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panzer1b

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  1. well ive made some progress on my new "shatter resistant" G7g torpedoes.  Looks really janky sincce its just a bunch of girders stuck together and ive found that fuel tanks are more lethal when they impact targets sideways so i made them face that way, but i guess its function over looks for now.

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    Sofar the only AKS ship i have that can mount them is the Nebula class frigate (it has fully exposed torpedo tubes so no length limitations), but im hoping to make a few changes so that at least the Dimension class cruiser can mount these things (in theory if i rearrange its interior it should fit as-is).  So yeah, aside from length issue, its about comparable lethality and part count to the older G7f (5 more parts mostly due to addition of 4 vernors for precision targeting and a SAS guadance thing as i couldnt fit a large probe core so i had to augment the aim at target feature to the smaller probe).  Unlike the G7f, it doesnt shatter half the time and result in 0 damage (shatters 10-30% of the time depending on what armor style i hit and how high part count ship i hit since more parts = more lag which makes things less consistent).  Im happy with it, but now to truly test how it works by setting up an actual battle and not just teleport ships into orbit and have them slug it out in controlled scenarios.

  2. Well, ive FINALLY fixed the bloody memory leak lagfest that has genuinely got me to take a hiatus for the last few months...

     

    Still laggy with so many massive warships (and i just refuse to go low on parts as i cant make anything armored enough to survive squat otherwise), but at least using this mod:

    I can now play KSP without having to quit after half an hour (seems that every single time i load quicksaves or change ships or do just about anything memory would go up until it goes from ~5gig or so to over 12 at which point the game takes 2 minutes to load a simple quicksave).  Gonna hopefully get back into KSP again as the mod above seems to help enough that i can have KSP open for 2 hours straight without too much lag issues (and i can even reenable some of the QOL functions in KSP recently added that increase memory leakage like dV calcs since mod seems to just wipe mem every so often when possible to do so).

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    So yeah, my next project: make a bloody guided missile that doesnt shatter on impact against any vessel that has a smidge of armor protection as all of the previous junk seems to do.  I am almost 100% certain its the sheer amount of clipping most of my heavier weapons have, but i do need to maintain compactness or they wont fit into fully hidden bays (cant make the torps longer then a long mk-2 weapons bay).  Still, if the game doesnt lag too badly from now on (memory fix mod should do the trick) i might be able to pull something off...

     

  3. sorry about lack of updates, ive been sorta dead recently from overwork (im in a job that doesnt get any breaks virus or no virus, and 55 hours a week is utterly murdering me physically and mentally, and i still have to survive at least another year before i start looking for another job :( ), and well i just have so little time let alone energy these days for anything...

     

    Anyways, i did manage a few updates to ships, mostkly in attempt to cut part count (thats always been an issue on my end as i tend to go fairly detailed and include prolly too much ammo for any real scenario). 

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    New broadsword mk5

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    new venator upgrade (added a bridge ontop and made the bridge to hull interface somewhat closer to the movie version (its still not perfect but better now).  Parts did go up but i still have a low part bridgeless version (replaces the actual internals with just a stock bridge).

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    Not sure how the heck i managed, but i have 2 of these loaded at a time (and 1 has a tie fighter inside it for extra lag).

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    TIE replica from the newest star wars movie (that one the sith dude flew inside of, no clue what its called, assuming some sort of tie thing).  No real use of this thing, just made it cause i could (it BARELY fits in the venator, and you need to actually slam into the door to get it through as itll get stuck if you go too slow).

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    New HK-IIS model of Tri-Fighter.  Less sleek then the older models, but i sorts wanted to make it as compact as possible while still having the armor/firepower/range of the previous model.  less parts too not that that matters miuch as 90% of the parts come from the weapons, but its still nice to have less parts period.

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    Not sure if you have any real use for civilian structures, this is the AKS type-I shipyard model with a docking module about to be connected (that shipyard has no docking ports on it as i made it ages ago and sorta keep it as it was to simulate weaknesses in tech from ages ago).  You cant see it well, but it has 2 full interior rooms connected by a walkway made of crew modules (one of the internal spaces you can just see the slit (partway open cargo bay).

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    different style shipyard (also AKS model).

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    More AKS crap, HK-II phantom stealth fighter (internally mounted guns and pure ion drive), and behind it a spy station thats currently in low jool orbit.

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    New SK-IV DImension-V, aside from slightly sleeker look, its got way more optimal guns, less SRMs (too many parts on those and arguably not very useful in a fight anyway unless you bring 100 parts worth of ammo), 2 more heavy torps, and 1 more drone.  Also made the forward firing SRMs actually look cool as they are in a shrouded turret like thing that just looks really way better then having them strapped undeneath in a lame rectangular box.

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    Bridge of said ship, i have a bridgleless version which gets rid of this somewhat part count heavy thing (its around 20ish parts ontop of the base model), but it cant be beat from a cinematic standpoint if you want to make the ship feel like its actually manned and not just a boring stock pod.

