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ScriptKitt3h

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Everything posted by ScriptKitt3h

  1. Nice corvette! I'm not worried about my ships looking like other players'- I know what mine are based off of (my own personal taste, Sajuuk from Homeworld 2, and other things), and angled armor does a better job than flat panels and boxy bits for bouncing shots that otherwise would just barely managed to do damage. Ohh yes... those all look slick. Battle again soon, perhaps?
  2. Cargo capacity of some sort- I'm not gonna make EVERYTHING a military vessel/craft.
  3. That'd be a question for over there, on the NBC 2016 thread in Forum Games. Rules should be on the front page of the thread, if not, I'd talk to Spartwo.
  4. Like kinetic bombardment or ASAT/ABM setups? Not as of now, though I bet my ASM Evo-series missiles could in theory be fired towards the ground from low orbit above a planet- they'd just have to not get burnt up on re-entry or spun about by aero effects.
  5. Weapons: 8. Your ASMs aren't too shabby, though working to miniaturize them would be a good pursuit. Armor: 7. The armor's good (can bounce some lighter rounds, reduce damage from heavier/faster rounds), but I'd say to try experimenting with other layouts (for aesthetics and practicality purposes),and perhaps try utilizing spaced reactive armor plates (made from wing plate armor, placed over normal armor). You don't have to go hog-wild with it, but it helps shield from things like i-beams and fighter missiles by acting like ablative external plating. Part-count efficiency: I'd try reducing part count by shrinking your ships in size- you can maintain the same dV margins or improve them by using clever fuel tank placing techniques and the new 0.625 meter LF tanks for padding your fuel budget. I'd also say to use less weapons per ship, but make them more reliable and/or compact+powerful if anything.
  6. You could argue about modular vessels being better, but in general they're harder to manage and/or work with in turn-based. Once multiplayer comes around in the future, I think the players with the longer-range ships and better long-range guided weapons will prevail, since BVR attacks and decoys (like the ones I've already started utilizing on my ships) will become much more effective. Also, if 1.1's performance limits improve enough, in theory that would give leeway for even higher-part-count warships, allowing for layered hulls (full steel inner hull-buffer-steel w/ outer wing plate outer hull) on more vessels.
  7. The person who sets-up goes second, the player who goes after makes the first move.
  8. No, not really. They're one part each, and don't weigh that much more than the normal medium docking ports. Most of the "lag" (really more of a bug) issues with klaws got solved a long while back; they only were super-problematic right after release.
  9. I'm working on a follow-up to the Splinter- might not be exactly the same in shape, but it will definitely be far better overall in terms of usability. Stay tuned!
  10. Salvaging parts/ammo/fuel, ship-ship docking, etc. They're a much more utilitarian option than just using medium docking ports, and look better IMO.
  11. Made a lighter-weight ship based off of the NX-14 (which was in turn based off the NX-8 ), I'm calling it the NX-16 Defiance. Carries 4 of my new 0.625 meter "Barracuda" Micro Anti-ship Weapons in place of 1.25 meter missiles or i-beams, and is more of a defensive picket-ship style craft. However, for a ship lighter than its predecessor, it's actually slightly higher in part count from enhanced armor and a distributed fuel system.
  12. Boom and boom. NX-16 and a slightly upgraded NX-14: It got klaws, which should prove very useful in future battles. The NX-16 is slightly higher in partcount due to the fuel system (smaller overall size means micro-LF tank spam), and improved (somewhat, still likely won't stop a high-velocity 1.25 meter round outright) armor systems. It also carries a light munitions load of 4 Barracuda M.A.W.s.
  13. Alright, good game. I almost forgot about that ship, since I had assumed it had no engines left aboard... Oh well, even if it did attack Helios or the fighter, the other ship simply would've been able to swoop in and drop a Barracuda or ASM EVO V2 on the cruiser, which also had sustained significant damage previously. BTW, there's nothing inherently weak about a double-or-triple-keel spinal structure for a ship- just make sure all the spine parts are nice and strong, but not too rigid- it's sometimes easier to overload multiple joints at once on a ship like that. I also forgive ya for the Beowulf, as Eeloo's one of the few individual "planets" in KSP that has very low orbital velocities in the outer solar system. The only other bodies with an easy risk of accidental de-orbiting are the lower-gravity moons of Jool.
