-
Posts
86 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by ImperialistPigDog
-
-
Sounds good ill definitely be using that mod then, still I'm going be looking for some way to separate our scientific development.
-
I was wondering if there were any mods that allowed for 2 different space centers and two separeated careers at the same time. Me and my little brother are going to play multiplayer by this method:
It would be excellent to have 2 different careers running in the same game so we could advance at different rates and have a true space race. Dose anyone have any info on a mod like this? It would be much appreciated if you could share.
-
you guys should make a discord
-
did some testing with the fleet today
-
been working on a small corvette type ship to compliment my larger ships. been a while since I last played, really enjoying the new (now probably old) features.
-
In a general review of all the replies I see many of the suggestions from a building standpoint are to add more fuel, use winglet, whipple, or other alternative forms of armor, or use different engine systems.
On the point of adding more fuel it seems that when I add more wet mass the dv goes down (or at least in kerbal engineers reading) adding a few engines along with the extra mass dose increase the dv, but only slightly. Is there a sweet spot in how many engines you need in ratio with how much fuel you have?
As for armor, some have suggested no armor at all, I don't see that as an option. Combat in Ksp, as is, has shown that armored craft have a lot better survivability in comparison to that of non-armored craft. I cant see this "porcupine" or really just a type of active defense armor as practical because it would have to be reloaded after each use. That would be very hard logistically in my opinion, you would have to have a ship carrying a huge load of extra "interceptors". I will try incorporating this whipple armor as that seems the most practical.
And lastly engines. I have mostly been using nukes because of there low thrust and efficiency, but is it more beneficial to use a few high thrust engines as opposed to many nukes? Someone suggested using 2 sets of engines, one for distance travel and one for close maneuvers, but is that actually worth the extra weight of more engines?
Really interesting discussion so far guys, let me know what you think on my points.
-
4 hours ago, Frozen_Heart said:
Great ships man, love the design. Seems your method is sacrificing armor for Dv. Can I ask what the part count on that vessel is?
-
A thread for discussing the topic of making your stock warships efficient. I've wondered what some of the other stock warship builders have been getting for delta-v on there larger ships. My craft seem to hover around 2500 to 3000 m/s. What is a good way to give armored craft more delta-v?
Edit: Lot of great and interesting discussion going on in this thread. (witch I see I have missed out on do to being in the field lol) To be clear though the main topic of this thread is practical in game construction of armored warships.
-
-
A small patrol is on maneuvers in high orbit around Minimus.
A Hammer class guided missile frigate guides the patrol, flanked by two Harpoon class escort corvettes.
I've been meaning to test my ships in actual combat. Any one up for an engagement sometime?
-
This is a corvette I have made as an escort for the missile frigate I displayed earlier.
Here's a close up of the Prow and her light weapons.
These are some test fire shots in low orbit.
-
New guided missile Frigate I've been developing. it incorporates the newer skeletal frame method of building, witch greatly increases the effect of armor.
Its going along with this new carrier I have made.
-
proto type is up! the launcher is very fidgety. I'm going to rebuild it, I believe the last stage is misaligned.
-
47 minutes ago, swjr-swis said:
Weight should not be the issue, I've put things 5 times that weight into space with stock 1.0.5, and I've seen heavier payloads than that too. So it's about handling the CoM and aerodynamics.
My first instinct would be to build a 'pull' frame around it, rather than the usual push lifters - point the bow up, and assemble a wide circle of heavy lifter boosters around it that ultimately decouple from the top/bow of your craft.
I see the back of either a BZ-52 radial attachment point or a Clamp-o-Tron docking port sticking out the bow about center-way between the two I-beams. If that is offset to be above the CoM when the craft is rotated bow-up, that can serve as the pull-point for the booster assembly (or if you are more comfortable doing it traditional push-style, point the bow down and build as a conventional payload).
It's not easy to tell from just the pictures, but I think the large fairing should about be wide enough on it's widest to envelop the craft and simplify the aerodynamics. It'll need strutting, but that's not hard to do. In the pull frame design, place the fairing upside down from top to bottom.
If the CoM is not aligned well and offsetting that BZ-52/docking port on the bow is not an option, you can add a bit of strategically placed disposable mass on a decoupler to bring the CoM where it needs to be.
I don't expect it to be very problematic at all. Is the craft file available somewhere, for us to have a try at assembling a lifter?
It is indeed a radial attachment point. Though there are actually two equally spaced on the bow, they are hidden by the angled bow section usually but you can see them at that angle.
It has a Jr docking port centered on the front, I could switch it out for a regular sized one to use as a pull point. It is well above the center of mass, the weight is mostly in the engines and fuel tanks loaded in the stern. I believe a pull frame could work so far I've only been using the push frames. Unfortunately I have tried using a fairing but its just not large enough to envelope the bridge.
I could send you the craft file if you want to give it a shot, do you know any good file sharing sites? or I could just email it.
-
every rocket I strap this thing to keeps toppling over. What's a good way to build ascent stages for huge craft?
-
I have been working on a station in career mode. Its coming along quite well!
-
I generally use sub-assemblies for organizing landers rovers and other utility's that i can take along with me on missions.
-
Sweet I'll definitely check it out.
-
looks awesome, any way to make workable torpedoes?
-
Can't wait to get my new laptop. I ready to battle!
-
Just got a joystick for my birthday last week, been flying this little puppy around. Its so good flying planes with a joystick! super smooth!
-
Split em up. It's a challenge- hence why you must choose your fleet carefully. Plan their movements so they can be most easily routed to the planet needing defense.
I'm thinking it'll be like normal KSP- launch your rockets move them one at 1mm per turn. After that movement you must turn in your save. A day later you may make another move the following day (gives time for other players to move- if they use it is another question)
However you cannot launch your vessels from the planets surface unless they landed their (I.e if you land a fighter you may launch it into orbit. A list of moves that take turns will be made when I sit down next)
I see, do planets give any bonuses for having them under your control?
-
Feel free to comment on the system- it is in no way complete or perfect. So feel free to give CONSTRUCTIVE criticism.
If you only have one fleet how do you defend planets you already own? also whats going to be the rules on colonies and ground to space combat?
-
Yeah... If I get reason I'll setup a side forum which will have a storyline and a working roleplay system to base it on.
Until then it's just a common persistance file shared a did you attack someone then you make first move- then them- then you- etc etc. the only roleplay would be your own.
But if you want a legit roleplay let me know and I'll make a hardcore one.
So is it just random battles basically?
Multiuser, not Multiplayer aka: Massively Single-Player
in KSP1 Mods Discussions
Posted
I've had a similar idea about this non synchronous multiplayer. pretty much just been using this system here witch is very close to what you originally described while playing with my brother.
also been using this mod to separate our coms
https://spacedock.info/mod/1309/CommNet Constellation
dose anyone know of a way or mod so that the two players can have separate tech trees?