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Found 34 results

  1. While getting back to ksp i built some military vehicles, and here i present two of them. Gepard is 1177 parts and the S122 is 840 parts. Took about a day each to build and i reworked them a couple of times before i got somewhat happy with the result. Built mostly with structural panels with a bit of tweakscale. Features: Gepard - fully movable turret, functional driver & turret hatch, rotating radar dish that can be folded down S122 - fully movable turret, armored turret & front, -6 to +20 gun depression Flakpanzer Gepard 1A2: Driver hatch is kinda sketchy but meh Turret internals: Driver compartment: Stridsvagn 122: I know the tracks look a bit wonky but there arent any that are the right size without being too wide or high.
  2. I just installed planetary bases systems, Near Future Tech, cyro rockets, and all the other stuff that Nertea makes, which come bundled with a bunch of probably outdated config mods like b9 part switch, dynamic battery storage, etc. I am in 1.5.1. Have a feeling it's because of the b9 part switch thing that lets me modify the tanks' contents conflicting with something. I don't know how to make it stop. It stopped randomly once but it's happening again. It might be a hotkey that toggles this behavior. It's also freezing a lot, once every 0.25 seconds, staying frozen for a full second, as I hover over the big fuel tank/decouplers. I have editor extensions redux, as well as a lot of other mods I had prior to installing Nertea's stuff and PBS. Please don't come here to give me a lecture on how bad 1.5.1 is and how stupid I am for trying to use certain mods at certain times for certain versions or whatever. Just help me. I've noticed that I can use different levels of symmetry on a part that I placed on a rocket with a specific level of symmetry; i.e. I placed a decoupler with 3x symmetry but when I put the fuel tank on it with 2x (the only symmetry level I can use for fuel tanks at the moment for some reason) it has radial symmetry about the single decoupler that I am hovering over with the part. I have tried pressing F and it does nothing.
  3. This is my collection of tanks and other armored ground vehicles. Challenger 2 Jagdpanzer IV M16 MGMC Halftrack AA M16 MGMC Halftrack AA - STOCK Challenger 2 https://kerbalx.com/BuxtonHouse/Challenger-2A1 Jagdpanzer IV https://kerbalx.com/BuxtonHouse/Jagdpanzer-IV M16 MGMC Halftrack AA https://kerbalx.com/BuxtonHouse/M16-MGMC M16 MGMC Halftrack AA - STOCK https://kerbalx.com/BuxtonHouse/M16-MGMC-Stock
  4. After re-doing my WH40k Valkyrie I wanted to redo my Land Raider with all the techniques and finesse I’ve learned in the last year or so. So I present my latest creation: The Land Raider Crusader. CRAFT FILE: https://kerbalx.com/GillyMonster/Warhammer-40k-Land-Raider-Crusader
  5. M-52 KERMAN Main Battle Tank What better way to come back to the forums, then to post your favorite thing to do: tanks! As usual, this tank is completely stock [NO MODS REQUIRED TO RUN]. It might be a little part intensive for low-end computers. No real need to list and specifications as they are all located on the video or the following album and spoiler below! If you choose to download it, just hit the "DOWNLOAD HERE" to be taken to kerbalX! Enjoy the pictures! and to the few who saw my publicly released video before I posted this here..... well played DOWNLOAD HERE ↓ PHOTO ALBUM BELOW ↓
  6. Hi, everyone! I'm trying to use B9 part switch to make the stock ore tanks have switchable variants for Water and CarbonDioxide (for some custom ISRU patches I've made), but I really have no idea where to start. Any help would be appreciated! Thanks, Windspren
  7. Craft File: https://kerbalx.com/GillyMonster/WH40k-Shadowsword-Titan-Hunter A sister variant of the more common Baneblade. The Shadowsword forgoes the Baneblade's flexibility in favor of mounting a forward fixed Volcano Cannon. This armament, while typically mounted on Titans, allows the Shadowsword to engage enemy Titans and other super heavy vehicles with extreme effectiveness.
  8. Craft File: https://kerbalx.com/GillyMonster/WH40K-Stormlord-Superheavy-Tank-11-Scale
