Jump to content

Operation New Beginning (new comic style format)


panzer1b

Recommended Posts

http://imgur.com/a/ZoIg8

It seems that the forums have broken imgur albums, so i guess you will have to click the link, sorry about that :(

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

Many vessels featured in this comic are available for download on the AKSTechnologies Craft Repository, so check it out if you would like to grab one of the ships on here.  Anything that isnt on there can be requested by posting below with a description of what craft you are interested in, and preferably what page of comic it shows up on.  I keep records of most vessels, but be aware that some of them, especially utilitarian craft that are there purely to deliver something to a location, may not even have been saved to my drive, so something like a particular launch stage, or a fuel can, ect may not even be available anymore.  Most of anything that took some effort making will likely be available for download though (request it if it isnt in my download folder already).

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

 

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

And for those that would still like to see it, here is the old series i gave up on.

Part 1 (old series)
Part 2 (old series)

 

Edited by panzer1b
Link to comment
Share on other sites

Here are a few screenies of things im currently working on, ships, battle setups, ect.  They may give away a bit about the future before its released, so look here at your own risk.

Spoiler

fFvcjJC.png

8yJwdb3.png

Z9xzMfQ.png

gJGeJcS.png

U1miaNY.png

fMlMkL9.png

2FFf8xK.png

 

Edited by panzer1b
Link to comment
Share on other sites

  • 2 weeks later...
I actually play KSP the way you see in these images, i set up factions, scenarios, and essentially swap between factions and try to take out the other side. There is no scripting whatsoever, and i do not use any quick saves either in this story, just quick load if a major game breaking bug occurs.

This is actually a very intriguing way of playing KSP. Definitely something I should try in the future, especially since I'm considering adding Kerbal Space Program to my YouTube repertoire. I assume you do this all in Sandbox mode?

Anyway, I'm interested in the storyline so far, and I like the design of the little fighters. :wink: If you DO restart this from the beginning, I'd definitely like to see the logistics of the war efforts, and what goes on behind the scenes; not just the actual battles, but WHY as well. Either way, I'll try and stay posted for when (if) you do continue!

Link to comment
Share on other sites

This is actually a very intriguing way of playing KSP. Definitely something I should try in the future, especially since I'm considering adding Kerbal Space Program to my YouTube repertoire. I assume you do this all in Sandbox mode?

Anyway, I'm interested in the storyline so far, and I like the design of the little fighters. :wink: If you DO restart this from the beginning, I'd definitely like to see the logistics of the war efforts, and what goes on behind the scenes; not just the actual battles, but WHY as well. Either way, I'll try and stay posted for when (if) you do continue!

yes, sandbox mode with very little scripting aside from stuff like stealth craft, who attacks 1st, who detects who 1st, ect. Itd be way to unnatural if there were no surprise attacks, but in general once combat starts no scripting, what happens happens.

Im defenetely gonna continue (im about half way through the redone chapter 1), but its taking way more time as ive switched to a more comic style (actual dialogue photoshoped into images and it actually looks liek a comic, not just a bunch of screenshots). Ive decided to go with quality over quantity, and well, coupled with the fact im in college and started another sememster (already got slammed with suite alot of work from teh start), that and the fact that i dont play games the whole time im not working or sleeping means that time is short for KSP.

Also, i will include more logistics (and even stuff like development of warships with scientists and all commenting ect), so i think itll be more varied (the 1st chapter doesnt have much action as it is kinda setting the scene).

As for the factions, i made a few changes from before. For one im making the so called "technological superiority" better defined. For example pirates (a new faction i added that kinda adds some storyline and even gets an entire strike fleet wiped out by a single squadron of AKS fighters) are more or less limited to the worse ISP engines, and do not use any of the sleeker parts such as MK-2 or MK-3 fuselages/bays, while B-Corp is kinda mid-range group with rather varied tech but unable to use nukes, ions, rapiers, and while they do use plenty of MK-2 and MK-3, they also have a good variety of pirate like vessels in the appearance category. As for weapons, in the majority of cases (there are exceptions to the rule ofc) pirates are limited to 0.6m unguided weapons (they mostly use ant+oscar torpedoes and weaker railguns with the occasional stolen guided missile), AKS tends to favor alot of guided smart weapons such as the KDrone series or others too with some railguns here and there, and B-Corp is kinda in the middle, some guided, some unguided. AKS im also making kinda more into teh whole cyber-warfare too, which puts limits on other factions to use minimal probes (anything unmanned without crazy firewalls will be hacked by AKS), and provided it has been in transit long enough, even B-Corp's guided missiles can be hacked (which limits B-Corp to engaging within ~10 km with such weapons to avoid the risks of having missiles taken over by AKS). Then im also making so called stealth vessels, which essentially any craft that has a relatively sleek shape with no exterior weapons gets (most AKS fighters and utility ships would be stealths), so those are basically invisible unless they get very close or fire weapons.

