. I have checked everything I can think of, it's not col or com, and I have enough control surfaces so I'm assuming it's something to do with the fact it's a helicopter and not a VTOL. As you seem to have the most experience with Stock helicopters, I was wondering if you knew anything about this or encountered this problem building your in your builds? Once again sorry, I know this is your showcase thread but I couldn't find any trouble shooting style Stock helicopter threads.
  9. Ok, I,ll have the persist up tomorrow. (Do you know how persist files work? if you don't I can explain them to you.) You will need at least 1 screenshot of each turn, so keep that in mind. I don't mind delays between turns, but lets try to get as much of the battle done tomorrow. I'm looking forward to this, do you have images of your ships?
  10. Wow that's incredible! So efficent and full of vitamin C! I really like the simple aesthetics. Download?
  11. First of all, I would like to credit @Azimech for the inspiration to build helicopters, and luigijitsu 1 whose rotor shaft design I built and modified off his tutorial. Thanks! Yesterday I was thinking about a book on helicopters in vietnam I'd read, and this gave me an idea for a challenge that I'm working on right now. I needed some form of VTOL transport as a sort of "stock" vehicle for the challenge, and though I had LOADS of jets lying around, I had just read azimech's incredible Titan helicopters post, and the challenge would be styled like a military mission and would be generally cooler with helicopters. I downloaded azimech's Selene, and after skim reading the manual, I eventually managed to get it of the ground. However, I found it incredibly hard to control, especially without my joystick. I wanted a simple, stock helicopter for my challenge, and though it was a kerbal engineering marvel, it just wouldn't fit the challenge. (Also using someone else's craft for my challenge didn't seem right) 2 hours and more testing than I had ever done on a craft,enter the Extraction helicopter: It has a simple startup routine: 1: DO NOT TURN ON SAS. Control your primal instincts. Stage once and THEN turn on SAS. 2: switch to the rotors and hold down Ctrl E. (if you don't hold down Ctrl it doesn't work) after around 5 seconds you will see the main body rise slightly of the ground. Hold for another 3 seconds and then let go and switch back to the main craft. 3: You are flying! Helicopters are very different from conventional VTOLs though, so don't try to fly under the KSC bridges just yet. You will crash ALOT the first few flights, (unless you've flown ksp choppers before) but after getting a feel for the craft you will be doing extraction missions under fire all the time. SAS slows and eventually stops the rotors, so hover quite close to the ground, switch to the rotors and turn it on to land. To take of again just turn it back off. Action groups: 1: toggle forward jet 2: toggle ladder Stage: fire missiles Depending on how long you kept the rotor spinning, you can nearly perfectly hover by holding down B. To fully change elevation you must switch to the rotors and by tapping F. The missiles are incredibly weak due to trying to keep weight down, though they will probably destroy wing plates. Through testing I have found that the rotor is 100% reliable if you don't do anything to silly with it. "Come back!" Don't come down to hard on landing though, as the tail can catch on the ground and occasionally the battery holding the rotor in place can be destroyed. Parts: 90 Mass: 7.77 tons Crew: 1 Delta-V: Infinity and beyond! But only in atmo. Download: https://www.dropbox.com/s/4jiyhgdu65b6c6z/Extraction helicopter.craft?dl=0 Feel free to use this in anything as long as you give me credit. Enjoy!
  12. Granted, but it is a Gilly SSTO and therefore it would literally be more efficient to jetpack yourself to orbit. I wish for breath of the wild on Wii U.
  13. @ShadowGoat I'm currently waiting 2 weeks for someone else to prepare for battle, and I'd quite like the chance to battle you. You can use duplicates of your ships, so how about 200 tons, 4 ships around Vall? I'm also an amateur at battling, having only battled one other person and lost, so it will probabaly be quite balanced.
  14. 8/10. Has a very classic, almost home made look. Though it could use a bit more protection from vacuum.
  15. Granted, but you are fired immediately, before you begin working. I wish for a bacon.
  16. @Sgt Doomball don't suppose I could get its craft file? Anyway, I will be ready with the shadow hunting death bringing knife wielding god of war. I don't mind other people having my craft, as long as they don't use them. Also, do you have pics? Or an estimate of the time you will be ready to battle?
  17. That was amusing, I'll have to try this at some point. if you jettisoned the ore, would it fly away? Wait. I just realised while writing this, but with positive mass you literally created a mass relay! Now all I need is a good replica of one of these.
