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Naval Battle Club


astecarmyman

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Haven't posted here in a while...

I just got around to posting my company on the rocket builders forum. All of my ships are available for download, so you can try out blowing them up if you want to.

http://forum.kerbalspaceprogram.com/threads/93359-Reacher-Industries-stock-crafts

I'd be up for a battle, Turd. You can set up.

My current craft are listed on my company thread but for quick reference I have spacecraft at 8, 30, 48, 72, and 114 tons. I don't have any carriers though.

I didn't catch this the first time I read it but did when I wanted some craft to check out and get some building ideas.

Ok, I'm headed to work and switching shifts tomorrow so I'll post up a persist soon.

Location: BOP

Total Mass limit for ships: 100T and 6 Craft, whichever limit you hit first

No special rules

Tiny upload seems to be down at the moment so here:

http://www78.zippyshare.com/v/8387578/file.html

Edited by Turd
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I can do that. My carrier does not fit with current rules, it is fully armored in 2x2 structural panels and has more torpedoes than any of my other ships... I'll work on a version that has minimal external armor later this week, and nix the on board weapons later this week for later use.

I can set up a persist in about 18 hours.

Edited by Turd
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I can do that. My carrier does not fit with current rules, it is fully armored in 2x2 structural panels and has more torpedoes than any of my other ships... I'll work on a version that has minimal external armor later this week, and nix the on board weapons later this week for later use.

I can set up a persist in about 18 hours.

You can have weapons on it for reloading other ships. It just can't shoot them. Also, for time you can skip your carrier's turn so you don't have to waste a turn on a vehicle that doesn't attack.

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I didn't catch this the first time I read it but did when I wanted some craft to check out and get some building ideas.

Ok, I'm headed to work and switching shifts tomorrow so I'll post up a persist soon.

Location: BOP

Total Mass limit for ships: 100T and 6 Craft, whichever limit you hit first

No special rules

Tiny upload seems to be down at the moment so here:

http://www78.zippyshare.com/v/8387578/file.html

Alright, I've set up. Should I go first?

Also, no special rules means we can leave the SOI? Or do you want to keep it at Bop?

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You're good to go first. You don't have to stick to the same SOI, but if you leave I may not be able to follow. I don't know how much dV my craft have now. I originally built my ships to fly from kerbin to jool legitimately, but that was many revisions and armor upgrades ago.

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Battle Update!

When preparing for your battle I made an RCS powered version of the Spade fighter. My ships are one Shepler 3, one Desny 2 (upgrade of the one on my company thread, it now has an SRB, fewer missiles, and is unmanned), one RCS Spade and one Ion Spade. Total weight almost exactly 100 tons. My lightest weight craft is my RCS Spade, so it goes first.

72nG28S.png

I'm aiming for one of the larger ships, "SlagCheek".

ay1O0cx.png

I fired two sets of missiles. Looks like not much damage was done. The Spade goes to land on Bop.

HrrVi6k.png

Looking at it afterwards, looks like I knocked off the nuclear engine.

bi2zHsp.png

Your turn! PERSISTENT

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The LV-Ns have always been the bane of my ships. That's why I built the redundant engines into the Mk. 28!

I took Blue-6 "RockBone" out for a spin towards "Whirligig" not realizing it was in a retrogade orbit until after my transfer burn. before the ships reached point of minimum separation I burned to cancel orbital velocity out, then straight away from the planet, then burned for an orbit near the Lennon. After orbit was established I just burned directly towards target and canceled momentum relative to it when within 200M.

15024955100_120e801835_z.jpgscreenshot24 by [email protected], on Flickr

15024857879_d92b652a01_z.jpgscreenshot26 by [email protected], on Flickr

15211645115_51d588814b_z.jpgscreenshot27 by [email protected], on Flickr

15025069187_634ce4d50c_z.jpgscreenshot29 by [email protected], on Flickr

15211644705_7c1e77c08b_z.jpgscreenshot30 by [email protected], on Flickr

http://www65.zippyshare.com/v/24825884/file.html

Edited by Turd
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You can have weapons on it for reloading other ships. It just can't shoot them. Also, for time you can skip your carrier's turn so you don't have to waste a turn on a vehicle that doesn't attack.

