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pTrevTrevs

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Everything posted by pTrevTrevs

  1. I've got to give you some credit, after all, it was your submarine that inspired me to build this, and I borrowed a lot of ideas from it, like the missile tubes and the interior.
  2. Thanks! Yep, I think it was Hooligan Labs that let you go under the surface. Boat Parts also had something for submarines too, but I've never extensively used either of those mods. Thanks, man. I wonder if I could make a living designing KSP vehicle interiors out of stock parts?
  3. Thanks! I attached to the end of the fuel tank in front of the cargo bay and built out the interior from there.
  4. PSA: It is recommended that you listen to this ​while reading this thread. Thank you.When playing a game centered around peaceful exploration of the stars and research of other planets, it is only logical to build a large vehicle capable of dealing death to anyone within several miles of it in an instant. That's why I made this: The Typhoon Class Missile Submarine! Typhoon Class Submarine by KME on Sketchfab Of course, submarines in Kerbal Space program aren't really useful or practical, because the oceans were made by dumping several million tons of blueberry flavored instant Jell-O mix into some water. Nevertheless, I made this, and it doesn't explode very much, so that's good. The submarine features eight guided missiles in their own individual tubes, and a small but detailed interior to give you the feeling that you are really inside a submarine. The sail also has a small observation post on it for your brave crew to get a breath of fresh air after long periods underwater. I'm kidding, this thing can't dive at all. It's fun for roleplay though! Here, have some more pictures of the submarine. These were taken during the sea trials of Typhoon-01 Blue November, Captain Malcolm Kerman commanding.Captain Malcolm Kerman peers out from the observation deck on Blue November's sail. First Mate Jeb shows the photography crew the sleeping quarters. The crew will often have to share bunks due to limited space. half the crew sleeps at night while the other half sleeps during the day. Not that they can tell whether it's day or night while the sub is underwater. The main control room seats six crewmembers and the captain. It's difficult to see in this photo, but Captain Malcolm Kerman is using the periscope to make sure no other ships are around to watch Blue November dive. This thing is really slow. It's top speed is 6.4 m/s, so don't expect to get far with this. Even if you have the patience to wait out the long trips with the sub, you still have to watch it. It loves to tilt from side to side while the engines are running, and one time it capsized while I wasn't looking. Alright, here's the big feature, the missile deck. "Captain, we have been ordered to fire at these coordinates!" "Flooding tube No.1" This has to be done because the game doesn't allow engines to fire while in a closed cargo bay, it counts them as stowed parts. "Missile ignition!" Altitude increasing! Missile has acquired target coordinates and is proceeding to home in on them. Missile is in final descent phase! Warhead is armed... Detonation detected! The submarine has several places to store crew before launch. A lander can opens up to the interior to allow crew access. To fill the interior, take the Kerbal who spawned in there and place him in the desired seat in the control room via EVA. Then transfer another Kerbal into the lander can and put him in another seat. Repeat this until all Kerbals are inside the control room. The other crew pods are located on top of the sail, in the nose of the sub (escape trunk), and in the tail. It is recommended that the middle seat is filled last, as it has been known to obstruct the hatch when a Kerbal is in it. I used a KerbinSide launch site to get the sub into the water, but you could possibly use Hyperedit. Hell, you could even do something like this: Be careful if you do this though. Missiles are set up to fire in groups of two, but I normally fire them one at a time. Remember to open the Mk 2 cargo bay and click Control From Here on the missile's probe core. For best range, wait for the missile to clear 2,000 meters before turning it towards the target. That's all you need to know about the Typhoon! KerbalX DL: http://kerbalx.com/pTrevTrevs/Typhoon-Class-Submarine NEW! Want real cruise missiles instead of my stock ones? Well Now you can have them! Kerdinand has kindly created a BD Armory variant of the Typhoon, which is available here: http://forum.kerbalspaceprogram.com/threads/114591-Kerbal-Military-Engineering-BD-Armory?p=2059185#post2059185 (Kerdinand also made the Sketchfab model at the top of this post) I'd love some feedback on this craft, and make sure to leave some rep if you enjoyed!
