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Everything posted by ScriptKitt3h
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Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Persistence File: https://www.dropbox.com/s/vjs5gxoyrrtwfvl/IThinkSomethingGotBroken.sfs?dl=0 So, after detecting a hostile force occupying the previously free and clear space that was Eeloo orbit, I sent in Task Force Shiva to mount a liberation of the iceball world's skies. Task Force Shiva is comprised of: -1x MU NX-11 Super Valkyrie Space Superiority Fighter (36 tons), armed with a specialty "Anti.-Ship.Package." loadout ("A.S.P.") that swaps the normal 6 short i-beams for 2 long i-beam lances and 4 remote-guided Barracuda MAWs. -1X MU NX-H Helios (90 tons) sneaking about in low Eeloo orbit, acting as a fast attack vessel and armed with 2 small SRBs and 2 ASM EVO V2 guided missiles. -1x MU GEN2 NX-01 Excalibur Missile Cruiser (113.9 tons) acting as overwatch from high Eeloo orbit. -2x MU NX-14 Vindicator heavy corvettes (90.84 tons each), named the Revenant and the Beowulf, respectively. Next, for my first move in the battle: The NX-11 starfighter (piloted by a "Zelphe Kerman") was dispatched to attack the Julius Caesar in LEO. (Man, that ship is hard to pick out against all that darkness.) Sensing an opportunity to field-test the new Barracuda M.A.W., I launched one of the 4 such missiles on the Super Valkyrie and sent it hurtling across the void to hit the cruiser in a near-glancing blow... Upon impacting the the Caesar, the missile and ship were both enveloped in a bright orange-red flash of a blast, which left behind... A cruiser blown almost cleanly in two, with its internals all but torn out and/or destroyed. The debris field was a neat sight in LEO as Zelphe took the Super Valk to a slightly higher parking orbit. Your move, Alphasus. -
Don't worry- I take no offense, but I also won't be short on time most likely, I just have to finish up my current tasks in KSP for the time being. That being said, HatBat and I are waiting for 1.1 somewhat since it'll simplify his workflow and give me a good target date for KS' new submissions thread and other such things.
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Cupcake's Dropship Dealership...
ScriptKitt3h replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Super-heavy landers/dropships you say? Still need to work out several kinks and make sure there's a way to get it up there legit, but I've no doubt it's capable of some heavy lifting on it own. (It just flies like brick on Kerbin/Laythe due to its aerodynamics :P). -
totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I've been super-busy lately preparing to make a KSP stock warship pack (and properly release some other WIPs as well, but they're not quite ready for the spotlight quite yet), and I've got tons of stuff to show from it. ^The last design may or may not get finished due to ballooning part count; it's inspired by the sneaky 'ol "stealth ships" from The Expanse that behaved like one large craft and then split into several smaller, faster attackers. -
I think I've got a problem... the ships just keep coming... In all seriousness, this is the NX-14 Vindicator Corvette, a 2-man warship designed to be the more functional modern-day descendant of the older NX-08 Wraith. The ship is propelled by two LV-Ns, and comes armed in the standard package with 2 1.25 meter ASM Evo V2s (1.0.5-repaired version of the Version 1 ASM Evo missile) and twin i-beam lances in the bow. The smoke is from the i-beams melting their jettisoned decouplers (the burning i-beams being the bright glowing object in the distance). This essentially is "muzzle flash+smoke" for the bow gun. This ship and several more will be available for public download on this thread, and this (along with 2-3 other warships in my collection) will likely get their own SCE release threads as well. Just please have some patience, I've got lots of stuff to manage, and I'm still working on new stuff 24/7 all the while.
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Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
From back to muzzle (front): Medium docking port (facing rearwards), steel plate, probe core with RTGs+batteries (and some struts to hold the plates together), steel plate, internal junior docking ports to mount the missiles on, then the outer shell is wing plates arranged in a 4-way radial setup with well-placed struts holding them rigid. Ideally, a support ship or drone with a klaw would grab a new module off an ammo barge/ship, then slot it in place in the front of the Nova's hull and let go. Also, I'm a maniac. NX-14 Vindicator Corvette. A more economical, longer-ranged, and advanced design based off of the NX-8 Wraith (which is really more of a tech demonstrator ship for armor layout options and advanced hull design). Carries 2 crew, 2 1.25 meter ASM EVO V2s, and has twin I-beam lances in the bow for line-of-sight shooting. The side-mounted junior ports and top/bottom medium ports can be re-armed with various bolted-on weapons or modules, like the Barracuda M.A.W., extra 1.25 meter missiles, repair probes, fighters, you name it. I think this might be the most "reasonable" (roughly 615 parts with a full standard ammo load, 530-ish without ammo) NX GEN2 ship I've built recently that's a brand-new construction (and not an older model receiving upgrades to GEN2 status, like the NX-1 or the Helios). EDIT: To pre-empt any questioning about what I mean by "reasonable", I mean being a good balance of part count, armor durability, range, and firepower (plus aesthetics, but I generally have a hard time making a ship look bad :P). The NX-14 is a good balance, unlike the NX-12, which is heavily skewed towards range+aesthetics with some concessions towards firepower, but much less durability than I'd like. -
NX-15 Nova Gunboat- for when you really, REALLY need to blow up a ship with extreme prejudice in style. The NX-15 is also the first ship to utilize the new "Barracuda" Micro Antiship Weapon (MAW) and the all-new MWS firing setup- a modular cannon that can be re-chambered into different munition types and capacities by swapping the firing module in one fell swoop.
