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Everything posted by NotAnAimbot
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Is this with the Erickson? I've driven it a bit, and it doesn't seem to have much problems.
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KSC Defense: Reboot! Besiege KSC and occupy it!
NotAnAimbot replied to NotAnAimbot's topic in KSP1 Challenges & Mission ideas
In banned weapons, so no. -
KSC Defense: Reboot! Besiege KSC and occupy it!
NotAnAimbot replied to NotAnAimbot's topic in KSP1 Challenges & Mission ideas
That was precisely to counter that problem, having someone forget setting the defenses on team B. Plus, all defenses have guard mode off on launch. I really mean main and coaxial. Bore size = caliber. Two weapons of X caliber, and three of Y caliber that's smaller than X. Will do By the way, HARMs are allowed. My goal in limiting weapons was to keep people from just sending two nukes into the KSC and calling it a day. -
KSC Defense: Reboot! Besiege KSC and occupy it!
NotAnAimbot replied to NotAnAimbot's topic in KSP1 Challenges & Mission ideas
By the magic of vessel mover! I thought that the KSC had more cover and closed spaces, which would provide occasions for close ranged combats and long ranged attacks, hence setting the target there. All modules aren't on guard mode, so you can spawn safely and activate them when you get in range. -
KSC Defense: Reboot! Besiege KSC and occupy it!
NotAnAimbot replied to NotAnAimbot's topic in KSP1 Challenges & Mission ideas
3 vehicles is the limit sadly. -
Posting this new thread since the OP on the original one didn't put any rules. KSC has been put under siege, and it's your job to liberate it... and occupy it yourself! The challenge's goal is to destroy enemy defenses on the KSC. A module or attacking vehicle is defined as destroyed when it cannot harm any attacking vehicle by either having no weapon, ammo or cannot get close enough to attack. You can achieve this by using up to three vehicles in as many waves as you want. You can airdrop vehicles from planes, and the order and time when the vehicles are deployed is entirely up to you. Planes or any vehicle relying on fixed surfaces for lift must start 20 km away from the KSC, and any other vehicle has to spawn 5 km away. Each craft has a maximum of 16 weapons, of which 5 at most can be firearms, 2 "main", and 3 "coaxial". The "coaxial" weapons must have a smaller caliber than the "main" ones. The coaxial weapons cannot be any "major" turret. Turrets considered major are the three Goalkeepers, Oerlikon, Vulcan turret, 105mm howitzer and 120mm M1 turret. This rule is to prevent gun spam as a way of dealing quickly with defenses. Since Hydra and SKOM pods have lots of missiles, each pod will count as 2 weapons. Since this challenge is about a tactical attack, indirect fire weapons, lasers, guided missiles other than BDA's, the two cruise missiles and any plane with a bomb load over 7000 kg are forbidden for both attack and defense. Banned weapons: AGM-86C cruise missile RBS-15 cruise missile USAF airborne laser Hydra-70 turret Any guided craft fitted with any BDA explosive/weapon that is designed to be crashed into the ground or near targets. This means no "stock" cruise missiles or kamikaze plane/tanks. Unguided small explosive warhead rockets are permitted. The goal is to have a Kerbal plant a flag ontop of the VAB. If it's destroyed, the attacker suffers a penalty for damaging useful structures and must plant a flag on the flagpole place. If all three vehicles are put out of combat (, the attacker loses. If he succeeds, he must publish proof in the form of a video. Victory can only be achieved if all defenses are put out of combat as by the definition. You must keep the KSC as intact as possible. Here are penalties for destroying some structures: Spaceplane hangar or VAB: Cannot have any missiles in defense system Research center or tracking station: Cannot have any radar or targeting systems in defenses The winner gets three days to build his own defense system, and shares the persistent file for us to repeat. The defense system has a maximum of 5 separate crafts. Are you ready for war? KSC file https://www.dropbox.com/s/gimb8vz1pmdoblj/KSC Defense MostExcellent.zip?dl=0 Use the current KSC Current King of KSC @MostExcellent Former kings of KSC @jrodriguez defeated by notanaimbot https://www.youtube.com/watch?v=juDMQsC9QXQ @NotAnAimbot, defeated by jrodriguez https://www.youtube.com/watch?v=gT8FqnUozbk and mostexcellent https://www.youtube.com/watch?v=O4X1HUkoZRg Allowed and required mods BDA continued Vessel mover For moving your crafts from the KSC to the spawn points. Any mod that does not add parts other than BDA, not including its extensions and that does not affect physical gameplay. No, I will not allow BDA's weapon extensions, since I want to keep this simple for the maximum number of people to enjoy.