  9. CRAFT FILE: https://kerbalx.com/GillyMonster/WH40k-Stormhammer-Baneblade Fully Functional Stormhammer variant of the Baneblade tank from Warhammer 40k. Weight is the only thing I wasn't able to get right, but it still comes in at a hefty 192 tons (with double layered armor in most major areas.
  10. Hi! Just when you need that extra oxidizer on your spaceplane..... Spacedock:https://spacedock.info/mod/1778/Mkerb Inc. Oxidizer Tank This mod can be localized if you are a volunteer :-) More stuff follows :-) Just want to put it out there... Update: Added Licence text.
  11. I've noticed the fuel mass ratio on some of the new tanks seems off. The little R-4 has a terrible ratio (and is incredibly huge for it's 10 liquid fuel) of 1.33:1 The R-11 is much better, but a bit off at 8.18:1 The R-12 donut is a spectacular 31:1 The classic tanks are 9:1 still it seems (full mass:dry mass) The RCS values are also all over the place, although that's the way it's always been (the R-10 is 5:1, the R-25 is 7:1 and the FL-R1 is 8.5).... I only mention this as I recall something about them being updated with new consistent values. Much data entry. Such error. Much ratio. Wow!
  12. I've been working on tanks lately, and I thought that, hey, what if you could flip a tank with another tank's cannon? Rules: 1. The tank that you are flipping needs to survive with no or minimal damage 2. Both vehicles need to have 6 (at a minimum) wheels 3. Both tanks must have a cannon weapon (not a high powered gun) 4. Weapons MUST be from BDArmory 5. The tank to be flipped MUST be upside down or on its side, not just a little hop. Have fun and post the results in the comments!
  13. This is for @Majorjim! and @Redshift OTF, whose tank track projects I have picked up and continued. Here was version 1. The tank has been rebuilt with less parts and is far less prone to breakage. Even performs well too! Included in the video below is @Castille7's lava rock sample test bed he so kindly supplied for me. KerbalX
  14. 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
  15. Welcome all to the Regional Armed Forces Show! I need you yes YOU to show me your : Tanks Trucks Half Tracks Planes Troop Transport Artillery Literally anything Military The modlist is a bit of a hefty one not going to lie, we've got : NorthKerbinDynamics BDArmoury NAS NeverEnnufDakka I need your crafts to display! More info on the way! (Writing a article on my phone is crap) How this will work is that I will make a article on the said plane, tank or boat via another thread, I just wanna see if this will take up as much heat All are welcome! If you mods decide this is more SCE then just send it on over there
  16. Stridsvagn 103 Main Battle Tank Designed off the original Swedish Strv 103 MBT, this fully functional replica uses tank drive systems and hydro-pneumatic (Or in this case, landingGearmatics). Consisting of 223 parts for detail and structure, this craft is recommended for good computers. Its completely fun to drive around, hit some things, break the tracks, whatever you wish with your tank! Specs: Max Velocity: Around 44 m/s Max Hull Traverse: 10 - 15 degrees per second Gun Elevation: +10/-10 degrees Tank Drive (including point turns and swing turns) How to Drive: W and S do not cause the vehicle to accelerate forward, press W causes it to turn right and S to turn left, Custom groups 1 and 2 lock the corresponding sides (1 left side track locked, 2 right side track locked) causing it to turn easier at high speeds. ALSO, please check the connection between the fuel line and the rocket engine, occasionally the game thinks they are not connected, resulting into no fuel for the rocket engines. If you guys want a tutorial as how to build the tank drive system in stock KSP or a time lapse of the build, please ask so in the comments! This tank drive concept was derived from my older vehicle and post, you should check them out too! And who can forget the mighty download button DOWNLOAD HERE
  17. 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.
  18. 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
  19. 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:
  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. 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
  22. 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!
  23. 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
  24. Core

    "Hover" Tank

    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.