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Found 32 results

  1. ShipEffects Continued is a continuation of @ensou04's ShipEffects mod. So, what does this mod do? Let me quote the original developer: DOWNLOAD Source licensed under a CC BY-NC-SA 4.0 license Version 1.0.8.4 Simple compile for KSP 1.4.2 Creating your Own SoundPack: Simply replace the sound files in the sounds folder with your own, using the same file names. Format used for the sound files is .wav .OGG might work. Does not support other formats though. Loops are the best used for this. Make sure your peak db is around -6db, this ensures we dont clip the speakers. These are the default settings. Volume controls for this are of the same name. SHIPEFFECTS_SETTINGS { OnlyInIVA = true masterVolume = 1.0 rattleVolume = 1.0 vibrationVolume = 1.0 rumbleVolume = 1.0 thumpVolume = 1.0 stressVolume = 0.6 atmosphereVolume = 0.6 // Default is 1.0, exagerates or eases the value that controls the sound. a higher number means Sounds will play sooner, lower means later. ResistMultiplier = 1.75 // Default is 8.0, how much g-force to simulate during re-entry ReEntryMultiplier = 8.0 }
  2. This is a Fictional Warrior Class Strike Craft based off the South African Navy, SAS Makhanda. Some credit to RixKillian for the Cleveland-Class Light Cruiser that I built off of. https://kerbalx.com/BuxtonHouse/SAS-Tortouga
  3. We create this mod to better simulate a modern naval combat as a BDAc addon. Full version DOWNLOAD LINK: https://spacedock.info/mod/1779/[MNWS]Modern Naval Weapon System Full version contains all three packs below. MNWS AERO pack -- only contains planes:https://spacedock.info/mod/1923/[MNWS]Modern Naval Weapon System - AERO pack?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E MNWS SHIP pack -- only contains ships:https://spacedock.info/mod/1924/[MNWS]Modern Naval Weapon System - SHIP pack MNWS WEAPON pack -- only contains weapon systems:https://spacedock.info/mod/1926/[MNWS]Modern Naval Weapon System - WEAPON pack# In that case, we would want the maximun performance and the minimun usage of your computer. That's why we made all the MNWS SINGLE-PART. Now we have single-part-ship and single-part-fighter and a series number of missiles. It's time to start a war! Mod List: AAMS:(Advanced Anti-Air System) AAMS AAMSL AAMSLM AAMSR SAAM FRADAR HHQXL1 HHQXL2 HHQXX VLS:(Vertical Launch System) AVLS1 AVLS2 AVLS3 MissileCell(CGNX2050) MMB(Air) AVLSX1 AVLSX2 AVLSX3 Ships: DDG1000(Destroyer) BBNX(Battleship) CGNX002(Cruiser) CGNX2050(Cruiser) FFG001(Frigate) FDG(Frigate) CVN003F CVN004 SSBNX SSBN002 AMB AMBII 055A(Destroyer) 055X1(Cruiser) 075(LSD) CVN21 CVN16 065(Destroyer) Fighters: F22 CFA44 CFA44A UCAV1 UCAF2 XV32 UN80(Helicopter) F16C F16XL F35 NATF NATF2 EDI Dragon Bomber: H20A H20B Truck: 3X(Series) TRUCK Truck Module: 3X2 3X6L 3XL 3X120 3XLaser 3XR LLauncher Rail Gun: DDG2002(208mm) RGBB(428mm * 2) Missiles(Prototype Ship - Air): SM_KKV SM_LREW SM_SADRM SM_SRADRM SAS Missiles(Ship - Air): HHQ16C HHQ19 HHQ19RCS SM_KV11 Missiles(Air - Air): SASAA SM_AADRM SM_RAADRM RR120 CUDA(CGNX2050) Bombs(Air - Ship): SDB28 Missiles(Ship - Groud/Ship): LRASM-A(Ship) LRASM-A(Air) LRASM-B(Ship) LRASM-B(Air) X51A(Ship) AGM46 AGM84 AGM84-BS AGM258(AGM2588) Torpedo: MK56Launcher MK58Launcher MK48(Sub) MK56(Ship) MK58(Ship) Missile(Submarine - Ground): BMM Missile(Ground - Ground): GBBM Required Mods: 1.BDAc (include PRE) 2.Kerbal Joint Reinforcement 3.Vessel Mover continue 4.Module Manager Recommanded Mods: 1.Aircraft Carrier Accessories 2.Single Part Aviation https://spacedock.info/mod/1034/Single Part Aviation(f22) This mod is now distributed under the license CC-BY-SA 4.0. Presented by Kerwis Team. Hope you enjoy it!
  4. So... I got bored again. This time, I made an anti ship missile. With terminal Proportional Navigation capabilities, it is able to engage moving surface targets (since it flies really fast, it can also double as an anti air missile). Here's a boring video of me destroying a ship made with a bunch of fuel tanks. Here's a video of the same missile shooting down a plane.
  5. A fully operational carrier hull and bridge. As opposed to Eskandre's excellent Nimitz, this one has a ski-jump. It's not actually based on any real-world aircraft carrier, but it probably most resembles the Russian Navy's Admiral Kuznetsov. The lifts and hangar are fully operational. The mod is actually just a single part that comprises the hull, deck, lifts and bridge. It generates its own power, but it's meant to be used along with other ship mods for engines, radar, antennae, defence systems, etc. [MOD - Download link removed due to missing license - sumghai]
  6. NewtSoup

