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panzer1b

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  1. The performance boost from disabling this is negligible unless you are into massive ships (and space battles) like i am. If you stick to conventional stack of fuel tanks and engine below, the calcs seem to not have lahg issues, but as that is terrible for survivability perspective, i usually have the engine attached to a structural girder which has fuel tanks attached to it radially, a configuration that seems to massively slow down and bug out the stock dV calcs, eespecially so in the editor where removing a single part makes the VAB/SPH freeze for upwards of 15 seconds or so on a fairly powerful laptop CPU. As much as its nice to have the option of dV calcs, its current implementation is a big no-no if you actually want to make something more complex then simplistic vessels (and for me even my more simplistic vessels arent quite so simple as i like to add extra detailing to em). So yeah, if you want to run something like the above super simple fuel truck, dV calcs aint an issue, if you want the thing below, dV calcs slow the game to a crawl...
  2. Dont worry yourself, its a sandboxy style game and you can play it however you desire, regardless of what the community thinks. Myself, i like to go with sci-fi but with a touch of realism. I like to make ships that could plausibly exist IRL, specifcally paying attention to minor details like no vernor/RCS inside the ship in a spot where the thusters would never do anything but push against the ship's walls, minimal fuel clipping. Ill clip only when i absolutely need to cause of armor requirements, but even then i clip only so much as could fit in the volume around the clipped tanks (for example im totally ok clipping 4 mk1 LF tanks into a mk2 cargo bay as that much fuel would realistically fit in there if you could change the shape of said fuel tanks as desired, and ill clip 2 mk1 LF tanks into a mk2 fuel tank as it has 1/2 of the fuel that would realistically fit its volume). i dont play with commnet enabled as i feel its actually unrealistic since even today we have the technology to make very basic AI that could ioperate machinery on its own given sensors and proper programming. Until we get some way to preprogram advanced routines for ships (and i mean beyond just point at prograde/radial/whatever), commnet is staying off for me. Also, i try to make any ship that i intend to stay in space have enough living spavce to fit at least 2 times as many kerbins as would normally man the ship, just to make it more immersive since a real crew would prefer the ability to move around some (so pretty much anything cruiser or larger has ample crew storage space). Most of all, i keep the vast majority of my creations using the stock engines since i really like having to contend with limitations to things like dV and not just install a FLT drive mod to magically get where you are going (regardless of whether its possible to do so or not IRL, and yeah, i havent been at area51 so i cant comment on what we truly have available there). Then ofc i like to do battles so i do arm many of my ships (prefer stock weapons for the most part but i do use BDA here and there), even though IRL its unlikely we would see unguided missiles being fired from a vessel's broadside). Anyways, back to your scenario, IRSU style refueling is (at least based on earth human tech) probably more realistic since we currently have the technology to manufacture fuels in some quantities from other planets at least in testing stages (spacex mars missions actually plans to set up a refinery). 30 years is probably doable too if you had a closed loop life support system, but its doubtful such a mission would happen without visiting some other planet to get some matter on the ship that cant be fully closed loop (at least to obtain basic minerals needed to live off of).
  3. Made another starwars replica as i wanted to challenge myself making one of the more organic looking ships (which i had a pathetic replica of sitting from a few years back). I think it came out pretty nice, especially the fully hidden broadside weapons array (those ibeams sticking out of the sides do actually fire). View from the observation deck is also very nice, and i will say that the MK2 bridge is one of the best revamps squad has made since it really brought the life out of a otherwise useless part. And ofc the rear view, did what i could to get the hangar as close to workeable (didnt get it perfect but unlike the older replica of this i made, it can actually house small starfighters). Not the best replica ive made, but given i managed to not use any DLC parts (except robotics DLC for a variant that can articulate the guns, not shown in pic as it looks less pretty and the side cannons stick out more). So yeah, now to load this thing up with BDA and part it beside the venator replica i made recently and recreate that absolutely unrealistic but really epic slugging match in EP3...