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Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
I'm afraid he's not around to really do anything with his ship at all anymore... Seriously, though, the overall design was inspired primarily by Homeworld ships, but I will admit it does bear some resemblance to Corellian-style ships from Star Wars. -
Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
The Metal Storm-esque weapon on Panzer's latest ship inspired this beaut's central weapon- a thing of beauty. Meet the NX-15 Nova Gunboat: The NX-15 is a mid-long range fire support craft, designed around the central M.W.S.* firing system. *MWS=MODULAR WEAPONS SYSTEM* The Nova also features a new 0.625 meter guided micro-ASM weapon, that I'm calling the "Barracuda" M.A.W.: As seen in the last pic, the Barracuda's tip cleanly impaled THROUGH the armor plate off the dummy target (the spent M.W.S. firing module, which was totally obliterated in the blast). That all being said, the Nova-Class Gunboat also is highly adaptable, since I've got 2 M.W.S. firing modules so far (one with long i-beams in a 3x3 grid, one with a 2-shots-deep 3x3 grid of short i-beams), and the medium port holding the module in place during usage also can be loaded with fuel pods, cargo, or traditional 1.25 meter missiles! Shame it's 708 parts in the lower-part-count long i-beam version, though, I'd love to use it widely in combat. I'll definetly miniaturize the M.W.S. setup into smaller form-factors and start mounting the Barracuda on my fightercraft though. heheheheheheheheh..... -
Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Alright, but I'll do something similar. Pick a planet and post your persist while I ready my ships. -
Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
You may pick the planet and setup first, with the limitations being: -No specifically incendiary-style weapons (i.e., no limpet probes that sidle up close and torch a ship, etc.) -No kraken-or-exploit-based weaponry is allowed. -Max tonnage 150 tons per large ship, 50 tons for a small-er ship. -Ships: 2 "large", 2 "small-er" OR 1 carrier with 2 fighters/drones Check your fleet over, pick a planet, and setup! -
Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
The reason I said it looked like a Metal Storm weapon was that you dump the entire firing module (set of barrels IRL) for a reload, and that it technically IS a superposed load weapon (like Metal Storm's RL prototypes), though your i-beam launcher there doesn't use short i-beams, precluding you from stacking them 2-or-3 deep to a module/magazine. However, I will say that you did give me a nice idea for a new NX-series ship. No ammo=mo' problems. That being said, I think the issues with the NX-12's aft armor plating (which I took a look at after the last battle posting and tried to address in the form of some alterations to its design) wound up casuing me to lose my 2 large ships faster than I anticipated, and then when my i-beams kept bouncing off of D1's hull (IDK how the heck that kept happening, but they just refused to penetrate), I was forced to use up all my ammunition in a last-ditch attempt to destroy SIC-D1. However, next time (or this time, depending on how Spartwo replies to my proposition in my last battle post), I'll bring a ship that's less experimental in terms of armor- Like the NX-1 GEN2, NX-H Helios GEN2, or perhaps the new ship I was working on during the battle. -
Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
So you've made a Kerbal Metal Storm weapon. Why am I not surprised? -
Ok, so I mentioned something about an upgrade to Helios, didn't I? Presenting the all-new, fully-improved NX-H Helios GEN2! Now an honorary member of the NX-family of warships, the Helios has received a nearly complete rework of its internal fuel system (exact same shape and design, just swapped the tanks to pure LF), has had its older MK2 ASM EVOs repaired (updating to 1.0.5 messed up the structural tips a bit), and has had some minor upgrades like radiator fins, chaff probes, and some minor touch-ups on the outer hull done to make it ready for 1.1 and -hopefully- future engagements in live multiplayer combat. More images of the GEN2 Helios: This is coming... soontm.
