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ScriptKitt3h

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Everything posted by ScriptKitt3h

  1. No. Unless a battle has a customized ruleset stating otherwise, all shots must be fired within 2.5km from the target.
  2. Sorry. :/ My next move'll be up soon, once I've got a small bit of IRL stuff out the way.
  3. Yup. Unguided munitions tend to pack a lot more heat in-atmosphere, though my SRB cruise missiles circumvent that via increased size, impact speed, and a high-impact tip. This makes them powerful whilst still being guided rounds that can navigate smoothly in the air.
  4. Yup, but it is a little hard to get into orbit, due to a very small LF/O fuel tank setup. However, long ion burns never hurt anyone.
  5. Thanks! I try and make 'em look their best while being a survivable as reasonably possible. Also, I'm working on a mini-SSTO scout fighter, meant for quick hops to-and-from orbit, and for missions to Laythe, etc. Test Flight 01: Keep on the lookout for it on the Spacecraft Exchange, since all I need to do is a little more testing (ascent profile, firing range prac., etc.), and give it a proper paint job.
  6. My SX-6 Oracle is 140 tons, and is at least 10x more powerful than my SX-3s, if not more so. Shame it has to weigh so much. I'd absolutely WRECK with one...
  7. So, I'll put my hat in the ring for iamonfire's "Battle Royale" of sorts... My ship I used is an MU SX-3 Ingressor, christened the "Ember Celica" (props to you if ya get the reference. ) All my SX-3s (variants) weigh roughly around 82 tons, this one weighing exactly that much. I also moved the Ember Celica off to a higher, more inclined orbit once I took the group pic. Persist: https://www.dropbox.com/s/qbgepmp74apjoec/persistent.sfs
  8. Yeah, I just realized that. However, I'm somewhat nervous about aquatic combat now, since in theory any ship is equally likely to get pulled under by Kraken-forces.
  9. MU APT-1 Heron Trident 1 (I think, it's either that or Trident 2) attacks the DCOV Masamune. Both guided TOWs were fired, and didn't do very much. (The pic has the second TOW splashing down behind the Masamune.) The Heron's pilot then used the main deck guns, dealing a moderate amount of damage to the bow, and breaking off the ship's refueling klaw. Moving in to target... Finally, right as Trident 1 tilted over to launch a missile, the game lagged out. Then this happened (most likely due to the klaw getting shot off, since those things are like kraken-bait. ) I had quicksaved in case of something like this happening, but the Masamune was sucked underwater upon phys-loading. EVERY TIME. So, I left it stuck at the bottom of the sea (and undamaged so long as nobody tries to switch to it, as it somehow clips through the seabed partially with nobody in control of it.). The Kraken apparently is alive and well in Kerbin's oceans... Persist: https://www.dropbox.com/s/c6sto9rcf84o6tr/persistent2.sfs P.S.: If you want me to re-move, I will. It just takes forever to move the Herons from the Island to where the Masamune is anchored.
  10. Sorry. I was out of town the past two days, but I just got back and am working to get my move up.
  11. I can't do anything at the moment (vacation), but one of those warships in the persist pics looks VERY familiar..... (The dk. Green one with the satellite dish resembles my old Hawking-Class battlecruiser.)
  12. You sir, just gave me a megadose of inspiration.....
  13. Awesome! Glad to have ya back, man.
  14. The "Gentlemen's Naval Battle Club" pertains to all military-oriented craft that are stock.
  15. Mini-Update: I'm working on my post for me and daemon's battle, but I also have IRL work to do, so it'll come as soon as I have plenty of free time to complete my move. (I still have to attack w/ the unit I moved)
  16. I hate to prod, but why? These munitions are... creative, and have quite a bit of potential. (Even a K-Drive type engine that works like a pulsed nuclear rocket, where detonations shove a craft along.)
  17. Yeah, but what'd be the fun in that?
  18. I'd say below 250-300, since part count fluctuates with the amount and/or type of munitions loaded on a vessel.
  19. I might be able to send up a fighter or another smaller ship for such a collaborative project... but I also just could stick a SX-4 off in a close-by orbit.
  20. That would be cool... maybe a stardock of sorts with a military ship from each person who works on it to showcase the varied fleets/ship designs on this thread? Then we could put it on the front page, as a sort of way to introduce people to the thread.
  21. I just use i-beam rounds (which are great all-purpose dumbfire weapons) or separator rockets on my aircraft, but I'm working on making a better "heavy" missile...
  22. Ok. Good to know... I'll re-log onto SSI and see if it's OK. If not, I'll have to say this: "Kerbin, we have a problem."
  23. I'm making my next move against daemon right now, but in the meantime.... This happened when I played DMP on SSI's server: Someone likes HyperEdit. A lot.
  24. So, this happened when I was on the SSI server.... (I was orbiting Laythe, and then the Mun in the last two pics, as I'd gone to Laythe, and the Mun was a good screenshot point.) Another player noticed the sudden changes as well. (I know my copy runs A-OK, since the only mods I run are clientside: Kerbpaint, texture replacer, and EVE.) I think it's safe to say mod controls cannot block HyperEdit use... However, I have to say that a binary system with two Earth/Kerbin-like planets would be a cool in-game place. Also, the planets that appeared to have moved were Laythe and Eeloo.
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