  4. This game performs fine provided you dont overdo it on some of the more intensive mods (scatterer being my personal #1 performance hog, to the point ill actually disable it when i know ill have massive ships engaging each other at point blank range), and dont go totally insane with part count on ships. The latter is really the problem, but it has little if any solutions to it without compromising the physics interactions (which are imo why KSP is such a amazing game, every component is physically modeled and can interact with each other component). This is battle between a 700 part count venator replica and a dimension (my own design), and the lag doesnt get too restricting imo. The above providence has 0 framerate issues whatsoever despite being just over 500 parts with weapons onboard. If you dont insist on loading 1000+ part vessels (which is the point on my machine where you start to feel the framerates), the game runs smooth enough to at least enjoy (with scattered disabled that is, with scatterer near atmo its far worse). Due to multicore, ive found that if your processor has the cores, larger numbers of smaller vessels run fairly well too (4 300 part ships is quite manageable as well). Anyways, if performance is killing you, start by cutting down complex mods, anything that would take up extra processing power to run while you play. Culprits that come to mind is any visual fx, stuff with background processing (life support mods, resource drilling, ect), and anything that adds complex features to stock (good example would be KIS/KAS, interstellar, stuff that does something more then just add a new variety of parts). As for part mods, those are relatively irrelevant solong as you dont exceed RAM limitations by using them, and some may even help you cut down lag if you like to build very large craft and can replace a stack of 2x2 panels with a single much larger panel. Tweakscale is also a good way to save on lag since it lets you make larger ships without using as many things in them (i dont use it ,myself as its not my cup of tea but many do).
  5. Well made this thing when i had nothing better to do (too hot to leave house, and wasnt in the mood for any other games), and wanted to take a bit of a break from building DLC mechs: Only thing i wasnt able to do is a door since the part count is already so stupidly bad at over 600 it lags too badly. Other then that, authentic amount of weapons emplacements, 4 per side and the smaller side guns. Fully useable internal hangar which is comparable in size to a small carrier (will store 2 TIE replicas i have, or like 6 micro-fighters (smallest pod, RCS only propulsion, single shot nose weapon only). And ofc i managed to give it close to realistic engines (biggest is too big and smaller should be slightly bigger, but i really wanted not to use MH parts for it even though 1.8m would rpolly look closer to authentic). Its not perfect by any means, but i think it came out actually useable as a warship (weapons work, it has so-so armor but it can still take some fire, and ofc its hangar is actually useful and not purely for show like the hangar of my imperial-I replica which cant fit squat inside it (any fighters stick out halfway ).
  6. @AlexanderTeaH, i dont even want to know what the part count of that thing is. Still, i really like the back of it and how you shaped the engines, must look amazing with the engines turned on and puking blue glow out the rear...
  7. Because the devs needed to put a bandaid on the wheels when they were released (err updated in 1.0 or whatever the wheel update was) cause of some major wobbling issues or something of the sort. I asked this question ages ago and they said that it was done to prevent issues. What i do have an issue with is that there is no way to override this even if you are willing to let the kraken out. I know its a possible risk of craft exploding/wobbling/going poof, but i think its about time to unlock the autostrut forced behavior (at least in a config flag or something) for those of us that want to make legit suspensions not reliant on the wheel itself. What do you say @SQUAD?
  8. Yeah, i actually really got into this game doing stock battles very similar to macey's stuff. The only sorta lame part is that the physics back in the day were much better for space battles then they are today (it was very rare to have rounds shatter into nothingness like they do nowadays post multicore). Probably the most iconic thing i actually replicated off of here was the original "ant-torpedo" using 2 dock ports, oscar-b, and ant engine. Sadly that is 100% useless on the modern battlefield, even starfighters are almost 100% immune to those (most you will do is blow off a solar sail as macey used to call them), and a capital ship is 100% immune to the things. Post multicore update igf the impactor isnt either very heavy or 80m/s, itll at best do negligible damage. That and to be perfectly honest, the vast majority of my early ship designs stole the overall shape from his cruiser (whatever that thing that launched the large RT-10s was), basically elontaged hexagon frontal cross section. Worked well for a while, but if you try to use that now it will just get flattened by modern stock torpedoes reliably. My last "old" style warship i made was the SK-IV's predecessor with the same name, and aside from the tapered rear (which was something i came up with to make the ships look less like boxes), it really is a copy of his design style in terms of general shape/layout (even has the 2 side mounted 1.2m weapon hardpoints). Actually now that i think about it, its one of the ships im most proud of in the history of KSP, as its made using 100% conventional armor (no cargobays), and considering its survivability it was one of the best things ive ever seen in the game (at least before the advent of MK2 armored ships). Sorta a shame the physics changed so much that it rendered all the old style armor useless, but hey, adapt and change (and redesign all your ships from the ground up ). Still doing that actually, but BG DLC is making it a bit more unique for me (just made a ship with 2 working articulated turrets, albeit still havent been able to hit anything in space with them as it seems its very hard to arbitrarily aim at something by eye, might try adding a command deck to a turret and see if that works more effectively). I doubt this will have any use in real fights (unlike BDA there is no follow cursor option), but its still really neat that we can have turret mounted weapons (which do shoot fyi)...
