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Turd

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Everything posted by Turd

  1. Boom! I'll take a gander and make my move in a bit. I've been working on actual warships too, I just threw the SOL together in an hour since a friend and I are really into MST3K. Such a shame I screwed up the Mk. 14, I could fix it by going back to me previous design but the new Mk. 24 and Mk. 28 are much better. Maybe I'll keep the old 14 since it has a low part count though.
  2. Please tell me you know what the Satellite Of Love is...
  3. My new doomsday weapon is complete: screenshot494 by [email protected], on Flickr
  4. Nah in the long term I think it was a mistake for you to use it a second time so I'll let it fly. Blue-3 "HardCheese" attacks P.I.M.S. Jawbreaker, knocking out all weapons (and again wasting a missile volley on an already disabled target, also fired a little too close... those SRB missiles need at least 170M to speed up.) I can't believe how dumb I was in editing the Mk. 14 before this battle. It was tougher BEFORE I moved the engines. screenshot474 by [email protected], on Flickr screenshot475 by [email protected], on Flickr screenshot477 by [email protected], on Flickr screenshot478 by [email protected], on Flickr screenshot479 by [email protected], on Flickr screenshot481 by [email protected], on Flickr screenshot483 by [email protected], on Flickr screenshot484 by [email protected], on Flickr screenshot485 by [email protected], on Flickr Persist: http://s000.tinyupload.com/index.php?file_id=39338936252004359440
  5. I was under the impression that you had to use each ship in ascending order by mass, and only after each ship had attacked could you use them again. Is that not correct?
  6. Yup you killed BigFlank's LV-Ns. I'll work on that with the Mk. 22. Oddly enough, they may have broken because I changed the attachment method RIGHT before the match since I was concerned they stuck out back to far... Blue-2 "SPeedChunk" engages P.I.M.S. Twix Bar I thought about my intention to shoot from farther away last night but realized maybe my half meter torpedo phased through the ship due ti its high speed. This time I took Blue-2 "FizzleBeef" in close, chained up some tiny anti-fighter missiles I threw on the ship as a second thought and let them rip... I think my last shot may have been after P.I.M.S. Twix bar was dead, but after last round I needed some revenge and didn't want to give up prematurely, or lose my attack window if she drifted away from energy imparted by the torps. screenshot433 by [email protected], on Flickr screenshot434 by [email protected], on Flickr screenshot435 by [email protected], on Flickr screenshot436 by [email protected], on Flickr screenshot437 by [email protected], on Flickr screenshot438 by [email protected], on Flickr screenshot439 by [email protected], on Flickr screenshot440 by [email protected], on Flickr screenshot441 by [email protected], on Flickr Persist: http://s000.tinyupload.com/index.php?file_id=18344281429842987833
  7. Ok, its going. My fleet: Three Mk. 14-X4s at 120t each. One Mk.18 at 60t One Mk20 at 25t My move, It didn't go so well... I have tried double armor in the past while messing around, but never made it more effective than my single layer. Yours seems to be very effective... I need to learn how to stack plates like that. I started with my least massive craft Blue-4 "Fizzlebeef" and executed a Hohmann transfer to get within 1 km of P.I.M.S. Poptart. There I fiddled around for a while and tried to square up a good shot. I used 2 small torpedoes in a volley to ensure proper targeting. One glanced off and the other missed by a millimeter so I let the big one go. Parts fly every where, but when the debris is checked out I think all I did was knock off one solar array and a RTG... Next time I shoot from further back. Thank you Scott Manley. GNBC (3) by [email protected], on Flickr Sighting shot away. GNBC (4) by [email protected], on Flickr That's what I like to see! GNBC (2) by [email protected], on Flickr I think all of those bits are parts of my missile. GNBC (1) by [email protected], on Flickr Persist: http://s000.tinyupload.com/index.php?file_id=00122206799489939169
  8. First I had trouble getting Mediafire to allow me access, then KSP decided it was an old version file, now my current install of KSP decides not to allow me access to any saves and freezes. I'm working on it...
