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Everything posted by MiffedStarfish
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Naval Battle League 2016-2018
MiffedStarfish replied to Spartwo's topic in KSP1 Challenges & Mission ideas
@quasarrgames taking the apollo I rendezvoused with the QSS poor armour design (rather oddly the QSS itself had dissapeared) and fired my The I beam salvo doing no damage and my last remaining weapon, a flea impactor. Then suddenly on impact this happened! Destroying everything in the quasar fleet but miraculously leaving the apollo in Damaged! Seriously though, it actually did nothing. With no weapons remaining F-tech hyperedited in the white flag next to the QSS Poor armour design. GG, I really enjoyed that and even though I lost I'm pretty happy with how the fleet performed and I did put up a bit of a fight. Just wondering, do you have any thoughts on the EX-2s, especially how I could improve them? I also look forward to seeing Alien alloy BOATS if you are battling sgt doomball. -
Naval Battle League 2016-2018
MiffedStarfish replied to Spartwo's topic in KSP1 Challenges & Mission ideas
@Sgt Doomball ok I'm probably being really stupid but now I'm really confused. None of my or the QSS ships are called the Athena and my basic I-beams are not guided. And if you mean engaging the QSS never gonna give you up never gonna let you down never gonna turn around and desert you, the problem was range and firepower, not accuracy. As for using a rapier that's not a bad idea but using a thrust limited vector would probably be more weight efficent. -
Naval Battle League 2016-2018
MiffedStarfish replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Sorry @quasarrgames, I can't take my turn today. @Sgt Doomball I'm not really sure what you mean? -
Things that NASA never said at a press conference.
MiffedStarfish replied to FlamedSteak's topic in Forum Games!
Yes, that's why they were able to carry so much payload! And spontaneously combust! -
Naval Battle League 2016-2018
MiffedStarfish replied to Spartwo's topic in KSP1 Challenges & Mission ideas
@quasarrgames Ah. Unfortunately that means to win I would need to destroy the QSS itself with one I-beam salvo and the QSS poor armour design with one flea impactor while miraculously avoiding every single shot you fire at me. (the EX-3 has no weapons and no way to scavenge them) Still, i will take my turn later and hope to destroy one of your remaining ships with the Apollo. Is the Artemis completely destroyed? -
Naval Battle League 2016-2018
MiffedStarfish replied to Spartwo's topic in KSP1 Challenges & Mission ideas
@quasarrgames oh sorry, I thought I deleted the old persist and used the new one. Do you have to load them manually? Yeah I think the first idea is the best one, but keep 2 missiles because of the ones you scavenged of the Zeus. Sorry about that. -
Things that NASA never said at a press conference.
MiffedStarfish replied to FlamedSteak's topic in Forum Games!
"Launch escape system? Nah, don't need those, they're just added weight." "Our Mars colony landing site scouter has officially been redisignated the Mars colony landing site impactor, for scientific reasons and not because of of technical failures. In other news, the colonyship is good for landing in two days!" -
Naval Battle League 2016-2018
MiffedStarfish replied to Spartwo's topic in KSP1 Challenges & Mission ideas
@quasarrgames Turn 3: With their primary command source offline the Apollo and the Artemis are now operating of a combination of their own AI programming and a dim signal Valentina is beaming from her EX-3. after much brainstorming tactical strategys (680000000 results in 0.57 seconds) The Apollo decided to engage the QSS never gonna give you up never gonna let you down never gonna turn around and desert you, partly because it was the joint most powerful of the remaining quasar ships but mainly becuse its name did not compute. rendevousing, the Apollo fired 2 salvos of ibeams and a flea impactor which dealt only minor damage. If it was capable of emotional thought, it would have been frustrated. Moving away to the optimal firing range of its heavy torpedos (1.5km) it gave a stern lecture to the heavy torpedoe's primitive probe core, telling it that i was not impressed so far with its classes performance in the battle and that if it failed to inflict significant damage on the target it would be demoted to an accounting job. The probe nodded eagerly and promised not to dissapoint. It did spectactulary well at its job. Extemely satisfied by the missiles performance, the Apollo affectionatly digitally patted the probes head as it slowly shut down due to lack of power. (the QSS never gonna give you up never gonna let you down never gonna turn around and desert you is a complete wreck, it has no control and cannot fufil any of the three requirements.) Its primary objective fufilled, the Apollo signalled the Artemis and infored it of its victory, then deployed electronic countermearsures and entered temporary hibernation awaiting new orders. Your move! Persist: https://www.dropbox.com/s/jb447nnrjny2sl7/persistent.sfs?dl=0 -
1.3 - What will it have?
