Arco123

The Great Kerbal War - Craft and Discussion.

Which side are you on. [Major factions only. If other click other.]  

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  1. 1. Which side are you on. [Major factions only. If other click other.]



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The Great Kerbin War [Waiting for my visual mods to update to 1.9.1 because I made all my craft there.]

By Arco123, and all the other people.

Quote

Fuel shortage, dwindling resources on Kerbin and the abundance of resources outside has lead to The Great Kerbal War. Which ravaged the Kerbal system for 4 years... 


Why I Made This: 

So, you found this little topic and are wondering "What is this?" Well, I have some answers.

This is my own little series or cinematic for a Kerbal war. This took some ideas or things from Hatbat's own series and I'm kinda tired of waiting so I made my own. (I still love it. It's just he hasn't uploaded in a very long time and I love KSP.)

Plans: 

This is gonna be a kinda big thing. The first movie is gonna be around 1 hour long. That is going to cover most of the prologue and how the war is going to start. The second movie is going to be the war. Hopefully another hour long. This is all generated by the players/factions in the game. I only set up the prologue, rules and some of the things in place for you guys.

The last movie is going to be a summary/end of the last movie. Hour long and stuff. Currently, I'm working on some parts of the rules and forms, fixing up the docs to make it as a control/form/map room doc, Making a backup, Cleaning up info (Timeline and factions) plus making their own sections, building basic craft for people to buy/use, making logos and balancing/setting things up.

How Much Are You Done With Plans?:

This is how much I'm done with things. If it's not there then I've completed it. This is in percentage...

Map/Base/SolarSystem Info/Who owns what. 50% Done. (Just have to add it.)

Mod Info/What I use/MODS! 0% Done.

Faction info 33% Done. 



Rules: The Great Kerbin War

[Definitely more complex than Hatbat’s. No, you don’t have to follow them hardcore. These are just to cut down on the time to make videos and really just follow the forums rules… If you are just viewing or not putting ships in here then only follow 1, 2 and the forums rules. If you have any questions at all please ask!]



1. 

Follow the forums rules for this kind of stuff. This means no role-play or politics otherwise you may or will face punishments from the great and almighty mods. 

(I may add a small section for this kind of stuff. So, you can add to the story in some way as a character. We need something else than my small brain working on all of the characters. I’ll dilute things and I need some variation. MUST BE OKAY WITH THE MODS!!!) 



2. 

Post! Please post on things I can improve on! If you want the best thing possible add as much as you can! I really have no clue how to build good anything and I would love land, air, space, ocean craft! 

Post your tips for cinematics, name of a Kerbal you really like, heck you can post a single Craft and give it to a faction! You don’t have to be a faction to add a Craft. Just follow the Craft rules and you may see it in there!

I don’t want this to be a 2-d world! I want to spend actual time on the prologue as it sets the tone and what the consumer will expect it to be. Even the smallest faction can be here. A metal faction that mines mostly metal will be important as @HatBat seems to gloss over this. (He does state it wants to keep the focus on the main part instead of all of it.)

All of this is important to make a world. Metal can be made into parts and spaceships. It isn’t just fuel or weapons. We need the resources to make those. We need to think of it as Earth. There are many factions. We need to add everything possible to achieve that real feeling. We need information on the tiniest of things to make this possible. Heck, I might just write a book.

I know all of you are extremely dedicated to this game. If you could spend even a day or two commenting and giving ideas/criticism to this we could make this something incredible. 



3. 

If adding a faction please only one post for that faction. I may allow bumps if it has some major changes in it. 

This does not include any small suggestions posts. You can change this by adding I’ve read the rules and accept the terms. [Only the words needed. Only needed to catch attention.] at the end of your post. Otherwise, this does not apply to you.

Panzer1b you’re fine. Don’t worry bout it.



4. [IMPORTANT]

If you want to add an official faction. Fill this form. (Below this.) This is needed to make your faction into this. All the info needed is below this. Please follow the order and everything in it. This will make you very easy to work with.

Don’t push super unviable things in here. Oldest faction on Kerbin/We come from another solar system stuff will be ignored unless I find something that I like about it.

If you think you have a faction name I want to fill out post it. I’ll fill the faction myself and if you’re adding Craft you don’t have to be a faction. You just have to follow adding craft rules and who’s gonna own it. You can also make multiple factions if you want. To tie in with stuff or to meet something.

Read below this as well: (The form is below the info section)



4A. Craft:

The craft can be designed on how the creator wants it to be. As long as to follows the Craft Rules/Adding them Rules. If any Craft are going to be added add a picture of the top, sides, front, back, bottom and an angled view of it. Craft need to have a title, a category, Info and overall what it is in this format: [All of them can be in the image]

If you put the text in the image try to follow the order and put the info below the images instead of in them. The angled view image will appear first along with the others in spoiler boxes in order to cut the page spam. All of the images must be well lit and any combat images may be the main image(s).

They must be 1.8 compatible and be able to be used as intended. Don’t make use of bugs to superpower your craft but bugs are allowed to be used in capital ships. 

Those kinds of ships must be allowed by me as they represent something in the series. Also, put the mod list in the Specs but keep it kind of low. BD Armory, Stock, Procedural wings, and all that stuff are fine. 

Keep the mod part list under 5 mods or keep it to well-known mods that work on CKAN

Keep part count’s low. The same Craft of the same complexity will be used. So, use Tweakscale to the best of your ability but keep the cinematicness the same. This doesn’t mean that you have to remove parts if you already built something. I allow leeway in part count but just keep in mind that craft of the same size will be in it.

Just build whatever you want but keep that in mind. I love to see good builds and I don’t want to restrict you but keep in mind that other craft are gonna be there. So summary. You can go way above the limit but just note that other craft like yours will be in here. So only 50-100 above. Thanks!



Title: Can be above below or in the image. Bigger than the rest of the text.



Category: This is kind of important. 

Look at what counts as what? For more information on this topic. It’s official what it needs to be first and then like what you think it is. Gun carrier, Heavy tank, and refueler. That kind of stuff. If these do not apply to you since your Craft has no weapons put what you think is in the title. 

Like: SFighter, Gunship.

The second one doesn’t have to be in there if your Craft can combat but if your Craft is non-combat please put something in there. 

Combat: SFighter, Gunship < Doesn’t need to be in there but I like it.

Non-combat: Fuel Truck < Has to be in there now.



What counts as what? 

Below this will tell you what your Craft is classified as. If on another planet (Other than Kerbin) add S to the front. (Not to the space category. So like: SLLightTank.) Planes that can SSTO can put a S to the front or whatever environment it can cross into. Space, Air, Land and Ocean.



Space: 


0-300 SFighter:

Info: Light, small weaponry. Not much. But able to be used for cool events and battles. Usually fodder. 

Specs: 0-100 parts, Must be okay in firepower and not use bugs. It should be high in TWR by itself and have a small launcher. Delta-v must be not less than 500 and maneuver pretty well. Can ram as well. Cost: Small, almost nothing. Medium-sized companies can afford 100 of these.


0-500 SCruiser:

Info: Not very light but not heavy. It should be able to carry fighters and be well-armed. Should be the flagship in most skirmishes and look cool when firing. Should mean something but not as much as capital ships. 

Specs: 200-300 parts. Delta-v must be above 1000 with all weapons attached. Able to use Kraken drive to move but not as weapons. A launcher to go with it and many weapons. Cost: Good chunk. Medium-sized companies should be able to afford 10 of these. 


0-1000 SCapitalShip: 

Info: The heaviest ships. They are important in the series being larger than anything else and being able to carry fighters and cruisers and other things. They are the flagship in any battle. They’ll look the coolest and strongest in a battle. 

