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FlightSergeantMatt

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Posts posted by FlightSergeantMatt

  1. 16 minutes ago, 53miner53 said:

    Do we have mods for the weapons we need? Also, maybe we could make a list of mods so we don’t have to search through the thread for them?

    Are we just gonna use BDa for weapons? And yeah I’ll go through the feed and create a mod list as soon as I have time 

  2. 1 hour ago, 53miner53 said:

    On FAR, there is surprisingly little difference. Primarily, I have fighters that I’ve brought between stock and FAR and work almost as well as in their normal aero and the opposite if you tweak the control surfaces and the strength of the wings.

    Ok then I’m good with using that!

  3. I also have one other thought and that’s whether or not we want to remove or ban any stock parts?

    My thoughts is that the SR-71 was the only truly functioning aircraft powered by a “ram jet” specifically a turbo-ramjet to go into service in the 60s and that was in 66. The j58 engines only produced a maximum of 150KN of thrust, which makes KSP engines way over powered for the time. There fore I think we shouldn’t use the whiplash or the rapier stock engines. Even the panther is way over powered at high altitudes. 

    Just a thought 

    12 minutes ago, TheMadKraken2297 said:

    Never used it, it might trip up my plane building. Very very used to stock aero, as like 98% of my builds are planes. I could just get used go it.

    Well, we are going for 60's, and the enterprise was built in the 70's....

    I believe the enterprise was commissioned in 61, but I just thought it would be a cool idea since it’s such an easy mod to use with it being only 1 part you could spawn aircraft on it afte moving into enemy territory since 60s aircraft predominantly struggled with range

    9 hours ago, dundun92 said:

    Anyone have any issues with using FAR?

    I also haven’t used FAR, how big a difference does it make to aircraft designing? I’ll do some research, but addded realism sounds fun to me.

  4. Like all the mod ideas! 

    I know I started this feed, but I’m not particularly good with modding and all of that. I can add mods obviously, but as soon as I start having glitches or parts that don’t work I have no idea how to get rid of them. I just start over again with a new KSP and hope for the best. 

    So anyone who thinks they would be able to set up a working version of this, pick the KSP version, mod it and then we can email out the save file I guess? If anyone thinks they will be able to do that let everyone know and add the mods we way and start experimenting with mods and builds.

    I would definitely like airplane plus included and also have you seen the enterprise mod? It provides a fully functioning 1 part aircraft carrier with catapults and arrestor hooks, I think w could incorporate those as mobile bases almost? 

  5. 4 hours ago, loki130 said:

    Yeah I definitely think a FoK type point system would work much better than a funds limit (which most weapon mods don't seem to be well balanced for) or a time limit (which would just be annoying). Couple points on dundun's point system:

    - We could maybe just do without the fighter/attacker distinction and run on a system where you can build whatever plane types you want but have limited points, and perhaps have points for engines as well (or a minimum number of points for a certain number of engines) We might also add requirements like you need an extra kerbal if you have a targeting pod or precision AGMs.

    - How are you imagining tankers, ECM, and AWACS planes would work practically in ksp?

    - Any plans for offensive ground forces or naval units (I could take or leave the navies if I'm honest but we do need something for these planes to attack) ?

    - 3000lbs is a bit light to destroy an FOB, it's potentially a single flight by an attacker

    - The distinction between large and medium bases seems pretty minor.

     

    These points are all great in my opinion! Can we add these ideas to the rules set? Can we set it you can build say multi role fighters instead of just an attack fighter or bomber? Just total up all the points for the turn? 

    I think navies could be hard! Unless anyone is a mod expert and can get the one they use is in FOK (I can’t remember the name). In my version of KSP it’s very glitchy 

  6. 5 minutes ago, TheMadKraken2297 said:

    Or a maximum of eight ammo boxes per person....? And possible no turrets on planes. We also need rules for base building, like no whipple shields or only three layer whipple sheilds... those things are OP if you can build them.

    Maximum amount of money? That sounds about right. Maybe like maximum of like one hundred thousand funds per turn? The two hours was just an estimate, I just felt like I could deploy a squadron of drones and a small surveillance satellite within 2 hours. Maybe like 8 then?

    I think doing time is awkward, cause people are super busy I’m sure! I know I am. I think a good idea would be to just limit the amount of units each player can deploy each turn. Say 1 bomber or 3 fighters, 2 tanks, and 2 ships each turn. And you have as long as you need to take your turn (but be as fast as possible). Then we can set armament limits

  7. 2 hours ago, TheMadKraken2297 said:

    We would also need extraplanetary launchpads for bases, if we wanted to build our own. I'd say stock, tweakscale, BDAc, and EXL. Maybe kerbal constructs and kerbal foundries for tank treads. Rule suggestion: 2 hours per turn? Like, when it's your turn, 2 hours max to make sure you don't just completely Nuke another base?

    Someone on here said he had a set of 60s era fall of kerbin style rules, think those would be awesome! Hopefully they will share them and we can work through them 

  8. 13 hours ago, 53miner53 said:

    Can each of us suggest a mod or two? If so, I’ll suggest Kerbal Foundries.

    Yes! Well BD is given, will want vessel mover, physics range extender and I’d like airplane plus. And I feel like it would be fun to have very loose rules on planes, tanks, vessels etc. If you want a plane with a tank turret or naval gun, you can have it if you can build it sort of thing. Just a thought 

  9. 4 hours ago, Thor Wotansen said:

    I might be interested, but there would have to be some rules about mods, types of craft and whatnot.  One idea that appeals to me is a multiplanetary war in the Jool system, where each player starts on a different moon with a Extraplanetary Launchpads base in a location of their choosing.  This would limit the weapons somewhat but it might be a fun twist.  If I'm alone in thinking that's cool, I'd be happy to play a more conventional version.

    Sounds pretty awesome! I enjoyed watching the fall of kerbin series so that really appeared to me. 

    Hopefully we can get a few more people involved and discuss mods and rules etc

  10. I’m interested in doing a KSP turn based war using BD armoury, similar to “fall of kerbin” and “kollaborative warfare”. 

    The game will require 2 or more players/teams, building there own vessels and setting up defenses and attacking each other’s bases by taking it in turns to pass around the save file. 

    Should be really good fun! I’ve tried doing a similar thing by myself but that’s getting boring now! Will need to come up with rules. 

    Reply if interested 

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