  9. I'm new here but these are easy questions. 1. Just upload the persistance file to tinyupload, mediafire, drop box, etc. Then post the link. 2. Like it says about 2 pages back, no mods except hyper edit to make setup easier.
  10. Thanks, a few more clarifications due to conflicts in what I have read. First, are craft allowed to move after attacking? I personally don't like this idea... I feel that damaged ships should get a chance to shoot back if they still have power and weapons even if engines are disabled. Second, ALL ships are allowed to move on any given turn, but only the weakest (in ascending order) can attack? I think I misunderstood the torpedo rules earlier. I read that torps had to be dumb, but then read that as long as they are FIRED and NOT controlled in flight that SAS/probe cores are ok? Because even a fire and forget missile with SAS, a probe, and a tiny bit of RCS is a big step up from dumb torpedoes. I don't use RCS on any torps at the moment but SAS linked to a probe core is very helpful. Last... What are hit/miss rules? Am I on the honor system to report misses or do I get a mulligan? Also are volleys/ multiple launches allowed from a single ship in one turn or is it one and done? I'm ready when you are, if I make any violations let me know so I can fix my mistake, I'm all for a fair game.
  11. Forum ate my post... I'm in! I read about 20 pages of thread today but have a few questions. Is the mass limit a TOTAL mass limit for your fleet, or just a maximum mass for each ship? Also, I just DL the file, hyper-edit my ships into position then re-upload it for you to make the first maneuver? I could fly them to starting position, but I'm betting that would slow the battle up too much. Earlier this morning I started going though all my weapons and removing probe cores, MJ, etc to comply with rules. I'll finish it up tonight.
  12. I can limit the orbital components under 350 or even 300 parts on my biggest craft. Just a matter of deciding which struts I really want to keep. Edit: Just double checked everything with transfer and launch stages discarded: Mk. 14 HEAVY 319 parts Mk. 18 LIGHT 266 parts Mk. 20 ULTRALIGHT 119 parts Micro Impactor II 123 parts (standby mode) 100 parts (combat mode) screenshot394 by [email protected], on Flickr screenshot397 by [email protected], on Flickr
  13. Wow this looks like fun! When a new round starts up I'd like to jump into the fray. Assuming I meet the part/mass requirements. screenshot446 by [email protected], on Flickr screenshot445 by [email protected], on Flickr
  14. Oh yeah! I changed all the names of my Kerbals in Honor of the many names of Dave Ryder. Too bad your video got pulled though. Reference:
  15. I agree, they make zero sense and I would like to have super tiny engine for micro-probes. At the moment they are worse than useless.
  16. I've looked for similar suggestions a few times and haven seen anything too similar. Essentially I would like to see radial and inline modules with experiments that reward you with more data for running longer. You could start the experiment, then switch back to flying other craft. After several days, weeks, or even years of in-game time you go back, turn off the experiment and collect your data.
