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Dillonator407

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Posts posted by Dillonator407

  1. 3 hours ago, sdj64 said:

    With Alacrity immobile, Sarissa moved in to destroy the remaining ship, the Destroyer of Worlds.  It fired one guided missile in a decisive strike, breaking the ship into pieces.

    After this turn I don't think you have any armed, mobile ships left but I am uploading the persist in case you have another move in mind.

    Pictures: http://imgur.com/a/lX7XW

    Persist: https://www.dropbox.com/s/e502efvlkfa6wzx/persistent.sfs?dl=0

    After trying to reach the Sarissa with the DSS Searing Spite using RCS, I had an idea. If I could bring the Bringer of Death in (no weapons but does have propulsion) I could use it to propel the Searing Spite (weapons, no engines). However, I eventually gave up on this plan.

    As such, victory goes to ESPER. Congratulations.

    What I learned:

    Must fix guided missiles!

    Should save at least a missile so I can have a technically operational ship to send into high orbit.

    Fahrenheits have loads of fuel it seems. I should use that to my advantage.

    Fahrenheit I-beam salvoes can cripple smaller ships with luck.

    I didn't get to test the Kelvin before it got obliterated.

  2. The DSS Bringer of Death launched an attack on the Alacrity. After way too many attempts at perfecting the interception course, the vessel finally began its attack run the ESPER ship. Unconfident in my aiming skills, I waited to get close before I fired the forward salvo. The shot was a hit, although initially it seemed to do nothing. Thus, the guided missiles were launched. Well, they were attempted to be launched. The first one got stuck in the pod and spun the ship before it could get out. Then only after I had launched it at maximum acceleration did I realise that I had managed to get the probe core on it the wrong way around.

    Sighing, I tried to correct this on my second missile, but I simply missed the target. Looks like DTI has some issues to fix. Sadly I was so caught up in trying to focus on shooting that I didn't get any images, so sorry about that.

    After all that, I decided to put my vessel, now unarmed but still technically alive, into a higher, slightly inclined Eeloo orbit in hopes of escaping pursuit. It has over half its fuel to spare, despite many failed manoeuvres (yes, I have been trying to avoid saying that as long as I can, who invented the spelling of that word). Hopefully this is enough to counter enemy plans of attack.

    z5gGaSr.png

    A more detailed examination of the vessel was interesting. In what I can only assume is a colossal blessing of luck, the engine block got separated. I think anyway. Looks like this will be the bane of both sides in the Battle of Eeloo.

    Persist: http://s000.tinyupload.com/index.php?file_id=11128917107187024978

    Album: http://imgur.com/a/ZnOVS

  3. 3 hours ago, sdj64 said:

    My forces arrived at Eeloo and set up around a 1000 km orbit.  Two Cielo class corvettes - Alacrity and Draco (34 tons each), and one Aqua class destroyer - Sarissa (68 tons with a larger external tank).  Total 136 tons.

    The name ESPER stands for Element Spacecraft Productions and Experimental Research.  I thought I would fight under a new name since the last time Reacher Industries battled, the year was 2014!

     

    Draco moved first, intercepting Searing Sprite.  It held up well to the initial volley of I beams, but the guided missile was able to split the ship, knocking off the rear engines and fuel.  Draco has two I beam missiles remaining.  Sprite isn't dead, but it can't go very far (looks like there is some RCS that can move it but that's it)

    Pictures:  http://imgur.com/a/lX7XW

    Save File:  https://www.dropbox.com/s/itfk59vwzoi7p8h/persistent.sfs?dl=0

    I'm glad that the vessel could defend against the I-beams. From what I can see (and I could easily be wrong here) it seems the engine simply got split from the main craft. The armour seems to work as intended, although I'll have to try to reinforce the engines later. The DSS Searing Spite has power (I think) and weapons, and very bad propulsion, so it's still alive. Draco has weapons propulsion and power too, so it's still operational. I'm just happy that my ship is still functional, I expected it to die straight away.

