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i have been getting the impression that KSP does not want weapons in their game even made of stalk parts. Lol most of the updates i have seen have "fixed the physics" and ruined the staging and firing of weapons. There is no reason that when you set a liquid engine and a decupeler that the engine should not fire off first or at least at the same time. Like the rockets. Or if you use a docking port to attach it. lol Oh well I've fixed the problem in a very round about way. I have come to the same conclusion that my logistics ships will probably be more useful as well, not because my fleet of capitol ships or the fighter escorts are weak or anything but because fuel and rearmament are going to be an interracial part of any mission. This is true in real military life. 75% or more of the military is logistics and if you can never have to much. A constant flow of fuel will be crucial for missions to the outer rim and that can be problematic if your supply lines are ever intercepted. The best way to prevent a convoy's destruction will to equip them with light escort fighters. Cheap expendable craft that have a high delta V for intercepting incoming targets but enough firepower to take out a light capitol ship with medium armor. Normally id say an Isprit like fighter will do the trick but VTOL in this case is moot so you can save weight an fuel and exchange the standard thruster for the spike or a fission rocket. I've also toyed with the concept of a drone fighter for this task but they are to small to pack any real punch for the part count and far to slow. Smart missiles are also a good concept but then you have the issue of how many do i put on and how will all that fuel and mass affect the DV. Escorting with a capitol ship can be tricky seeing as you can only use one ship t a time and one will have to waist fuel in an attempt to catch up to the other unless you time their departure well enough. I've done this maneuver a few times and sent out two craft at almost the same time from orbit within 20km of each other then realized that i had to switch between them constantly while trying to make orbit round the target planet. I'm sure fuel raiders will be a big problem in the daunting task of keeping our fleets fed. I have even designed a boarding pod that docks with a ship to take control, 5 Kerman marines and 3 support pilots that can also be armed for boarding. Probably not a practical way to take out an armed capitol ship but unarmed tankers and transports are fair game. I have a model for a Hanland boarding pod as well and a special drop pod that will be in my next video once my PC is fixed. (power supply died out after 5 years of constant use :(. i will be having a memorial service for it.) Good news is I'm upgrading to an 800w from a 600w. with SLI capability so i can actually use the two graphics cards I have now. Yay.

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i am going to make a drone pod/crew recovery vehicle that drops them in kerbins ocean so they can be recovered later the pod can go on ships designed to us different pods in an emergency also some one should make a duel docking armor sheet to go between pods and hulls

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I hope somebody is designing the ships needed to refuel these monsters, rearm them, and rescue the command pods after the massive battles. Somebody did make a grabber or scoop of some kind to pick up survivors....right?

I only restock myself

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There's also one for munitions

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and a Kerbin-Lathe-Kerbin system

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Once the fuel ran out there were so many ships attached

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Edited by Spartwo
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ya but i wanted to stay away from putting smart missiles on everything because Macey did mention he did not want to just ram everything lol. I don't blame him either. Its hard to miss with a smart missile and it takes the fun out of it. I have considered suggesting that smart missiles deploy in the fire round but that they are controlled in the following turn. Allowing the possibility of anti missile missile systems witch react faster to target them and shoot them down. Like a point defense system. I Also came up with a chaff deployment system that covers a wide area in debris that can hinder a missiles chance of hitting, however this has the problem of increasing the part count considerably.

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ya but i wanted to stay away from putting smart missiles on everything because Macey did mention he did not want to just ram everything lol. I don't blame him either. Its hard to miss with a smart missile and it takes the fun out of it. I have considered suggesting that smart missiles deploy in the fire round but that they are controlled in the following turn. Allowing the possibility of anti missile missile systems witch react faster to target them and shoot them down. Like a point defense system. I Also came up with a chaff deployment system that covers a wide area in debris that can hinder a missiles chance of hitting, however this has the problem of increasing the part count considerably.

hmm you have a point. I mean, I'm on the fence. I love smart missiles cause they can deliver a huge payload to a target. However i do agree, with my biggest missile at 18 tons, it is pretty ridiculous how powerful they are. I mean, my friend has a two ton fighter. That means the missiles are NINE TIMES BIGGER than a fighter.

