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Hammer Wizard

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Everything posted by Hammer Wizard

  1. I wouldn't rag on that submission, if it really can do a mun landing and return as an SSTO, I think it would be the best submission yet. It would be completely multipurpose at that point, able to visit the ISSS and the Mun base easily, ferrying Kerbals everywhere. It may be worth the obscene part count and tonnage. He just needs to list the tonnage and part count to make it a legit submission. I think it'd be really cool if Harv chose that one.
  2. Additional picture Hammer Wizard Engineering presents the Wizardmobile Heavy Lifter & Rover system. The Rover and Lifter weigh in at 30.25 tons and are made of 76 parts (total). They are connected by Junior docking ports. The Lifter has approximately 6500 m/s^2 of total Delta-V and a TWR on the Mun of 2.5, enough to fly to and land on Moho. With a capacity of 5 Kerbals, it is capable of landing and taking off from the Mun with up to 15 additional tons of payload on its bottom junior docking port, along with fully fueled tanks. It weighs 28.69(12.69 when empty) tons and is made of 49 parts. The rover seats 2 and has a standard docking port on its rear. A junior docking port on its top, aligned with the port on the Lifter, allows this rover to act as an adapter to refuel the lifter on the ground. It weighs 1.56 tons and is made of 27 parts. To account for pilots having different preferences when it comes to docking and landing, The Wizardmobile comes in two versions to better suit your flying style: Without ASAS:Mediafire Download With ASAS:Mediafire Download Flying Note: When coming down onto the Mun, it is recommended to begin the braking burn at 10km. - Hammer Wizard
  3. This was my first station I ever successfully constructed back in 0.18.2: Skyhome 4 tanks oriented in a cross that provided excellent stability. Here is it during full operations, one of the tanks gets sent to the Mun to be refilled by a kethane mining operation. For a little while, my space program needed no more launches for regular operations on the mun. And Here is my mun station, called Munhome. It was one long line of modules, which made it very prone to wobble.
  4. Harv, please refrain from porting the base into 0.20. The Mun's geometry was changed, but they are going to revert the changes in the hotfix apparently.
  5. Bull's Eye Station Small station that can deorbit kerbals with its own cannon. I have tested it and Kerbals can land safely. Combined with a Munar cannon, it allows kerbals to reach orbit, enter the station, deorbit, and land, all without the use of a ship. Mediafire Download -Hammer Wizard
  6. Hey, Nyrath has come to play! It's too bad the recent forum outage nuked the Kerbal Interplanetary Defense Initiative. Before the forum outage deleted a good chunk of forum posts, some enterprising players had really interesting designs for stock weapon systems. I think would have been interesting for you considering the subject matter of your website. Kerbal Space Program is currently a good place for missiles and small drones/fighters. Modded laser weapons have a limited range of 2.5km because that is the range of the "physics bubble" around ships. So current weapon designs are all kinetic killers, trying to slam into something with as much relative velocity as possible. There is an upper limit to how fast you can slam into something too, since if you are moving in a frame further than the collision box of your target, you will pass right through it (Essentially teleporting to the other side of the object). So effective KSP stock weapons are relatively heavy, so that they can pack more kinetic power while moving slow enough that they wouldn't pass through their target. A good example was a design posted for a high velocity "bouncing betty mine" type planetary defense. It launched high thrust rockets covered in chaff that enter into a wide ballistic flight. It creates a cloud of debris passing in front of orbiting enemies that is difficult to avoid and tends to shred targets badly. Despite these limitations, some players have made some decent combat ships. One KSP youtuber named Macey Dean even runs mock battles with his carriers. Although they are clever designs, they demonstrate the weakness of a spacecraft that launches smaller attack spacecraft. he uses craft he calls "fighters" but would more accurately be called "bombers". he rethinks his loading scheme and tests his ship against a ground launched bomber craft. he creates a battleship that launches missiles, and it is a vast improvement over his carrier and fighter design.