I just found that MechJeb is reporting incorrect mass for my craft. Each one is off 1-3T depending on size. Time to switch to Kerbal Engineer I guess. SDJ64, if you want I can kill off one of my ships to make sure the mass is within limits in our match.

daemonCaptrix, I'm set up if you want to start and make the first move. Total mass is below 280t using the in game information tab, my ships are waiting around IKE.

http://www41.zippyshare.com/v/59743342/file.html

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I just found that MechJeb is reporting incorrect mass for my craft. Each one is off 1-3T depending on size. Time to switch to Kerbal Engineer I guess. SDJ64, if you want I can kill off one of my ships to make sure the mass is within limits in our match.

daemonCaptrix, I'm set up if you want to start and make the first move. Total mass is below 280t using the in game information tab, my ships are waiting around IKE.

http://www41.zippyshare.com/v/59743342/file.html

I've found that Kerbal Engineer actually underestimates the mass of ships in the VAB or SPH because it assumes you stage off the weapons first. In game, I'm not sure if it is correct but I'll assume it is. You can also use map view to find the mass of your ships, but it's different in the tracking station vs when you're controlling the ship. Tracking station says I'm over mass too (but while controlling the ships it doesn't), so I think our battle should be fine.

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Battle update:

The Spade Ion approaches the fighter "LampJaw". I fired the first shot from 100m and missed. I moved closer to 50m and fired again. Hit! I saw some debris coming off but it's too dark to see in the picture.

9sSVRn5.png

Knocked off the right side armor and missile. The craft is probably not dead, but certainly unbalanced. The Spade then retreated to a 300x200 km orbit.

VmQ0jGd.png

PERSISTENT

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Lampjaw strikes back at Spade Ion.

15032957668_6a31aa0dc5_z.jpgscreenshot3 by [email protected], on Flickr

15032854300_c8180047a4_z.jpgscreenshot5 by [email protected], on Flickr

15216463491_9ee56bff3f_z.jpgscreenshot6 by [email protected], on Flickr

15032956218_8ba4bf1b59_z.jpgscreenshot8 by [email protected], on Flickr

15032853460_a1ec467c1a_z.jpgscreenshot9 by [email protected], on Flickr

15032753409_3436ba0a99_z.jpgscreenshot10 by [email protected], on Flickr

15219157122_56fdd3fdb3_z.jpgscreenshot11 by [email protected], on Flickr

LampJaw is unfortunately out due to lack of armament. I'm down 2 ships.

Persist:

http://s000.tinyupload.com/index.php?file_id=48439213992611742579

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I was unhappy with the over all level of kaboom my small fighters are capable of producing against structural panels since the recent updates and stronger joints, so last night I put this together. I just finished testing and I am ready to use it in my next match up.

It was a fun exercise in doubling the munitions capacity as well as increasing projectile mass but keeping the overall craft dV above 1k m/s and keeping the total mass to the same scaling factor.

Craft download:http://s000.tinyupload.com/index.php?file_id=08040329638859651073

(Please don't use this ship in battles against me, use something you made or you have the owners consent for. I spend enough time blowing up my own ships during product testing and improvement. As for use against other folks... Fire away!)

TCS RCS Micro-Impactor VI

Mass: 9.88t (I double checked in map mode to be certain)

dV: >1000m/s

Armament: 4 fancy new small torpedoes that are a hybrid of the plain old pocket I-beam and the "super" torpedo I started work on after the joint update.

15217183001_d6e6a70ce1_z.jpgscreenshot1 by [email protected], on Flickr

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Battle Update!

The Lennon goes after DrinkLots. Aiming down from the top.

XtT4ku5.png

After the first hit, I've knocked off one side engine.

Cwl3HsZ.png

Second hit was a glancing blow, knocking off some armor panels. Third hit connects solidly, leading to many explosions.

zAvI2M7.png

The Lennon still has its SRB left, so it's still in play.

PERSISTENT

Also, Turd, the link you provided for the fighter isn't working.

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-BATTLE UPDATE-

daeCorp's fleet arrives at Ike.