  18. Hello and welcome to the one, the only, Fish Technologies Stock Craft Repository! This will show all my up to date crafts, with downloads. I have separated my ships into category's, though some category's currently are just there as fillers until I'm next at my computer. (Disclaimer: a lot of these descriptions were written as kethane station descriptions, and don't make immediate sense in context. I'm just to lazy to uptdate them.) Space Warships Ships in this catagory uasually won't be designed to enter the atmosphere and land at any point. (Though I have dreams of a lightly armoured SSTO VTOL dropship) EX-7 Hyperion Class Destroyer The Flagship of Gaia Fleet, The Hyperion is the most powerful vessel in the F-Tech aresenal, packing 18 I-Beams In two reloadable and swappable missile pods, 6 individually mounted G3 Torpedoes, the main weapon of the Fleet, and the new experimental G4H Heavy torpedo, capable of tearing ships apart in one shot. And if it doesn't, There's a second one. It's experimental hull structure allows it to take multiple hits and even lose entire sections and keep fighting. it has two escape pod located in rear bays capable of deorbiting and landing on atmospheric and very low gravity worlds. All in all, it should keep F-Tech secure against competitors and help HKA in their goals. Parts:750 (sorry) Mass: 143 tons fully loaded Crew: 2 Delta-V: Don't know Download: F-Tech EX-7 Hyperion EX-11 Atlas Armoured Strike Fighter Commissioned by the Duna Initiative, The EX-11 was designed to work in conjunction with the EX-9, wherein the Eos would scout out and identify targets in sensor Stealth mode, and call in an attack squadron of Atlases, then reveal itself and engage from the back lines. The Atlas is one of the most resilient fighters of its weight class, due to its capital ship grade plating, and only weighs 14.9 tons. It carries 2 salvos of I-Beams that can be precision fired with the targeting iron sights, and 2 experimental G5L Light Torpedoes designed for use against lightly armoured targets. It may be suitable for carrier operations, as it is only 6 by 6 square metres. These fly in squadrons of 3, and due to their specialist abilities only 3 squadrons have been built, with one given to HKA to work with the Eos. Parts: 135 Mass: 14.9 tons Crew: 1 Delta-V: don't know but built to be regularly refuelled. Download: F-Tech EX-11 Atlas EX-12 Ares The Ares is the smallest non-fighter ship in the EX line, weighing only 14.3 tons and clocking in at only 120 parts unloaded. Even so, it is fully armoured with capital ship grade plating. The key feature is its extreme versatility, it can fulfil the roles of anything from a Luxury Space yacht to a light freighter to a gunship, and swap between functions instantly. It accomplishes this by means of a centralised 1.25m docking port and a range of six stock modules. Due to the simplicity of the design, it is simple to create custom modules for extremely specific purposes, just start it of with a 1.25m docking port and make sure the profile isn't wider than a 1.25 part. Out of the box it comes weaponless, but I reccomend attaching atleast two G5L Torpedoes to the radial docking ports for protection. They won't stop anything bigger than a fighter, but you don't want to be engaging anything bigger than a fighter without the weapons modules. It features a targeting sight for lining up shots with the M3 9 I-Beams attachment, and any sort of precision heading adjustments. Dropship Configuration Transport Configuration Deep Space Configuration Light Freighter Configuration Patrol Configuration Warmonger Configuration Downloading The file in the download is different in that it contains two subfolders. Download both. The folder entitled "Craft" contains the craft file, which should be pasted into your save as normal, and for the folder called "Payload Subassemblies," you should paste all its contents into the "subassemblies" folder in your save as normal. Download: https://www.dropbox.com/sh/q98oom6nhzxlpon/AADc7nLUt5wlT_XBlt2uxu8Ka?dl=0 EX-9 Eos Advanced Stealth Gunship The EX-9 Eos is the first of a new generation of scout warship, placing as much importance on stealth and sensor systems as on weapons. With Thermally sealable Engines Pods: (sorry Spartwo, the Ketan is just too cool) EC jamming flares and a 100% reliable planetary scanning system: A prototype long range sensor-masking protocol, (I will keep it workings secret, but I reverse engineered it off the QSS Itself) it will make even locating and rendevousing with it hard. Even if you do, it is the first F-Tech Vessel to feature full