clivman
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Everything posted by clivman
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As of now, it is ridiculously large compared in scale with the other parts. Unlike any other KSP part, it is almost the same size of its real life counterpart(2.5 m in game vs 3m on the ISS) The current module should be changed to accommodate 2 kerbals, as it is used in many designs and fulfills a purpose in the stock lineup, in addition, a 1.25 or 1.875 m capsule for 1 kerbal should be added to the game. This would allow much more flexibility in stations with viewing modules able to be added to the sides of 2.5m station modules, in addition to being realistic.
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I've done it in stock You could either raise the impact tolerance or make them deploy small parachutes
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I don't want this, but, it should be split up into military/aircraft/spacecraft subforums
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totm june 2018 Work-in-Progress [WIP] Design Thread
clivman replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
[quote name='inigma']Torpedos will probably require some major kracken discovery to move fast underwater...[/QUOTE] Nope:D. Already sank a ship. -
totm june 2018 Work-in-Progress [WIP] Design Thread
clivman replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
[quote name='SaturnianBlue']You know, I'd love to see some of your designs, my torps go a quite faster at 30 meters a second, and have a 80 km range, but nothing much in damage too.[/QUOTE] One small fuel tank with a guidance system, three clipped engines, and two clipped intakes It goss 75 m/s for 34 km -
totm june 2018 Work-in-Progress [WIP] Design Thread
clivman replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
[quote name='pTrevTrevs']WIP Torpedo for a larger project... [URL]http://i.imgur.com/HbzkjFW.png[/URL] Works well, except that it didn't damage its target, and since there are only two elevators (to avoid Z-fighting) it doesn't have any roll authority. It can go underwater if needed, or cruise on the surface, and can do at least 16 m/s in the water. I would like it to go faster so maybe it can actually hurt ships, but I would either need more intakes or a bigger engine for that.[/QUOTE] Not even close to effective.... you need 60 m/s to hit a lightly armored ship, 75+ if you are hitting fuel tanks. -
totm june 2018 Work-in-Progress [WIP] Design Thread
clivman replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
[quote name='SaturnianBlue']I've been conducting a series of tests on my torpedoes, The Tri-Launcher is alright, and the tops have an ~100 km range, but they don't have much damage capability. Again, the tops still go 60+ knots, and this time use sepatron boosted to get out the tubes. I based it chiefly on the Mark 15 Torpedo, but instead used a Tri-Launcher instead of Quintuple. I should get them released today or tomorrow. The tops still need manual adjustments every once a while.[URL]http://i.imgur.com/Iu8q2BG.png[/URL][/QUOTE] You should make Type 93s and a Fubuki class DD -
totm june 2018 Work-in-Progress [WIP] Design Thread
clivman replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Beat you to it:cool: Already got two working air droppable torpedoes that can sink a ship -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
clivman replied to Claw's topic in KSP1 Mod Releases
No It was a different one where they hit another part hard and turned into debris.... Happened in one of my boats. -
OS2U-3 Kingfisher from War Thunder in KSP 1.0.5
clivman replied to ghostbuzzer7's topic in KSP1 The Spacecraft Exchange
You only used three engines? That's what I used for my Type 93 replica! -
77 Industries: SY1 & SY2 Super Yachts
clivman replied to Azimech's topic in KSP1 The Spacecraft Exchange
Azimech, if you end up designing warships later I would change your hull building style, since it is based off an I beam keel a single hit will snap it in half and blow up the ship Note: I most definitely did not find this out by launching torpedoes and missiles at your boat Edit: Yep- Two Sepatrons firing at the center I-Beam will completely destroy the ship -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
clivman replied to Claw's topic in KSP1 Mod Releases
The Kerbal Debris bug still exists.... -
[1.1]Hullcam VDS - mod adopted by linuxgamer
clivman replied to Albert VDS's topic in KSP1 Mod Releases
Does anyone know if this works in 1.0.5 -
I just made a Dive Bomber and a Torpedo Bomber with this....
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1.0.5 is out!!!!! post your fist craft here.
clivman replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
Craft Files? -
BUG! After transferring crew to the new crew cabin they lose IVA!
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Not spheres but I agree
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Regex is Wernher von Kerman