Of course, everything i make is bigger. my fighters are 51 tons.

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Okay...

This space train launching might be a bit tedious. Even as beautifully nice as it flies. Is it alright if I use a bit of mechjeb just for putting it together? I'll keep it off the vessel itself once everything docks. I'll still fly it to Jool manually.

Okay. The Mono-Propellant car goes on like a DREAM.

Next is the fuel cars.

I really want to see your space train, I came up with the same idea a little while back. Mine is... probably a whole lot less practical than yours. It's way back on page 77, if you're interested.

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I miss the part limit :(

The problem with all this massive battleships with a dozen weapons that can destroy capital ships in one volley is they will end up going last (if they use the same rules of combat as they did in the final episode when it comes to fleet vs. fleet battles). But they will also likely be the first thing targeted by the heavy fighters, gunships, torpedo boats, and so on. With so much fuel and munitions on board one missile smashing through a plate, or a torpedo finding its way into a engine or launcher, and BOOM.

So those huge 600 plus part ships are taking a small risk. Just like the small ships are hoping they can release their weapons before being blasted. Or hope their craft are dismissed by the enemy pilots as not being worth that 18 ton missiles. And, of course, as I have found out from testing, missiles miss, plating sometimes holds up VERY well, and some designs look good but, as they say on the internet, are FAIL. My designs look ugly much of the time but they fly, fire their weapons, most could be reloaded and refueled for the next battle. None are very big. Which is also good in handling lag. :D

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A decent landing for the aptly named KSS:Murphys law.

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So I will set this challenge land any of your ships that are more than 40 tons on the mun

B***ch please, 140 tons destroyer!

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110 ton version for troops, can lift off again:

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i would tend to agree with your tactical assessment on larger ships. They are risky to fly however that is why they should be held back. Carrier fleets are where it is at, and if you can deliver 12 fighter craft and 6 bombers to a battle with the same fuel as 2 battleships and deliver more firepower thats the way to go. That said there is something to be said for a massive ship throwing 16T torpedos at your carrier and no matter what you throw at it it will not die. Bigger ships also carry more fuel weapons troops etc...

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hello errand venture. :cool:

Take it you like the design?

I'm currently struggling with the Kerbin shuttle variant, and am unable to test the Laythe SSTO variant. I could make all three available. "Commercially Available" if you will. After all, they're a super versatile kind of craft.

I hope somebody is designing the ships needed to refuel these monsters, rearm them, and rescue the command pods after the massive battles. Somebody did make a grabber or scoop of some kind to pick up survivors....right?

My space train below could easily handle refueling and rearming. As for rescuing survivors. For fast, immediate priority work, the Errant Venture should have the capacity to take in most crews, with 8 open seats.

I really want to see your space train, I came up with the same idea a little while back. Mine is... probably a whole lot less practical than yours. It's way back on page 77, if you're interested.

Allow me to introduce the ShepYards 'Sodor' class Space Train.

The Engine:

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Passenger Car

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Fuel Car

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Mono-Propellant Car

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Light Freight Car (Variant exists for heavy freight, which uses two medium docking ports.)

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Lander Car

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Antenna Car

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And some pictures of the beginning of my fuel train.

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As you can see, much like with the Errant Venture class, the name of the game for these is 'Versatility'. Already there is a car for virtually every purpose that this ship could face.

Thomas there is less than 100 parts. :)

EDIT: Of course, it goes without saying.

Each and every one of these cars is fully compatible with the Errand Venture, which can serve as a 'light engine' if necessary.

Edited by shepard1701
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SB Consortium News Network

During the launch of the new Space Train's fuel car into orbit, an unnerving event took place as the unnmaned spacecraft attempted a rendezvous with the Train which will carry it to Jool in several month's time. As it reached an apioapsis of 200km, the vessel approached the Kerbylon 1 space station within 1.5 kilometers.

Needless to say, this was unnerving for the crew aboard, who were virtually helpless to stop the automated craft from smashing into the station, should it collide. It seems that with 3 Cruisers, 2 space stations, and 2 Train engines in the SBCs designated orbits, space has become just a little too crowded for the safe keeping of these constructions.

