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Dreadnought Battleship


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MOD LIST:

  • TweakScale
  • BDArmory
  • USI Modular Kolonization
  • SCANSat
  • Probably a ton more that I forgot

I'm in the works of writing a KSP war-novel fanfic (should be up on the forums in a week or two? Maybe? :P), and I decided to make a warship pretty much as big and as deadly as possible. This is the result of that decision.

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(The forum doesn't want to display the updated album for some reason. Click here to see all 8 pictures.)

First of all, this thing is massive. I mean absolutely huge, can-barely-fit-in-the-SPH huge. I used TweakScale on pretty much everything though (the hull are just enlarged Mk. 2 spaceplane fuselages), and so the part count only hit 123, which I'm very happy with. In addition to the two main capital turrets, this behemoth features:

  • Tons more, slightly smaller naval gun batteries
  • 2 main anti-spacecraft flak turrets near the bridge
  • 2 Millenium cannons in the far stern near the engines that fire timed explosive shells
  • 8 Howitzer cannons on each side for a massive "broadside" effect
  • A "Goalkeeper" Vulcan CIWS system for close defense that can spit out rounds at a ridiculous rate
  • A solid incendiary laser beam cannon, located on top of the radio mast. This baby is absolutely deadly, but it eats up 450 charge/second.
  • Smokescreen countermeasure devices for defensive purposes
  • ECM jamming modules

It's got a hefty amount of SAS torque from multiple TweakScaled-up ASAS modules located onboard, in addition to plenty of RCS ports with fuel reserves for days on end. It's actually surprisingly maneuverable in vacuum. For control and orientation purposes, the Dreadnought has a RGU drone core at the nose of the ship, in addition to the upward-facing command bridge at the stern. Two scaled-up Mainsail engines provide the thrust, and as for electric charge, I have a 2.5 meter nuclear reactor from the Umbra Space Industries MKS series that outputs close to 1000 units of electric charge per second when active, and is relatively efficient with its enriched uranium reserves.

As for additions, I think that the Dreadnought could use a missile battery for longer-range engagements. I'm also thinking of putting chaff and flare countermeasure pods on it as well to increase its survival rate in combat. Also on my to-do list is to find a way to fire the main two cannons without rolling the entire ship 360 degrees in the opposite direction :P.

I figured I wouldn't provide a craft file for this one, as I've just included way too many mods and TweakScale'd parts for everything to possibly function properly for you guys. Let me know what you think!

EDIT: The craft file can be found here! No promises that it works, though. As for dependencies, you'll need BDArmory + the Naval Artillery expansion pack for it, USI Modular Kolonization Systems, and probably TweakScale.

Edited by IndigoCypher00
Uploaded .craft file
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Do ships that have TweakScale'd parts have valid .craft files? If anyone can confirm or deny this, I can try to filter out some extraneous mods from the design and get a .craft file up without too many dependencies...in the meantime, I've been playing with the smokescreen and chaff systems, and they're really cool, so I'll update the album with a few more screenshots.

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