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Spearka

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Everything posted by Spearka

  1. I've been trying to make improvements to the Thassa in an attempt to outdo the Stealth Weasel and I dare say I might have just succeeded. The improvements consisted on adding an extra 4 winglets and internal wings to improve turning at lower speeds, 2 ECM Jammers to reduce the chance of being downed early on, four batteries for more ECM jamming for longer, a Radar reciever for synchronisation between craft and an extra engine. As a result matches ended up very tense; out of 6 matches under different conditions the Thassa won in 5 which is a significant improvement. This one was the closest (it's also an earlier improvement thinking the laser would do something), even though the Stealth Weasel removed the engine on the last Thassa it still managed to down the Weasel completely with its 50.Cal guns. Another tense match, both Thassas lost a wing as did the Stealth Weasel but all kept flying. Eventually the Thassa not on screen launched a missile destroying the Stealth Weasel. Semi-obligatory Thassa shot. I also centred the tail fin and moved the Vulcans a little as collision issues prevented it from firing properly. Download Link
  2. As far as I know only the Zarek has a near-100% chance of killing a target with missiles since it goes so fast that when it fires its missiles the opposing jets countermeasures don't have time to take effect but I'm too reluctant to enter it as it's a hit-and-run aircraft and is poorly suited for dogfighting
  3. Thanks for the compliment, I really wanted a different aesthetic to the other fighters. That being said, I already tested it against the Stealth Weasel and 5 times out of 6 it loses. I attempted to bolster its agility by adding extra wings under existing ones and shifting the tail fins but it still loses regularly. I don't think the Stealth Weasel is ever going to be deposed and if so, it's going to be from another conventional design like that from Scriptkitt3h SIDENOTE: I also saw that the Stealth Weasel only has its tanks half-filled. I'm actually quite annoyed by this as one can simply reduce the amount of fuel to increase performance with no significant downsides.
  4. Anyone can feel free to give my Gideon-class Destroyer a shot; blow it to smithereens, don't, I seriously don't care. Download Link Advance Warning: The ship only works in the 1.1 Prerelease
  5. I can understand this, unfortunately I don't think I am able to perform most of these changes without either completely losing the aesthetic which I tried to model the plane from what its named after or worse, making it uglier than Freddy Kreuger trying to perform chainsaw-fellacio. On another note, removing the ASAS modules reveals it to be a lumbering brick that the Stealth Weasel could defeat any day of the week
  6. I ran a few matches of the Thassa against the Stealth Weasel; the results were....... absolutely terrible. On paper it would seem like a good fight; the Stealth Weasel has good agility as would the Thassa due to its ASAS modules easily making it change direction, the turrets would cover its blind spots and the quad Vulcans would tear it apart head-on It couldn't be further from the truth, out of 5-6 matches, the Thassa won ONCE; turns out the ASAS modules would destablise the craft when turning at particularly high speed; the "turning about" is more a burden than a benefit and the only legitimate way of engaging the Stealth Weasels is to use the turrets which was the only victory it got. I hate these results; I'm compelled to just abandon the design, quit the competition and build a giant middle finger dedicated to Redshift OTF and his bullsh*t plane
  7. It's a KSP-fied version of this But horey shet the part count.... Off-topic, I'm doing a practice match of the Thassa against the Stealth Weasel, I'll let everyone know how it goes
  8. I'd like to enter in the Thassa-class Fighter in the match Download Link KerbalX Link
  9. I mean BDArmoury cruise missiles from the surface, same with bombs (well, more from the air)
  10. HatBat, small question: As most of us are aware BDArmoury now has a whole bunch of new features including targeting modules and GPS-guided missiles and bombs. Would it be permitted that solely for story-driven or just for Kethane Station episodes, could Targeting balls be equipped onto Space vehicles for targeting on Cruise missiles and bombs? (Point+lock+send GPS)
  11. only a single plate will suffice for space vessels. The radiator theory should theoretically work but one could just shoot the plate its attached to
  12. There's much more than slapping on plates; you need to make a structural "skeleton" of your ship with girders and put the plates on there instead of mounting it on fuel tanks. Unfortunately this does mean compromising on Delta-V but your ship won't be destroyed in a single hit. It's also important to try and "decentralise" the structure i.e. build armour stemming from different points of the skeleton instead of attaching one plate on another
  13. Crap, I might have to modernise/replace some of my designs too; shame though, I grew quite attached to them That being said, how were the tests/matches of your fighters going against mine? is it fine? too under/overpowered?
