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MASV635-2

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Everything posted by MASV635-2

  1. Ok here's a personal favorite of mine; The Diamond-Back Heavy Fighter Classification: MSLT-F03 Its smaller cousin the Asp Light Fighter Classification: MSLO-F04 And finally as a teaser.... The Vulcan Class Destroyer Classification: MSMI-D01 and the Mars Class Light Cruiser Classification: MSHI-A01 UPDATE!!!! Craft Files are Here!!!!!! Diamond-Back Fighter http://www./download/ao5jstuzmq6q656/Diamond-Back-Stock.craft Asp Fighter http://www./download/sxy76nccdrxgn22/Asp-Stock.craft Vulcan Class Destroyer http://www./download/jjaa2lpq55k5tcf/Vulcan-Class-Destroyer-Stock.craft
  2. Hey, what's the consensus on missile noses/"warheads". I've been using rockets that have jr docking ports, which has a relatively low impact tolerance, on the nose so I can stack them, as in my post a few pages back. I've been test-firing, at 250-350m at a double-plated cruiser design I made, which should give it enough time to reach a high impact velocity. However the missiles break apart on impact and do nothing. Is it necessary to use something hardened, or with a nose-cone, maybe even an i-beam with high impact tolerance as the warhead to break through the plating? I've thought that the total kinetic force would be sufficient to break the plating, what are your thoughts? Also btw, like the MAC cannons. how do you make them?
  3. Slinty: I'd had my suspicions about that, I had several that looked destined for good hits, but ended up missing completely. ComradeJenkens: I've also had problems with very close misses, it'll say its on course with a closest approach of mm s but will end up missing by 10-20 meters. between that and Slinty's problem I only have a average 1-in-5 success rate, but imo the one hit, makes up for the others. I don't know, if its something added relatively recently, but under the maneuver-planner there's a tab for fine-tuning your closest approach. extremely helpful for guiding missiles. Rune: True enough, but on the flipside, do you really think someone is going to stick around waiting for you to manuever to within 500 meters and let you line up a shot without taking action. Either way using MJ seems to heavily favor smaller strike-craft type ships, as in my experience at those speeds no armor can withstand even a single hit from a small missile, but strike-craft do need a home so.... and the age old discussion continues!
  4. Will do that Jenkens. I'm planning on updating the post with the .craft files tomorrow. Btw, I know most people use stock weapons, but has anyone tried using mechJeb as a missile guidance system. Its a total game-changer. Using the intercept autopilot and fine-tune buttons, while flying the missile you can reach out mind-boggling distances. I played a fighter assault against a cruiser, and launched small missiles using 3 stacked Oscar-Bs, at 4,000 km out, with a flight time of just over and hour. the relative closing velocity was insane, something like 2.7 km/s. the missile that hit, split my cruiser in half, with debris on escape trajectories.
  5. Ok, here is my first offering to the kerbal gods of war. Hope you enjoy these. As a new member of KIDA, I didn't know exactly where to post these but figured, it could be moved to KIDA if its acceptable. Yes I used Hyper-Edit to get it into orbit, and mechjeb for the stats, I just don't like having to both with ascent stages. However since the ascent stages for these are relatively straight-forward, I propose that Hyper-Editing these into orbit isn't cheating. Its saving time! Copperhead Hybrid Light Fighter Classification: MSLO-F01H Copperhead Vital Stats(Stats according to mechJeb) - Crew: 1 - Docking-ports/Hard-points: 1 x jr docking port - Weight: 7.40 tons - Delta-V (Combined): 3,026 m/s - Delta-V (Liquid Fuel Engine): 624 m/s - Delta-V (Ion Engine): 2,034 m/s - Accel (Combined): 7.032 m/s2 - Accel (Liquid Fuel Engine): 6.761 m/s2 - Accel (Ion Engine): 270.5 mm/ss or 0.27 m/s2 - Resources - Electrical Charge: 1060.0 - Liquid Fuel: 90.0 - Oxidizer: 110.0 - Mono Propellant: 80.0 - Xenon Gas: 3200.0 - Part Count: 60 (Armed), 40 (unarmed) Features - 1 x LV-909 Liquid Fuel Engine - 4 x Ion Engines - 4 x Gigantor XL Solar Arrays - 1 x jr docking port, used for both docking and holding small missiles - Current Armament: 2 x sepatron rockets - Presets, (1) - toggles LF engine, (2) - toggles Ion engines, (3) - toggles solar arrays - No ascent stage and now for the next...... Mako Light Assault Craft (LAC) Classification: MSLI-F02 Mako Vital Stats (Stats according to mechJeb) - Crew: 1 - Docking-ports/Hard-points: 5 x jr docking ports, 1 x docking port - Weight: 42.67 tons - Delta-V: 4,205 m/s - Accel: 5.625 m/s2 - Resources - Electrical Charge: 1060 - Liquid Fuel: 1440 - Oxidizer: 1760 - Mono Propellant: 700 Part Count: 253 (armed), 153 (unarmed) Features - Crew: 1 - Docking-ports/Hard-points: 5 x jr docking-ports (4 x on external struts facing forward, 1 x nose mounted), 1 x regular docking-port (rear mounted between the engines) - Partially Armored - Current Armament: 8 x sepatron rockets (fired in pairs) + 2 x sepatron rockets (nose mounted, fired individually) - No Ascent stage - 4 x LV-N Atomic Rocket Motors - 4 x Gigantor XL Solar Arrays - 2 x PB-NUK RTGs Update Craft Files Copperhead Hybrid Light Fighter http://www./download/ar11pkpay0dl7js/Copperhead_Hybrid_Light_Fighter_1_(Stock).craft Mako LAC http://www./download/bumhobwi7zczcwj/Mako_Light_Assault_Craft_(LAC)_1_(Stock).craft
  6. ok, crap sorry for the noob question real quick, how do I post pics on here? I was post my debut showcase (insert villainous laugh) and realized I didn't know how to post pics.
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