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astecarmyman

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Nice, but I too have made a breakthrough. BASIL, Meet Krakensbane-2:

http://i.imgur.com/cIuJPZe.jpg

This one a single shot.

Zekes, about our fight. Seems like my computer keeps crashing after I copied that persist, I think I can't run the game anymore something is broken I don't know what. My charger is malfunctioning, the computer turns off when I load KSP. By that I mean only KSP causes it I don't know why. Can you continue the fight for me please? My next move was to move my last two ships to engage your larger ship. Can you move it for me please? I can't play anymore. Choose the one with the most weapons and engage your largest ship, Use all I-beam shells (Shoot it in volleys of 2, but the staging is preset to only 1) Then use the tirepedoes and unload all the ammunition. I seriously don't know how much damage I can inflict but I want to see. Then on the next turn use the other ship (assuming it would survive in your turn). My computer can't take it anymore sorry.

Plus my family is moving to another house so I'm typing right now in the middle of a room full of boxes so bear with me ok. I'm having quite a bad time.

BTW if I get the computer fixed I'm going to make a new ship. The arms race is still on.

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Zekes, about our fight. Seems like my computer keeps crashing after I copied that persist, I think I can't run the game anymore something is broken I don't know what. My charger is malfunctioning, the computer turns off when I load KSP. By that I mean only KSP causes it I don't know why. Can you continue the fight for me please? My next move was to move my last two ships to engage your larger ship. Can you move it for me please? I can't play anymore. Choose the one with the most weapons and engage your largest ship, Use all I-beam shells (Shoot it in volleys of 2, but the staging is preset to only 1) Then use the tirepedoes and unload all the ammunition. I seriously don't know how much damage I can inflict but I want to see. Then on the next turn use the other ship (assuming it would survive in your turn). My computer can't take it anymore sorry.

Plus my family is moving to another house so I'm typing right now in the middle of a room full of boxes so bear with me ok. I'm having quite a bad time.

BTW if I get the computer fixed I'm going to make a new ship. The arms race is still on.

Ooh, I'll try but i don't know how well i can aim with an 800 part ship next to a 1000 part ship.

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Ooh, I'll try but i don't know how well i can aim with an 800 part ship next to a 1000 part ship.

LAWL!

Also, zamo, i have to say ur ship is amazing in terms of armor (at least vs sub 5t weapons).

It takes me on average 3 shots to neutralize that bloody giant with Tripedo-Ms. Its weakness (like most ships especially my own ones) seems to be targeting the engines. With some luck i can 2 shot the engine cluster off completely (as in no more ability to move unless there are some secret hidden engines inside the hull i havent noticed). I have yet been unable to neutralize it 100% with 4 shots from the SK-CRV-IA1. Still, as laggy as part counts of 800 are (its so painful to bring my measly 270 part ship near that), the cinematic appeal of seeing chunks shot off and not really destroying teh vessel entirely is amazing.

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And this is my ship vs zamo's weapons..

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Its by no means indestructible as you can see that 1st very lucky hit not only destroyed the engines but shot off the rear. Still, considering its but a fraction of the size, weight, and more importantly part count, and that it usually takes all or most of the BASIL's firepower to actually kill one of my ships (A2 has backup engines up front so its not dead in the water if the rear is destriyed like this fight), its more then superior performance to mass/part count ratio.

Really the only killer problem is that its suceptible to this bug that allows a single long ibeam+2 seps to delete the entire middle girder somehow. Its a very odd occurence (and i suspect most kills with ibeams are because of this bug), but past ~200m unguided stuff that you arent actually spectating to target will enable physics bugs and destroy stuff they should never be able to realistically. Try it yourselves, take a very basic ibeam with 2 seps, and fire from 400-500m away. if it doesnt phase through entirely which tends to happen alot, it has some chance of deleting parts of the craft and not actually knocking them off like the same ibeam at the same impact velocity would have done from point blank range (or if you are spectating it as it flies and impacts).

Well, 1.05 has FINALLY broken 100% my obsession with incredible dV fighters. Gone are the days where i have 40t fighters, since i really REALLY insisted on incredible dV (above 6000 minimum), with the new IRSU module that can fit on a fighter, i am more then content with 3000 dV and the ability to resupply on the majority of planets/locations (ofc EVE, Tylo, and a few other spots like Kerbin is still a waste of time for refueling on as you cant really SSTO from there well).