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    More civilian crap, AKS Skytower on duna.  yeah, i totally didnt steal the look from HL2 citadel whatsoever....

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    Mass effect replica, albeit is tiny scale (this would be like 2 orders of magnitide larger if i scaled it to a starfighter).  Pirate outpost in my game, not sure if random stations are something you need though.

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    Another pirate station, this one is much smaller and has a small shipyard attached to the side.

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    One of the many generic refineries i have sitting around that i recently refurbished and made work in game.

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    AKS vertical stack base on Duna.  Doors animated, and it has full mining+IRSU capability albeit slow as its a single drill.

     

     

    So yeah, i got quite a bit of random crap if you are interested, just tell me which ones you want and i can upload just those (if you still need random crafts).  Cant be bothered to upload everything i have as there is too many ships (and i need to make export friendly models with at least the purely asthetic parts stripped off), but they are here if you want them...

  4. although i am a fan of "creative" anti-piracy concepts, in practice all anti-piracy stuff requires verifying its not pirated, and thus required DRM which is one thing i absolutely hate in anything that isnt pretty much exclusively multiplayer (which has to be connected to net anyways so who cares). 

     

    I really love the fact that KSP is one of those games that ican buy legit and just use how i want, copy it to different drives, keep old versions around, mod the living crap out of it if feel like it, ect.  That is unlike many other great games, all of the DRM ones ofc i had to install hax for since i refuse to be forced to connect to the internet when playing non internet games (good example would be steam stuff, i have quite a few SP only steam games which i have no desire to run steam during gameplay even though i own them all legit, i dont support or do piracy, but i also wont have my SP games require internet to run).  As for stuff like serials, well i dont really care aslomng as it doesnt require internet, besides being spotty connection where i live, id rather not have anything phoning home as im somewhat a privacy nut (theres a reason i have all 3 of my firewalls set to block KSP from connecting to anything as i dont agree to analytics spyware, and since its singleplayer only i dont see the harm in blocking all connections).

     

    That, and DRM doesnt even work, pretty sure that every game out there has been pirated by someone and im pretty sure that 99% of pirates would just never play the game had there not been a pirated version available (most are likely kids with no income)...

  5. Well found my old craft repository (when cleaning my HDD from various crap), and i then spend a bit of time revamping my old crafts. 

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    Made a really sloppy suit texture to fit AKS faction (stock lacked anything  blacking/greyish (and the hexagon patten adds some variety.  Wish we could have edited the normal map (and even moreso the glow stripe locations), but i did what i could without that ability...

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    This thing brings back memories, my attempt at making a HL2 styled citadel thing...

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    Not really old or anything but i installed a stripped version or restock (that works in 1.10, just had to ditch anything that required the plugin which wasnt updated correctly), and well made a few adjustments to my Dimension cruiser (the bridge actually looks right with those truss styled panels thanks to restock).

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    Now dis is a bridge, no more boring stock command pods, custom internals ftw.  Vaguely based on normandy bridge, commander sits on elevated platform in the back, and the rest of the crew are in side seats to operate the various subsystems.  Pilots are spread out and sit in 3 separate bridges for maximum redundancy (not that its all that essential given the armor plating).

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    Relaunched Omega station as the old one exploded itself for some reason when i brought a ship into load range.  Not really sure what the hell i did differently (same method of setting up the asteroid field around the station), but this time it doesnt seem as explody.

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    Spend a good 30 minutes shifting this thing's orbit (with 1 spark engine) as it somehow got flinged out of kerbin by a mun encounter (i dont even entirely know how something that didnt intersect the Mun's orbit could get gravity asisted, perhaps i left it too close to the mun and it eventually got caught but it).

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    Attempted to land a tank at this facility to defend it, misjudged dV requirements for 20t, and it exploded horribly in a crater nearby

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    And finally deployed a refinery to Duna orbit ready for landing the next time i load up the game...

     

    All in all, got quite a ton of stuff done in KSP given the weather is garbage and i cant even leave my room since its the only room with AC in it and its 34 effin degrees outside :(

  6. Well its been a very long while since i checked up on my mod from ages ago, and while i cant make any promises, i think i might look at updating this a bit as i have a few ideas to try and KSP seems to have improved in preformance enough to at least consider adding a few more optional extras (and probably reenabling things like moho ablation layer, some disabled ground fx like the super thin dust i used to have on the mun but got rid of it as its was super light and didnt stand out enough to justify performance at that time.

     

    Anyways, no promises whatsoever on my end, but i think ill give it a go sooner or later especially with KSP2 likely delayed to at least a year or 2 into the future (and the world falling apart around us in the meantime)...

