panzer1b

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About panzer1b

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    Sci-Fi Military Engineer

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  1. Well, more progress with something less spacy... I made a working 2 legged mech, with bare minimum for guns (2 SRM-4L), extremely inaccurate guns (the thing flops around so badly on those 2 legs it can at best aim within a 45 degree cone), but its there, it walks, and it looks epic from the inside of the thing! As neat as this thing is, oi think im going to stick to 4+ leggers, just too damn unstable even if its insanely neat. 4 leggers have broken the 10m/s barrier for me thusfar, and best of all when done right do not require excessive amounts of reaction wheels like at all (bane of 2 eggers is the requirement to have like 10 of the largest reaction wheels minimum to stabilize the thing).
  2. Finally finished the prototype 4th gen model... Same deal with previous one's bridge, nice and high up in the back giving a very good view of the ship and any vessels nearby. Engines are fairly basic, just the usual triple engine cluster i use with most of my ships, augmented by 4 more engines, 2 in the very front, and 2 in the middle beside the ship's core and main bridge. There are very small slits provided fo eeach of these to thrust through, keeping some amount of plausibility behind the vessel design. Hangar is absolutely massive considering the fact that said hangar was always an afterthough for this ship (it is technically a cruiser, which means it has to operate on its own with some extent, namely needs good range and offensive payload). Nothing too fancy, but it came out really good looking sine it gets fatter near the middle and tapers down near the front/rear. Torpedo bays open, more of asthetic thing then anything else, but it does provide limited protection to the torps when they arent being deployed against enemy targets. Primary weapons payload, ship is armed with 6 SRM-4Ms, enough firepower to take down anything that somehow doesnt get neutered by the torpedoes. It is a massive hit to part counts as 1 of those SRM-4Ms is 25 parts, not crazy alone, but when you add 6 of em, alongside 20 part torpedoes, and a random kinetic drone thrown it (i had 1 extra hardpoint on it which i couldnt think of what to do with so i threw it in), meaning that over 1/3 of the ship's parts are weapons, 380ish hull, ~200 for weapons. manageable on my laptop, but far from lag free and you do notice it quickly when adding fighters (defenetely going to develop a much stronger unguided weapon out of the new .6m SRBs since 200 parts is not going to work for me when i still need to add 6 fighters, ammo for said fighters, and probably external droptanks. And finally a nice shot of the thing at night. Not fully 100% finished as there are still a few things i can do to cut parts down to a more manageable level, but is there and it looks really cool imo...
  3. More progress on dis monstrosity: Hangar bay is absolutely huge for a fully enclosed one, looks good, doors actually work without requiring BG actuators for function (although i plan to make a DLC variant of this with doors that slide in a much neater way then current door), and i can actually fit 2 full squadrons of micro-fighters in it (if i disable the 2 engines in front of the hangar as they sorta thrust right into the fighters and blow them up). Defenetely got the whole organic feel right with this ship, plenty of curves with the MK-2 parts themselves, and added some curving in the other axis to make it sorta a big bulge. Best part, hangar is almost no parts whatsoever, 20 to make the top/bottom in its entireity, plus another 20 or so for asthetics. Engines are the biggest part count sink (and ofc weapons, but those aint on the ship yet), but in general considering the fact that this is the largest genuinely viable ship ive made thusfar, im not going to complain in the part count department. Only thing left to do is overhaul the front bottom, add the guns, and this thing should be good to go...
