panzer1b

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About panzer1b

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    Sci-Fi Military Engineer

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  1. sorry about lack of updates, ive been sorta dead recently from overwork (im in a job that doesnt get any breaks virus or no virus, and 55 hours a week is utterly murdering me physically and mentally, and i still have to survive at least another year before i start looking for another job :( ), and well i just have so little time let alone energy these days for anything... Anyways, i did manage a few updates to ships, mostkly in attempt to cut part count (thats always been an issue on my end as i tend to go fairly detailed and include prolly too much ammo for any real scenario). New broadsword mk5 new venator upgrade (added a bridge ontop and made the bridge to hull interface somewhat closer to the movie version (its still not perfect but better now). Parts did go up but i still have a low part bridgeless version (replaces the actual internals with just a stock bridge). Not sure how the heck i managed, but i have 2 of these loaded at a time (and 1 has a tie fighter inside it for extra lag). TIE replica from the newest star wars movie (that one the sith dude flew inside of, no clue what its called, assuming some sort of tie thing). No real use of this thing, just made it cause i could (it BARELY fits in the venator, and you need to actually slam into the door to get it through as itll get stuck if you go too slow). New HK-IIS model of Tri-Fighter. Less sleek then the older models, but i sorts wanted to make it as compact as possible while still having the armor/firepower/range of the previous model. less parts too not that that matters miuch as 90% of the parts come from the weapons, but its still nice to have less parts period. Not sure if you have any real use for civilian structures, this is the AKS type-I shipyard model with a docking module about to be connected (that shipyard has no docking ports on it as i made it ages ago and sorta keep it as it was to simulate weaknesses in tech from ages ago). You cant see it well, but it has 2 full interior rooms connected by a walkway made of crew modules (one of the internal spaces you can just see the slit (partway open cargo bay). different style shipyard (also AKS model). More AKS crap, HK-II phantom stealth fighter (internally mounted guns and pure ion drive), and behind it a spy station thats currently in low jool orbit. New SK-IV DImension-V, aside from slightly sleeker look, its got way more optimal guns, less SRMs (too many parts on those and arguably not very useful in a fight anyway unless you bring 100 parts worth of ammo), 2 more heavy torps, and 1 more drone. Also made the forward firing SRMs actually look cool as they are in a shrouded turret like thing that just looks really way better then having them strapped undeneath in a lame rectangular box. Bridge of said ship, i have a bridgleless version which gets rid of this somewhat part count heavy thing (its around 20ish parts ontop of the base model), but it cant be beat from a cinematic standpoint if you want to make the ship feel like its actually manned and not just a boring stock pod. More civilian crap, AKS Skytower on duna. yeah, i totally didnt steal the look from HL2 citadel whatsoever.... Mass effect replica, albeit is tiny scale (this would be like 2 orders of magnitide larger if i scaled it to a starfighter). Pirate outpost in my game, not sure if random stations are something you need though. Another pirate station, this one is much smaller and has a small shipyard attached to the side. One of the many generic refineries i have sitting around that i recently refurbished and made work in game. AKS vertical stack base on Duna. Doors animated, and it has full mining+IRSU capability albeit slow as its a single drill. So yeah, i got quite a bit of random crap if you are interested, just tell me which ones you want and i can upload just those (if you still need random crafts). Cant be bothered to upload everything i have as there is too many ships (and i need to make export friendly models with at least the purely asthetic parts stripped off), but they are here if you want them...
  2. although i am a fan of "creative" anti-piracy concepts, in practice all anti-piracy stuff requires verifying its not pirated, and thus required DRM which is one thing i absolutely hate in anything that isnt pretty much exclusively multiplayer (which has to be connected to net anyways so who cares). I really love the fact that KSP is one of those games that ican buy legit and just use how i want, copy it to different drives, keep old versions around, mod the living crap out of it if feel like it, ect. That is unlike many other great games, all of the DRM ones ofc i had to install hax for since i refuse to be forced to connect to the internet when playing non internet games (good example would be steam stuff, i have quite a few SP only steam games which i have no desire to run steam during gameplay even though i own them all legit, i dont support or do piracy, but i also wont have my SP games require internet to run). As for stuff like serials, well i dont really care aslomng as it doesnt require internet, besides being spotty connection where i live, id rather not have anything phoning home as im somewhat a privacy nut (theres a reason i have all 3 of my firewalls set to block KSP from connecting to anything as i dont agree to analytics spyware, and since its singleplayer only i dont see the harm in blocking all connections). That, and DRM doesnt even work, pretty sure that every game out there has been pirated by someone and im pretty sure that 99% of pirates would just never play the game had there not been a pirated version available (most are likely kids with no income)...
