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ScriptKitt3h

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Everything posted by ScriptKitt3h

  1. It's hard not to be a jerk after getting forced into becoming a Spartan-II and then almost dying in the process. In any case, Osman is just the class name. I will probably name a ship in that line the Tart-Cart, though. Also, testing of the SX-10 goes well. The new SQUAD booster VFX just makes SRBs look amazing when fired from a cannon/launch tube. (And yes, the reinforced barrel didn't take any damage from the recoil.)
  2. It's mainly due to the giant dual 2.5 m LFO tanks, which give it EXTREME RANGE. Or at least that's the plan...
  3. Now while peaceful scientific craft are all fine and dandy, I've always been impartial to warships. My current WIP: Coming soon, to a Kerbol system near you... (Hull's nearing completion, then comes arming it and adding the final little touches, like RCS and other minor goodies.) Also, I'm considering writing a tutorial on basic warship-building in KSP. Good idea, or no?
  4. Coming soon, to a Kerbol system near you... (Hull's nearing completion, then comes arming it and adding the final little touches, like RCS and other minor goodies.)
  5. So, this is what I have so far for my first all-0.25 built warship (WIP): I call it the SX-10 Osman (cheers if you get the reference ), and it's meant to be the first of the MU's new fleet, which will be a rough 50-50% mix of pre-0.25 and all-new warships.
  6. Yup, though that's also why I keep a warship or two in LKO 24/7.
  7. I'll explain a bit further: the new bombardment tech allows a missile to re-enter at VERY high speed, moving perpendicular to the orbit it launched from (normally a low orbit), whilst easily maintaining at least a supersonic speed in-atmosphere (on Kerbin). This may seem all a bit arbitrary, but considering some large battles in the past have had combat on the ground and in vacuum, it's a good weapons system to keep active and working since it can allow a fleet to have near-complete control over a combat zone, provided orbital escorts stay intact. Also, some airless worlds (making the bombardment even more effective) can have combatant ships land on them in combat. Zekes and I have a bit of experience with this from our old battle at Eeloo, where I landed a fighter and corvette, but he then crash-landed a cruiser which took out the corvette with a guided weapon.
  8. I'm beginning to re-focus on space, but I still have a working surface armada. The reason space is somewhat more valuable a goal to control is due to power of all-new orbital bombardment tech certain individuals (myself included) have been working on. Soon, a space platform WILL be able to strike ground targets in stock KSP quickly and accurately.
  9. Just putting this here as a reminder: These are pretty much the exact same rules as the ones in the 'ol GNBC thread.
  10. *grabs popcorn whilst building new fleet*
  11. I'm definitely interested in doing a test battle, but first I think I might try and make an alternative heavy warship to accompany my Oracle and Ingressor warships. Also, out of curiosity, what's the new Drek packing in terms of firepower?
  12. I've done some testing, and most of my 0.24 warships (space-based) are perfectly OK post-update. It's mostly planes that need fixing as far as I can tell.
  13. A better way to land on Venus: terraform it first, then land on it once it's habitable (to a reasonable extent). This could be accomplished via chemicals being used to alter the chemistry of Venus' atmosphere, and/or by such things as bombarding it with tons of water-rich comets. As for long-term regulation of the planet, we could build orbiting mirror-sat platforms using 3-D printed parts with asteroid minerals as the raw materials, as well as floating "balloon outposts" that act as air-filtration systems that could circle the globe slowly over time in the upper atmosphere (where it's somewhat comparable to earth in that the temperature's livable and there CO2 levels are lower). Then, we could easily carry out a manned landing, one that could actually STAY and set up a surface colony there. Of course, the next step would be to introduce extremophile flora to the surface to help speed up the process of terraforming... That's just my two cents' worth though.
  14. The single-seater is sort of multi-role in that it does have plenty of room for warheads on the wings, as well as the small bomb bay in the center fuselage. The fighter is STOL due to great balancing, and it does have a cool ejection system as well. However, I'm still not sure if I want to convert that VTOL into a fighter...
  15. Looking forward to some new craft from you, Rune. I can only imagine what you'll do with the new parts...
  16. So, I've been working on trying to make a jet fighter using the new plane parts... So far, it's produced a small VTOL and a fast single-engine fighter with bomb bay.
  17. I've been enjoying some of the new SP+ parts... So far, I'm almost done with this cupcake-inspired VTOL: and a few other projects, including this 2-man SSTO capable of easily getting to LKO with enough LFO in the tanks to possibly get to minmus and back. Also, bombers.
  18. Which parts? I only see the wings being swapped for the new SP+ ones, and those aren't out of place on my warships (thank goodness). The only parts that I've heard might be getting swapped in 0.26 is the MK3 ones, and those aren't used in any of my stuff.
  19. Alright, all testing is now complete on my 0.24 in-space warships, and all seem to port over into 0.25 quite nicely.
  20. Alright guys, here's a small update from my company thread: "Due to the release of KSP 0.25, most of the MU's spaceplane and military lineup have been shelved pending testing to see if they still work in 0.25. As of right now, most (if not all) of our space-borne combat ships are 100% operational, minus a few aesthetic changes due to SP+ parts integration." So essentially it's troubleshooting and re-booting time for me (and the MU's craft lineup). However, all 0.24 craft are still available for the series.
  21. In all honesty, a Covenant CCS-Class warship would glass KSC into a flattened wasteland, leaving nothing left standing at all. Now I feel the itch to make a working Ventral Beam part mod....
  22. So, I was up late last night testing some prototype vehicles that MIGHT be re-created/ported to 0.25... The first was the MU Aegis-Class Lifter, an almost-SSTO 50-ton lifting rocket. Next up was the Magpie, a small SP+-based SSTO capable of comfortably carrying 6 kerbals into LKO. Sadly, I might have to re-build most of my ships now that 0.25's out...
  23. Welp, time to start work on new combat ships/aircraft, seeing as 0.25's out.
  24. Airdrop rovers from VTOL hover on Duna... That and smuggle certain goods past the space police.
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