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astecarmyman

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Are you talking to me or to sdj64.

I'm talking to sdj64 , I'm setting up a game on Dres we are going to have a fight, I sent him a private message. would you like to join? are your ships good? I'm sure your fairly new but can your ships hold up?

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Ok, I've finished testing Zamo and Three's ships.

1st up; Zamo's concept hull. I started at a range of 600m and was able to consistently destroy it volleys of 4 torps (7.2 tons, 518 m/s max impact velocity @ 900m) but found that it would often survive volleys of 2 (50/50 maybe). When the ship did survive it would often wobble uncontrollably rendering it useless. I then increased range to 750m and found that the ship went down to volleys of 2 every time.

I also tested close range girder rockets on it and found that the multiple plates were very good at catching end on shots without too much trouble but the engines and probe were usually knocked out in the process. This should be easy to fix, however, and this is only a concept hull at this stage.

Overall, the ship is fairly tough but not at all part count effective. I would recommend fewer layers of plate further apart (each block of plates needs to be strutted well to the others to prevent the wobble from occurring) and high levels of redundancy in all essential systems (spread them out too).

http://imgur.com/a/QZq22

That hull has good armor but a weak hull to which it is based on, but my real problem with that is that I can't really solve the wobble problem when the struts break when hit even when I over strut it. I moved on to another design though I scratched it.

Those plates are my second type of armor, they were supposed to repel small I-beam rockets not full sized rockets. The first variant looks like an armor with a sandwiched adapter which is a lot better at stopping large incoming projectiles compared to what's installed on that hull. It's sort of like a reactive armor, the sandwiched part explodes first because it has low impact tolerance compared to the panel thus negating damage to the insides at the cost of removed outer layer.

I based my tech firm around it, Kraken Technologies check it out.

Thank you very much for testing my ship anyways. It confirmed my real problems I thought the wobble problem was just mine.

Both designs are kind of old, but they are still functional. I have a better one now applied to my new ships, I still use them occasionally.

I have a new ship, this one you should test. zekes should test it too. I'm using it for a battle with sdj64 on Dres.

NEW SHIP:

CRUISER "NAUTILUS-BATTLE BARGE"

Craft File: http://www./download/m87dr53dedci7yk/BATTLE+BARGE.craft

History: Originally designed by the Kraken Faction as a heavy duty industrial supply barge for the space fleet. Complete with fuel ballast tanks and compartmentalized hull, engineers have found out that the ship hull was far stronger for the ship it's size and function. They realized that it could be used as an effective reactive armor and have converted this ship to be retrofitted for war efforts. Although designated as the "Nautilus" Model, it is popular to the space cadets to be named as the "Battle Barge" because of it's short stout look.

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- - - Updated - - -

By the way, I really like seeing the Tesseract cube getting pummeled like that. How did you get a copy of it? I would like to see the insides too, I'm interested in his torpedoes. which you just took of in one of the pictures.

Question too, is that a sight marker on your ship? what is that? it looks like an antenna to me, put in front of a lander can. very clever

Edited by Zamovinar
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DRES BATTLE

Here it is sdj64 I have deployed 4 of my "Battle Barges" on Dres they are 125.6 tons each. I'm about 2.4 tons above our 500 ton limit but that's not much (Some Kerbal pilots are way too fat) I'll be waiting

Persistent File: http://www./download/riu8f2b4ao2m2pj/DRES+BATTLE.sfs

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I'm talking to sdj64 , I'm setting up a game on Dres we are going to have a fight, I sent him a private message. would you like to join? are your ships good? I'm sure your fairly new but can your ships hold up?

with the 500t limit I can fit 3 of my new destroyers so Id say I'm in with a chance

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A NEW AGE IS UPON US...

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

http://i.imgur.com/3PlvV9T.png

More pics coming soon...

And yes... I am in possession of the world's smallest stock rotor in Ksp :D (A wonderful subscriber sent me the modified Craft! Bless im for creating this beauty)

So I went crazy. I outdid your panther. This thing is 5.5 tonnes, and has two missiles. 341 parts

mAj1OCR.png

ktiLdDW.png

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Sorry, accidentally double posted. But since i have this post ill show my new destroyer. Please help me name it.

It has 8 MRAC Missiles and 8 LRAF Missiles with a crew of 2.

Heres the craft file as requested. http://www./download/cd5naa6569at85w/Destroyer+X.craft

By the way, ill let you and sdj64 fight zamovinar. ive only completed the destroyer so far and id be outguned.

MLbp4Js.png

Edited by CrypticCross345
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DRES BATTLE

Here it is sdj64 I have deployed 4 of my "Battle Barges" on Dres they are 125.6 tons each. I'm about 2.4 tons above our 500 ton limit but that's not much (Some Kerbal pilots are way too fat) I'll be waiting

Persistent File: http://www./download/riu8f2b4ao2m2pj/DRES+BATTLE.sfs

http://imgur.com/a/GrWyl

Okay, I'll set up soon. Thinking one Kelzon, two Orrims, and one Sonald. (total 488 tons)

Edit: Finished setting up. Cryptic, if you want to join you can set up now. Here is the persistent. https://www.dropbox.com/s/oh60thi4l5gw1br/persistent-dres%20battle.sfs?dl=0

Picture of the new Orrim 2:

YCNRRlb.png

Edited by sdj64
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So I went crazy. I outdid your panther. This thing is 5.5 tonnes, and has two missiles. 341 parts

http://i.imgur.com/mAj1OCR.png

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

ZEKES I CHALLENGE YOU TO A TANK BATTLE!

