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  1. Are you ready to defend the Volga? Of course, you are! But in addition to your normal military gear, you need something else. "What is it?" You ask, curious. It's big. Very big. "Huh?" You say, looking around you. You are promptly relegated to mess hall duty, as shortsightedness is not a good attribute in a soldier. _______________ Bam! The KV-2 is a development of the Kliment Voroshilov heavy tank. Unlike its more modest brother, this monstrosity features a massive, fridge-sized turret housing a massive gun (not included). But its most unique feature is that it, unlike many stock tanks, has TWO different control axes for the turret. That's right: You have a vertical gun traverse and a horizontal one which rotates the entire turret. But do not let its huge size faze you: The KV-2 features a 5-star safety rating, owing to the fact that it can't go faster than around 25 kph, rendering any sort of accident nearly impossible.This particular replica has all the quirks of the original, such as the fact the turret can't rotate on a slope, the fact that it handles like a brick and the fact that it is a shining example of Soviet wartime engineering. Featuring: -5-star safety rating! -Functional turret! -Functional gun traverse! -Stalinium-infused shellproof armor! -8.4 percent Russian Bias Paint! -Funny looking machine gun port! -Rubber wheels! Not Featuring: -An actual working gun -Internal seating (Just sit on the roof!) -Capitalism OBTAIN YOURS TODAY! https://kerbalx.com/WorkaroundIndustries/Kliment-Voroshikov-Tank-2 If KSP is being naughty, go into the craft file and change the line saying "1.2.1" to "1.2.2". User manual is on the KerbalX page.
  2. привет! Recently, I've been working on a T-34 tank. Here's what I made: Project: Probably completed Tank is made for 1.2 version. It features many thing like: Working cannon and machinegun, Very fast speed for a tank (can reach up to 45m/s risking tracks to broke and 35.2m/s is the highest safe speed.) Refuelling is possible via docking port on the back but I think you won't use this feature because it can travel huge distances at the amount of fuel that you have in your tank. In my opinion this tank is very fun to drive and shoot. Looks almost like original one. Here is .craft file with mods that you need to run it. Everything packed into .zip. Mods that you need: BDArmory CAL++ Firespitter KerbalFoundries KSPWheel (comes with Kerbal Foundries) North Kerbin Weaponry Old School Turrets TeakScale All for 1.2 Version .craft + MODS - 374.55MB http://www.mediafire.com/file/21pb7c9pd4fxgdq/T-34+KSP+1.2.zip Only .Craft File - 231KB http://www.mediafire.com/file/vnsz865ho44layu/T-34.craft
  3. This morning I taught myself to apply both Firespitter fuel switch and Interstellar Texture Switch to stock parts (Mk2 fuel tanks) copied out to another folder. I have what I believe is a lovely idea which will ultimately and fashionably integrate with (all of) the life support mods. I've developed some custom textures for them following the format of the stock parts' associated DDS so I can have 2 or 3 tanks referencing the same texture file, keeping down the number of texture files, but my altered parts only recognize the stock texture and I would like to have a Mk2 quarter size among them for the "simpler" of LS mods like Snacks! and Closed Loop Life Support. I have not learned Unity yet so I have no power to even hack at the mu files myself. If it's as simple as fixing how I use the model node let me know since everything else works, or do I need to ask someone to make copies of the models that will natively recognize an array of textures? MODEL { model = JadeOfMaar/DSAF/mk2tac/FuselageShortMono texture = mk2FuselageShort, JadeOfMaar/DSAF/mk2tac/tac_all_short texture = tac_food_short, JadeOfMaar/DSAF/mk2tac/tac_food_short texture = tac_water_short, JadeOfMaar/DSAF/mk2tac/tac_water_short texture = tac_air_short, JadeOfMaar/DSAF/mk2tac/tac_air_short } The mod that this is all required for is here:
  4. First of all, I'd like to thank @ghostbuzzer7 very much for giving me an idea with his tank drive. The wheels and their mechanism are entirely based on his works, and he should get credit for that amazing idea. After seeing his Strv 103 tank on this thread, I had the idea to upscale the mechanism for an actual modded tank with more armor, for @HatBat's military series. It took me quite a while to get it right, but I found that, by removing friction on all but the three center wheels, the tank could spin easier than if all wheels were used. Below is a video demonstrating the rotation capability. Sorry for the low FPS, I'm literally running on a computer weaker than some of the newer smart phones. Of course, this vehicle requires BDArmory continued. I've used KER in my game, but it's not required. Also note that, like in the ghostbuzzer's Strv, the W and S key do not move the vehicle forwards. W turns the tank left, and S right. You can still use A and D for steering at higher speeds. As seen in the video, the turning mechanism sometimes bugs out and makes the vehicle stop. You can fix that by turning in the other direction, and then back into the desired one. Armament is composed of a single M1 turret coupled with a twin 12.7mm machine gun mounted ontop. Since the wheels can only be used for rotation, forward and reverse are controlled by the throttle and by reversing thrust from the engine. Maximum speed is around 30-35 m/s. Bindings: Fire weapon Next weapon Toggle engine reverse speed Nothing Toggle solar panels And yes, the almighty Download