  4. Not too much done, but i did manage to get a organic styled hull to actually look decent (its extremely difficult to make any sort of curved surface in stock). If i have extra parts im willing to burn at the end of this design, ill add a extra layer of structural panels atop this to help add some extra protection, but sofar hulls like this have proven to be fairly survivable against anything but very heavy torpedoes (and even those sometimes shatter against MK-2 bays). Managed to get the main bridge to be half concealed and just stick out the main windows (really makes it look neat, and lets you peer inside the hull using the lower windows). Observation deck/backup bridge is as in the older model, stuck up high making it very unlikely to get shot by anything that isnt specifically targeting teh crew (a big no-no for when i do ship battles, kerbals get killed only by accident). hangar should be massive if i get it right, and i might be able to use the MK-2 bays to make doors which are better then both hacky airbrake/antenna doors, dont add any parts, and less wobbly then BG doors (although these are the coolest looks wise, they eat alot of parts). Triple engine array on the rear will be, just like its predecessor, supplemented by 4 extra angled engines, 2 nose and 2 mid bay mounted to prevent any single weapon impact from destroying propulsion systems entirely (unless it happens to blow the ship apart or something of that sort). That concept has worked wonders for me thusfar and negates the number 1 issue with nuke engines, their vulnurability and ease of being shot apart. This is what its based on (which you ca probably guess is also based on another ship, namely the Providence from Starwars EP3). Its deviated alot from actually being a replica at all (although replicas are cool, few of my true close replicas are combat viable so i have to make alot of changes from the original design). THis thing served me well (destroyed its share of enemy warships), but its time to overhaul it and try to both make it slightly larger physically (hangar bay isnt the smallest ive made on capital ships, but its actually impossible to fit anything larger then a micro scale interceptor in there or a tank of fuel) and cut the part count which is eaten by the structural panel armor scheme. While panels are decent, most of my weapons cut right through em anyways, so i might as well switch it to primarily MK-2 armor which is both more likely to desintagrate rounds that hit it and doesnt eat close to 100 parts total for both rear and front hull. Now while the parts look good as is, i genuinely wish they would add some color variants to the MK-2 parts, as they make ships that are predominantly made of em look super bland. I have nothing against the color white, but without adding some other crap to the vessel, they sorta look like they came out of a clean room or something, and they sure as hell dont look like military vessels out of sci-fi movies for sure. Same issue with my Starlight class, too much white and no way to make it look genuinely decent without making the already bad part counts go through the roof... Prolly my fav aspect of that thing is the engine array, 100% fully concealed inside the hull (does crap for survivability as the entire array is clustered super tightly, but looks cool).
  5. My primary use for robotic parts are doors on vessels, since we lack any solid method to have hangar doors in stock. I used to use combination of cargo bays, antennas, airbrakes, control surfaces, ect, but all those methods required massive part count and looked really bad if you were trying to go for a clean appearance with the doors. The best way imo were cargo err bomb bays like 2 MK2s arranged so that when extended fully their doors meshed and closed a larger opening, but even that method didnt look very pretty and required massive space to implement in a way that wasnt visually jarring. Probably the best example of this is on my dimension class cruiser. It has a tiny hangar just big enough for a starfighter or 2 (2 if they are small ones), and the improved version uses the actuators for sliding doors that fit almost perfectly with the rest of the ship in asthetic dept (ended up using MH panels since they just fit the looks better, but i could have always used normal wing panels if i didnt want to touch MH parts for some reason). Thusfar, doors are the only truly common use i have for robotic parts, since its relativelhy bug free to make em, and solong as you give the actuators enough force to hold doors open in gravity, it functions flawlessly. The other somewhat common use is the propellers, they are a bit buggy, but its finally a way to make a practical EVE transport that doesnt require constant IRSU. Powering props on EVE is still a major hurdle (we dont have any big RTGs and larger solar panels tend to break off), but at least we have a method of propelling flying vessels there without mods or cheats. Also useful on kerbin but less so since there are jet engines (they still use fuel, but are so damn efficient that you might as well just pack alot of LF and call it a day). Nice on duna as well, but more difficult