-
Posts
1,094 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ScriptKitt3h
-
KIDI- Kerbal Interplanetary Defence Initiative
ScriptKitt3h replied to sodopro's topic in KSP1 The Spacecraft Exchange
Depends. Some small torps will indeed bounce, some will damage an armored ship (within fairly acceptable levels, however), and others (often built specially to defeat armor systems, at the cost of complexity and mass per shot) will cripple, explode, or otherwise destroy a ship with armor. However, I always armor my capitals, for three reasons: 1. It fits in my aesthetic preferences, and I know how to make ships look good with armor. 2. Most "fighter" craft carry sub-1.25 meter munitions, making it effective to armor ships that you'd like to not get crippled by a lucky fighter/drone shot. (I'm one of the few guys on here other than Spartwo with a really strong sub-1.25 meter fighter weapon.) 3. It will help negate damage that is done. Even if say, a Flea-based shot, for instance, scores a hit on your ship, damaging it, good armor combined with proper internal engineering can negate damage to acceptable levels. Some of my newer ships use things such as backup engines, expendable internal tanks, "false hulls" that function as shot traps, and so on to achieve a higher survival rate. While lots of firepower is nice, I like having a smaller amount of weapons on a ship (weapons which can reliably 1-2 shot disable/kill a hostile) and having the ship be much more tough in terms of hull plating and redundant systems. -
Maybe, maybe not. Personally, I'm always going to use steel plate armor, since it provides protection from SRBs (provided the hull layout is set up to maximize shock/impact absorption), and makes it very hard for fighters to pick off my capitals. However, I might resurrect my old (and I do mean OLD: I started with these back when I joined the forums) manned fighter lineup, since I can get higher TWRs with decent armor and plenty of space for a load of my Super I-Beams (which are likely the fastest sub-1.25 meter fire-and-forget weapon system in KSP). - - - Updated - - - Yup. Though I might see missile boats with a pilot, captain, and missile guidance crew taking out fighter swarms en masse.
-
KIDI- Kerbal Interplanetary Defence Initiative
ScriptKitt3h replied to sodopro's topic in KSP1 The Spacecraft Exchange
Is the wreckage the remains of a Drek? Also, the new Mace is a truly sleek ship. -
Hmm... fighter or modular capital ship? Still looks quite good regardless...
-
HatBat, I'd check your PMs.
-
totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Nice! I've been working on an offroader pack myself: I've also started testing this: -
KIDI- Kerbal Interplanetary Defence Initiative
ScriptKitt3h replied to sodopro's topic in KSP1 The Spacecraft Exchange
I'm debating making this into a Warthog-equivalent in KSP using missiles similar to your new Electrons, Spartwo: -
Found some old relics today... My oldest carrier, based quite heavily off of Daemon's old Pandora-class. This ship was WarEagle's old cannon cruiser, which I'm going to definitely test to see if the main gun still functions... if so, I might have to go ahead and tear it out. - - - Updated - - - Close-in maneuvering issues...?
-
Depends on the ship and the weapon you're using...
-
All right, I'll PM you a link when I get a chance.
-
I'll volunteer one! Which would you like: 1-SX-13 Lancer 2-SX-14 Linebacker 3-SX-1.0 Harvester (Warning: 670-or-so parts!) I really need a better pic of the Harvester
-
KIDI- Kerbal Interplanetary Defence Initiative
ScriptKitt3h replied to sodopro's topic in KSP1 The Spacecraft Exchange
Mmmm.... more firepower. -
Yeah, same here. In any case, it's a ship he made way back when (and then had me upgrade slightly) based off the UNSC Heart of Midlothian. The ship (called Sky Breaker MKII CA) actually survived the crash fairly well, as it uses a hull layout with lots of girders and spaced plates. (I'm debating reverse-engineering it. ) Also, I'll PM you about the story soon...
-
two ships, passing in the eternal night... What happens, when the adventure ends?
-
I decided to let my more destructive thoughts take over...
-
totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I'm going nuts with these sci-fi ships... help -
I'll try and PM you once I've got some details on a story so that if you do want to help, then you'll have some good info. Also, I think (last I heard) Gearbox is working with Blackbird Interactive on Shipbreakers, as a Homeworld prequel. Finally, you're close, but it wasn't that one, it's one of Andrew's ships. Care to guess which?