  7. Well, did some digging around with settings and mods and such as ive finally narrowed down where the stinking memory leak was coming from that ive been dealing with for the last few weeks and its not scatterer actually as i suspected before.  Turns out the delta-V calculation thing not only eats the crap out of performance, but also leaks memory like mad especially in teh SPH/VAB scenes and with alot of staging and such (or at least i think its whats causing it).  Killed it using the setting.cfg file and my game finally runs like it should, still laggy with 1000 part ships, but at least its not unbearably slow, and the game runs very nicely with sub 600 part ships solong as you dont bring more then 3 of them within load range in which case it lags like mad again...

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    The game just looks so pretty with scatterer+sifive mods both actively enabled, especially sunsets, and honestly, given that im able to run whatever settinsg i want for clouds/particles, i think ill never want stock clouds as id need to still mod the game to get them to look now i want them to.

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    So yeah, after that last completely unconclusive battle i did, i ended up working on logistics to return the Dimension class cruiser into something resembling fighting shape after bringing it to pirate outpost Alpha, and immediately found a huge ton of flaws in it.  Apparently the place i put the starboard and port observatorys just slightly clipped into the torpedoes making it impossible to reload said torpedoes, so i was forced to (at least until i get the ship to a proper shipyard) shove all 4 extra torpedoes into the rear hangar bay alongside a random starfighter the pirates at Alpha happened to have.  Ofc due to my incompetence at orbital maneuvering with ions (wasnt patient enough to do the burn in multiple shots so i lost almost all oberth effect benefits) the fighter is left with ~150 dV in its ion drive.

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    So yeah, thats what the hangar looks like full of starfighters, torpedoes, and even extra reload of SRMs since half the frontal cannon was shot off previously and only 1 hardpoint was left.  Still, you can see how absolutely massive that hangar is, easily comparable to a fully dedicated carrier akin to macey dean's spiritwolf style (except its on a ship that can actually fight and take hits without any fighters if need be).  Honestly, if i truly shoved them in there tightly, i could probably fit 2 more full squadrons (6 total) of droid starfighters in there if i removed the torpedoes temporarily to make room to let them fly in and dock under/over the torps.  After i fix the reloading torpedoes into their poroper place issue and add maybee a few more reaction wheels (this thing takes forever to turn around without vernors and those eat too much fuel to use outside of final docking sequence), itll truly be my best warship in KSP.

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    Ohh, and i finished rearanging a few things on a base i had on the mun a while ago, fixed the lack of IRSU cooling systems (i always seem to forget to add radiators to those things and then have to relaunch either the original craft or launch a addon to the craft which will add radiator cooling).

  8. Well, since i havent been to moho in ages (literally the only time ive been there was during the time i made a ship to explore every planet and never really bothered since), tried the new mission we have in the game.  I also found what was causing my horrendous memory leakage, and as much as i love the mod, i just had to ditch scatterer as i cant have KSP eating 16 gigs of ram and stuttering like mad when running bone stock (except EVE ofc as i cant give both scatterer and EVE up, and EVE doesnt seem to be as bad).

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    Immediately found a bug in the new patch, missing heat animation for the maimnsail engine (seriously, it worked fine last update).

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    Moho looks pretty cool though, even if im still unable to have proper working volcanoes (i really wish we had something akin to mustafar in the game visuals wise, full on volcano planet)...

     

    And ofc, lateron, i went back to what i usually like doing in KSP, making capital ships and having space battles:

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    So for the first time i actually brought the newest mark-5 Broadsword into a real fight, as its armor proved effective in trial runs.  I rather like this variant, way better armor then previous iterations, actually ok range of ~1800dV (without having to constantly shift fuel around like teh mark-4s), and really the only issue it still has is subpar firepower (which isnt that big a deal as the ship was always designed to take hits and ram if needed with its very heavily reinforced front rather then shoot things.  While not a full replica, heavily inspired by one of the human ships in halo (no idea what the name is, just saw a random picture online and thought it looked neat).

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    And my newest creation, the mark-3 warhammer class.  Sorta experimental, and my 1st attempt at a warhammer that doesnt require 800 bloody parts.  Came out farily decent, lost some offensive capabilities over its predecessors but gained superior armor protection, range (1700ish, way better then the sub 1000 of the 1st model), and i much prefer the look of this one over the last.  Basically a cross between 3 ships, BC-304 overall hull layout with hangars, the hammer like shaped front off asgard ships (also stargate), and bridge off my super old 1100 part venator replica from like 5 years ago (its useless for anything but i liked the way i did the bridge on it and it fit this ship nicely).  Honestly, its the 1st variant i truly like, since its only 520 parts (which is decent given its size), has weapons that BCorp would normally use in universe (and they arent even all that weak either), and its quite agile for its size if im willing to eat a bit of fuel for vernors.