to use and rockets are still not too bad due to the ultra-low drag and ability to use nukes at ground level (near max ISP even though there is atmo). The next thing that i actually use is for suspensions on vehicles. With the dumb autostrut locked feature you cant really make the wheels jump around like you could in the old days and make springs by putting wheels on the end of 5+ cubic struts thatd flex. With robit parts you can actually force disable the autostrut by putting a robotic part somewhere in the loop, and set it to allow like no degrees of travel. Its a hacky solution, and it will NOT work for every vehicle (sometimes the wheels start to wobble like mad especially if its heavy), but its finally opened the door for actual custom suspensions and while i only have 1 vehicle that ive successfully made using it, it is a neat feature i like to mess with. the screenshots aint that great, but it shows the gist of what i use, those small servos have a girder and the wheel is attached to the girder, allowing the wheel to move up/down far more then the crappy default suspension would have allowed it. The vehicle is a bit of a prototype, but sofar the hull itself (without any armor on it) can survive a drop on duna with 1 single parachute cause the suspension resists pressure so well... Finally, i use legs for making mechs, albeit thusfar ive been unable to make a actual functional robit that walks on 2 legs, and can engage in combat, ive managed the 2 legged walk, but the weapons were so damn inaccurate they were useless. That and while this was what i was most excited with regards to robit parts, the combination of bugs and i guess my inability to make a 2 legged thing work reliably has limited my enjoyment thusfar of that 1 aspect of the DLC. Still, i think the DLC was worth it. Its alot less screwy then IR was (havent tried any recent iterations of it, but the last time i did use it it had way more limitations and was just buggy much moreso then stock robitics is), and it opens up some neat options in the game imo. The ground stuff not a huge deal, but i still think the planet scatters look neat, and the sci stuff adds to immersion (even if i only play sandbox, looks really cool stuck out in front of a orbitally dropped housing unit/outpost.
  6. More ship designs which im quite happy with, Made a new longsword class frigate, based on a older vessel just modernized to today's standards. Fairly easy to blow the entire front off, but its sorta more of a weapons platform rather then a tank, so its fine for its role. Then i overhauled my older by failed warhammer battlecruiser into something worth using. Lags pretty badly since it is just over 500 parts, but it can take fire and dish out damage itself (armed it with 4 heavy torps, 2 anti-fighter/light missiles, and like 6-8 SRMs. Its still not quite 100% optimal, but it works, and its got enough hangar space for 2 fighters or shuttles (those pods on the side are dual purpose, mounts engines and hangar space as well as some secondary weapons underneath). Managed to severely cripple it, but the mid section still was functional (took every last bit of ammo from the nebula class frigate to do this). This thing isnt quite a dimension class (which is better in like every category possible), but since i intentionally limited myself to low tech feeling parts only (no nuke engines, no cargo bay armor, so fancy anything), i think it came out great. And ofc the best screenie i managed to get out of this thing, looks like something straight out of a sci-fi movie with those side panels being torn from it as it explodes violently...
  7. Yeah, its configs, i just bundled EVE itself but the version dont work in 1.8 obviously. If i ever get the time to bother upfdating this ill add newest EVE to it as well as a few changes ive been working on...
  8. Made a new house, since i wanted a bit of a break from the usual combat in KSP i normally do. that and installed KS3P now that its been updated and ofc tweaked it to remove the annoying crap like motion blur (i dont know why but ive hated motion blur in like every single videogame ive ever played, never felt "realistic", made it hard to see stuff well, eats resources, ect). Dropped this near the pole, since it features more interesting terrain, views, and is less likely to get attacked by pirates. Nothing too fancy, just tried to make something that actually felt like a sci-fi orbitally dropped housing unit that looks like a shipping container on a girder base, and i think it came out decent in that regard. This was teh older iteration, not the one thats pictured above, but it shows a much better view of the actual design (only change with new one is the hitchhiker being moved internally and just a singl fuel tank visible below). Now to make a HQ in this style (my older skytwoer design is much cooler from a HQ standpoint, but it just doesnt fit well with this style housing), and ofc deploy a LRM battery for defensive purposes if i can actually come up with some sort of long range guided missile that doesnt suck, require crazy part counts, and looks like something that wasnt vomited out by my pirate factions...