All in all, i think the newer series is better, more polished, and well, since it is more comic style is more entertaining (then just images and captions). I cant give you a deadline i plan to have the 1st chapter released, but im defenetely going to release it whenever its done and to the point im happy with.

Ohh, and the new story starts after the 1st battle for minmus (which is what the stuff i have sofar leads into).

The battle essentially involved AKS having 4 outposts on Minmus (which are discovered after a suicide scout flies into low orbit and stays alive long enough to scout the bases), and B-Corp decides that having AKS mining facilities operational is bad, and sends their fleet to Minmus. Ofc both sides suffer losses, and AKS deploys a super massive cruiser that gets wiped out by a single fighter after it destroys 3 B-Corp frigates due to a structural flaw. Afterwards, it essentially falls to the mercs stationed on the ground to defend the ground facilities, 2 of which flee and the equipment gets destroyed by a joint tank and bomber force, one of them gets sabotaged from inside by B-Corp agents posing as mercs, and the last one manages to hold off the attack long enough for AKS to bring in 2 SK-CRV-Ig4s alongside HK-200 and HK-201 fighters that completely obliterate every remaining B-Corp vessel in orbit, and just barely manage to hold Minmus (since B-Corp essentially runs out of ships at that point).

After that, AKS slowly rebuilt Minmus Site-1, the last remaining location that was saved by the sacrifice of "The Minmus Elite", the toughest band of mercs they had (and the only group that was truly loyal to their cause). Although the battle massively destroyed most of AKS resources, what was left was just enough to rebuild, and with the passage of a new treaty on kerbin that forbade any and all combat below 5 million kilometers regardless of faction or allegiances, AKS was free to start utilizing the facilities they had on kerbin to send more craft to try to rebuild their assets on minmus, while 2 brave merc pilots working for AKS were sent beyond kerbin orbit to try to find a more permanent solution that involved settiling down on a planet or moon that B-Corp technology was unable to reach with any reliability. The new story starts out with these 2 pilots (and alot of the background is explained by them). Right now im working on another scene that involves deteriorating relations between AKS and a particular band of the pirates that used to support them, ending in some carnage around Minmus orbit.

Edited by panzer1b
Link to comment
Share on other sites

Updated with the first few slides of the opening scene.

This takes way longer then the old format, but i think i can call it actually half decent.

Im also glad to take any suggestions when it comes to layout improvements (how do you think i can make the comic look better), and if you have some ideas for future story i will take them under advisement.

I am also officially taking other people's ships, so if anyone has a ship they would like to see in the series feel free to submit it in this thread. If you want it to be allied with any particular faction just say so (and give me a name of the company that made it, perhaps some background on it as well so i can add some to teh story).

For ship subs, i will not touch anything over 400 parts total (not counting launcher), must be 100% stock as i dont use mods, and anything above 100t must come with a launcher to get it to LKO at a minimum (no hyperedit). Ships below 100t i can use my standard issue launch stage on, anything larger and i just dont have time to develop launchers for em. As for weapons, anything is ok, but i may alter them if i feel they either do not fit faction's style (pirates dont use guided, ect), or if they are too powerful (there is no fun in 1 shot kills).

Link to comment
Share on other sites

The Posterus was created as an alternative to the Nouveau for use in space combat. It has 8000 or so m/s of delta v, weighs between 63 and 65 tons depending on version. It carries 6 high velocity missiles that are capable of crippling most ships that are less than 100 tons in one or two shots. It also has 2 NERVA engines and 4 Ion Engines. It is double armored in the sides, and on top it has one layer of structural plate. The ship is very well armored and armed for its weight, and is soon to be tested in the Naval Battle Club.It is also completely stock.

By the way, it is 65 tons with some pretty good missiles, full stock, and is quite maneuverable. It also is around 300 parts, at most 350 depending on weapons.

http://www./download/do..._Cruiser.craft

Link to comment
Share on other sites

The posterus is still a front line combat ship, and is only 2 months old. We still have no suitable replacement for its armor, though her weapons may be lacking.