  9. sorta sad that macey dissapeared although i dont blame him, used to be way more active in games myself before i had a fulltime job and my life went from 2-4 hours of freetime ontoip of my usual relaxing time i needed to recharge my brain to like half an hour if im lucky (and even that is rare). Still, im almost certain that 90% of everything in this thread is nolonger competitive, given that ive collected probably 300 warships from the forums over the years and not one of the pre 2017 ships i have are able to withstand any sort of concentrated weapons fire (and a good 50% of them are now complete fodder that dies to a single ibeam+sepatron missile due to the physics changes in the multicore update).
  10. Guess its time to relive the glory days of KSP suspensions, dver since they added that stupid autostrut (which cant even be disabled or overriden in any way that im aware of) suspensions have been solid and booring not to mention unable to handle extremely rough terrain without one of the wheels catching on something while flying... I so need to try this thing on a armored car im currently working on...
  11. Theres a very good reason that thing never left the drawing board... That said, germans at least had imagination during the war, 1500t tanks, hypersonic bombers, flying wings (that actually flew), manned guided missiles, ect...
  12. messin around with DLC stuff, after trying for quite a while to make mechs (and failing), i decided to try the other major aspect of the DLC, planes. A really bad coaxial FW190ish thing that handles like a dead cow strapped to a barn door, and unable to break 70m/s in level flight (those engines are really really neat, but dont come close to the performance and capabilities of the old styled bearings which can easily break 200m/s). Ofc dissapointed with performance, i tried to refit it with a conventional bearing, and well it kept exploding on the launchpad (i prolly should not have stuck 30 reaction wheels into it but i wanted performance to be through the roof). Guess what, i failed hard at that as well, and eventually ended up making something that super vaguely resembles a HL2 alien gunship. Given that thing should NEVER be flyable as the engine is mounted on the arss (aparently the art designers for that game never heard of physics, alien tech or not), it actually handles quite well and can shoot pretty well too (managed to nail a building from a considerable altitude). And yeah, after firing the last bit of ammo something exploded (no idea why, prolly recoil/missile engine damage), and the thing flipped upside down and well you know what happened next...
  13. Ive been having alot of trouble with the new "airplanes" we can make from the motors, and the best ive managed was ~50m/s in air which is pathetic for a propeller plane (counter rotating 16 blades). Helis work pretty well (as does anything with very widely spaced blades, but super compact props are just not gonna happen with the DLC (although i will say it makes far superior rovers that can go like 200m/s with big enough wheels). Guess its back to experimenting with reaction wheels, i actually made one that was just barely capable of 250m/s, and im pretty sure i could go more then that if i was willing to sacrifice form factor. Although i understand why the 2.5m ones are best (.6energy to 30 torque), i refuse to use those as it makes my planes look like crap (and i dont make very large planes so more then 1.25m is a no go).
  14. Guess im lucky to never have gotten reliant on autostrutting anything (except launch stages on rockets cause i cant be bothered to use normal struts on something i will see exactly 2 minutes before its jettisioned from payload). Still, i can see how this is a problem for very complex planes, albeit, im pretty sure i prefer the 1.7 version of that plane, the wobbliness is way more "kerbal".