Specs: They are able to use any bugs and delta-v can be anything. They should be able to carry a lot of things in the hull and be very powerful. Only Main factions can afford them or when 3 sub-factions like Astech, Bcorp, and AKS team together to buy one. 

Also, people who make them in the main part must contact me. These ships are important to the story… 


0-600 SOther

Info: Other military things like transports or refuelers.

Specs: Depends.


Air:


0-300 AFighter: 

Info: The lightest of the aircraft. Very fast and can maneuver very well. It should be able to carry some air to air, air to ground weapons and a small amount of 50 cals on the nose. AI-driven...

Specs: 0-100 parts, Fast and can maneuver while keeping speed. Very good at turning.


0-300 AAttacker:

Info: A heavier version of the AFighter. Upgraded, more armored and carry bombs and missiles. A combination of the ABomber and AFighter...

Specs: 100-150 parts, Fastish, armored and sturdy, lots of guns and weaponry. Not very good at turning but it has a lot of firepower.

Also, More like your average fighter. 


0-300 ABomber:

Info: The heaviest of the heaviest. It should be able to carry any weapons. They can be big or small but they have the same idea. Bomb or destroy the enemy all in one package. They should be able to defend themselves. 

Specs: 50-200 parts, slow or fast, can move or not, giant weapons and lots of guns and weaponry. 


0-400 AOther:

Info: Large or small. Refueler or cargo carrier. Note: Gunships do count as something other. Doesn't include craft connected to it in par count...

Specs: Depends...


Land:


0-300 LLightTank:

Info: Light, fast, and over all light and mobile. It carries light weaponry (up to 30m) and is cannon fodder to protect the heavier MBTs. It can be either Anti-Air or Anti-Tank and carry troops or small rovers. 

Specs: 0-200 parts, fast boi, light guns and missiles.

Note: Go crazy with this one guys. I want it cool looking. That means hinges, missiles. You name it. But don't go into cannon territory. 


0-300 LMBT:

Info: The general rover of the battle. It’ll do general things like shoot and shoot even more. They all are almost the same.

Specs: 0-200 parts, slow to fast, big guns and it should be general. It can be outfitted/changed in the building menu to fit purposes. 


0-500 LOther:

Info: Other, anything dedicated to the job like a refueler or supply truck. An antimissile battery. A base or any of that stuff.

Specs: 0-500 depending on what it is. 


Ocean: 


0-200 ODestroyer:

Info: Small but deadly. Could be silent and be specialized in AA or Torpedo. (Yes subs are allowed.)

Specs: 0-200 Parts, Not many guns but able to dish out damage well. Plus very fast. 


0-500 OBattleShip:

Info: Big bad and good at killing and destroying stuff. Could be used as a floating base. 

Specs: 0-500 Parts. Lots of guns and other things like that. Maybe a floating base.


0-500 OOther:

Info: Something other than a military vessel/Craft. 

Specs: 0-500 Parts, It can really be anything ocean related.



Specs: Weapons, Delta-v if applicable, Max speed if applicable, Part count and just everything you think I need to know. 

Don't put nothing in there lol. 



Download link:

If you are putting it on KerbalX do this: Put the faction it is in or main faction then add the title after it with the info below it. Also add it in the topic here as info and images would be here and there...

For other things:

A download link is needed. Try to be organized. Put the folders like this. [If you don’t have any craft in that folder don’t add that folder.] 

Also: We need a little bit of information, what faction it’s going to be in or # if you are just uploading a craft.                                    

Space > SFighter, SCruiser, SCapitalShip and SOther. > (In each of these folders.) SPH and VAB. [Tells me where to launch it otherwise things get messy…]

Air > AFighter, AAttacker, ABomber and AOther. > SPH and VAB.

Land > LLightTank, LMBT and LOther. > SPH and VAB.

Sea > ODestoryer, OBattleship, OOther, SPH and VAB.

If you want to add multiple # to tie in with your faction do so following the same steps. You can also ally with other # if you want but please contact the owner or something. 

After this is the way you should put it in-game:

In the game itself, the title should be in the top box with your faction name in front. After that in the smaller text box below the title, you should have. 

Craft:

Faction:

Category:

Partcount:

Specs:

Controls/Actionkeys:

History:



Form:

Title with Acronym: A branch of the faction or something like Orion. 

Logo or flag: This could be after or before or underneath the title. If you do not have one put some text on what you want or your idea and I'll work on one for you.

Info: Summary and a little history. 

Motto: You know the deal. The purpose of the company and goals.

Creator: The Kerbal that made it or the faction the branched it. 

Beliefs: Goals and what they believe in.

Deals: Later, once we get more people/factions we can hold deals. I will do deals with other or main factions tho.

Funds: Get to me first and I'll show you what you have. We are working a point system so you can spend those points on what you want. Then I'll take control and do the cinematic stuff. (All of this is later and I'll have to price your Craft and mine for you. If for example you are buying a Craft on the other side you must pay 1.5x rounded up of the price of the Craft.)

Craft: Craft you currently have. This is after we get done with funds. After that there should be some text like this: Space: Air: Land: Ocean:

Alliances: Not deals but instead allys. They can trade stuff without expecting stuff back and are there to support each other.

Main focuses: What you are going to do or goals.

Lesser focuses: What it sounds like.

Craft: The Craft you've made. Make sure it follows the minimum of the Craft guidelines. These are the Craft you're going to put in the series. Just do all of your craft though.

That's it...



Factions:

Spoiler

KSR=SPUM (Space Agency Union of Mediator):

KSP=ASA (Arco Space Agency):

Info: ASA began in the L-shaped continent when many resources were found there. They drove out many of the smaller factions using the superior resources in the area. Before ASA was formed there was 3 smaller factions tied into a war. Two factions made an alliance in order to defeat the last one which ended the war. The factions saw the benefit of becoming one and became ASA. The war did take it's toll on ASA and the surrounding area. 

Although these tolls did take a chunk out of the resources available, 

Motto: "We will find every piece of science, go to every planet and most of all; defend our faction." 

Creator:  Bill Kerman, After his service in the Combined Forces.  

Beliefs: One day we can find something that can't be explained. Something supernatural. When we do, we will destroy it. As it is a anomaly. 

Deals: 



Other Factions:

Breakthrough Corporation (BCorp):

Info: Began shortly after the utter annihilation of most of Kerbin, and like everyone else that survived the nuclear wasteland, built and expanded their infrastructure underground.  They focused initially on technology development, trying to find a way to expand civilization beyond Kerbin.  Created the AI that formed AKS by accident when trying to make unmanned weapons smarter, and ever since have been at war with AKS and its allies.  Currently won 2nd battle of Minmus, but lost virtually all advanced technology.  They have some remains of their old Mun mining colony and are working to rebuild this after it was destroyed in order to obtain the resources to enable the manufacturing facilities on the station orbiting Mun to create warships.  Also, occupy the old AKS station around Minmus that was abandoned instead of destroyed.  Like all the other Kerbin based factions, are severely limited ability to understand/manufacture most advanced tech after AKS wiped out the entire science community, RnD, and flattened most of the Mun colony (this means no RTGs, reaction wheels, rapier, high ISP engines, ions, most plane parts, jets, etc).

Motto: "Inventing breakthroughs to go beyond the stars"

Creator:  High council of BCorp (essentially a group of Kerbals, no 1 founder), current highest-ranking admiral: Bob Kerman

Beliefs: Their future lies in rebuilding their Mun colonies, and continuing expansion to other planets/star systems.  Also that creating AKS was a mistake and that they need to wipe the AI behind it out in order to keep organic life as dominant in the Kerbol system and not give AI free reign.

