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Naval Battle Club


astecarmyman

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Good Game

Good game. :) I was hoping that you wouldn't have the dV to make it to retrograde. Did you go to high orbit and reverse there or just brute force it in low orbit?

I'll see about putting more armour around the drive section. Don't want to damage the dV any more though as I've been using it as a small mothership.

I've not been keeping track really. I think I may have lost to you before. And drew with Damon at some point as well.

When it comes to weapons, ive found the bare MINIMUM for use against capital ships to be a short Ibeam powered by 2 sepatrons. This is (at least in the AKS fleet) the weakest weapon used period since even this is kinda useless against anything with armor. Now against capital ships the weakest weapon ive found workeable is a RT-5 with a structural panel in the nose. It takes some luck and i have had many tests where a full salvo did barely anything, but it usually at a minimum cripples some systems, knocks out weapons, engines, ect. For a much more effective but still basic and low part count weapon take a RT-5 or RT-10, place a small structural panel atop, and then place 2-4 short ibeams ontop of that, making it into a cone for appearance if you prefer. This is effective to a certain degree against any ship you will ever come across, although some proper armor can make it very tough to kill vessels with them.

Myself i use 4 weapons right now, Ibeam-S, Ibeam-M, Tripedo-S and Tripedo-M, the Ibeams are well self explanatory, Ibeam either S for short of M for medium, and then a few sepatrons to push the things. Tripedoes are pretty much lightweight high velocity phasing rounds tipped in the rover wheels that have better impact tolerance and dont actually weight much (its like 0.95 or something per wheel). These are very deadly with some luck and good aim, but are not as reliably as some other player's missiles.

I also have a Tripedo-H that is pretty much my doomsday weapon that can and will tear whatever the heck i shoot it at into pieces (every single ship ive fired it at has taken anywhere from major tocatastrophic damage, if it wasnt obliterated outright with it). This is classified and will remain classified nor will it ever be deployed by AKS as its completely unfair to fight against such weapons (not to mention its 6.5t and ONLY 9 parts, i can easily bring 10 of these on a destroyer and still have lots of dV).

Anyways, if you are interested in weapons download my SK-CRV-IIIg3, it has 2 of the common ones i use right now mounted on it (click my sig for craft repository). Neither are ultra powerful but are lowish mass, and as few parts as i could get away with.

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Decided to make a new point defense interceptor as i see plenty of people running around with smaller vessels, fighters, ect, and i pretty much completely gave up on SSTOs as they are impossible to make 100% stock without resorting to exploits (well you can make some effective larger ones, but i like my compact things and i also need any SSTO i make to be laythe roundtrip capable). Ive actually gone back to the original tri-fighter and redid that one to new standards (and made it into a ion drive since new fuel tanks make ions feaseable now). Didnt come out quite how i wanted, but that bloody firepower is amazing, 3 0.6m hardpoints and 1 1.3m hardpoint give this thing firepower equivalent to most bombers or even some corvettes (depends on your classification standards, its not even close to what id consider a corvette).

Its actually quite well built, its 53 parts fully armed (not counting the 2000t lifter i sent it to dres on, probably overkill to use a capital ship lifter, i pretty much got to orbit on teh 1st stage alone!), ~8t fully armed, ~5t unarmed, and its maneuverable and has a useable TWR for something i never intended to go anywhere without a carrier/interplanetary transfer ring. TWR is roughly 0.4 using boosters, and 0.2 with pure ions, its not very good, but considering the thing was designed for low gravity, its adequate (and the omnidirectional vernor control make sideways flight possible to avoid incoming rounds. dV is approx 6K with ions but it also has a nice supply of LFO for the vernors, and can use its missiles as emergency boosters if you really run out of dV for some reason.

