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@NotAnAimbot,

The Ugly Duckling? I'm sorry, but I just don't see how its overpowered. Making 180s faster than the plane can change direction is a huge disadvantage in actual combat, since your engine cuts out, and you can very easily stall, and by definition, you are pretty much out of control. Now I have a stock jet that can pull out of a 10,000 meter dive with full afterburners in less than 800 meters, and can pull turns in excess of 20 gees; that I might call OP if it had weapons. But this? No way.

Edited by Mycroft
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11 minutes ago, Mycroft said:

is a huge disadvantage in actual combat,

Conventional aerodynamic control surfaces have to move a lot to apply counter-pressure to stop a movement. This often leads to wobble or overmaneuvering, even with a perfectly set AI. SAS wheels can do it immediately, with no wobble at all. With a less sensible AI, his plane would outmaneuver pretty much any missile and plane. You can watch some of the early matches of the ASC challenge to see how the competitive meta quickly shifted to lasers, SAS and wing spam.

The reason overmaneuvering is bad is that the plane, after shifting direction, quickly spazzes up with the SAS and enters a spin/spiral/stall. The ugly duckling changes direction quickly, but stays in that direction. As long as there's enough thrust, it's still fine. That makes aiming any missile and guns extremely easy.

 

Edited by NotAnAimbot
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3 minutes ago, NotAnAimbot said:

Conventional aerodynamic control surfaces have to move a lot to apply counter-pressure to stop a movement. This often leads to wobble or overmaneuvering, even with a perfectly set AI. SAS wheels can do it immediately, with no wobble at all. With a less sensible AI, his plane would outmaneuver pretty much any missile and plane. You can watch some of the early matches of the ASC challenge to see how the competitive meta quickly shifted to lasers, SAS and wing spam.

 

I'm aware of that. But my point is he's still stalling, SAS or no. You can pretty much be guaranteed that your engine will cut out, and then you're gliding or stalling backwards. Not a good day for your Kerbal, especially if the combat is close to the ground or the space center. (as he pointed out in his submission)

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AlphasusProductions-Combat(GMI)

After Sharkman Briton left SAP-C, I continued on and re-acronymed the name. He was the one with loyalties to HKA. GMI offered the best price, so these crafts go to them.

Ezequiel Tank Chassis(Ground Support)(BDArmory)

 

Ezequiel Tanks

Imgur Album

Ezequiel Main Battle Tank

Xp6dfda.png

Armed with a large main cannon, 2 defensive turrets, an electronics suite, and smoke countermeasures.

Ezequiel Tank Destroyer

onjgDyW.png

Armed with many missiles, and 2 20mm turrets for self defense.

Ezequiel CIWS

Fngk6uL.png

Armed with 1 CIWS cannon, this can easily destroy planes, missiles, and light vehicles.

Ezequiel MARS

eo8CDlf.png

A mobile artillery system armed with 4 howitzers, so it may strike from long range.

Ezequiel AAA

ebwdEFO.png

A mobile AAA system, armed with 6 anti-air missiles to counter high-altitude threats.

Ezequiels

Core 3 Nano Destroyer(Space)(Stock)

2100 m/s DV

.2 TWR

52 tons

The anti-ship missiles are guided, and pack a punch that is rather strong for their light weight.

vj4hxfr.jpg

 

Imgur Album

vj4hxfr.jpg

Core 3 Nano(2 ASMs, 3 light AFMs) This one doesn't have modern armament, or modern armor. All lower screenshots do.

9kxcYfD.jpg

The Nano is firing her last shot at an opposing ship, after destroying its weapons.

dWI3lul.jpg

An unarmed Nano.

9lX2rBj.jpg

A damaged Nano after a light ASM hit it. 1 missile was lost.

Download

I acknowledge that I have read the rules.

Striker Tank Chassis(Ground Support)(BDArmory)

Top Speed:30 M/S

9.5-12.5 tons

131-175 parts

Armament varies, but armor, countermeasures, and electronics are consistent among all Striker models(except some have radar, and others don't). The armor is enough to deflect most .50 cal shots, be breached by 20mm rounds, and to have 30mm rounds cut through easily. Large caliber fire can be absorbed slightly. The Striker AFV is the most effective variant for anti-tank combat, and works well in CIWS or anti-air roles when another craft has a radar. These were designed to replace outdated and high part count Ezequiel tanks, but lost some armor in exchange for firepower.

wIo2v2b.jpg

 

Striker Tank Chassis(Sorry about the lack of Strikers in action pictures. I think I may have a few of the AAA but that would be it. They are all tested, and capable of excelling at their roles.)