Deals: Buys lost technology-based weapons from RT to help fight AKS, buys launch stages from Kerbin's government to launch their ships, has limited ties to black market mostly to obtain whatever advanced old tech scavengers manage to extract from older wrecked ships that litter higher orbits around Kerbin.  Sells most of its vessels to anyone who has the money to buy and doesn't have any connections to AKS.

Funds: Low, 2nd battle of Minmus bankrupt BCorp almost completely, most of their money goes towards obtaining what little lost technology they can get their hands on.  They do not require funds to manufacture their own vessels in BCorp factories, and only need to pay those that own launch points like the Kerbin Government to deploy their craft into orbit (and do buy launch stages from KG to use for their ships).

Craft in service currently: 

Space: 

FF-1 Broadsword:

qgXicRq.png

A staple of BCorp's fleet, the Broadsword is basically an armored brick with weapons strapped on as an afterthought. It was originally created to try and give BCorp a survivable ship that wasn't immediately blown to bits by advanced torpedoes, and it did just that. Quickly became the number 1 hated vessel of anyone hostile to BCorp with many cases of the best ships completely depleting their ammo and still not fully removing a Broadsword from the battlefield, and due to its low cost and ease of manufacture, when 1 was destroyed, 2 more would take its place a week later. 

It changed a lot from initial versions, but the current model fixed the ship's massive ammunition problem (older series were armed with a single SRM-6M which was inferior to a bomber offensively), at the cost of having less anti-ship weapons. Armed with 2 SRM-1M and 4 SRM-4L (very good against fighters with lots and lots of light missiles, only 2 medium ones that will damage capitals). Like most BCorp ships, its a bit high on parts, you might want to swap the SRM-4Ls with SRM-1Ms as the light SRMs are basically useless against capital ships and eat a lot of parts.

https://www.dropbox.com/s/p3axub0xcrvixm8/BC FF-1 Broadsword mk4.craft?dl=0

FF-2 Longsword:

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The last remaining ship that BCorp has in stock based on lost technology (they cant manufacture any new ones, but they have like 10ish of them in warehouses from earlier manufacture), the longsword offers good range and firepower that gives it a chance in a 1v1 against AKS warships. Armor is paper-thin against G series torpedoes but can survive a few SRM volleys before the ship is split in half.

https://www.dropbox.com/s/nl4pk3p9xdnu1by/BC FF-2 Longsword mk3.craft?dl=0

BC-1 Warhammer:

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The 1st and only battlecruiser made by BCorp, the Warhammer was an attempt at matching the Dimension series of AKS warships that were deployed to devastating effect throughout the 2nd battle of Minmus. While the project utterly failed at creating an equal, it managed to build a ship entirely out of new tech which could be manufactured by anyone on Kerbin and was able to survive anything but a very unlucky shot from AKS G series torpedoes. 

The 1st prototype was finished and immediately blown to bits by AKS (it did claim a Nebula as its 1st kill but they got swarmed), but engineers didn't give up hope, made modifications, and the 2nd prototype supported by 2 broadswords, a longsword and a squadron of fighters managed to defeat a AKS strike group around Kerbin composed of 3 vulture squadrons, 1 nova, 1 starlight, and even a pirate controlled Vanguard-class battlecruiser with just the loss of the longsword (considering how much stronger AKS ships are and that they had 3 times the number of fighters that's actually very impressive). The ability to carry starfighters was never taken advantage of in combat, so they may be removed to save parts and or improve armor/firepower.

https://www.dropbox.com/s/umxzk15xo532cco/BC BC-1 Warhammer mk2.craft?dl=0

BC Micro-C starfighter weapons refit

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Based on Macey dean's super old mosquito from like around the time I got into KSP, I've kept these things around and constantly been updating them for nostalgia and the fact that they really make solid fighters with regards to everything but armor (super agile, small enough to stack 8 of them in a carrier with ease, nose-mounted guns are very accurate).  They were originally sold in lore by Allied Shipyards (bought out by RT a long time ago), and are used by every single faction in my universe to some degree except for AKS ) they used to be 2nd line, but were phased out and replaced by the even cheaper and unmanned Berserker series). 

The current updated refit model featured high powered mono prop thrusters for TWR that exceeds any other fighter, and after armed with a single SRM-4L, it has enough firepower to engage any starfighter, enough ammo to allow the occasional bad aim, and they are light so that dV doesn't suffer much.  They can fit the Warhammer class no problem but are normally deployed from 100% pure starfighter carriers which have the range and fuel to resupply them properly.  Not very popular among pilots due to lack of protection (pretty much anything that direct hits the pod is lethal and not just disabling), but respected by even the best pilots due to the sheer agility and speed (not to mention it's not exactly easy to hit a fighter so bloody small).

https://www.dropbox.com/s/w85arkdmgfvhfdv/BC Micro-C Refit Launcher.craft?dl=0

BC Pidgeon:

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A converted orbital tug which had most of its fuel replaced with armor/weapons.  The craft is not very common due to a continuous demand for the tugs the pidgeon is based on (BCorp sells those to civilians), but it's well-liked due to the heavy armor plating that's uncommon on starfighters and solid weapons package (up to 4 SRM-4L, usually carries just SRM-2Ls though to not eat what little dV there is).  Considered superior to both the vulture and berserker series and can even engage a tri-fighter although the latter's medium SRMs are capable of 1-shotting the Pidgeon making it risky to try (very few pilots in-universe are dumb enough to solo a tri in any starfighter). 

https://www.dropbox.com/s/pyrhg9t9c17kzun/BC FI-Pidgeon Launcher.craft?dl=0

Air: 

FS-Medusa:

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BCorp's last SSTO designed before the great loss of technology, the Medusa is designed to deploy from KSC, take down a starfighter in orbit, and return to the ground without losing any components except the missiles.  Only a single squadron of these things remains in-universe, and they are kept locked up in a top-secret warehouse underground for emergency use in the event that AKS ever returns to LKO with any sort of forces (since no one can realistically engage an SSTO in atmo due to speed, it's immune to fire until rendezvous).

https://www.dropbox.com/s/xyeqpg3dh6qpjva/BC FS-1 Medusa.craft?dl=0

Every other SSTO technology-wise was lost after the 2nd battle of Minmus concluded, as were jet engines, propellers, and other things of that nature so no planes are normally available.

Land: 

A small number of heavy tanks, supported by defensive emplacements on Mun, scattered vehicles left on Minmus (all of these are outdated and don't work with BDA so ill need time to make new ones and or update old to work).

Sea:  None

Alliances: 

Main focuses:  Space vessels/travel, annihilating AKS, recolonizing Mun.

Lesser focuses: Colonizing Minmus,

Summary: BCorp is primarily in space, no surface infrastructure on kerbin, relatively weak after last battle, wants to kill AKS ad its allies, relatively low tech as advanced stuff was lost to them, ships tend to suck but are used en-mass due to BCorp's very good manufacturing capabilities in their own factories which allow crazy numbers of ships to be made quickly and with little labor.

AI Korporation Systems Alliance (AKS):

Info: Created by BCorp, led by self-aware AI alongside a handful of Kerbals that compose the leaders of smaller factions that didn't like BCorp.  Went to war against BCorp to survive, and has been doing so ever since. 

Currently has 2 bases under their control, their 1st major operation on Duna, and a smaller expedition was also sent to Dres but that doesn't have much with regards to manufacturing so for all intents and purposes it doesn't do anything useful yet. They use very small quantities of super-strong warships (tech advantage), and have access to all but interstellar levels of technology (so anything in the stock KSP lineup, no interstellar parts pack or such though). 

Fought a conventional symmetric war against BCorp, lost that after the 2nd battle of Minmus, and have been operating from the shadows ever since (they have as of this moment 2 warships in Kerbin orbit, and 1 is leaving for Duna after being shot apart and needs a refit so soon it will be just the 1). 

