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Naval Battle Club


astecarmyman

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How many tons is your ship? I'm a bit low on usable ships now, I have a 102 ton battleship finished, a 60 ton ship that isn't as good as I'd like but works well enough to fight, and some very in-progress smaller ships. But I'd be willing to battle. My battleship is under 500 parts so it shouldn't be too bad.
I'd also be willing to fight; I've got 120 tonne, 92 tonne, and 70 tonne.

Well after checking real quick the tonnage of the meerugeheur is just a hair over 95 tonnes.

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Sad, sad update on my skirmish with zekes (and an explanation an apology to him):

You see, there were several, highly experimental things I wanted to try out here. Several of them could mean defeat for me if they don't work (and that are intentionally untested in battle), but you know, I have more or less assumed my first battle is not going to be a resounding victory, I just want to surprise you guys with something a little different. The thing is, one of the VERY important things ran into an insurmountable wall, so I have to notify zekes that he may consider this skirmish won, and I will try to re-arm all ships and have another go. Yup, I said re-arm: all my munitions (well, not all... all but like six that weren't going to do anything anyway until I peeled the armor) are going to be pretty much ballast. And I think a battle fought like that is no fun, when My turns don't have a firing phase.

Here comes the explanation: I was going to employ a dirty, dirty trick (but very awesome and that employs math to control the final speed with accuracy) that comes from my railgun testing: impacts at precisely 700m/s (give or take 20m/s). For some reason that I am starting to think has something to do with either programming or kraken, that magic number made stuff phase "just a bit", meaning it materialized inside ships. Well, I designed a whole class of torpedoes around that and tested at kerbin with hack gravity, and things were promising. So I build everything, launch everything, position everything, go for my first attack ever, and when I start firing... all misses. Then I start getting really bugged out, because I know I am seeing the target filling my screen a slip second before the impact, and start playing with quicksave to take variables out and experiment, and I discovered the reason: I was phasing through the whole ship consistently, with every shot. I experimented, and it seems in space the barrier is around 500m/s, it seems below that yo can get booms, above 600m/s you won't ever hit anything. Or so happens in my 100%stock install in my computer with its particular clock speed. And at that impact speed my warheads are, of course, totally ineffective since they are not built to be able to break large metal plates. So "boing" indeed, and I have to come back to the drawing board, go with part hardness+weight as has always been traditional, and assume short, compact, effective missiles are downright impossible, the first part by weight that will break a large plate is the large I-Beam, and that's it. And no large I-beams in any of my munitions, my friends, everything is lighter than 0.3mT.

So anyhow, if zekes has no problems with it (I don't see why not, since I consider this a defeat and reset with 0 moves in his part other than building), and expecting another long wait while I redo all things, we might have another battle. If it serves as any excuse, he also changed ships form the first save you sent to the second... But yeah, the fault this time is all mine, and it's a wasted week of gameplay too. I'm really pissed at myself :(. What do you say, zekes?

Rune. The other experimental things, if they fail, are at least hilarious and happen mid-battle, not before zekes has had a chance to fire.

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Sad, sad update on my skirmish with zekes (and an explanation an apology to him):

You see, there were several, highly experimental things I wanted to try out here. Several of them could mean defeat for me if they don't work (and that are intentionally untested in battle), but you know, I have more or less assumed my first battle is not going to be a resounding victory, I just want to surprise you guys with something a little different. The thing is, one of the VERY important things ran into an insurmountable wall, so I have to notify zekes that he may consider this skirmish won, and I will try to re-arm all ships and have another go. Yup, I said re-arm: all my munitions (well, not all... all but like six that weren't going to do anything anyway until I peeled the armor) are going to be pretty much ballast. And I think a battle fought like that is no fun, when My turns don't have a firing phase.