    I shall take my turn when I can, I have some temporary technical issues so I can't right now. Hopefully my weapons can do any damage to your ships.

  4. My apologies for how long it took to send this.

    Battle of Eeloo (very creative I know):

    Rules of Engagement: 3 ships, 150 tons, Eeloo SOI, no stealing supplies from any vessel with a probe core or pod attached to it (guided missiles exempt)

    DTI Fleet:

    EAz0Yd5.png

    DSS Destroyer of Worlds (Kelvin class Frigate mkI v3)

    iCfvVJZ.png

    DSS Bringer of Death (Fahreneit class Corvette mkI v2)

    2LTkmCh.png

    DSS Searing Spite (Fahreneit class Corvette mkI v2)

    The DTI fleet, far from the Sun, awaits the arrival of hostile forces. Hopefully these vessels can prove themselves in battle. As in, prove that they are capable warships, and not prove how explosive their innards are.

    Persist: http://s000.tinyupload.com/index.php?file_id=96313874963761167373 (tell me if it fails I'm unfamiliar with this sort of thing)

    I'll go first if you want, but you can go first if you want to. I'm fine either way.

  5. 1 hour ago, sdj64 said:

    Alright, I haven't done a battle in over a year probably, and it will be good for you to get experience.  Let's head to Eeloo (assuming you have Hyperedit, if you don't, a close destination such as Mun is fine).

    Around the time I was last really involved, people were starting to make the first super-modular ships with probe cores everywhere, that could reassemble themselves after they got hit.  There were some heated disagreements about what counts as destroyed.  For this battle I won't take weapons or fuel from any piece with a pod or probe core, unless it's a guided missile.

    You can set up first.

    Alright then, I have HyperEdit, so Eeloo it is. I'll set my ships up as soon as I can.

    Ah modular designs. I think I tried to build one of those at one stage and completely gave up on it. I'll follow the same rule as you. Although I doubt my ships can actually take weapons or fuel in the first place.

    Since the battle is 150t if I recall correctly I'll bring 2 Fahreneits (40t each) and a Kelvin (70t). Hopefully the ships can survive against your vessels and have powerful enough weapons to actually do any damage.

    EDIT: You shall be facing the following:

    DSS Bringer of Death (Fahreneit class Corvette)

    DSS Searing Spite (Fahreneit class Corvette)

    DSS Destroyer of Worlds (Kelvin class Frigate)

    I'll send the persist as soon as I can.

     

  6. 18 minutes ago, sdj64 said:

    I'm ready for a battle, if anyone is interested.  Keep in mind I only have those two ships I just posted.  150 tons, 3 ships?

    Also, what's the current rule for taking weapons and fuel from destroyed ships?  Are you allowed to, or only for your own ships that were destroyed?

    If you don't mind fighting against someone who has no current combat experience, and who is unaware of whether their ships can actually do any damage with their weaponry, I'll give you a battle. What planet/moon?

    I've decided that I might as well learn from some hands-on experience. As long as I don't make any stupid mistakes, I should be able to at least try to deal some damage.

    I think, and this could easily be incorrect, that weapons can be taken from any destroyed ship, opposing or friendly, but they must have detached from the ship before you take them I believe. Fuel, I have no idea.

  7. 3 hours ago, Alphasus said:

    I think quasarr doesn't really use fighters often.

    I see. I suppose I probably wouldn't use fighters either unless its a small scale or fighter battle. I'd still like to have one though.

    Also, I really need practice. Last time I tried to battle myself I failed at manoeuvring and crashed into the Mun.

    It would be rather embarrassing for such a thing to occur in the midst of a proper battle.

  8. 3 minutes ago, quasarrgames said:

    I tried the Kelvin frigate, and i have to say it's pretty good. Took almost a full ship's arsenal to destroy. 

    However, the missiles were a bit inaccurate. I'd suggest rotating the sepatrons on them so they'll spin-stabilize and fly straighter. I'm not a pro at this by a long shot, just a friendly suggestion. 

     

    Also, the battle between me and alphasus has been put on hold for a few days. Would anyone else like to battle?

