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About that capital ship.... yeah it decided to disintegrate when I turned the engines on... back to the drawing boards!

This is what I got:

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I've got a plane to submit as well:

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Edited by MissionController3134
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I've manage to update all the info on the ships for 0.25 of the Lotus Corporation. All craft are capable of reaching LKO and from there reaching both the Mun and Minmus, they are also capable of getting to Duna and Eve using an aerocapture maneuver. The Sharanga and Kavacha are meant to be used in conjunction with each other while the Trishula can support most capital ships.

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ALL CRAFT FILES ARE LOCATED WITHIN THIS ZIP FOLDER HERE

Military

Fighter

Ship: Sharanga Mk I

Parts: 44 (At launch: 52)

Mass: 2.74 t (At launch: 26.66 t)

Armament: 2 small torpedoes

Controls:

1 - Solar Panels

2 - Toggle Ion Engine

http://i.imgur.com/nN7oGZU.png

Ship: Sharanga Mk II

Parts: 81 (At launch: 89)

Mass: 5.43 t (At launch: 47.35 t)

Armament: 4 small torpedoes

Controls:

1 - Solar Panels

2 - Toggle Ion Engine

http://i.imgur.com/KAbYvjU.png

Corvette

Ship: Trishula Mk I

Parts: 80 (At launch: 93)

Mass: 7.93 t (At launch: 71.74 t)

Armament: 4 small torpedoes

Controls:

1 - Solar Panels

2 - Toggle Liquid Fuel Engine

3 - Toggle Ion Engines

9 - Decouple Torpedoes (1)

0 - Decouple Torpedoes (2)

http://i.imgur.com/n7h8k0p.png

Ship: Trishula Mk II

Parts: 146 (At launch: 184)

Mass: 14.30 t (At launch: 157.75 t)

Armament: 8 small torpedoes

Controls:

1 - Solar Panels

2 - Toggle Liquid Fuel Engine

3 - Toggle Ion Engines

7 - Decouple Torpedoes (1)

8 - Decouple Torpedoes (2)

9 - Decouple Torpedoes (3)

0 - Decouple Torpedoes (4)

http://i.imgur.com/gBI8qcU.png

Destroyer

Ship: Kavacha Mk I

Parts: 152 (At launch: 190)

Mass: 38.94 t (At launch: 395.94 t)

Armament: 2 large torpedoes

Controls:

1 - Solar Panels

http://imageshack.com/a/img560/5476/d3zt.png

Ship: Kavacha Mk II

Parts: 192 (At launch: 238)

Mass: 65.82 t (At launch: 763.92 t)

Armament: 4 large torpedoes

Controls:

1 - Solar Panels

http://imageshack.com/a/img837/8896/16p4.png

Edited by LePadeaux
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GanyCo would like to support GMI with their latest space fighter, the Sidereal Mk IV.

The Sidereal is a very capable fighter, able to carry a large amount of munitions.

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It also comes with an optional companion ring, providing the means for interplanetary travel.

73S6UVT.png

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It's awesome :D. I love the combination of TIE Fighter and the modular booster ring the Jedi use. Although due to where you've positioned the missiles there will only be two shots. Seems a little low to me. Super cool ship none the less.

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Oh, with some action grouping each missile can fire independently. There's also a large docking port underneath it for any larger torpedoes.

That's true, but the maximum amount of shots is two not because of staging but because there only two possible ways the ship can fire without messing up the ship's centre of mass and causing a spin.

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That's true, but the maximum amount of shots is two not because of staging but because there only two possible ways the ship can fire without messing up the ship's centre of mass and causing a spin.

Ah, I see. It wobbles a bit but it looks like SAS and RCS keeps it under control for the most part.

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Does anyone have a file for the stock missiles. Im planning to make a Capital Ship but I have no clue how to build the missiles. It would help a lot. Thanks in advance. :)

There you go, my personal subassemblies for the standard I-beam torpedo (point, stage, and put a hole through), plus a simple guided RCS missile similarly hardened (remember to hit full throttle once you have the target lined up on RCS to do a final 10G terminal approach).

http://www./download/a35j85qiakknwzt/Lance+Torpedo.craft

http://www./download/k4ctqy8u2rmmcv6/Guided+missile.craft

Rune. Hope that helps everyone!

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Judging from the last video, it seems that the odds are a little more even, with Victory, the ship that destroyed the station and the destruction of the fortress, it seems a little more fair.