Ohh, and capital ships are gonna be equipped with small fuel landers and internal IRSU support. I think a small aerospike powered lander thats under 10t will work nicely. Itll let be bring up a decent amount of ore that can then be used to refuel warships as needed, and it wont even be too many parts either! Heck, i might even get away with using fighters to refuel capital ships (since even now they have a generous amounf of fuel to get that 3000 dV i absolutely need to have to go to jool system from LKO directly, once there, i can land on laythe (or a moon) and refuel as desired.

the airplane stuff is meh as i was never into kerbin warfare (yeah its easy to get there and do stuff there, but its just gotten old whereas space/planetary combat is more fun for me. The IRSU is the BEST part in the entire game right now since it opens up the ability to actually refuel yourself on a semi or even extremely compact vessel. My HK-101A4 now has full IRSU support and still has a respectable 3000dV range, carrying 4 kinetic drones or 2 bombs and 2 drones.

Edited by panzer1b
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Introducing... #KSPMilitia, an IRC Channel!

Basically, I made an IRC chatroom called #KSPMilitia, so people can go there, have more organized battles (and maybe make three way battles possible!) and discussions on anything from battle plans to building tips, anything that the Naval Battle Club talks about, basically, but with a more organized way with quicker responses to your questions, as well as easier setting up and doing battles.

Heres the link to IRC if you don't know what to do, just click that link, type in a username and put next to "channels:" #KSPMilitia.

Hope to see some of you on there. :D

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Emu, I know it's late but I did sort-of accept your challenge in the end. Due to hardware limitations I was only able to pit the Avacyn vs the light cruiser alone without escort

gdUwnCc.png

Releasing one Isochron missile off the housing

kwz8gNz.png

the low framerate made this is b1tch to aim

abAs86N.png

SMASH! the missile impacted at 300m/s-ish; it decapitated the cruiser and while technically controllable it was only because of the probecores in the missiles.

seriously Emu, you need a better way of controlling your craft; at least put a probecore in the centre

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THIS IS AN OUTRAGE!

I WANT MY ARMOR BACK!

:mad::mad::mad::mad::mad::mad::mad::mad::mad::mad::mad::mad:

This is what the new "engine damage" does to ships and those were ONLY those super small radial engines, i cut straight through my corvette with nothing but 4 randomly angled twitch engines :(

RIP armor unless using weapons in this way gets banned!

As for larger more powerful engines, they INSTANTLY vaporize anything you point em at (try the following on ship armor, aerospike, any fuel tank, aerospike, and probe control. Set keys to let you toggle front and rear aerospike as desired. Then just fly up with it to enemy ship, and even a ultra short burst of the aerospike in front and it gets vaporized instantly.

Edited by panzer1b
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http://imgur.com/a/B9Lbs

THIS IS AN OUTRAGE!

I WANT MY ARMOR BACK!

:mad::mad::mad::mad::mad::mad::mad::mad::mad::mad::mad::mad:

This is what the new "engine damage" does to ships and those were ONLY those super small radial engines, i cut straight through my corvette with nothing but 4 randomly angled twitch engines :(

RIP armor unless using weapons in this way gets banned!

As for larger more powerful engines, they INSTANTLY vaporize anything you point em at (try the following on ship armor, aerospike, any fuel tank, aerospike, and probe control. Set keys to let you toggle front and rear aerospike as desired. Then just fly up with it to enemy ship, and even a ultra short burst of the aerospike in front and it gets vaporized instantly.

Dang it, I just did a reinstall of 1.0.4, I almost got it working. Kraken pirates are on their way to take a copy on the new version on the pirate bay system :)

Arrr! hand me yarr booties.

I'm going to try to score a new laptop if I'm lucky.

btw about your previous post, seeing exploding ships is the only thing that got me in this club. To tell the truth I was googling "starship creation game" then kerbal space program came up, it was the best thing I ever found. I'll be back with a new ship, mark my words, I will have a comeback to dominate the galaxy. The BASIL is just the first iteration of the hull and armoring scheme I have developed. For now I have to transfer to a new house with my family.

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As for larger more powerful engines, they INSTANTLY vaporize anything you point em at (try the following on ship armor, aerospike, any fuel tank, aerospike, and probe control. Set keys to let you toggle front and rear aerospike as desired. Then just fly up with it to enemy ship, and even a ultra short burst of the aerospike in front and it gets vaporized instantly.

Minimum fire distance has been 15m for months now...

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Minimum fire distance has been 15m for months now...

That doesnt change anything. I just developed a weapon that uses 2 recoilless aerospikes. The one in the front is set to like 95% thrust (so that it moves forward). This when fired (its 100% unguided) will come in nice and slow, and will just melt right through a ship's hull (assuming it doesnt outright instantly vaporize hull). Essentially its something that CANNOT be countered. Optimally used at ~50-150m range (for anything farther out and it will run out of fuel before melting through the target provided the velocity is low enough for it to not fly through target before hitting it.