  9. So yeah, i did a small 1v1 battle, and spent a bit of time with logistics and rearming/refueling a ship that miraculously took no damage of any meaningful sort. Got restock installed so that the parts actually look half decent in terms of quality, really makes a difference with NTRs and a few of the otherwise bland stock parts. Some of it i disable (i actually prefer the stock 1.25m fuel tanks and most of the revamped engines squad did in the latest updates), but for the most art restock > stock. While this thing is borderline useless (no range, engine thrust is so offcenter you need to constantly lower thrust levels, pathetic firepower, no TWR, exposed bridge), it did actually survive a weapon that normally would have blown a BCorp vessel in half with a direct hit to the centerline like this was. Still, it was designed to tank fire, and that is did quite well. Despite the rather impressive explosions, the Broadsword class frigate didnt do squat, blew off most of the wing paneling (which is purely asthetic anyway), and the only genuine damage it did was destroying 1/12 of the Nebula class's fuel capacity (so 1 LF tank), something said ship can easily live without as its got overboard dV to begin with (close to 3000 with the weapons payload i gave it). And returning fire with broken SRMs (update made them useless, i used to have the engines tweaked to 200% thrust with ablator added to compensate for mass, but 1.8 made it impossible to exceed the 100% setting rendering the ibeams too slow to do jack besides knock off the unarmored exposed bridge and a few of the ships fuel tanks. While it was dissapointing, at least it forced me to remove the final "cheaty" aspect my ships abused in KSP and ofc upped the part count of the heavier SRM podsmmaking it harder to carry ammunition without lagging to death (to be honest they were a bit OP with just 4 parts per missile, now its 6 so not crazy bad but less capacity for most ships if i dont want to lag to death). here she is after the battle, half the crew is intact (noone actually died, both the main bridge and side pod that were lost just got shot off), engines work (albeit 2 of them need to be shut off if i wanna go in a straight line), 4 of 6 weapons hardpoints can be reloaded, and it is fully controllable. I think ill try and have the pirates operating in higher orbit drag it away and fix it there, given that a ship this damaged has no place serving any of the primary factions, that or pull it to the closest station and add it as a sort of disaster shelter (it is still armored so a kerbal inside it has a good chance of surviving ordinance). Launched a quickly whacked together ammo dump to the mun to rearm the Nebula that emptied almost every round it had. So yeah, the reloading droid was beyond painful to use as i had to rush like crazy so it didnt loose power. Apparently i forgot to add any power generation or batteries to the thing, rendering it extremely finicky and forcing me to use the frigate's own RCS system (which also survived with no damage) a couple times to save the unpowered probe. Hopefully ill remember to add useful things the next time i send ammo to a ship, that or like the last time, forget to put RCS on teh tug drone (which makes it extremely hard to get ammo onto a ship, since it sorta needs RCS to move at all...
  10. I havent bothered trying to decompile any of the analytics data, but my point still stands, ANY data being sent PERIOD is wrong in my book, especially if the user specifically desires to opt out of any sort of tracking. Unity's solution is also stupid, forcing you to register on some website for it to honor your request to not track you. There is NO method to verify that it even honoring that, and possibly whats worse, is that it requires you to give them detailed info about the installation to have that even work (i havent done it myself, but im pretty sure it needs some unique install code or serial to work at all). its a sad fact that our society seems to have more or less jumped on the facebook/social media bandwagon and doesnt give 2 craps about privacy, but there NEEDS to be a way to completely cut all analytics out of any singleplayer game without resorting to firewalls or any other outside method. Id be fine with deleting a file to make the issue go away, but even that should not be needed, just have a damn config setting that is honored by the program, if its set to not send data, then dont send squat period ever!