MiffedStarfish replied to KAL 9000's topic in KSP1 Suggestions & Development Discussion
I think squad should attempt to salvage some hype for 1.3 by adding a delta-V counter. They wouldn't even have to program it, BECAUSE KERBAL EDU HAS ONE. and we don't. -
Naval Battle League 2016-2018
MiffedStarfish replied to Spartwo's topic in KSP1 Challenges & Mission ideas
@quasarrgames Ok, once again I'm not at my computer but I will take my turn in a few hours. I have mixed feelings about that turn. On one hand the Ex-2 chassis stood up to a lot more of your ship killers than I thought it would, (in testing I found out it still functioned with 1 engine) but on the other hand, NOO!! ZEUS!! Did Bill survive? At least I killed the weak weaponary and it's blasphemous alien alloy armour. I am now also absolutely terrified of that massive weapon stack I knocked of the weak weaponry. -
The NSC adapter fuel capacity
MiffedStarfish replied to MiffedStarfish's topic in KSP1 Suggestions & Development Discussion
Ah right, how have I been playing 3 years and never noticed an advanced tweakables option? Most games that have those I change one minor thing to make me feel like a dedicated player. -
The NSC adapter fuel capacity
MiffedStarfish replied to MiffedStarfish's topic in KSP1 Suggestions & Development Discussion
@HebaruSan Oh good job, I'll need to try to duplicate this. What is the fuel flow priority? Is it a mod? -
The NSC adapter fuel capacity
MiffedStarfish replied to MiffedStarfish's topic in KSP1 Suggestions & Development Discussion
Yeah, it was. Anyway thanks for the help, I will start working on the mod tomorrow. -
The NSC adapter fuel capacity
MiffedStarfish replied to MiffedStarfish's topic in KSP1 Suggestions & Development Discussion
On a DMP server I had module manager which I ended up uninstalling because it kept showing some message in bright orange on my screen and eventually corrupted my GUI text, but what do you mean is module manager script, the vtol cnfg or your original script? edit: I'm stupid. -
The NSC adapter fuel capacity
MiffedStarfish replied to MiffedStarfish's topic in KSP1 Suggestions & Development Discussion
Hmm... i have an old vtol which I built 3 years and several uptdates ago when mk1 fuel tanks had only 150 fuel which I wanted to uptdate to 400, and since nearly everything attached radially and it's around 130 parts I tried cnfg editing the specific part in the craft file which sort of worked, the actual fuel amount worked but I somehow broke the cockpit and corrupted the craft file of my favourite craft. (and that's why you back up, kids!) Anyway, after that barely relevant story when you say make did physically make a new folder/part or copy, rename and change the numbers? -
The NSC adapter fuel capacity
MiffedStarfish replied to MiffedStarfish's topic in KSP1 Suggestions & Development Discussion
Um... yes? I don't know numbers. I might make a simple mod for this now I know exact numbers, (thanks) I know it's a bit basic changing one number but should be an interesting challenge as I've never tried anything beyond quick save teleporting and would be nice to be able to swap back and forth. -
Naval Battle League 2016-2018
MiffedStarfish replied to Spartwo's topic in KSP1 Challenges & Mission ideas
@quasarrgames I have set up my fleet and taken my turn. The F-Tech fleet consists of one EX-3 strike fighter: (this pic is an older one over Kerbin because I forgot a laythe screenshot) two EX-2 multipurpose drones, the Apollo and the Artemis: (The terrible lighting is to maintain an element of surprise! ) And one EX-2 A manned drone commander, the Zeus: For my turn I took the EX-3 and rendezvoused with the QSS weak armour, and launched all four of its guided torpedoes. In other news, a new screenshot was made today! (Why haven't I always been using graphics mods) Hit 1: hit 2: missile 3 phased through completely due to a fuel routing flaw in the design the fuel cells had been taking fuel from the missiles instead of the fuel tank, so a quick transfer was needed: Hit 3: sorry for the terrible lighting but nearly all the weapons stack is gone, a lot of armour is gone and it has only one radial engine left. Technically still alive but I guess it won't be going anywhere soon. (Also Damn these alien alloys!) Persist: https://www.dropbox.com/s/jb447nnrjny2sl7/persistent.sfs?dl=0 sorry for the wall of text, your move! -
The NSC adapter fuel capacity
MiffedStarfish replied to MiffedStarfish's topic in KSP1 Suggestions & Development Discussion
@V7 Aerospace that makes sense, but I think it is intended as a fuel tank because this part is the 1.25m to 0.675m adapter: Though does explain some of it, I still think it should have a little bit more fuel. -
The NCS adapter is one of my favourite parts for its look and functionality especially used with nuclear engines. But one thing bothers me. It's identical in length to the mk1 liquid fuel tank and carries no oxidiser, but has a FIFTH of the fuel. (80 compared to 400) I'm not a mathmetican but eyeballing it it looks like the curve would ant most only reduce about half of the volume, probably less. (Pics) Unless the developers meant for it to have oxidiser and just forgot to add it in the cnfg files (unless it's a balancing thing) I think the NCS adapter should have more liquid fuel in proportion to its size. I know this is fairly simple to do in cnfg files but I like to keep things as stock as possible, and this doesn't seem right. Devs, if this poll if overwhelmingly yes, please consider changing the NSC's fuel capacity.