Here comes the explanation: I was going to employ a dirty, dirty trick (but very awesome and that employs math to control the final speed with accuracy) that comes from my railgun testing: impacts at precisely 700m/s (give or take 20m/s). For some reason that I am starting to think has something to do with either programming or kraken, that magic number made stuff phase "just a bit", meaning it materialized inside ships. Well, I designed a whole class of torpedoes around that and tested at kerbin with hack gravity, and things were promising. So I build everything, launch everything, position everything, go for my first attack ever, and when I start firing... all misses. Then I start getting really bugged out, because I know I am seeing the target filling my screen a slip second before the impact, and start playing with quicksave to take variables out and experiment, and I discovered the reason: I was phasing through the whole ship consistently, with every shot. I experimented, and it seems in space the barrier is around 500m/s, it seems below that yo can get booms, above 600m/s you won't ever hit anything. Or so happens in my 100%stock install in my computer with its particular clock speed. And at that impact speed my warheads are, of course, totally ineffective since they are not built to be able to break large metal plates. So "boing" indeed, and I have to come back to the drawing board, go with part hardness+weight as has always been traditional, and assume short, compact, effective missiles are downright impossible, the first part by weight that will break a large plate is the large I-Beam, and that's it. And no large I-beams in any of my munitions, my friends, everything is lighter than 0.3mT.

So anyhow, if zekes has no problems with it (I don't see why not, since I consider this a defeat and reset with 0 moves in his part other than building), and expecting another long wait while I redo all things, we might have another battle. If it serves as any excuse, he also changed ships form the first save you sent to the second... But yeah, the fault this time is all mine, and it's a wasted week of gameplay too. I'm really pissed at myself :(. What do you say, zekes?

Rune. The other experimental things, if they fail, are at least hilarious and happen mid-battle, not before zekes has had a chance to fire.

Im fine with another battle, my ships are still in position on the save, so you can keep testing until they work, and then we'll go again. As for the phasing, every ship has a different "sweet spot" number, and it's mostly luck if you can get that number right. Normally, for my shots it's 180-200 m/s. 700 m/s seems a little high; that's why you're phasing through. Anything over 300 m/s (excluding MACs) is probably overspeed.

I know from experience that weapons are really hard to do in KSP, they can be frustrating... my advice is go for larger caliber. 1.25 SRBs are the o'l faithfull for everyone (except me :P i'm just different), and .5 missiles are really no good for armor-peircing.

Edited by zekes
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BATTLE UPDATE

The damage to the TCMS Courage was non-existent, you may have mistaken your missiles flying off for debris, I do that quite a bit.

The TCMS Royal sovereign moves to a higher orbit around the planet. This makes the map a little easier to understand when it's zoomed in.

QR35XFm.png

The TCMS Redoubtable heads to destroy another Frigate.

v73vlHG.png

Firing from point blank range, the captain was told that he could only use the ship's heavy missiles and one pair of I-Beams. First shot:

rx56qww.png

This missile knocked off a few panels, to make sure the ship is at least dead in the water, I fired the second shot:

WoWB05g.png

Aftermath:

iOPOhU3.png

See next page for actual persist.

Note: In the next turn I get to use the TCMS Iron Duke or the TCMS Courage, be very afraid.

Edited by Megalodon 720
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I ran into that issue as well. I increased the projectile mass.

I'm trying first with increasing the weight of the impacting part. I think that will do the trick, I'm planning to go all scientific about it this time to see if I can maintain the "excessive number of missiles" vibe.

Im fine with another battle, my ships are still in position on the save, so you can keep testing until they work, and then we'll go again. As for the phasing, every ship has a different "sweet spot" number, and it's mostly luck if you can get that number right. Normally, for my shots it's 180-200 m/s. 700 m/s seems a little high; I think your shots might just be vaporizing on impact.

Oh, no, I got a lot of impacts at ~500m/s once I dialled the engines back, and actually bits of the missiles also survived, I was vaporizing the warhead. Wrong part of to vaporize, I know. It's amazing with you can do with TWR >14 from 700m or so. But thanks for the concession! I'll get back to you, hopefully sooner than last time. Only going to replace the munitions on the ships after all.

Rune. But right now it's Saturday night, and that means stuff not related even remotely to computers today.

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I'm trying first with increasing the weight of the impacting part. I think that will do the trick, I'm planning to go all scientific about it this time to see if I can maintain the "excessive number of missiles" vibe.