Also, it is allied with AKS, because it is empathetic, being an AI who has been uploaded into all posteri. It did a heroes work a while ago, and empathizes with AKS.

Link to comment
Share on other sites

Well I never new that, I secretly fitted some really cute goldfish with big eyes into the front of the Monument's, and at a moment's notice of bad stuff happening, the fishbowl closes the lid, ejects with about 5g of force, but keeps the goldfish alive, then uses an autopilot and ~5k DV thanks to Ion engines to get back to Kerbin or if it's out of range, the nearest planet occupied by SAP-C, the goldfish is also sentient and has regular phone calls to the Posterus AI, and converses on battle tactics and what they will eat for lunch.

Link to comment
Share on other sites

Yeah, anyway, this series is pretty cool, AKS should just download the Kerbal Galaxy mod and leg it.

I was originally considering it but for now im starting small scale and mod-free.I was also considering using BDA for ground warfare, but ive decided against that as well since its really hard to make good balanced and fair fights without real time multiplayer. I am not saying im going to keep this stock indefinitely, but for now i see no reason to use mods since combat is arguable the most fun and challenging pure stock (and who doesnt like using peaceful exploratory parts to destroy other craft?). The only mods i find essential is hyperedit and targetron. Hedit i use to fix bugs and to automate deployment of vessels as if i get one fighter to X location, im not going to spend ages getting more of them there (many fighters are ill suited to being launched en-mass and need to be done one at a time), ill just teleport it nearby the other craft of its type and remove fuel until they both match fuel levels and location. As for targetron, us military players have all faced those painful flip through 30 debris until you get control of that one missile you just decoupled, only to find that by the time you get to it the 2 ships have drifted apart so far you now need to spend another 5 minutes doing correction burns. This mod lets me instantly swap to the missile i deployed and in general makes it easier to flip through vessels avoiding debris (which i set targetron to not even display). Then ofc i also use enchanced atmospheres (actually a custom modded version of that mod to fix some of its bugs and visual artefacts such as the major broken Eve atmosphere that comes with the mod). Visuals like that really add to the game far more then anything else would have and makes those screenies feel more lifelike and realistic.

As for the Posterus, i will deploy it as a flagship (since it has better armor then most AKS ships, and i kinda view flagships as heavier armor allowing them to spearhead assaults). As for the weapons, i might replace your ibeam missiles for simpler ones since most ship-on-ship battles involve at least 1 vs 2 or so capitals and some stray fighters. In single 1 vs 1 combat even 500 part ships are playeable, but 1 vs 1 just doesnt look right. Ive already done a small 1 v 1 skrimish (spoiler alert) around Minmus, but i think itll be the first and last 1 v 1 battle since it does not make much sense for anyone, especially AKS or B-Corp to deploy even a corvette without a fighter escort at the bare minimum beside it. Im still adding that battle (as in ~half done with that and some other stuff) but 1 v 1s are just not gonna happen anymore, it doesnt feel natural for even smaller capital ships to be unescorted and all alone especially in friendly territory (unless its a random pirate vessel).

Anyways, im continuing the series although something id like to do is make an actual render for the front page (which should have say a formation engaging another formation). Too bad i SUCK a rendering, mostly limited to photoshopping some random effects to make screenies look cooler. If anyone knows someone who is good at renders and takes requests id really like an actually decent front page to use for this series.

Link to comment
Share on other sites

As for 1v1's, I love them! It makes the battle more 'personal' between the two fighting commanders, and it could be explained by either bumping into eachother accidently, a commander personally challenging another or a low-profile kind of secret surprise attack, where because of there being one ship the attacker would be hard to locate, or even know they're there.

As for rendering, take a screenshot and send it to Hellblazer, he does renders.

Link to comment
Share on other sites

As for 1v1's, I love them! It makes the battle more 'personal' between the two fighting commanders, and it could be explained by either bumping into eachother accidently, a commander personally challenging another or a low-profile kind of secret surprise attack, where because of there being one ship the attacker would be hard to locate, or even know they're there.

As for rendering, take a screenshot and send it to Hellblazer, he does renders.

I might do some low numbers more personalized battles, but theyll mostly be with pirates and occasionally AKS. B-Corp cannot ever have a 1 vs 1 because they have numerical superiority over AKS, and they know that a single ship is dead if its ambushed, so they tend to fly formations. AKS tends to deploy alof of fighters all over (stealths actually) which can show up and help out in battle provided they are relatively close. As for dialogue between ship commanders, im working on it, but i havent actually had any real battles yet, just a srimish between a corvette and a pirate frigate sofar.