  3. Well found my old craft repository (when cleaning my HDD from various crap), and i then spend a bit of time revamping my old crafts. Made a really sloppy suit texture to fit AKS faction (stock lacked anything blacking/greyish (and the hexagon patten adds some variety. Wish we could have edited the normal map (and even moreso the glow stripe locations), but i did what i could without that ability... This thing brings back memories, my attempt at making a HL2 styled citadel thing... Not really old or anything but i installed a stripped version or restock (that works in 1.10, just had to ditch anything that required the plugin which wasnt updated correctly), and well made a few adjustments to my Dimension cruiser (the bridge actually looks right with those truss styled panels thanks to restock). Now dis is a bridge, no more boring stock command pods, custom internals ftw. Vaguely based on normandy bridge, commander sits on elevated platform in the back, and the rest of the crew are in side seats to operate the various subsystems. Pilots are spread out and sit in 3 separate bridges for maximum redundancy (not that its all that essential given the armor plating). Relaunched Omega station as the old one exploded itself for some reason when i brought a ship into load range. Not really sure what the hell i did differently (same method of setting up the asteroid field around the station), but this time it doesnt seem as explody. Spend a good 30 minutes shifting this thing's orbit (with 1 spark engine) as it somehow got flinged out of kerbin by a mun encounter (i dont even entirely know how something that didnt intersect the Mun's orbit could get gravity asisted, perhaps i left it too close to the mun and it eventually got caught but it). Attempted to land a tank at this facility to defend it, misjudged dV requirements for 20t, and it exploded horribly in a crater nearby And finally deployed a refinery to Duna orbit ready for landing the next time i load up the game... All in all, got quite a ton of stuff done in KSP given the weather is garbage and i cant even leave my room since its the only room with AC in it and its 34 effin degrees outside :(
  4. Well its been a very long while since i checked up on my mod from ages ago, and while i cant make any promises, i think i might look at updating this a bit as i have a few ideas to try and KSP seems to have improved in preformance enough to at least consider adding a few more optional extras (and probably reenabling things like moho ablation layer, some disabled ground fx like the super thin dust i used to have on the mun but got rid of it as its was super light and didnt stand out enough to justify performance at that time. Anyways, no promises whatsoever on my end, but i think ill give it a go sooner or later especially with KSP2 likely delayed to at least a year or 2 into the future (and the world falling apart around us in the meantime)...
  5. Well, did some digging around with settings and mods and such as ive finally narrowed down where the stinking memory leak was coming from that ive been dealing with for the last few weeks and its not scatterer actually as i suspected before. Turns out the delta-V calculation thing not only eats the crap out of performance, but also leaks memory like mad especially in teh SPH/VAB scenes and with alot of staging and such (or at least i think its whats causing it). Killed it using the setting.cfg file and my game finally runs like it should, still laggy with 1000 part ships, but at least its not unbearably slow, and the game runs very nicely with sub 600 part ships solong as you dont bring more then 3 of them within load range in which case it lags like mad again... The game just looks so pretty with scatterer+sifive mods both actively enabled, especially sunsets, and honestly, given that im able to run whatever settinsg i want for clouds/particles, i think ill never want stock clouds as id need to still mod the game to get them to look now i want them to. So yeah, after that last completely unconclusive battle i did, i ended up working on logistics to return the Dimension class cruiser into something resembling fighting shape after bringing it to pirate outpost Alpha, and immediately found a huge ton of flaws in it. Apparently the place i put the starboard and port observatorys just slightly clipped into the torpedoes making it impossible to reload said torpedoes, so i was forced to (at least until i get the ship to a proper shipyard) shove all 4 extra torpedoes into the rear hangar bay alongside a random starfighter the pirates at Alpha happened to have. Ofc due to my incompetence at orbital maneuvering with ions (wasnt patient enough to do the burn in multiple shots so i lost almost all oberth effect benefits) the fighter is left with ~150 dV in its ion drive. So yeah, thats what the hangar looks like full of starfighters, torpedoes, and even extra reload of SRMs since half the frontal cannon was shot off previously and only 1 hardpoint was left. Still, you can see how absolutely massive that hangar is, easily comparable to a fully dedicated carrier akin to macey dean's spiritwolf style (except its on a ship that can actually fight and take hits without any fighters if need be). Honestly, if i truly shoved them in there tightly, i could probably fit 2 more full squadrons (6 total) of droid starfighters in there if i removed the torpedoes temporarily to make room to let them fly in and dock under/over the torps. After i fix the reloading torpedoes into their poroper place issue and add maybee a few more reaction wheels (this thing takes forever to turn around without vernors and those eat too much fuel to use outside of final docking sequence), itll truly be my best warship in KSP. Ohh, and i finished rearanging a few things on a base i had on the mun a while ago, fixed the lack of IRSU cooling systems (i always seem to forget to add radiators to those things and then have to relaunch either the original craft or launch a addon to the craft which will add radiator cooling).
