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Everything posted by ScriptKitt3h
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I have a quick recommendation: I'd slightly increase the protection of the aft section, only since the core/root part seems to like to explode when the main portion of the aft and engines take damage.
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I obliterated a hostile ship in high orbit above duna... with a drone. (All-stock, BTW)
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Battle Update: The MU Dr. StrangeKerb III was inspected for damage, and all systems (save for the Super I-beam missile knocked off with that up-armoring section that the Interceptor blew off) were completely operational. Following this check, MU HIGHCOM activated the DX-1 Raven drone Guardian 1 and set it on the CJS Vulcan, in retaliation for the fighter attack. After an interception burn and some fine maneuvering, the ion-powered drone arrived at the Vulcan. The drone's first shot hit square in the center of the ship's drive section (the drone's engine system is re-engaging to help manage recoil)... This attack did some good damage, blowing a massive rent in the drive section and knocking off some engines. Guardian 1 then fired a second shot from its penetrator cannon... ...which destroyed most of the ship's remaining engines (save for one lone LV-N), and seemingly obliterated the core piece (as the ship's core was targeted, and it disappeared after the blast. Also, what's left of the ship is called CJS Vulcan Probe in both flight-view and map-view). More pictures of the post-attack Vulcan: Here you can clearly see the extensive damage to the ship's aft section, and the presence of only one working engine. Another view, from the drone's POV as it burns for a slightly higher orbit. Guardian 1 now lurks in high orbit, still functional and armed with two remaining rounds for its weapon. Persist: https://www.dropbox.com/s/kv4hl34t1y0e4vw/DunaSkirmish_Death%20of%20CJS%20Vulcan.sfs?dl=0
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You may go first once you've set up.
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Similar to what Three said, in that a weapon that either makes use of the Gyro-Kraken bug or a similar method of using the physics engine's bugs to rip a ship to shreds (way back when, someone posted some weapons (or pics of tests at least) that caused NaN-type effects, as well as another one where the shrapnel somehow caused a gyro-type effect to obliterate a vessel). So basically, nothing that would be dependent on a major bug. Although not a weapon, a K-Drive is a wonderful example of the type of device I'm talking about. - - - Updated - - - Part count?
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totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Yeah. The Vulkan's the Soviet project, and the Vulcan is a new ULA lifter project. -
KIDI- Kerbal Interplanetary Defence Initiative
ScriptKitt3h replied to sodopro's topic in KSP1 The Spacecraft Exchange
That's a little too big to an effective service weapon for a fleet (most weapons for modern warships work better as high-speed killers: something small going very fast does just as much (or more damage) than something large getting chucked at a target). -
BATTLE ALERT! ScriptKitt3h VS Frozen_Heart Location: Duna Rules are the standard first-page (classic NBC/GNBC) ruleset, with these stipulations: Ships: 4 (2 fighters/drones/micro-frigates, 2 small/medium ships [preferably frigates/corvettes]) Max Tonnage: 75 for capitals (I don't mind negotiating if you have a ship heavier), 20 for fighters (fighter+full munitions load). No Kraken-tech weapons, drives, or other physics-breaking gadgets. Guided weapons may be fired outside of the 2.5/3 km range provided that the player doing so is significantly bad enough game performance issues to warrant doing so. Duna-landing capable craft (with 100% heating on) are allowed to attempt a Duna surface landing as an evasion tactic, if you've got the guts. "MU Task Force Valkyrie has arrived in Duna orbit, hunting a mysterious fleet of warships..." TF Valkyrie includes: 1. Two all-new MU DX-1 Raven drones, callsigns Guardian 1 and Guardian 2. 2. The MU SX-13 Dr. StrangeKerb III. 3. The MU SX-13S (cut-down, slightly lower partcount version of the SX-13) Thunder Sky. Persist File Link: https://www.dropbox.com/s/lxo1rb7io9s6ofd/DunaSkirmish.sfs?dl=0
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I'll have to double-check, but my SX-13s (which I'll likely use due to their relative small size compared to my other two ships) used to be 390-ish (with full ammo load, though I could alter that). However, I can bring it down by removing my guided missile, or by cutting down on something else that's expendable. I also might make a simple micro-frigate (like a tiny, ion-powered, i-beam launcher drone shaped like a chibi-frigate) drone, since that might allow me to avoid large part counts with more vessels. (Plus, the HEAT-round technique with i-beams gives a normal i-beam round the punching power of an SRB. ) EDIT: One thing I might do is make a stripped-down version of the SX-13 without an ion drive, since that's part of the part count for it.
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If Daemon (or Spartwo, or Frozen) wants to battle, I'm up for it. I've got my SX-13 (frigate, 2 1.25 meter rounds and 2 i-beams), SX-1.0 (4 1.25 meters, 4 i-beam mounts), and my SX-00 (weaker but medium-sized, with two 1.25 meter tubes). My old SX-3 design's gotten so complicated in terms of overall part count that I'm only keeping it as a reminder of days of old. (After all, just under 800 parts with only medium range and armor not really meant for a ship of that type...)
