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Found 37 results

  1. Just post military related pictures that you created in KSP.
  2. HatBat

    Kethane Station Discussion

    This thread has now become a discussion thread for the Kethane Station and submissions to the series. If you wish to submit ships then please visit the new thread. The new thread has a strict rule of a single post per forum user so that we can keep track of submissions more easily (the main reason we decided to start a clean slate with submissions). You can also notify us here when editing your submission in the new thread. Here's a Directory of all the episodes I've done so far. Much of season one has been made private as it no longer reflects what the show has become and brings down the rest of the series. To replace season one you can watch the 'Season One Recap' video, which properly introduces the show. Season 1: Season 2:
  3. LuciferZ25

    Kerbin Military expeditions

    Can someone help me spawn military vehicles controlled by AI in random locations so as to create a military campaign? The idea is to place military units like mission markers n u need to engage them there.
  4. Well I had been playing with BdAc for quite sometime and I thought if we could spawn military vehicles with their engines on ,we could simply have a military campaign. So can anyone help me here? PS. Don't be rude like steam. I've been an explorer for a 2yr now n now I wish military expeditions.
  5. LuciferZ25

    5Dim Redux

    Can someone help me with the 5Dim military contract revival? The owner seems offline from ages.
  6. So, I was messing around for the Naval Battles! (Defeat other player ships) Challenge (its awesome, check it out) and I built a space battleship but couldn't find a place to put it. So this happened! Rules: Stock Battles: Start battles at about 5km distance in Kerbin orbit, combat is turn based with each ship in a fleet getting a turn in a Team A1-B1-A2-B2-A3-B3 fashion. NO INFINITE FUEL/ELECTRICITY!!! BDA battles: to be added, though it seems that high Gilly orbit should work
  7. Earthlinger

    Naval Battles!

    The title really says it all, but here's the basic idea: You post your naval warships and pit them against other players! RULES -Make a post for every ship you use, preferably with stats, such as max speed, armament, part count, etc. -If you wish to host a battle with someone else's ship, make sure to mention them with the '@' function. Record the battle using screenshots or, if possible, a video. -Keep it stock (excluding BD armory) and do not make ships above 750 parts. -Be honest about the results 1 v 1 Starting Distances: Fleet Battles: Scenarios for Fleet Battles (suggestions) These rules sound complicated Feel free to just look at the battles that have already been carried out and/or ask questions if you don't understand something
  8. Welcome to Raptor Aerospace Industries. My name is Raptor22, President and CEO of Raptor Industries. Please, enjoy your stay. Here at Raptor Industries, we are dedicated to bringing you reliable aircraft, spacecraft, and other aerospace systems that will serve you throughout multiple missions. From cargo planes to faster-than-light starships, we will ensure that our systems are versatile and affordable. We are not to be confused with Raptor Aerospace Concepts and Solutions. If you mistakenly came here, go here: View our products on KerbalX: Visit Raptor Industries! While in the past, Raptor Industries (or, as it once was called, Raptor Aviation and Aerospace Technologies) mainly created aircraft, in recent times the company has shifted to creating ships for interstellar travel. Our Star Fleet division (inspired by but not affiliated with CBS’s Star Trek) specializes in creating the finest star ships, star bases, and shuttlecraft for the United Kerbin Defense Force, along with other contractors. In addition, we still serve the KAF (Kerbal Air Force), and have many military systems, alongside the civilian market. Our defense systems are among the best on Kerbin. As such, victory is almost always assured. We often incorporate military technology into civilian projects to provide the best safety systems that you can hope for. All modded aircraft will be incorporated with aviation lights for safety. If you have even more concerns, we may grant special requests to outfit certain civilian aircraft with electronic warfare jamming systems, flares, and chaff, to provide the utmost defense against enemy attacks. We will always do our best to provide as much information as we can about our systems. We shall ensure that each vessel in our catalog has the following statistics listed clearly: All action groups Resource values (i.e. maximum fuel load, electrical charge, etc.) Maximum Proven Altitude (unburden, or without a payload or weapons) Maximum Proven Airspeed (criteria for determining such shall be determined later) Maximum number of passengers and crew Other statistics, such as maximum payload, range, and endurance, are hard to obtain, and may vary from user to user as a result of different handling of the systems. While some may be aiming to squeeze every last drop out of a system, others may simply be aiming to get there quickly, regardless of fuel usage. We do not dictate how our customers operate our systems, but we will provide suggestions in order to make sure all of our customers are satisfied. Stock Market Modded Market If you wish to become one of our corporate partners, we shall be sure to include information about your company (profile) here. Here is a list of our Corporate partners: WaffleTech Military Technologies, Lead by Joseph Kerman. Visit them here: We thank all of our corporate partners for their support If you have any suggestions or complaints, please contact us at raptor22aviation@gmail.com Please bear with the current lack of craft for the time being. I'm still making the first iteration of aircraft and designing their pages, so it will be a little empty for now. But please, stay tuned. I'll be uploading my craft very soon.
  9. Kronus_Aerospace