Ohh, and i know some will disprove, but i could not resist making Jeb a renegade pirate....that psychotic laugh is just unfit for any of the legit factions!

Link to comment
Share on other sites

Seeing as you gave the option, why don't I make a ship for you to use!

Allow me to present, the AKS 'Peregrine' FS-100 Strike Fighter.

In the SPH:

lpzCBr7.png

Top-down view from LKO. You can see the unique shape is similar to the bird-of-prey that is it's namesake:

xMBQuW5.png

A look inside the small amidships cargo bay, containing monopropellant and power systems:

AC5YgJ7.png

I tried to model this after your style of ship design, so I hope you like it! Because it's your universe, I won't put a backstory behind the development of this craft, but I can give you some nice stats and information:

Part Count: 41

Fuelled Mass: 11.08 tons

Dry Mass: 6.78 tons

Drive: 1x LV-N Nuclear Engine

Delta-V (no payload): ~ 3,855 m/s

Power Supply: 2x RTGs (inside cargo bay)

Crew Capacity: 0 (Drone-control)

Weapon Mounts: 2x Jr. Docking Ports (external), 1x Jr. Docking Port in cargo bay

The 'Peregrine', so named for it's unique top-down profile, is an escort class, multi-role fighter, excelling in assault runs and short-range scouting missions. Although it is not capable of SSTO and only has 3.8km of Delta-V, it's twin external mounts can harbour a multitude of different weapon types, allowing it to be armed specifically for any task, and letting it open a firefight extremely fast.

Anyway, here's the craft download: http://www./download/pm5ycwh71g86c7g/AKS_%27Peregrine%27_Fighter.craft

And if you can be bothered with the launcher I made for it: http://www./download/ueuh5bn63hbqnry/AKS_%27Peregrine%27_Fighter_Launcher.craft

Enjoy!

Edited by AxleMC131
Link to comment
Share on other sites

Cool, so 2 more craft to add to the AKS alliance. Now i gotta work on some more pirate vessels and B-Corp stuff since ive been spending too much time developing AKS ships :).

Also, next episode is going well, im done with some more logistics and setup, and now im just finishing a small battle before i update the story with continuation.

Ohh, and ive FINALLY after ages trying to get it where im happy with it, ive finished the work on the AKS SK-CRV-II, 2 models, teh 3rd and 4th generation models (1st and 2nd gen sucked so those are gone).

You'd be surprised how bloody tough these things are, the g4 especially, minus its vulnerability to having engines shot off, is extremely hard to destroy entirely even with multiple RT-5s. It doesnt look as pretty as the SK-CRV-I, but its better armor and similar firepower, a little bit less weapons capacity, but its armed with more powerful drones. Now if only i could design a smaller drone that has similar firepower, the pocket ibeam isnt huge, but id like something shorter that i could pack even more of. Ohh, and apparently 2 pocket ibeams clipped together make very nice railguns, its actually powerful enough to dislodge structural panels pretty reliably (like a long ibeam would), but is half the size and 1 extra part.

Edited by panzer1b
Link to comment
Share on other sites

  • 2 months later...
Well im now back to working on this after some time away from KSP.

A few (somewhat short) slides added to the comic (same album, just look at later pics).

Im now working on a actual combat scene, so it should be a change from the more peaceful setup that most of what i have now is. For those that want to know something about it, lets just say B-Corp's recent scheme of smuggling weapons undetected to the Mun via civilian vessels has been discovered by the alliance!
Link to comment
Share on other sites

I have an epic capital ship that looks similar to a star destroyer that I abandoned because It was going to be useless in competitive combat. But this sounds interesting as I place I can use it, I will try to refine it and get it posted sometime this week.
Link to comment
Share on other sites

I will let you use my ships, but the only ones b-corp CAN NOT USE are the Arrowspear mk.1, the new Cyclone mk.1, and the Bladerunner mk.2, as they are reserved for AKS, but otherwise , knock yourself out. :D (BTW, I am still working on the launch stages for all of them, but otherwise they are decent). Oh um: turn all lights on Cyclone to full on 100% Red.
edit:ALL FOR AKS! except the bladerunners and the carrier

link to download: [URL]https://www./folder/6o27ck3ahvi8c/KSP_ships[/URL]

pics (order: Cyclone Mk.1, Python, DR2 scout, Ogcorp Light model 1, Kairo Mk.1, Bladerunner mk.1, Bladrunner mk.2): [URL="http://imgur.com/a/TTE6v"]http://imgur.com/a/TTE6v