  15. well this is how you do it (for those that are thusfar unaware of it): click node you want to edit click on the "value" box (pic above says 0) type 3, then 0 which will make that value be 30 degrees finally when you are done hit enter and the node moves. This works for both value, and for time node is set at. Its a bit time consuming to make truly good anims with this thing (id love to be able to enlarge the draggy editor so i can actually make minor adjustments without entering numbers more accurately, but at least there are options to the new animations for those that need specific angles. Now the only thing i need to do is figure out a way to animate a mech's legs as to not fall off, not fail to lift the mech up, and stay within actuator limitations with regards to movement speed limitation (really SQUAD, you had to cap it at 180deg/s, no idea how ill make a mech go over 50m/s...
  16. I second this, its almost impossible to make super precision movements (which isnt a big deal with 2 servos per leg, but is a huge problem when you are trying to sync alot of servos at the same time). This is just 1 leg (it should be pretty damn obvious what this is going to go into, center of 3 per side), and it has 3 joints in it, and ive yet to get the bottom piece to move perfectly straight along the ground as its very very hard to sync the 3 pieces without being able to add precise numbers to the animation setup thing. I really like this DLC (and its so worth getting if you are evern remotely interested in mechs, helicopters, or even robotic arms), but it would be very nice to have some more advanced options for those of us that want to make some more complex things. As it stands, not sure if ill ever be able to make the spider from wild wild west as that thing has like 5 joints PER EACH leg and 8 legs (not to mention the fact that id need to make different sequences for different slopes and a head animation). Actually nevermind, i just found out you can click on the bottom right values in the animation editor to force a key to go to a certain value. very VERY useful feature that until now i wasnt aware existed...
  17. Well, im quite happy with it sofar, even though ive yet to make anything walk properly without falling over itself or just exploding. Heck, even the ground stuff is pretty neat and while i only play sandbox mode, being able to deploy the ground experiments makes land facilities look way more alive and immersive . Now back to attempting to make a working battlemech (and after a simple 2 legger stops falling on its arss, ill try my best at making the spider walker tank thing from wild west).
  18. I agree, i just checked a few old ships i have hanging around from the old days (when ships tended to be alot heavier in the 1st place), and ive come to the conclusion that the most we can reasonably fight with (without making everyone use straight dreadnoughts) is ~1000 tons for ~10 ships, or ~100 tons per ship. This is fairly fair since it allows one to have variety, but restricts anyone from spamming excessively heavy vessels during the fight. 90% of ships fall between 40 and 200t, and 1000 is a good number as it makes you pick and choose what you want, ~10 average warships, or perhaps 2-3 very heavys with the rest as starfighters or very light support craft. That and vessels need to be hard limited to a absolute maximum of 10 per person, any more and the fights will be so drawn out itll be doubtful that anyone has the time to finish them. Id even suggest something akin to no more then half your fleet can be any single vessel (or a variant of a single vessel) just so that we dont end up getting into the most mindnumbingly lame battle possible (who wants to kill 10 of the exact same thing over and over). Finally, which im personally ok either way, i would like to see some sort of limit of how many ships (of the 10ish max) are allowed to carry weapons over 1.25m. 1.25m is the sweet spot for capital ships since you can actually defend against at least 1-2, while a 2.5m warhead may as well be the equivalent of ramming the enemy with a unarmed vessel thats mostly autokilling the target (most of those things are over 30t, and personally i dont consider anything over 20t a weapon since its basically a scaled down warship at that point just with nothing but engines, fuel and a warhead instead of weapons of its own). Perhaps allow 2 superships (which can use any weapon period), but limit the rest to 1.25m and limit starfighters to 0.6m (as its really not very fun to face a fighter that is almost 100% guaranteed to kill your much larger and much heavier capital ships). Other then that, im defenetely in (provided you guys are ok with me being around not every single day). Just fixed my aurora (which is a beautiful sight imo) and ive started on a redesigned regulator (which i plan to make into a assault carrier and will probably just not arm it since we dont want carriers acting as normal warships). So pretty.... Only thing i still am not a fan of is how far the SRMs stick out of the front, but there was no way to more the nose gun backwards without compromising something or making it look even worse then it does now. Armed with 2SRM-4 (generic), 4 kinetic drone (anti-fighter), and 4 G9s heavy torpedoes (anti-ship/ground). Its not crazy well armed for a ship of its weight, but i sorta cared more about its looks then its guns\ and there was no way to add any more heavy ordinance without making it look like garbage (not that the aurora-I was that bad, but its entire load of G9s was bolted onto the bottom and sides and stood out like a sore thumb, and it carried way too many drones which id never realistically use before the ship either killed everything in sight or was shot apart). And its actually got a armored bridge in the nose (not that id want to be inside that easily crumpled tin can like at all if the ship is being shot at). And as usual, after a minor redesign of the G9 (hence the G9s or small), its still plenty lethal and finally fits in a mk2 weapons bay. This is whats left of a CV-4 supercarrier after 2 direct hits (1st shot took out some armor panels, fuel, and 2 of the bridges, 2nd shot cut it in half).