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Naval Battle League 2016-2018
MiffedStarfish replied to Spartwo's topic in KSP1 Challenges & Mission ideas
@quasarrgames ok thanks, I'm not at my computer right now but I while take my turn in a few hours. After I hyperedit my ships there do I just take my turn first? -
Naval Battle League 2016-2018
MiffedStarfish replied to Spartwo's topic in KSP1 Challenges & Mission ideas
@quasarrgames Im fine with you taking a day to get your fleet ready, and as for armour as long as it's stock it's good but if I had to choose probably conventional. Also is it okay for me to just hyperedited my ships to the SOI, as long as I don't use it in the battle? They're may be a bit of a delay between me taking my turns. As I'm new would you mind setting up? I don't mind what planet but I was thinking 180tons, four ships? -
Naval Battle League 2016-2018
MiffedStarfish replied to Spartwo's topic in KSP1 Challenges & Mission ideas
After adding electronic countermearsures i have finally finished for the last time ever the EX-2, and in its final test engagement I put it up against the MU infinity warship and the NX-16 picket which I found on the internet. I hyperedited in the infinity 3km away and gave the EX-2 the first move, launching a heavy torpedo which impacted the infinity, which caused it to spin and appeared to only cause moderate damage. However when I timewarped to quickly kill the spin it separated into about 4 major segments. The root segment had no engines or weapons, making it a kill. Next i hyperedited in the NX-16 and launched one of its barracuda M.A.W's from around 2km away which hit the EX-2 and destroyed a few wing plates (sorry don't have a picture of this, but all I saw on impact was puffs of smoke) The EX-2 launched its second guided missile which completely destroyed the front lower quarter of its armours diamond shape and some internals, but as far as I could see left everything else intact. The EX-2 Moved in to roughly 600m and then opened up with all its remaining weaponary, and when the explosions died away all that was left of the NX-16 was this: (it still had engines and a few barracuda M.A.W's left, so it's still alive, though with just the one fuel tank and with the armour being so notorious on the thread I'm happy with the result) And with that, I pronounce my fleet of two vessel types ready for war, i Hereby challenge anyone who dares cross this total newbie to glorious BATTLE! -
SAS: Hold Horizon
MiffedStarfish replied to MajorNr01's topic in KSP1 Suggestions & Development Discussion
Everyone supports this! I agree, it would also be useful for VTOL hover.- 137 replies
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Naval Battle League 2016-2018
MiffedStarfish replied to Spartwo's topic in KSP1 Challenges & Mission ideas
After rearranging the internals and making several sections of plating more redundant, I've finally got to a point where I'm happy with EX-2's armour. This allows it to be able to withstand phasing hits and amusingly, survive a drop from orbit. Admittedly not intact though. Actually thinking about that it's a bit of a loophole, the ship could technically still move in an extremely limited fashion with RCS, and if I hadn't shot all its weapons at itself it would still technically still be alive, just effectively impossible to "rendezvous" with and destroy. You might want to add something forbidding that in the rules. I just need one more ship that I'm happy with and then im gonna start BATTLING! (wait can you use multiples of 1 ship in battles?)