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KIDI- Kerbal Interplanetary Defence Initiative


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Hey, what's the consensus on missile noses/"warheads". I've been using rockets that have jr docking ports, which has a relatively low impact tolerance, on the nose so I can stack them, as in my post a few pages back. I've been test-firing, at 250-350m at a double-plated cruiser design I made, which should give it enough time to reach a high impact velocity. However the missiles break apart on impact and do nothing. Is it necessary to use something hardened, or with a nose-cone, maybe even an i-beam with high impact tolerance as the warhead to break through the plating? I've thought that the total kinetic force would be sufficient to break the plating, what are your thoughts?

Also btw, like the MAC cannons. how do you make them?

Edited by MASV635-2
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s'true. My missiles tend to hit over 400m/s if possible, I use structural parts as armour penetrators, but at any high speed it doesnt really make a difference, as whats happening is the round is phasing through some of the armour during timestep (sometimes even the entire ship, which is annoying as hell.) and just appearing inside the ship with a lot of kinetic energy. Though I'm starting to think that the only thing that really matters is weight, as damage done by high speed penetrators tends to be very unreliable on armoured targets. Heavy shots just shake everything to pieces.

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Ok here's a personal favorite of mine;

The Diamond-Back Heavy Fighter

Classification: MSLT-F03

Zk9QB0h.jpg

wDv7Zcg.jpg

Its smaller cousin the Asp Light Fighter

Classification: MSLO-F04

ehDwZPC.jpg

And finally as a teaser....

The Vulcan Class Destroyer

Classification: MSMI-D01

E08voEj.jpg

and the Mars Class Light Cruiser

Classification: MSHI-A01

12H67g2.jpg

UPDATE!!!!

Craft Files are Here!!!!!!

Diamond-Back Fighter

http://www./download/ao5jstuzmq6q656/Diamond-Back-Stock.craft

Asp Fighter

http://www./download/sxy76nccdrxgn22/Asp-Stock.craft

Vulcan Class Destroyer

http://www./download/jjaa2lpq55k5tcf/Vulcan-Class-Destroyer-Stock.craft

Edited by MASV635-2
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  • 2 weeks later...

(copied from my Riki Tech Tumblr)

Riki Tech is proud to present the RT Hardshell Baby Turtle, my third Hardshell craft (as the tortoise is still in dev). While it is not the most fuel efficient craft, it is still quite resilient and fast.

It was originally going to be released with the Tortoise as it requires the supplies of another ship to function in long battles, but due to technically difficulties with the Tortoise, the Baby turtle is going to be released first.

tumblr_inline_mrs6yd6h5J1qz4rgp.png

Comes eqipped with the Hardshell armor and 4 Brunch Torpedoes.

tumblr_inline_mrs716ACGz1qz4rgp.png

The Baby Turtle without the armor.

tumblr_inline_mrs71mekln1qz4rgp.png

Ascent Stage

Note: Ascent stage tends to spin slightly.

tumblr_inline_mrs732r1od1qz4rgp.png

Baby Turtle fully deployed.

Ship Name: RT Hardshell Baby Turtle

Company: Riki Tech

Allegiance: Riki Tech Mercenary Department

Armor: Heavy (outer) Medium (Inner)

Weapons: 4 Brunch torpedoes. Suicide ramming (The drone is expendable)

Size: Small

Engines: 1 Toroidal Aero Spike, 2 Ion engines

Part Count (No addons): 121 (95 with no ammo)

Part Count (With ascent): 157

Special Features: Riki Tech Hardshell Armor, Very fast, Fits with most other Hangar and space carriers.

Craft Files:

Baby Turtle with ascent stage.

http://www./?bopovijem29ze11

Baby Turtle with no ascent stage.

http://www./?je37e5787w6r571

Action group manual:

http://www./?95t6c1c5m65zizw

The Riki Tech Hardshell Baby Turtle was built to minimize casualties during dog fighting by replacing the pilot with a drone.

Please give your feedback and reports on the craft for further improvement!

Proof of orbit abilities:

The camera kerbal forgot to recharge his camera and therefore no pictures of the proof of orbit abilities are available, though Riki Tech gives you my word that it can do it with no problem.

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Just a little friendly competition...

Taking our most successful fighter, the Drekevak Class, to a whole new level.

EKewVZx.png

At 51 tons she's not a fighter anymore... I'd call it a destroyer. Why?

Definition of Destroyer:

In naval terminology, a destroyer is a fast and maneuverable yet long-endurance warship intended to escort larger vessels in a fleet, convoy or battle group and defend them against smaller, powerful, short-range attackers.

She's long endurance, small, and has four 2.5 ton missiles to deal with attackers. Typically working in pairs, the New "Heavy Drek" is more than capable of fleet defense, and a good all around weapon. Useful as fighter, Light destroyer, recon, or escort, this ship is sure to fit into any navy. Download coming soon, just a few mods to make on the prototype.

Looking down the barrel of the Heavy Drek.

RxAOG7d.jpg

Rear quarter shot.

LJE5tI5.jpg

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Zekes your fighters are too damn big. but thats coming from some one who makes fighters the way you need em for wet navys and not for space ones.

(ps. how is it that most fighters are drawf'd by your ones? I'd have to make a damn warship to meet them in size)

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Zekes your fighters are too damn big. but thats coming from some one who makes fighters the way you need em for wet navys and not for space ones.

(ps. how is it that most fighters are drawf'd by your ones? I'd have to make a damn warship to meet them in size)

Actually, i'd call this ship a Destroyer. It's 18 tons bigger than my fighters, the Drekevaks, from which it was developed.

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Actually, i'd call this ship a Destroyer. It's 18 tons bigger than my fighters, the Drekevaks, from which it was developed.

Still your fighters out size any ship i have made for there role as they are in the 3 to 4 ton range and are a 3rd the size of them unless i count my only working SSTO as one as its around the size of your new ship(thanks to B9s S2-wide parts) but is not armed or armoured

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If you want the ships to be reloadable, a docking port is necessary on both ends. :( A tug has to be able to dock to one end while it gives the missile to the other.

Not really. You can put the docking port in a decoupler over the hardened nose (or a RCS tanks and thrusters). Like so (that is an arsenal ship):

cREruK6.jpg

That way you save on parts once it's loaded, and you can ditch the adaptor.

Oh, and BTW, I have recently resumed military construction, a Destroyer (~60mT) and a Frigate (~100mT):

31mGTXy.jpg

TLRweh8.jpg

They have their own technological improvements, which by the way owe a lot to the NavComm thread, which I absolutely loved. Thanks guys for those lessons in KSP naval warfare!

Rune. Has been ballistic testin' :)

Edited by Rune
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