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Valley

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Everything posted by Valley

  1. Problem I have seem to be action groups. Is it just me or do they sometimes just change at random? I am sure it is human error on my part and now I always do a check before launch to make sure the action groups and stages are all set up correctly. But, yeah, now I make one perfect missile of each type I may need and use sub assembly mod to store it. Yes, I use cloned missiles! Buwahahaha! (Plays Imperial Death March In The Back Ground)
  2. Well, there are two ways to learn. One is to watch the video on You Tube that explains how to make the weapons - there are a few but the best is: Also I would suggest downloading a ship, launching it, and trying it out. Pick a target get, within 500 meters and blast away! I have fired on a target from 1.5 k away and hit but...here seems to be no damage. Hmmm....
  3. I would but for the fact that I have three ships to my name and have to use MechJeb 2 to even sneeze in KSP. Matter of fact I am not sure how well my ships would do in real combat even after all the testing and submitting one to the Hanland. So sad... But I enjoy watching you folks blow each other up. *Goes to get pop corn*
  4. Just to let you know, even if they line up properly on Kerbin they will not on other planets or moons. I had this problem - different gravity makes the wheel suspensions react differently.
  5. I am not sure I like ramming at all - what happens if a carrier has a load of unmanned drone fighters? They fire their torpedo or missile or what not and than slam into a ship - they could do more damage than the weapons they carry. Heck - a fleet could be all unmanned ships. There has to be rules about tonnage vs. number of crew or something. Also if you have noticed the SpiritWolf/Hanland thread tonnage seems to be all over the place (as does the naming of ships - what I think of as a frigate some people think of as a over-sized fighter). There might be more than one phase! But I like the idea of developing tactics... for example, my testing with my own military craft show that the smallest missile should be able to hit a target from more than 300 meters away, easily, if properly designed and aimed. At that distance the warhead picks up so much speed that a single layer of armor, if too close to the hull, is pretty much useless. Many a pilot died to give me this information. In other words, I think the SpiritWolf and Hanland ships are going to be firing from farther away in future episodes. Otherwise they leave themselves open to a counter attack by the very ship they fired at. Of course, some of the bigger missiles will have the range of a 1 km or more. So....
  6. Downloaded this mod - a great help when one needs to do fine, standardized, detailed work again and again - perfect!
  7. Can you change the name of the Kerbals some how?
  8. I was wondering how much better the mods for weapons are when compared to the weapons a person can create with pure stock? Are we talking World War Two vs. World War better? Or are we talking about alien invaders vs. stone age cave-Kerbals 'you're all doomed' better?
  9. Put wheels on it and it becomes a land-ship! H. G. Wells would be proud of you Spartwo.
  10. The problem with all this massive battleships with a dozen weapons that can destroy capital ships in one volley is they will end up going last (if they use the same rules of combat as they did in the final episode when it comes to fleet vs. fleet battles). But they will also likely be the first thing targeted by the heavy fighters, gunships, torpedo boats, and so on. With so much fuel and munitions on board one missile smashing through a plate, or a torpedo finding its way into a engine or launcher, and BOOM. So those huge 600 plus part ships are taking a small risk. Just like the small ships are hoping they can release their weapons before being blasted. Or hope their craft are dismissed by the enemy pilots as not being worth that 18 ton missiles. And, of course, as I have found out from testing, missiles miss, plating sometimes holds up VERY well, and some designs look good but, as they say on the internet, are FAIL. My designs look ugly much of the time but they fly, fire their weapons, most could be reloaded and refueled for the next battle. None are very big. Which is also good in handling lag.
  11. I hope somebody is designing the ships needed to refuel these monsters, rearm them, and rescue the command pods after the massive battles. Somebody did make a grabber or scoop of some kind to pick up survivors....right?
  12. You just want to see combat from inside the cockpit. What I wish was there was a mod that allowed to me assembly the tiny stock missiles easier. I swear KSP fights me all the way. Putting those tiny rockets onto tiny fuel tanks and then attaching Jr docks...GRRRRR...and yes I know alt-left click can copy the last part you handled (or something like that) but I always seem to end up copying a piece...
  13. I like how you set up your missiles. It makes loading easier when you can put in two shots at once. Makes it easier on the drones. Now, if Kerbals could just be taught to undock things, move them, and dock them...or at least be made to grab things!
  14. Somewhat mixed results. Objects in KSP sometime act weird.
  15. I would like to apologize to MechJeb 2. I thought it had issues docking but a recent docking showed that the problems were with my own logic. When approaching a station or ship I had normally had MechJeb 2 stop at 40 to 50 meters away than started up the docking autopilot. The refueling rocket or delivery rocket always seemed to freak out at that point. Now I know why. It was freaking out. You see, yesterday I designed a drone to work on my weapons platform. You know, probe with monopropellant (which is a word no matter what the computer says), RCS units, a Jr Docking port AND a normal size. Move warheads about, rearm ships, maybe act as a tug for smaller ones. I sent it up and had it close in but allowed it to stop at the default distance of 100 meters. Than I turned on the docking autopilot. It hardly seemed to do anything. I didn't even see the plumes that it normally produced when docking. It seemed to be doing nothing at all. Yet...I checked the resources which showed it was using monopropellant (which is spelled correctly you stupid computer) but in very small amounts. Tiny amounts. And I realized, in a flash of insight, which only happens to me once in a few weeks, that it was all my fault. MechJeb 2 had to line up with the docking port. Starting at 100 meters gives it more time to adjust and maneuver. Starting at 40 to 50 it had no time at all and even had to back off or hold position. It starts to rock, twist and turn as it tries to do in 50 meters what it was designed to do in 100 meters. It was totally due to my idea that I was saving time and fuel by getting it closer that it was freaking out. But I was wrong in both counts and blamed the mod. Poor little thing. I am wrong. I am sorry.