light and heavy Kinetic Absorbsion plating and its thin design structure can cause phasing missiles to pass harmlessly through. Though it places more focus on stealth, it certainly dosent skimp on weaponry, featuring three bursts of I-Beams and four G3 Torpedos capable of subduing larger capital ships, all in all giving it an arsenal capable of rivalling an EX-2. If you can get past it's defences and punch through it's armour, it will seperate into two Fully Armoured segments, each with two G3 Torpedos and capale of sustaining power and movement with 4 Ion Engines that can run at full power. (Any parallels you are seeing between this and Nintendo Switch Joy-Cons are completely unfounded. ) With all these features at 40 tons and only 350 parts, it truly is the Dawn of a new class of vessels. (heh. See what I did there, cos Eos is the Greek goddess of the dawn and its funny haha)Action Groups:1: Propulsion Systems2: Short-Range EC Flares3: Planetary Scanner4: Rear Docking Port5-8: G3 TorpedosAbort: Data dump and Emergency Engines Downlo- Actually, I think I'll keep this one to myself. EX-5 Oceanus Class Assault Carrier The first of a new fleet of vessels, the Oceanus was constructed using the funds earned after the GMI tax was lifted. Due to the previously unthinkable scale of the ship, it was assembled in orbit. (Translation: doesn't come with a lifter, sorry.) It carries 3 EX-3 Recon fighters and is powered by 8 LV-N nuclear motors. This vessel was not gifted to HKA and answers to F-Tech, though it has been assigned to work in conjunction with HKA's space navy and its crew defer to Commander Cadmus for most military operations. Parts: 720 Mass: 189t Crew: 4 pilots (rotating around 3 fighters) one engineer and Admiral of the F-Tech fleet Gilad Kerman. Delta-V: Don't know, will edit in later. Download: F-Tech EX-5 Oceanus EX-6 Chronus Escort Picket The Cronus was designed to be a cheap but effective escort to the heavyweights of Gaia Fleet. To lower the cost as mining operations hadn't quite started bringing in big profits yet, it uses a experimental chassis design in which it uses a large, angled plate to deflect shots impacting the top, and Multiple layer thick plates to protect the internals on the bottom. It carries four heavy torpedos, and though its armour isn't going to stop a bomb, it will protect it against a respectable amount of unguided fire. Being remotely controlled by technicians aboard the Hyperion and Oceanus, it can be thrown into battle without risk of kerbal life. Parts: 250 Mass: 46 tons Crew: none Delta-V: don't know Download: F-Tech EX-6 Chronus EX-3 Class Recon Fighter (Disclaimer: currently the picture and download for the EX-3 are slightly outdated. I will uptdate this and post the newer links as soon as I can.) The EX-3 was developed as a long range assassin style fighter, capable of taking out capital ships with its twin heavy torpedos. It also packs 4 i beams for lightly armoured targets. A modified variant is also available with the canards removed for carrier use. Mass: 17t Parts: 125 Crew: 1 with drone Co-Pilot Delta-V: don't know Download: (currently doesn't have launching stage, will uptdate soon) https://www.dropbox.com/s/9owe6b2d7ho9uhm/F-Tech EX-3 BL.craft?dl=0 EX-2 Multi-Purpose Automated Strike Vessel Extremely versatile, the EX-2 is designed to be able to elimate a wide range of targets and has 3 different weapon types to accomplish this. The drone pilot means it can be thrown into combat with reckless abandon, and with the option of remote control it does not suffer from glitches. Mass: 44.5t Parts: 250 Crew: None Delta-V: don't know exactly, around 2000m/s Download: https://www.dropbox.com/s/x2tivsrsgu9rytl/F-Tech EX-2.craft?dl=0 WARNING: every ship down from this in this category is outdated, bordering on obsolete. They're fun to play around with, but if you want to test some warships or something like that I wouldn't use them. Paradox Class Patrol Picket The oldest ship in the F-Tech fleet, the Paradox class is designed from the ground up to eliminate smaller, lightly armoured targets and as such does not have any guided weaponary. This puts it at a disadvantage against larger vessels but even so one shot from its 6 I-Beam missiles could potentially cripple an capital ship. It also has dual klaws for scavenging weapons severed from destroyed hulks of ships, a feature unique to F-Tech's fleet. All this combined means the Paradox is perfect for defending your planet while you jaunt over to Duna to rescue an employee. Action groups are in the description. Parts: 175 fully armed (not including launching stage) Mass: 