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KSP2 Release Notes
Everything posted by NotAnAimbot
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Music to Launch Rockets To - KSP Music Thread
NotAnAimbot replied to Steambirds's topic in KSP1 Discussion
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BDA has a physics load option, which sets a distance for, well, loading physics. Setting it to extremely high distances could work, although it is risky.
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The Easy Memorial Challenge
NotAnAimbot replied to The Space Dino's topic in KSP1 Challenges & Mission ideas
Everyone already knows where it is. -
New F-2! F-2X SP1, wins most 2v2 matches against Raptors. Haven't tested 3v3 yet, as my lagtop is, well, too laggy. The only times it loses is when the AI goes derp and doesn't try dodging missiles. Other than that, most of them miss or are veered off by the two ECM pods.
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Strange. I've been designing new fighters, and at the end, I always find out a variant of the F-2 is enough. Current 1v1 results look very interesting, I'll do some further testing and send it here.
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Got pictures?
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I've tried putting my AA guns on a lighter and faster chassis, as they were going to die in a single shot anyways. Thoughts about it?
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Nice, have some music.
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Not what happens with me. I just lock on target and fire, and they go close to the ground, up and down on the top armor. You could try launching them from a higher spot, or further away. I'm doing most of my tests in the 500-1000m range. Could you pm me a link to the GV4/5 if you got time @Matuchkin? I may give them a run tonight.
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Just use FLIR balls and attach the missile on a TOW turret. Works very well.
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How many rounds do you fire in the tank? Have you tried holding fire? Firing a single round and letting the plate cool down is very different from a sustained barrage. Also, you use normal plates for your armor, right?
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Well, mine, for ATGMs, survived three Hellfires with minor damage (The side panels flew off). The third one blew off the turret, and the tank is pretty much dead without it, as it provides most of the top protection.
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Well, that seems to be a major difference between our designs. Mine try to ally armor and movement, and so have lighter total armor; 6-7 plates in front, 4 on the sides and 1-2 in the back. My idea is to prevent Maginot Line style events, with slow-moving tank formations easily circled around and pinned down by combined arms tactics, involving the F-24s and that 60k pound bomber. I guess which tactic is better will be seen on the battlefield. I'm also thinking about getting some ATGMs onto my designs. Are you sure the dual Hydra turrets are good? They seem to be quite inaccurate at longer ranges. How small? I thought my tanks were bad for dying after like 20-25 Hydras spammed in volleys of 4. How long do your bursts for guns and rockets last? As for ATGM, make sure to test using all three types, as all will be encountered in the battlefield.
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I've done the same tests to the W1A1 now, here are the results: M1 turret test: The 20 rounds were just eaten by the front plate, while losing 2-3 plates in the impact spots. If the tank always faces towards the enemy, a single one-on-one cannon fight won't be a problem. 50 cal test: The front plate endured several 50 cal bursts from 300m. The only way to destroy it this way seems to be to just hold the button, which overheats all the plates. Single salvos were no problem for the front and side plates however, with the front one withstanding several 3 second long salvos. Do you also spam the .50 turrets or do you just fire occasional salvos? Hydra 70 test: Spamming rockets on the tank revealed a weakness in the top plate, which went off and took some side plates with it. After impact, the tank also had a tendency to bounce around from the impact. After about 7 seconds of sustained fire, the tank exploded. ATGM test: Took a Marverick and four AGM-114s in 3 second intervals without budging. The final test of spamming four TOWs onto the front plate, it backflipped and the same top armor problem happened again, blasting off the side armor. Looks like it's back to the drawing board. Could you tell me how you build your armor?
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Mine is of 375 lol. I guess I should remove some internal plates.
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The side plates are actually 4 thick, as is the roof. I'm going for a pretty conservative all-in-the-front armor, like most MBTs. In tests, it was virtually immune to M1 rounds, although ATGM spam is a problem. I have my own "armor testing stand", which has a Marverick, four Hellfires and four TOWS. It took them all, and only broke off at the last TOW. So it can definitely take single missiles without a single problem. The 1A1 is the only dedicated tank chassis though, the 1K11 uses an outdated chassis which has less front armor. The only problems I've found on them during testing was the turret jumping off, but that is already fixed. As far as I know, the front plate is immune to 50 cals, but I haven't tested the back and side yet.
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Well, the RAF isn't called "Per Ardua Ad Astra", and the Wild Weasel flyers in the USAF aren't called "You Gotta Be excrementsting Me". Yes, that's their official motto.
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Herman Kerman's Aerospace? Or something along these lines. Sounds more like a motto. Could work, but I'm not sure most viewers will take the time to translate it to latin unless Hatbat does so.
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High Kerbal Alliance? Some kind of NATO equivalent to defend Kerbin from invaders and internal war, which obviously didn't do its full job. I know it seems a bit off, but with the escalation to full blown war, a simple mining company seems a bit diminutive of HKA's current job. Possibly a multi-nation economic alliance? If you're going with the aerospace and kethane idea, Heavy Kethane Administration seems a very good idea.
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The newest product from Aimbot Labs, the 1k11 Self-propelled Combined Anti-Air Gun And Missile System Tundra. Having found no equivalent cheap gun anti-air units in GMI's armory, Aimbot Labs began development of the 1K11 to provide the defending force with an effective air defense network. The 35mm caliber was chosen, as large ammunition supplies were available, and tests proved a two-barreled design to be as effective as the competing GAU-8 based systems. With its twin guns, the 1K11 reaches a total fire rate of over 2000 rounds per minute, while keeping a relatively low weight and cost. Allied with this gun is an innovative combined missile system composed of eight AIM-9 Sidewinders. This gives the 1K11 an even greater range, and ability to operate while SEAD aircraft are within range, unlike most other radar-based systems. With mobility equivalent to the latest Wolverine MBTs and a cost of less than 50-60k, the 1K11 is the sure choice for an effective close-range air defense system. I've also modified the ICV-1s to ICV-1B standards, incorporating lessons learned from the Wolverine project.
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Weighty parts which don't explode I guess, like landing gears and stuff. How much does your tank weigh? And careful about not making it too heavy either, lest it be too slow.
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Just a small note to anyone who has downloaded the Wolverine 1A1; I've updated the design, since the old one had a serious trouble about turrets falling down after a small impact. A big thanks to @Greymangames and his Jacob for helping me figure it out.
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There's a locked part, know why?
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A pretty nice cinematic if @HatBat needs inspiration. Would be very laggy to reproduce though.