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    Sent the 2 against the newest model of the AKS Dimension class, which is byfar my favorite ship ive ever made in KSP.  The 5th gen model cuts parts, adds better weapons (more heavy torps, less SRMs which not only eat parts like crazy but are vastly inferior to the heavy torps not to mention short range only), ups the armor quality and gives the crew a genuine customized bridge.  Not the best screenie to show bridge, but you can sorta make out the 2 kerbals manning their stations (bridge seats a total of 5).  It does have its share of issues (probably worst is the insane mass making even vernors take time to angle it at enemy), but it works and it looks amazing imo.

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    I dont get why explosions are so bugged in KSP, every time i smack a torpedo into something the camera gets all screwy and the explosion seems to spread out over a huge distance (and i have to quickly hit the change craft button or itll get me stuck in F3 view).

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    While i did make this thing to be armoed, i sure didnt expect 2 torpedoes to do negligible damage to it...

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    View of underside, showing the torpedo bays which originally were made with the intent of putting anti-ground weapons in em, but there was not enough space to mount ship-ship torps and i didnt want to use fighter bays for that purpose (and mounting torps on the utside of the hull just looks stupid even if it makes alot of sense in space).

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    These torps worked better then i expected (especially since this is the 1st time i ever fired them at a target), hits hard enough to obliterate the Dimension's forward SRM battery and destroy the starboard center engine (which sorta sucks as it makes it much harder to fly straight with assymetric thrust).  Still, even with that damage, the hull itself is fully intact and untouched (i checked the internals and only thing that was destroyed in there was 2 more fuel tanks which it can fly without).

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    3rd torp neuters the Broadsword, even though the ship is still alive (and not 1 of the well protected crew died), its basically out of the fight with the entire weapons array shot off.

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    And the exact same thing seemingly happened to the Warhammer, 1 lucky torpedo hit obliterated the front section which happened to house all the guns.  Although i dont like this plan, i think ill move at least the 2 torpedo bays to the rear as its too easy to have everything shot off simultaneously.

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    And finally, despite doing some damage, the fight was a draw, the Dimension was out of anti-ship ammo (still had 2 anti-fighter weapons which are useless against any capital), and BCorp's ships head home to repair at their Mun shipyard somewhat dissapointed in the result...

  9. Well was in the mood to make asteroid field for a dogfight, got a bit distracted and well ended up making a bit more complex stuff...

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    Launched stupidly long rocket housing my "asteroid field assembly kit", just a fancy name for a bunch of dual sided klaws with offset tool abuse making the klaws essentially float some distance away from each other. 

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    it does require upping the offest limit in fine mode to make this, but its 100% stock and about the ONLY way i know of to assembly something vaguely resembling asteroid field (that wont drift away later or anything).  So yeah, i started with a class E that i miraculously managed to drag into kerbin orbit (had 50dV left in a supertanker afterwards)...

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    And ofc i launched a station to add under the main asteroid.

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    Heres a shot of the WIP asteroid field as it is right now.  Its a hair buggy (and you can see the assembly kit attached to 1 of the potatoes) but it doesnt actually shake itself apart which is nice.

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    Docking was super easy as i put on more then enough vernors to make a massive 300 part station (not sure why i even launched it 1 shot instead of assembling on site) rather agile (actually quite used to such sluggish moveent after flying so many battlecruisers all of whih i tend to skimp on RCS).

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    The interior came out nice, very low on parts but still making the station actually feel like its more then just a bunch of crew containers.  The 2 creweable sections are the doughnuts made of MK-3 bays.  Bottom section is darker (as the red lights dont reach that high), top section is blindingly right so not sure if the kerbals will be very happy in that one...).

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    The look is a completely original idea /sarcasm :)...

  10. And another iteration of my alltine favorite ship in KSP (which is inspired by one of if not my favorite warship in any scifi movie), pretty sure im on my 20th or so version of this thing which has made huge progress from the original...

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    This is the original super old replica providence.  Laggy, high parts, unpractical weapons layout (albeit authentic to replica as the real one was mmostly broadside cannons despite being in like um space which makes no sense at all).  That and way too bloody small, even for chibi scale that i normally build capital ships in, it so small it wont even fit mhy smallest starfighters, only works with unmanned droids (none of which are even star wars replicas as they are all too big to fit in here)

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    So yeah, this version is absolutely massive (for a sub 500 part bone stock warship), hangar fits up to 10 vulture droid replicas (or like 30 berserker class droid starfighters if i could stomach the lag).  Like the last few models, uses 7 engines for extra excessive redundancy (it is literally impossible to neuter this thing in less then 3 very solid hits period, you can 1 shot it with extreme luck, but not disable).  Weaposn are also spread out, anti-fighter drones are in the back, heavy torps are in the middle, and SRMs are on the nose.  That and its armor is absurdly powerful for a stock ship thanks to MK2 bays as its outer hull, making it very hard for even the strongest torpedo to do solid damage (and its basically immune to anything but multiple well aimed SRM salvos).