As for weapons, armed for now with the usual Ibeam-S unguided junk (that can barely scratch a capital ship), as well as a basic RT-5 torpedo to save on weight (it can be armed with a Tripedo-S or Tripedo-M when facing capital ships). Its also equipped with my new docking system allowing them to be parked on anything that can be docked to just like the comparable shorter range smaller HK-102 "Vulture". I can even have them attached to the outer hull of any capital ship, ready to be deployed when the enemy strikes. Finally, it is quite hard to wipe out completely since it it (like my capital ships) made atop a girder core, making it very hard to completely vaporize with any smaller weapons (as you can see the pics i shot at it with a shade from macey's vids, using torps with a oscar-B and a 48-7s, and they did absolutely NO DAMAGE at all).

Pretty much the best fighter i have thats under 10t, has good range, and actually has some firepower to boot. And yes, i know a point defense interceptor does not NEED to have over 6K dV, but hey, its a AKSTechnologies craft, almost every fighter released is kinda overkill in the dV dept.

Edited by panzer1b
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hey Spartwo, your smaller vessel fleet has given me some inspiration to make some actual fighters for once (before 1.0 hit all my fighters were laythe SSTOs so not too practical and very heavy). And yeah, i kinda ripped off one of your designs for my new HK-101 that i had deployed as escorts for my actual squadron of 103s. I hope u dont mind lol.

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That said, my new HK-103 (im starting to reuse numbers as all my SSTO HK-1#3s are basically obsolete and or useless entirely) is really nice. Guess going back to what the thing started out as ended up creating a very fine fighter craft. Armament is crazy good right now, 3 Ibeam-S and 1 generic RT-5 torpedo (RT-5+decoupler+nose cone for looks). And the thing is actually armored enough (i have no bloody clue HOW its this resilient even to Ibeam weapons from one of those broad/longsword things i was shooting at the HK-103 with). Btw, since you created them, can you give me some tips on how to engage with those weapons of yours (as in optimal range, ect)? I seem to have no luck actually killing craft that i can wipe the floor with using my own weapons?

Edited by panzer1b
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When it comes to weapons, ive found the bare MINIMUM for use against capital ships to be a short Ibeam powered by 2 sepatrons. This is (at least in the AKS fleet) the weakest weapon used period since even this is kinda useless against anything with armor. Now against capital ships the weakest weapon ive found workeable is a RT-5 with a structural panel in the nose. It takes some luck and i have had many tests where a full salvo did barely anything, but it usually at a minimum cripples some systems, knocks out weapons, engines, ect. For a much more effective but still basic and low part count weapon take a RT-5 or RT-10, place a small structural panel atop, and then place 2-4 short ibeams ontop of that, making it into a cone for appearance if you prefer. This is effective to a certain degree against any ship you will ever come across, although some proper armor can make it very tough to kill vessels with them.

Myself i use 4 weapons right now, Ibeam-S, Ibeam-M, Tripedo-S and Tripedo-M, the Ibeams are well self explanatory, Ibeam either S for short of M for medium, and then a few sepatrons to push the things. Tripedoes are pretty much lightweight high velocity phasing rounds tipped in the rover wheels that have better impact tolerance and dont actually weight much (its like 0.95 or something per wheel). These are very deadly with some luck and good aim, but are not as reliably as some other player's missiles.

I also have a Tripedo-H that is pretty much my doomsday weapon that can and will tear whatever the heck i shoot it at into pieces (every single ship ive fired it at has taken anywhere from major tocatastrophic damage, if it wasnt obliterated outright with it). This is classified and will remain classified nor will it ever be deployed by AKS as its completely unfair to fight against such weapons (not to mention its 6.5t and ONLY 9 parts, i can easily bring 10 of these on a destroyer and still have lots of dV).

Anyways, if you are interested in weapons download my SK-CRV-IIIg3, it has 2 of the common ones i use right now mounted on it (click my sig for craft repository). Neither are ultra powerful but are lowish mass, and as few parts as i could get away with.

My standard weapons at the moment are a short I beam with four sepertrons, and a 'flea' SRB with a metal plate on the front.

I've found the I beam does nothing against armour but can destroy other things. The SRB can destroy a bit of armour and do light damage to internals.

No clue how people are splitting Dreks into fragments though. Nothing I've tried will touch them.