  17. TCS SRImp Mk. 14 (Heavy Corvette) A bigger, Heavier, FASTER, MORE MANEUVERABLE combat vessel with four times the firepower. Carries 8 probe controlled "smart" SAS stabilized torpedoes. Can be made reloadable and replaced in the VAB with four super torpedoes, or one heavy cluster weapon on a Sr. docking port. The armor on this thing is tough, small torpedoes will have no effect and it will take multiple medium impactors to put it out of commission. Is capable of reaching Jool and Laythe by using the fuel left in the drive "ring" and about 700 M/S from the main engines. screenshot454 by [email protected], on Flickr screenshot446 by [email protected], on Flickr screenshot542 by [email protected], on Flickr screenshot550 by [email protected], on Flickr screenshot608 by [email protected], on Flickr (Even after being hit by 8 medium torpedoes fired by another Mk. 14, the ship barely manages to stay alive, armed, and mobile.) screenshot385 by [email protected], on Flickr screenshot391 by [email protected], on Flickr
  18. TCS SRImp Mk. 18 (Light Corvette) A big, heavy, resilient missile carrier. She's pretty slow but will really take a beating. I have it armed with two medium SAS torpedoes that will take out just about anything with a well placed shot. It can be rearmed in the VAB with weapons of your choice. I experimented with RCS and light anti-fighter torpedoes but found them to be pretty much useless since fighters aren't really a threat. If you want the anti-fighter torpedoes you can actually fit four stacks of four inside the "mouth" around the two large torpedoes, mount them on the sides of the ship, or remove the big ones and fit a crap-ton in there. It has enough delta-v in the drive "ring" in orbit to make it to Jool. There you can shed the tanks and use the main engines to maneuver to Laythe. (Experimental light torpedoes on the flank) screenshot450 by [email protected], on Flickr screenshot445 by [email protected], on Flickr screenshot474 by [email protected], on Flickr screenshot479 by [email protected], on Flickr screenshot609 by [email protected], on Flickr (Taking a beating from a Mosquito, no damage. Even the medium torpedoes have trouble causing catastrophic damage.) screenshot465 by [email protected], on Flickr
  19. The TCS Ion Powered Micro-Impactor (Again, PM me if you want a download. I have a list of uploads a mile long but will bump it to the front.) I built this as an "upgrade" to the Mosquito used by Macey Dean in his videos after I tried it out and couldn't get it to damage my ships. Its fully unmanned, has a crap ton of delta-v on the transfer and Ion stage. The impactors are an "upgrade" as well. They carry more mass, accelerate faster, and have penetrating structural elements. They still won't even scratch my two capital ships except for the occasional clipping through the armor and bumping a fuel tank though... That's what big missiles are for. But these may be of use to somebody else who likes smaller ships, or against lightly armored targets. And again the jet engines are there because its cool and I need practice/ideas for the Laythe reuseable lander. screenshot575 by [email protected], on Flickr screenshot555 by [email protected], on Flickr screenshot566 by [email protected], on Flickr screenshot574 by [email protected], on Flickr (Ramming run at about 60 M/S.If the panels had been retracted, it would have been fine. After this I turned it around and made another run at 80 M/S but it resulted in no damage. Those capital ships are just too tough for something this small moving less than 150 M/S) screenshot459 by [email protected], on Flickr screenshot460 by [email protected], on Flickr screenshot462 by [email protected], on Flickr
  20. The TCS Automated Kinetic Impactor. (If you're interested in any of my junk send me a PM, uploading takes ages but I'll move it to the front of the list ahead of my astro-photography projects.) I built this satellite as a means to carry and launch medium torpedoes so I could test my other craft. The launch stage was really just to mess around with jet/rocket hybrids in preparation to build a reuseable Laythe lander. It launches (BARELY) to a 71km orbit using asparagus staged turbo-jets and 3 LV-T45s in a VERY PRECISE staging order. It carries 1 medium projectile capable of dealing catastrophic damage to all but the most heavily armored ships. Once in orbit it has about 3400 M/S of delta-v and is capable of operating indefinitely, awaiting a target, maneuvering using the LV-N engine and RCS ports then firing the probe controlled SAS stabilized projectile with structural penetrator. screenshot600 by [email protected], on Flickr screenshot604 by [email protected], on Flickr screenshot607 by [email protected], on Flickr (Son Of Hicks Modular Cruiser D takes a hard hit from one of these satellites. Punched through the armor, killed all the fuel tanks, and knocked the capsule loose.) screenshot392 by [email protected], on Flickr
  21. I must have been having game issues, I deleted my KSP config file and it turns super easy now. It wasn't so much hitting the module as busting loose from the impacts then rattling around inside. A few struts should fix it if you want to keep the docking port attachment. Very solid design though, I learned a lot from it. Like I said, anything less than a square on hit did nothing but bounce off, even the big stuff.