  6. @Just JimIs there a way to edit the normal maps of the suits or the glow stripes illumination texture on the future suit?
  7. Well, since i havent been to moho in ages (literally the only time ive been there was during the time i made a ship to explore every planet and never really bothered since), tried the new mission we have in the game. I also found what was causing my horrendous memory leakage, and as much as i love the mod, i just had to ditch scatterer as i cant have KSP eating 16 gigs of ram and stuttering like mad when running bone stock (except EVE ofc as i cant give both scatterer and EVE up, and EVE doesnt seem to be as bad). Immediately found a bug in the new patch, missing heat animation for the maimnsail engine (seriously, it worked fine last update). Moho looks pretty cool though, even if im still unable to have proper working volcanoes (i really wish we had something akin to mustafar in the game visuals wise, full on volcano planet)... And ofc, lateron, i went back to what i usually like doing in KSP, making capital ships and having space battles: So for the first time i actually brought the newest mark-5 Broadsword into a real fight, as its armor proved effective in trial runs. I rather like this variant, way better armor then previous iterations, actually ok range of ~1800dV (without having to constantly shift fuel around like teh mark-4s), and really the only issue it still has is subpar firepower (which isnt that big a deal as the ship was always designed to take hits and ram if needed with its very heavily reinforced front rather then shoot things. While not a full replica, heavily inspired by one of the human ships in halo (no idea what the name is, just saw a random picture online and thought it looked neat). And my newest creation, the mark-3 warhammer class. Sorta experimental, and my 1st attempt at a warhammer that doesnt require 800 bloody parts. Came out farily decent, lost some offensive capabilities over its predecessors but gained superior armor protection, range (1700ish, way better then the sub 1000 of the 1st model), and i much prefer the look of this one over the last. Basically a cross between 3 ships, BC-304 overall hull layout with hangars, the hammer like shaped front off asgard ships (also stargate), and bridge off my super old 1100 part venator replica from like 5 years ago (its useless for anything but i liked the way i did the bridge on it and it fit this ship nicely). Honestly, its the 1st variant i truly like, since its only 520 parts (which is decent given its size), has weapons that BCorp would normally use in universe (and they arent even all that weak either), and its quite agile for its size if im willing to eat a bit of fuel for vernors. Sent the 2 against the newest model of the AKS Dimension class, which is byfar my favorite ship ive ever made in KSP. The 5th gen model cuts parts, adds better weapons (more heavy torps, less SRMs which not only eat parts like crazy but are vastly inferior to the heavy torps not to mention short range only), ups the armor quality and gives the crew a genuine customized bridge. Not the best screenie to show bridge, but you can sorta make out the 2 kerbals manning their stations (bridge seats a total of 5). It does have its share of issues (probably worst is the insane mass making even vernors take time to angle it at enemy), but it works and it looks amazing imo. I dont get why explosions are so bugged in KSP, every time i smack a torpedo into something the camera gets all screwy and the explosion seems to spread out over a huge distance (and i have to quickly hit the change craft button or itll get me stuck in F3 view). While i did make this thing to be armoed, i sure didnt expect 2 torpedoes to do negligible damage to it... View of underside, showing the torpedo bays which originally were made with the intent of putting anti-ground weapons in em, but there was not enough space to mount ship-ship torps and i didnt want to use fighter bays for that purpose (and mounting torps on the utside of the hull just looks stupid even if it makes alot of sense in space). These torps worked better then i expected (especially since this is the 1st time i ever fired them at a target), hits hard enough to obliterate the Dimension's forward SRM battery and destroy the starboard center engine (which sorta sucks as it makes it much harder to fly straight with assymetric thrust). Still, even with that damage, the hull itself is fully intact and untouched (i checked the internals and only thing that was destroyed in there was 2 more fuel tanks which it can fly without). 3rd torp neuters the Broadsword, even though the ship is still alive (and not 1 of the well protected crew died), its basically out of the fight with the entire weapons array shot off. And the exact same thing seemingly happened to the Warhammer, 1 lucky torpedo hit obliterated the front section which happened to house all the guns. Although i dont like this plan, i think ill move at least the 2 torpedo bays to the rear as its too easy to have everything shot off simultaneously. And finally, despite doing some damage, the fight was a draw, the Dimension was out of anti-ship ammo (still had 2 anti-fighter weapons which are useless against any capital), and BCorp's ships head home to repair at their Mun shipyard somewhat dissapointed in the result...