  14. Persistence file: https://www.dropbox.com/s/vvq98stvehb0q0d/ItsASmallExhaustPort.sfs?dl=0 With the heaviest ship after the NX-14s being out of action (kinda hard to move to an ultra-high orbit with no engines), I cycled back to the Super Valkyrie and 'ol Zelphe Kerman to finish the fight. After making a long set of burns and waiting for hours on end (in-game time, not IRL time), the fighter comes to intercept the Apricity and attack, launching one of its multiple remaining Barracuda M.A.W.s towards the light destroyer. After surviving a glancing blow from above (I tried to hit at high speed, but started the impact burn too soon) that slightly damaged the missile (blew off part of the fuel tank stack, but left enough behind to leave it functional) and partially split the Apricity's hull, I piloted the damaged missile back around for another pass, which culminated in a direct hit on the "core" chunk of the ship and a massive explosion... ^I think something detonated due to accidental/damage-induced heating there, but I'm not 100% sure. ^The red tint's from my targeting lights on the front of the fighter- helps to ID targets in darkness. Followed by a massive debris cloud that rapidly spread out- the ship, despite its root part staying intact, is all but dead as of now. Zelphe Kerman and her NX-11 Super Valkyrie [ASP] have won, defeating the Apricity and eliminating the last armed opposition vessel in the Eeloo system. Good game, Alphasus. I've learned enough about my new ordnance (NX-14s, NX-11s, the GEN2 Helios' munitions loadout, the Barracuda M.A.W.s, etc.) to make some new, more improved vessels and apply some upgrades to my existing ones, and I had fun while doing so. You fought well, and despite some persist bugs managed to stand your ground for a bit there. I think you're only going to get better from here. -VICTORY-
  15. Depends on the ship, though for the Centurion I'd say a cowl might work well- especially when bulked up on the sides. Also, since many players fight in Auto/Orbital view for space-borne combat, I'd advise (tactics-wise) to leave your ships after each manuever in the position that makes them hardest to hit or easily damage- for a long, slim, flat ship like yours, I'd say have it with the longer, flatter/larger surface area sides facing "up" and "down" relative to the orbital plane you're in- this makes it harder to hit your ship from a simple rendezvous, and forces your opponent to spend time and fuel angling for a better shot.
  16. Try adding flashing that doesn't directly cover the engine nozzle from behind, but that decreases the size of what can hit the engine while providing an extra "buffer" of armor/deflection surface from incoming fire. It won't stop things like advanced ASM-style missiles, but it'll help mitigate i-beam and light missile damage.
  17. I believe you just did. However, I'm hoping to make at least a launch-to-stable munar orbit shuttle via that concept of LV-Ns and Vectors used in conjunction, since the Vectors are great for shuttles in general, and the LV-Ns are great for orbital flight (as long as you're patient :P). But yeah, sometimes rule of cool isn't always in line with cost-effectiveness.
  18. Persist file: https://www.dropbox.com/s/tqym2x3uzp9foco/AndromedaSTRAINED.sfs?dl=0 Now, after some close examination it seems that beside its now-missing pair of LV-Ns, the Revenant is otherwise still functional, and may be capable of being aided by the Helios or Beowulf, since both feature medium docking ports on their top/bottom. After checking on the stressed-out crew of the Rev, I went and took my next attack run out on the Andromeda, using the Beowulf. After a long intercept-course burn, the Andromeda came into sight, and the crew of the Beowulf quickly turned and performed the rendezvous burn(s) to catch up to the high-orbit destroyer. After matching velocities and getting into visual firing range, I launched one of the Beowulf's two ASM EVO V2s at the aft end of the Andromeda, resulting in a fairly-nice-sized explosion... ... which completely blew out the ship's engines, aft-most internals, and the cockpit holding Kerbal crew-member Valentina Kerman (R.I.P. Val, you magnificent Kerbal. ). After examining the damage to the now-crippled destroyer, the Beowulf burned for a slightly altered orbit to leave the wreck behind, as a token of respect. Your turn now, Alphasus. I'd recommend adding some flashing and/or shielding offset somewhat from the engine opening, but attached to the superstructure, while letting the engine thrust safely pass through so the ship'll still move (this advice is for any future designs or upgrades to your ships). It won't be a perfect guarantee that your engines will survive, but it'll help mitigate the risk of getting disabled easily.
  19. I'm gonna have to take that old Lockheed concept and try my hand at it- a multi-engine-type shuttle of similar design using Vectors for the SSMEs and LV-Ns as orbital engines would be a neat way to shuttle light cargo and large crews up in a single go.
