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KSP2 Release Notes
Posts posted by Warior135
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if i'm going to be biased against "new" people, it'll involve those who joined the forums in 2012 calling themselves vets.
"Im no rookie, Im a 1 year vet!!!"
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Bob's face: D ' :
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It works very well, GJ
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Are mod parts allowed? If they are, I'm so gonna try and make one.
Wooohooo! First post!
Yes, but stock would be better as more people can use them.
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Gambi I see a problem with your north Korean missile replica...It works.
And that he doesn't have thousands of them
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before 0.19, I built a stock SCUD launcher which I considered to be pretty cool.
while on the ground, it was powered by two 24-77s and it steered by RCS, but because of this, its range was quite limited.
*snip*
now that we have rover wheels available, I've upgraded it to a new version:
*snippage*
also, coolness factor +100 for the atmospheric FX.
here are the craft files, if you're interested:
SCUD - https://dl.dropboxusercontent.com/u/23334071/SCUD.craft
SCUD [0.19.1] - https://dl.dropboxusercontent.com/u/23334071/SCUD%202.craft
about the first weapon system I posted (the W.T.F.): I consider it an unfinished project, but here it is anyway:
I just tested it and I attacked the other KSP with it XD
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This isn't really a full ship, but it can be attached to one to be used as a weapon.
Name of Utility - KLAW Torpedo
Screenshot -
Total Mass of Utility - 0.983675 (Not including the probe, batteries, solar panel and extra docking port to test it on its own which isnt needed if using it as a utility.)
Parts - 21
Utility's .CRAFT file - http://www./?jj8njc4sif0ybkj
Your Name - Warior135
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Trialing the Kubla I bomber and the Finch guided bomb on a Zokesia PzIV.
Mwahahahaha. It actually barely scratched the armour-plating - in atmosphere velocities are low and armour is incredibly strong. It did knock off a few plates at the rear, damage some of the internal radioscopes, pop almost of the wheels on that side and knock off some batteries and things.
EDIT: Thanks
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New PUNCH Torpedo on the OP!
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Guys, use the template and provide a download link (Unless you plan on releasing it in the same post later)
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For your radial unguided rockets, try putting two sepatrons opposite each other angled in a corkscrew. This induces a spin a guarantees accuracy in space. With only two sepatrons even a .5 degree twist in flight will result in an out of control missile.
Also, he could put a communotron 16 on the end and extended it- if he hit a ship's joints with it, it would go through like butter :3
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I'll post my carrier anti-fighter scatter-shot battery when I get home. Many many parts but its worth it
Effective Range 2km in vacuum, have only fired it at orange tanks so don't know if it is armor piercing.. Probably not however. Small fighters are rarely armored.
It's fired using staging not action groups, because it has 64 rounds.
Individual projectiles not reloadable the entire drum needs to be changed once it is expended.
So that would come under the flechette tag or does it fire full payloads?
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Nice, though it would be far better with more fuel in it to make it last longer
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Can I have the craft file for that ICBM launcher?
And Francesco's missle test!
(BTW, please snip the image out of your reply, its huge )
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Well, this is a good idea. Still have to come up with good weapons myself, I think I only have the smart missiles perfected.
Rune. Is showing his bad side today
A tip for dock-able torpedoes is to build your main propulsion on the inside of it so you have less space taken up and to have action groups that triggers everything at the same time.
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Two-stage ground-based mobile-launched missiles. Still needs improvement, though
*snip*
*snip*
ground testing of my radially attached unguided rockets:*snip*
basically an octagonal strut with two sepratrons, each one of those babies has some 2300 m/s in vacuum: a 2.5m wide tank fits eight of them through small docking ports.
*snip*
comes also in an airplane-deployable version.
Can you please put a features list so people know what it can do?
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Key:
- Joint piercing, Can separate entire sections of ships if hit at certain of the joints on the target ship.
- Armour piercing, Can punch straight through a ship's armour.
- Blunt or Piercing, if the top is pointy or flat.
- Effective range, [range here], Shows how far the missile / torpedo can travel before it is rendered ineffective.
- Effective gravity, [high/low gravity or zero gravity], Shows what gravity it is intended to work in.
- Deployed on [plane, ship or carrier-deployed ship], Shows what the missile / torpedo is intended to be launched from.
- Independently controlled, Can be controlled after it has been launched.
- Dock-able, Can be docked onto a ship to be used as ammunition at a later date.
- Single payload, A single missile / torpedo with no extra projectiles.
- Flechette, Fires multiple small parts from the missile / torpedo at the target ship.
- Small, About the width of the Oscar-B Fuel Tank.
- Large, About the width of the FL-T200 Fuel Tank.
- Huge, About the width of the Rockomax X200-8 Fuel Tank.
--- KLAW Torpedo
Picture:
Features:
- Joint piercing (If the Communotron 16s are deploy and are lodged into a joint).
- Armour piercing (If hit at 1KM- ).
- Piercing.
- Effective range, 1-2 KM (Still effective at 2-6 KM but suffers from damage drop-off).
- Effective gravity, Zero Gravity.
- Deployed on carrier-deployed ship.
- Dock-able. (Not dock-able at the tip if the Communotron 16s have been deployed)
- Single payload.
- Small.
--- PUNCH Torpedo
Picture:
Features:
- Armour piercing.
- Blunt.
- Effective range, 500M - 1 KM (Still effective at 1-10 KM but suffers from damage drop-off).
- Effective gravity, Zero gravity.
- Deployed on carrier-deployed ship.
- Dock-able.
- Single payload.
- Small.
Template:
Name: [the name for your missile / torpedo].
Picture: [picture of missile / torpedo].
Features: [list of things included in the key that apply to your missile / torpedo].
Download: [self explanatory].
Share your doers of destruction using the template!!!
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some pics plz?
Done
(Letter limit, BEGONE!)
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As it says on the tin, I even got it onto Duna.
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Banned for joining one month after august 2012!!
Banned for being discriminant.
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Yes, Dont pull up too much, Dont have too-much weight at one end, Use SAS for the 1st few seconds of flight and winglets and control surfaces are your friends.
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Hello, I will teach you how to make a small jet which takes off from the air.
1st, make a small jet that functions (It needs to be small to get away from the ground quick.)
2nd (This is the important bit), Attach a Stability-Enhancer on the bottom and put you jet as-high as possible so it is really long.
3rd, Set the engines to your 1st sequence and your enhancer-eject to the 2nd
How to launch: Power up the engines to full-throttle, When you are sure release the enhancer and pull-up IMMEDIATELY
Well-done, You are now air-borne!
(Now, how to get down...)
Kerbal Veterans Section :)
in KSP1 Discussion
Posted
But seriously, I have been playing since 0.9 which was late August (Just before 0.10 came out).