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Found 16 results

  1. Description After the war of 3480 A.E against The Zxatan Imperium. KDF forces needed a new Carrier after the success of the Griffin Units. KDF designed the Pharaoh, a large multi-role carrier for troops, vehicles or for smaller space fighters to dock for refueling or rendezvous before fleet engagements. After this successful launch KDF will be looking to release its next Destroyer WIP in development. This craft is All Stock with DLC parts only. Also uses a flag for the cockpit. NO MODS. Flight Instructions This craft uses the Infamous Kraken Engine. does not require any fuel but does use Vernor engines for RCS so please use infinite fuel for that purpose as well as infinite energy. Can be flown anywhere and can take off directly from Kerbin without assistance from rockets. Main Throttle - Kraken Engine Anti Gravity 50% Slow Decent 75% - Hover Mode 100% - Anti Gravity Lift Mode Action Groups - AG1 - Forward Propulsion AG2 - Toggle Cockpit AG3 - Toggle Cargo Bay Turn on Infinite energy and Fuel for RCS In case of Kraken attacks make sure to reload and actively save when on long gameplay. When leaving a Planetary Body - Use radial out, be patient and climb to around 215m at this point the Kraken will kick into overdrive and start to lift much faster. (only on high G planets will it be a slow takeoff) Keep vertical accent until you reach around 34,000 meters the nav ball will flip once this happens it will attempt to turn to match the radial out. Switch over to Normal Mode after this continue to rise until your flight path is past LKO from here continue to circularize until you are clear with an orbit. Flag Instructions Place All Files in (SteamLibrary\steamapps\common\Kerbal Space Program\GameData\Squad\Flags) Details Type: SPH Class: ship Part Count: 1353 Pure Stock KSP: 1.12.3 DOWNLOAD LINKS KERBAL X: https://kerbalx.com/InterstellarKev/KDF-Pharaoh-Carrier STEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=2866014790 FLAG DOWNLOADS https://drive.google.com/file/d/1uABZtM2AFGTBiIr-ql92xhERC49ZZW88/view?usp=sharing https://www.dropbox.com/s/0vlpeahfx62spj1/canopy.png?dl=0
  2. While Elonski Kerman is busy taking over Chirper, YSpace has been forced to take some minor budget cuts. As such, its engineers in the Relay Web project have been tasked with designing a more efficient way to carry its small relays into orbit. A few days later, they agreed on testing spacecraft that can carry two or more relays at the same time. Here are the rules for this interesting challenge: (BARE MINIMUM) Your craft has to carry two or more relays to LKO Relays being of identical design not required, but highly recommended Bonus points if you can get your carrier higher than that Each relay has to have at least 2 G relay power All relays have to be unmanned. The delivery craft can go either way BEWARE: if you choose to have any kerbals pilot it, you have to return all of them alive after all relays are deployed No damage can be sustained to either the relay or the delivery craft upon deployment. Not even the solar panels (IF YOU PLAN ON RETURNING THE DELIVERY CRAFT) all your relays must be deployed If not, you can ignore this You will be placed in separate divisions based on whether your entire craft has: Simple Tastes - ALL STOCK PARTS, NO DLC At least no mods that come with additional parts Spice Things Up - DLCs INCLUDED, BUT NO MODS Free-for-all - MODS You can submit as many entries as you want, but only your best entries will be considered for each division (OBVIOUSLY) Pictures/video of your performance to be considered Scoring Format RELAY QUANTITY: +10 points for every relay past 2 (baseline: 20 points) e.g. for a 16-relay spacecraft, that's (20 baseline points) + [(16 relays - 2 baseline = 14 additional) * (10 points each) = 140)] = 160 points If you can carry 10 or more relays at once, that would be awesome SPACECRAFT REUSABILITY: 75 points if you use a spaceplane AND can (obviously) land the emptied craft in one piece 50 points if you take off the rocket from the launch pad AND can return it to Kerbin's surface + 15 point bonus if you manage to not damage it during re-entry and landing Fairings deployed don't count when it comes to assessing damages, as they were planned If you can take it to another celestial body's orbit and return the emptied craft to Kerbin's surface, that would be VERY awesome No additional points if returning the spacecraft is not possible PERFORMANCE: 25 points - Can only take the craft up to LKO before deploying the individual relays 30 points - Can take it up to Minmus orbit 35 points - Can take it up to the Mun's orbit If you can do that, then you can do Minmus just as easily 70 points - Can put the relay carrier in orbit of another celestial body OUTSIDE OF KERBIN'S SOI before deploying them e.g. if you want to start a relay web over Ike, send your delivery craft to that rock before deploying them one-by-one in various orbits PRICE: 30 points if price<$100K 20 points if $100K=<price<=$400K 15 points if price>$400K AUTOMATIC DISQUALIFICATION IF ANYONE DIES OR GETS STRANDED EVERYONE RETURNS ALIVE I'll start us off with my entry, a relay carrier with 16 individually-named xenon-propelled 2G relays https://kerbalx.com/Mars-Bound_Hokie/Multi-Satellite-Carrier-16-pack Have fun, everybody. I can't wait to see what you all come up with.
