-
Posts
87 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Turd
-
[Stock] [1.0.5] Honest Jeb - low cost 45 tons to LKO
Turd replied to Temstar's topic in KSP1 The Spacecraft Exchange
Looks a lot like a Saturn 1B clone I messed with a long time ago, strapping a bunch of SRBs together does make a really economical and attractive first stage. -
[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
Turd replied to bsquiklehausen's topic in KSP1 Mod Releases
Thanks for this mod, I was looking for something to keep me interested in continuing my career mode save and it hit the spot. I've used everything except for the Quadroodle engine with no issues. The Science bay part seems to have strange attachment locations inside the bay, but the offset part fuctionality in the editor make this easy to deal with. I would absolutely love a 3.75M part part with the same doors, but more interior storage area. Always have to keep moving towards bigger and better things. Before and after Getting access to the Sweet 3.75 functional parts: TRAVERLLERcomparison by Kris Flory, on Flickr- 786 replies
-
Two Idiot Torpedo System (v1.0.5 2000m/s Mun Lander)
Turd replied to Turd's topic in KSP1 The Spacecraft Exchange
I made a shorter version, but there's no way it will fit where I need it. Lots of lateral and vertical RCS so I can nail landings. I could remove a few but I like the control. I did build it so it can be refueled and reused, none of my stuff is single use besides launchers which recover via chute and Stage Recovery, and the giant tanks I use for refueling. The previous pre-1.0 version I had DID launch inside an SSTO but they are no longer cost effective and all the Mk3 parts have changed. The little cargo modules do make up for that loss in my mind. Its tough, I can land it upside down at 12m/s and it survives and is capable of self recovery due to the extra RCS. But it's useless to me unless I do some cheaty clipping. Looks more like a little spider than a torpedo at this point and is still too big to use. screenshot66 by Kris Flory, on Flickr -
I built this since my normal lander is about 20t and 80 parts. Wanted something about 5t, really short, under 40 parts. It had to be roughly cylindrical to fit an opening on its mother craft. I consider it a failure since it didn't meet any of those goals completely but hey, maybe it'll give someone else an idea. The quest continues for me. The VTOL capability was abandoned in the last version. RCS is powerful enough to take care of that by itself. Carries two idiots, and all the science gear except a lab or the scanners. It is narrow enough in profile to stow on my large exploratory vessel, but too long for it to be comfortable so I really have no use for it. "Final" version: screenshot59 by Kris Flory, on Flickr screenshot55 by Kris Flory, on Flickr Previous version. Landed it in the worst possible position to test take off capability, didn't even need the extra engines. screenshot47 by Kris Flory, on Flickr screenshot50 by Kris Flory, on Flickr screenshot52 by Kris Flory, on Flickr screenshot53 by Kris Flory, on Flickr screenshot54 by Kris Flory, on Flickr
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Turd replied to BahamutoD's topic in KSP1 Mod Development
The new Ma Deuce MGs are perfect! I wanted to build a F-86 just to use 6 of them but couldn't get the wings right to my eye so I slapped together a poor imitation of a B-57 Canberra that uses 8 instead. Its a spectacular low altitude (and slooooooow) attack craft. No glitches yet, and the AI is noticeably improved. screenshot611 by Kris Flory, on Flickr screenshot588 by Kris Flory, on Flickr I need to download some bigger bombs for this guy, The B58 Hustler carried nukes exclusively. The 20mm Vulcan tail gun and radar gun laying is spectacularly effective and true to the real plane. screenshot591 by Kris Flory, on Flickr screenshot606 by Kris Flory, on Flickr screenshot590 by Kris Flory, on Flickr -
Blowing up a 1000 part Littoral Combat Ship with an F-16 and Laser guided AGMs. Too bad it wasn't shooting back this time. The AI can be picky. screenshot401 by Kris Flory, on Flickr screenshot407 by Kris Flory, on Flickr screenshot415 by Kris Flory, on Flickr
-
Work in progress Needs moar gun. screenshot47 by Kris Flory, on Flickr
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Turd replied to BahamutoD's topic in KSP1 Mod Development
I meant when shooting aircraft on the other team, the weapons get toggled off. Whether I have one of more weapons toggled on, as soon as I score one hit with a bullet or missile all weapons get toggled off instantly and have to be toggled on again. It could be a "guard" glitch since I managed to get in one iteration without a problem. Limiting the weapons would be nice, but how about forcing it to use multiple weapons? I have stationary ships in the sea with defensive guns but they insist on only using one at a time... +1 to the request for a radial 40mm BOFORS and radial Vulcan. This mod kicks serious butt! Its on my permanent must have list now. I can't get enough of the explosions. screenshot256 by Kris Flory, on Flickr This is the flying battleship, 5 guns currently of 3 types. The AI refuses to fire with more than one and always picks the worst one for the job. This is also the "gun toggle off" glitch craft. screenshot47 by Kris Flory, on Flickr -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Turd replied to BahamutoD's topic in KSP1 Mod Development
I'm having a few issues, hopefully somebody can help me out. I ran a quick search of the thread and didn't find anything. I mounted a few CIWS turrets and a Oerlikon inside a big plane, but when I HIT another aircraft all the weapons auto toggle to OFF even when I make sure the target aircract are on the opposite team. How do I stop this from happening? Also, is there a way to force the AI to use specific weapons, or a combination of weapons? Thanks! -
Since I am unlikely to finish any more work on these before both games are finished, here are two of my four "new" craft. The Mk.28-X6 and RCS Micro-Impactor VI have already been shown elsewhere. They only needed minor tweaks. (More impactors and tighter sphincters so the torpedoes can't hit engines as easily) Project Mk. 28-X7 "CANYONERO" X6 >4t RCS powered Micro-Interceptors X12 Light impactors (spare missiles for the interceptors) x2 Reloader probes screenshot45 by [email protected], on Flickr screenshot50 by [email protected], on Flickr Mk. 24-X5 (More and better torpedoes, tougher engine mount, less prone to kaboom.) screenshot55 by [email protected], on Flickr
-
Tomorrow night... I'll be back and upload both persists. Work is killing me this week. Also this will likely be the end of my battle with you SDJ64, I'll be out of ammo on my last easily moveable ship. I'm not sure I want to fly the drinklots on one Vernier thruster as tight as the dV requirements will be. Next time I will make sure my craft have the ammo for more than one attack, or deploy the fighters with a carrier. However... The current rules still make carriers useless, and actually discourage their use by making them so vulnerable. Good game!