    A little bit cross!

    Ok. So I updated KSP and cleared my mods out to work out what was compatible and what was not ( add them one at a time ) My important ones were: Kerbal Engineer Redux X Science Docking Port Alignment Indicator Precise Node I thought I would add the mods one by one to see what works and what doesn't Loaded my sandbox game with no mods at all and instead of refusing to load because mods were missing it loaded the game and removed any ship with a missing part! So Now I have 3 missions that I was doing in Sandbox completely gone. I didn't have any quick saves .. just the main persistent one. And now my ships are gone! Is there a backup save directory?
  7. Lancelot Mk-IX I just wanted to share a rocket I made. It is designed to launch an orbital space ship that can mine on 11 different planets and moons. In fact, it's possible (through mining) to visit and plant flags on all 11 worlds before returning back to Kerbin. It has an extremely capable lander that utilizes the largest wheels and mining equipment. The normal crew is 2 pilots, 11 engineers, and 1 science officer (because it would be unlucky to have a crew of 13). Mineable planets and moons include: Mun, Minmus, Gilly, Moho, Ike, Duna, Dres, Vall, Bop, Pol, and Eeloo. Here is the CRAFT FILE Here is a IMAGE SLIDE SHOW - to show how it works. CONTROLS: Ship: controls for the combined ship and lander. 1. Primary Solar (6 panels |ship) 2. Secondary Solar (2 panels |lander) 3. Primary Thermal Control (2 medium |ship) 4. Secondary Thermal Control (2 small |lander) 5. Docking Lights (Red = Bottom 7, Green = Top |ship) 6. Night Driving Lights (1 spot light, 1 soft light |lander) 7. Primary Engines (toggle to decrease/increase power by 66.6% |ship) 8. Secondary Engines (toggle to decrease/increase power by 33.3% |lander) Lander: controls for the separated lander only. 9. Toggle Ladder (Extends ladder down from the driving platform) 0. Lander Solar (Activates all 4 panels)
  8. Zythium17

