Jump to content

Sliinty

Members
  • Posts

    114
  • Joined

  • Last visited

Everything posted by Sliinty

  1. Actually the chimera makes it up to over 280 with a complement of strike craft so that wont be necessary. My escort ships are bigger than yours at 180T (theyre Co-21Ds) is that ok? Also I really didnt notice that it was modular! The chimera is a bit more obviously modular with all those docking ports
  2. Unstocked? weapons take up like 1/3 to 1/2 the part count quite often
  3. So zekes, Ive taken a look at your fleet and a couple of things struck me: Your fighters are all a little over 50T Your flagship is 300T, Im afraid I dont think KIDA has anything that big at the moment, and as an aside, how the hell do you get that into orbit legit? 300T must be some kind of record. EDIT: For reference our biggest is about 240T, If you have something a little smaller I would prefer that, otherwise maybe make up the weight deficiency a bit with one more fighter? ours are all around 40T
  4. So I made a revision of the ragnarok: L-153 Scarab Slightly more armour and heavier weapons make this more of an aggressive beast, comes with 2 broadside volleys of 5 "armour piercing" torps. As well as a frontal short ranged, high acceleration weapon, for those like myself who cant aim. The broadside torps notably also have their own probe bodies, so can be guided and used individually in the same way as the old ones on the ol' classic. Still only 38 Tons, and still packing 3000 m/s dV with all this rubbish strapped onto it (of course the L-15X series all have that rear docking port for drop tanks and such, so their range can be greatly extended) and it turns faster now thanks to some reaction wheels. And let's not forget that the L-15X series also all have a decent ram to them, too CRAFT file
  5. I would ask the same question. The rules of engagement as they stand are pretty stripped down, I've never heard of these rules.
  6. What do you mean 60N? like newtons? I should hope not The phasing issue is caused by physics timestep: the parts might only be in the same spot for a very short period of time at high speeds, so it's possible for the collision to slide unnoticed between frames. Thats why retrograde orbit mines really would never work (asides from the whole you-will-never-ever-hit-anything problem), at those speeds the collision wont occur!
  7. I agree. Let's hope he's not a purist.
  8. Thats not a thought experiment... thats just an experiment suicidal or not at all bro.
  9. What do you mean has to check it. If you have the fuel capacity you just have to point in the right direction and burn.
  10. ...OR you could calculate the ÃŽâ€V it has in LKO. Besides, the Joolian system is very cool, but Kerbin needs defending, and there are other places to visit (Duna, Eve) that require much less ÃŽâ€V that SW might want to go to.
  11. What can happen if you're going that fast is the collision gets missed out in the physics timestep, and the missile seems to just go right through without hitting anything
  12. This is true. my post had nothing to do with missiles though
  13. many people have tried to make effective armour in ksp... with little success... Also, just did some interesting weapons research, I was testing melting stuff with engine flare: Only separatrons damage things significantly with engine flare, weirdly enough. And they hit HARD, 6 separatrons can scythe through 2 armour plates and a fuel tank... oddly wing armour is actually MORE effective in this regard, slightly higher maxtemp means 2 layers of wing are just enough to prevent the fuel tank below from popping. I'm not sure if it's entirely practical to use them this way, though it doesn't sound like the worst idea ever, considering it requires no aim skills. I guess it might be more effective on small ships...
  14. I take it no one is interested in the ruleset i suggested earlier? Daemon I would take you up, I have a <50T ship which I've put far too many hours into, but it's not really designed with these rules in mind (its main defense against other ships of its own size is ramming...) I would rearm it, but Im in the middle of a mission to put ~100T of equipment on the surface of Duna (and another 100 or so in orbit), so I don't exactly have the time
  15. That's why theres the limit on how much ordinance you can fire! As a rough idea, it might be: Ships under 50T can fire 15% of their mass (which is 2 SRBs for a 50T ship) in one turn at up to 2 targets. Ships under 75T which have been classified as destroyers can fire 30% of their mass (which is 6 SRBs for a 75T ship) at up to 1 target. Ships under 150T can fire 15% of their mass (which is 6 SRBs for a 150T ship) in one turn at up to 3 targets. Ships over 150T can fire 10% of their mass (to discourage lag machines, maybe, I don't stick by this one...) at up to 5 targets. Or something similar. NAV-COM sounds pretty damn cool, I admit. Orbital combat maybe?
  16. Someone should attempt clarify exactly what can be done in a turn, for people to agree on. Maybe a craft can only unload a certain percentage of it's weight in weapons per turn, but on any and all targets, depending on it's pre-outlined purpose, thought that would require clear outlines of what makes a "cruiser" and what makes a "battleship" etc etc (ie a defense platform might be allowed to shoot more stuff than a "cruiser"). This might be more interesting than macey's rules seeing as it's not just tit-for-tat every turn, hopefully. Also a little rant; someone said "dreadnought class destroyer" dreadnoughts and destroyers are like the opposite ends of the scale... and these are SPACE battles, naval battles generally do take place in the sea, even if we love the whole space/sea comparison, with classifying spacecraft like ships (again, most often without any relation to what the words mean. I think I'll name my next ship "the juggernaut-quadbike class killeverythingbecauseitssocool"...). Anyway I hope I don't **** anyone off saying this stuff, If you disagree/want me dead, please let me know (the latter often seems to happen when I express opinions ) What could be cool is predetermined setups where both sides have to use the ships provided. Also that livefeed plugin could be good for this...
  17. You know destroyers aren't particularly big, right? Should really be carrier/cruiser I guess....
  18. Generally speaking your graphics settings wont help too much with part count lag, its the issue of simulating 1000 rigid bodies that causes lag
  19. Read special relativity and then cry. EDIT: admittedly they will be going over 0.01c, that's for sure, but c is the max no matter your frame of reference. Also, 10000s isn't nearly enough. Not accounting for the effects of lorentzian transformations etc, as (1-3000000^2/300000000^2)^0.5 is still 0.99995, so we wont see any change within a few sig fig, if we have a reasonable mass fraction (say 100), you still need well over 60,000s. Maybe someone try hacking an engine with 150,000s, That could do with a mass fraction of under 10.
  20. The vanguard is actually more of a destroyer imo. You should start a thread about classification on its own. Id say one flaw to your system is there should be a featherweight, sub ~15 ton category
  21. Lifting over 200 tons in one piece is difficult, but not impossible... try sending it up with some empty tanks maybe?
×
×
  • Create New...