Oh, no, I got a lot of impacts at ~500m/s once I dialled the engines back, and actually bits of the missiles also survived, I was vaporizing the warhead. Wrong part of to vaporize, I know. It's amazing with you can do with TWR >14 from 700m or so. But thanks for the concession! I'll get back to you, hopefully sooner than last time. Only going to replace the munitions on the ships after all.

Rune. But right now it's Saturday night, and that means stuff not related even remotely to computers today.

alright, I look forward to fighting your ships eventually :)

That's 5 wins in a row... I think I'll take a break from combat, let everyone else catch up :P

Have fun with this meanwhile: The XIV-XI

http://www./download/7e6177bn7vws3t0/Heavy+Drek+Mk+XIV-XI.craft

kZAcF6M.jpg

Edited by zekes
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Hey I'm new here! Zekes introduced me here.. we played on Facebook one on one with my ship "KRAKEN"

https://www.facebook.com/photo.php?fbid=10154739613290368&set=gm.784630314927638&type=1&theater

Fixed the photo, try hitting "Copy Image" instead of linking...

(I won, although it wasn't technically a battle, since i was flying both of them)

10702021_10154739613290368_3212488426985713303_n.jpg?oh=55b7c4a4bf42853a4a393f8713e328bb&oe=54F7CC9A&__gda__=1424926181_76258a9e626abaaec95090d639d900fc

Battles are good for testing new ships, I now know that the 'Temeraire' class is incredibly strong and that the 'Royal Sovereign' class needs more ammunition.

I haven't had ammo problems since the XVI, when I introduced the new Mini Shredders, they tend to tear apart ships in no more than three shots at most (and the new XIV-XIs carry SIX!)

Edited by zekes
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I've just realised that I've made the second embarrassing mistake of the battle, Don't download the other persist AlexanderTeaH, I'll redo my move.

BATTLE UPDATE

The TCMS Courage is actually suffering from a weird armour problem, moving her is difficult, but she is still capable of firing, maintaining power and moving (even if it's a little shaky).

Same move as in the previous battle update, the Redoubtable engaged and destroyed the Frigate that was closest to Laythe.

First shot:

9gNWA2K.png

Second shot:

phVzqHU.png

Aftermath:

OoFadzQ.png

It's difficult to see, but the ship's cut in half, she can still maintain power and fire missiles but moving looks impossible.

Persist

Note: The problem was that I put the persist in the wrong save file and opened up the one it was supposed to go in, this meant that AlexanderTeaH's move hadn't happened.

Edited by Megalodon 720
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I've just realised that I've made the second embarrassing mistake of the battle, Don't download the other persist AlexanderTeaH, I'll redo my move.

BATTLE UPDATE

The TCMS Courage is actually suffering from a weird armour problem, moving her is difficult, but she is still capable of firing, maintaining power and moving (even if it's a little shaky).

Same move as in the previous battle update, the Redoubtable engaged and destroyed the Frigate that was closest to Laythe.

First shot:

http://i.imgur.com/9gNWA2K.png

Second shot:

http://i.imgur.com/phVzqHU.png

Aftermath:

http://i.imgur.com/OoFadzQ.png

It's difficult to see, but the ship's cut in half, she can still maintain power and fire missiles but moving looks impossible.

Persist

Note: The problem was that I put the persist in the wrong save file and opened up the one it was supposed to go in, this meant that AlexanderTeaH's move hadn't happened.

My frigates seem a bit outdated. The real problem is I overestimated their ability to withstand fire, hence why I even bothered with a carrier. I guess you'll destroy most of my frigates before I can even use them.

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@AlexanderTeaH, They're good at resisting I-beam rounds but not very good at resisting 1.25 meter torpedoes, especially if the attack comes from behind.

I'll take note of that when making a revision of the craft after battle. They always needed proper battle testing, thanks for the feedback!

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On the subject of railguns.

Still haven't mounted it on anything after nine months:( (actually that's a lie, I did mount it on something about 5 months back but it was a bit crap)

Also..

NyCTibR.png

On the subject of conventional munitions.

QaEq780.png

Harder, better, faster, stronger

pIpSpsg.png

I bet my previous destruction record.

RsPT4kk.png

Edited by Spartwo
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