Would be very interested in seeing that Tripedo-H though...

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BUaMxjP.png

its-an-older-code-sir-but-it-checks-out.jpg?1429689813

uYCzZ8U.png

smaller vessel

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smaller vessel

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smaller vessel

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To be fair, I am situated at both extremes.

images?q=tbn:ANd9GcRLyMF8FceSOQyIrXzIWSJxC-ZFtEgoQpVf8PMphdUPmSWvRkREVA

images?q=tbn:ANd9GcQwNzMNDbW-2ZLxx2i0DXUuuUFD_Qjf-Q3-55ZMTGEEFhbGyNcm

Btw, since you created them, can you give me some tips on how to engage with those weapons of yours (as in optimal range, ect)?

The I-beams have to be fired from further away. Not sure about Broadsword distances as that hasn't been tested since .25 but at that time it was a minimum of 60m

Edited by Spartwo
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My standard weapons at the moment are a short I beam with four sepertrons, and a 'flea' SRB with a metal plate on the front.

I've found the I beam does nothing against armour but can destroy other things. The SRB can destroy a bit of armour and do light damage to internals.

No clue how people are splitting Dreks into fragments though. Nothing I've tried will touch them.

Would be very interested in seeing that Tripedo-H though...

When you are using Ibeam, what type of ibeam is it? There are 2 short ones, the ones i have in say my craft, and one thats lighter and fatter but even shorter. The shorter fatter one is considerably worse, to the point that they dont even do much to a FIGHTER let alone a capital ship. The Mbeam 200 is pretty good though and will do damage (sometimes you get unlucky and it just desintegrates) most of the time to medium armor ships.

As for splitting dreks, its a matter of 3 things that the weapons must have. It must have high impact tolerance penetrator (ibeams, struct panels, girders, what have you), must be capable of "phasing" through outer armor (more on that later), and it must have sufficient weight to actually overload the joints. As for phasing, this means it essentially bypasses armor by taking advantage of the tick based physics so itr only interacts after its passed inside the vessel. This has alot to do with luck (even the strongest weapon like my tripedo-H has a very very small (less then 10%) chance of doing nothing when it passes through say a very thin vessel entirely, and it really depends on speed and target. Some ships that have very thick hulls make it best to fly in at excess of 500m/s, thinner ships are best targeted with 200-300m/s, you get the idea.

Btw, if you want to do a for fun battle i could deploy my for fun ships and arm them with weaker ordinance so they are roughly similar to what you have. I was never a big fan of superweapons as it doesnt allow for thjose drawn out battles. Finally, i have a version of the ship you used in the last battle thats upgraded with AKS armor/engine layout. If you would be interested i can sell it to you for free. The only reason i did this is cause i actually liked the way your ship looked, but wanted something that could take a beating and still function fine. Just reply or pm me if interested and ill throw it in the AKS craft repository.

part count much, my computer would be very unhappy :(

Also, what is the point of those battery+sepatron+decoupler things? I cant seem to get anything killed with those unless i intentionally make it ultra weak (i had a test and i couldnt even destroy a single unarmored exposed fuel tank).

Edited by panzer1b
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I just used an rt-10 with a panel and two of the 777m/s impact parts to break dreks from 200 metres.

Also, what is the point of those battery+sepatron+decoupler things? I cant seem to get anything killed with those unless i intentionally make it ultra weak (i had a test and i couldnt even destroy a single unarmored exposed fuel tank).

Tiny and 20m/s impact. I'll copy the tri-fighter and test on my end. 3V3?

- - - Updated - - -

Son of a ..... they changed it to 8m/s

Edited by Spartwo
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I just used an rt-10 with a panel and two of the 777m/s impact parts to break dreks from 200 metres.

Tiny and 20m/s impact. I'll copy the tri-fighter and test on my end. 3V3?