  5. link to where the work began Edit: no mods! Well it's more a tracked rover than a tank. And it's technically one big track, not two. Ten thermometers per bearing really pushed up the part count. I think it's 19 separate craft + all the unexploded separators. Focus the motor in the back and set full trim, then focus main machine to twist slowly left or right via SAS (controls might be backwards). Unit can also reverse. Tracks will probably start falling apart after a few minutes. I hope Jeb's ok with that. Giving each track part a separate job and only 1 job helped me troubleshoot issues and improve reliability at the expense of machine complication and part count. Each track pair is in 3 sections -The ouside parts are the frame of each piece and its foot. -Mid sections are bearings. -Inside parts are the guide balls that slide in the frame guides, gear notches, and idler. Check out these MS paint skills. Here's some other important things I had to figure out. How do we keep the bearing balls from popping out of their holders? Use way too many thermometers and pray to the kraken. Keep motor torque low and try to figure out why/where sticking points are. Keep total vehicle weight low. It helps if drive gear allows some slippage so parts aren't under high pressure when there's a hangup. How do we get the tracks to turn around the gear without stretching and binding? My answer - put each bearing perpendicular to direction of travel AND exactly on the centerline of the guide ball making that the horizontal axis. This way we can have a small diameter gear and not have to worry about a tight radius turn. The gears originally had 4 thermometer cups to catch the guide balls and pull them around, then release. I could not get the cups shaped right for good release, plus there was no slippage to allow for slack and hiccups. How do we prevent track explosions? Choose high tolerance parts like the RCS port and the Vernor engine, keep speed low. How do we prevent the track from slipping out of it's groove. Put railings on the gears and idlers to prevent lateral motion. Remember, it's one big track, not 2 separate ones, so both sides help with alignment. Slow rotation speed helps. If each track piece can rotate, how do we keep the feet facing the right way? Each track piece's bearing shell contains a ball from the one before it, all the way around in a big loop, each side. Each piece drags the one after it and is pulled around by the one in front of it, and force each other's orientation. Since both the left and right side are connected it's more like a bike chain than a rubber band - you can't flip it inside out. What she looks like with guides missing. Credit to Majorjim! and RedshiftOTF KerbalX
  6. Welcome to Scorpion Tank Challenge!!! Goal : Make a fonctional scorpion like tank Rules : -Needs to look like a scorpion -Have a powerful canon (2 max) -Have missiles -Have a nice speed -Be stable -Mods : BDArmory, Kerbal Foundries -Version : 1.0.5 is better for me but 1.1.2 is accepted too -Weapon Manager -IMPORTANT- If you don't like something, go to another challenge. Comments are reserved for improvement and entries NOTHING MORE! Good Luck builders!
  7. The greatest and secret Tank from Rubrics Iron Kaput by Calambur group. Mods: KerbalFoundries, TweakScale. File: https://www.dropbox.com/s/dxwi2wa7vgt3cy7/Iron Kaput.craft?dl=0 Original: itself rubric (WARNING Here so much russian language!) Screenshots:http://imgur.com/a/haDQi
  8. Sorry, moderators, saw a more fitting place to post this after posting this thread. Care to move it if it's too disruptive here? Here is something I made, in my attempt to make a ground tank. Origianally, I wanted to make it a hover tank, but when I found out the mod parts for it were difficult to use, and that they lagged the system, I ended resorting to wheels, while maintaining the Hover Tank name. A misnomer. Parts that I used are: Stock (default) Bahamuto Dynamics Armory (mod) The only mod parts would be the turret, 4 machine guns, and the weapon manager. It has thrusters to overcome vertical challenges, but sacrifices liquid fuel that is used by the fuel cells to power the wheels. The stats are as follows: And it in action. Driving (top speed appears to be at 24 meters per second to 30): Flight, has enough fuel to make it to the top of a tall structure on the earth-like Kerbin ( I did not do that for the pic), and, I broke the wheels: Lastly, parachutes for when I lose fuel in midair, or when I want a simple landing: To actually get this thing to another planet... will be a pain. I have been able to do it via mods, but to do it honestly will take some doing. This is my current goal on perfecting. I know there is a hover part mod out there, but for some reason it messes with my PC, and RCS was too weak to make it travel well.