    Build Me A Ship

    BEFORE SOMEONE SAYS 'YOU CAN'T POST THIS TYPE OF THREAD HERE' I JUST WANT TO SAY THAT I AM NEW TO THE FORUMS AND I HAD NO IDEA WHERE TO PUT THIS. Thank you. I give a challenge to all of you to build me a type of ship with specific requirements. I'm just looking for ideas from you guys and gals. (Note: You can keep the craft file of your creation for yourself, you just need to give me a copy.) Requirements: 1000-2000 Ton Payload Capacity (Mods can be used to see whether it can hold such an amount) Able to refuel. Must be able to get from Kerbin to other planets/moons. (Minmus at the least, and I would prefer if it could get to Duna) Can actually take off from the runway and get into space. (About time I note that it does NOT have to be an SSTO but I would like if it was.) At the least, 100,000 LF, 40,000 OX, 10,000 EC, 10,000 MonoProp, 5,000 Ore Capacity and 10,000 XenonGas. Science Equipment Must be able to land. Must have atleast one rover and scout ship. 10-30 Crew OPTIONAL: Make it a tough kitty. I am probably NOT going to get this built for me... I will also note that I might edit the craft. The only mod that can be used for parts is OPT.
  9. So this is my first post (Hi!!) and I decided to make it about (water-based) ships, which have been a slight obsession of mine for the past, well, since I saw one. I finally tried my hand at building a few in KSP, but there are still some things that I need to work on. Basically, I'd like to see some ship designs from you all, and otherwise just exchange ideas for the best hull shapes, engine placement, etc. Here's the best ship I've built so far: The name at the moment is simply 'Corvette.' Her top speed is 67 m/s, and she's also quite stable when making tight turns: Part count is 50.
  10. 1:1 scale Nagato https://en.wikipedia.org/wiki/Japanese_battleship_Nagato it was hard work. but i'm happy about my craft.
  11. Zapo147

    Design Problem

    First off, it's not my first rodeo in KSP. However, I found that one of my greatest challenges for interplanetary missions is designing a ship that is aerodynamically stable while performing an aerocapture maneuver. The primary reason for this is that rockets are naturally bottom-heavy, especially when launched from KSC. So while one can easily place an inflatable heat shield between the launch abort system and the command module, the center of mass will be so far back that the ship will tend to flip unless you add a ton of drag to the back end, in the form of literally tons of fins or more creative means. That was my first instinct, and I ended up with various semi-successful designs including turbine-like fins and infernal robotics deployed drag-inducers (heat shields). This solution isn't consistent, so I started designing ships to aerobrake engine-side first. Designs, using KIS/KAS, included using winches to haul a massive heat shield in front of the engines, assembling a heat shield in situ, or robotic arms moving radial shields into a heat shield snow plow design. Then came my most successful design concept - separation. I started designing ships to separate into two equally massive halves and aerocapture separately. Then would then rendezvous and rejoin after they left the atmosphere. The two halves were always much more stable than attempting to aero break with my typical burj khalifa looking design. My question is: what have been your successful solutions? I have a sneaking suspicion that there is a more elegant one out there.