    Spin stabilization is a good idea, I will add that to my rockets. Weapon inaccuracy is already a bit of an issue due to the pod placement, meaning the shots are fired from the side of the vessel instead of the front.

    I'm glad that it could withstand more than a single shot. I tried to make it be somewhat hard to kill due to armour and redundant engines.

    I'd try to battle but I still need a fighter and I'd like to get more practice first.

  9. 1 hour ago, ScriptKitt3h said:

    While aerial battles aren't really a thing, stock land/sea combat with stock weapons and VTOL aircraft (jet-powered units functioning like helicopters for the purpose of attacking, but then landing after you've completed your turn) has and still can work out though. It's been quite a long time since the last big stock surface fight on here, however, and that's partially due to the rapid changes the game has gone through and the attractiveness of weapon mods for use in surface/atmo. combat (like BDA, which has things like tank turrets and machine guns). 

    IIRC I still have a BDA tank chassis I had started to stockify not too long ago; I'll have to find it and finish that.

    I'm not very good at creating VTOLs and other craft that require precise placement of parts and movement, so I supposed I'll probably stick to tanks and such for surface combat. Or boats, if it's at sea,

    Currently I'm shifting my priories back to space. I have all the main ship classes I need except a good fighter (I have loads of bad fighters, but not really any good ones, and none in my current aesthetic style). Perhaps I should work on that soon.

    EDIT: Here are some craft files. Attached by link.

    Celsius class Destroyer: https://kerbalx.com/Dillonator407/DTI-Celsius-class-Destroyer-mkI-v2

    Centigrade class Cruiser: https://kerbalx.com/Dillonator407/DTI-Centigrade-class-Cruiser-mkI-v1

    Kelvin class Frigate: https://kerbalx.com/Dillonator407/DTI-Kelvin-class-Frigate-mkI-v3

    Fahreneit class Corvette: https://kerbalx.com/Dillonator407/DTI-Fahreneit-class-Corvette-mkI-v3

    I apologise for the lack of images on two of those, I will work on fixing that.

  10. 42 minutes ago, panzer1b said:

    That (and your other stuff) kinda makes me think of earth destroyers from babylon-5...  If i remember correctly (and i havent watched that series in forever) they had weapons mounted in pods kinda like that (which also rotated for artificial grav).  Anyways, its defenetely unique in that noone else on here (that im aware of) mounts weapons like so.

    Also, if you do want to fight us i reccomend swapping the pocket ibeams for the longest one and keep the number of sepatrons, those are heavier, but also offer considerably better firepower.  Its a night and day difference as most of my ships are near 100% immune to short ibeams (minus damage to interior caused by phasing, usually not going to cripple the ship even in large numbers), and even if you have half the number of long ibeams as your current ibeam weapons you will end up doing more reliable damage.

    Finally, if it isnt too much of a bother id like to test these things (and give you advice if i find flaws for future construction).  Please upload them somewhere if you can.  Im no expert, but i do know how to armor ships fairly well (and unless someone else has made progress in this regard, my armor is actually the best if you look at its part count and mass, both of which are quite low).

    Originally the I-beams were mounted sort of mounted on turrets similar to the ones on the Watersprite (my boat), however after I made the missiles into pods I decided to extend that kind of theme to the unguided weapons. I did this just to armour the weapons a little, and make it easy to quickly add or remove weapons from a ship to make a new variant.

    In fact, essentially all of my current ships are modified versions of a previous vessel. The Celsius was the first made, the new large unwieldy one is the Centigrade and was based off of the Celsius (it's basically a Celsius with a longer fuel block and more weapons, and with the central SRBs replaced with a single ship-killer large SRB missile. The Kelvin is a smaller version of the Celsius, with missiles replaced with I-beams, and the Fahreneit is a modified Kelvin. Basically, the reason I uses pods is out of laziness and to defend the weapons a bit. Maybe I could make a version of the pods that could reattach to the ship if knocked off.