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I personally think trying to limit weapons just complicates things, as most players already somewhat self-limit their ships (mainly to enhance range, and to help lower part count). On top of that, it's complicating something that has worked for quite a long time now. EDIT: Also, while it's not perfect, armor is NOT pointless. Comparing an unarmored vessel with, say, a Drek or one of my more tough ships for example, is not too accurate. Sure, no armor's going to serve as some sort of nigh-invulnerable shield, but it's worth it compared to just strapping some weapons to a fuel-tank-hull ship and calling it a day.
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Not every single shot phases. The fact that that bug occurs is annoying, but it adds a degree of luck into the equation, just like in IRL warfare.
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totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Man, it turns out making a ULA Vulcan replica is harder than it looks... -
Creavtive Mun Base/Colony modules!
ScriptKitt3h replied to DMSP's topic in KSP1 The Spacecraft Exchange
Hollow-top habitat, complete with 16-kerbals worth of living space. Lands on its own. -
KIDI- Kerbal Interplanetary Defence Initiative
ScriptKitt3h replied to sodopro's topic in KSP1 The Spacecraft Exchange
In general, having skeleton-and-plating-based hulls ups your chances of survival tremendously, especially against standard SRB-based rounds. It also makes your ship redirect more force away from the weak, squishy fuel tanks inside and instead balances it out across the skeleton and hull plating. It also makes a hard hit less likely to total your entire hull. Example: My SX-13 Lancer frigate took a hard hit (pic got lost :/) in the center of mass. Normally, a ship would get totaled. However, on mine, the hull plates directly in the line of fire took all the force, with the rest getting spread out. This meant that my ship lived to fight another day. -
I sometimes use ions for smaller ships (like frigates), but the Harvester uses quad Nervs, which actually work fairly well, and don't overheat too badly (or even noticeably, for shorter burns) due to the high-heat-and-impact resistance of most of the ship's frame and hull plating. Plus, I never attach ANY fuel tanks and engines directly to each other. Fuel lines exist for a reason! - - - Updated - - - For me, it's the complexity of my heavy weapons (ESPECIALLY my guided ASM Evos), as well as my habit of going overkill with complex hull designs that I also try to make strong. Also, struts.
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KIDI- Kerbal Interplanetary Defence Initiative
ScriptKitt3h replied to sodopro's topic in KSP1 The Spacecraft Exchange
Protip: Don't construct the core of a ship from fuel tanks. Go with a structural-part spine, with the outer hull attached to the outermost points on the skeleton, and the fuel tanks attached to the skeleton inside the hull. Also, wing armor only really protects against smaller, weaker missiles, like what some fighters use. Use steel-plate armor for protection on capital ships. BTW, it's pretty much agiven that most active KSP militarist players (me, Zekes, Spartwo, and others) have at least one ship or 1.25 meter weapon system that can one-shot most, if not all, warships. So design for strength, but also redundancy. (i.e.: One engine gets shot out, another can move the ship safely.) - - - Updated - - - Yeah, I'd like to see what you'd come up with. -
KIDI- Kerbal Interplanetary Defence Initiative
ScriptKitt3h replied to sodopro's topic in KSP1 The Spacecraft Exchange
It's not normally empty, as it carries up to 4 1.25 meter rounds in a double-barrel, over-and-under type arrangement, with four smaller missile mounts on the outer hull as a means of fighter defense. The ship in the pic has just fired all its weapons, and is burning for Kerbin. -
I did somewhat base it off the Halcyon's bigger siblings, the Marathon-class and Autumn-class. I also made it that way for an actual, tangible reason: The extra side paneling serves as a comfortable buffer layer between the internals, hull, and outer hull (the side panels and small sections of core hull on the top, bottom, and bow). - - - Updated - - - Yeah, low TWR can be a pain in the rear. I've not checked the D/v of the Harvester-class yet, but it clocks in a 116 tons and 674 parts WITH a full ammo load.
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Today I started my scientific research colony on the Mun... I hope to soon add a rover garage, more habitats, an office building (labs, large, hollow spaces with seating, etc.), and a spaceport for VTVL Munar SSTOs.
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KIDI- Kerbal Interplanetary Defence Initiative
ScriptKitt3h replied to sodopro's topic in KSP1 The Spacecraft Exchange
Weapons testing is complete, and my newest SX-series warship is almost ready to be let loose on the world... Of course, once I make a dropship to accompany it. -
totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Working on a colonial set-up pack... -Vacuum-based cargo dropship... -Mini version of the above dropship, optimized for mining... -Habitat for low-grav worlds, complete with a hollow section for recreation. -
"Weapons testing complete, preparing for full-scale production..." SX-1.0. Harvester EDIT: I just realized it has the "Feed me Chechens" eyes of a T-90. 0_o
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Yup- You got enough Xenon and power supply systems (RTGs/Solar) to keep 'em running? Also, remember: As of 1.0, solar panels really become nerfed out past Dres.
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Thanks! Glad ya'll like the pack. I will say that I did have a wikipedia-sourced image from Lockheed Martin showing the real-life overhead, side, and front views of the F-35A while I was building it, and that I tried to get it to a good, working scale in-game. Yup! As Rune said, the F-35 doesn't have two engines, but the F-35B STOVL variant (utilized primarily by the USMC) does have a VTOL lifting fan powered by the main engine. I only included the two engines (albeit clipped together to make a singular nozzle) so that the performance would be appropriate. Glad you guys like the replicas! I've got one or two more I might add to this pack, so stay tuned!