How can u copy my HK-103 without seeing its internals? I could upload it if you wanna try it out once i fix the issue with teh craw going kraken mode after damage has been sustained to the back. It wasnt pictured in the srceenies but a bit after i sent a carrier to recover those fighters, and one of the 103s claws wernt nuts and broke 3 fighters part in the process, at least i managed to save #3 and the armed Hk-101 though. rest were written off as permanent losses!

btw, the trick i used for armor was a girder on the nose connecting the front section to the rear fuel tanks/claw/engines. That girder seems to desintegrate anything fired at the nose for whatever reason, even if components around it (the weapons, that white cone-space armor thing, ect takes damage). If you can actually get a solid hit on the rear its like 50% chance of complete disabled vessel as it has both xenon tansk and LFO there.

And if you want a 3 vs 3, its roughly 8t, so bring 3 craft that add up to approx 25t max. Ill upload a setup in a sec, gotta just fix that stupid claw bug. here is the save file:

mEDDtpA.png

ditnpfJ.png

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http://www./download/v1aaif1lp1re7i2/AKSvsSpartwo+3xHK-103%27Tri-Fighter+I%27.sfs#39;Tri-Fighter_I'.sfs

3 HK-103 "Tri-Fighter I"s around dres orbit (i kinda like dres/mun/eeloo/similar grav planets for one reason, its lowish grav so no crazy dV required, but the grav isnt so low that even a single hit from Ibeam sends you out of the SOI or worse deorbits you). You may go 1st if you want to, i dont care who wins, just for fun/testing my new ships, may the best fleet win!

Ohh and ignore the capital ships that are in low dres orbit, they were put there for something and i didnt feel like deleting them. Fight is the 3 HK-103s in like medium orbit.

Also, please no save-scumming. Its fine if you reload a bad attack where you completely missed the target or want to undo a botched maneuver, but if you hit the target and it does nothing, its still a hit, same if you vaporize it in 1 shot, only reload if you want to when you completely miss an attack and dont even connect a single weapon.

- - - Updated - - -

Son of a ..... they changed it to 8m/s

Are u talking about the batteries? i always recall them being 8m/s. Its still higher then a fuel tank, but its useless against anything with more the 10, being most armor/wings/whatnot. Then again, it is apparebntly possible to destroy wings with just a oscar-B and a ant engine (macey somehow managed to take out segments of a carrier made of nothing but the wings with similar weapons). Guess there is more that comesd into play then pure impact tolerance.

Edited by panzer1b
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Panzer1b I'll happily give you a battle. working on up-armouring a ship so hopefully i'll stand more of a chance.

Ok, just tell me roughly what tonage you want and roughly what each ship is?

Do you want a mixed fights+capitals, or pure capitals, pure fighters, ect. I currently have a 75t general purpose capital ship, and a few fighters under 10t. I can quickly redo my old SK-CRV-II series if you are looking for like 40-50t capitals to fight though.

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Ok, just tell me roughly what tonage you want and roughly what each ship is?

Do you want a mixed fights+capitals, or pure capitals, pure fighters, ect. I currently have a 75t general purpose capital ship, and a few fighters under 10t. I can quickly redo my old SK-CRV-II series if you are looking for like 40-50t capitals to fight though.

170 tons total? My capital ships and fighters are a similar mass to yours. Two capital ships and two fighters each.

Battle around Dres as I've never been there.

Do you want to set up or shall I?

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170 tons total? My capital ships and fighters are a similar mass to yours. Two capital ships and two fighters each.

Battle around Dres as I've never been there.

Do you want to set up or shall I?

You can set up as i still need to make one minor adjustment to my SK-CRV-III before battle (need to swap armarment for some lighter weapons, 2t per missile is excessive). The achilles heel of my entire fleet happens to be lack of any real dV, so having less weapons mass will always be nice and since you arent going to be using dreks or some absurd contraptions, i think itll be more fun (and fair) if i swap out for slightly weaker munitions. Hopefully the bad dV doesnt end up costing me in the battle :D

Also, what would u like as a part count limit?