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    I also ditched the iconic but also unpractical broadsiding capability from lik all the other variants.  Aside from eating insane part count to pull it off and not really needing to carry 24-32 SRMs when a single well aimed torpedo is arguably more lethal, there just isnt any good reason both IRL and in KSP to broadside with warships (beisides ofc being "cinematic" as it is a rather cool way to see ships slug it out).  So yeah, i armed with the Aurora class's payload which seems to be a good combination of heavy and light weapons, 8 SRMs on the front (in a mount i actually like the look of unlike the crappy looking underslung rectangular pod or fully exposed weapons of the older models), 4 heavy torps (up to 8 total if i dont carry starfighters), and 2 anti-fighter drones (8 without starfighters). 

  11. Not bad, albeit missing my 2nd favorite ship out of the whole star wars universe

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    Laggy as hell (when carrying any extras like starfighters or ammo reloads), but it flies, looks about as close to the real one as i could make without requiring over 700 parts.  I really cant use it much in a real fight (im working on a truly low part count version of it, but even if i ditch all the little details like the top doors (which use BG DLC parts to actually move as the real one did in multiple segments), and the guns (which eat quite a few parts), its still a ton just to get the hull right and keep it big enough scale to fit at least 2-3 smaller starfighters.

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    At least you got my favorite one in your set, albeit a little less detailed then my own variations....

  12. Anyone know how big the comets will be?  I already have a rather overkill supertanker that doubles up as a class-E tug, but im wondering if i shoud make something even bigger or just reuse what aint broke if the comets will be similar mass?  Sorta doesnt look too big from the picture, but no idea what the size variation would be...

  13. I know its not a popular opinion, but i prefer it as a variant as we already have more then enough engines in the game and minor stats tweaks wouldnt really justify its existence.  If we need more engines, there are plenty of mods that provide so many engines to give you a 10 page list in game.  That and at this point the only thing i feel the devs should be adding with regards to new engines are things that dont just do something another engine already does.  A larger or smaller NTR would be useful, large ion, maybee even a 2.5m rapier (this honestly just to cut down part counts on the huge SSTOs people make), but as it stands, we have enough 0.6-3.75m engines burning LFO to choose from and all of them besides the wolf have more or less identical ISP between 300 and 350 (which isnt really a big enough difference to matter in most cases when compared to NTRs).  Maybee im just biased against LFO, maybee its because i tend to make more capital ships then anything (and on something that has a 100t dry mass i need every bit of ISP i can get), maybee i just dont make enough small scale ships where NTRs arent viable, but i still feel that adding more of them doesnt really serve that much purpose (besides asthetic considerations ofc as was teh case with alot of MH engines).

    I can say the same thing on the MH kodiak engine too its a hair different but for all intents and purposes a reskin of the reliant (which i like the look of but dont use much as i dont use reliants like at all since NTRs are the only truly practical deep space engine in stock, and i just dont make any rockets that are small enough to justify the 1.25m engines with the exception of the vector which is mostly used as a booster engine when a rhino or the massive quadruple one doesnt quite cut it but i dont want side boosters).  Same with the mainsail vs the F1 analog.  Still, it makes some sense to have it a separate part so that the game can differentiate between DLC and non DLC engine somehow.

    Anyways, what i really would like is a compact model (say old poodle form factor) of thie engine to fit as a drop-in replacement on ships that used the old poodle model (without having to extend the arss or anything like dat).  That and assuming it can be done in a resource efficient way, id also like to have a part variant that uses the legacy engine 3d model/texture just for those nostalgia ships (and anything thats a pirate craft as the new cleaner engines dont fit on those at all).  Same with 2.5m fuel tanks, give me back my refinery tanks (the new 2.5m tanks are ok on ships/rockets, but look like crap on refineries which actually fit the oil drum style perfectly).

  14. 18 hours ago, UomoCapra said:

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    Looks pretty good imo.  I like the new parts as they deviate from the rather dull and overused cylindrical everything (i totally understand why real rockets are that way as its a structurally strong shape, but no scifi movie i recall actually had starships that were cylinders in their entireity, not even the more organic looking ships were truly cylindrical).  Im still not 100% sure what ill be using them for, but at the least ill probably integrate them into some sort of low part count bridge design (very hard to make a good looking bridge right now without eating alot of parts into it as i need to use wings or structural panels to build it out of).

    The comets seem cool, hopefully they will be movable like asteroids as i totally want to make a starbase out of a comet and obviously move it somewhere genuinely useful like orbit around a planet or so).

    6iUBL1k.png

    Flags are also neat, nnot really gamechanging, but defenetely improvement to immersion when i cab finally properly label my different faction's warships and not rely on the tiny and awkwardly places flags on command pods (which are often at least partially clipped into the hull anyways), or relying on that huge tail wing thing with a built in flag decal (ive used those on a few ships, but with 1 exception (where it just fit perfect as a component of the ship), they tend to look out of place and forced on most ships that arent like SSTOs or aircrafts.