  5. If the part count wasn't so high already (over 400), I would make my own missile tubes out of wings or structural panels. But that interior really drives up the number of parts. Maybe I'll release a stripped down economy class version with no interior.
  6. Commencing Typhoon missile launch tests (from dry land, because I forgot to install KerbinSide). The cargo bay is open because the game wont let me fire the engine while it's stowed. i can't think of any workaround to this besides removing the bay or opening it for firing. The farthest range I've been able to achieve is 21.5 km, almost to the Island Runway, but not quite. I just have to test this thing's performance in the water and it should be good to go!
  7. Hmm, is the facility on one of the bigger islands in the "Crater"? Also, what do you think about doing alternate pads at KSC for your American rockets?
  8. I got a picture of the Typhoon's interior. I just got back from vacation, so not much work has been done besides this. The part pictured is the main control room. Since I watched The Hunt For Red October about a week ago, I loosely based the layout of this room on the control room from that movie. I have no idea whether the control room in Red October is an accurate depiction of a Typhoon submarine's control room, but even if it isn't, I'm pretty happy with it right now. Yeah, those lights are supposed to be computer monitors, and the battery packs are there to hide the Mk 3 fuel tank at the end of the cabin. I'd say it looks pretty close to the inside of a sub. it's cramped, colorless, and packed full of machines and instruments.
  9. Here, let me go ahead and embed that image for you: When you upload it to Imgur, you can right click and copy the image, then paste it into your post. Also, why is it so small? Normally screenshots taken in KSP are huge.
  10. Cool, maybe if I finish my Saturn IB it can complement the Big G! I've seen some concepts for using a Gemini and Saturn IB for moon flyby missions too!
  11. Well, I'm still working on a stockalike Saturn I, Saturn IB, Little Joe II, and possibly Apollo CSM and CM Boilerplate. It's going slow, but right now I have the S-IVB tank, J-2 engine, S-IV tank, and Little Joe II modelled.
  12. Hey, how about a Bell 47? It's a nice civilian copter. Maybe a Robinson R-22 as well?
  13. Unable to post pics yet, but the Typhoon's interior is progressing nicely. I have two rooms on one deck aft of the sail. I can't make a lower deck because I don't want it to be below the waterline, and I cent extend it any without making the sub longer. I'm going to make the larger room a control room, but I don't know what the smaller one should be. Any ideas? It's floor space is about the size of a large structural plate, and it's a little taller than a small structural plate.
  14. If you're going to make KK launch sites, I've always thought it would be cool to have alternate pads as KSC. Maybe one like Antares's pad at Wallops, and a Titan II inspired pad with a large erector tower, and some other ones too!
  15. Will the monopropellant tanks/radiators eventually get their own textured instead of having to borrow stock ones?
  16. The Big G and vostok upper stage both look nice! That Vostok had better be based on accurate dimensions/orthographic sketches this time. Or else... Hey, we're three weeks out from New Horizon's Pluto flyby! Hurry up and get that high gain dish out, I need it for a Pluto flyby mission!
  17. WIP Typhoon class missile submarine: It packs eight missiles, each in its own tube (idea inspired from Mad Rocket Scientist's submarine), and has an interiors for Kerbals to walk around in. They will also be able to climb on top of the sail thanks to a small pod clipped into it. I still need to complete the interior, touch up the stern, strut the thing to kingdom come, and test it. I may toy with the idea of giving it torpedoes too, but we'll see if I can get this to work first. Please, any ideas are welcome. Also any soviet music to listen to while building this would be appreciated.
  18. Thanks! I'm very happy with the basic probe block, it's very adaptable. You can replace the collector arms with regular solar panels, add a Priorda antenna, and boom! You have a long range interplanetary probe! Add a docking port, and you have a Russian Agena! I bet it also fits inside Mk 3 cargo bays.
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