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ScriptKitt3h

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Everything posted by ScriptKitt3h

  1. Yes, naval as in oceanic. I appreciate the offer, but there's no need I've already got two prototypes. One's a rocket launch ship, with 4 guided SRBs loaded Sherwood forest-style, and the other's an almost fully functional patrol boat, with a steel hull and multiple ammo types.
  2. Remember that ALS-1 I parked on the ridge in my last battle post? I tested its range afterwards.... For some perspective, that unit is on top of the gray-sided mountain in the bottom pic. The TOW hit at around 350 m/s, which is devastatingly perfect. (The smoke's the impact site. I still need to practice long-range missile guidance. )
  3. Ground vehicles aren't too hard- just make sure their frames are primarily structural parts with high impact tolerances, and make sure the wheelbase is wider, so it'll want to flip over less. I'm experimenting with naval ships now, and they're not too complicated in terms of the hull itself. Propulsion and the upper deck(s), plus weapons and balancing are the only real challenges.
  4. //BATTLE REPORT// I've ordered my Kerbals to retaliate! Gallery: Your move, daemon. Persist: http://www./download/51fm1089fb58amj/persistent(7).sfs
  5. I'll see if I can put up the craft file for my MBT Type-1A, the smaller tank I have with the 4 i-beams. It's semi-good due to the multiple rover bodies making up the hull working like reactive armor. You mind putting up your tank? EDIT: Here, go nuts.: http://www./view/a89sl5e100i6nf8/MU_MBT_Type_1-A.craft
  6. Ok, I see. I have settings on Default for Terrain Detail, so I can see the temple(s). Lowering the settings might improve the issue, but if not I can move my units to KSC-2.
  7. Ok, I see. I'm just excited for a real ground battle, especially since I finally made a somewhat workable fleet of surface vehicles.
  8. I'm surprised daemon's not posted at all today..... maybe the crashing turned into a Hell Kraken outbreak.
  9. I'm speaking more so about little ion-drive "carrier fighters", since they are inherently small and lightly-armed when compared to heavier ships and heavy fighters. Also, emphasis on slowly.
  10. You can use i-beams without having a high-as-stratosphere part count. Matter of fact, 4 i-beams is actually plenty for a medium-heavy fighter. Why? Mainly because fighters are slowly becoming outdated when compared to modern frigates and other larger vacuum-only ships. That's due to the immense firepower and hull strength of these larger ships, plus the fact that they can carry 1.25 and 2.5 meter munitions easily. However, SSTO fighters are still somewhat effective since they can of course SSTO, allowing them to act as air-based fighter jets or vacuum-based starfighters. Also, I'd recommend turning down your video/physics settings if your game gets laggy very easily. The inherent tradeoff is 100% worth it.
  11. I guess great minds think alike. I really just built mine off the top of my head, since I really needed a good guided missile that was not a small ICBM. (I'm not Mann Co. :/ )
  12. ///BATTLE ALERT!/// Mechani Union vs. daeCorp /Sitrep: Surface Battle /Locale: Desert Temple region, Kerbin /Rules: Standard, plus: -No K-drive, K-bomb, etc. -7 Units, with only 3 air units max. -Max. mass (per craft)=75 tons -Max parts=200 -All ground units must stay at least within a 100km radius from the "center of battle" flag, while air units can land anywhere within a 125 km radius. -No watercraft (d'oh! ) -Air units may not land directly near ground units, so that they are vulnerable on the ground. //MU Task Force Omega:// /Echo Squad (ground):/ (2x MBT-1s, 2x ALS-1) /Banshee Squadron (air):/ (3x Monitor-C Fighter/Interceptor) /Persist:/ http://www./download/mf69ntap2yt3ius/persistent(6).sfs
  13. I've made another one... I call it the Artillery Launch System Type 1, or ALS-1. It fires up to 4 guided mid-range missiles that can steer themselves and maneuver around targets.
  14. My tank, which doubles as a rover. Just swap out the i-beams for science probes. Firing cannons! (LOTS of recoil, hence the landing legs) /EDIT:/ Also, here's an AA missile rover:
  15. Ok, cool. I've got classes today, but I'll have the first post up tonight.
  16. I've considered making a navy, but I have no idea whatsoever about how to make military boats. Plus, I've only ever made one barely functional boat, which was an unrealistic catamaran. BTW, those ships look awesome.
  17. So, daemon, you wanna do a surface battle? If so, may I pick locale and rules? (I've got time to kill, and have no idea if MinusUdn is coming back to continue with me.)
  18. They're just grunts, plus the tank's automated. (They also pissed me off by phasing through the runway, getting stuck, and crashing the game) Plus, this meets whatever safety standards KSC has! (Which is none )
  19. Well, all this talk of surface/air combat got me in the mood to make a tank: The landing legs are necessary due to the immense recoil, which caused some earlier... test subjects... to get crushed as the tank flipped halfway over.
  20. In my fleet, that stuff normally goes much more like this: "DAMMIT Jeb, not again!"
  21. I'll have to check, but I know that it wasn't too laggy. Even so, once most of the ammo's been fired, it goes down to the 300-200 range.
  22. Hey, has anyone seen MinusUdn lately? I posted for our battle (albeit a bit late, I admit), and he hasn't responded. Oh well, I can wait. Also, I just had a cool idea. A new type of battle where all ships must be surface craft or SSTOs, except for one SSTO carrier/colony ship that both players deploy all their craft from, and can return their SSTOs to for ammo, fuel, etc. The other, surface-bound ships would have to be dropped in via landers and skycranes, or parachutes. Such a battle over Laythe or Kerbin would be cool.
  23. It's not exactly 500. More like 470 or so. Even then, most of the bloat's from complex ammo, like the Shredders and multiple i-beams. I also lower the graphics settings slightly to run bigger ships, since my PC's decent, but still lacks in the GPU dept. Anything over 650-725 parts, and I'm in lag city. Also, even though it only uses 2 LV-Ns, it also has an OK amount of fuel (two of the largest 1.25 meter tank), and has enough SAS and RCS to maneuver very quickly and responsively. I was actually kind of surprised, since my big ships normally are super slow in turning. I might use this like a more powerful, mini-Hawking-class.... *evil laugh*
  24. The Ingressor runs a little under 500 parts (w/ the ammo in the pic), and amazingly weighs only about 77 tons. The high part count is also due to the hybrid armor design. That's perfect for my new strategy.....
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