There needs to be a strict rule saying that using any form of engine thrust as an actual weapon is not allowed. Personally, im not even gonna touch these things as you just cant defend against them.

Ohh, and a word of advice to anyone using the rather popular ibeam+sepatron weapons, move the sepatrons to the front of the entire missile or ull vaporize whatever the weapon is mounted on the second u try to fire.

All in all, after more testing, the engine damage isnt a major deal when it comes to say something brushing past the ship (i tried a conventional missile wityh engines shooting radially meant to near miss ship, it only dislodged a external panel, nothing major). But if the thrust is close enough (and the weapon is going slow enough that it doesnt actually collide before it burns through), then you are looking at the hard counter to armor since its impossible to counter such a device (without actually evading it since it generally needs to be lowish velocity and even if igts fired from 200m out, same issue, you would have to actively evade it to counter it.

At least there is 1 good thing, stageable docking ports. Ive just lowered by part count for the most basic railgun (short ibeam + 2 seps) from 4 to 3 parts by omitting the decoupler i usually had between the docking port and the weapon. This may not sound like a ig deal, but for those very few ships that are armed with liek 40 of those (alot of my pirate style warships use a massive and i mean massive high ammo count railgun battery onboard), 1 less part per missile can add up to ALOT of part count saved.

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The RF-45 Kingfisher is (seemingly) ready for sale! This fighter uses two "Panther" engines and a sleek form factor to speed around, relying mostly on radar and heat-seeking missiles, but also has a chain gun for backup artillery. Valentina Kerman flew it with ease around the waters near KSC, before landing in the sea itself. Thanks to the Panther engine's large gimbal range the Kingfisher is quite manoeuvrable, though it can't do extremely tight circles like the Goldenhawk.

[iMAGES LOST DUE TO WRONG FLIPPING BUTTON]

download RF-45 Kingfisher

The RF-45 is one of a few upcoming new atmospheric technologies developed by SAP, as we feel threatened by actions taken by KME.

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This is what the new "engine damage" does to ships and those were ONLY those super small radial engines, i cut straight through my corvette with nothing but 4 randomly angled twitch engines :(

RIP armor unless using weapons in this way gets banned!

As for larger more powerful engines, they INSTANTLY vaporize anything you point em at (try the following on ship armor, aerospike, any fuel tank, aerospike, and probe control. Set keys to let you toggle front and rear aerospike as desired. Then just fly up with it to enemy ship, and even a ultra short burst of the aerospike in front and it gets vaporized instantly.

hmm, what if someone modded a thruster like a beam weapon with these mechanics.

0 thrust, long-ass exhaust and ALL the heat

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Updated my profile pic, it's quite a bit less aggressive than my previous one. I've also been working on a Carrier Mk III-B variant. Both of which look great in my opinion, but I'd love to hear what everyone else has to say.

http://i.imgur.com/4QqvWeU.png

Ok, I take back what I previously said. That ship looks gorgeous (Is it a girl lol) anyways, from this view the front (which I assume the bridge) looks amazing.

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Well, here is some more testing (with a fairly lightweight and very powerful weapon i made):

Javascript is disabled. View full album

Well, ive come to a few conclusions regarding how to armor against these sort of bloody things.

For one, it seems that wings, particularly the large wings are much more resilient then structural panels to engine thrust. So placing a layer of wings outside your vessel is extremely useful not only from a appearance perspective, but from a protection against the new 1.0.5 flamethrowers of doom.

Another thing thats true is to have layers, and i mean the more layers the better! You know BDArmory, and how you protect against the guns, by stacking lots of armor ontop of itself, well the same works here. A stack of say 4-5 wings is hard to burn through, and provided its interactive DMP style, hopefully you wont stand still long enough to let someone use such a weapon on you long enough to cut you in half.

Then, it seems that fuel tanks are now pretty good armor at least against this weapon. MK2 fuel tanks in particular are large and thus block alot of your ship, and their heat capacity is high enough that it takes time to burn through em. Pretty much anything that is heavy and has alot of heat capacity is good to have, and likewise, anything lightweight with low heat capacity is VERY bad, so avoid excessive spam of lightweight components such as the 1x1 structural panel.