Imgur Album

4K0FWj5.jpg

LT-1 Striker

Armed with dual 20mm gatling guns, and a .50 cal turret. 9.9 tons. Multipurpose fighting vehicle designed for light combat scenarios.

sTKYKKK.jpg

CIWS-1 Striker

Armed with 1 30mm Goalkeeper CIWS, and 1 .50 cal turrer. Wider wheelbase to account for higher CoG. 13.7 tons. Anti-missile/anti-air system with self-contained radar.

Lw0C3Pa.jpg

TD-1 Striker

Armed with 1 105mm howitzer and 1 .50 cal turret.9.8 tons. Tank destroyer/mobile artillery designed for anti-tank and anti-structure fire.

wIo2v2b.jpg

AFV-1 Striker

Armed with 1 30mm Millennium cannon and 1 .50 cal turret.11.8 tons. Multipurpose fighting vehicle capable of anti-tank combat, anti-air combat(needs radar source), and CIWS.

5O2lbO3.jpg

AA-1 Striker

Armed with 5 PAC-3 Intercept missiles and 1 .50 cal turret. 13.4 tons. Anti-air vehicle capable of independent anti-air combat due to its self-contained radar. Has extra wheels so it may have space for radar.

Striker Downloads

 

 

Edited by Alphasus
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Anyone else having this problem?

Im trying to build a tank but the wheels keep destroying themselves by shaking themselves apart.

 

Edit: It appears to be a glitch with the stress tolerance.

Edited by Greymangames
Not full detail
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19 minutes ago, Greymangames said:

Anyone else having this problem?

Im trying to build a tank but the wheels keep destroying themselves by shaking themselves apart.

 

Edit: It appears to be a glitch with the stress tolerance.

Its a known bug, hopefully it gets fixed.

It has occurred for me when:

Wheels were over stressed (ie always)

Any type of clipping of the wheels

 

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Just now, JTpopcorn said:

Its a known bug, hopefully it gets fixed.

It has occurred for me when:

Wheels were over stressed (ie always)

Any type of clipping of the wheels

 

Jeez...

kinda hard to make tanks now isn't it.

Anyone know of some good tips to avoid this?

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31 minutes ago, Greymangames said:

Jeez...

kinda hard to make tanks now isn't it.

Anyone know of some good tips to avoid this?

Yeah, the AA Striker had that issue. You likely need more wheels. Also, wheels aren't always over stressed. Try between 1.5 and 3.2 tons per wheel, as well as messing with damper settings.

I use 1.2 damping so that highly stressed wheels don't break as easily when going down hills. The trade off is that they can be blocked rather easily in said bumps so you have to watch their clearance.

Edited by Alphasus
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TF-2 Nova

FPXXAlB.png

Delta-V: 26,900

TWR: 1.52 dry, 2.32 wet

parts: 67

mass: 11,419 Kg

Armament: 6 sidewinder missiles and 2 Browning .50 cal AN/M2

Defensive measures: 4 Flare Dispensers

Propulsion: 2 panther after-burning turbofans


The TF-2 Nova (which is not related to the game in any way) is a ground based (possibly carrier born if anyone finds an efficient way to do so) fighter with a tight turning circle and is, as of now, Grey Empire Co.'s new top of the line fighter after trumping all other fighters in our stock. It's extreme maneuverability and speed gives it an edge over other fighters, able to get behind them in a short maneuver. The precursor to the TF-2, the TF-1, had featured a double hull design, with an additional engine attached to it, and a howitzer in between the two hulls. However, this made it extremely larger than it should have been, making it an easy target for enemy fighters, even though it had greater maneuverability when in the hands of an ace pilot. Removing the second hull along with the howitzer however, greatly increased the effectiveness of the craft, and was thus dubbed the TF-2 "Nova". This craft, even though it looks quite unorthodox with it's cockpit in the back and extremely long nose, is a deadly threat in the air, and in the hands of an ace, a death machine.

Album is here


I had a lot of fun making this to be completely honest. The idea had come after listening to a few SSBB tracks (care to guess which ones?) and building a replica of a fighter from a video game. My only regret is that I could not have tested this fighter better. I had tried a 4v4 with it one, and it crashed my game. In the end, I had to do a 1v1. Download link is on the company post on this thread, and the craft is included in the Air file. (may edit this in case instructions are not clear.).

 
Edited by Greymangames
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1 hour ago, Draconiator said:

Is HatBat still taking submissions?  I want to start building stuff for him again.

Yes. However, there are only so many requirements for vessels at this point in time, thus any accepted submissions might take a while to possibly show up in the videos.