  12. First off, it's not my first rodeo in KSP. However, I found that one of my greatest challenges for interplanetary missions is designing a ship that is aerodynamically stable while performing an aerocapture maneuver. The primary reason for this is that rockets are naturally bottom-heavy, especially when launched from KSC. So while one can easily place an inflatable heat shield between the launch abort system and the command module, the center of mass will be so far back that the ship will tend to flip unless you add a ton of drag to the back end, in the form of literally tons of fins or more creative means. That was my first instinct, and I ended up with various semi-successful designs including turbine-like fins and infernal robotics deployed drag-inducers (heat shields). This solution isn't consistent, so I started designing ships to aerobrake engine-side first. Designs, using KIS/KAS, included using winches to haul a massive heat shield in front of the engines, assembling a heat shield in situ, or robotic arms moving radial shields into a heat shield snow plow design. Then came my most successful design concept - separation. I started designing ships to separate into two equally massive halves and aerocapture separately. Then would then rendezvous and rejoin after they left the atmosphere. The two halves were always much more stable than attempting to aero break with my typical burj khalifa looking design. My question is: what have been your successful solutions? I have a sneaking suspicion that there is a more elegant one out there.
  13. Hi all, Today was my last in the Clearwater area before moving to Melbourne, FL, tomorrow. And to take advantage of this I decided to drive to Tampa : The reason? There is a museum here I wanted to visit since a long time... the S.S American Victory! Docked on the Ybor channel, the ship is a general cargo from the Victory class, heir of the much more famous Liberty ships. Built in California in 1945 the ship is the 792nd of its class which counted 875 units. The work started in March and she was launch in May, entering into service on the 20th June 1945. Arriving nearly at the end of the War she was however immediately deployed in the Philippines. Following the end of the conflict she was re-assigned to civil merchant shipping until 1950 when the Korean War started. She then served for three years before being devoted once again to the civil. She finally was deactivated in 1969 and place into reserve. Nearly thirty passed before an association saved her from disassembling at the last moment. They renovate her for more than two millions, transfer her to Tampa and she still is operational to this date, realizing about two trips every years with members of the association. Now, let's go aboard! A traditional and cracking foot bridge to welcome you. Some short stories and different ships models or ammunition are exposed in the welcoming area. Here a destroyer from the Clemson class. The entrance is costing $10. Which is not so much for such a historic piece. O.K let's start! The inboard temperature just is normal for such an old ship, which means terrible. Some fans are present to help the peoples but do not expect any A.C units in most of the ship. Mmmmh and this delicious smell of oil everywhere! You really feel like you still are aboard a living and operational ship! A good example of how "hybrid" the ship was at the date she was placed out of service. A mix of old and outdated stuff with more much modern ones. One deck lower is situated one of the loading area, inaccessible, alas. Let's go up to discover an impressive stock of life jacket, all of them being mark of 80... not so great to stay alive for hours. A bit of light in the darkness. And more important... some fresh air! A view of the ship's bridge. We will go inside later. For now let's walk to the bow. Where we can discover a 76 mm/3 inch dual purpose canon. My local time being 24:25 it's time for me to take a break but I will share the end of the visit tomorrow.
  14. Jackvony