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Defense Network challenge.
NotAnAimbot replied to Joseph Kerman's topic in KSP1 Challenges & Mission ideas
Second KSC defense uploaded, feel free to try and take it down. https://www.dropbox.com/s/ii6vw9wfzb7vwvh/KSC Defense 2.rar?dl=0 -
Defense Network challenge.
NotAnAimbot replied to Joseph Kerman's topic in KSP1 Challenges & Mission ideas
I've done the challenge with two planes. First video is up, second uploading. The two vehicles and the save file after the attack was finished F-12 Vulture SEAD plane https://www.dropbox.com/s/xkty1z5gh7dods1/MDL F-12 Vulture.craft?dl=0 AV-1 Tiger ATO attack VTOL https://www.dropbox.com/s/hbwprpqcojdniha/MDL AV-1 Tiger ATO.craft?dl=0 Save file https://www.dropbox.com/s/ylwshcphirhxj3o/KSC defense after.rar?dl=0 I'll start building a new defense system and publish it when I can -
Defense Network challenge.
NotAnAimbot replied to Joseph Kerman's topic in KSP1 Challenges & Mission ideas
iirc the admin building can be climbed by foot with its staircase, so you could use that as an alternative. Choosing the VAB was done because it's in the center of KSC, so requires driving/walking past all the defenses to get to, exposing the kerbal/vehicle to any remaining modules. Planting it at the Mk1 cockpit monument would work too, or at the VAB's door. You can just use a single one iirc to blow off any building, so rip any defense sitting ontop the VAB. It would also be a counter against strapping some giant bombs on an ICBM and blowing up the entire KSC in a single strike while completely disregarding defenses. Pic related is what my HOB-5000 (About 4.8 tons of small explosive warheads) can do to the research center, so imagine two of them launched by a cruise missile. Plus, cruise missiles coming in at 1000 m/s are more difficult to counter, and that speed can easily be achieved with a stock ramjet missile. Just to clarify, TOWs, Marvericks and AGM-88s don't count as cruise. -
Defense Network challenge.
NotAnAimbot replied to Joseph Kerman's topic in KSP1 Challenges & Mission ideas
Ok, here's my fully fleshed out idea. Weapon limits: 16 of any weapon per craft, no more than 5 guns: 2 main guns and three smaller turrets or coaxial weapons. Since this is a tactical scale challenge, planes with a load bigger than 10 tons and any other strategic weapons (indirect fire, cruise/ICB missiles, etc) are banned. OP builds a KSP defense system made of 5 modules. We all try to destroy it with three waves of vehicles. Planes must be positioned 50 km away from the KSC, and any other vehicles 5 km away to simulate combat deployment. Planes can be used to airdrop weapons/supplies/kerbals at any time. Before the challenge, all defense modules are set to guard mode and same BDA settings as the defender chose. The goal is to have a Kerbal plant a flag ontop of the VAB. If it's destroyed, the attacker suffers a penalty for damaging useful structures and must plant a flag on the flagpole place. If all three vehicles are put out of combat (Cannot get into combat range of an enemy, so either crash landed, or immobilized 2 km or more away from a module), the attacker loses. If he succeeds, he must publish proof in the form of a video. Victory can only be achieved if all defenses are put out of combat (Cannot fire at the kerbal who planted the flag, and crew cannot get out without being shot by an attacking vehicle or are dead). The winner gets three days to build his own defense system, and shares the permanent file for us to repeat. What do you think? -
Defense Network challenge.