They have nothing on or near Kerbin itself after the kerbin government finally refused to provide them with launchers to deploy warships into LKO (all their factories shut down and self-destructed to keep anyone from learning their secrets). Sacrificed their entire fleet at the last stages of the Minmus campaign to destroy all records of technology that BCorp and kerbin factions possessed, leaving the others in a primitive state where the only way to obtain old tech was to steal it from damaged warships and such in orbit or from stockpiles left before the battle (no one understands now how to manufacture let alone even how most old tech works after a string of assassinations by undercover agents in the science world combined with orbital assault on RnD facilities and the Mun colony).

Motto: ERROR

Creator:  BCorp, important Kerbals: Kidana Kerman (leader of Kerbin strike group), Bill Kerman (overseer of entire Duna operation)

Beliefs: ERROR

Deals: No internal economy, everything is made for free purely limited by time (their mining and manufacturing are fully automated run by droids and AI, no Kerbals required, ships and vehicles and such are distributed to commanders after manufacture). 

Some of the subgroups that make up AKS buy ships and weapons from RT by trading raw material (ore) that AKS has plenty of (AKS is bottlenecked by ship manufacturing not ore extraction) so AKS can field almost any ship that RT or BCorp would have (not that they use BCorp primitive trash ofc, they have used most RT ships though at some point in time).

Funds: None, AKS does not have any internal economy, economic interaction limited to its subgroups.

Craft in service currently: 

Space:

AKS HK-1 Vulture:

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Medium interceptor, the Vulture can engage any starfighter that it comes across and can still harass larger vessels that its weapons cant penetrates by targeting any unarmored exposed component like engines. 

Forms the backbone of the entire AKS fighter force due to its extremely easy and fast manufacture. Known for its high ammo capacity (for an interceptor) in the form of 2 SRM-4Ls. The unmanned design keeps pilots safe and allows kamikaze tactics as a last resort when ammo is depleted.

https://www.dropbox.com/s/5uxpat1my3n96sr/AKS HK-I Launcher.craft?dl=0

AKS HK-II Trifighter-II:

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A Very hard-hitting strike fighter easily capable of obliterating any fighter, corvette, or other lightly armored targets, and doing serious damage to the strongest capital ship with good aim. Armed with 1 SRM-4L and 2 SRM-4M. 

Inability to mass-produce limits it to only the most elite pilots, very rarely encountered in-universe and mostly deployed in defense of critical installations like the Duna shipyard. Influenced by a lot of things actually, some BSG viper, some SW droid fighter, some my own design, an SSTO I made a while back, etc.

https://www.dropbox.com/s/939futjf8wqwnhn/AKS HK-II Launcher.craft?dl=0

AKS SK-I Class-I:

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The 1st warship produced by AKS, the class-I was considered the best ship in-universe when it was introduced during the battle for the Mun. Replaced by the SK-II and later Supernova class, it is mostly found occasionally on sale in the black market or RT catalogs are given how many of these things were abandoned/destroyed throughout various battles and are fairly easy to repair. 

Not used by AKS with the exception of a heavily modified version that acts as Bob Kerman's personal command ship (he used to serve on one of them decades ago and has kept it mostly because he is attached to it despite newer alternatives) and a few left in the hands of AKS allies (this thing was one of few ships that AKS officially exported to sub-factions in large quantity so anyone who is/was allied to AKS may still have them around). 

Comparable in role and capability to the BCorp Longsword/Shadow series (Shadow = Longsword with stealth kit added) which was implemented way later as a counter to it.

https://www.dropbox.com/s/ur0lf4y8dxp7vzb/AKS SK-I Class-I.craft?dl=0

AKS SK-III Nova

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Unmanned throw-away corvette designed to fill ranks quickly and at low resource cost. Uses no AKS tech except reaction wheels and 1 RTG, which means that the hull can be manufactured almost anywhere and there is no risk of advanced tech falling into another faction's hands (the hulls of this vessel are the only thing AKS actually outsources to its sub-factions for them to manufacture since it's so simple). 

Armed with 2 RT-5 dumb fired torpedoes and 2 SRM-4M for a balanced punch against both fighters and capital ships. Lethal in numbers to the largest ships, but even 1 can still do decent damage during a suicide run.

https://www.dropbox.com/s/71vhykovu4a65uw/AKS SK-III Nova.craft?dl=0

AKS SK-IV Nebula-III

NORqCO0.png

The backbone of any AKS fleet, the Nebula is very balanced, decent armor, absurd firepower just shy of a cruiser and good range (over 3000 dV). Armed with 4 SRM-4M, 2 G7d mid-ranged heavy guided torpedoes, and 2 kinetic drone anti-fighter weapons. 

Its got a very well known and obvious radiation signature so AKS cant uses them in Kerbin orbit without immediately being attacked so they are mostly used on Duna and Dres for defensive purposes while other less common ships fight BCorp's colony attempts.

https://www.dropbox.com/s/2z7o485ddxknf96/AKS SK-IV Nebula-III.craft?dl=0

AKS SK-VI Dimension-IV:

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The strongest AKS warship in existence (as of this point at least), the Dimension is designed as a command vessel with both carrier and direct combat capabilities. It has a huge hangar in the back that can fit up to 6 HK-I or equivalent fighters, and due to its highly modular design, it can be reused as a command center, weapons platform, and even to store more fuel for extended range operations. 

Range is absurd given its size (~3000 dV), and it carries a very balanced weapons complement allowing it to engage anything from capital ships to starfighters. Armed with 6 SRM-4M, 2 G7d torps, and 1 kinetic drone (SRMs and the drone are usually omitted when used to carry fighters). 

Only 1 is currently in service (Kidana's flagship), with 1 more planned for immediate deployment to defend Duna.  Heavily influenced but not really a replica of the droid warship in the opening on star wars ep3, the 1 that got blown to bits, split in half, and the front somehow landed on a runway despite not having any engines on it (scifi or not, no idea how the hell you are controlled landing a ship that big with no engines on it).

https://www.dropbox.com/s/b1c8fbyiaayawvl/AKS SK-VI Dimension-IV.craft?dl=0

(Free for use. Old)

  Reveal hidden contents

SK-VII Aurora:

2fdZJss.png

A support ship created by AKS sub-faction which proved very capable after some alterations. Armed with 4 G5s, 2 SRM-4M, and 4 kinetic drones. Weaker armor then a nebula limits its role to more fire support then frontline damage tanking, but since it has a total of 4 heavy torpedoes, its pretty good at that (and still has 2 defensive SRMs is absolutely needed). 

All of these in AKS service were lost to various reasons, and are now only available on the black market and through RT which like many other AKS ships, has refurbished wrecks from the battlefield and put them up for sale. Heavily influenced by the Orion battleship in stargate but not really a replica.

https://www.dropbox.com/s/9vraxol250qawen/AKS SK-VII Aurora-II.craft?dl=0

SK-VIII Starlight:

aLMta6H.png

STfK73u.png

Assault carrier that combines a deadly compliment of 4 G5 torpedoes, a near-limitless fighter capacity (so long as they have claws to attach to the external surfaces), and good fuel capacity. It's not really intended to be shot at too much (has armor but even medium SRMs will hurt it seriously), but it has armor and it will take a few hits before going down so it can still tank if needed. 

Weakness (just like what its a replica or) is the core where the 2 Tri-starts connect together (it uses engines to armor that up but because of this it's also very easy to blow the engines apart with accurate fire). Not the cheapest carrier, but the strongest one in-universe from a survivability standpoint (except dimension ofc but that's technically a cruiser and not a carrier).

https://www.dropbox.com/s/a5f8t1ipmgiodsg/AKS SK-VIII Starlight.craft?dl=0

Air: 

No presence on any planet that supports jets, a handful of SSTOs from old days in storage but nothing new.

