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Naval Artillery System


JustZach

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I like the Fall of Kerbin series and I wanted to do something like it but when I built a giant boat and spawned in another one and put them on enemy teams, they just exploded with the first hit and I wanted to know how you could change it from HE (High Explosive) to AP (Armor Piercing) as would make the naval battles much more... interesting.

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On 13/03/2017 at 2:18 AM, JustZach said:

I like the Fall of Kerbin series and I wanted to do something like it but when I built a giant boat and spawned in another one and put them on enemy teams, they just exploded with the first hit and I wanted to know how you could change it from HE (High Explosive) to AP (Armor Piercing) as would make the naval battles much more... interesting.

The trouble with NAS is that he guns are better than  laser accurate, and as such any fight using them is usually a one shot affair. IF every shell from a salvo hits' which it will with that set up, then there is nothing  anyone can do about it, apart from making ships indestructible for everything else in game. ( which I'm not going to do as It's not my number s that are wrong)

Compare NAS turret deviation to the WW2 turrets in SM Armory, they have real world deviations, and the shell fall is as you'd expect from 14/16 inch guns. With proper deviations the guns work very well though.  It is because of the over accuracy of NAS that i don't recommend using  it with LBP in it's better balanced form.. Below is what a ksp WW2 salvo should look like , not like a solid stream

N5uKuHf.gif

ANd as for making battles more interesting , you need destruction FX from the BDA thread and  HullBreach to let your ships sink when damaged

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Edited by SpannerMonkey(smce)
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