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6 hours ago, Greymangames said:

TF-2 Nova

FPXXAlB.png

Delta-V: 26,900

TWR: 1.52 dry, 2.32 wet

parts: 67

mass: 11,419 Kg

Armament: 6 sidewinder missiles and 2 Browning .50 cal AN/M2

Defensive measures: 4 Flare Dispensers

Propulsion: 2 panther after-burning turbofans


The TF-2 Nova (which is not related to the game in any way) is a ground based (possibly carrier born if anyone finds an efficient way to do so) fighter with a tight turning circle and is, as of now, Grey Empire Co.'s new top of the line fighter after trumping all other fighters in our stock. It's extreme maneuverability and speed gives it an edge over other fighters, able to get behind them in a short maneuver. The precursor to the TF-2, the TF-1, had featured a double hull design, with an additional engine attached to it, and a howitzer in between the two hulls. However, this made it extremely larger than it should have been, making it an easy target for enemy fighters, even though it had greater maneuverability when in the hands of an ace pilot. Removing the second hull along with the howitzer however, greatly increased the effectiveness of the craft, and was thus dubbed the TF-2 "Nova". This craft, even though it looks quite unorthodox with it's cockpit in the back and extremely long nose, is a deadly threat in the air, and in the hands of an ace, a death machine.

Album is here


I had a lot of fun making this to be completely honest. The idea had come after listening to a few SSBB tracks (care to guess which ones?) and building a replica of a fighter from a video game. My only regret is that I could not have tested this fighter better. I had tried a 4v4 with it one, and it crashed my game. In the end, I had to do a 1v1. Download link is on the company post on this thread, and the craft is included in the Air file. (may edit this in case instructions are not clear.).

 

...

Have you read the OP?

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Just now, The Optimist said:

All submissions must be in one post

And they are. Check on the first page of the thread.

 

The reason for doing those posts (like the one for the nova) is to notify that a new craft has been submitted. Otherwise the edits to the main post would be ignored; The forums don't notify followers of changes to posts.

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2 minutes ago, Greymangames said:

And they are. Check on the first page of the thread.

 

The reason for doing those posts (like the one for the nova) is to notify that a new craft has been submitted. Otherwise the edits to the main post would be ignored; The forums don't notify followers of changes to posts.

I think he knows

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6 minutes ago, The Optimist said:

I think he knows

Unless Hatbat checks all hubs each day, he probably won't. There are 26 companies, if not more, since the last count dates from July 5th 2015. That's a lot of pages to check. 

While we're on the subject, do we have lots of new subbers @HatBat? If you got time, could we get a alignment count like in this post?

 

Edited by NotAnAimbot
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8 minutes ago, The Optimist said:

I think he knows

I don't go off of what I think I know. I go off of what I do know and what I don't know and deduct from there.

For example, I see major players in this series posting their craft on a new post as well as updating their company post (main post).

These craft appear to be in the series already, so I can deduce that it is the correct thing to do.

Edit: thank you Aim.

Edited by Greymangames
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6 hours ago, Greymangames said:

I don't go off of what I think I know. I go off of what I do know and what I don't know and deduct from there.

For example, I see major players in this series posting their craft on a new post as well as updating their company post (main post).

These craft appear to be in the series already, so I can deduce that it is the correct thing to do.

Edit: thank you Aim.

It's not. It's the reason why there's going to be a new thread after episode 25. There is no possible way that myself or Scriptkitt3h can look for submissions in a 2500 post thread. 

The new thread will be strictly one post per user in the entire thread and I'll see if we can get the help of a moderator to enforce that.

After that the current thread will be used for discussion and notifications to post updates if all goes well.

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18 minutes ago, HatBat said:

It's not. It's the reason why there's going to be a new thread after episode 25. There is no possible way that myself or Scriptkitt3h can look for submissions in a 2500 post thread. 

The new thread will be strictly one post per user in the entire thread and I'll see if we can get the help of a moderator to enforce that.

After that the current thread will be used for discussion and notifications to post updates if all goes well.

One post per user?!?!?!? I don't think that's such a good idea. The sheer number of submissions will ensure that those who post near the beginning of the thread will almost certainly be overrun when new entries arrive. What if the way you made submissions was to have like the full description of each ship be on KerbalX? And the users only posted the links to the KerbalX page that contains the main body of the submission. Just cause any decent submission is so long it takes up almost a page. Would that perhaps be a good way to work this? Or what if (I'm just thinking out loud) there was a submissions only thread with only KerbalX links, combining the two ideas? Or maybe I'm just crazy and not thinking straight. Feel free to slap me with a fish.

Or just plain slap me.

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