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Naval Battle Club


astecarmyman

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zekes, im going to have to forfeit from this battle. My missiles don't accelerate when the engine is turned on....

Really? What a strange problem.... you want to switch out your ships that you haven't used and see if that fixes it? I'd be okay with that.

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Hey y'all.

Its been a while sense I have been here. Especially sense I've become an addict of BD armory and y'all are still……stock

Anyway…I ve grown board of fighting my own jets. Do y'all got anything i can dogfight?

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Hey y'all.

Its been a while sense I have been here. Especially sense I've become an addict of BD armory and y'all are still……stock

Anyway…I ve grown board of fighting my own jets. Do y'all got anything i can dogfight?

Here, try my Zarek, I'd like to see how effective it is at intercepting missiles directed at it

l4I5cR8.png

Download linky

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Is this still alive? I'm back, I've been off from KSP for maybe 2-3 months now. Is the skype group for Kerbal Powers/Evolution still on Spartwo?

Im still around, although my development time has been very low recently, too much real life, and i have more exams coming up so thats not helping either.

Ive basically come to a kinda roadblock, nomatter what i try, even completely whackjob designs, nothing can survive against well aimed guided missiles. Provided you know the optimal velocity (each ship has to be hit with more or less velocity depending on its design), and i know exactly what spot to aim at, every bloody ship can and will die (or at least get split in half) with a single shot unless its procedural, and well, the part count skyrockets the second i try procedural ships.

I actually have concluded that the only way to really make competitive ships is procedural style, those things (provided they are done right) are impossible to destroy without quite alot of ordinance (as you need to direct hit each module to kill it, and those modules can easily exceed your ammo capacity).

Ohh, and ive also stopped with my obsession regarding fighters, nolonger does every bloody AKS fighter have to go to laythe, land, and return to kerbin with 0 refueling and a full weapons load. Ive become content with ~3000 dV in LKO for fighters, at least these new ones arent 30 tons, and have some manuverability and pleasant TWR for interplanetary burns+rapier rocket mode for combat maneuvers. the new HK-101 is just perfect with the exception of too much clipping making it explode when rammed or hit with any 80m/s parts. What id do for either a larger ion engine say ~10 times the mass and thrust of current one, or a smaller nuke with like half the mass/thrust and a much smaller size, especially in terms of length as the only way to make the current nuke look good is shove it inside either a mk1 LF tank, or inside a MK1-MK2 adaptor or inside some part that 100% conceals it with teh exception of the nozzle. I seem to have taken a liking to the nuclear rapier as i call it, a rapier with a nuke attached to the back and clipped in so just a small bit of the nozzle is visoible. This looks pretty (at least in my opinion), somewhat protects the nuke against weak ordinance as the rapier has a much better impact tolerance, and well, is very compact.

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Strange... No offense but Zekes would've (D)rek'd you anyway, doesn't matter what skills he has his ships are OP XD

Well, to be fair my ships are not that much better than anyone else's (and are worse than Daemon's and Tegu's for sure). Practice and experience testing and knowing my craft's limits as well as careful planning even before the battle begins is what normally helps me.

This battle was pretty much already decided before we started fighting though. Alphasus brought two smaller ships that, if they had the power of penetrating my ships, could have done damage, but they offset the balance of force between very light and quick to run out ships and heavy targets. While I brought four ships that were relatively similar armor class (84 to 117 tons), his use of two 140 ton ships meant I could focus on these bigger ones, thus making him use the lighter ships more than he'd want to.

More importantly, the ammunition clustering of his fleet was focused on the two 140-ton ships, meaning if I took them out he'd be left with only about 1/3 his total ammo, despite losing only 1/2 his ships. Sure, it might take me more shots, but in this way he'd be left eventually with unarmed ships, forcing a defeat. Meanwhile I focused 4 missiles in the lightest and heaviest ship and 3 in the intermediates, for this reason: The lightest ship fires first, and if it isn't attacked it is often forced to take another attack later on in battle if the heavier ships are taken out first (I.E. my tactic against Alphasus - kill the 140 ton ships and force him to attack again with an underarmed light ship). This way the lightest ship can still have ammo left over, and since it's the lightest it's a one-shot use if it's destroyed later on, so there's no harm in making it light armor heavy weaponry. This is why your lightest ship should always be a light destroyer with many weapons and fuel.

The two intermediate ships were Kenji class, with 1 less popper (only 3) but 4 I-beams and the best D/V of the group. These ships could also take fire, but I knew they'd be the ones most likely to be entering combat once or twice because heavy and light ships are targeted first. Popper ammo was an issue but being heavier I figured they'd fight later in the battle line and so they wouldn't necessarily need extra ammo pools. The I-beam secondary armament meant they could also take out fighters, destroyers, and other smaller ships even after the main armament was exhausted, which I was planning to do to Alphasus once his heavy ships were killed- save Poppers and use I-beams on his lighter ships.

Finally, the heaviest ship was really just a 4-popper Kenji with large, lofted wing panels and no I-beams - it was designed to soak up fire and survive many hits (as it was the biggest craft many people like myself like taking those out first) and still be able to have a heavy firepower late-game. Knowing this ship would only really need to be used once, I nevertheless added 4 poppers so that in case it did have to be used again it wasn't undergunned, and range suffered but it was not a drawback as again, it was last to fire so worst case pieces get shot off of it and it increases the D/V, and it only really needs to maneuver once.