  19. Well since i had nothing better to do (after my legs almost fell off doing like 100km on a bicycle saturday) i managed to finish my aurora-II class. Fairly solid ship, and what i like most of all is that 90% of its firepower is mounted internally which makes it look sleeker from outside (and even the nose SRM-4s look alright imo). Fairly survivable, but not quite as solid as the nebula class purely because i took some liberties with the internals to allow for more hardpoints and cut down its already insane part count of ~400 (only way to make it truly well armored is to ditch all 4 of those internally mounted G9 torps and add extra components to it). Ive managed to kill it a few times already, but considering its more or a gunbag then a tank, i think i can live with its current survivability. Ofc the only thing i need to fix on this ship is the drones jamming up inside it. Right now its got the hardpoints to bring 4 drones or 4 LRMs easy, but no way to get them in our out of the ship without it being already shot apart partially (which is not how i intend the weapons to be deployed, post being shot at). So yeah, now i have a grand total of 4 combat worthy ships (that are actually semi competitive, if im going for my non competitive designs i have like a dozen or so), 1 of which i need to redesign as its excessively clippy (i dont mind clipping, but i really really try to avoid "unrealistic" clipping like the tri-fighter's fuel supply which is 12 tanks in the space for 6). But yeah, if we get 8000000 tons, i might as well bring a venator replica to the table, its worthless in combat, but it has over 1500 parts and has the most decked out interior ive ever managed to create (seats like 100 kerbins in it, and thats only those in command chairs).
  20. Im assuming this is a typo... Thats a grand total of 25806 nebula-II class frigates :D... In pretty sure noone even has enough ammo to fight that many of them, and with the armor layout you can forget about 1 shotting them with any reliability (unless we are talking about larger then 1.25m weapons). Vast majority of vessels people make would be up to ~200t, i dont think ive even seen anything above that, and with 200t ships you are still looking at 8000 ships per team (which is beyond unreasonable). Not trying to force you to change rules or anything, but id suggest something a bit closer to reality which would be maybee up to 500t, and probably a 10 ship limit (so you dont see anyone deploy 100s of tiny starfighters which would win purely by making enemy run out of ammo). Based on past experience, 5-15t is a fighter, 30-40 is a support ship (corvette/very weak frigate), 50-100 is where most true warships fit into (at least all of mine do), and occasionally you get a dreadnought or some monstrosity that gets upwards of 150-200t, but even then its very rare to see such weights. This is pretty much my mainstream vessel which is by a longshot the most efficient and practical thing ive ever made in KSP in regards to warships. It weighs 62t with full armarment (can get it to 70 with a double load of G9 torpedoes). Armed with 4 SRM-4s, 2 kinetic drones, and 2 G9 medium torpedoes (1.25m), which is not overkill but provides good variety to engage any target and enough punch to kill almost anything that isnt a dreadnought. Has 3 nukes for its engines providing very good range (over 2500 with weapons), and the compartmentalized design makes it very very hard to knock them all out with a single shot (yeah its really not hard to deengine it with multiple hits to rear, but that seems to be an issue for 95% of ships ive seen in KSP so its not like i can do anything unless i want to be cheaty and put stupid amounts of vernors inside it or something to be a backup engine). The fuel system is a tad clippy (i have 3 fuel tanks per engine), but like all my ships, i maintain it to a reasonable amount (those fuel tanks could fit in the mk2 bay easily, just like the mk2 fuel tanks take up way too much volume for their fuel capacities). Still, wish i could participate, but i just have almost 0 freetime these days (55hr work weeks suck arss even if i get payed through the roof). So yeah, unless you guys are willing to be super ultra patient with me (in which case ill join as i havent done a battle on here is forever and itd be cool to relive the glory days of KSP), no go since id only have time on weekends to do anything realistically (and would still need a bit of time to finish my aurora-II destroyer which is coming along well and turning out to be a damn beautiful ship, just needs a bit more work to finalize it and arm the sucker, afterall, i cant battle with just 3 good ships, 1 of which is a starfighter and weighs nothing).