-
My Status: Punchbeat: Operational Blowfist:Operational Hardcheese: Non-operational Fizzlebeef: Unarmed I sent Punchbeat after the Thunder Child. I put on the brakes a little late and ended up too close to deploy the big torpedoes... Instead of turning the ship around and pulling back in an agonizingly slow manner I chained up two volleys of the small torps hoping to soften up the target a bit, and gain a bit of distance... It worked. After four hits the Thunder Child was reeling in space with bits of soft armor flying everywhere. I fired up the nuclear engines and killed all relative velocity between Punchbeat and the target. I set two big torpedoes loose... And was semi disappointed... Until suddenly secondary explosions rocked the Thunder Child! Upon close inspection the main hull is mostly intact, but all fuel and electrical parts have been completely annihilated. I will upload the save after I have a chance to move my ship. I'm too pooped right now. screenshot81 by [email protected], on Flickr screenshot82 by [email protected], on Flickr screenshot83 by [email protected], on Flickr screenshot84 by [email protected], on Flickr screenshot85 by [email protected], on Flickr screenshot86 by [email protected], on Flickr screenshot87 by [email protected], on Flickr screenshot88 by [email protected], on Flickr screenshot90 by [email protected], on Flickr screenshot91 by [email protected], on Flickr screenshot92 by [email protected], on Flickr screenshot93 by [email protected], on Flickr screenshot94 by [email protected], on Flickr
-
The torpedo probes are for the SAS modules on the torpedoes. The ship is still functional as long as one engine is operable, they are closely aligned with the center of mass and SAS can handle any torque. The version I've been mucking around with the last few days also has backup vernier thrusters. (EDIT Wrong ship, forgot we were talking about a Mk 24 and not a Mk 28.) I'll make sure in a few hours and make my move. As for the game issues... I always keep a backup copy of each modded game and one un-modded one on my hard drive, and another set on a flash drive. KSP is just to volatile to not have backups.
-
Both the upload and the one on my system still work fine. http://s000.tinyupload.com/index.php?file_id=75240961703332022578
-
http://s000.tinyupload.com/index.php?file_id=83009612875124547352 I took a page from your book and aimed right up the Thermal exhaust port of the Undine. It took me a long time to get comfortable with this shot, I didn't want to have to fire a second volley since it would mean running out of missiles AGAIN. At best I expected to take out 3, or maybe all of your engines. Instead I watched and mashed the F1 key as the entire rear of the ship opened up like a flower. I haven't had much luck with the missiles carried by the Mk. 24s in a while, mostly due to better armor designs and stronger joints. But when they manage to find an opening or hit something soft they shred everything they touch. Must be some sort of wedge effect caused by the angled I-beams. The only trade off is that they take up much more room than the standard pocket I beam, and even more than a girder. Maybe I can work on that, and improve the TWR by adding a few more sepatrons... screenshot33 by [email protected], on Flickr screenshot34 by [email protected], on Flickr screenshot36 by [email protected], on Flickr screenshot37 by [email protected], on Flickr screenshot38 by [email protected], on Flickr screenshot39 by [email protected], on Flickr screenshot40 by [email protected], on Flickr
-
Fizzlebeef Attacks Nautilus, expending all weapons. I did not hit what I was aiming for. I really need to upgrade these things to have more ammo. When I designed then I expected to use the weapons like a a sniper and target individual items like ONE engine, or ONE capsule, etc. Instead I am forced to use them in a manner for which they are not designed and fire all the torpedoes. Doesn't help that EVERYTHING out there is heavier. Nobody uses anything this light. Maybe in a carrier role they would be more useful. screenshot23 by [email protected], on Flickr screenshot24 by [email protected], on Flickr screenshot25 by [email protected], on Flickr screenshot26 by [email protected], on Flickr http://s000.tinyupload.com/index.php?file_id=98867442924772820835
-
I'm willing to give it a shot after finishing the two battles I'm engaged in right now. I'll have to use "borrowed" craft since I don't mess with ground vehicles or aircraft outside of ones for pure science and exploration. All my ships are designated after the many names of David Ryder. I also edited my save file so that all the Kerbals in my career mode save have his names as well. I do it because of the stereotypically epic, mythical, and exaggerated names of peoples ships and craft. Its my way of making fun of overly grandiose names but still having a unique identifier for each ship. Kind of like how we named gun trucks and elements/units in Iraq so we could easily identify them but the enemy could not if they intercepted commo or somehow figured out a pattern.