38.5 Crew: 2 Delta-V: sorry don't know exactly but around 2000m/s Download: https://www.dropbox.com/s/cxnul1nucb3a0rg/F-Tech Paradox Patrol Picket.craft?dl=0 Quantum Leap Class Frigate The Quantum Leap is built to fulfil multiple roles, with 8 I-Beams ideal for taking out fighter and light patrol vessels, and 4 guided heavy missiles designed to disable larger capital ships. Heavy armour means it can absorb most I-Beam shots with only superficial damage, and LV-N engines mean it can travel longer distances than heavier warships. All weapons are reloadable with docking ports. Action groups are in the description. Parts: 350 fully armed (Not including launching stage) Mass: 61.2 Crew: 2 crew 4 passengers/prisoners Delta-V: not sure exactly, around 2000m/s Download: https://www.dropbox.com/s/s1gf49a6gqd4tak/F-Tech Quantum Leap Frigate.craft?dl=0 Paradigm Shift Class Battlecruiser The Paradigm Shift was designed To be used in the long run, every weapon can be swapped or reloaded, making it the most versatile vessel in the F-Tech fleet. It carries 2 RSC drones designed to reload the weapons pods and, in the worst case scenario could be used as guided missiles. Action groups are in the description. Pats: 535 fully armed (not including launching stage) Mass: 117.2 (not including launching stage) Crew: 4 Crew, space for 8 passengers/prisoners Delta-V: Don't know exactly, about 1500m/s Download: https://www.dropbox.com/s/tfrrc9lhkw3d8kj/F-Tech Paradigm Shift Battlecruiser.craft?dl=0 Alot more will be added soon. Planes, Helicopters and SSTOs Extraction Helicopter Please read this crafts post for full flight manual and detailed overview. Parts: 90 Mass: 7.77 tons Crew: 1 Delta-V: Infinity and beyond! But only in atmo. Download: https://www.dropbox.com/s/4jiyhgdu65b6c6z/Extraction helicopter.craft?dl=0 Work in progress Ships in this catagory are still being built and tested, and therefore (mostly) won't have downloads. EX-7 Hyperion The EX-7 Hyperion has just finished construction and has now entered the testing phase. If you have any suggestion or anything, please post them! The images somehow got corrupted slightly, I just went through and replaced them all.
  19. Just bought a Wii U, and have been absolutely loving wind waker HD, which I bought because I can't afford Breath of the wild right now. Apart from that, nothing really except KSP, I just really enjoy building craft, especially warships, and I haven't found that type of challenge in any other game. (though recently I have been consider replaying the portal games)
  20. @Spartwo I found that out the hard way in testing yesterday. But why do you have fuel sections and other low impact tolerant parts clipped through and outside the hull, especially the engines?
  21. No! We're nerds, us KSP players, are mountains the tall brown things with the weird green ovals attached? (Sorry if I offended every KSP player) Also, if you want to find heading and elevation, just find the spot between the numbers on the navball. I don't see why's you can't just eyeball it, the plane (and come to think of it everything in atmo) side of the game doesn't require nearly as much precision as the orbital mechanics in this game. You want to fly to a mountain, point your plane at it and physics warp. Or alternatively, just build a VTOL.
  22. Sorry if this is the wrong place to post this, but I just finished construction of the Hyperion, you can expect it up for download on my post by the weekend after I've finished testing and tweaking it. I added 2 more sidemounted heavy heavy missiles, and escape pods capable of deorbiting and landing in cargo bays.
  23. Ok forget that. I loaded it and it spontaneously combusted on the runway before I could hyperedit it to orbit, which was amusing. I loaded the bis, traded a few shots with it with an EX-2, and after realising the bises missiles where reliably one shoting the EX-2's root part, I was faced with a terrifying prospect: the other ship was BETTER THAN MY SHIP. Reeling back in my chair in shock, I promptly deleted KSP and went on the run, not looking back as my computer faded into the distance. Seriously though, I found a flaw in the EX-2 being that it's armour, though reliably stopping most projectiles with minor damage around the outsides, a high velocity shot exactly lined up over the COM will have a good chance of destroying the root part, seperating the mostly intact chunks of armour into extremely resilient weaponed pieces of debris. I'll do some more reasearch, but I'm semi confident that I'll be able to find a fix.
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