Land: 

Civilian housing on Duna, orbital defense cannons and supporting infrastructure on Duna, Ike, Dres, handful of outdated armored cars (AKS doesn't use heavy tanks, prefer high numbers of weaker more mobile cars), in process of developing a medium-sized walker tank (if only I could get the legs to bloody work).

Sea: 

None

Alliances: Couple pirate groups that have a common goal (fighting BCorp).

Main focuses: Surviving in a world that's against its very existence and leaving the Kerbol system once and for all.

Lesser focuses: Improving Duna operation (very slow and limited production due to just 1 refinery being active), stopping BCorp from restarting mun mining colony operation.

Summary: AKS is not a kerbin faction (has no land of assets near Kerbin period) that operates out of Duna and Dres. They are hostile to BCorp and its allies don't have a conventional economy (no money internally to AKS) and are composed of a massive number of tiny sub-factions that allied with the AI core running the show. 

Astech-Orion (AT-ATO):

Info: Astech began as a plane/fuel researcher and maker but then gave the responsibility to another branch of the company; Astech-Orion. Astech would then focus on the Landside of things like tanks and rovers in order to keep the deal with Amire save. This deal ensures that rovers and tank development will stay safe and relevant. Astech did state that they didn't want rovers and ships to be invalid as a way of transport but to provide an exciting new way to travel and transport snacks all over the world.

Motto: "A new way to travel and transport cargo and snacks to the entire world instead of the aging ship and rover."

Creator: Valentina Kerman

Beliefs: (Both branches.) If planes are the new way of travel; We will make new fuels and designs for planes.

Deals: 

Amire: Keep rovers and ships good enough for travel and keep them compatible with planes. Also, Look at new things for fuel and tech and provide them to us.

ASA: Due to war/privation in space due to SPUM they want to ally with Astech for its craft on land and some of the aircraft they have. The deal is that Astech will provide designs and craft while ASA pays and gives fuel concepts to Astech-Orion 

Funds: Quite high due to Amire but cuts short compared to the main faction ASA. 

Craft in service currently: 

Space: 

Air: 

Land: 

Sea:: 

Alliances: Amire/ASA

Main focuses: Planes/Rovers.

Lesser focuses: Fuel

Summary: Astech is the primary plane/rover provider of ASA and is medium in funds and size.

Spoiler box for people who do not want to get flooded... 

[END]


Edited by Arco123
Pretty much done, Only have to add Map Info and Mod info plus some Faction Info.

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Have fun with this, but please stay clear of politics and roleplaying, since those have caused no end of trouble on this forum. 

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Perhaps you could rename the KSR to the venerable Ussari Union, with the permission of Catastrophic Faliure? That might stay clear of 'politics and roleplaying', which would cause many issues.

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Good news. The trailer is almost done. Part one is done but part two is 25% done. You´ll see it in 1-2 days.

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I'm getting flags together. If you would like to put any good companies or sides in here please do! (Add info about them and some craft...) I will make flag! @HatBat, can I have some of the craft in your series? Also, please teach me some of the editing tricks. I know the basics but not anything advanced. But, I do hope you like the trailer. It's not great but it's honest work.

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Bad News: My weekend is filled with family stuff so I didn't get enough time to build or record stuff. Maybe, on Monday or some time like that. (I have a life u know...) 

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If you are interested in 100% bone stock space ships i have a few, albeit most of them with what i use for weapons are a bit above your part count limits.  Without any weapons (or if i replace them with the absolute most basic weapons i can think of) probably would be just over although close.

I also dont use tweakscale, so if you want the ships to be genuinely huge you'd have to do that on your end.  I tend to make ships in chibi scale for my own universe since part counts would be prohibitive otherwise and you cannot make well armored ships using MK-3 or larger components, or at least ive never figured how to do it.

Here are some screenies of what i have right now that is both viable, im happy with, and is updated to modern standards:

 

I design ships for 4 different faction in my KSP so i have some variety, but my main faction is AKS and thats where i have the strongest vessels, probably better suited for your advanced faction:

LPKnStz.png

I6Tf1tm.png

Dimension-IV class cruiser, very good balance of everything, crazy good range for stock (uses 7 nukes and alot of fuel tanks), armored against all stock weapons that ive ever tried on it, specifically designed to survive SRMs (ibeam+2-4 sepatrons), can take 2+ heavier torpedoes and survive (unlucky shot that splits it apart aside), and its got redundancy in engines and control systems (3 dedicated bridges, 2 broadside targeting bridges, like 6 or so probes inside it, engines spread all over the ship, ect).  It comes with a full sized fighter hangar that can accomodate 2 fighter squadrons of micro-fighters (think macey dean's mosquito size), so 6 total, altenatively it can be used as a torpedo bay, or to carry fuel/utility things, landers, tanks, ect.  Armed normally with 6 SRM-4Ms, 2 front, and 4 to the sides (broadsiding may be unrealistic, but it makes it so much cooler and lets me bring more guns then normal without increasing frontal crossection), 2 G series torpedoes, and 1 kinetic drone (anti-fighter RCS thing) as i had extra hardpoint and didnt want to put even more SRMs onto it as i already had way too many of those onboard).  All in all, the toughest warship i have as of this moment.  Without any weapons onboard, its 387 parts, so high, but you can always decrease this by 22 by removing ntennas, asthetic fuel tanks on bottom (those gold foil ones), and the docking ports all over the hangar bay.  Overall ship layout and shape is based on droid vessel from starwars ep3, made alot of changes from the earlier closer to replica version, fatter hangar, longer ship, deleted the bulge on chin, ect.

rjFFsiN.png

gKGfDMa.png

My other strongest ship, the Nebula class frigate, more utilitarian then anything but still armored very heavily, good range, and has similar levels of firepower to the above (2 less SRM-4M, 1 more drone).  Nothing too special really, just a massive gun platform with good all around stats, armored against most weaker guns, good range, low TWR though perhaps only real drawback.  151 parts without weapons or asthetic crap like antennas and ladder atop it.  My own layout, although earlier iterations did have a different front without the nose and were symmetrical vertically.

MFWrKXb.png

usa0ZMh.png

Nova class corvette, 60 part hull, 120ish with full weapon load, more or less a filler ship designed to bolster AKS forces without costing much with regards to resources.  Its squishy, short range, but good TWR, and enough firepower to not be completely ignored by enemy.  One of few AKS budget ships though, so it might even be better for your cheaper more primitive faction.  Original idea except for the nose which is vaguely pulled from the nose of a ship in a mod in another game i play which i cant remember the name of...

V0CWi8M.png

giLNHEM.png

Older version of the Dimension class, in case you want a different asthetic style (this one is less organic, and way less tanky as organic armor seems to be more resilient to damage).  Sameish weapons, smaller hangar, similar range, basically same ship but smaller.  Some star destroyer inspiration, but not a replica on any level whatsoever.

1BxJjYr.png

EWsuHOG.png

Starlight class assault carrier with 2 squadrons of vulture starfighters.  Heavily inspired by cylon basestar, lowish part count at ~200, good range and TWR considering how many fighters and LFO it has onboard ti fuel em, and still carries option for 4 heavy and 4 light torpedoes (doesnt normally ship with these ofc as its more designed to be carrier 1st then shoot things as last resort).  Fighter is pretty much basic, 2 SRM-4Ls as armarment (more then enough to make any starfighter go poof), good range in its class, good TWR, but nothing crazy stellar in any category, just utilitarian.