-
Dres... a world that now serves as a warship graveyard. I'm thinking about starting a Fan Works series around a group of salvage guys working to recover ore and bits of wrecked warships. (Hardware: Shipbreakers much? ) Would any of you guys be interested in some ship development with me for it? (It's gonna be a text+pics story, not a video as I still haven't finished building my new PC yet.) I also tested my SX-1.0 against the A#2: The AKS ship takes a lot of punishment... though an excess of 1000 parts in one place made it... pleasant. It even survived a ramming attempt (though I really just clipped it at 55 m/s): Also, my new ships I'll probably be releasing soon: SX-1.0 Harvester-Class Cruiser XT-1 Solo (Armored Transport) (I betcha with some heavy internal and front-end modification I could turn this into a small cannon ship...) SX-14 Linebacker (Heavy Frigate) P.S.: Sorry about the image spam (I was too lazy this time to make an imgur album), but I'm curious if anyone recognizes the wrecked ship in the canyon shots...
-
totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
*Urge to spawn an Indiana Kerman intensifies* Hope to see some further development of this! -
For those of you worried about the 650 tube- I only make them hold munitions, and nothing else. Plus, they're reinforced quite heavily. The SX-13's tube hasn't had a major failure yet...
-
The SX-13's got a big brother now... I can't wait to toss this and the Harvester-class at someone...
-
Project Arctic Film- Be Part Of Something Great
ScriptKitt3h replied to Vagani's topic in KSP Fan Works
I'm up for it, provided there's an actual schedule/game plan to follow. -
VICTORY! After a check of the Thunder Sky, it appears the Venture's missile barrage had managed to brute-force open a hole in the ship's drive section, destroying several LF tanks and making the ship's CoM extremely unbalanced. As a result, the only remaining warship left was the Dr. StrangeKerb III, piloted by none other than Valentina Kerman herself. After a very long, arduous series of burns, the ship finally arrived in orbit in front of the CJS Venture... Arming the ship's primary weapon control system, Val shot off the StrangeKerb's MU ASM EVO, which guided itself in to the target: As the smoke and debris cloud cleared, the Venture emerged with significant damage to her hull and drive systems; this was not enough for Val. The StrangeKerb's "Flea" SRB-based secondary missile slammed into the CJS vessel, causing another massive blast. However, the SX13S' fire control system malfunctioned due to damage from the earlier fighter attack, and the remaining I-beam missile fired up, tearing free of it's launch clamp and hitting the Venture's wrecked hulk... Finally, the battle was over. The CJS Venture floated, dead in space, with the now weaponless Dr. StrangeKerb III slowly passing through the debris field, waiting for the S&R crews to arrive.... Persist: https://www.dropbox.com/s/ucvy5wfygiju2ic/Desolation.sfs?dl=0 Good Game P.S.: I definitely recommend arming your fighters with some advanced I-beams, like the Super I-beams I use. (I can PM you a link to my sub-assembly if you want. ) I also think that the CO-series ships could be very effective with a slight enhancement in armor. Not too much, but just enough to prevent things like I-beams and weaker rounds from rending the ship in two. - - - Updated - - - Also, are we still keeping tally of wins/losses? We ought to, at least for regulars.
-
Well... they're not exactly normal I-beams... they use a propulsion system similar to tank guns on stock tanks. Two sets of rockets, one slightly turned inward so that it overheats a cubic strut mounted to the rear of the missile. That cubic strut explodes, and the blast force provides an extremely brief boost in acceleration, but just strongly enough to make a missile that goes several hundred m/s almost instantly. The main downside, however, is the nearly doubled part count of such I-beams, and the slightly increased mass. - - - Updated - - - Battle Update! Upon further inspection, the Thunder Sky was A-OK, with only the backup ion drive (which has absolutely horrible TWR, in any case) damaged. The DX-1 Raven Guardian 2 moved to take out the bogey that had attempted to attack the Thunder Sky... Upon reaching the target, G2 fired off one missile, which missed, and then a second, which hit. The ship began to drift away with one engine still functional, so the drone quickly burned to catch up... ...and dumped its remaining two shots into the crippled fighter. The Hastati labeled "Intercepter 2" is now officially dead in space, without any serious propulsion or weapons. Guardian 2 is staying close by until the clean-up crews can recover the pilot from the wrecked fighter. DL: https://www.dropbox.com/s/jqd9wi0wfjtz442/Interceptor_Down.sfs?dl=0 Well, I guess it's time to see how well the CJS Venture can deal damage. - - - Updated - - - Also-I really need to re-make my drop pod carrier.
-
Well, I guess I just painted a massive target on all my ships' backs.