  22. Nice ship, That was fun! The "main gun" packs a punch which surprised me since there were docking ports on the front of the SRBs instead of structural elements but lining it up took ages, and I only had about a 10% hit percentage at 200M. Maybe changing the volley/design of the torps would help, as I was getting hits against your ship at 500M with SAS torpedoes. A few of the hits with your weapons did no damage, which is not surprising since the docking ports are "softer" than structural elements, but the hits that did land solidly were almost always completely catastrophic. Your armor is about as effective as you can get it, anything less than a solid hit usually meant it took no damage. Even shots right down the barrel only took out the torpedoes. However, the capsule inside is a weak point, twice I managed to knock it free and the ship was then without any control. Maybe add the struts to it, or additional armor around it. I'd remove the RCS completely, add additional armor around the sides and in front of the capsule, remove the greeblies from the exterior, upgrade the torpedoes, and add a big honkin' SAS system to turn that sucker faster. The best feature about this ship is its narrow and sleek design. Getting a nice oblique impact was tough and took some creative torpedo piloting. screenshot297 by [email protected], on Flickr screenshot295 by [email protected], on Flickr screenshot294 by [email protected], on Flickr
  23. TouhouTorpedo has a Mk3 fuselage part designed just for this. It it TOUGH getting a ship stable with and without the payload.
  24. I actually tried this earlier on the prototypes, unfortunately it wasn't balanced right and always looped back to hit my ship. Having it spin around in a giant death spiral around the main craft looks freaking awesome all at once though. It may not look like it in the pictures but the segments always fly in a perfect symmetrical pattern. I couldn't get them to collide with each other no matter how hard I tried. Got her into orbit on the first try, but it was tense. I dipped into the 69K mark and had to desperately thrust for altitude... Luckily the air is thin there so after one orbit I burned again at apoapsis. Just needs a little earlier circularizing burn is all, and a little more fuel in the boosters. I also landed one of the prototypes on the Mun... Because I can. After using up all the impactors of course. The hull is TOUGH. I'm working on some larger projectiles that can be launched as "smart" vehicles. They can linger in orbit, execute transfers, and do everything a small craft can and THEN seek out a target and fire the main impactor. The current projectiles do have SAS and a probe core, but I want something better. This isn't "seriously" entered into the competition here because of the part count, and the fact that I'm not a fan of the militarization of space. I will upload a craft later though as it does have scientific uses. screenshot233 by [email protected], on Flickr screenshot262 by [email protected], on Flickr screenshot264 by [email protected], on Flickr screenshot266 by [email protected], on Flickr screenshot279 by [email protected], on Flickr screenshot280 by [email protected], on Flickr screenshot284 by [email protected], on Flickr
  25. TCS Industries has always operated under the guiding principle that space exploration should be conducted peacefully, and access to all celestial objects and knowledge was free to all of Kerbal kind. However, in the past several months fewer and fewer corporations remain committed to their original goals of scientific inquiry, instead turning to production of weapons in order to make a quick profit at the cost of life and setting back progress a decade in the process. In the interest of maintaining the peace, and safeguarding the interests of our contractors TCS Industries has decided to redefine the mission of one of its science vessels in the hope of proactively discouraging these increasingly aggressive and militaristic groups from further violence. TCS Industries Seismic Research Impactor Launch Vehicle (SRImp-LV, Affectionately known as the SHRIMP) *179T in LKO fully loaded *Operates completely unmanned *Carries 16 medium mass SAS stabilized impactors *Fully shielded against micro-meteorite impacts *Vessel is considered disposable after use as it is constructed of inexpensive components *Vessel sheds shielding prior to launching impactors, however the layers can be selectively released to maintain a high level of protection *Three minutes after separation all shielding will be 2.5km of farther away, eliminating risk of collisions screenshot251 by [email protected], on Flickr screenshot253 by [email protected], on Flickr screenshot261 by [email protected], on Flickr SHIELD SHEDDING PROCEDURE: screenshot254 by [email protected], on Flickr screenshot255 by [email protected], on Flickr screenshot256 by [email protected], on Flickr screenshot257 by [email protected], on Flickr screenshot258 by [email protected], on Flickr
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