NotAnAimbot replied to Joseph Kerman's topic in KSP1 Challenges & Mission ideas
Why not make this some kind of tournament? My idea is setting up a defense made of 5 modules (With weapon and equipment limits) and putting it up as "KOTH". The others have to destroy it, and the one who succeeds has to post a video recording of it and design his own defense system in a 2 day margin. Then, rinse and repeat. -
Circular Runway
NotAnAimbot replied to The_Rocketeer's topic in KSP1 Suggestions & Development Discussion
Glider pilot with 10 hours in both solo and duo flight here. Even taking aside all the other points, simply banking and the resulting yaw would be deadly to any pilot who doesn't have pitch perfect (badum tsss) control of his plane. Even with Schweizer 233s (Which are 51 feet in wing length), we're heavily discouraged from doing any turn below 150 feet of altitude, so I can't see how this will go well. Good idea to make money from stupid investors though.- 51 replies
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The Elkano challenge (all versions accepted!)
NotAnAimbot replied to rkarmark's topic in KSP1 Challenges & Mission ideas
Started my journey. Decided to strap on some pontoons instead of towing a landing craft. The jet engines will be used for the short water phase and to assist slope/mountain climbing. Water speed is really bad at 9 m/s, but the length of the trip will only add more fun. Gonna make a thread when I got enough pics of the trip. I'm planning on following a path similar to Wook's in his circumnavigation thread. -
The Elkano challenge (all versions accepted!)
NotAnAimbot replied to rkarmark's topic in KSP1 Challenges & Mission ideas
I'm thinking of doing the challenge with this tank. Does towing a landing craft count as "same vehicle crossing land and water"? -
Useless, decorative at best. They even die from physical impacts that don't destroy structural plates. I've figured that a lot when driving the T-942/W2A1 around the KSC and hitting obstacles, hence 1x1 plates now added to the side armor. Pic shows a heat shield (rightmost) having been destroyed while the plate underneath it is fine.
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Problem with mods is that it makes any kind of stock armor useless. Just try shooting at a 10 2x2 thick armor plate with even the M230, and it's going to be destroyed pretty quickly. There's no armor mod for now, so we have to make do with stock weapons in space.
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How Did You Name Your Space Company/Corporation/Industry?
NotAnAimbot replied to orangexception's topic in KSP1 Discussion
MCA Labs is basically the first three letters of the name I use on most games (MCAsomm). -
Did a "Bring your vehicle to work" day
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Updated my post with the following vehicles ATH-105 Wolverine 2A1/2 HeLT1 logistics truck
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Question for @HatBat again, do you plan on including any post-GMI KSC shots in the next episode? I just got a tank, the airdrop tank destroyer and a logistics truck chassis with AA gun or kethane tanks ready, and was wondering if I should bother submitting them. Pics related are a turbojet and fuel cell version of the tank.
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It just has very sensible controls and thrust vectoring. Flying it straight with SAS is quite easy, as long as you don't slam the WASDQE keys when you're past 400 m/s.
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Shame the atmospheric part is over.
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Kept building my F-6 Longbow interceptor and working on a turbojet tank. I'm pretty satisfied with both of them, and I'm thinking about publishing them on the KS submission thread some time from now.
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I put them as the stage right after the engines and before any ejection modules I got on bombers. It can lead to accidental parachute release though, so action grouping might be better.
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Do tanks and other ground vehicles need to be manned? I'm asking since my tank line is entirely probe controlled, but both HKA and GMI tanks featured in episode 25 are crewed with seats or landing pods. Also, do we need actual survivable armor? The Mississipi and the GMI MBT barely have a single wing plate as front and side armor, but I'm putting 7 or 8 2x2 plate thick frontal armor and 5 1x1 plate thick side armor. I could probably save a few dozen parts if I removed the excess plates.