-
daemonCaptrix I'll take a move tonight after work. A quick tally of my craft in the SDJ Vs. Turd game: Blue-1 "Steakface" fully operational. Blue-2 "Drinklots" HEAVILY damaged, but still had one fuel tank, two missiles, its core... And just enough Vernier thrusters to limp around. Remaining dV may not be sufficient however. Blue-3 "Lampjaw" Damaged, missing half of the ship. Weapons were later expended so it is down. WENT DOWN FIGHTING. Blue-4 "Slagcheek" Minor engine damage, still a very capable. Blue-5 "Ironstag" Fully operational. (But is out of ammo after this turn) Blue-6 "Rockbone" Weapons expended, out of the fight. Blue-5 "Ironstag" attacks Whirligig expending all ammunition and damaging another engine. http://s000.tinyupload.com/download.php?file_id=08577088800466365290&t=0857708880046636529050428 screenshot17 by [email protected], on Flickr screenshot18 by [email protected], on Flickr screenshot19 by [email protected], on Flickr
-
I was unhappy with the over all level of kaboom my small fighters are capable of producing against structural panels since the recent updates and stronger joints, so last night I put this together. I just finished testing and I am ready to use it in my next match up. It was a fun exercise in doubling the munitions capacity as well as increasing projectile mass but keeping the overall craft dV above 1k m/s and keeping the total mass to the same scaling factor. Craft download:http://s000.tinyupload.com/index.php?file_id=08040329638859651073 (Please don't use this ship in battles against me, use something you made or you have the owners consent for. I spend enough time blowing up my own ships during product testing and improvement. As for use against other folks... Fire away!) TCS RCS Micro-Impactor VI Mass: 9.88t (I double checked in map mode to be certain) dV: >1000m/s Armament: 4 fancy new small torpedoes that are a hybrid of the plain old pocket I-beam and the "super" torpedo I started work on after the joint update. screenshot1 by [email protected], on Flickr
-
Lampjaw strikes back at Spade Ion. screenshot3 by [email protected], on Flickr screenshot5 by [email protected], on Flickr screenshot6 by [email protected], on Flickr screenshot8 by [email protected], on Flickr screenshot9 by [email protected], on Flickr screenshot10 by [email protected], on Flickr screenshot11 by [email protected], on Flickr LampJaw is unfortunately out due to lack of armament. I'm down 2 ships. Persist: http://s000.tinyupload.com/index.php?file_id=48439213992611742579
-
I just found that MechJeb is reporting incorrect mass for my craft. Each one is off 1-3T depending on size. Time to switch to Kerbal Engineer I guess. SDJ64, if you want I can kill off one of my ships to make sure the mass is within limits in our match. daemonCaptrix, I'm set up if you want to start and make the first move. Total mass is below 280t using the in game information tab, my ships are waiting around IKE. http://www41.zippyshare.com/v/59743342/file.html
-
The LV-Ns have always been the bane of my ships. That's why I built the redundant engines into the Mk. 28! I took Blue-6 "RockBone" out for a spin towards "Whirligig" not realizing it was in a retrogade orbit until after my transfer burn. before the ships reached point of minimum separation I burned to cancel orbital velocity out, then straight away from the planet, then burned for an orbit near the Lennon. After orbit was established I just burned directly towards target and canceled momentum relative to it when within 200M. screenshot24 by [email protected], on Flickr screenshot26 by [email protected], on Flickr screenshot27 by [email protected], on Flickr screenshot29 by [email protected], on Flickr screenshot30 by [email protected], on Flickr http://www65.zippyshare.com/v/24825884/file.html
-
You're good to go first. You don't have to stick to the same SOI, but if you leave I may not be able to follow. I don't know how much dV my craft have now. I originally built my ships to fly from kerbin to jool legitimately, but that was many revisions and armor upgrades ago.
-
I can do that. My carrier does not fit with current rules, it is fully armored in 2x2 structural panels and has more torpedoes than any of my other ships... I'll work on a version that has minimal external armor later this week, and nix the on board weapons later this week for later use. I can set up a persist in about 18 hours.
-
I didn't catch this the first time I read it but did when I wanted some craft to check out and get some building ideas. Ok, I'm headed to work and switching shifts tomorrow so I'll post up a persist soon. Location: BOP Total Mass limit for ships: 100T and 6 Craft, whichever limit you hit first No special rules Tiny upload seems to be down at the moment so here: http://www78.zippyshare.com/v/8387578/file.html