    F-22 Replica 1:4 scale

    The Lockheed Martin F-22 Raptor is a super sonic stealth fighter aircraft built in conjunction by Lockheed Martin and Boeing in 1996 until 2011. This craft aims to replicate the F-22 in the most adorable way possible by only being a quarter the size! Crewed Version: https://kerbalx.com/Kronus_Aerospace/Kronus-F-22P-Hawk-Moth Probe Controlled Version with Cockpit: https://gist.github.com/Kronus-Aerospace/772d5c90a2c55cb3313e5cc85b5f93e8/f0631b738ca2b2e62f800cdca16ddbb5aacca8c2 Part Count (Crewed Version): 239 Part Count (Probe Version: 240 Vessel Mass (Crewed Version): 6.51 tonnes Vessel Mass (Probe Version): 5.85 Tonnes Performance Information: -Rotation Speed: 45 m/s -Cruising Altitude: 5000m -Max Speed SL: 272.8 -Max Speed CRZ ALT: 282.1 -Stall Speed: 30 m/s -Maneuverability: Good
  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. AXON Robotics Hello, and welcome to, er, this page. I've seen several people do craft repositories for their creations, and I thought I would do the same At the moment, the list of craft is quite small, and it's all military, but eventually, I'd like to expand it to include pure stock craft, such as scouting drones or submarines. Currently, I 'specialize' in making naval ships and planes, though I daresay the planes are better than the ships Anyways. Enjoy the craft, and if you try them out, make sure to tell me what you thought of them Naval Forces Renegade-Class Corvette Frigate Additional Planned Craft: Aerial Assets (The Lancers are hands down among my best planes) Lancer ASF Lancer – Strafe Axblade ASF Axblade – Strafe Berzerker 2.0 Ground Support (Nothing yet ) Space Combat (Also nothing....yet ) Thanks for reading. Feel free to ask questions
  12. Disclaimer: You may have ONLY ONE POST IN THIS THREAD. Discussion goes here. Hello! By now many KSP players and frequent visitors to the spacecraft exchange have come across the previous ship submissions thread for @HatBat's wonderful Kethane Station military-themed KSP video series, the latest episode of being Episode 25: The series is quite similar in nature to Macey Dean's "Spiritwolf" and EnterElysium's "World War K". The show also utilizes Nassault-style cinematics when advancing the plot. During the second season of the show, @HatBat started experimenting with other military space agencies within the world of KS. After managing submissions on his own for a long time, he asked me to assist him in keeping things under control. This thread is where you'll be able to submit military ships and resource vessels under the name of your own space agency for future episodes, following the guidelines/rules below. ______________________________ Rules: Please confirm that you've read the rules at the end of your submission. Otherwise your submission will be ignored. - You may only have ONE POST PER SUBMITTER. You can however create a small post linking to your submission regarding submission updates within the Kethane Station Discussion Thread. - When/if you update your submissions in your post, please let us know in the discussion thread linked above. - Keep it stock. There is a single exception for BD Armory (continued) for atmospheric craft like fighters, bombers and tanks, etc. - Try to keep ships efficient in part usage - please try not to be impractical with your design's part count, as they will be loaded ingame alongside other craft of similar sizes and complexities. If a ship is a major problem to work with (due to lag, size, etc.), than its chances of acceptance are lower. - All ships submitted must be thoroughly tested and if they're found to be non-functional then submissions from that user will have to be ignored. We don't have time to ask people to fix their broken ships. - Starships that can reach orbit legitimately will be have a better chance of being used (i.e., having a launcher for a capital ship, or having a manned fighter be able to SSTO, for a couple examples). This is just a suggestion, but keep in mind it's easier to work with an orbit-capable ship. - Submissions aren't just limited to warships, logistical ships, miners and stations - are all welcome. However, adding some useful tactical information about a vessel along with a category will help, and aid in providing some unique