 

Now as for my 2nd major faction, BCorp, more primitive, no nukes on most ships (those are supposed to be super hard to come by in universe), no MK-2 armor, rugged/utilitarian styled mostly.

nzYbDBS.png

Longsword class frigate, under 200 parts without weapons, good firepower, so-so armor.  Designed as a standoff range sniper ship, and pretty much always dies horribly when something gets into point blank range of it.  Vaguely inspired by destroyed from 5th element, but the bridge is all wrong and weapons arent layed out the same either.

ju3us62.png

Broadsword frigate, designed to soak damage and thats about it.  These things are very cheap (no complex tech, no wing panels, nothing really worth much on it, and thus would be used en-mass.  Anemic firepower though, so you might want to rearm this thing as its basically carrying starfighter sized guns and not something a larger vessel should.  around 300 parts, a bit high, but i really wanted a fully structural paneled brick which could actually take some hits.  No idea what the heck i based this on, guess original idea.

BLh8XOV.png

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Finally the warhammer class battlecruiser, comparable size to the larger AKS ships, armed with 4 heavy torps, 6 backup SRMs, 2 HT series missiles, so in total, while somewhat different weapons, its offensively sorta like a dimension.  Not really based on anything in particular, so its almost entirely my own idea layout wise (hangars only based on human stargate ship).

 

 

i have a few others, but these are my recently updated vessels, all of which have been combat tested to work in 1.8 without any huge issues (except somewhat high parts).  If you are interested in any of these i could upload whatever model you like, as well as make minor alternations as requested (such as ship em with less part consuming weapons).  All of these are highish on parts (and may not be scaled to your liking), but they are here if you would like to use em for either of your factions.

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Hi, panzer1b. Thanks for your designs. I'll tune them to what they need to be. I may have to remove a couple of parts but I think it should be fine. Also, if you want to experiment with bd armory to make the part counts a bit lower then add a laser or two to the more advanced ships. Also, maybe a launcher for the ship itself since I like to show it going to orbit. (Note: It doesn't have to. Just make it look cool or have an adapter near the end of the ship for that. I would love to see what you can put out of there. Maybe like two lines or something. Maybe your company is owned by some Russian corp and one USA corp. Anyways use tweakscale for some parts of it. Like if you have the front and you want a larger part just tweakscale it. I made a full sized and ready to go Aegis with only 90 parts. 

Try to make use of tweak scale and anything battles with 1000 parts should be fine in my book. I use Time Control for that so I can get all the action and speed it up when I need to. Do keep your part count respective though. You can't bring a 1500-part battleship to a gunfight. (Yes, I did make one. 2 hours of work.)

On a more bigger note. Add a bit of lore. I would love to hear what you come up with and I will make it into the story. I still need more companies to not make this a 2-d universe. I'm working on days and not episodes so it feels like you're really in it. 10-5 minutes for a day. Looking for someone to voice it. (I'm the worst person you could think of. I'm great at writing scripts.) 

Any air or ground designs you have? Anything would be great. I'll make anything into a military aircraft or tank. 

Summary: Add more lore or ships and make use of tweakscale and bd armory. Or add some other type of craft...?

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20 hours ago, Arco123 said:

Hi, panzer1b. Thanks for your designs. I'll tune them to what they need to be. I may have to remove a couple of parts but I think it should be fine. Also, if you want to experiment with bd armory to make the part counts a bit lower then add a laser or two to the more advanced ships. Also, maybe a launcher for the ship itself since I like to show it going to orbit. (Note: It doesn't have to. Just make it look cool or have an adapter near the end of the ship for that. I would love to see what you can put out of there. Maybe like two lines or something. Maybe your company is owned by some Russian corp and one USA corp. Anyways use tweakscale for some parts of it. Like if you have the front and you want a larger part just tweakscale it. I made a full sized and ready to go Aegis with only 90 parts. 

Try to make use of tweak scale and anything battles with 1000 parts should be fine in my book. I use Time Control for that so I can get all the action and speed it up when I need to. Do keep your part count respective though. You can't bring a 1500-part battleship to a gunfight. (Yes, I did make one. 2 hours of work.)

On a more bigger note. Add a bit of lore. I would love to hear what you come up with and I will make it into the story. I still need more companies to not make this a 2-d universe. I'm working on days and not episodes so it feels like you're really in it. 10-5 minutes for a day. Looking for someone to voice it. (I'm the worst person you could think of. I'm great at writing scripts.) 

Any air or ground designs you have? Anything would be great. I'll make anything into a military aircraft or tank. 

Summary: Add more lore or ships and make use of tweakscale and bd armory. Or add some other type of craft...?

I dont really have much time on my hands, perhaps a bit over christmas break, but ill see what i can do to cut parts.  Any one of them you are particularly interested in?  All come with launchers as i dont really like to use teleport to location in my game for larger ships, only smaller crap and starfighters as i cant be bothered to launch 10+ ships all the same type all to the same exact destination as thats just boring, launch 1 to prove it can reach destination, teleport rest to site.  Also i am currently in the process of making stronger 0.6m missiles, ones that are way less laggy then the current SRM-4Ms (each of those is 25 parts, so thats where the major part count issues arise from), so the ships should be able to be rearmed with stringer but less numerous missiles (although a single SRM is weak, its quite effective to just spam them until enemy is dead).

 

Also, ive tried BDA in space many times, but ive never been able to get it to work bug-free thusfar (unless recent patches fixed the guns in space missing every time, but i doubt it as BDA is more in maint mode now as opposed to active development).  It really only works in atmo and on surface.  I believe hatbat used stock combat in space, and BDA ion ground (at least in the later episodes, earlier ones that he deleted for who knows what reason actually used one of my old weapons mods which was based on the gau19 mod from like 0.24 days).

As for lowering part counts, there is only so much i can do without having a ship that desintegrated the moment someone looks at it, at least with stock weapons (dont use BDA in space due to mentioned bugs, so i wouldnt really know how my ships would hold up to BDA).  Biggest issue aside from needing said parts to obtain good armor, is that you need a certain amount to make it feel like a ship in combat.  If a capital ship doesnt have at least 200 part hull, it just doesnt shed debris in a cinematic way (pretty much all my stock ships when they take a bad hit, they actually loose big chunks and debris, much neater then just split in half and thats it).  So yeah, i can do my best to cut out anything that isnt 100% essential to function if you want, but i dont have the time to redesign the entire hull to cut parts (prolly could get a few more if i cut fuel tanks, and removed a few of the probes inside it as well as redundant stuff, but that all together is at best ~50 parts, so hulls will still be rather large count).

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Okay, that's fine. Thanks for noting that. Just try to keep a balance between part count and coolness. Sadly, I have a #AutoLoc_... Error and I have no clue how to fix it... If you would know that would be great. I cant do anything due to it and timewarp isn't working... If this continues I may not be able to play or record and end up just game ending the game. (Aka not playing any more...)

Oh well, it was fun while it lasted. I'm posting a bug report right after this. 

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Oh also, Lasers work well in bdarmory if you haven't tried them. There's also a nice rcs missile for you to use...

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I'm going to chime in here. Honestly you're going to have a hard time finding BD vehicles for space. Stock has always been the way for space engagements. Might I recommend Hatbat or Macey Dean for inspiration for stock space combat?

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22 hours ago, Arco123 said:

Oh also, Lasers work well in bdarmory if you haven't tried them. There's also a nice rcs missile for you to use...

BDA lasers work because they are effectively instant damage, but the nav code doesn't know how to do orbital maneuvers properly. Missiles work ok at short ranges, but at longer ranges they get confused, again due to the nav code.

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Right now I'm trying to fix the autoloc bug. sorry for any delays but I do read your things

 

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So, everybody, There's a small chance of it fixing itself. I've contacted them but, well, I'm don't want to spend any more time on a broken game that doesn't time warp or display text correctly. (#AutoLoc_ and numbers.) 