  7. Hammer Wizard Engineers, Deciding that the Verne was too much cannon for the Mun, went back to the drawing board to craft a new, safer, more accurate and reliable C.A.L.M device. May I present: Little Verne Feature List: Capable of independent hovering and landing in the Mun's gravity with small radial thrusters. Thrust to Weight Ratio on the Mun is greater than 2. Center of Mass is aligned with Center of Thrust of radial thrusters. (Mostly, still tips forward slightly) Radial Thrusters provide 2000dV of thrust for redeploying. Kerbals can reach the launch platform with ladders, using no RCS fuel. 1By default, launches Kerbals at a 10 degree incline. 2Incline may be adjusted to 15 degrees to account for landing on rough terrain. 3Landing wheels can be deployed to easily rotate the cannon using only the Lander Can's torque. 4Probe located on back of cannon may be used as an aiming sight, to align the navball with the cannon. 5Docking port is aligned with the standard port configuration. Docking port's position allows Rovers to add stability or refuel cannon. IVA window allows easy viewing of launched Kerbals. Capable of launching Kerbals into Munar orbit with more than 40% RCS Pack fuel left. (depends on orbit) Full throttle can safely be used when launching. The Little Verne is composed of 39 parts and weighs 18.66 tons. Action Keys: Action Group 1: Extend Ladders Action Group 2: Toggle Wheels Action Group 3: Toggle Legs Action Group 4: Toggle 10-15 Degree launch Action Group 5: Toggle Radial Thrusters Action Group 0: Toggle Rocket Cannon Mediafire Download Firing Procedure: 1. Position Kerbal on Launchpad 2. Make Sure Throttle is set to 0 3. Press 5 and 0 until all engines are deactivated. 4. Throttle up to 100% 5. Press 0 to launch Kerbal 6. Press X to cut all throttle 7. Press [ or ] to swap to flying Kerbal -Hammer Wizard
  8. Verne Cannon for Assisted Launch from Mun. Named in honor of Jules Verne. Click image for bigger version. Click image for bigger version. The Verne C.A.L.M is composed of 42 parts and has a mass of 31.5 tons. It is launched from the VAB. Mediafire Download Action Keys: Action Group 1: Extend Ladders Action Group 2: Cut all engines Action Group 5: Engage Counterclockwise rotation rocket Action Group 6: Engage Clockwise rotation rocket Action Group 0: Toggle Rocket Cannon -Hammer Wizard P.S. Recommended throttle for main rocket cannon is at 50%. Warranty does not cover launches that exceed that throttle setting!
  9. Those are all good Challenge suggestion. I am going to keep this game simpler since its the first, but for future games, I am sure I'll go nuts with lots of point tallies and goals.
  10. Yes, you can use Hyperedit, it only makes you miss out on the "No Mods/No Cheats" bonus points. Also, I am working on this design while prepping to do my own challenge. It uses retro rockets to fire rings with much more energy than their own explosive force or separatrons could manage. It also makes it much more maneuverable.
  11. Thank you, I made that bit before the forums crashed, so the link wasn't working anymore.
  12. Episode 3 Rover Submission: Munroller Munar Multipurpose Service Vehicle The M.M.S.V. Munroller has a mass of approximately 16 tons and is made of 75 Parts. Spaceport Download (Link should work when the submission is finished processing) Mediafire Download -Hammer Wizard P.S. If a sky crane is necessary, a girder can be locked on the vertical metal column located just behind the main cockpit. This will extend a hardpoint out of the shell, suitable for a skycrane attachment.
  13. This challenge is design, build and deploy a large craft capable of defending Kerbin from evil invading aliens. This challenge isn't merely a pretty ship showcase however, I will be posting a save which contains the invading aliens that need a righteous buttkicking. Before I do that though, I need to outline just what we're all looking for in a Kerbal "Combat Ship". It is permanently in space. It can have Landers and such, but the ship itself can never safely set down on any planetoid larger than Gilly. It has armaments. These can be in the form of torpedoes, or fighters, or modded weapons like Romfarers weapon pack. Check out this thread for weapon designs. It can be Refueled/Rearmed. This ship shouldn't be a oneshot launch, destroy, and return and deorbit type mission, unless it can take off again. All mods are allowed so long as their use is properly documented, but there may be small bonuses for a completely stock vehicle launched with no external mods. The scoring will be dependent on the nature of the missions presented. Performing goals in the mission will earn points. Those wishing to enter the leader boards will to take a picture of their ship accomplishing each goal they want points for, preferably with more than one picture of each if possible. The mission scoring will begin when your ship is in low Kerbin orbit (70-150km) and is fully fueled and armed. Subsequent refueling, repair and rearming will deduct small amounts of points from your total, and so must also be documented with pictures. I am hoping that the mission structure becomes standard, to give those players designing combat craft lots of instances where their designs can be tested in simulated battle. Feel free to reuse my scoring structure in other Kerbal Combat Ship design threads. Try to pick interesting alien ships to fight, either borrowed from another universe or original ideas. With out further delay, lets look at the first challenge posed to budding warship designers! __________________________________________________ __________________________________________________ __ Appropriate Music Begins Playing