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Everything posted by ScriptKitt3h
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I've considered making a scale model of Infinity and then scaling it up using TweakScale, but your old attempt at the Infinity would be cool if it got finished. Also, I do love Contact Harvest. Good book.
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...Done. /!//BATTLE ALERT//!/ Mechani Union Vs. TheKutKu Battle of Pol An MU-owned C-23D colony ship has crash-landed on Pol, following an attack by space pirates near Vall. An MU Quick Response Force fleet was sent out to secure the area, and to protect the colonists until a properly equipped rescue ship could arrive. /Rules:/ Standard GNBC ruleset (see OP of this thread), plus: 1-Maximum tonnage (per ship): 200 for capital ships, 50 for fighters (heavy fighters/bombers). 2-Each team may have 4 ships, comprised of 2 fighters and 2 capital ships. 3-Max partcount per ship (fighters: 300 w/ weapons),(capitals: 600 with weapons). 4-No de-orbiting of enemy craft, or ramming, as stated in the main rules. 5-Fighters may land on Pol, but not near the wrecked C-23D. MU QRF Fleet Rapid Conversion: 2x MU SX-12 Destroyers: 2x MU Corona-Class Starfighters (Banshee Squadron): Persist: https://www.dropbox.com/s/yrzleeub8j5bfa4/BattleofPol.sfs?dl=0 (Rename the .sfs file from BattleofPol to persistent)
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With a little modification, you'd have a nice submarine.
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Cool. I already got some practice in with carrier landings using a VTOL trainer (AKA a failed combat SSTO w/ VTOL).
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The MT-23 is a fast, long-range VTOL dropship, perfect for long-term missions or the occasional "security" OP. Equipped with strong SAS systems, twin ASAS-stabilized lifting jets, a massive cargo bay (able to drop payloads as well as hold them), and a fully unmanned control system, this dropship is perfect for all sorts of objectives. The craft comes as-is, and is recommended to be used for colonization missions on Laythe, or military operations there and on Kerbin. /Action Groups:/ 1-Toggle VTOL Jets. Abort-Activate emergency landing chutes (great for sudden landings, requires kerbals to replace). // 4-Toggles Cargo bay lights. 5-Opens Bay Doors. 6-Toggles XL landing gear (landing legs). DL: https://www.dropbox.com/s/o99xdgw74a4m6cv/MU%20MT-23.craft?dl=0 (BDArmory and All-stock armed versions coming soon.) c.2014 Mechani Union Shipyards
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Just finished a new drone dropship, the MT-23. It's got a large cargo bay in its "belly", so it could work as a bomber... or maybe I could make some drone micro-tanks and airdrop 'em.
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Is kerbpaint still buggy? I keep seeing all these KP-ed ships, but prior to 0.25 even the "stock addon v4" updated version caused my game to lag a bit.
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totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I like the shape! -
Yes, just gotta put a post up with a persist.
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What's the greatest distance anyone's got from Kerbol?
ScriptKitt3h replied to chrise6102's topic in KSP1 Discussion
After a certain point out past Eeloo, the game starts bugging out big-time, so extraKerbolar missions in stock are effectively suicide missions 100% of the time. -
Yup, dropships are very fun, and are great for hit-and-run attacks. I've actually been working on a few... but one really promising design's being a pain in the butt in terms of R&D work, but it's almost ready.
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While you technically can, it counts as using a full turn, and requires a surface launcher and/or a Kerbin-based battle. Generally, most surface combat is done with tanks/aircraft, and occasionally a battle will have both surface and orbital combat take place simultaneously.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
ScriptKitt3h replied to K.Yeon's topic in KSP1 Mod Releases
I wouldn't be surprised if SQUAD asked you to integrate this into stock. Awesome parts! -
Shame this had to happen, especially in the same week as Antares going up in smoke. My thoughts are with the dead pilot, his family, and his injured partner. On another note, I really hope some political schmuck in Congress doesn't try to make a name for him/herself by attacking NASA CCDev or other related commercial spaceflight programs.
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Ooh, pretty. Good luck with getting it to fly on Laythe; I'd recommend using a VTOL engine system if possible. I'll have the battle post up sometime this evening (hopefully, as IRL stuff is priority for me), and if not, then tomorrow. (Nov.1st)
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Wow, that's quite big. I'd love to work alongside it with HKA... but if it goes to GMI, it'd be fun to combat.
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Sure! (Also not ALL my ships are high-partcount, just some.) The reason we don't use DMP is due to bugs with docking and collisions. Edit: Battle post w/rules coming ASAP.
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I'll fight someone... Starwhip, KutKu? I would like to see how the SX-12 does.
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Probably 3 ships in orbit with a max tonnage per ship of about 200 (I'm generous like that. ) For ground, nothing too unreasonable. (I'm thinking 2 or 3 tanks with orbit-to-ground strafing runs allowed, if one was brave enough to try it...
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totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
OH. MY. KOD. That is a beaut. You just got me working on a new personal SSTO. -
Hmm... would anyone fancy a battle? (Pol, with a couple tanks on the ground and a trio of ships in orbit) Looking at you, Frozen. I have a persist ready if anyone accepts, just a matter of waiting now.
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I'm not strictly "anti-ZS", I just like a tough battle. It forces me to innovate and adapt in my ship designs, and I love doing that. EDIT: Also, like some have already said, the Drek line's uber-tough reputation makes them a sort of "benchmark kill" for high-grade stock KSP anti-ship weapons.
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totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
*Runs to build new dropship* Nice design man, can't wait to see it fly. -
totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Wow, that smooth nose... I think I might be inclined to make an SSTO using that style frame. Also, a carrier-plane launch system sounds awesome! I'd advise using turbojets for it, to allow higher-altitude launches. -
totm june 2018 Work-in-Progress [WIP] Design Thread
ScriptKitt3h replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I partclip (quite a bit, and I'm not ashamed to say it), and the Nuke has a separate set of fuel lines plumbed to it from the Jet, with a tiny 90 LF fuel tank (1.25 m) inside the MK2 fuselage fuel tank with all the LFO. Think of it this way: Fuel drainage outline: 1. Fuel lines go in between all the fuel tanks (part clipping enabled to allow lines inside the airframe), and then are attached to each engine independently. 2. The engines drain fuel from the pure LF tank clipped inside first, since the Turbojet engine only needs LF. 3. The engines finally drain fuel from the main LF/O fuselage tank, since the engine that'll most likely be used once the jet is no longer needed is the LV-N, which uses LF/O mix (in stock KSP). That help at all? EDIT: also, I placed the LV-N clipped inside so that only the nozzle (where the thrust originates from in-game) is flush/recessed into the jet's thrust nozzle, which is possible since the jet engines in KSP have really small thrust colliders, meaning that you don't risk blocking the engine thrust as much when designing custom-made propulsion systems and engine housings.