[/URL] Edited by Ogcorp CEO
Link to comment
Share on other sites

[quote name='Ogcorp CEO']I will let you use my ships, but the only ones b-corp CAN NOT USE are the Arrowspear mk.1, the new Cyclone mk.1, and the Bladerunner mk.2, as they are reserved for AKS, but otherwise , knock yourself out. :D (BTW, I am still working on the launch stages for all of them, but otherwise they are decent). Oh um: turn all lights on Cyclone to full on 100% Red.
link to download: [URL]https://www./folder/6o27ck3ahvi8c/KSP_ships[/URL]

pics (order: Cyclone Mk.1, Python, DR2 scout, Ogcorp Light model 1, Kairo Mk.1, Bladerunner mk.1, Bladrunner mk.2): [URL="http://imgur.com/a/TTE6v"]http://imgur.com/a/TTE6v





[/URL][/QUOTE]

Thanks for the ships, i really like them, and ill defenetely implement a few in the series. I hope you dont mind if some craft have minor alterations done to them (or well, AKS will have major issues with docking cause not a single facility of theirs at the moment has small docking ports on it, so that would be a minor issue if you ask me). Actually, i might keep it as is, to make say some scenario where the alliance buys fighters and then ends up realizing they arent compatible with their current bases. Actually, now that i think about it, i think ill try to convert everything to pure claw since its the most versatile.

Ohh, and youll be happy to know all of the ones (that dont have launchers) are compatible with the standard light universal launch system B-Corp uses (i might have to use a larger fairing for some of them, but none are above the maximum mass that lifter can deal with). So unless you want to, you dont actually need to create launch stages as i already have a launcher that works (and AKS also has its launch systems, although they would be launching like 10 at once since the only launcher they have is for like 200t capitals, you can easily cram alot of fighter sin there).




Also, does anyone have anything against me disabling EVE mod for continuation. The game is laggy and crashy enough without it, and i do get some higher FPS which should make comnat much easier (and even allow a few extra vessels loaded at once before crash or lag to death). If you feel that that mod makes the comic much better, ill leave it in, but i really am considering disabling it as game just runs better without clouds. Edited by panzer1b
Link to comment
Share on other sites

[quote name='panzer1b']Thanks for the ships, i really like them, and ill defenetely implement a few in the series. I hope you dont mind if some craft have minor alterations done to them (or well, AKS will have major issues with docking cause not a single facility of theirs at the moment has small docking ports on it, so that would be a minor issue if you ask me). Actually, i might keep it as is, to make say some scenario where the alliance buys fighters and then ends up realizing they arent compatible with their current bases. Actually, now that i think about it, i think ill try to convert everything to pure claw since its the most versatile.

Ohh, and youll be happy to know all of the ones (that dont have launchers) are compatible with the standard light universal launch system B-Corp uses (i might have to use a larger fairing for some of them, but none are above the maximum mass that lifter can deal with). So unless you want to, you dont actually need to create launch stages as i already have a launcher that works (and AKS also has its launch systems, although they would be launching like 10 at once since the only launcher they have is for like 200t capitals, you can easily cram alot of fighter sin there).




Also, does anyone have anything against me disabling EVE mod for continuation. The game is laggy and crashy enough without it, and i do get some higher FPS which should make comnat much easier (and even allow a few extra vessels loaded at once before crash or lag to death). If you feel that that mod makes the comic much better, ill leave it in, but i really am considering disabling it as game just runs better without clouds.[/QUOTE]





Thank you for complementing my ships. I really don't care about the alterations, but if it is not a bother, could you show me the alterations to them, if any? Oh, and the Python class (Which is my first carrier) may have a Mk.2 made Just for AKS ships, like the HK-200's and, maybe (IF I CAN GET THE BLODDY THING TO NOT CRASH INTO THE GROUND, or water, no offense to your engineering skills) a few HK-201's, but no promises.

also: B-corp can use the Python carrier (adjust the lights to their lighting) and the Bladerunner line, AKS has everything else, because you really deserve to use the bulk, as you have inspired me to create more ships without mods, and your skills with building and flying fighters are very impressive.

P.S. I know how much lag SUCKS, and how much crashing hurts data, so my opinion, take off EVE.


-Ogcorp CEO :D Edited by Ogcorp CEO
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...