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Mod vs. Stock Military Craft...


Valley

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I was wondering how much better the mods for weapons are when compared to the weapons a person can create with pure stock? Are we talking World War Two vs. World War better? Or are we talking about alien invaders vs. stone age cave-Kerbals 'you're all doomed' better?

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Most of the stock weapons that you could actually mount on something like a plane will look cool but not actually do any damage. They will also be very difficult to hit anything with, and won't have great range

Edited by zarakon
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stock missiles will likely to do loops and fly out of control unless you leave your plane to control them. But then your plane will lithobrake.

Not if you design them properly, mine, fired in pairs, have a spread of about 40-70 meters at 2.5km's, they fly arrow straight whether in space or on Kerbin and they do some pretty good damage.

Obviously they are made for low-no g's though and drop really quickly on Kerbin,.

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Building stock ordnance on a large scale (i.e. based around the large SRB) is VERY difficult unless you carefully calculate the center of mass, lift, et cetera. Otherwise it will just end up careening out of control.

Edited by zxczxczbfg
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Building stock ordnance on a large scale (i.e. based around the large SRB) is VERY difficult unless you carefully calculate the center of mass, lift, et cetera. Otherwise it will just end up careening out of control.

Problem I have seem to be action groups. Is it just me or do they sometimes just change at random? I am sure it is human error on my part and now I always do a check before launch to make sure the action groups and stages are all set up correctly. But, yeah, now I make one perfect missile of each type I may need and use sub assembly mod to store it. Yes, I use cloned missiles! Buwahahaha! (Plays Imperial Death March In The Back Ground)

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  • 2 months later...

I don't use typical weaponry. I get creative.

I utilize Kessler bombs to block off access to ENTIRE planets/moons (Just ask my friend what I did to his Gilly base during a warfare simulation)

I use NERVA engines to "seed" areas with Gamma radiation.

I use ground-based missile launches, decoupler cannons, and kinetic missiles. Lots and lots of them. And as for my preferred tatic in space?

Ramming.

I specially design my craft to be able to withstand high speed impacts. I ram, and by doing so, have wrecked entire colonies and stations. Even my ground vehicles and naval ships use this as their specialty, often deploying dozens of "drones" that ram enemy vessels and self destruct.

And my favorite weapon?

Relativistic missiles.

Yes, they most likely miss, but if they hit, the damage is tremendous.

They don't even have to hit. At that speed, it's enough to corrupt and mess of the base just by being close enough to see their SIGN.

Edited by NASAFanboy
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I do enjoy the challenge of stock weaponry, but i think it lacks potential in how the 'damage modeling' is conducted. Mind you, KSP isn't a combat simulator, but if there was a push to have damage models for parts as opposed to the 'total kill hitbox' that we use, there could be some very interesting stock weapon products.... We could burst the main fuel tank while it still held fuel, perhaps even ignite it for a mega-explosion, or target critical structural systems to make pinpoint criticals. But with the current models for damage, the Lazor parts and others take the cake. I'm sorry Macey, your videos show the bleeding edge of stock warfare (an excellent display, i cannot say anything less), but those weapons are designed to wreak havoc. You can attempt to 'strafe' a ground target with stock missiles, and reload about 52 times hoping for a kinetic connection, but nothing beats ground warfare like pasting the target with a huge bomb.

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Modded weapons are just that - you get a weapon to fire. With stock you need to be creative. But sure enough all stock weapons are either inertial or thermal with thermal being very limited in use. No stock explosions can damage anything AFAIK.

This thread reminded me of the Stop That Ship challenge for which I made my only weapons in KSP so far. What's not shown are my experiments with boosters as inertial weapons - not very successful for the challenge as I can smash the ship to pieces but actually destroying a piece was much tougher task. I believe adding a remote control and SAS unit to the booster and actually steering it might make it a very formidable weapon though.

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