  14. It's a good suggestion but it's heavy enough but as it is, it's already too heavy to lift off dry. I'm even thinking of adding an extra engine to it for that reason
  15. Prior to Kethane Stations shortly before release? No. I'm not wholly sure what goes on before an episode is released and until 1.1 is released it's all speculative right now
  16. I took some time to test the Thassa myself in multiple air combat scenarios, it's quite hard to approach it without immediately getting missile warnings, you can end up shredded by the vulcans trying to get at it head on and trying to tail it somehow ends up with 50.Cal fire. It is also able to survive one engine down and somehow the AI can even manage to fly it even if an entire half is destroyed EDIT: 28 minutes later the craft, still somehow flying well ran out of fuel and crashed, so I'd call it a success on durability; not so sure on range though
  17. I hate to be that guy but I decided to completely rework the Thassa to be more awesome-looking and befitting to the thingy its named after Performance-wise it's still quite similar, still retains the 50.cal arnaments, quad Vulcans and 8 missiles; I ditched the ECM jammers and Mavericks as the former used up too much charge and the latter was too inefficient; otherwise it still functions amazingly, it can reach Mach 1 unloaded just like yours, it can turn completely about at 55m/s or lower and is technically STOL (landing VTOL may be possible but you'd have to be super-experienced). The Thassa can be fitted for Ground assault without too much trouble as well. The Download Link works as before but here's Another one for good measure
  18. Roger that, here are two fighters that are supposed to engage in different ways Thassa Fighter Larger, more arnaments; suited for dogfighting Zarek Interceptor Smaller, faster, able to destroy incoming missiles, suited for hit-and-run ops
  19. I imagine we can't for story purposes but I'd rather hear from HatBat
  20. I conducted a rather extreme test of your ship with my two most powerful missiles, both of which utterly destroyed the ship This is the result after contact with a Bol-class missile at 3km And this is the result after contact with an Isochron missile at 1km. I've taken a close look at the Pike-class and I have noticed that it completely lacks a skeleton framework, this actually makes it quite fragile in comparison to come other ships like the Gideon, the Recon Corvette or any of zekes' ships. Otherwise the armour is really good at completely negating damage and its compound nature in places makes it highly resistant to smaller arms such as the Krenko or other fighters. However you should avoid linking your armour pieces as that practically makes it a weak spot that removes all other armour pieces. The Pikes arnaments look good but I doubt its effectiveness against larger, more armoured ships like the Victory, the Avacyn or some MU ships, I'd suggest making more complex, guided missiles that are heavier as the heavier the projectile, the more damaging it is. Otherwise it is a very solid and well-rounded ship that is very capable, it's a good start.
  21. It's been a while since I have made a notably large ship so behold! The Gideon-class Destroyer is a moderate-size ship that functions as a frontline ship; the three mounted Isochron missiles that are functionally identical to the Avacyn make it a suitable ship for engaging capital ships; because I made this in the 1.1 Prerelease I cannot determine its range because Mechjeb doesn't work yet. Armour-wise it is solid; the crest-like front can deflect even heavy munitions (though it still takes damage) and is also suitable for ramming, broadside shots also have a resistance and can confidently take an Isochron shot without severely comprimising munitions or its fuel tanks. The eight Goblin missiles can either be fired independently and guided or as a salvo (although the inner bottom ones cannot due to obstruction by the crest). The Part Count is 383 parts though unarmed it's only 226 parts. Download Link
  22. aww, HatBat you could've made a fake Episode 25 for April Fools day!
  23. GOOD NEWS! the 1.1 prerelease just dropped, you should be able to access it on the "betas" tab on properties
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