info to your submissions. - When submitting you'll need to be as neat as possible. Have a clear title for your company/manufacturer and every ship along with it's category. Include an Imgur album and good pictures of the ship(s) in action (make sure the images are well lit). @Mobius's post is a great example of how to go about this. Host the files on a well known site like Dropbox or KerbalX, otherwise we will not download them. - You must add information about your space agency so HatBat can mention it in the show if he uses one of your craft. This could be a simple bio or an entire history. If you don't add information then your ships will be credited to HKA or GMI directly. However, don't pump any company lore full of crap like 'Oldest company on Kerbin' 'We have our own warp drives' 'We entirely colonised another planet'. It will be ignored. Along the same lines, please do not assert actions of HKA and/or GMI outside of the show's plot. - Please pick a side: HKA or GMI. While it is just a recommendation, staying on the fence makes your agency/submissions harder to work with. - Designs CANNOT utilize game exploits/bugs (think kraken drives, missiles designed to induce physics bugs, broken parts, etc.) to function. This applies to ships, munitions, armor, and so on. - Ships may NEVER be designed with intent to ram other vessels. - While yes, it may be fun to try and make some nigh-invulnerable or all-powerful ship of doom or superweapon, please try and keep your submissions fairly balanced. It's just not fun for one submitted ship to one-shot every enemy vessel it touches in an episode. ______________________________ Now, for those who might not have experience in making military spacecraft in KSP, @Spartwo has a great tutorial series here on getting started with just that- ranging from basics to weapons and more. Additionally, taking a look at the submissions other players have added for inspiration and design tips has never hurt much either. This thread's OP and rules can and will be updated from time to time by @ScriptKitt3h under the guidance of @HatBat. Additionally, there is a discord for the series/submissions; follow this link to join. Do not forget: You may only have ONE POST PER SUBMITTER. The discussion thread for KS is here.
  13. Alright, here is the second Modern Fighter Jet Challenge! Now with MOAR REALISM! REQUIRED ADDONS BDArmory 1.0.0 Ferram Aerospace Research(FAR) Advanced Jet Engine(AJE) Kerbal Weapons System (KWS) Dynamic Deflection ALLOWED ADDONS B9 Procedural Wings. DCK Camo AirplanePlus Tweakscale RULES: Engines: Structural/Aerodynamic: Weapons rules. AI limits: General rules No space-grade parts(RCS, reaction wheels, RAPIERS, oxidiser tanks, Radiators, heat shields, etc) RTG's are allowed. No drones No Sci-Fi planes No armor. No unreasonable part clipping. *For those who don't want to have BDA, AJE, or FAR installed* I will put BDA weapons on your craft for you. For FAR, if I can fly properly in FAR (last times second place plane was originally stock, it happened to work in FAR) I will take it. Since the only real user-noticable change In AJE is reduced thrust by about half, I will remove fuel to the minimum for your airplanes class, unless you want otherwise. I will try to keep the CG in the same location. LEADERBOARD: 1. 2. 3. 4.
  14. I hope it is okay to share this here. In a few other threads we have talked about the disposal of aircraft carriers and I think it is appropriate sharing this here in it's own thread. http://hmshermes.co.uk/crowdfunding/ The plan is to have an Intrepid like museum in London. To get those across the other side of the water on-board here is a USN F-4 on Hermes in 1963: And an S-2 in 1962: Intrepid has a Scimitar that would have operated from Hermes at one time but they have loaned it to another museum.