  3. Carrier Vessel eXpansion You can Download it here! Album: https://imgur.com/a/L3mph Images: Videos: What is CVX? CVX is a low parts mod that allows you to build a Nimitz class Aircraft Carrier. The mod currently contains 5 parts: 1 screw, 1 rudder, 1 hull, 1 radar tower, 1 bridge tower. The idea behind CVX is so players can explore Kerbin while carrying aircraft and not have to worry about having enough fuel, or... You just want an aircraft carrier without worry about tanking your cpu with parts count. What is Included? 5 parts: 1 rudder 1 screw 1 hull 1 radar tower 1 bridge tower Why only one carrier? More ships are on the way. Soon I'll be releasing a Wasp-class LHD, Essex-class CV (for recovering the Kapollo) and an Admiral Kuznetsov CV (for all you Krussians) in the first phase. The second phase is experimental carriers such as a submersible carrier and a helicarrier. Why are there no weapons or radar? There are already mods covering that, and a list of recommended mods are further down the page. Where can I get that F-14 craft? The F-14, made by GrandAdmiralJon, can be found here on KerbalX. Recommended Mods: BDArmory (Continued) [1.3] (maintained by pappa_joe) SM Marine [1.3] [SpannerMonkey(smce)] BoomsticksRev3 [1.3] [SpannerMonkey(smce)] Master Tech Weapons [1.1.3] (TMasterson5) Blue Hawk Industries [1.1.3] (TMasterson5) MalFunc Weaponry [1.1.3] (Themorris) North Kerbin Dynamics [1.1.3] (harpwner) Never Enuff Dakka Redux [1.3] [SpannerMonkey(smce)] Kerbal Attachment System [1.3] (maintained by IgorZ) Kerbal Inventory System [1.3] (maintained by IgorZ) Hanger Extender is helpful for building very large crafts. Hanger Extender (recompiled for 1.2/1.3 by Alewx) The following is for placing the carrier in water. VesselMover Continued [1.1.3] (maintained by pappa_joe) Boat Launch Central [A channel marker buoy made by SpannerMonkey(smce)] For use with Kerbal Konstructs. [1.2.1] Hyper Edit [1.3] The following is for keeping the massive vessel together. Kerbal Joint Reinforcement [1.3] Arrester Cable and Hook, By Flywlyx Aircraft Carrier Accessories [1.3] Bugs and Issues: The big glaring bug this mod has is the Boat Kraken in 1.1.3, this is where the vessel is flung into the atmosphere, caused by a floating point error. The release of KSP ver 1.2 fixes this so there is nor more the need for either use FAR or AirPark but both are excellent mods, try them anyway. The new current problem is the stock joint system, where even rigid attachment will allow parts to separate, KSP's attachment nodes weren't designed for such heavy masses. I recommend using the cheats for both inserting into the water and operation until Kerbal Joint Reinforcement is updated. Change Log: Version 0.13.1: 1.3.1 Compatibility Update: -Dependency Update Version 0.13: 1.3 Compatibility and Fixes Fixes: -Fixed Fuel Capacity in Nimitz Hull -Fixed Engine Thrust Added: -Added Reaction Wheel to aid in turning -Added Support for USI Life Support -Added Support for Aircraft Carrier Accessories (Nimitz Catapult and Toy Box Catapult [for Future Top Secret Vessel] -Added Pre-made Craft Files -Updated Dependencies 0.12: Various fixes and adjustments: -Models and Dependencies updated to KSP 1.2 -Model recompiled as a second attempt to fix the Light Dim Bug. -Added normal maps -Added new hull textures -Added new resource, KSteam -Adjusted screws (still not perfect, still goes too fast for a carrier, 40m/s, but hey this is a game.) -Adjusted Buoyancy, hull rests at waterline. -KSP 1.2 has better floating point so no more boat bounce -Fixed phantom forces with rudder, but is as useful to steer a carrier as a fly swatter. Hopefully a solution coming soon. 0.11: fixed issues with rudder settings. 0.10: Initial Release Additional Credit: Snjo and RoverDude: for FireSpitter (*.dll Packaged with C.V.X.) RoverDude: for Community Resource Pack (Also packaged with C.V.X.) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  4. AN-TCV-04 Albion Fleet Carrier The AN-TCV-04 is the fourth iteration of a standardized CATOBAR carrier capable of supporting 4 aircraft across all feasible mission profiles from long range surveys, to SSTO operations. The Mark 4 carriers have been constructed using strictly attachment nodes and the offset tool to construct both decks, creating a far more time warp resilient frame. The dimensions are the following; 115 metres long from bow to stern, a beam of 21 metres and a full height of 24 metres (including propellers). https://kerbalx.com/chadgaskerman/AN-TCV-04-Albion This is the first of hopefully many naval craft I hope to release in the coming months, including different factions with different design styles and philosophies including separate aircraft models for each faction. This carrier belongs to the AN faction (,I'm yet to give it an actual name,) that mimics the US Navy as well as RN, based on the Russian/Soviet Navy and CN, based on the Royal Navy.