    NVmJLGs.png

    This is just an example of how easy it is to change weapons when using pods. The original ship had I-beams, now it has missiles. I doubt I will actually use this version for much but it helps demonstrate the point. And excuse my laziness. Somewhat. Maybe.

    I shall definitely see how the larger I-beams hold up. They shouldn't be make too big a difference to weight, although I'll have to extend the pods. Still, worth a try, and with your actual battle experience you know better than I what makes an effective weapon.

    I cannot upload anything currently, but I shall seek to rectify that issue as soon as I can. The armour on my ships is essentially just a tiny girder (I forgot the actual name) with armour attached on it. I don't have the central spine that I think most well armoured ships do. It is notable that the engines are protected in a weaker way, and the barrel uses the girder armour attached to I-beams to extend it forward. My ships used to look like hourglasses because of the way I extended the armour out a bit to fit the weapons and engines. Now I'm going for a kind of angular theme with quadrilateral, hexagonal and octagonal armour shapes. 

    Hwrkj8g.png

    This above is the standard armour plating.

    FUpG5bY.png

    And this is what the barrel protection looks like.

    I don't expect my ships to be particularly effective at first, but I hope that as I gain experience and advice I'll be able to become an actual to threat to someone's vessels.

    Oh, and by the way, sorry about the wall of text. 

    EDIT: Added pictures to make it less of a wall of text.

  11. 2 hours ago, ScriptKitt3h said:

    Not really... the closest you can get is stock-part aircraft armed with BDArmory weapons and AI autopilots, which can then be put in a "dogfight mode". However, no stock MP exists, so air combat that's all-stock is out of the question for the time being (from a technical standpoint). Weapons-wise, it's not impossible to make a stock air-to-air missile, but it'd be inherently unguided, so you'd have to get real close to an opposing jet and spam a bunch before losing your trajectory towards them.

    Ah I see. Alright then, so aerial battles aren't really a thing.

    I have a related question though. Can you use aircraft combined with other craft in battles, like tanks or ships? And if so, is it really worth it or is sticking to more standard craft usually a better option?

    Also:

    M5neYnu.png

    What have I made....I don't even think this thing can fly forwards faster than a slug and it turns about as fast as the Earth rotates...maybe I should see what I can do with this thing....

  12. 6 hours ago, panzer1b said:

    Also, im almost done developing the 2nd generation AKS class-III corvette...

    lrQWPs7.png

    Bloody hard to kill the thing with both ibeam weapons and various general purpose torps (ofc 10t+ weapons still destroy the thing outright), and the best part is that while it tends to get split in half a little more often then id like it to, both halves usually retain control, mobility, and weapons.  You just turn one warship into 2 smaller ones.  That and the new claw layout (it sucks having to abandon a very iconic layout that every AKS warship before had, but combat comes before looks) makes it easy to reattach the 2 parts if you dont want to have multiple vessels after taking a nasty hit.  Now all i need to do is decentralize the RCS system so that each portion retains RCS capability after being shot apart and ill have the ultimate warship!  Yeah it still sucks in firepower and armor compared to teh best, but its like 1/3 the part count of the competition...

     

    And the final version (with additional side-skirts for minor improvement to protection and well most of all looks):

    uL0Qn7W.png

    Couldnt get the RCS the way i wanted to (armor broke?!?), but the ship is in a state im quite happy with.  Few more tests and ill upload this thing...

    Impressive vessel, looks very dangerous. The whole "ship reassembly in battle" thing is something I could never be able to do effectively in all likelihood, at least not without a huge amount of weight and parts.

    Well, after creating some space vessels and modifying some ground vehicles, I decided that my force was still missing something- boats.

    To rectify this, I planned to develop a new warship of the sea, but it turns out an older variant was functional. A somewhat heavy 90t ship I classify as an "Oceanic Assault Frigate", despite really being more of a destroyer, it is armed with three guided missiles and probably too many I-beams.

    9Hc6XJF.png

    Behold, the Watersprite class. It has an interior, kind of, which makes its armour likely weak. But its better than nothing. And its aesthetically pleasing compared to most of my vessels.