  11. Made a new um rover err armored car... After quite a long time of not making stock tanks i decided to give it a go, and with the new wheels its actually not bad at all (and allows for proper aiming up/down by adjusting springs). Does everything a land vehicle outta, drives fast and stable, shoots while moving accurately enough to hit a barn sized building, and can even survive anything but a direct hit right down the middle with its own weapons package. Its a little complex (due to armor plating and redundancy), but the best part about is is that i can fit these things into any standard cargo vessel or carrier i got (all of which use either a MK-3, double MK-2, or some variation of wing panels and armor plating for the bay). Ill see how well this done after i land a few on duna to fight the aliens that are currently there, but i think it will stand a chance. In other news, made a truly well armored frigate for my 2nd main faction i have in my KSP games, and it turned out to be solid despite looking like a brick with stuff strapped onto the top of it. Looks perfect for the faction fielding it given that BCorp uses more industrial and blocky looking ships then AKS's sleeker styled ones made up of almost all wings and MK-2 bays. Despite being split in half and loosing all its weapons (this would have been a mission kill, but its still technically mobile and controllable by the hidden kerbal inside), it remained possible to move it. Given that it took the entire payload of a dimension class cruiser to do this to it, ill say resounding success. No MK-2 armor, no abuse of offsets, and the only price i pay for that is pathetic armarment (2 SRM-4s is too little ammo, and the 4 side mounted SRM-4Ls are useless against anything but unarmored targets), and somewhat lousy range (which i can extend using droptanks to be manageable).
  12. Yeah, as much as it sucks, im officially going to wait for KSP2 to be released and tested b4 i even consider buying it (i would have preordered had they not had this analytics trash in KSP1 that is now nolonger able to be removed or game wont work). Ill prolly get it on sale or something, and if it does come with analytics just not bother with multiplayer (im pretty sure we will still be able to do everything KSP1 could do offline aside from interacting with other earth meatbags). Hear this T2: you have just lost a customer because of your anti-consumer tactics. Privacy DOES matter for me (and apparently quite a few others judging by posts here), so consider that b4 you go and use cheap tactics like this to alienate your source of income...
  13. What i dont get is why this is forced on everyone with no justifiable reason. I can understand analytics in a multiplayer game (afterall, they can like track what you do on servers when playing anyways), but KSP is a single player game, and has no reason to track what you are doing offline in it whatsoever. Also, i dont care about the arguments that its anonymous, ANY data being sent to their servers about my machine, what im using it for, hardware i have on it, ect, is an automatic NO from me. I believe there needs to be a way to opt out from client side and not have to send ANYTHING to any server to get it to be disabled (opting out via website is NOT opting out in my book, you still need to send data somewhere for that optout to be set, and there is no guarantee itll even be honored). Anyways, my biggest complaint is the fact that the game nolonger even starts with analytics deleted. So yeah, please listen to your customers devs/T2/unity/wheover is calling the shots, and make analytics a 100% OPTIONAL AND NOT REQUIRED THING TO RUN THIS GAME!!!!!!!!!!!!!
  14. While im not concerned myself since i have 3 firewalls all set to block KSP from sending or recieving anything, i do think this forced analytics is utter BS from a customer loyalty perspective. I really like this game, but adding a forced analytics crap into it is very low, especially since that feature has nothing to do with actually playing it (and the whole monetize private data many companies are getting into just makes me sick). Ill continue to support this game as usual, but if KSP2 comes with crap like this (and that will be a MP game so ill have to allow it online if i want to do MP stuff), i might reconsider my current stance of looking at buying it...
  15. booted up 1.8 finally (wanted to do it earlier, but was way too busy... Seems that everything works fine, duna is beautiful even if buggy (EVE was updated to 1.8, but i need to redo a few things with my mods to make it better)... That and no scatterer, very rage inducing ... Its just ages better then what we had b4, really makes the game much more immersive especially for those that actually land stuff on planets (had to launch a new skytower, since the old one got blown up). And in other news, more space combat, seems the ship i tested my tri-fighter on didnt even survive the point defense weapons (pretty sure the primary shipkillers would be overkill). Didnt have mods enabled here as i just realized EVE was a thing for 1.8 like 5 minutes ago...