     

     

    As for the tiny grabber, thats something that seriously makes the game massively better.  It will make my parasite fighters much easier to build as previously i literally had to build them around the standard klaw which looked awkward and had to be clipped excessively to get anything useful out of.  Now it means i can more or less build a starfighter i like the look of in of its own, and slap a mini-klaw on afterwards (itll still require some though as to how it fits on, but its smaller so i can always stick it on different directions and such.

    HYmD4MS.png

    0IMnUVi.png

    I managed not all that badly up to now, but it still just looks really awkward having rthat massive bulge sticking out of the bottom just to make the fighter capable of landing on the surface of a capital ship and not be 100% reliant on assault carriers (or even the unarmored unarmed dedicated carriers which i dont really use much anymore as they are useless in any sort of fights).  Also a bit unrelated, but since we get a better texture for the klaw, can we also have the old one updated at least with the white texture or even the whole model.  Its not a genuinely bad looking part, but its aged quite a bit from its release and could use a bit of a polish.

     

    Fairings look alright, hopefully they fixed the horrendous texture (missing mipmaps) and normal map (flipped so one side sticks out and other side sticks in) bugs associated with these.

    MPvLEWU.png

    9KpjGTE.png

    These are from a post a while ago, no idea if anyone noticed (or even bothered to care), but this bug alone is why i really avoid fairings as they look extremely janky and its very very difficult to not notice especially on the white/BW models which feature much ore distinct normal maps, but even the orange one is dead obvious when zoomed in closer).  Ill have to see what they release to determine if i still need to keep deleting the normal map and using flat parts as i cant stand this bug (which is also present in restock btw as it reuses the model from the base game).

     

    Now what i really like are the new shiny round tanks, obviously inspired by/stolen from restock mod, but i like these better (assuming the normals arent messed up or something) as they have those dark lines dividing segments unlike restock's models which lack them.

    Strut varianst are welcome, but i still wish they redid the awful 3d model of the bases which often needs to be rotated to align with the part its mated to (unless the parts are parallel, one side will be at weird angle.  I suggest making the base a circular shape (like the place anywhere sinle RCS thruster or similar) so that nomatter the orientation it doesnt ever look out of place or weird (and lets face it, even if they choose a square end it could look much prettier then the terrible 3d model we have now).  Fuel lines arent too bad imo though, and they may as well keep it a similar shape to the dump valve.

    Engine looks nice, and i welcome a asthetic taste choice to the poodle (i do actually like the dual engine we have now, but the choice to use this model even if its identical stats is cool.

    SRB seems to be updated, nothing really special about it but at least fits the rest.  Ans the new texture for the 2.5m tanks ill have to see in game as ive not really been very impressed with the 2.5m revamp (i mean in some ways i even miss the oil drum textures which looked amazing in refineries, now i ned to use the ore tanks for asthetics in refineries as the 2.5m tank doesnt fit whatsoever in that environment.  THe grey looks like it might let me use them now, so ill have to see.

     

    Anyways, looks to be a decent update (assuming it doesnt break every mod im running like a few have as thats always annoying to deal with). 

  15. I do like the fact we finally get flags that can be applied everywhere.  Hopefully we get the bug patched where the flags dont get shadows applied making them full brightness even when occluded by something else to the sun.

    Assuming it is like the robot parts, i can defenetely see a use for the extending piston thing, 6m sounds like a good distance for hangar doors on carriers...

    Also, some not round parts, not really sure if they will be very useful for my capital ships, but hey, anything that breaks up the monotomy of cylinder everything (and doesnt rquire elaborate custom shapes made up of 20+ structural panels/wings) is welcome in my book...

  16. Well, its still very much wip, but ive made some progress on my walker tank...

    7QupE5k.png

    This is what the 1st trial looked like (pathetic speed under 5m/s).

    n9TCJmx.png

    2nd test with reanimated legs (took me like 3 hours to get it actually working and not flipping itself, going waay too slowly, or otherwise sucking in some manner).

    n2Aqagk.png

    Interior is very pretty imo, too bad there is no IVA camera for command seats, that would be amazing if the devs actually gave those things ability to see from kerbal's viewoint (maybee even kept the helmet interior rendered letting you see out the glass/plastic window in front of the face).

    fz5X9LG.png

    HlGGyg8.png

    I even added side windows to it.  I genuinely like the limitations of stock with the exception of a complete lack of transparent parts (with the possible exception of a lack of squareish cross section parts as not much sci-fi makes starships have circular cross sections), we really need some bloody stock windows so that i dont have to keep on using girders/octa struts to make pseudo transparent stuff with.

    nifYo9g.png

    And this is what it turned into at least after 1 iteration of attempting a cool looking hull style (vaguely based on marauder style at least with regards to the weapon layout with the massive cannon up top).