  8. Well was in the mood to make asteroid field for a dogfight, got a bit distracted and well ended up making a bit more complex stuff... Launched stupidly long rocket housing my "asteroid field assembly kit", just a fancy name for a bunch of dual sided klaws with offset tool abuse making the klaws essentially float some distance away from each other. it does require upping the offest limit in fine mode to make this, but its 100% stock and about the ONLY way i know of to assembly something vaguely resembling asteroid field (that wont drift away later or anything). So yeah, i started with a class E that i miraculously managed to drag into kerbin orbit (had 50dV left in a supertanker afterwards)... And ofc i launched a station to add under the main asteroid. Heres a shot of the WIP asteroid field as it is right now. Its a hair buggy (and you can see the assembly kit attached to 1 of the potatoes) but it doesnt actually shake itself apart which is nice. Docking was super easy as i put on more then enough vernors to make a massive 300 part station (not sure why i even launched it 1 shot instead of assembling on site) rather agile (actually quite used to such sluggish moveent after flying so many battlecruisers all of whih i tend to skimp on RCS). The interior came out nice, very low on parts but still making the station actually feel like its more then just a bunch of crew containers. The 2 creweable sections are the doughnuts made of MK-3 bays. Bottom section is darker (as the red lights dont reach that high), top section is blindingly right so not sure if the kerbals will be very happy in that one...). The look is a completely original idea /sarcasm ...
  9. And another iteration of my alltine favorite ship in KSP (which is inspired by one of if not my favorite warship in any scifi movie), pretty sure im on my 20th or so version of this thing which has made huge progress from the original... This is the original super old replica providence. Laggy, high parts, unpractical weapons layout (albeit authentic to replica as the real one was mmostly broadside cannons despite being in like um space which makes no sense at all). That and way too bloody small, even for chibi scale that i normally build capital ships in, it so small it wont even fit mhy smallest starfighters, only works with unmanned droids (none of which are even star wars replicas as they are all too big to fit in here) So yeah, this version is absolutely massive (for a sub 500 part bone stock warship), hangar fits up to 10 vulture droid replicas (or like 30 berserker class droid starfighters if i could stomach the lag). Like the last few models, uses 7 engines for extra excessive redundancy (it is literally impossible to neuter this thing in less then 3 very solid hits period, you can 1 shot it with extreme luck, but not disable). Weaposn are also spread out, anti-fighter drones are in the back, heavy torps are in the middle, and SRMs are on the nose. That and its armor is absurdly powerful for a stock ship thanks to MK2 bays as its outer hull, making it very hard for even the strongest torpedo to do solid damage (and its basically immune to anything but multiple well aimed SRM salvos). I also ditched the iconic but also unpractical broadsiding capability from lik all the other variants. Aside from eating insane part count to pull it off and not really needing to carry 24-32 SRMs when a single well aimed torpedo is arguably more lethal, there just isnt any good reason both IRL and in KSP to broadside with warships (beisides ofc being "cinematic" as it is a rather cool way to see ships slug it out). So yeah, i armed with the Aurora class's payload which seems to be a good combination of heavy and light weapons, 8 SRMs on the front (in a mount i actually like the look of unlike the crappy looking underslung rectangular pod or fully exposed weapons of the older models), 4 heavy torps (up to 8 total if i dont carry starfighters), and 2 anti-fighter drones (8 without starfighters).
