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JTpopcorn

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Posts posted by JTpopcorn

  1. 1 hour ago, Earthlinger said:

    Is that the armour provided by BDA? And how many parts is it? :)

    Oh, and a question (to everyone): Most of my craft use Tweakscale for the wheels and some wing parts. Is that going to be a problem...?

    Yes, the armor is from BDA.

    Yes, Tweakscale is a mod, and therefore that would be a problem. It might sound kind of strict, but it saves countless hours in debugging little problems down the road.

  2. 33 minutes ago, NotAnAimbot said:

    Been working on another concept. It's a truck carried tactical missile with a 1.05 ton warhead, which can be fired and then switched to to guide it on targets.

       What do you guys think?

    2

    Going to need range and relative accuracy info before I decide. Do you have any rough numbers?

  3. 55 minutes ago, Sidestrafe2462 said:

    how to add pics to post?

    Personally, I suggest embedding Imgur albums as it keeps the post more organized. Some people like to use spoilers, others don't. Really just personal preference at that point.

  4. 1 hour ago, Mycroft said:

    Soooo i went to the drawing board and came up with this lady:

      Reveal hidden contents
      Reveal hidden contents

    (For some reason the other spoiler only lets me have so many images in it so here's the rest)

     

    What do you guys think of her? Would this ship have a chance of acceptance if submitted? She has 23 twin I-Beam shots, 16 medium guided I-Beam tipped missiles, and 4 large guided I-Beam tipped missiles. Oh and 658 parts weighing 285 tons. A tad over the limit I know. But I'm kinda hoping her firepower will make up for that.

     

    Part count is a bit high, but capitals have been used in the series before.

    Personally, I'm not sure how I like the look of the missiles mounted on the outside of the hull, but I do really like those I-beam pods.

     

    PS. Throw all your pictures into a single Imgur album and embed that. That way you don't need spoilers at all.

  5. 1 hour ago, Sidestrafe2462 said:

    by using heaty shields i meant because bd armoury uses heat to damage i wondered if that applied to heat shield ablators :P

    Heat* lol

     

    Nope, Radiators can explode before dissipating heat, and heat shields can't take the impact.

  6. 3 hours ago, Sidestrafe2462 said:

    you know if you used mods in space you could stick small warheads on the end of rail missiles and use infernal robotics to make a turret. Just thinking.

    See previous reasons why mods are not used:

    -compatibility

    -general glitches

    -creativity

    BD is allowed in atmosphere because it is incredibly hard to make Anti-air missiles and in atmosphere weapons that are stock. Rail missiles can do significant damage when designed well and they don't vaporize whatever they hit. This makes the combat more interesting because a hit doesn't necessarily equate to a kill.

    FYI- Docking craft are nice, but with modern tech, they are not very practical. They might work for attacking undefended stations, but any military craft could just shoot it...

  7. 48 minutes ago, gargamel said:

    <>

     

    Personally, I seem to be one of those who dislikes the DLC. I understand why DLC is sometimes necessary, but it can hurt games too. Generally, I think:

    #1: Regardless of mission packs / visual packs etc.,  Parts, max part count, max size etc. should not be behind a paywall. Everyone should have the ability to use all the bits.

    #2: Before developing DLC some other game features should be added. Mainly, a non-laggy multiplayer.

    #3: DLC should always expand on, add to, or improve existing mods etc. The whole point of DLC is to add content premium enough to warrant a price.

    BTW- I did purchase the game before the deadline so this response is unbias in that aspect.

  8. 4 hours ago, NotAnAimbot said:

    Is 2 Wheesley engines enough? I needed like 4 ramjets for a bomber with similar payload.

    It's probably enough to fly at realistic speeds for that airframe, but you won't be breaking mach 2. Depends on how fast you want to go, and how realistic you want your plane to fly.

  9. 23 hours ago, Greymangames said:

    <>

     

     

    The backstory is good, individual descriptions are good. Personally, I would put craft specifics in spoilers (TWR, DeltaV, DockingPorts) but that's really up to you.

    I would suggest having individual craft download links using dropbox, kerbalx, etc. rather than or in addition to your current links. (I might just be picky...:))

     

    Overall, seems to look fine to me.

     

  10. 3 hours ago, Draconiator said:

    Question for y'all, do you find you need to completely redesign craft for the series?  I've had to do that for the last one when the first iteration failed to live up to my (high) expectations.

    I spent too many hours trying to design a tank based on what I thought was an optimal layout based on another half hour of digging through configs.

    It still didn't work :(

    To be honest, the whole reason I don't have a sub page is because I spend wayyyy too much time on perfecting craft, and they inevitably aren't perfect.

  11. 9 hours ago, NotAnAimbot said:

    I don't think we need to change the damage itself, but rather splash damage created by most gun rounds. That could fix the problem greatly.

    That's basically what I have been able to find. Most cases where vehicles are destroyed, the splash damage of round "flows" around armor and destroys weaker components behind it. It is the reason that thin composite armor designs fail to work.

  12. 8 hours ago, THIRTY9CLUES said:

    Why does it matter what plating your ship has, it's a show. If Hatbat wants a ship to burn and crash he will. So it is worthless to work out what kind of defense your ship has.

    I suggest you test the cannons yourself to see their effect. They act completely differently now. The HE burst of the shell launches MBT's over 100m into the air. I understand that the outcome is controlled, but the point is, it is supposed to seem relatively realistic. Without weapons that use standard physics, the cannons become death stars.

  13. Has anyone been able to make a vehicle capable of taking a direct hit from a main bd armory cannon?  (current version)

    I've been testing armor plating, layering, general plate spam, and nothing survives. Even the 30mm chain gun wreaks havoc on my craft. I was just trying to see how much extra armor was needed so I could modify the multiplier, but it seems the heat of the round goes through plates, and destroys any test structure that I create...

  14. 12 hours ago, NotAnAimbot said:

    They seem to have nerfed missiles actually. The AIM-120 does a bit less damage than it did before and is less effective on plates iirc.

    That presents a problem, as adjusting the damage multiplier will affect all weapons... looks like everything needs to get tested...:(

  15. 4 hours ago, Mobius said:

    So, in theory, could Hatbat download a modified file which lessens the explosive power of tank shells? That way, tank battles would be better since each tank won't be a glass cannon. 

    In theory yes.

    It would be helpful if we can start to get some basic comparisons. I propose using the 30mm chain gun because it can tap fire and is fairly weak. Fire at a vertical stack of 10 2x2 plates. This will need to be done in at least 1 older version a few times.

    Does anyone know if missiles are nuclear too?

  16. Ok, I've just conducted some brief testing. The most recent version of BDA is insanely overpowered. I couldn't even test the 105 or 120mm guns because they launched my test platform hundreds of meters into the sky and obliterated everything...

    I'm going to try to see if I can fix it.

    Edit:

    Well, I have some good news and bad news...

    The changes are hard-coded in the mod, so the cfg has not changed.

    However, there is still a DMG_MULTIPLYER in the settings.cfg which "should" affect how much stuff goes boom.

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