  9. UDR Concept Vehicle U: Universally D: Deployable (Yes I know, it's not a word) R: Rover What makes this rover different than others? It's simple really, as far as I can tell, it's probably the first rover to utilize the inverse motor in 1.1 allowing it to turn like a tank, which is both fun and practical (Not so practical with your batteries though). It also is rocket propelled, meaning it can climb steep gradients at the expense of it's relatively large fuel capacity. This vehicle can traverse the land at up to 100 meters per second for safety. It comes with to frontal landing gear in the front, making it able to clear debris that may be blocking the runway or just to capture kerbals and throw them into the pit of --- Anyways... this vehicle's control scheme is quite different from that of a normal car. Tutorial: This vehicle turns by using the W and S key. These two buttons will control where your tank points. For instance, holding your W key will cause the left track to reverse and the right track to spin normally, thus causing a left pivot.... (I made that sound way too confusing). Use the engines to propel your vehicle around since the wheels aren't actually driving but rather being your steering aid. If you need to, use point turn mode via action groups which permanently locks one side's track until released by pressing the action group button again. DON'T PRESS F3 (#LogBugsEverywhere) DOWNLOAD IT HERE!
  10. The Tiger I was a German heavy tank of World War II deployed from 1942 in Africa and Europe usually in independent heavy tank battalions. Its final designation was Panzerkampfwagen VI Tiger Ausf. E often shortened to Tiger. The Tiger I gave the Wehrmacht its first armoured fighting vehicle that mounted the KwK 36 88-mm gun (not to be confused with the 8.8 cm Flak 36). Only 1,347 were built between August 1942 and August 1944. Production was phased out in favour of the Tiger II. It's pretty big, but the turret has a functional rotating turret (Thanks to selfish_meme for ideas). Instructions for operation: 1. Once spawned, decouple turret. 2. Rotate turret with Q and E. If stuck, attempt pitching it up and down (W and S.) 3. Switch to other craft with [ or ] and drive around with W and S. Specifications: Parts: 342 Max speed: 10-12 m/s Craft file: https://kerbalx.com/Columbia/Pzkpfw-Tiger-Ausf-E Thanks for viewing!
  11. Space Shuttle tank ET94 entered the atlantic side of the Panama Canal yesterday and is now passing through the first of the Pacific-side locks, the Pedro Miguel Locks. The following webcam is at the next set of locks, the Miraflores Locks, facing towards Pedro Miguel: http://www.pancanal.com/eng/photo/camera-java.html?cam=Miraflores There is a bit of a rain storm right now but as soon as it passes, you will be able to see the Pedro Miguel locks in the distance. You can track the tanks progress here, it is being towed by the Shannon Dann: http://www.marinetraffic.com/en/ais/home/shipid:400748/zoom:10 It just entered the first set of locks about 15 minutes ago.
  12. This thread is where shooty things and murdery things I've made go. I don't want my craft in the intro, so I'll make a long, empty list about my current projects. And all of my tanks and some of my ships have fully functional turrets, which I designed myself. So, they're at least semi-functional, and you can convert them to your heart's desire with BDarmory. As such, they are prone to falling apart occasionally. Scroll down past the Current Projects list for the ships. FAR is installed, and every plane is designed for it. Download links will be provided upon request. Due to my inability to make spoilers with any efficacy, I have separated my 3 types of craft (Land, Space, Air) into 3 separate sections. Tell me if you want to use one of these in a video or a showcase (hint, hint). My ships are below this line: __________________________________________________________________________________________________________________________________ Land Vehicles "May God have mercy upon my enemies, because I won’t." -John Cena Heavy + MBT tanks T-43 "Shortsword" & USC HT-22 C.R.S.A T-43 "Shortsword" (far) A Soviet-style MBT, this prototype is equipped with a new cubic strut based bearing for the turret, a experimental rover wheel suspension system (not shown) and a hidden layer of I-beams protecting the vital components from any nasty sharp things headed its way. The turret is less fragile than the contemporary wheel, based bearings, and even houses 2 Kerbals. Total crew of 6, maximum. Layered radiator panels rapidly dissipate the impact of a missile, and the tank itself is rated to withstand a high-penetration 32 Sepratron I-beam to any of the sloped angles, and 40 at the front. As this is a prototype, the angled armor is not optimal, but it's relatively effective. USC HT-22 "Castle" (close) A massive heavy tank armed with an enormous 220mm high velocity gun. Designed to liberate those communist C.R.S. with maximum effectiveness! Sporting 3 layers of Patriotic engineering in mostly 90 degree angles, because deflections are for communists! It has a slow max speed