  10. Not bad, albeit missing my 2nd favorite ship out of the whole star wars universe. Laggy as hell (when carrying any extras like starfighters or ammo reloads), but it flies, looks about as close to the real one as i could make without requiring over 700 parts. I really cant use it much in a real fight (im working on a truly low part count version of it, but even if i ditch all the little details like the top doors (which use BG DLC parts to actually move as the real one did in multiple segments), and the guns (which eat quite a few parts), its still a ton just to get the hull right and keep it big enough scale to fit at least 2-3 smaller starfighters. At least you got my favorite one in your set, albeit a little less detailed then my own variations....
  11. Anyone know how big the comets will be? I already have a rather overkill supertanker that doubles up as a class-E tug, but im wondering if i shoud make something even bigger or just reuse what aint broke if the comets will be similar mass? Sorta doesnt look too big from the picture, but no idea what the size variation would be...
  12. I know its not a popular opinion, but i prefer it as a variant as we already have more then enough engines in the game and minor stats tweaks wouldnt really justify its existence. If we need more engines, there are plenty of mods that provide so many engines to give you a 10 page list in game. That and at this point the only thing i feel the devs should be adding with regards to new engines are things that dont just do something another engine already does. A larger or smaller NTR would be useful, large ion, maybee even a 2.5m rapier (this honestly just to cut down part counts on the huge SSTOs people make), but as it stands, we have enough 0.6-3.75m engines burning LFO to choose from and all of them besides the wolf have more or less identical ISP between 300 and 350 (which isnt really a big enough difference to matter in most cases when compared to NTRs). Maybee im just biased against LFO, maybee its because i tend to make more capital ships then anything (and on something that has a 100t dry mass i need every bit of ISP i can get), maybee i just dont make enough small scale ships where NTRs arent viable, but i still feel that adding more of them doesnt really serve that much purpose (besides asthetic considerations ofc as was teh case with alot of MH engines). I can say the same thing on the MH kodiak engine too its a hair different but for all intents and purposes a reskin of the reliant (which i like the look of but dont use much as i dont use reliants like at all since NTRs are the only truly practical deep space engine in stock, and i just dont make any rockets that are small enough to justify the 1.25m engines with the exception of the vector which is mostly used as a booster engine when a rhino or the massive quadruple one doesnt quite cut it but i dont want side boosters). Same with the mainsail vs the F1 analog. Still, it makes some sense to have it a separate part so that the game can differentiate between DLC and non DLC engine somehow. Anyways, what i really would like is a compact model (say old poodle form factor) of thie engine to fit as a drop-in replacement on ships that used the old poodle model (without having to extend the arss or anything like dat). That and assuming it can be done in a resource efficient way, id also like to have a part variant that uses the legacy engine 3d model/texture just for those nostalgia ships (and anything thats a pirate craft as the new cleaner engines dont fit on those at all). Same with 2.5m fuel tanks, give me back my refinery tanks (the new 2.5m tanks are ok on ships/rockets, but look like crap on refineries which actually fit the oil drum style perfectly).