    Explorer 1

    This is a little ship I made based off the spaceship designs of old. She can get to Duna and back with a refuel stop on Duna, as long as she starts in orbit, so take out a big launcher. She has about 3000 m/s of delta-v to give you an idea. She has 3 drills and a large IRSU to produce fuel when she lands. Can be a little finicky so be careful with thrusting up tooo much in atmospheres. Overall I like her a lot. You can take her to the Mun or Minmus if you want too. Pure Stock. Action Groups: 1-Engines 2-Ladders 3-Solar Panels 4-Main Cargo Bay 5-Drill Bays 6-IRSU Craft Download: download Explorer
  15. MultiFrapser

    Heavy Ore Extractor

    Hello! Today I made something that I thought was impossible, I made a very high part count (yes it's laggy from time to time) ore extractor meant for low-gravity planets such as the Mün or Minmus. I'd like to share a few screenshots of it for you. Extracting ore Demonstrating the ore extractor on the launchpad It works even at night!
  16. Alright So I play DMP with friends. We want to have Dog-fighting battles but they do not work well. The player sync on DMP is not very good. When I shoot him he has exploded on my screen but is fine on his screen vice-versa. About 10 secs later he seems to resurrect and fly fine again. I heard something about dog-fighting only working in a vacuum on DMP but not sure. We try to dogfight in atmosphere of Kerbin with no luck. Any help is appreciated.
  17. Description Warspite British drendout the First and Second World Wars, Battleship class "Queen Elizabeth", armed with eight guns for 381-mm capable not only inflict crushing damage, but also to withstand the biggest hit neodnorazovye guns and powerful torpedoes remaining afloat and maintaining the combat capability. Against dive bombers on board has 6 anti-aircraft machine guns and your own fighter. The crew of 1184 people Bayern Queen of the seas of the German Empire, the great Bayern built in 1915. The eight 380-mm artillery cannons placed on the 4 towers protected 350-mm steel, able to carry in chips every coastal fortress, and 14 secondary cannons do not give any chances away with boats to attack this floating fortress. Warspite characteristics (SPC) Games Version: 1.1.3 Weight: 4.329 tons Cost: 3,831 Number of parts: 1063 Length / width / height: 208/35/62 (meters) Speed: 30m / s Bayern characteristics (SPC) Games Version: 1.1.3 Weight: 5.784 tons Cost: 9,894 Number of parts: 1193 Length / width / height: 208/44/74 (meters) Speed: 25 m / s Mods North Kerbin dynamic, Infernal robotics, tweak skale, BDarmory + My GameData (two cfg files, link under video in YouTube in description) Control Select cabin, click control from here. Start the engine and steer. Rotate the front towers to the left / right 1/2 Rotate the rear towers to the left / right 3/4 Switch hidden in towers rotating gun 5 Switch main gun firing idle for visibility 9 Video(craft under video in YouTube)
  18. Bayern vs Warspite ModsNorth kerbin dynamic, Infernal robotics, tweak skale, BDarmory+my GameData(two cfg files, link in YouTube in descr)HandlingChoose cokpit and click "Control from here", push space and lets goRotation forward towers left/right 1/2Rotation backward towers left/right 3/4Toggle hidden in towers 360' cannon 5Toggle main cannons shoting idle for visibility 9 Video(craft under video in YouTube)
  19. Nickel AP

    Update in the last 48 hours?

    Was there an update at all between 1-17-17 and 1-19-17? I had been repeatedly doing kerbin orbit tourist contracts and could continually complete them, first try, at least 5 times in a row. Today I attempted to do a kerbin orbit tourist contract with the exact same ship and could not achieve 70k ap-70k pap orbit. I tried multiple times and ran out of fuel every time BEFORE hitting orbit, not even enough fuel to de orbit. whats going on? Additional info: Was using reliant initial stage, terrier second stage. In an attempt to be extremely cost efficient I was using just enough fuel tanks to achieve orbit and de orbit. With consecutive failures today I tried switching over to thud x2 on initial stage for greater ISP at sea level to no avail. In all humility it may be my flying but I was pretty consistent at hitting orbit with this same ship. I don't know what could have changed in my flying style to restrict me from hitting orbit.
  20. Nickel AP

    Update in the last 48 hours?

    Was there an update at all between 1-17-17 and 1-19-17? I had been repeatedly doing kerbin orbit tourist contracts and could continually complete them, first try, at least 5 times in a row. Today I attempted to do a kerbin orbit tourist contract with the exact same ship and could not achieve 70k ap-70k pap orbit. I tried multiple times and ran out of fuel every time BEFORE hitting orbit, not even enough fuel to de orbit. whats going on? Additional info: Was using reliant initial stage, terrier second stage. In an attempt to be extremely cost efficient I was using just enough fuel tanks to achieve orbit and de orbit. With consecutive failures today I tried switching over to thud x2 on initial stage for greater ISP at sea level to no avail. In all humility it may be my flying but I was pretty consistent at hitting orbit with this same ship. I don't know what could have changed in my flying style to restrict me from hitting orbit.
  21. Makc_Gordon

    real size TITANIC

    This ship i make for a 3 weeks one year ago. Craft has a 15 000 parts. Version 0.9.5. Using mods: Ubizor welding; K.A.S; Tweak skale; Hangar extender. Video: https://www.youtube.com/watch?v=fnQe8Coq9Ls
  22. Hey ppl, Because B9 vessels are quite rare I decided to create a topic in here, so you can post any of your creations with B9 I got myself a mothership I'll show later, once I've got it into orbit
  23. I need somebody to build me a menacing, alien looking ship, cruiser, battleship, atmo fighter, etc. for my upcominng cinematic called "LAZARUS" Please, and thank you -JID00gaming
  24. I want to make rocket downloads, but I don't know how, because my ships aren't in my Ships folder, do you know why? And do you know how to make the rocket downloads???