So in short, his two heavier ships were unbalancing his weapon capability, and even if he managed to score two kills with lighter ships I'd have taken out his heavy ships first and he'd be left without ammo facing two still-equipped Drekevaks. And that is why I win, not because my ships are better, but because the missiles are reliable and I always have a battle strategy mapped out before hand.

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Well, to be fair my ships are not that much better than anyone else's (and are worse than Daemon's and Tegu's for sure). Practice and experience testing and knowing my craft's limits as well as careful planning even before the battle begins is what normally helps me.

not sure but i tend to believe they rarely or almost never get it zekes, not of matter of ship but ... ; )

INS-170-Raquette-Tennis5.jpg

Edited by WinkAllKerb''
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okay zekes if you're that optimistic

Try and destroy my Avacyn-class carrier in ONE shot

JUST ONE

require another shot and the match is forfeit

Download link to the carrier

I hate to be blunt, but that thing has no armor whatsoever. I killed it with a Tripedo-S/L on the first attempt, essentially a Tripedo-S but with the tires removed! A 2 ton missile! Zeke's weakest weapons are what, over 7 tons and way more lethal then what i shot at you, Zeke can and WILL 1 shot you!

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Test was done with weapons removed (due to lag), so my results may be biased, but since i hit it dead center from head on, i doubt the weapons would have acted as armor from that angle.

Edit: just 1 shot it with ibeam+2 sepatrons.......

You need to actually have a internal core, and probably some actual armor protection. I do like the appearance, so dont get me wrong, its not a bad ship, but it is not exactly competitive combat ready.

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A few days ago I asked if y'all had any fighters I could dogfight.

Spearka was the only one who took up the challenge.

Here are the results.

The game was set up in a 3v3 match with the winner being the first to 5 wins.

One one side we had Spearka's Zarek Class Intercepter.

This craft is armed with:

8 50cals

1 Vulcan mini gun

1 ABL

2 AIM-9's

and 2 AMMRAMS

and 2 chaff and 2 flairs

It had an amazing to speed (able to hit reentry affects at sea level). However it was lacking in the turning and rate of clime. It also did not come with an AI so I had to set that up myself.

Its opposition was my personal craft. The PG-11A Avalon.

Armmed with

1 vulcan

10 AIM-9's

6 AMMRAMMS

and 4 Chaff and 4 Flairs

It has a top speed of 345m/s at sea level. However it has incredible turning, rate of clime, and energy retention.

In the battle, the two flights of 3 started on opposite sides of the run way.

Both teams had the same guard mode set up (5 secs to fire, 360 view, 3500 meter range)

Both teams also had similar AI configurations with 1500 meters being standard and 620 being min altitude

Also each team traded up being team B and was set up to team B once both teams reached 1500 meters

A battle was considered won when the other team could no longer be considered flight worthy.

The final result was 5-2-1 in favor of the PG-11 Avalon

In each battle the 3 Avalons achieved the first shot due to superior turning radius.

One advantage the Zarek had was even though low turning was a hindrance in a dogfight, because it was hard on turning it could go well below the mim altitude thus giving it a chance to use its 50 cals to shoot down the Avalons from below.

In the end the Avalon prevailed through as in most cases it got the first shots off and killing at least 2 Zareks. The third one would then end up using its 8 50s to shoot down at least one and some times two but in the end would usually get overwhelmed by the 3rd Avalon.

In the last two matches however the Avalons would win without a single loss

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Anyone else want to dogfight?

Edited by War Eagle 1
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I hate to be blunt, but that thing has no armor whatsoever. I killed it with a Tripedo-S/L on the first attempt, essentially a Tripedo-S but with the tires removed! A 2 ton missile! Zeke's weakest weapons are what, over 7 tons and way more lethal then what i shot at you, Zeke can and WILL 1 shot you!

http://imgur.com/a/AsZZ4

Test was done with weapons removed (due to lag), so my results may be biased, but since i hit it dead center from head on, i doubt the weapons would have acted as armor from that angle.

Edit: just 1 shot it with ibeam+2 sepatrons.......

You need to actually have a internal core, and probably some actual armor protection. I do like the appearance, so dont get me wrong, its not a bad ship, but it is not exactly competitive combat ready.

Yeah... I hadn't been able to test it properly and I hoped for the wing sections to protect the rest of the ship from gigantic weapons.

Honestly though, I have no idea how to seriously armour it and make it more durable, hell, making the ship as it is was a pain to get right so unless someone can suggest something this ship might go where the Thraben went before

....In the combat-useless bin

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A few days ago I asked if y'all had any fighters I could dogfight.

Spearka was the only one who took up the challenge.

Here are the results.

Anyone else want to dogfight?

Just curious but did the AI ever attempt to use the laser to destroy incoming missiles or is it beyond comprehension for that?

I didn't expect a victory either way, the Zarek is actually made for hit-and-run attacks at hypersonic speed and doesn't have advantage at low speed

I have a lot of ships in that pile.

Yes, but the difference here is that for once I want a a capital ship that does NOT go in the pile and looks awesomely unique

Edited by Spearka
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