  20. 2 ASMs for one medium-sized vessel is a tad bit overkill... as such I'm not surprised the NX-14's hull behaved the way it did. Anything taking 2 ASM shots (with armored warheads) to a singular portion of the ship in one go is going to have a bad time. EDIT: Ok, I'm going to have to ask you to re-do your move: The Augustus Caesar is STILL ALIVE (as in, intact and undamaged) in your persist file. That's not possible, considering I just posted mine where I completely and totally obliterated that ship. Something's not right here, especially given as well that upon loading your persistence file the game skipped straight to the Beowulf in LEO instead of loading the KSC menu; this immediately tipped me off that something was amiss. EDIT 2: ^As you can clearly see here, the NX-14 you destroyed is gone, as is many probes and bits of debris, but now the Augustus Caesar is somehow inexplicably intact again. Seeing as how I posted my last persist/move where I destroyed it less than a day ago, I feel that the persistence file you've sent me is bugged/incorrect and needs to be re-created (which unfortunately means having to re-move on your part) in order to preserve the chain of continuity in this battle.
  21. Persistence File: https://www.dropbox.com/s/f64lt19z02fbbsz/EtTuBrute.sfs?dl=0 Ok, so after the damage to the NX-1 was assessed, I had the two NX-14s alter their orbits ever so slightly, while I also had all but the Super Valk and Helios delpoy electronic countermeasures as well. Next, for my attack run I had the Helios move to intercept the remaining cruiser, the Augustus Caesar, as I knew that your fighter had expended all its onboard weaponry (and the Haruna-class' design doesn't allow for reloads it seems). After a series of burns and a long wait for the intercept to arrive, I burned the LV-Ns and came face-to-face with the A.C., where I jettisoned my SRBs (testing in my own savegame has proven that they tend to incinerate missiles in their stack and/or their launch system) and launched a single ASM EVO V2 at the cruiser. As the fire died off in the vacuum of space and the smoke cleared, it became evident that I'd obliterated the Augustus Caesar completely, much like its sister ship. However, closer inspection revealed that Bill Kerman had survived inside a MK1 lander can, and is safely away from the larger chunks of debris. With its mission complete and a debris field to watch, the Helios' crew stayed put, with the lesson learned being that SRBs aren't worth quite as much in terms of missile usage as they used to be. Your move, Alphasus. Oh, and if you wish for me to, I'm perfectly fine letting Bill bunk down onboard the Helios. She's got room for up 7 more kerbals.
  22. Well, I guess we'll see what I'm referring to soon, won't we? BTW, the NX-1's armor didn't get penetrated- penetration would be having a discrete section of the ship getting punctured with incoming fire and damaged THROUGH the armor. What happened on the NX-1 was using large-scale bombardment to overload the structural limits of that portion of the ship's hull, causing it to fragment- this is something that all ships are weak to, but the amount of force necessary to do so varies between ship types. That all being said, that specific NX-1's chances of survival IF it got hit again would be low due to the exposed internals, but in general it's a reliable ship with armor that does its job- as it did in this case- protecting the crew and internals (crew taking priority on a crewed vessel). Just as well, I've seen combatants in the past (long past, Zekes if I remember correctly) manage to bring de-engined ships into firing range using RCS alone. That's why the only way to be sure is total annihilation of power+main engines, weapons+power/engines, or the entire ship (the latter being the most 100% accurate way to ensure a hostile's not going to come back around and nail you in the rear when you least expect it). EDIT: I also just realized I had myself at a disadvantage by tilting the ship in the manner I did- it made it easier for an I-beam to potentially get inside through the missile ports.
  23. Footage speed-up in post is a lifesaver for things like this.
  24. Nice shot; as others have said, it's wickedly hard to defend the engines on a massive ship like a KSP warship regardless of armor type or layout, and as such I'm not surprised. However, you missed something... I'm going to hold off on telling you for now.
  25. Not necessarily, just you have to build effective armor. I'm suspecting that the armor on the Caesar's spine had some sort of weak point (structural stress-wise) that I overloaded with the missile hit. My NX-12 only crumpled in combat due to relatively weakened armoring compared to my other NX-series ships, and I've fought many vessels that have been saved from my attacks via good armoring. Not using armor at all is just like BEGGING to be fragged instantly upon getting shot. (BTW, armor doesn't strictly mean steel; wing plates work well too, though steel armor plate works better for capital-ship type vessels.)
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