I've try almost everything under the sun to get it to work. I'VE SPEND MY ENTIRE FREETIME ON FIXING THIS GAME SUNDAY THROUGH TODAY AND I WOULD LOVE TO DO IT BUT THIS LITERY KEEPS ME FROM DOING ANYTHING. 

Well, if you want the unfinished bit then ask for it. I'm unable to do anything else and I'll quit entirely if it continues. I've contacted Take-2 or Kerbal Space Program and if what they do doesn't work say goodbye to your slot on my computer. At least I got 250 hours of fun out of this game. For 10 bucks I would do that anyday.....

 

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Here's the link to it:

 

I finished it when I got the game working again. I love KSP but this is just horrible... 

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@panzer1b, I may need some more info on your faction. I'm doing some major reworks and making new factions takes time. I need to know what AKS really means. Like Atro killer ships or something. Also Bcorp...

I need some lore info on it. Like funds,  alliances, and stuff like that.

Major reworks and lore changes to everything about this. To make it less 2d like and add some prolong to seem like this is a real world and not one made up in just 2 days. Factions, timeline, mottos, deals, picks 1-3 things to focus on and lesser things as well, other factions, timeline in the companies, creator, History behind it and all of the neccary things to make it look like a real thing and not make it look like a one paragraph  story about it. (like I did...)

Edited by Arco123

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Huge update to everything incoming within 2-3 days. This includes a metric ton of information. 

This is bigger than just something I whipped up in 3 seconds. I want all of this to become almost real to the viewer in the video... 

Edited by Arco123

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Hey mods, can you move this topic to Fan works. It seems more fitting in there than in here since were not just exchanging craft.

Thanks.

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If you want it moved, report the OP of the thread using the 'report post' link, and set the message as whichever thread you want. And be polite to the all powerful moderators.
I don't think anyone's posted something for the GLORIOUS USSARI UNION (or Kerbal Space Russia), so I dug up some anti-pirate craft from an old save. As explained by Comrade Engineering Officer:

Glorious Ussari Weaponry.

As there are no 0.625m probe cores with Target SAS enabled, use the difficulty setting "All SAS modes on all probe cores" to effectively target when using guided missiles.

Spoiler

Type 1: Unguided Large

S6oRxB9.png
This is first ever Ussari missile to be deployed in space against pirate! Is I-Beam and Separatrons, attached to a plate which glorious Ussari ship can dock to. Then fire, and accelerate to 600m/s! Unfortunately unguided missile means that only deployed from close range, and a lot of metal dragged along for no reason. So we made the

Type 2: Unguided Small

yEgm3gY.png

Here is miniaturised version! Much less metal to carry around but still same thrust for punching pirate and squishy bourgeoisie hulls! Also fits on smaller drones and fighters. Only small improvement though and still bad accuracy. So made

Type 3: SRB Guided Missile, Separates

wniAuLP.png

Has probe core and RCS, plus much bigger SRB! Now can fix on target and not be avoided! Plus, intelligent Ussari engineers decided to add two extra missiles on side, to avoid anti missile systems! But when testing, found that still sometimes misses, and has to turn round. And does not always hit with necessary force from individual split missiles. Fortunately intelligent Ussari pilot re-jigged staging on backup test missile, and discovered that using Separatron engines and not splitting can break even Ussari test ship's hull! But because flaws, made

Type 4: LfO Guided Missile

dfT3mMG.png
Is liquid fuel missile! Now engine can stop and start when missing, and also is lighter than Type 3. Would prefer experimental Torch engine (Restock+) but apparently is too dangerous even for Ussari. However this is currently pinnacle of Ussari engineering. Has lots of RCS to guide missile, has liquid fuel engine to stop and start, and has Separatron boosters to hit target harder than expected! Later had to move boosters because were hitting nose cone and exploding it. But for some things still not big enough! So made

Type 5: Guided LfO Torpedo

DugfjfC.png?1

Is massive torpedo! Massive speed and massive engine equals massive bourgeoisie squishiness! Very very fast and also quite expensive.

Dagger II

Spoiler

YKjApbm.png

The Dagger I is pinnacle of Ussari engineering! Has large atomic engines meaning can reach beyond squishy bourgeoisie! Unfortunately fuel tanks are nearly as squishy as bourgeoisie, being unprotected from sneaky attacks or guided missiles. But has thick armour protecting most important part, missiles! Now has also thick armour protecting engines to prevent nuclear armageddon! Will destroy many annoying bourgeoisie drones! Ussari pilot not so protected, stupid bourgeoisie think, because cockpit sticks out. Yet cockpit has escape mechanism, which can re-enter not-squishy Kerbin atmosphere! And then very-not-squishy Ussari pilots can parachute out and land on sea! Also has secret crew cabin where brave Ussari pilot can hide, protected by heat shield and armour, until all other ships dead! Then take over squishy bourgeoisie capital ship and return home in glory.

VBfCAuP.png

Has 8 Type-1 Unguided Large missiles which can destroy squishy bourgeoisie at over 600m/s, but are best fired from close range or against large bourgeoisie targets. It also has a pair of Guided Separating (Small) missiles! Plus now has lots of space on engine armour so 2 Type 5 Guided LfO torpedoes and 2 Type 4 Guided LfO Missiles!

Plates containing missiles can be replaced in orbit, but we Ussari do not waste space like squishy bourgeoisie, and so is very tight fit. Also missile plate has no RCS.

Boxdrone:

Spoiler

MI1osmV.png

The Boxdrone is a very cheap and simple Ussari invention! Can fit onto lots of other ships for transport to battle, or has 950m/s to do it itself! Because so cheap and small, has only space for Unguided Small missiles, 8 of them. Could maybe add Type 3 or 4 missiles to side ports, but then cannot side-dock. Also not often used as very much trouble fitting replacement missiles on, but hangar could probably be enlarged for this, or missiles redesigned. No trouble removing missile plate once fired as mighty Ussari Separatrons destroy all in their path! And stuff behind them too, not the port but the decouplers.

iOhC4aS.png

Here is Boxdrone without armour on. Is extremely small and simple, so very very cheap and numerous! Overwhelms squishy bourgeoisie ships with sheer numbers! But if you just want more missiles on your ship this is far too heavy.

Stiletto I:

Spoiler

xiExDuT.png?1
Here can see newest Ussari invention! Has plate armour not made of wings! Unfortunately has lots more join points and can sometimes be blasted aside to explode fuel tanks. Runs on Terrier engines because are bigger and cheaper than nuclear ones. Also won't cause Armageddon if destroyed. The Kerbals are very safe in a custom built iron cockpit thingy, but actually ship run from probe core. Kerbals are for if squishy bourgeoisie coders hack probe core. Kerbals are safe, if cockpit destroyed are usually flung away on EVA and not very big target at all.

72bEttI.png?1

Has lots and lots of armament! Two Type 1 unguided missiles for close range combat! Two Type 4 guided liquid fuel missiles for long range accuracy and exploding squishy ships! Four of the latest Type 5 torpedoes for exploding not-quite-so-squishy ships! Can take down ship with each guided missile! Can take down annoying drone with mini missiles! Has lots of space for even more missiles if have lots of money! Is flagship of fleet until something better built but do not attack fuel tanks from below. Otherwise boom! Mostly though the missiles are flung away whole in cloud of debris so can fire back and maybe steal ship.

Sparrowhawk

Spoiler

mak8oDk.png

Sparrowhawk is unarmoured fighter for destroying squishy bourgeoisie ships very quickly. Has more Type 2 unguided missiles even than Dagger with 16! When released at once can make hole in the biggest ships! Totally destroyed Stiletto test article! Well, not totally, some bits of armour were still spinning through space and brave Valentina Kerman was still in her cockpit, but ship totally dead! Also can fire from quite long range with pair of Type 4 LfO Guided missiles.