but it will win eventually! Holds up to 8 soldiers, necessary crew is 3. It can also drive on top of the T-43, so that's something. Can survive a orbital strike, but that's a story for another day. C.R.S.A T-53 "Claymore" The big brother of the T-43, this version sports a double- layered gun bearing and even heavier armor, plus a new 4-track wheelbase. Extremely durable, though slightly lacking in gun traverse range. Version pictured is partially operational, but still requires some polish. Here's the alternate configuration, with the same armor (Though not angled) and a lower profile. The unangled variant can be destroyed by multiple hits to the front, but retains functionality to a absurd degree. HT-52 (AT-52) Super Heavy Tank This privately designed armored vehicle sports thinner armor than most tanks of its class. However, it is angled to provide maximal effective thickness and is practically impregnable from the front. Designed for medium range combat, it is able to absorb impacts from practically any currently used ammunition, with the exception of the HEAT-esque ones using frontal thrusters to melt the steel plates. It is also much lighter than the comparable HT-22, and more mobile. However, shots from the side are still a risk, and its turret's traverse speed leaves much to be desired. Medium + Combat Tanks: ST-3 (Scout Tank) More pics soon! Equipped with a external wheelbase for maximum speed, this vehicle is designed for fast forays into enemy territory. Faster than most other vehicles of its class, it trades protection for its exceptional mobility. In addition to this, a frontal turret hit may be rendered ineffective by the sheer angling of the turret sides. Royal Armored Vehicle Batallion Type 42 Designed to withstand multiple hits without heavy armor, this tank fails miserably at its goal. However, it has exceptional handling and is famously reliable, giving it a good reputation in the R.A.V. During a battle, reportedly a single I-beam passed through the wing boards and left through the other side, leaving the crew unscathed. Also it has a octagonal turret, which makes it look much more interesting than the blocky turrets that are common in these parts. Up-armored variants are available upon request. Tank Destroyers: TD-2 Gun Motor Carriage A relatively new design, this monstrosity is equipped with a modified MBT turret housing a 140 mm high-penetration cannon. It has light armor by design, but there are modified versions sporting 6-layer metal armor, converting this sniper into a more close-range role. But due to the lack of angling, it's vulnerable to direct hits, even against the relatively thick frontal plate. Use with caution. The turret is also equipped with a french fry machine and a soda pop dispenser, for those gun battle induced cravings, as requested by many tank operators waiting for the perfect angle to shoot. __________________________________________________ Current Projects: Ground Vehicles - Remade T-53 Heavy Tank (ETA 3 days) - Optimize miniature prototype tank. (ETA 1 day) - - Aircraft - Bomber with functioning turret using Majorjim's Ant engine hinge. (ETA ??? days) - High-altitude interceptors with rocket assistance. (ETA 8 days) - - Spacecraft: - SSTO light fighter, ground to orbit in <5 minutes. (ETA ??? days) - Planetary Orbital Strike Satellite, accurate to within 20 meters from a 100 KM orbit (ETA 15 days) - - Custom orders: - Large Combat VTOL: @Matuchkin [DONE] - TAKING REQUESTS - TAKING REQUESTS - TAKING REQUESTS Leave a comment if you liked these, and also if you have some constructive criticism. Or if you want to say hello.
  13. If you've got any ideas, please let me know. I've sorta lost interest. So far I've got suspension, a working turret, and working gun (not shown in video). https://www.youtube.com/watch?v=_Yi6NcpUKLw
  14. Simply press "1" to turn on the engine (fuel generators) and you are on your way! 43 tons of German Engineering. https://www.mediafire.com/?y87f8z958mz8nh6
  15. Sometimes, specially with the "Mainsail" engine, I run out of oxidizer when there is a lot of liquid fuel remaining, so it is a waste of resources and increases weight. I couldn't find an oxidizer-only tank. Is it planned in development or something?
  16. Behold! The bane of the capitalistic leeches, the T-72, has arrived! This tanks is pimped out with rubber side skirts, view ports, spaced armor, armored primary gunner's sight, convoy light, regular lights, infrared lights, and much more. It's armed with "smoke launchers" (just aesthetic). If the turret gets stuck, just wiggle around a little. XD Don't say it's a design flaw until you've tried to design something like this yourself. I've got a reworked turret and some upgraded track equipped variants in development. https://www.dropbox.com/s/hm34raxyaqeknom/A%20Pokpung-ho%20Prototype%204_1.craft?dl=0 https://www.youtube.com/watch?v=n8TCyszwyWE
  17. Hey all. my 0.15 lander design relied on my ability to attach RCS thrusters to an RCS tank. Now I can't in 0.16.... Is this a glitch on my end? or what can I do?
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