    72tDzYo.png

    9txra9y.png

    Now all i have to do (besides cut the weight and part count of this monstrosity) is figure out a method of accurately shooting the weapons (maybee ill just stick some BDA on it and call it a day though, ill see how lazy i am this weekend)...

  17. Came back to mech design and for once ive actually made something viable, albeit slow (goes average 6m/sish on flat ground).  I will tweak the anims a bit more, but overall quite happy with it as its a chikin walker style (never was a huge fan of humanoid walkers as they look too earth, um human, inspired and not something youd find on another planet).

    YrCS5u1.png

    Really, the only reason i was able to make it work at all is i didnt start building this leg setup with the intention of going fast, just something thats relatively stable and can carry a few lighter SRMs for engaging lightly protected targets, and no thrusters as those weigh too much if you bring any more then negligible fuel, and are just aimless if you have enough fuel for a single jump that wont really help you either escape pr get into battle.  I may make a scout model lateron without armor/guns and full jumping ability, but ill see how well it works in the 1st place.  Still, the combined weight of armor and weapons will be about as much as that suspension can handle without slowing to a crawl, and i dont want to go to the larger sized servos as they are notorious for getting shot off in testing (the smaller ones are relatively difficult to actually hit with anything be it stock or BDA weaponry and are fairly easy to protect by adding some of those small circular adaptors to the sides and the legs just get some radiators or something on them.

    T9apH2c.png

    If it works well once loaded up, ill have made my 1st truly viable 2 legger since the DLC was released.  All my previous attempts failed as i obsessed over getting them to at least 20m/s on level ground, something that i think may very well be impossible for a fully armored and armed walker tank.  Guess ill just have to eat the fact that coolness comes with a lack of speed, practicality, or simplicity.  Then again, as cool as mech type walker tanks are in games and movies, there is a reason no military has seriously considered the concept as its way too complex, insanely expensive, and has dubious benefits over a tracked/wheeled vehicle which can often carry superior weapons and armor due to it purely needing not to sink into the ground under its own weight (no need to balance a tank that sits on a square base of tracks).

  18. Pirate fleet is ready for combat, preparing to engage another faction's outpost on asteroid.

    8tW4oTG.png

    Sorta put this ragtag group of ships together by overhauling some old/failed vessels from back when.  2 of these, the "Grim Reaper" (right flank) and the "Death's Embrace" (front center) are from 0.25 days (not armored at all, just a fuel tank surrounded by panels) which will likely drop instantly.  The 3rd isnt too useless, "Time's Up" (left flank) is actually the 1st ship i purpose built to carry SRMs (it was around the time i came up with the whole ibeam+sepatron weapon in a box attached to a 1.25m hardpoint).  Flagship is probably the toughest (bridge view), the "Vengeance" is a failed prototype of the Broadsword series, the mark-3 specifically.  Had high hopes for it but it got 1 shotted during trials one too many times by torpedoes that werent even my absolute strongest models, so i dumped the design but made it into a pirate warship and it sorta sucks imo as you constantly need to mess with thrust limiters and move fuel around cause its unstable, half the fuel tanks arent connected to engines, and i somehow ripped off the fuel lines during launch sequence (either attached em wrong or they genuinely broke off which wouldnt be surprising).

    XS0zv2W.png

    Theres another look from outside of Vengeance.

    0WiD5Ai.png

    Its actually fairly evenly matched, these ships outnumber the other side, but they will be facing a Dimension class cruiser which has weapons capable of 1 shotting the 1st 3, and having a good chance of 1 shotting the flagship, albeit its got a single torpedo left from its last engagement, 2 LRMs which are not reliable against anything with armor and difficult to aim due to the probe's inability to aim at target (i like the challenge and always enable the limited probe controls feature), and around half of its PAK-1M rounds left.  Itll be the 2nd battle where i test that weapon system if it doesnt get instantly shot off, 1st test was mediocre, it just doesnt do squat against heavy armor plating but will likely 1 shot the weaker junk.  Also on side B there is the "Grey Wolf", a very very very old warship i copied from macey dean's series (that 1 that got 1 shotted and didnt do squat), albeit slightly upgraded with extra 4 SRMs since 2 hammer torpedoes is pathetic ammo capacity wise), a generic shuttle i made out of the 1.8m parts (and strapped some basic spark based torps to it), and a Micro-B which is a old copy of macey dean's mosquito class including its original pathetivcally worthless vintage ant based torpedoes (those truly are useless and i sure dont expect them to do squat against any of these ships, maybee end up ramming something with it if the dimension class cruiser gets destroyed and there is nothing left to fight with).

     

    Anyways, hopefully ill do the battle sometime next week, will be too busy for KSP the next day or so...

  19. There WAS a way to get both 5 and 9 way ymmery in older versions, until it was patched out.

    hbH2K3X.png

    Solar panels and landing legs on that use 5 way symmetry, just because i wanted to both make it look more like what its based upon (LC land base from e2160), and because it just looks odd alongside the usual symmetry modes.