My capital of choice, the SK-CRV-III has 2 variants i can deploy, one is 350 parts, one of 280 parts. The 280 part one is the 3rd generation, that has lost considerable armor protection in exchange for lowering the insane part count. If part count is not an issue, i plan to deploy 1 gen2 and one gen3 just for variety, otherwise ill use all gen3s to save parts if 350 is too much. Fighters are each ~50 parts with guns, ~30 without). Also, as a measure of what i can handle, i generally cant deal with over 1000 parts rendered at once. I would prefer you to keep part count below 500 per ship, but if you go a bit over thats fine since my ships are no more then 350 leaving around 650 parts for you to use before i start to lag out.

Dres is underrated and has massive ore deposits at the north 1/4.

Thats not my experience, maybee your save gave you crazy amounts north, my save is more spread out although there is a hotspot to the side. isnt resource generation procedural/random for every new save game? Cause its defenetely not identical for me if you say only the north has resources.

that said, i do like dem dresoroids that are alot easier to do anything with then kerbin ones. yes you CAN intercept the roids that are going into kerbin SOI, but dres is basically a asteroid harverting planet. Im actually working on a massive AKS orbital station using roids that are girdered together and there will even be a shielded docking hangar where ships can enter an enclosed space of roids safe from incoming fire. perhaps once its complete someone can take a shot at trying to destroy my new base (the girders are done in such a way that they are all internal and the roid's inertia makes any attempts at destroying the joints without direct hits useless.

Edited by panzer1b
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You can set up as i still need to make one minor adjustment to my SK-CRV-III before battle (need to swap armarment for some lighter weapons, 2t per missile is excessive). The achilles heel of my entire fleet happens to be lack of any real dV, so having less weapons mass will always be nice and since you arent going to be using dreks or some absurd contraptions, i think itll be more fun (and fair) if i swap out for slightly weaker munitions. Hopefully the bad dV doesnt end up costing me in the battle :D

Also, what would u like as a part count limit?

My capital of choice, the SK-CRV-III has 2 variants i can deploy, one is 350 parts, one of 280 parts. The 280 part one is the 3rd generation, that has lost considerable armor protection in exchange for lowering the insane part count. If part count is not an issue, i plan to deploy 1 gen2 and one gen3 just for variety, otherwise ill use all gen3s to save parts if 350 is too much. Fighters are each ~50 parts with guns, ~30 without). Also, as a measure of what i can handle, i generally cant deal with over 1000 parts rendered at once. I would prefer you to keep part count below 500 per ship, but if you go a bit over thats fine since my ships are no more then 350 leaving around 650 parts for you to use before i start to lag out.

As long as the combined part count on the screen doesn't exceed 700 my PC won't crash. Turns into a lag fest at 300 part though. My capital ship I'm using is 280 parts including the armour upgrades I've given it.

Ok i'll set up. :)

I've upgraded my Co-102 by putting armour on the docking ports. After the ammo is expended I can decouple the armour and get much more dV to escape. The area with the command pod is always hit so its got much more armour.

lpRLvVj.png

Decoupled

lZcUjDa.png

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As long as the combined part count on the screen doesn't exceed 700 my PC won't crash. Turns into a lag fest at 300 part though. My capital ship I'm using is 280 parts including the armour upgrades I've given it.

Ok i'll set up. :)

I've upgraded my Co-102 by putting armour on the docking ports. After the ammo is expended I can decouple the armour and get much more dV to escape. The area with the command pod is always hit so its got much more armour.

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

Decoupled

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

Nice, hopefully itll stand up at least somewhat to my new weapons systems. Im going to be using ibeam-M and Tripedo-S (not Tripedo-S but Tripedo-S, the S in the other one stands for small, the s in the new one stands for stubby as its gotta be the single smallest 1.25m weapon ive managed to create, fully stackable and reloadeable too and only 11 parts per shot. As much as id love to switch to unguided rt-5 weapons, the way my ship is designed makes that impossible (it has weapon bays on the hull, not much forward firing munitions as i wanted to go with redundancy as the front is just too tempting a weakspot to shoot at). Working on a new front that will allow 1.25m weapons to be mounted and fired forwards, that is also somewhat better armored as the front of my corvettes is just terrible even if it can survive some very weak weapons. But for this battle ill stick to something i know can at least work. Hopefully though the dV savings from lowering weapons weight will be enough to let me actually get somewhere i need to go to.