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Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
BTW, finished upgrading the Helios to a GEN2 state as well, check it out! -
I've been going back over some of the NX-series ships due to recent events, starting with the NX-1. While still standing as the epitome of what an NX-series warship should aim for in terms of style, function, and durability, it also had already started to become outdated (lots of room for improvements internally while I felt it needed some minor tweaks externally). So, lo and behold, the second of the GEN2 NX-series ships (the first being the NX-12), the NX-1 GEN2! Comes armed with the classic weapons package of 4 1.25 meter anti-ship missiles, plus an internally reinforced bow gun that fires ultra-high-velocity i-beams that also (due to some of SQUAD's latest in-vacuum heating tweaks) tend to cause incendiary-style damage on impact (due to a massive *puff* of lit separatrons coming off the high-speed rail that just hit the target ship). Crew storage space has room for 8, and the internal fuel supply has been increased to give it slightly better range on the internal tanks. EDIT: Also, due to popular demand and a bit of nostalgia after watching the last battle in HatBat's KS video series, the Helios will get an Honorary GEN2 treatment.
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Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Link: https://www.dropbox.com/s/kddy5xdiebyl7go/Well%2C%20I%27m%20in%20a%20pickle.sfs?dl=0 So, for some reason your SIC-D1 wouldn't take any significant damage despite getting slammed with a 4-i-beam barrage of fire. Afterwards, I took the fighter out of the immediate area of combat and then into an eccentric orbit around Ike (I know people normally stay in-SOI, but considering how Ike's even easier to transit to and from than the Mun from Kerbin, I felt it wasn't too big a deal). So, your smaller ships survived and I'm out of ammo. However, I also just completed some upgrades to my NX-1 (calling it the GEN2 version of it for now) as well. Would you be willing to allow me to bring-in that, as long as you get a new ship of your own? Clocks in at just about 115 tons with a full ammo/fuel load, and carries 4 1.25 meter ASMs and 4 (2x stacks, with 2 in each stack) hypervelocity (short length) i-beams in the bow gun-port. -
Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Yup, looks like it. I'll have to give the NX-12's mid and aft sections a once-over for chinks in the armor, and to add some extra internal bulkheads for flame-retardation, since it seems i-beam missiles punch through a small section of hull now and then their knocked off (and still-burning) separatrons ignite things inside the victim's hull. -
Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Steal the weapons? I thought the rules stated that once the parent ships' dead, the weapons are just floating ammo? *If I am correct in assuming so, there was no way the fighter could've taken them, since it has no medium ports or klaw* -
Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
What's that? -
Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
Persistence file: https://www.dropbox.com/s/6s6192losjg0pzg/BattleRound2HEATBoogaloo.sfs?dl=0 Now, onto the battle report: After planning out my move, I checked on the destroyed NX-12: Somehow, you managed to vaporize something inside the center of the hull that overheated the core spine part, severing the ship's respective sections of hull and fuel storage (I may look into the aft section for upgrades to armor, if I do add any in the near future). Good aim. Next, I sent the Roci into a slightly altered orbit, and prepared to send the Super Valkyrie fighter after the Donnager... After a lengthy transfer burn and some frustrating maneuvers in high Duna orbit, I finally got the NX-11 in striking range. I fired off two of the fighter's 6 unguided missiles- -and proceeded to watch as the Donnager exploded into a gigantic debris field. His mission 100% complete, the pilot of the Super Valkyrie then turned and burned into an altered orbit for avoiding the debris (which started randomly exploding from what I can only assume is kraken effects and/or heating). (The chunk of debris in the second pic blew up behind me while I was in map view) Your move, Spartwo. -
Naval Battle League 2016-2018
ScriptKitt3h replied to Spartwo's topic in KSP1 Challenges & Mission ideas
I suspect lag had something to do with that, since I shot 6 i-beam type missiles at the Monument just now in a test- Dinged up a bit, but still functional and fully-armed. That being said, the NX-12 is not "lacking" in armor, but is fully encased in my standard hybrid armor plate, and is equipped with internal bulkheads to prevent shrapnel from fully traversing the ship. However, I don't think the reason you managed to harm it is that it is weak, merely that (as it has been for several updates now) you shot a high-velocity projectile in a laggy environment at an armored ship, and phasing occurred. Otherwise, I don't see how you managed to do that. *Just as well, though, I'm not intending for my ships to be near-invulnerable Drek clones either, just armored enough to deter fighter attacks and provide some protection from heavier missiles. * Also, this is what an accurate shot from my (admittedly stripped of my standard penetrator tip to fit inside the missile bays) mini-ASM V3 did to the attacker I used (which was lower-part-count to reduce lag interference): Total annihilation. The trick with "slug" missiles is to fire them at longer range and let the velocity build to several hundred m/s before impact, and to hit as close to the ship's CoM as possible. Even if you fail to pierce, you often knock out internals from the massive kinetic sucker punch that the slug-style projectile imparts on the victim ship. On another note, this will likely never see combat until 1.1-onwards, but still... Incomplete, but getting close to over 1k parts with 3 mini-frigates attached to their mothership/IP booster. -
Man, this is awesome! I'm getting some serious The Force Awakens speeder vibes from this.