  15. I'm happy to introduce to you the Lynx II Main Battle Tank. This completely stock fighting vehicle comes armed with 6 high-velocity i-beam launchers (housed on a 360° rotating turret) capable of stopping any adversary in it's tracks. For an extra measure of self defense this tank also features an independent-rotating half-length i-beam launcher mounted on the top of the turret. The Lynx II takes the name from its predecessor. The Lynx II is nowhere near as heavily armored as past vehicles such as the Relentless and instead focuses on being more agile with a lower chassis profile. The Lynx II however does feature a highly sloped upper and lower front glacis in order to help deflect incoming fire. The Lynx II was built on the philosophy that the best defense is a good offense. A single shot from it's main weaponry is often enough to send it's target back to the stone age. The turret ring and bearing mechanism have also been strengthened compared to previous tank models; greatly improving the durability of the machine. In all this 10 meter long tank weighs in at 340 parts and 27 tons. (Make sure to select "Control From here" from the probe core in the center of the chassis after decoupling the central turret) Download The Lynx II Main Battle Tank Here Or download at KerbalX: https://kerbalx.com/Jon144/JTF---Lynx-II-MBT
  16. Posting this new thread since the OP on the original one didn't put any rules. KSC has been put under siege, and it's your job to liberate it... and occupy it yourself! The challenge's goal is to destroy enemy defenses on the KSC. A module or attacking vehicle is defined as destroyed when it cannot harm any attacking vehicle by either having no weapon, ammo or cannot get close enough to attack. You can achieve this by using up to three vehicles in as many waves as you want. You can airdrop vehicles from planes, and the order and time when the vehicles are deployed is entirely up to you. Planes or any vehicle relying on fixed surfaces for lift must start 20 km away from the KSC, and any other vehicle has to spawn 5 km away. Each craft has a maximum of 16 weapons, of which 5 at most can be firearms, 2 "main", and 3 "coaxial". The "coaxial" weapons must have a smaller caliber than the "main" ones. The coaxial weapons cannot be any "major" turret. Turrets considered major are the three Goalkeepers, Oerlikon, Vulcan turret, 105mm howitzer and 120mm M1 turret. This rule is to prevent gun spam as a way of dealing quickly with defenses. Since Hydra and SKOM pods have lots of missiles, each pod will count as 2 weapons. Since this challenge is about a tactical attack, indirect fire weapons, lasers, guided missiles other than BDA's, the two cruise missiles and any plane with a bomb load over 7000 kg are forbidden for both attack and defense. Banned weapons: AGM-86C cruise missile RBS-15 cruise missile USAF airborne laser Hydra-70 turret Any guided craft fitted with any BDA explosive/weapon that is designed to be crashed into the ground or near targets. This means no "stock" cruise missiles or kamikaze plane/tanks. Unguided small explosive warhead rockets are permitted. The goal is to have a Kerbal plant a flag ontop of the VAB. If it's destroyed, the attacker suffers a penalty for damaging useful structures and must plant a flag on the flagpole place. If all three vehicles are put out of combat (, the attacker loses. If he succeeds, he must publish proof in the form of a video. Victory can only be achieved if all defenses are put out of combat as by the definition. You must keep the KSC as intact as possible. Here are penalties for destroying some structures: Spaceplane hangar or VAB: Cannot have any missiles in defense system Research center or tracking station: Cannot have any radar or targeting systems in defenses The winner gets three days to build his own defense system, and shares the persistent file for us to repeat. The defense system has a maximum of 5 separate crafts. Are you ready for war? KSC file https://www.dropbox.com/s/gimb8vz1pmdoblj/KSC Defense MostExcellent.zip?dl=0 Use the current KSC Current King of KSC @MostExcellent Former kings of KSC @jrodriguez defeated by notanaimbot https://www.youtube.com/watch?v=juDMQsC9QXQ @NotAnAimbot, defeated by jrodriguez https://www.youtube.com/watch?v=gT8FqnUozbk and mostexcellent https://www.youtube.com/watch?v=O4X1HUkoZRg Allowed and required mods BDA continued Vessel mover For moving your crafts from the KSC to the spawn points. Any mod that does not add parts other than BDA, not including its extensions and that does not affect physical gameplay. No, I will not allow BDA's weapon extensions, since I want to keep this simple for the maximum number of people to enjoy.
