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On 4/22/2018 at 9:06 AM, KenjiKrafts said:

@Kernel Kraken That my friend would be FÆS heavy cruiser HMS "Titania" a 590 part, 500+tonne, 4500RPM of freedom dispensing Orkelions and to top it off 28 missiles

TITAN MK 3 

in progress, making my space battleship took all my energy

and we have land AI!!!

which means my heavy cruisers are gonna be smart

 

im gonna start building in 1.4.2

and please tell me were still using bda beta

my titans cannot take 240 rounds of abrams fire anywhere else :c

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#isstillstuckinexams

1 hour ago, Sidestrafe2462 said:

and we have land AI!!!

That sounds good. I honestly haven't played in like a month, so..... yeaaahhh...

1 hour ago, Sidestrafe2462 said:

smart

Smawht

1 hour ago, Sidestrafe2462 said:

and please tell me were still using bda beta

I think so, yeah

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1 hour ago, Sidestrafe2462 said:

and we have land AI!!!

Wait what? Is this in the BDA beta?

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2 hours ago, MiffedStarfish said:

Wait what? Is this in the BDA beta?

it's included in the 1.4.2 update

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5 hours ago, MiffedStarfish said:

Wait what? Is this in the BDA beta?

No, the new AI is in our latest release (released last night :wink:) .... BDAc v1.2 for KSP v1.4.x

There will also be a new mod in the coming days called Enemy Mine ... Brings land mines, naval mines and depth charges to the mix :cool:

 

Edited by DoctorDavinci

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its 1.4.2 compatible

8 hours ago, Kernel Kraken said:

Crap, now I have to go back to One point four point whatever...

 

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Revived? Revived.

We have land AI now, and some people still seem interested (@Sidestrafe2462 hint hint). I'll update the OP and hopefully we'll get a slow trickle of activity back :D

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great! now my pew pews have things to pew pew at!

Though at the same time, half the stuff wont be as effective as before, Armor is now MUCH better than 2x2's but it has way less HP than before- cannons do more damage too. Version 1.5.1?

 

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On 12/7/2018 at 8:38 AM, lapis999 said:

here is a naval strike craft for testing your ships against:

6wqWD1k.jpg

https://kerbalx.com/lapis_space_program/Tiger-tactical-strike-craft

 

ps. is it ok If I post aircraft like this for testing against naval ships

It's not a problem, great to see a new face on this thread already! If you can, try to centralize your posts somewhere so they are easier to find later!

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10 hours ago, Sidestrafe2462 said:

It's not a problem, great to see a new face on this thread already! If you can, try to centralize your posts somewhere so they are easier to find later!

 I will create a thread to house them all

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On 12/11/2018 at 8:00 AM, lapis999 said:

my computer is to much of a potato to test them myself that's why I was wondering

how many parts can you run? I know that Earthlinger has the same issue.

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I am making my own frigate - I seem to have a lot less weapon-to-size ratio than the rest of the thread.

Edited by KeranoKerman
Incomplete sentence

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On 12/11/2018 at 5:00 PM, lapis999 said:

my computer is to much of a potato to test them myself that's why I was wondering

Most of my craft are below 100 parts. The corvette is the largest at 105, and some PTBs I made a while back are under 30, so you should mostly be fine if you can load an 84-part plane :)

7 hours ago, KeranoKerman said:

I am making my own frigate - I seem to have a lot less weapon-to-size ratio than the rest of the thread.

Yes, a lot of people just place one gun per 'area' and end up with roughly six guns total. Try to part clip the turrets (E.g, Abrams cannons) so that they emulate real emplacements

mainqimg9bbab8bc6874.jpg
 
 
On a side note, should we expand the focus of this thread from centering primarily not just around battles per se, but also R&D? It feels more adequate, considering that KSP is an engineering-focused game. We could share design tips/hull designs, etc.
;)

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4 hours ago, Earthlinger said:

Most of my craft are below 100 parts. The corvette is the largest at 105, and some PTBs I made a while back are under 30, so you should mostly be fine if you can load an 84-part plane :)

Yes, a lot of people just place one gun per 'area' and end up with roughly six guns total. Try to part clip the turrets (E.g, Abrams cannons) so that they emulate real emplacements

mainqimg9bbab8bc6874.jpg
 
 
On a side note, should we expand the focus of this thread from centering primarily not just around battles per se, but also R&D? It feels more adequate, considering that KSP is an engineering-focused game. We could share design tips/hull designs, etc.
;)

It’s similar to how I employ my turrets, although most my craft are crazy part counts 

11 hours ago, KeranoKerman said:

I am making my own frigate - I seem to have a lot less weapon-to-size ratio than the rest of the thread.

If you want some help just hit me up on discord or something 

Edited by KenjiKrafts

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6 hours ago, KenjiKrafts said:

It’s similar to how I employ my turrets, although most my craft are crazy part counts 

What do you think of this bit though:

10 hours ago, Earthlinger said:

On a side note, should we expand the focus of this thread from centering primarily not just around battles per se, but also R&D? It feels more adequate, considering that KSP is an engineering-focused game. We could share design tips/hull designs, etc.

 

6 hours ago, KenjiKrafts said:

If you want some help just hit me up on discord or something 

Or, you know, just a PM on the forums...... :D

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Finally finished frigate after lots of work in weapon density department. I'm calling it a Athena-Class Frigate. Working on pics.

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alright! Avian-2 Class escort destroyer  coming up- about 30% of it's parts are hellfire missiles...

Only Earthlinger knows what I make when I make light cruisers- be prepared...

No, its not super-absorbent like my last few builds- this one will delete your missiles.

On second thought, has anyone think about what we are going to set the dmg multiplier to? While I'm fine with leaving it at 100, that makes battles kinda slow.

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On ‎12‎/‎14‎/‎2018 at 1:58 AM, Sidestrafe2462 said:

alright! Avian-2 Class escort destroyer  coming up- about 30% of it's parts are hellfire missiles...

Only Earthlinger knows what I make when I make light cruisers- be prepared...

No, its not super-absorbent like my last few builds- this one will delete your missiles.

On second thought, has anyone think about what we are going to set the dmg multiplier to? While I'm fine with leaving it at 100, that makes battles kinda slow.

Hellfire are not particularly great for naval combat, I suggest KV-1 missiles

I wouldn't want to turn it up really bc then things like my massive cruisers and destroyers become OP. You've got to think the HMS "Oberion" has 12 cannons all clocking in at 200-590mm naval guns firing HEATFS shells. 

Edited by KenjiKrafts
Missed a point

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