Also, I've started rooting for GMI now (I bet you can't guess why:D) even though they're the antagonist of the series. As a result, it's inevitable that Victory will be destroyed at some point. But I don't care, I know that she'll die fighting and that she'll fall to a worthy opponent.

Anyways, I've started counting down to the new year already! I'm so excited about the next season.

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Named after it's creator, Elber Kerman, the Elber-Falcon is a commercial utility orbital vehicle however Krall Industries has retrofited six of these fighters to send to HKA at no cost, which carry 2, 20mm Vulcan Cannons, each armed with 650 rounds each, it also carries 4 computer guided missiles, that also can be fired rapidly in emergencies (Via the stages since action groups were buggy) , and 38 Hydra-70 missiles, which fire at 2400 rounds per minute, the "Falcon" also has 2 twin nuclear engines for interplanetary travel with a maximum Delta V of 4407 m/s , and one LV-909 engine for faster burns and combat.

(Mechjeb and DB Armory weapon manager are on the back of the plane next to the LV-909 Engine. Pressing 1 will enable nuclear engines and shut off LV-909, 2 will disable nuclear engines and enable LV-909, 3 will enable both nuclear engines aswell as LV-909, 4 will undock both top guided missiles (not reccomended), 5 will undock both bottom guided missiles (not reccomended), 8 will enable space mode (Solar panels and directional antenna), 9 will enable combat mode (Retract panels and enable aiming antenna, you might have to hit 8 a couple of times to get solar panels back on.), and 0 will shutoff all engines.)

Aero Braking

pNezpVx.jpg

Burn to Mun

pZDKSvb.jpg

Orbit of Mun

KWn6uSy.jpg

Guided Missile Damage

GiHuvBe.jpg

Imgur Album http://imgur.com/a/WOb4x (In no particular order because steam and imgur messed up the order.)

Notes: I hope you are okay with it having two missile pods, I put two for balance, so It wouldn't fly up when we you were trying to fly straight, I would like this classified as a fighter (derp), and if you noticed, you can dock more missiles to it, and as long as they fit, it should be good. Sorry I didn't use armor plating, but I diddn't want it to be too OP and I want it to be a fighter that would enter the AO, fire its guided missiles at about 1 - 0.5 km out, then close in using the Hydras and Vulcans to dogfight, then burn away to a safe-zone or a resupply point when the Vulcan ammo and Hydra missiles run out.

Craft with KW Launch Stage Download:https://www.dropbox.com/s/6gzmho3q2gx0sja/Elber-Falcon%20Mk%20II%20%28Laucnh%20Vehicle%29.craft?dl=0

Reply to me if you need the craft without the launcher. Also please ignore me misspelling the ship, and if you don't mind, could you correct it if you happen to decide to use it?

Edited by treesniper12
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Named after it's creator, Elber Kerman, the Elber-Falcon is a commercial utility orbital vehicle however Krall Industries has retrofited six of these fighters to send to HKA at no cost, which carry 2, 20mm Vulcan Cannons, each armed with 650 rounds each, it also carries 4 computer guided missiles, that also can be fired rapidly in emergencies (Via the stages since action groups were buggy) , and 38 Hydra-70 missiles, which fire at 2400 rounds per minute, the "Falcon" also has 2 twin nuclear engines for interplanetary travel with a maximum Delta V of 4407 m/s , and one LV-909 engine for faster burns and combat.

(Mechjeb and DB Armory weapon manager are on the back of the plane next to the LV-909 Engine. Pressing 1 will enable nuclear engines and shut off LV-909, 2 will disable nuclear engines and enable LV-909, 3 will enable both nuclear engines aswell as LV-909, 4 will undock both top guided missiles (not reccomended), 5 will undock both bottom guided missiles (not reccomended), 8 will enable space mode (Solar panels and directional antenna), 9 will enable combat mode (Retract panels and enable aiming antenna, you might have to hit 8 a couple of times to get solar panels back on.), and 0 will shutoff all engines.)

Aero Braking

http://i.imgur.com/pNezpVx.jpg

Orbit of Mun

http://i.imgur.com/KWn6uSy.jpg

Guided Missile Damage

http://i.imgur.com/GiHuvBe.jpg

Imgur Album http://imgur.com/a/WOb4x (In no particular order because steam and imgur messed up the order.)