Also, i see you have upgraded your firepower considerably. If weight allows it, i reccomend bringing a few of those longer Ibeams as well, they are better vs capitals, and very lethal to fighters and other unarmored crap. I find a good general purpose weapon to be the longest Ibeam+4 seps, its lowish part count, and if you fire far enough away can get up to some amazing velocities. The short ibeams are best vs fighters though as lighter and faster.

Edited by panzer1b
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It is nice to see battles being set up again...

I have decided to mothball my dreadnought indefinitely, or at least until the liquid fuel-only tanks are improved; I am now constructing an 85-100-ton cruiser to act as a core fleet vessel. Real life, however, is interfering with my construction efforts, so it will likely be a few days until it is ready.

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Ok All set up around Dres. Using my upgraded variant of the Co-102 but its still pretty light armour. Would like to see the up armoured version you said you had. :)

https://www.dropbox.com/s/yjnhg3eb60jctr0/persistent.sfs?dl=0

The CJS Blade of Eternity arrives with a pair of interceptors.

ZGeNZRq.png

The CJS Exodus follows. Drop tanks have been added to the slots rather than fighters here.

D6fRGH0.png

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Ok All set up around Dres. Using my upgraded variant of the Co-102 but its still pretty light armour. Would like to see the up armoured version you said you had. :)

https://www.dropbox.com/s/yjnhg3eb60jctr0/persistent.sfs?dl=0

The CJS Blade of Eternity arrives with a pair of interceptors.

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

The CJS Exodus follows. Drop tanks have been added to the slots rather than fighters here.

http://i.imgur.com/D6fRGH0.png

here is the persist, AKS has deployed strike group A and support group B around dres ready to engage the hostiles.

Strike group preparing for attack, final check before FTL drive is engaged.

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Strike group A is composed of a SK-CRV-IIIg2 and a SK-CRV-IIIg3, ships designated A#1 and A#2 respectively, with A#1 acting as the flagship since it has the toughest armor and the best firepower of the two.

A#1

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0xFHhmK.png

A#2

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Strike group B is composed of 2 HK-103 "Tri-Fighter I" general purpose fighters that are armed with both light and medium ammunition to deal with multiple threats from small fighters to capital ships. These are designated as B#1 and B#2.

IrFOGGX.png

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And the save file:

http://www./download/ocqtlx7ibl63vj4/AKSvsFrozenFleetDeployed.sfs

Ok all ships have been deployed, would you like to go 1st as im actually really interested to see how my armor works? And just a tip, A#1 is the strongest unit i have both in terms of armor and firepower, so take that under advisement when attacking, while it is the biggest threat, it is also the single toughest thing to kill so no idea whether you want to save it for the end or attack it right off the bat. I am fairly confident that the weapons on your fighters shouldnt be able to do much to it at least, meaning that its very unlikely to be knocked out in the opening round before the capital ships start moving.

Edited by panzer1b
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Ok i'll have a crack at it. I usually go for whatever target presents itself first.

Also working on your uparmored CO-102 which i found another fatal flaw and am trying to correct it without changing the external appearance too much. Finally, one tip i have is to have 2 auxillary engines somewhere near the front. Even if they are inefficient LFOs or ever rcs, it will allow you to move in the event the entire rear gets wiped out. the one i am working on has 2 LV-909s there, so if you get really badly beaten the ship will still have propulsion to some degree.

Ill post some screenies and give u a link to it once i get it to the point im happy with my modified CO-102.

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Fixed the electrons, 1 hit kill from 100m⊙_⊙

What was wrong with them and how did you manage to get em working again? i kinda liked the concept of super small super compact weapons, but i havent managed to create anything of the sort myself, if you managed to create one of those things that lethal now, id love to see it in action against even a weakly armored fighter or something.

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