    If you are interested, i can easily upload a subassembly for 5 way symmetry that i use myself on one of my land bases (its a soft replica or something that has 5 legs on it, and i couldnt be bothered to manually move everything around to give it pseudo 5 way symmetry with 5 separate legs).  I havent myself used 9 way for anything, but its easy to make 9 way symmetry in older versions too so i could always custom make you assembly with it.

  20. Made another minor improvement to the Broadsword class mark 5 model...

    HdXJ0C1.png

    Newest BCorp warship, mostly to replace the worthless mark 4 which doesnt even look anything like this...

    98kqTdx.png

    Main reason for the replacement, the old one's notorious tendency to get 1 shot neutered by the G7 torpedo.  The ship served me well, but its just outdated and way too damn part count heavy too.

    1Iih8Ze.png

    Initial mark 5 version, didnt quite live up to its armor requirements (interior was terribly designed even if you cant quite tell from the screenshots.

    lxtlB8N.png

    And the same angle on the mark 5 new model, somewhat sleeker, vastly better armor (especially when taking hits from the bottom angle (it has double layered armor there which will stop most ordinance without much difficulty).

    XrU6Kqf.png

    Thats the sort of damage you normally see from a 1.25m torpedo when it actually does anything serious at all.  THis would technically be a mission kill (achilles heel of this ship is the fact that 100% of its anti-ship weapons are mounted in the nose and can be 1 shotted off), but the ship is fine otherwise and still has its secondary weapons (which would be useless against anything but a fighter)...

     

    All in all quite happy with this thing now, looks amazing, actually does what it says on the crate it comes in (namely stays alive and soaks damage well), and even has decent range (~2k dV which is far from bad for LFO engines pushing armored brick).

  21. On 3/31/2020 at 7:08 PM, IkranMakto said:

    Ignition!
    ofyTfqw.gif

    Each M-17 engine could be started or stopped independently. KAL-1000 simulates pneumatic starter - spins it slow, adds throttle for a while and then sets it to idle at 110 rpm. A small servo on the shaft creates wobble and anti-torque. Take-off RPM is 375, increasing to 395 as speed rises and could increase up to 418 on high altitude. Plane can fly on any 2 engines running

    Thats pretty damn impressive for a KSP craft...

     

    Gives me nostalgia for the days i used to play IL2 1946 like alot (i still actually play it on occasion even now despite being like over a decade old).  I remember flying those things in formation and just watching my wingmen being blown out of the sky in glorious fireballs when a bf109 decided to shoot at them (albeit the damage modeling back then was terrible so they were notorious for having 2-3 engines fully on fire and still flying due to russian bias in the earlier versions of said game).  Only saving grace of the plane (at least back in the day) was the broken turret modeling which gave those dual MG turrets on the plane aimbot like accuracy and they always gtargeted the head of the pilot flying the bf109.

     

    Makes me wonder how well that thing would work with BDA installed and a bf109 replica chasing it from behind...

  22. if you dont like orange, use EVE to edit it and add a opaque layer at low altitude (what my old mod that i dont have time to keep updating anymore did, made it have alot of black and dark colors instead of pure green).  That said, while im almost certain this is a joke, i would genuinely welcome orange jool in the game...  That said, texture aint bad at all, ill still likely use EVE/scatterer ontop of it, but it looks decent right out of the box too (be it orange or green)...

  23. Well, after a while of waiting for all my mods to be fixed (at least the critical ones like um scatterer, just finished Outpost Alpha in HKO.  Went with my old "pirate" style since its supposed to be a pirate outpost and not owned by any major faction. 

    5whdQ8v.png

    Attached to the side of a potaytoe-roid, it has plenty of access to fuel (not that pirates have access to refinery technology so they cant actually take advantage of that), and some protection against long range weapons fire (ive yet to create a weapon that can touch a asteroid, everything just instantly explodes on contact).

    7Nz6OwJ.png

    Frigate sized drydock on the side which will be useful for both manufacture and repair/refitting of vessels.

    mf5DH3w.png

    Dat sunflare looks amazing though.  had to get another flare (as scattere's default one is terribad imo), but it looks super cool (might edit the colors a tad to make it more yellowish/orangeish, but sofar its decent looking even without my own modding of the flare).

    D1cO8Ak.png

    Another shot of the drydock, showing the habitation/workshop area behind it.

    63Mm8VA.png

    Main entrance, used combo of green/blue lights to make it stand out from the rest of the station (and it looks more piraty since there is no flat out color scheme on the facility, but rather a combo of yellows reds greens and blues).

    9nZjMJW.png

    And finally the internals, lots of random command seats for the kerbals to sit in and make it look more alive (its not that many extra parts and it really looks cooler to see exposed kerbals rather then sticking em all in the containers.

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