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Sliinty

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Everything posted by Sliinty

  1. I'm gonna say I disagree on the long burn time/ long range thing. its easier to hit things with very short burn time and short range, so you still get high velocity (albeit less efficiently) and hit more often, after all, the Coriolis effect is annoying. The drill missile is awesome, but lets face it, the impact tolerance for any vanilla part shouldn't really be 999...
  2. As for classifications, do it by wet mass and intended purpose rather than by diameter
  3. Firstly I wouldn't worry about 0.21 just yet, and all that would need to be done is to attach the reaction wheels and re upload the craft file. Also I personally dont really care what you do with your ships...
  4. So life caught up with me, and the Ragnarok needed some refining, but I found some time to fix the issues it had and launch it. Screenies here, as youtube uploading didn't work 'll redo the official submission, too. Craft- L-150 Ragnarok Corp- Targus Aerospace Labs Allegiance- Spiritwolf Purpose- Military Part Count- 170 odd on launch pad, 128 in space. Armament- 13 guided missiles Corp Bio: T.A.L. are longstanding spacecraft designers, with a history of achievements in orbital operations and logistics, but after repeated fuel silo pirating by freelance explorers naively decided to develop weapons and defense technologies. When shots were first fired competitors saw the opportunity and claimed the pirates were civilian vessels of theirs (after some bribery with the pilots), and convinced various organisations and governments to allow them to take military action of their own. The conflict escalated and many lives were lost. After some time global media uncovered the falsehood that was their casus belli and the powers that be put a launch embargo on the enemy forces, before shutting them down entirely. The T.A.L. emerged from the conflict with ownership of almost all remaining assets in Kerbin orbit and on both its moons, as well as great experience in weapons development, and saw no reason to burn the blueprints, so to speak. Pros- Strong vs smaller fighters/carriers, decent range (easily interplanetary), very strong front armour allows it to ram very effectively without as much self-inflicted damage, strong in defensive and escort roles. Cons- Incapable of taking on similarly sized ships or larger except by ramming, weak in offensive roles. Rear opening for engines is an inviting target. Weak vs destroyers, cruisers, etc. Proof of travel (sorry for the night launch ) And here is the .craft file:
  5. I guess by the hardshell logic the drones will be disposable?
  6. Put the boosters around it rather than below, stacks that are too tall tend to wobble way too much
  7. The names more than a bit of a mouthful lol
  8. Damn, rune beat me to it. It also helps that engine flare in ksp doesn't tend to melt things quite as much as in real life
  9. 1.58ms^-2 is not bad at all, big ships are slow, get used to it.
  10. Name: L-150 Ragnarok Corporation: Targus Aerospace Labs Allegiance: Hanland Weight: 38T (without interplanetary stage) dV: ~3800m/s (without interplanetary stage), 5500m/s with. Medium sized craft designed to take out other fighters with its small diameter munitions, thereby reducing the threat posed by carriers. Its strong frontal armour also makes it great for ramming... current armament is 14 small missiles, I may swap some for decoupler cannons before my proof of travel video finishes uploading and I add the .craft. Tactically: strong against carriers and fighters, weak against cruisers and large heavily armed ships, the idea being that it forces the enemy into using bigger weapons against it instead of against your bigger vessels. The interplanetary stage is just some fuel cans docked onto the back that give it the range to reliably reach jool without the intervening of a logistics craft. and heres it without weapons
  11. Well you would hope he's got multiple docking ports for each module to attach to so it doesn't jiggle around under thrust, that should help... but large orbital assembly is still really hard
  12. If you guys are going for functional design, I personally would recommend going small to mid sized, big ships are cool (and laggy...) but more joints means more destruction, also aiming and maneuvering are easier, and you're harder to hit. The small Oscar-b tank missiles do actually hit quite hard if you fire them at longer range. Of course a smaller ship wont kill a bigger one easily, but i've get to see good anti-fighter designs...
  13. You might find wheels arent the best thing ever for minmus, theres too little grip
  14. Yeah experienced kerbal players tend to cut the meaning of easy down to "how tight are your fuel margins"
  15. Firstly, fel, we humans like to call megagrams tons... In real life it gets looked at, the thing is in ksp turbojets get thrust on the launchpad; IRL they have to have significant airflow before they actually work, the other problem is I imagine a launcher that used jets would be pricey and complex (remember that asparagus staging has never been done IRL for that reason). Reusable spaceplanes will use air breathing engines, as the cost of jets/SABRE engines matters less when you're not throwing them away
  16. Damned robotics could do it if it weren't so difficult to use... action groups aren't complex enough right now, though I did see a mechanical style walker with dr
  17. Might be a bit hard to do a lot of caldari ships faithfully due to the weird asymmetry, butdI'd like to see a merlin
  18. Well ok, but the bugs will just get removed... *famous last words*
  19. Coulda just enabled part clipping...
  20. Looks a bit like the sulaco to me (ship from alien 2 I think)
  21. Literally jaw dropping But that must be quite a few parts, right? Moderator note: please avoid quoting pictures, especially 6 of them. - Cykyrios
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