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1,280 ExcellentAbout ScriptKitt3h
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Space Defense Mogul
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ADF-01 FALKEN Replica (Ace Combat) - [100% Stock]
ScriptKitt3h replied to ScriptKitt3h's topic in The Spacecraft Exchange
I've got a few (needed to be gone over to ensure I've left them full-stock) AC planes made, issue is really just getting them to a state where I feel comfortable releasing them and so on. As for the specific planes you mentioned, I do have a Raven and something I can easily make into a proper Morgan (cockpit is currently COFFIN-style instead of proper Morgan cockpit), but once again those currently are outfitted with BDArmory mod parts so I'd have to refit them to full-stock. -
Gründer Industries ADF-01 FALKEN [Stock] A super-maneuverable, supersonic jet fighter, the ADF-01 (Advanced Dominance Fighter 01) "FALKEN" is a fictional jet from the Ace Combat series of video games- a rare prototype design produced by the fictitious South Belka Munitions Factory Gründer Industries, featuring a distinct forward-swept wing layout and massive twin engine nacelles sunk into the fuselage, as well as an assortment of fins and canards. Additionally, the FALKEN is the first production aircraft in the Ace Combat games to prominently feature the fictional "C.O.F.F.I.N."
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"A Hind-D?!" In all seriousness, great job. Looks slick.
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- totm september 2019
- attack helicopter
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totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in The Spacecraft Exchange
Worked on a flying aircraft carrier ship today. -
totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in The Spacecraft Exchange
Been working on a lot of planes lately. -
Very, very excited about this. Just seeing the visual upgrades is stunning, let alone the under-the-hood changes and the addition of interstellar travel, colonization, and MP.
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totm june 2019 Breaking ground - Test Zone
ScriptKitt3h replied to sgt_flyer's topic in The Spacecraft Exchange
Got my Kerbikoma 2.0 built, now trying to work out all the kinks and hassles of keyframing a walk cycle for it. The abdomen portion is fuel for fuel cells so it doesn't run out of EC.- 176 replies
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KSP Loading... Preview: Breaking Ground - Robotics / Mecha build
ScriptKitt3h replied to St4rdust's topic in The Daily Kerbal
Gonna have to make some mechs when this drops. -
I know some of you are very excited to see if/when Hatbat puts out a new KS Series episode, but please refrain from spamming this thread with posts like 'when is it coming', et. al, as that isn't productive and just adds excess posting.
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I definitely hope you can make some breakthroughs with this, it's about time 1.25m ASMs got dethroned as the king of stock antiship weaponry.
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totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in The Spacecraft Exchange
Decided to try my hand at making a BDArmory+Stock plane based off the Ace Combat ADFX-02 Morgan today. Paint is via the DCK Paint mod. -
Very nice, reminds me quite a bit of the old A-12 Avenger II concept that never really made it off the drawing board...
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So, after rewatching the Star Wars prequels for starship design inspiration recently, I was struck once again by the sleek beauty of the ships belonging to the Naboo, especially their N-1 Series Starfighters. Afterwards, I sat down with KSP and sought to make my closest in-game replica to the iconic ship as I could keeping a rough 1:1 scale of 1 Kerbal = 1 Adult Male Human as possible, and I'm quite happy with the resulting craft. With a sleek profile, twin engines allowing for roughly Mach 1 flight in-atmosphere (no spaceborne version since I designed this on an aesthet
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totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in The Spacecraft Exchange
Been working on various odds and ends lately, including this colony ship: and this SSTO fightercraft. I'm hoping to start actually releasing stuff soon, including something I actually made a week ago- a Naboo N1 Starfighter replica. -
To the mod developers, I don't think that what ya'll have been doing is 'BS', but I do feel that it needs some major tuning. Like others have said, the current (yes, it is a beta, but that's why there's responses about how it could/needs to be improved) RCS system just is plain inadequate and inaccurate. While yes, the solution you guys have used to calculate RCS in-game is clever, the mere fact that something that arguably shouldn't work (like what gag posted earlier, etc.) works excessively well shows that the system needs refinement and tweaks. I'm personally not a developer for KSP mo