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Posts posted by feriofukada
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I like the redesign Ferio! I still can't launch it myself, but I think I do have a lifter that can, I'll post that at some point for you tonight
EDIT: out of curiosity, how did you manage to get the double magazine setup to work? as in, how did you manage to get the round to sit in the middle of the cannon? It's a idea i played with on the Baldr but i couldn't figure out how to make that work myself.
The double magazine? I just needed something to stop the round from straying out of the chambers (i.e. landing gears). Also, I made sure that the round's length was enough to help it not stray out of the barrel while not impede its entry. That's why I opted to use semi-smart rounds which used an RCS tank instead of an Oscar-B, and a flat probe. And about the launch, I can launch the vehicle by making sure that all the textures are dropped down to increase the framerate from 20 to (at least) 40. Well.. that's how I tried to launch the first MACV.
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OOC: Ah, at last. Chunkblaster saw it. And what he just saw is the GPU-Killer version. I managed to reduce the part count of the MACV-001 to 657. Also, I made a variant that didn't include the defensive walls to reduce part count to 500 and increase the ease of launch.
The Septerran Space Development Corporation's Drydock has finished the redesign of the MACV-001 Magellan, which now includes Prograde and Retrograde impulse drives, and an increase in Smart Missile ports. Unfortunately, it's sister ship, MACV-002 Columbus, suffered from budgets cuts due to the expensive armor used on the MACV-001. Because of this, the defensive barriers that flanked the Magellan were removed. On the bright side, SSDC engineers installed 'baby barriers' to hold SMS, and increased the number of RCS ports to ensure that the vehicle can outmaneuver and outgun opponents before they could take action.
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SSDC MACV-001 Magellan
Part Count: 657
Crew: 2 (Navigator and Weapons Officer)
Engine: x6 LV-N Atomic Rocket Motors (Interplanetary/Hohmann/Bi-elliptical)
x8 Rockomax 24-77 (Impulse; 4 for Prograde, 4 for Retrograde)
x4 C7 Toroidal Aerospike Rockets (Gun compensators)
Armaments: x1 Mythology Industries Booster Gun
x24 Smart Missile Ports
x4 Mk1 Smart Round Munition Ports
Action Groups:
1 - Nuclear Engines
2 - Prograde Impulse
3 - Retrograde Impulse
4 - Fire Booster Gun w/ Compensators
5 - Close Gun chamber
http://www./download/jr4uipmxtirzzqd/MACV-001_Magellan.craft
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SSDC MACV-002 Columbus
Part Count: 500
Crew: 2 (Navigator and Weapons Officer)
Engine: x6 LV-N Atomic Rocket Motors (Interplanetary/Hohmann/Bi-elliptical)
x8 Rockomax 24-77 (Impulse; 4 for Prograde, 4 for Retrograde)
x4 C7 Toroidal Aerospike Rockets (Gun compensators)
Armaments: x1 Mythology Industries Booster Gun
x12 Smart Missile Ports
x6 Mk1 Smart Round Munition Ports (a pair underneath the gun barrel, and a pair on each shield)
Action Groups:
1 - Nuclear Engines
2 - Prograde Impulse
3 - Retrograde Impulse
4 - Fire Booster Gun w/ Compensators
5 - Close Gun chamber
http://www./download/6a7c5w054969y5c/MACV-002_Columbus.craft
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Okay, after study through a proof-of-concept vessel made by chunkblaster (Baldr MkI Railgun Frigate), I applied it to this design I made. And I align this to Spirit Wolf.
Fresh from the Dry docks of SSDC (Septerran Space Dev't. Corporation) is the Magellan-Class Type I Mass Accelerator Combat Vessel. Classified as a MACV, not a Frigate or Destroyer, the Magellan comes with Smart Missiles and a 150 m/s Booster Gun.
Action Groups:
1 - Nuclear Engines
2 - Prograde Impulse
3 - Retrograde Impulse
4 - Fire Booster Gun w/ Compensators
5 - Close Gun chamber
Pros:
> It has a Big Gun. With 6 Big Guided Rounds.
> Armor Skirts to protect its flanks
> Smart Missile ports and Smart Round Clip ports in the Armor Skirts to provide combat longetivity
Cons:
> Part Count: 659 (RIP Low-End PCs)
> Dumdum rounds are not advised for this vessel.
> Does not include the rounds yet.
> Still stuck at the Dry Docks due to delays in developing a proper heavy lift launch vehicle.
> Fuel for the engines and the Booster Gun is shared. Use gun wisely.
Note:
> The nice man who helps me think of a way to launch this gets full credit for the launch vehicle.
Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
in KSP1 Mod Development
Posted
Just discovered that the tracks has trouble responding properly on a vehicle that had just used Door Hinges from one of the Robotics mod. Will go test this out again later.