  5. Last Update: 23/05/21 This thread is where I will organise and share all of my Naval Vessels, Naval Aircraft and other useful subassemblies. The Catalogue will be split into 3 main sections, Surface/Subsurface vessels, Aircraft and Subassemblies, more will likely be added but for now I will stick to these three - this should hopefully allow for an easy to navigate catalogue of all my craft (And hopefully encourage me to actually release some on a semi regular basis). The TEK Shipyards (Telnya-Karkov) is a fictional company that handles the building of everything from the smallest boats to the largest aircraft carriers and beyond. The TEK designation, e.g. TEK-66-1 denotes the Manufacturer - TEK, the Length in metres rounded to the nearest convenient number - 66, and the suffix denotes the variant which is not always present. All but the 1st generation of Naval vessels at least Breaking ground to function due to the use of electric propellers and the 3rd and 4th generation of vessels use config editing to drastically reduce part count. This is done to make sure that all of my craft can be enjoyed at a reasonable FPS and without your computer reaching the temperature of the sun. The adjoined company to TEK, Karkov Helicopter concern, often contracted to Karkov is the parent Company of TEK handling all sorts of aeronautics. Starting from helicopters, Karkov has gradually Evolved into an aerospace giant handling everything from passenger planes to carrier based SSTOs. The close partnership between TEK and karkov allows them to develop complete naval systems with organically integrated aircraft. For example, the Karkov universal Landing gear system for medium and heavy carrier aircraft allows TEK to create a one-size-fits-all tie down system allowing for the securing of aircraft whilst lacking the complexity and overengineering of a full docking system. "Efficiency, Efficiency By Design" ~ The TEK Motto Surface/Subsurface vessels 1st Generation 2nd Generation 3rd Generation 4th Generation Aircraft Fixed Wing Rotary Wing Mods that I find essential; Any thoughts, suggestions and requests would be appreciated.
  6. Now introducing, The TEK-113 Light Aircraft Cruiser A 3rd generation aircraft carrier boasting an angled flight deck, clear deck markings, and a Mk-4A Ion reactor powering twin propellers capable of moving the 1500 ton vessel up to a speed of roughly 22 knots (11m/s). Designed to carry 2 Medium V/STOL Aircraft plus 2 light helicopters, the TEK-113 is a perfect scout vessel capable of operation many thousands of kilometres from the KSC. Gallery The specific vessel you are downloading; KMS Atlas DL; https://kerbalx.com/chadgaskerman/TEK-113-KMS-Atlas P.S. If anyone has any experience with making the BG pistons work, or any other ideas on how to make an aircraft catapult work, PM me. I have further projects in the works P.P.S. Thanks to @Yukon0009 for the flag pack https://cdn.discordapp.com/attachments/778244348897656853/821291735275143178/Markings-20210305T055031Z-001.zip
  7. D20-TC Goose Dropship Designation 20-Troop Carrier Description Details Type: SPH Class: ship Part Count: 473 Pure Stock The D20-TC Goose Dropship 20-Troop Carrier is our new carrier that will now support light medium and heavy transportation around Kerbin and hopefully around other atmospheric planets. The D20-TC Goose comes standard with 16 merged J-404 Panther Engines using new noclip technology spawned from a local transwarp gate that some big guy wearing green armor happens to drop taking off the head of a what looked like a demonic creature. Nevertheless this has enabled great TWR to support heavy VTOL applications unlike what we had in past models. Also unlike past models we have increased usable space with transport by creating a completely custom cargo bay with built in fuel MK2 Tanks to complete the roof of the Goose. This has increased space and usability. Also in Cargo bay includes a arm for multi use applications and dc Jr x2 ports one on cargo wall one on arm. Outside ports include x2 ports on under belly and chest for fuel and transport. Have tested so far by lifting and carrying the Kerbal Mech Suit to Desert Base for Training facility as well as taking back Bob’s Warthog. Very Stable flight can land pretty much everywhere. Able to carry (tested up to 34 Tons) Flight Controls Press AC1 to Hover VTOL Mode. At full throttle it will raise gradually. Press AC2 will increase speed with wet mode. Press AC3 to toggle forward flight Press AC4 to close cycle AC1: Toggle Panther AC2: Switch Panther Mode AC3: Toggle R.A.P.I.E.R. Engines AC4: Switch R.A.P.I.E.R. Engines AC5: Toggle Customer Bay and Cockpit/Ladder AC6: Toggle Docking Bay Stop Guard AC7: Toggle Cargo Arm Dock Jr. Oh yeah PS we are actually getting Bob a new Vehicle for his Birthday so we included his Warthog in the back for free so have fun with it! Don’t tell BoB! A stock aircraft called D20-TC Goose Dropship. Built with 473 of the finest parts, its root part is adapterEngines. Built in the SPH in KSP version 1.9.1. Download Kerbal X: https://kerbalx.com/InterstellarKev/D20-TC-Goose-Dropship Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2014189900