The glorious Ussari ships have never been tested against the squishy KSP ships, but the even-squishier pirate ships fall apart as soon as they attack not-squishy Ussari transports! Mainly modern Ussari ships are tested against Boxdrones, or other larger similar ships.

(no longer pretending to be Comrade Engineering Officer) There are a couple more Ussari ships and I could build more, but they're not very good as I'm not good at destroying things, preferring to just do exploration.

Edited by fulgur

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If you want your thread moved, you can ask here. 

We won't necessarily see such requests in the threads themselves. However, it's not clear what this project is going to be yet. Are you sure you want it moved? 

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So, here's what's going to be in the next update. 

New rules. Clearing up some of the things here and making it more professional. It doesn't really apply to the people who are just here to see and maybe give suggestions.

All of the info you'll ever need on the two factions and the things you need to start one. We don't want a paragraph only. We need everything...

More info on what things are and how to give craft. 

Countries, factions, and companies. Plus, much more!

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Spoiler
11 hours ago, fulgur said:

If you want it moved, report the OP of the thread using the 'report post' link, and set the message as whichever thread you want. And be polite to the all powerful moderators.
I don't think anyone's posted something for the GLORIOUS USSARI UNION (or Kerbal Space Russia), so I dug up some anti-pirate craft from an old save. As explained by Comrade Engineering Officer:

Glorious Ussari Weaponry.

As there are no 0.625m probe cores with Target SAS enabled, use the difficulty setting "All SAS modes on all probe cores" to effectively target when using guided missiles.

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Type 1: Unguided Large

S6oRxB9.png
This is first ever Ussari missile to be deployed in space against pirate! Is I-Beam and Separatrons, attached to a plate which glorious Ussari ship can dock to. Then fire, and accelerate to 600m/s! Unfortunately unguided missile means that only deployed from close range, and a lot of metal dragged along for no reason. So we made the

Type 2: Unguided Small

yEgm3gY.png

Here is miniaturised version! Much less metal to carry around but still same thrust for punching pirate and squishy bourgeoisie hulls! Also fits on smaller drones and fighters. Only small improvement though and still bad accuracy. So made

Type 3: SRB Guided Missile, Separates

wniAuLP.png

Has probe core and RCS, plus much bigger SRB! Now can fix on target and not be avoided! Plus, intelligent Ussari engineers decided to add two extra missiles on side, to avoid anti missile systems! But when testing, found that still sometimes misses, and has to turn round. And does not always hit with necessary force from individual split missiles. Fortunately intelligent Ussari pilot re-jigged staging on backup test missile, and discovered that using Separatron engines and not splitting can break even Ussari test ship's hull! But because flaws, made

Type 4: LfO Guided Missile

dfT3mMG.png
Is liquid fuel missile! Now engine can stop and start when missing, and also is lighter than Type 3. Would prefer experimental Torch engine (Restock+) but apparently is too dangerous even for Ussari. However this is currently pinnacle of Ussari engineering. Has lots of RCS to guide missile, has liquid fuel engine to stop and start, and has Separatron boosters to hit target harder than expected!

Dagger I

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https://imgur.com/400ONO0https://imgur.com/400ONO0400ONO0.png

The Dagger I is pinnacle of Ussari engineering! Has large atomic engines meaning can reach beyond squishy bourgeoisie! Unfortunately fuel tanks are nearly as squishy as bourgeoisie, being unprotected from sneaky attacks or guided missiles. But has thick armour protecting most important part, missiles! Will destroy many annoying bourgeoisie drones! Ussari pilot not so protected, stupid bourgeoisie think, because cockpit sticks out. Yet cockpit has escape mechanism, which can re-enter not-squishy Kerbin atmosphere! And then very-not-squishy Ussari pilots can parachute out and land on sea!

https://imgur.com/GwnwineGwnwine.png

Has 8 Guided Large missiles which can destroy squishy bourgeoisie at over 600m/s, but are best fired from close range or against large bourgeoisie targets. It also has a pair of Guided Separating (Small) missiles!

Plates containing missiles can be replaced in orbit, but we Ussari do not waste space like squishy bourgeoisie, and so is very tight fit. Also missile plate has no RCS.

Boxdrone:

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MI1osmV.png

The Boxdrone is a very cheap and simple Ussari invention! Can fit onto lots of other ships for transport to battle, or has 950m/s to do it itself! Because so cheap and small, has only space for Unguided Small missiles, 8 of them. Also not often used as very much trouble fitting replacement missiles on, but hangar could probably be enlarged for this, or missiles redesigned.

https://imgur.com/iOhC4aSiOhC4aS.png

Here is Boxdrone without armour on. Is extremely small and simple, so very very cheap and numerous! Overwhelms squishy bourgeoisie ships with sheer numbers! But if you just want more missiles on your ship order an extension.

The glorious Ussari ships have never been tested against the squishy KSP ships, but the even-squishier pirate ships fall apart as soon as they attack not-squishy Ussari transports! Mainly modern Ussari ships are tested against Boxdrones, or other larger similar ships.

(no longer pretending to be Comrade Engineering Officer) There are a couple more Ussari ships and I could build more, but they're not very good as I'm not good at destroying things, preferring to just do exploration.

 

Wing's usually don't perform well in space. 15m/s and boom. Use some plates to cover the hitable sections. This will slow down your ship but it will stay longer in the fight. Also, you may want solar/batteries for the boxdrone. Also, lasers and Vector MK1 missiles at 100m/s. Anyways, these are mor strike craft. Lightweight and stuff. You may want to build a larger warship to fit in with the Ares 1 in the video. Those 4 lasers would laser you hard. Oh, you could make nice fighter craft for SPUM (KSR) [I'm not spoiling it. That will be a late christmas gift.] 

Use plates for easy to hit area to increase a lot of things and use a rcs missile or two. Make a super light robust drone that rams people without damaging the craft or something. (My ships are rated at 80m/s for a reason. Also, I'll be posting flags and logos for anybody who wants to use them for there stuff. 

The dagger is the most squishy I see. You don't need to protect missiles but I give it coolness points. Use sticks with attachment points on them. Using Mk2 is smart but the engines are the things you need to protect. Use the normal deorbit module for the cockpit. Two small srbs heat shield and a parachute. Also, who were the engineers on this because they are fired! How much Kodka were they drinking when they protected the missiles instead of the cockpit. Those missiles have 80m/s+ rating! 

But, where the shown ends is this. You don't need armor if weapons go through your armor. So, no armor and the weapons protect you! Aka leave it in orbit with small thrusters and a lot of weapons and kill everything. 

But really. Don't take this really. I like them and they look cool. But, maybe protect your cockpit and engines more than weapons. Still, very effective if they get a shot. Note: Ares 1 was moving in that battle. 

 

Also, @panzer1bI'll take your entire stock. I'll modify them to the specs and add some decal. E

Everybody, just as a reminder that this is late game for kerbals. Go crazy with ships within part counts. The early parts of the war are a little older tech so make some older ones if you want to be in the prologue or early battles. For the super early parts I'll make the ships. Were trying to hit 20 minutes+ for the first part which is all prologue and maybe some early parts of The Great Kerbin War.

 

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Oddly my Stiletto with structural panel armour was more vulnerable to a Boxdrone at about 20m than a Dagger (the new version with engine armour).

RIBEd5k.png

Remains of the Stiletto

qbB5LCm.png

Only a couple of wing panels of the Dagger were destroyed. And since Jeb was in the secret, protected crew cabin of the new version, it would be operational if I had hit the cockpit (which I wasn't aiming for).

I continue to be completely awful at building armour for my destructive things. Also I can't go wild on part count because I own a potato. Will try to make even lighter craft like a manned Boxdrone but better, because you said you needed them, and a couple more warships.

 

Edited by fulgur

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