  13. Looks pretty good imo. I like the new parts as they deviate from the rather dull and overused cylindrical everything (i totally understand why real rockets are that way as its a structurally strong shape, but no scifi movie i recall actually had starships that were cylinders in their entireity, not even the more organic looking ships were truly cylindrical). Im still not 100% sure what ill be using them for, but at the least ill probably integrate them into some sort of low part count bridge design (very hard to make a good looking bridge right now without eating alot of parts into it as i need to use wings or structural panels to build it out of). The comets seem cool, hopefully they will be movable like asteroids as i totally want to make a starbase out of a comet and obviously move it somewhere genuinely useful like orbit around a planet or so). Flags are also neat, nnot really gamechanging, but defenetely improvement to immersion when i cab finally properly label my different faction's warships and not rely on the tiny and awkwardly places flags on command pods (which are often at least partially clipped into the hull anyways), or relying on that huge tail wing thing with a built in flag decal (ive used those on a few ships, but with 1 exception (where it just fit perfect as a component of the ship), they tend to look out of place and forced on most ships that arent like SSTOs or aircrafts. As for the tiny grabber, thats something that seriously makes the game massively better. It will make my parasite fighters much easier to build as previously i literally had to build them around the standard klaw which looked awkward and had to be clipped excessively to get anything useful out of. Now it means i can more or less build a starfighter i like the look of in of its own, and slap a mini-klaw on afterwards (itll still require some though as to how it fits on, but its smaller so i can always stick it on different directions and such. I managed not all that badly up to now, but it still just looks really awkward having rthat massive bulge sticking out of the bottom just to make the fighter capable of landing on the surface of a capital ship and not be 100% reliant on assault carriers (or even the unarmored unarmed dedicated carriers which i dont really use much anymore as they are useless in any sort of fights). Also a bit unrelated, but since we get a better texture for the klaw, can we also have the old one updated at least with the white texture or even the whole model. Its not a genuinely bad looking part, but its aged quite a bit from its release and could use a bit of a polish. Fairings look alright, hopefully they fixed the horrendous texture (missing mipmaps) and normal map (flipped so one side sticks out and other side sticks in) bugs associated with these. These are from a post a while ago, no idea if anyone noticed (or even bothered to care), but this bug alone is why i really avoid fairings as they look extremely janky and its very very difficult to not notice especially on the white/BW models which feature much ore distinct normal maps, but even the orange one is dead obvious when zoomed in closer). Ill have to see what they release to determine if i still need to keep deleting the normal map and using flat parts as i cant stand this bug (which is also present in restock btw as it reuses the model from the base game). Now what i really like are the new shiny round tanks, obviously inspired by/stolen from restock mod, but i like these better (assuming the normals arent messed up or something) as they have those dark lines dividing segments unlike restock's models which lack them. Strut varianst are welcome, but i still wish they redid the awful 3d model of the bases which often needs to be rotated to align with the part its mated to (unless the parts are parallel, one side will be at weird angle. I suggest making the base a circular shape (like the place anywhere sinle RCS thruster or similar) so that nomatter the orientation it doesnt ever look out of place or weird (and lets face it, even if they choose a square end it could look much prettier then the terrible 3d model we have now). Fuel lines arent too bad imo though, and they may as well keep it a similar shape to the dump valve. Engine looks nice, and i welcome a asthetic taste choice to the poodle (i do actually like the dual engine we have now, but the choice to use this model even if its identical stats is cool. SRB seems to be updated, nothing really special about it but at least fits the rest. Ans the new texture for the 2.5m tanks ill have to see in game as ive not really been very impressed with the 2.5m revamp (i mean in some ways i even miss the oil drum textures which looked amazing in refineries, now i ned to use the ore tanks for asthetics in refineries as the 2.5m tank doesnt fit whatsoever in that environment. THe grey looks like it might let me use them now, so ill have to see. Anyways, looks to be a decent update (assuming it doesnt break every mod im running like a few have as thats always annoying to deal with).
  14. I do like the fact we finally get flags that can be applied everywhere. Hopefully we get the bug patched where the flags dont get shadows applied making them full brightness even when occluded by something else to the sun. Assuming it is like the robot parts, i can defenetely see a use for the extending piston thing, 6m sounds like a good distance for hangar doors on carriers... Also, some not round parts, not really sure if they will be very useful for my capital ships, but hey, anything that breaks up the monotomy of cylinder everything (and doesnt rquire elaborate custom shapes made up of 20+ structural panels/wings) is welcome in my book...
  15. Defenetely welcome feature... Now if only we got a working stock method to recolo all parts in the game (or at least most of em), mods can give you some variants, but id still like a way to say tint parts with a color that is applied evenly to them over the normal texture they ship with......