  17. Here is a collection of all the fighter jet's I have been working on this year. Not all of them are exact replica's. The AWACS aircraft and the Leopard (F-22 F-15 Hybrid), SR-71 copycat and the helicopter are fictional. Let's Start! General Dynamics F-16 Fighting Falcon "Viper" McDonnell Douglas F/A-18 Hornet Grumman F-14 Tomcat RaiTech "Cobra" (Fictional) RaiTech Leopard (Fictional) Fairchild Republic A-10 Thunderbolt II RaiTech AWACS (Fictional) Northrop F-5 Tiger McDonnell Douglas F-15 Eagle RA-52 Whitebird (Fictional) That's most of them, I shall make more soon. Hope ya enjoyed Here are some pics of em all gathered up.
  18. Hello there and welcome to the short spin off series, KSP:KS:The Final Frontier. This here is a discussion thread for my upcoming fan series on the Kethane Station series created by HatBat. Bellow is a list Contracts. Contracts are basically submissions for specific craft that will be necessary for the filming of this series. Contacts: HKA --Space Carrier --Must not include space fighters but should be able to accommodate a variety of ship sizes. --Has to have anti-aircraft and anti-ground combat systems. --Must have a runway to accommodate a variety of ship sizes and stop lengths --Must have re-entry ability but does not need to fly. --Must be able to float --Due to the nature of how I am filming, it does not need fuel or any staging for takeoff -SSTO Bomber --Should use the inline mk2 cockpit --Should have stock weapons --Must have a delta wing --Must have the ability to reenter --Must use R.A.P.I.E.R engines --Due to the nature of how I am filming, It does not need fuel or staging for takeoff -SSTO Fighter --Must use the inline mk2 cockpit --Must use BDa weapons --Must have the ability to re-enter and leave --Must Use R.A.P.I.E.R engines --Due to the nature of how I am filming, It does not need fuel or staging for takeoff -Spy Satellite GMI -Space Carrier -- -Space Destroyer -Space Explorer -Spy Satellite Misc. -Large Space Station --Has to be in a ring shape with a large diameter (About 6 Dynawings tip to tip) --Make it look as realistic as you like --Part limit, <1000 -Basic Telescope Satellite --
  19. U.S Humvee Light Truck Though quite larger than normal, this light truck can reach a top speed of around 23 m/s, pulling this 8.5 ton mammoth of structural steel along with it. Ground clearance allows it to navigate across any terrain, including water (lets just say steel doesn't float too well ). As with any military vehicle, this one comes with a full 360 degree rotating turret mounted along the roof of the truck. This vehicle can move up to 5 Kerbals seated, or up 7 if you wish to do some thing along the lines of this (No one said using human meat shields was a bad idea). Specs: Max speed: 23 m/s Max hill traverse: < 10 degrees (Too heavy to propel any further) Seats: 5 Seats (7 seats if you wish to do something crazy) Safe Turning: 10 m/s Non-tip over (anything above that will guarantee a flip if you turn too hard) Part Count: 216 (211 for only the truck itself) Both can be controlled with or without Kerbals! Weight: 5.8 t Height: 2.7 m Width: 2.5 m Length: 4.3 m Instructions: Stage the Humvee and let it fall to the ground (preferably with brakes) Clip the camera inside add place them all in the seats Stage again to demount the turret, allowing it to turn (after that DO not stage anymore, the jets are there to lower the Center of Mass). Drive into something, preferably not into the ocean though Kerbals dont like driving underwater. Pictures: DOWNLOAD IT TODAY!
  20. 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
  21. As The Title says, I have updated Macey Deans SW Battlecruiser to 1.2, In the process I have replaced the outdated weapons, and added utility's essential to modern KSP military craft without overhauling the original ascetic design, so here you go https://www.youtube.com/watch?v=rpoRtY1EkCQ Craft file will be released tomorrow, just re-checking everything at this point in time