And finally, you CANNOT and i mean CANNOT effectively defend against both flamethrower style weapons (like this), and also against kinetic weapons. Unless a very specific rule banning the use of these things is put in place, i have to say its very likely we will see alot less armor, and alot more mobility/outside LOS combat. I know that multiplayer is most likely going to revolve around who can do better orbital maneuvers and has better thrust (actually with enough TWR you stand a good chance of dodging most guided weapons unless the shooter is crazy skilled and can lead a target moving in 3D (its not easy trust me, especially when the target can dynamically alter thrust, change direction of thrust, and angle themselves in various ways, ofc assuming they have enough TWR to work with here like 1.5 or higher), but regardless, i feel that ther eneeds to be a rule put in place prohibiting any form of "flamethrowers" or other thruster based weapons. Also, another thing i found out is that with enough sepatrons, even a single ibeam, that phases can instantly vaporize anything directly behind it's thrusters (zamos ibeams with like 50 sepatrons do this often enough that it kills my ships that were previously immune to the buggers).

All in all, i feel that with enough time, we might actually develop a counter to this painful new addition to the game, but until then, i think armor has become even less worthwhile then it was before.

Time to redesign the entire AKS fleet, to better take advantage of lessons learned both against conventional weapons, and against this new threat!

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Well, here is some more testing (with a fairly lightweight and very powerful weapon i made):

Well, i've come to a few conclusions regarding how to armor against these sort of bloody things.

For one, it seems that wings, particularly the large wings are much more resilient then structural panels to engine thrust. So placing a layer of wings outside your vessel is extremely useful not only from a appearance perspective, but from a protection against the new 1.0.5 flamethrowers of doom.

Another thing thats true is to have layers, and i mean the more layers the better! You know BDArmory, and how you protect against the guns, by stacking lots of armor ontop of itself, well the same works here. A stack of say 4-5 wings is hard to burn through, and provided its interactive DMP style, hopefully you wont stand still long enough to let someone use such a weapon on you long enough to cut you in half.

Yep, pretty much common sense. Guess the BASIL needs a little upgrade on armor and more protection on the engines to sort her out properly for the new advancements (Like the flamethrowers, and zekes all new heavy missiles)

Then, it seems that fuel tanks are now pretty good armor at least against this weapon. MK2 fuel tanks in particular are large and thus block alot of your ship, and their heat capacity is high enough that it takes time to burn through em. Pretty much anything that is heavy and has alot of heat capacity is good to have, and likewise, anything lightweight with low heat capacity is VERY bad, so avoid excessive spam of lightweight components such as the 1x1 structural panel.

And finally, you CANNOT and i mean CANNOT effectively defend against both flamethrower style weapons (like this), and also against kinetic weapons. Unless a very specific rule banning the use of these things is put in place, i have to say its very likely we will see alot less armor, and alot more mobility/outside LOS combat. I know that multiplayer is most likely going to revolve around who can do better orbital maneuvers and has better thrust (actually with enough TWR you stand a good chance of dodging most guided weapons unless the shooter is crazy skilled and can lead a target moving in 3D (its not easy trust me, especially when the target can dynamically alter thrust, change direction of thrust, and angle themselves in various ways, ofc assuming they have enough TWR to work with here like 1.5 or higher), but regardless, i feel that ther eneeds to be a rule put in place prohibiting any form of "flamethrowers" or other thruster based weapons. Also, another thing i found out is that with enough sepatrons, even a single ibeam, that phases can instantly vaporize anything directly behind it's thrusters

I was actually thinking of using heatshields on my next iteration of my ship, using a combination of fuel tanks, wing armor, plate armor and heatshields (one big reactive armor). I already had plans but since 1.0.5 came out I want to know if it works. I'm an excellent armor developer so I have ideas hidden under my sleeves (though initially I was weak in developing sturdy hulls on where the armors go).

(zamos ibeams with like 50 sepatrons do this often enough that it kills my ships that were previously immune to the buggers).

Hehe.. Guess, I accidentally have acquired additional firepower then. They were already lethal even before. May I remind you that even though you might feel secure you are not. Since most of use just ignore I-beams nowadays.

Those heavy I-beams are my secret weapons actually, while my tirepedoes are used for brute force attacks (that's why you can see them stashed in the center of the BASIL for maximum protection). While they were for precision strikes, they are not unlike your conventional light I-beams they were made for piercing through ships but with more punch and surefire way to kill things. I can say that they the the "tirepedo" equivalent of the I-beam missiles.

All in all, i feel that with enough time, we might actually develop a counter to this painful new addition to the game, but until then, i think armor has become even less worthwhile then it was before.

I think it's fair game. The game is constantly evolving so there's nothing we could do but adapt.

BTW WHY DO YOU KEEP TESTING MY SHIP? PLEASE ALSO USE YOURS.

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