  21. I dont get why there is so much complaining about DLC existing. Yes i agree with many here that making history could have been much better. From my perspective the only thing cool in it was a handful of parts (namely structural panels and tubes which i can get in like 4 different mods anyway and at larger sizes), and the launch sites (doesnt really make or break teh game, but its actually kinda fun launching stuff from that northern site because its not exactly in plane that youd expect to launch from). Other then that, mission builder seems to be a complete failure especially considering community challenges which are more or less teh same exact thing mission builder could do without the ability to script in mission failures (arguably not a very useful feature anyways). It was a good concept, but given that its paywalled (so you cant share the missions with everyone unlike community challenges), and has no career links (not that i play career but itd actually be neat to make the 2 connected), its sorta meh. As for this DLC, the robotics alone, assuming they are not super kraken inducing, are well worth getting the DLC imo, and the rest is just nice extras which will be neat and hopefully can be used to give the rather lackluster landscape something to do. Now if only they shipped some texture revamp of the planets to go along with this, and itll be perfect for everyone (the last thing stock desprately needs is a land retexture, the textures are both low res and extremely tiley on many planets (Eve, Gilly probably the worst 2 that ive been to recently). So yeah, even if its not perfect, im so getting this DLC to both support the devs (which are still trying to improve the base game) and to get my hands on some battlemech and tank parts (stock turrets, stock legs/arms, and well we already have stock weapons so i got all that covered).
  22. I dont really build much of anything for kerbin these days, but i have made my share of flying buildings capable of landing on planets. Was a bit lazy when i launched this and had it preassembled (each module is technically designed to deploy itself or be skycraned down), i can always detach modules and or add more modules as needed atop the 2 currently on the base This is far from my only building that is self landing (with a parachute module it could theoretically land on kerbin too), but its one i finished this weekend. While most people build their ground bases and then attach em together horizontally via docking ports on the sides, for some reason i prefer vertical stacking, more challenging to land it, but easier to attach together. And yeah, nomatter how bad this is with regards to part count, i always like to make my own 100% custom interior for my bases, beats the subpar IVAs the game ships with (only mod that ive seen with truly amazing IVAs is the spacestation pack with those centrifuges in it, and even that doesnt come close to the coolness of custom IVAs).
  23. Just go into the full parst view (same screen as subassemblies) and search parts by category you want (such as tier). They will all show up there (and is where i get my oil drums from as the new tanks just dont look good when making a refinery).
  24. Honestly pretty happy with what i see sofar, especially the stock (err DLC) moving parts like hinges and rotators. I think this is going to be a no-brainer, albeit i will still wait until a bit post release as its doubtful there wont be gamebreaking bugs with something far more complex then fairings (the making history ones are still not shielding from aero fx last i checked, missing glow on MH engines, ect). The sapcesuit actually looks cool (although i do wish it was black with glowy stripes instead of colored with glowy stripes), and the ground science parst look decent as well. Also, while not really a good/bad thing, i do like that there is no extra junk loaded into this DLC (cough, mission builder, cough) that purely adds extra resource requirements and doesnt enhance my own gameplay (if i want a mission i make one up in my mind and do it, not game/other people telling me what to accomplish and what rules i need to follow while doing it. I make my own KSP, and ill stick to that. I have NEVER played career or science mode seriously since i got this thing well before that was released and yes i still do missions on my own which are limited to certain parts/tech by choice and have defined goals. I have MH, but i only load the parts (and even then ones that i actually end up using) just as i have no way to disable the mission system (its not huge but it is a performance drain).
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