    On another note, as soon as I make a smaller boat that is less ridiculously heavy and inefficient, I will be able to battle. Space, land or sea.

    Not air though. Is air battling even possible in stock KSP?

  13. I have been working on some ships lately. I built a destroyer, and then used it as the base for a frigate, which then became the base for a corvette. I did this because I'm too lazy to build entirely new ships. They have some weapon and armour, but I have no idea how good it is. My ships have a strange combination of angular shapes, and two of them have secondary engines. Kind of.

    qBM90A7.png

    This is the DTI Celsius class Destroyer mkI v1. It weighs 90 tons and has I-beams, guided missiles and SRBs. It has two sets of engines (four total) and is almost 90t.

    In case you're wondering, no, I did not fly it to Duna, I used HyperEdit because I wanted the background to be more interesting than Kerbin.

    1W9Jfi3.png

    This vessel here is the DTI Kelvin class Frigate mkI v1. Notice the naming theme yet? Anyway, the craft mostly uses I-beams, but also has an anti-ship guided rocket in the barrel. It comes out at around 60t.

    xJEqu6O.png

    Finally, the DTI Fahreneit class Corvette. A small 40t warship, it has four I-beams and a pair of guided missiles. It only has one engine to keep the weight down.

    DTI ships so far are named after units of measurement or scales of measurement. These three are named after scales of heat measurement in no particular order. The mk means the mark of the ship, with redesigns leading to an increase in that number. The v (short for version) value is for minor changes. Some ships may also have variants will be marked with letters (A, B, etc) placed between the mark and version, and each variant will have versions marked separately.

    A few other images can be found here: http://imgur.com/a/8hRNh

  14. 1 hour ago, Iago said:

    Welcome to the forums, and the battle club, Dillon

    May your missiles purge your enemies and your engines outshine the sun

    Thanks for your welcome!

    I managed to get some images of my ground craft, 3 of which are practical and probably 0 of which are that good.

    http://imgur.com/a/RrARx

    I have no idea how to embed so I will just link this and hope that works.

     

  15. Hello, I'm sort of new here.

    Honestly, I've been a bit of a lurker, for a while

    I started building military ships forever ago. They....were bad. Eventually though, I started to get better at it. Thus, the first fleet of DilloTech Industries was born.

    Then my computer died.

    This cycle repeated itself again when making a second fleet. The third fleet was pretty bad and so I abandoned it. Now I am on what I call the Fourth Fleet.

    Many of the crafts I have are old and I have little battle experience, but I'm hoping that I can learn and improve. Since I don't see my craft beating out many others in terms of firepower, range or armour, especially now at this stage, I am relying on random ideas, which if they work will be called innovations and if they fail will be called "works in progress".

    I would show some images, but I'm still trying to get that kind of thing working and I don't have many working craft to show off anyway. Suffice to say that my force really needs an update and half of it doesn't even work. My craft used to have what I called "dura-armour", which was essentially armour panels attached via girders to the ship rather than directly attached that could withstand a fair bit of my firepower, but that was ages ago and now that technique is practically obsolete. 

    I'll try to get images up of some of my ground vehicles as soon as I can, but for now, I'll just try to describe them. Do note that none are that aesthetically pleasing or, in all likelihood, competitive.

    Puma Tank Destroyer: The lightest of the craft that work. Carries three anti-tank shots, but has a very exposed capsule that I should really armour up. 

    Feudal Tank Destroyer: Probably the least awful of the craft. Carries 5 anti-tank shots and has a "flameflipper" system to flip hostile tanks in a very unoriginal manner. 

    Porcupine Light Tank: Carrying only two shots that I need to update as they currently vaporise in mid-air, the Porcupine has one distinguishing feature- the tank is covered in I-beams protruding outwards, and cones on top of them, which are designed to prevent flamethrower tanks getting too close and also to act as a kind of ablative protection against missiles.

    That's all the practical ground craft I have left. I'll definitely be making more soon though.

    Oh, and I apologise for the wall of text. I tend to make those. 

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