  22. Hello, and welcome to my collection! Modern Vehicles Space Classifications Core 3 Nano Destroyer(Space)(Stock) 2100 m/s DV .2 TWR 52 tons 380 parts The anti-ship missiles are guided, and pack a punch that is rather strong for their light weight. The armor is also rather strong, but the range suffers because of those strengths. CR-01 Pico-class Corvette 3,091 m/s DV .08 TWR 23.257 tons 248 parts An optionally manned scout ship equipped with a big punch: 4 unguided i-beams that can launch simultaneously. These i-beams can subdue lightly armored capital ships, other corvettes/frigates, and fighters. It's also very well armored, with wings over structure, and a spine similar to the Frontier-class. FR-01 Atto-class Frigate 2,823 m/s DV .09 TWR 18.978 tons 201 parts An optionally manned scout ship equipped with a strong punch: 4 unguided short i-beams that can launch simultaneously. These i-beams can subdue lightly-armored sub-capital ships and fighters.It's also very well armored, with wings over structure, and a spine similar to the Frontier-class. CR-02 Pico S 3,463 m/s .07 TWR 25.1 tons 263 parts This is an enhancement of the original Pico class. It has improved delta-V, improved engine protection, reloadable firepower, and improved pilot view. It comes in 3 variants, which have different armaments, one with the standard 4 long torpedoes, one with 3 small guided anti-ship missiles, and one with a single large anti-ship missile. CR-03 Pico 2 3096 m/s .11 TWR 28.891 tons 286 parts A redesign of the recent Pico-class, with 8 more engines and increased reaction wheel control. It also has extra RTGs and extra solar panels to accommodate the extra ion engines. Air Unmanned stealth fighters coming soon. Land Striker Tank Chassis(Ground Support)(BDArmory) Top Speed:30 M/S 9.5-13.8 tons 131-175 parts Armament varies, but armor, countermeasures, and electronics are consistent among all Striker models except for radar. 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. Sea Legacy Ezequiel Tank
  23. Atto and Pico-class Sub-Capital Ships These ships are lightweight escort vessels designed to pack a punch, and have strong armor. Both of these ships have no launchers included, but can easily be launched with custom designs because of their light weight. These ships offer great escort to capital ships, anti-subcapital capability, escort of logistics vessels, armed communications capability, and fighter deterrence. FR-01 Atto-class Frigate 2,823 m/s DV .09 TWR 18.978 tons 201 parts An optionally manned scout ship equipped with a strong punch: 4 unguided short i-beams that can launch simultaneously. These i-beams can subdue lightly-armored sub-capital ships and fighters.It's also very well armored, with wings over structure, and a spine similar to the Frontier-class. Imgur Album Action Groups Download Link(Atto) CR-01 Pico-class Corvette 3,091 m/s DV .08 TWR 23.257 tons 248 parts An optionally manned scout ship equipped with a big punch: 4 unguided i-beams that can launch simultaneously. These i-beams can subdue lightly armored capital ships, other corvettes/frigates, and fighters. It's also very well armored, with wings over structure, and a spine similar to the Frontier-class. Imgur Album Action Groups Download Link(Pico)
  24. The solid fuel chemist

    the stock weaponry megathread (revived)

    first, i would like to give all the credit for the original idea to KmMango, who's thread was a success, faded, had a halfhearted comeback, then promptly died. This is the place to share with the world any stock craft that is armed with weapons that spit in BD armorys face and tell it that its overrated! There are no rules here, just creativity. tanks, SPG's ICBM's fighters, attack aircraft, bombers, naval craft, even armed space craft, lets see what you can do with only stock parts! here is the beginning of my air force with my 3 armed aircraft. The smallest one is nemisis, my escort dogfighter. it carries 4 unguided missiles and 2 machine guns. The biplane is Hyperon, my attack bomber\heavy fighter that has 12 unguided missiles and 1 unguided bomb. The one that resembles a rectangle with a hole in the middle is Demeter, my heavy bomber that is loaded with 12 unguided bombs, 2 guided bombs, and 3 guided missiles. http://imgur.com/oTpHNe8 http://imgur.com/ocaap4O http://imgur.com/WcCvKcl http://imgur.com/ey0cZiV http://imgur.com/lLOnfTL http://imgur.com/KV6hCoY
  25. This is the continuation and standalone sequel to my KSP war series: The Return of the U.K.N.C. I hope you enjoy. Please comment what you thought of it.