  16. Thanks! So the Hyper Edit replaces you GameData file? That seems weird....but ok...
  17. The Kerbylon looks very nice. Even though I am allied with the other side I have this horrible image of the K-5 exploding in slow motion as Shades unleash their weapons on it.
  18. I am on the SpiritWolf/Hanland thread and have submitted a Light Escort design. I ferel that the design is, to be honest, kind of weak and realized I would like to improve on that design and also design more military craft. So these questions are related to that desire (but I did not wish to spam that thread with non-Spirit/Hanland related questions - but nether are these really Game Play related questions so this is the only place I can think of posting it) Stupid Three questions - 1. Can anybody tell me if Hyper Edit is working with 0.21, where to find it, and how to install it? I have a Weapons save file where I design and test military craft. Once I know they can properly launch into space I realized that I didn't need to launch them again and again if I could use Hyper Edit. This way I could got on with testing them in space in other ways. Like in docking with stations, ease of rearming and refueling, so on. I think my Light Escort can be improved on for future use and have new designs that need to be tested. In other words, I need a orbiting weapons lab.....and that means I need Hyper Edit. 2. The station will need drones that can service visiting craft - in other words act as tugs or rearm them. I know the Carrier, Spirit of Kerbin, had such a drone but I was wondering how to design a bare bones kind of drone. Any suggestions would be welcome. What does it need and what does it not need? 3. On a related note - I use MechJeb 2 to test out and fly my creations. But I wish to push my creations to the edge - see how they work. If I fly them and they explode that just proves how BAD I am as a pilot. No really. I was wondering if there were players who enjoy flying but don't like being engineers? Or who just like being test pilots and giving feed back? There are so many 'companies' who design rockets and stations is there a 'company' of rocket jocks? Thanks for reading!
  19. A tour of my Mun base, lists of great Sci-Fi authors, and how not to make Transport Rovers. No really, never ask me to design rovers, space planes, and space shuttles. Refueling rockets, sure. General purpose cargo lifters, perfect. Space fighters with working missiles, great. A simple rover, never! Death trap!
  20. After watching so many YouTubers making their own KSP series, including a few that Role Play it or have a story line, I want to start my own. Between World War K and the SpiritWolf/Hanland conflict, and others, there seems to be a LOT a person can do with this program. Kerbal Space Police? Kerbal Space Opera? Kerbal Space Port? Kerbal Space Debris Section? (oh wait, that's an anime already) Kerbal Space Hospital? Kerbal CSI? Is there any more series out there folks would suggest? Any other YTs who gave their game a story?
  21. Greetings folks! I have a small request for somebody of a brave heart, sharp eyes, and steady hands. Or any pirates, space bandits, and ex-soldiers. Valley Inc. have already submitted the 'Callisto' to the Hanland and have started working on a light fighter, useful as a carrier fighter or maybe a scout attached to a capital ship. Yet we still have worries about that Light Escort, even after testing it out ourselves. So this is what we are asking for is a pilot to do. Retest it. It is already doomed to failure or success if selected but we would like more input on its ability to delivery its warheads and survive battle. So we are asking for a crazy...skilled pilot to carry out three tests for us. Not two, not four, three. One - We know it can fire, and hit the target, at a distance most ships engaged at in the first season. But we would like it to be tested at 900+ meters. Two - A fast attack run, in which the 'Callisto' is flown by the target and unloads its warheads at point-blank range. Three - Fire at its armored sides at 200 to 500 meters. We know it is unlikely to stand up against capital ship weapons but we would like to see the results - could the pilot survive for example? If you do try out these tests please give us honest feedback. Pros, cons, suggestions. We would like to use that information to improve on the light fighter. Of course, the fighter is being built for different goals in mind, but input will greatly help shape the future of our program. Here is the blueprints of the 'Callisto' https://docs.google.com/file/d/0BzWVddevUqx5Qi1PcG1ES0dPeU0/edit?usp=sharing The Action Groups control the missiles being fired - 1, 2, 3 - of course this can be changed to suit the pilot. It can not be reloaded so you would need at least two in orbit for testing. We only ask it be tested against Spiritwolf ships, medium to large, as those will likely be what it is up against if selected and what it was designed to deal with. We hope. Thank you very much for reading this posting. We will send you payment, to the bank account of your choice, when your report is received. Then we will give you a five day head start before sending the ninjas after you because you know too much. Hey, sorry, but we're the bad guys. Don't worry, we'll kill the ninjas with trained monkeys. And send the money to your widow. Then give her five days head start. Look forward in dealing with you in a future life, Valley Inc. Allied to Hanland (until their back is turned). PS - Just joking - we're not going to pay you.
  22. Looks like I may have to develop military rovers for the Hanland....
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