We need to have a tank battle with our turreted tanks :) Whaddya say?

Since you have the obvious advantage of two missiles in each tank, you can setup first.

Also try to keep the tanks out of KSC physics render range to avoid a total lagfest. (My Panthers are 230 Parts but with a 2v2 thats already 1k parts.)

We will go down in history as the first to use turreted tanks in combat.

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Okay, I'll set up soon. Thinking one Kelzon, two Orrims, and one Sonald. (total 488 tons)

Edit: Finished setting up. Cryptic, if you want to join you can set up now. Here is the persistent. https://www.dropbox.com/s/oh60thi4l5gw1br/persistent-dres%20battle.sfs?dl=0

Picture of the new Orrim 2:

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

surprised%2Bemoticon.png *gulp*

Ok just to clear something up we take a shot each turn right? meaning one missile per turn, it could take longer. We could unload unlimited missiles per turn, what do you think? How do you usually play these battles, when zekes and I fought he killed my ships on his first turn using two missiles. I assumed you can fire only one per turn, besides I-beam rockets (with no probes).

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ZEKES I CHALLENGE YOU TO A TANK BATTLE!

We need to have a tank battle with our turreted tanks :) Whaddya say?

Since you have the obvious advantage of two missiles in each tank, you can setup first.

Also try to keep the tanks out of KSC physics render range to avoid a total lagfest. (My Panthers are 230 Parts but with a 2v2 thats already 1k parts.)

We will go down in history as the first to use turreted tanks in combat.

Oh dear, mine are glass castles :P they were designed to be smaller and therefore cheaper and in greater numbers than other tanks, so they won't do so well in 2v2 :P And i have no idea how well the weapons work ive never been good at tank armament.

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http://1.bp.blogspot.com/-MB8OSM9zcmM/TvitChHcRRI/AAAAAAAAAiE/kdA6RbnbzFU/s400/surprised%2Bemoticon.png *gulp*

Ok just to clear something up we take a shot each turn right? meaning one missile per turn, it could take longer. We could unload unlimited missiles per turn, what do you think? How do you usually play these battles, when zekes and I fought he killed my ships on his first turn using two missiles. I assumed you can fire only one per turn, besides I-beam rockets (with no probes).

The rule is unlimited shots but one ship.

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snip

Alas; I had thought the armor would hold up better...I seem to have underestimated the phasing ability of high-velocity missiles. The clipped stack in the center of the ship I intended to be hypercompressed to allow me to make the armor as thick as possible, but it seems almost four meters of internal space is insufficient to prevent phasing; similarly, I had thought the number of struts holding the disparate sections of the armor together would be strong enough to prevent destructive oscillations, but it seems I was incorrect in this matter as well.

However, we may simply be approaching the limit of durability for constructed armor; one can only do so much to impede the progress of a seven-ton missile travelling at several hundred meters per second and capable of phasing through external defenses. If anyone has a ship that can take more of those torpedoes than that (probably a Drek variant), I would certainly wish to know of it.

Anyway, time to try utilizing the complete opposite strategy...Also, I am discovering that, as usual in militaristic games, I dislike capital ships.

EDIT:

Ok just to clear something up we take a shot each turn right? meaning one missile per turn, it could take longer.

While one missile per turn may be a bit too low, I do not think ships should be able to unload the entirety of their armament at a ship if that total mass is above a certain threshold, allowing ship's durability to come into play; as of now, any player with reasonably effective missiles can destroy an enemy vessel regardless of its defenses...

Also, if my next design fails, you will force me to use exotic building techniques straight from the Kraken's maw, and you do not want that...:sticktongue:

Edited by Three1415
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http://1.bp.blogspot.com/-MB8OSM9zcmM/TvitChHcRRI/AAAAAAAAAiE/kdA6RbnbzFU/s400/surprised%2Bemoticon.png *gulp*

Ok just to clear something up we take a shot each turn right? meaning one missile per turn, it could take longer. We could unload unlimited missiles per turn, what do you think? How do you usually play these battles, when zekes and I fought he killed my ships on his first turn using two missiles. I assumed you can fire only one per turn, besides I-beam rockets (with no probes).

If you want, we could have a limit of two guided missiles per turn, for this battle only? Not sure what to do about I-beams though, since my ships do not have any you would have an advantage if they were not restricted.

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Oh dear, mine are glass castles :P they were designed to be smaller and therefore cheaper and in greater numbers than other tanks, so they won't do so well in 2v2 :P And i have no idea how well the weapons work ive never been good at tank armament.

Well, if you space them properly a 3v3 or even a 4v4 is certainly possible, but mind you my i7 can't handle TOO many parts. (Although it probably could as seen with the T95 tests)

Whaddya say, 3 (or 4) vehicles for each team (only turreted and plz dont use ratte) You may set up.

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Well, if you space them properly a 3v3 or even a 4v4 is certainly possible, but mind you my i7 can't handle TOO many parts. (Although it probably could as seen with the T95 tests)

Whaddya say, 3 (or 4) vehicles for each team (only turreted and plz dont use ratte) You may set up.

Well, either way I'm not ready for a real tank battle - the rest of my tanks have oversized and ineffective rounds. I have to make a working medium tank, and probably some kind of long range artillery too. When that's done, I can fight.

I did retrofit some flame ammo to the tank, but it's now 12 tonnes. :P Will have to find some balance here.

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