www.youtube.com/watch?v=6W_fzCW0L84 incoming transmission Attention, all species members known to themselves as the Kerbal civilization. Upon leaving the surface of your planet, your species as set upon the Path of Now and Forever. We are the Ur-Quan, we have arrived to enslave your planet and it's entire populace. Since you have reached the technical sophistication required to propel yourselves in space, you are allowed to choose your ultimate fate. Bring to us a ceremonial black rod, and your species will forever be locked away on Kerbin, never able to reach space again as a powerful force field is projected over your world. Bring to us a white rod, and your species will be allowed to continue to operate in space, serving us in our Hierarchy of Battle Thralls. Come to us with armed with weapons blazing, and our retaliation will be brutal. We will show no mercy. Your world leaders have one year to come to a decision. Heed these words, for although you may consider us the enemy, these conclusions are flawed. We are your salvation. We bring you peace, a peace built upon OUR social framework imposed upon your planet, a new world order in which your prosperity and security are assured by the Ur-Quan. We will protect you from the hazards of this hostile universe, from dangers so hideous, your simple minds cannot imagine their dark scope. Today, we are the enemy. In time, this will change. Soon, you will come to understand the boon of slavery we force upon you and then, you will revere and even love us for this gift. transmission loops A ship is detected orbiting Jool. __________________________________________________ __________________________________________________ __ incoming transmission HARG! HARG! HARG! The masters want YOU little green guys in the Hierarchy? SNORT! I've seen larger vermin on my home world than these dolts. I'm Hurfdurf of the Thraddash Culture 19, among the mightiest of Battle Thralls in the Ur-Quan Hierarchy. SNARF! We're here on escort for this Ur-Quan Captain. We've got our eyes on you. SO DON'T TRY AND FIGHT US. Cowardly, stupid Kerbals and their primitive technology STAND NO CHANCE. So don't be as stupid as you look and bring up a black rod, for yous' guys' own good. SNORT! transmission ends A ship is detected orbiting Mun. __________________________________________________ __________________________________________________ __ incoming transmission Hello Cue Balls! I am a Spathi of the planet Spathiwa, specifically Captain Smott Canley of the Spathi Eluder Mechanical Plebian. My crew has asked me to relay this message to you, "Surrender to the Ur-Quan please, we do not wish to fight your Cue Ball Space Program and die to your hyper advanced, extremely deadly and dangerous Cue Ball weaponry. Also, we think you look super awesome and very intimidating and would make great battle allies." That is the entirety of the message. On a more personal note, I too would not like to die from advanced Cue Ball weaponry, which we know you are hiding in order to look less advanced. We do not wish to engage in combat with you, however we will be forced to do so if you attack any of the ships in orbit around your sun! We may be afraid of you, but we are much more afraid of what the Ur-Quan will do if we do not obey. Fly safe, Cue Balls! transmission ends A ship is detected orbiting Ike. __________________________________________________ __________________________________________________ __ Scoring: Main Objectives: Thraddash Throwdown: Destroy* the Thraddash Torch orbitting around the Mun. +100 points Spathi Skirmish: Destroy* the Spathi Eluder orbitting around Ike. +200 points Ur-Quan Quarrel: Destroy* the Kzer-Za Dreadnought orbitting around Jool. +400 points The Grand Campaign: Destroy* all invading enemy ships and safely return to Kerbin. +1500 points.(Replacing the above points) Gentlemanly Duel: Allow the Enemy Ship to shoot you first and connect. x2 Multiplier for that enemies point value. x2 The Grand Campaign points if you allow all enemies to shoot and hit first. Bonus Points: Lock, Stock, and Two Smoking Barrels: No mods. +100 points Torched: Get Pushed by the Thraddash Torch's exhaust. +50 points Elephant Gun: Attack the Spathi Eluder from less than 100 Meters. +50 points Boop: Nudge the Ur-Quan Dreadnought a bit with your ship. +50 points Glorious Final Charge: Your ship is destroyed by any enemy ship. +250 points and mission ends Costs: Each Refueling trip/delivery is -50 Points Each Rearming trip/delivery is -50 Points Each Repairing trip/delivery is -50 Points Total Potential Maximum: 3250 points *Destruction means the ships QBE core is blown up or seperated from all engines and weapons, or if all engines and weapons are destroyed. All Enemy ships are stock, and require no mods to be loaded. They are controllable and all have some weapons. The Enemy ships increase in part count as you get further out. The Thraddash ship around the Moon has less than 50 parts, the Ur-quan Dreadnought has more than 200. If you can't handle entering space with that ship, that is okay, simply do whatever you can. You will still get points and a link in the Completed Mission list and a potential spot on the leaderboard. Mission Download: Mediafire Link Installation: Unpack .zip file to your KSP directory. If installed correctly, in the "saves" folder there should be a folder called "Save Kerbin!" Mission is using the aliens from Star Control 2, known in its open source form as The Ur-Quan Masters. Leader Board 1. 2. 3. 4. 5. Completed Mission Links:
  14. Hello People, I just signed up before everything crashed, so I didn't lose anything. I would like to pick an avatar.
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