2x Nautilus MkIII-Class, Cruiser

-DCSV Nautilus

-DCSV Ammonite

qHHzByB.png

2x Undine-Class Type-II Variant, Heavy Cruiser

-DCSV Undine

-DCSV Thunder Child

NVRBeLl.png

------------------------------------------

Ammonite descends to lower orbit to meet Punchbeat. Three missiles fired.

SR1RcfF.png

Using daeCorp's advanced iron sight, Ammonite scored three direct hits. The third damaged the lower two engines and some of the reserve fuel tanks.

B1gs6Wv.png

After leaving the enemy in a weakened state, Ammonite withdrew to a diagonal orbit.

DpYiGz0.png

Persistent

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daemonCaptrix I'll take a move tonight after work.

A quick tally of my craft in the SDJ Vs. Turd game:

Blue-1 "Steakface" fully operational.

Blue-2 "Drinklots" HEAVILY damaged, but still had one fuel tank, two missiles, its core... And just enough Vernier thrusters to limp around. Remaining dV may not be sufficient however.

Blue-3 "Lampjaw" Damaged, missing half of the ship. Weapons were later expended so it is down. WENT DOWN FIGHTING.

Blue-4 "Slagcheek" Minor engine damage, still a very capable.

Blue-5 "Ironstag" Fully operational. (But is out of ammo after this turn)

Blue-6 "Rockbone" Weapons expended, out of the fight.

Blue-5 "Ironstag" attacks Whirligig expending all ammunition and damaging another engine.

http://s000.tinyupload.com/download.php?file_id=08577088800466365290&t=0857708880046636529050428

15214684286_d7c5229d67_z.jpgscreenshot17 by [email protected], on Flickr

15234611151_2cb6543c2c_z.jpgscreenshot18 by [email protected], on Flickr

15237319872_60bd4d2e49_z.jpgscreenshot19 by [email protected], on Flickr

Edited by Turd
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So anybody up for a base war with BD Armory? I had and idea for a use for BD Armory by using it for AAA and AGMs, Only Aircraft and AAA Sites would be able to use it to defend and take the base, Tanks would still be stock and have to capture the base, Aircraft cannot capture or destroy base components.

Is anybody even going to listen to my idea???

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I'm willing to give it a shot after finishing the two battles I'm engaged in right now. I'll have to use "borrowed" craft since I don't mess with ground vehicles or aircraft outside of ones for pure science and exploration.

All my ships are designated after the many names of David Ryder. I also edited my save file so that all the Kerbals in my career mode save have his names as well. I do it because of the stereotypically epic, mythical, and exaggerated names of peoples ships and craft. Its my way of making fun of overly grandiose names but still having a unique identifier for each ship. Kind of like how we named gun trucks and elements/units in Iraq so we could easily identify them but the enemy could not if they intercepted commo or somehow figured out a pattern.

Edited by Turd
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Fizzlebeef Attacks Nautilus, expending all weapons. I did not hit what I was aiming for. :( I really need to upgrade these things to have more ammo. When I designed then I expected to use the weapons like a a sniper and target individual items like ONE engine, or ONE capsule, etc. Instead I am forced to use them in a manner for which they are not designed and fire all the torpedoes. Doesn't help that EVERYTHING out there is heavier. Nobody uses anything this light. Maybe in a carrier role they would be more useful.

15057470097_5087b3e0cf_z.jpgscreenshot23 by [email protected], on Flickr

15057277849_a6909e91cd_z.jpgscreenshot24 by [email protected], on Flickr

15240946061_b8656d5809_z.jpgscreenshot25 by [email protected], on Flickr

15057349560_fb8d579a34_z.jpgscreenshot26 by [email protected], on Flickr

http://s000.tinyupload.com/index.php?file_id=98867442924772820835

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-BATTLE UPDATE-

Nautilus was heavily damaged, but after locking the secondary port thruster to zero thrust, the single remaining thruster was enough to propel the now much lighter warship into a rendezvous with Blowfist.

B75gicw.png

Three shots disabled two of Blowfist's engines. Two more shots tore loose one of the heavy torpedoes. No noticeable internal damage this time.

XdBdxL8.png

QT1lGvB.png

Persistent

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