  8. KSP.AI(All Unmanned, All the Time) Probes only... No Squishy Pilots... Carrier Mode... Table of Contents: KSP.AI.Mission(1, “Escape the Atmosphere”); KSP.AI.Mission(2, “To Orbit!”); The Kerbin-Science-mk1 & code KSP.AI.Mission(3, “To Da Mun!”); KSP.AI.Mission(4, “Sat Delivery”); KSP.AI.Mission(5, “Munar Science Run”); KSP.AI.Mission(6, “Munar Station Assembly”); KSP.AI.Mission(7, “Munar Base”);
  9. Dear fellow Kerbonauts! Let me present you a book (well, it's an E-book after all) what I wrote in the end of the end of the last year (2017), called It's actually a (more-or-less) simple story based on the Carrier mode of KSP from the first sounding rockets to the first Minmus landing. I discussed with @Darth Badie earlier, she agreed and supported me to do it. This book is completely free-of-charge, all credits to SQUAD. I'd like to ask you to read it, and if you like, leave me comments with your opinions, because sometimes in the future I'd like to write another KSP-themed book if the new EULA let me do it. Anyways, here is the link for the promo video I made for the book. The link of the book is in the description of the video. I hope you'll like it. Cheers!
  10. I've always been fascinated with the idea of creating huge models piece by piece, especially replicas. Over my few-year long KSP career I've already built space shuttles, N1-L3s, at least a few not-really 1:1 Mriyas and some really big naval vessels. The projects got bigger and bigger ranging from 60m corvettes, through 90m rockets, to 130m destroyers. Once I hit 150+ metres i started getting into the aircraft-carrier size range. The partcount and KSP engines stability were the only limits. And just like that, the Invincible was born. At nearly 1700 parts this is a true behemoth. Running a GTX 1050 I managed to hit about 10FPS and had to cope with insanely long loadup times. While not exactly smooth, it is definitely manageable enough for me to be able to land fixed-wing aircraft on it with about 85% success rate. The partcount could be cut down greatly if I were to omit the details, but they're the part of the replicas charm after all. The carrier will most likely receive a few improvements in the near future. I plan on including some landing lights to make night operations feasible and perhaps including some period-correct carrier vehicles and/or some parked Harriers. I will also make the carrier mobile quite soon. For now it is a static model for practicing carrier landings. I'm releasing this version due to the partcount limits. I want to make this thing accessible to as many people as possible without crippling their framerates and frying their GPUs. Due to it being 1:1 scale it is perfect for testing out all kinds of life-sized carrier aircraft replicas. Stock arrestor gear isn't really an option but due to how strong KSP brakes are they aren't really necessary most of the time. The deck layout consists of two separate halves, the left half accomodates the runway strip and the takeoff ramp (and is the side you should probably be landing on), with the right part consisting of two parking areas and the superstructure. On the bow there is a small, functional Sea Dart SAM battery which in 1982 was the only defensive system aboard the Invincible. It relief heavily on covering fire from it's escort vessels (which I might make sometime soon, they shouldn't be too much of a problem to build and a whole carrier group might look nice together if it doesn't make my PC explode in the loading process) The deck is very rigid and should be able to handle hard landings with ease. The ski-jump ramp makes aborting your approach quite easy provided you spool up your engines soon enough. The carrier was designed to operate STOVL Harriers exclusively, but landing regular fixed-wing aircraft is absolutely possible. Might try to land my Tu-95 on it sometime soon for the memes. The carrier has functional citadel lighting. It doesn't do much apart from making it look extra nice in the darkness. As mentioned before, I'm planning on giving it some more lights and details and releasing a higher partcount version. It will light up the runway, the superstructure cabins and turn your GPU into heated plasma for some extra lighting effects. Optimal landing speed sits at about 50m/s for the majority of my planes. General rule of thumb for carrier landings is to come in for a relatively shallow approach, line up at approx 2.5km from the carrier and make fine adjustments to your attidute. Just before touchdown it's wise to apply a fair bit of thrust to make aborting possible if necessary. Watch your speed and altitude, the line between overshooting and hitting the stern of the carrier is a fine one. Here are some videos demonstrating some landing and takeoff examples. They also display the scale of the carrier in comparsion to the Skyhawk nicely. The A-4F is built in 1:1 scale. Here are the download links: CARRIER: https://kerbalx.com/EvenFlow/HMS-Invincible SKYHAWK: https://kerbalx.com/EvenFlow/A-4F-Skyhawk Happy landings!