As a result, an immediate plan was put in place to acquire new orbits from the Kerbin Assembly, and an orbit at 500km was picked out for Kerbylon 1. Barrod Kerbin, acting commander of Kerbylon 1, had this to say. "The SBC has been putting a lot of focus in it's civilian efforts, trying to make sure that when the Jool window opens up, it's ready to send out an armada of logistics and infrastructure to further our colonization of that system. To do that, though, we've had to cut a few corners. K-1 just isn't safe in it's current position. But we're going to fix that now. K-1 will set course for it's new orbit and perform it's burn. This will serve as a good test flight, too. Let us know that this station is indeed worthy for the trip to Jool."

After equalizing it's fuel tonnage across it's fuel-pods, even transferring fuel from the Errant Venture, K-1 began preparations for it's test burn. The entire crew section was placed under complete and total lockdown. All bulkheads were closed and the Errant Venture undocked, turning and moving away from the station under RCS to a safe distance.

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Once Errant Venture was away, the real tests began. RCS thrusters were switched on, and the main solar arrays were retracted. A manuever node was plotted.

The titanic station, for the first time in over a month. Began to move.

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Once aligned along it's maneuver node. Kerbylon 1 performed a test burn to get a proper indication of it's thrust capabilities. Individually, the engine modules had been tested before. But once docked to the entire station, and at half fuel, they had never been tested. This would be the first attempt.

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Bartlay Kerman, operating helmsman, activated the thrust.

An incredible success. The station held under the thrust of it's engines as they powered up, Radioactive Kerbanium rods pressing together in the nerva engines, producing tremendous heat, which then ignited and excited the fuel that would be burned out the back of the engine bells. The total sensation was unlike anything the Kerbals within had felt before. Over four hundred tons of fuel and metal accelerating.

The results were promising. Their first burn shouldn't take more than 2 minutes. They waited for the node.

Despite the trepidations any of the Kerbals felt, an overwhelming sense of excitement filled the station. Errant Venture stood by less than 10 kilometers off to rescue the crew should anything go wrong.

"T-Minus 10 seconds to burn." Barrod Kerman said across the station's habitat section. His voice echoing in the sealed modules.

"5. 4. 3. 2. Begin Burn."

Suddenly. Kerbylon 1. One of the largest structures placed in Kerbin Orbit... was no longer a space station.

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The tremendous superstructure of the space station. Space SHIP, groaned under the less than 1 g stresses of it's acceleration. The struts and box-frames making up the stations skeleton began to flex under the weight of it's components. For 2 minutes, the entire crew of the station held their breath.

2 minutes later, they were on a perfect trajectory. In half an hour, they would arrive at their target orbit, and perform their second burn.

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That night, The Space Center's telescopes were turned up to the night sky, as a new star twinkled in the night for two minutes.

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A short time later, Kerbylon 1 began to re-orient and extend it's panels, doing so just in time for a striking and new Orbital Sunrise from it's new orbit at 500km. No longer was Kerbylon 1 a 'Station'. It was now a fully fledged spaceship.

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Information from these three burns will no doubt be invaluable in it's future burn to Jool. SB Consortium engineers will be pouring their hearts and souls into analyzing all the tiny bits of data gathered during these four minutes, carefully examining just what the station will be able to take in terms of acceleration and flexing. Additionally, this information will undoubtedly be employed in the designing of the next major space stations in the Kerbylon project.

Hope you all enjoyed that. I sure as hell did. This thing is a BEAST. She wobbles a little bit. Worringly so, actually. I think that next time she flies, it'll be without gimbals on. Anyway, next I'm going to try perfecting the Errant Venture's shuttle variant, which will be used to shuttle crew up into space. If anyone would like to offer help, I'd sure appreciate it.

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Im currently working on a super light weight carrier that would carry small mechs that would be able to tear through about 8 sheets of armour and then put a missle inside it and detonate the entire ship tehehe pictures coming soon......:wink:

Also im working on a flak missle

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