Notes: I hope you are okay with it having two missile pods, I put two for balance, so It wouldn't fly up when we you were trying to fly straight, I would like this classified as a fighter (derp), and if you noticed, you can dock more missiles to it, and as long as they fit, it should be good. Sorry I didn't use armor plating, but I diddn't want it to be too OP and I want it to be a fighter that would enter the AO, fire its guided missiles at about 1 - 0.5 km out, then close in using the Hydras and Vulcans to dogfight, then burn away to a safe-zone or a resupply point when the Vulcan ammo and Hydra missiles run out.

Craft with KW Launch Stage Download:https://www.dropbox.com/s/6gzmho3q2gx0sja/Elber-Falcon%20Mk%20II%20%28Laucnh%20Vehicle%29.craft?dl=0

Reply to me if you need the craft without the launcher. Also please ignore me misspelling the ship, and if you don't mind, could you correct it if you happen to decide to use it?

Nice fighter man, but just real quick, remember that for fighter's the craft is only allowed 1 50 cal turret, and even then stock is encouraged. I realllllly like the fighter though.

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Those are twin 20mm turrets, Vulcans to be exact, and it only really has enough ammo to heavily damage an armored target, but it can easily rip apart unarmored parts. Thanks for saying you liked it though! I worked for about an hour trying to make it work give it maneuverability and make the missiles work, also if you use it, hit control from here before you undock the missiles, and you also might want to undock the guided missile docking nodes if you rapid fire them.

Edited by treesniper12
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Those are twin 20mm turrets, Vulcans to be exact, and it only really has enough ammo to heavily damage an armored target, but it can easily rip apart unarmored parts. Thanks for saying you liked it though! I worked for about an hour trying to make it work give it maneuverability and make the missiles work, also if you use it, hit control from here before you undock the missiles, and you also might want to undock the guided missile docking nodes if you rapid fire them.

What he means is that you are only allowed one turret and that it has to be a 50. cal. However the way you describe your weapon setup I could probably make an exception.

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Zenith Scientific Incorporated

Hoo boy, here we go. I've updated my entire company for 0.25 and re-submitted to be closer to the guidelines Hatbat posted! Please note, all of these ships are 100% stock and tend to weigh in under 200 parts without anything docked to them, so they should fit into anyone's game!

Submitting as: A full in-fiction company.

History: Founded by old Thomsin Kerman, ZSI originated as Zenith Scientific Instruments, specializing in high-quality telescopes, but Thomsin had his sights set for loftier goals. After Skyhigh Aerospace folded (along with their poorly-designed rockets), he used his company's cash flow to secure their production facilites, refounding as Zenith Scientific, Incorporated (he was fond of his logo). Thomsin hired a group of up-and-coming engineers to design cargo and science spacecraft. A staunch advocate of peaceful exploration of the Kerbol system, he hired each engineer with but one caveat: any Kerbal that put guns on his designs would be fired. ZSI now manufactures transports ranging from the small Marlin light transport to the massive Pioneer tanker, along with modular space stations, ground research stations, and landers. The company conducts long-duration exploration and science missions all over the system, focusing mainly on the Mun, Minmus, and Duna. They also take fueling contracts, hauling massive fuel silos across the system to companies unable to afford transports large enough.

Category: Logistics. None of ZSI's ships are armed, as they are all science and exploration vessels; however, some parties may find the highly sophisticated sensor suites present on each ship very useful.

Allegiance: HKA. While ZSI is alarmed at the rapid militarization of space, and refuses to allow anybody to arm its vessels, HKA seems to be the lesser of two evils. ZSI has pledged to ship supplies and fuel from Kerbin to HKA, as well as offering Search and Rescue services. ZSI prefers to maintain neutrality, and will provide emergency services to any side, however.

Catalog: Each ship has its own Imgur album, with RP info/stats on the first image, action groups on the second-to-last, and craft file download on the last.

Marlin Light Transport

Sunfish Light Transport

Surveyor Light Transport

Odyssey Medium Transport

Yukon Medium Transport

Pioneer Heavy Transport

Revelation Heavy Transport

Wharfman Shuttle

Dockyard Shuttle

Shipwright Shuttle

Skystar Shuttle

Assorted Small Craft

Bases, Stations, and Landers

Company Flag

Want 'em all? HERE you go!

Edited by Adventdraconis
Added a ZIP to download all the ships at once
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