  11. Landing the Mini Beech B18 on the Sentinel Aircraft Carrier
  12. The Kaspian Sea Carrier: The Future Of Autonomous and Kerbal Supported Sea & Air Missions: The Kaspian Sea Carrier comes complete with a carrier landing deck, VTOL UAVs, and an ROV for all your exploration needs. Low part counts of just 265 for the main craft with UAVs and ROV, allow for less lag than one would expect from a craft such as this. The UAV and ROV only have 20-21 parts each, and thus due to their size, are perfect for use in Kerbin and Laythe missions, even in carrier mode! The UAV's can fit in even the tiniest of cargo holds, and are incredibly stable at all speeds. The ROV features it's own ballast/flotation system of my own invention. You manipulate the landing gear pods to control buoyancy. (KerbalX and the Album below, explain this in more depth) The Kaspian Sea Carrier With UAVs Visible On It's Deck: The VTOL UAV: The ROV: Full Album: https://imgur.com/a/qNUvy KerbalX Download Link: https://kerbalx.com/ProGamerGov/Kaspian-Sea-Carrier-with-1-ROV-and-2-UAVs KerbalX Hanger with Separate UAV and ROV sub assemblies: https://kerbalx.com/hangars/10181
  13. This isn't quite a rocket exchange thread, so I think this fits in more here. Looking for some inspiration on communication satellite carriers. I like having junior docking pockets on my satellites, so at later times, I can fly out to them and refuel and/or greatly change their orbits at need. Especially useful with some contracts stating an existing satellite needs it's orbit altered. Or you're just docking an upgrade to it, expanding it's capabilities. But that docking port usage tends to mean my generally sleek rockets have these ugly, lumpy sticks extruded at somewhat random intervals and I just can't seem to design something that does the job, without looking like my satellite emplacers have cancerous tumors. Note, I also usually play with RemoteTech mod, although sometimes I turn that off, so Im looking for inspiration on manned carriers, or something I can modify into manned.
  14. Finally, the Kerbals are able to field their great jets all over the planet with their newest Aircraft Carrier. The KSS Dominion! 555 parts. 1,858 tons. 147.5m long! So big I can't even get decent shots of it in the SPH. Dwarfs other ships in its path. Looks good at night too. The island is bristling with defences. I think I used 6 full ore tanks on the other side of the ship to balance it out. Access to the deck for Kerbals. "I'm on top of the world!" Hotkeys: 1) Toggle the 7 Goliath engines 2) Toggle thrust reversal. The ship is pretty rock steady and wont list whatever planes you place or land on it. Can travel up to 30m/s. 12 Shuttle tails are used for steering as SAS would have been useless. I'm not a good enough pilot to land on it without a VTOL plane but the length and the front ramp allow conventional take offs to be pretty easy. There's a probe core on the front of the ship for easy control. I would recommend using the Vessel Mover mod to place it in the sea, unless you want to fit wheels and drive it into the water! Download here --> https://drive.google.com/open?id=0B9mK0rPybNaxMHZscnpja2RVNlU
  15. every rocket I strap this thing to keeps toppling over. What's a good way to build ascent stages for huge craft?
  16. I have always wanted to make a carrier, can someone make a mod with a catapult, naval docking ports, a tailhook and arrestor wires that can be placed like space tape (struts)?? Or is there already a mod for that??? Help please
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