Voyager1
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Everything posted by Voyager1
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That would be a good idea, but the only problem is while the projectile goes through the atmosphere The Kraken will come and destroy EVERY vehicle near it.
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Let the era of stock ballistic missile submarines in Kerbal Space Program begin!
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You could try editing BD's rocket pods he made and seeing how they work. (hopefully they do not involve coding) But if they do then oh well, c'est la vie.
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I found this while searching through the wikipedia archives, known as the Unrotated projectile. The Unrotated Projectile was a short range rocket fired in bulks of up to 128 rockets per launcher that went to about 1,000 feet and then detonated (a high altitude barrage system could create an aerial minefield at 20,000ft), releasing a 8.40 ounce mine attached to three parachutes by 400 feet of wire. The idea was that a passing plane would snag onto the wire and the mine would lure itself into the plane, detonating and destroying it. While this weapon was EXTREMELY ineffective, I think it would be a fun weapon to challenge yourself and see if you can take down a plane with it. (sort of like the old Rods From The Gods Mod) https://en.wikipedia.org/wiki/Unrotated_projectile Interestingly it was also used on ships early in world war 2
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Well what about the effects that LORDPrometheus does for his Nike Hercules missile? Could we implement that with a RIM-161 4 stage ABM?
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Yeah, and the booster for the 1st stage of the Sprint lasted only about 1 second.
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That is true, maybe there is a way we can scale it down to where it could push the limits without traveling too fast.
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So I came across this missile while I was on Wikipedia... The Sprint Missile was a two stage solid-fuel anti-ballistic missile that was meant to intercept warheads re-entering the atmosphere. The missile carried a W66 nuclear warhead (details on the warheads size are not declassified, but it reportedly carried a few kilotons (low yield) ) and could intercept targets from a range of 1,500 Metres to 30,000 Metres in about 15 seconds. It went from zero to mach 10 in less than 5 seconds! Possible Anti-Ballistic missile for Kerbal Space Program...? https://en.wikipedia.org/wiki/Sprint_(missile)
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Will we receive the Ohka in the next update or does it need some more tweaking?
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If you want to become more ambitious, you can contemplate adding the RIM-161 Standard Missile 3, an anti-ballistic missile used in the VLS.
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Speaking of MGM missile tubes and such, we should try and implement the Vertical Launching System. The U.S. has ships called Ticonderoga-class Cruisers that can hold up to 2x61 Vertical Launching Cells. Imagine the damage these could cause!
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You have brought honor to the community! Beautiful - - - Updated - - - So what's next for you?
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Does anyone know about Project Pluto? If not, I would recommend reading this, seriously. It was an idea for a nuclear powered cruise missile, but you should see the after effects. I do not recommend adding this, but I just felt you guys should see it: https://en.wikipedia.org/wiki/Project_Pluto
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Let the downing of Jets, Helicopters, and what ever makes a sound begin!
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If you were to create an EMP, it would be difficult to create one alone without a nuclear explosion. If you wanted to you could just drain the power of any vehicle in a nearby radius around the explosion depending on what weapon it was (since the vehicle would be instantly demolished if it was in the blast radius of the explosion) , no special effects needed. We could also have hardened electronics, such as what Air Force One has on it's plane to deflect EMPs. Or even something as simple as a faraday cage. - - - Updated - - - Well, considering that the Skillful mod was able to create ever lasting pockets of fire, I am sure what you're talking about would be possible.
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Take your time. I'll just try using your nuclear weapons as EMPS XD.
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If your making a V1 than you should try and make a launch ramp! Looks like my day is booked
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Why not have the human powered v-1 too? Fieseler Fi 103R Reichenberg - - - Updated - - - Really nice! I thought it would take 2 weeks. Clearly I do not know Blender
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An optional seat would be fine. But my imagery of this is just seeing hundreds of these bombing the nearby island airfield at once.
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What I was thinking was actually make the missile controllable with an iva if that wouldn't be a problem. Here's a picture of the interior:
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I know this mod is mainly about heavy ordnances such as nuclear weapons and MOABs but I thought of something unique being added to this pack. Meet the Yokosuka MXY7 Ohka: The Ohka was a manned rocket powered suicide plane. It was described as, "Essentially a 1,200 kg (2,646 lb) bomb with wooden wings, powered by three Type 4 Model 1 Mark 20 solid-fuel rocket motors." The plane suffered a limited range of 23 miles, which meant it had to be dropped via a mothership bomber. (though there were a 50 models with a built in thermo-jet engine) While it did not have a large impact on the war in the pacific theatre, the Ohka was a unique technological marvel. Which is why I recommend it be added to this pack. Thank you for your time (extra links below) https://en.wikipedia.org/wiki/Yokosuka_MXY7_Ohka http://ww2db.com/aircraft_spec.php?aircraft_model_id=379 http://www.fiddlersgreen.net/models/aircraft/Yokosuka-Ohka.html - - - Updated - - - Sorry, accidentally submitted that preview. New one below - - - Updated - - - Also, I request the plane, jet or rocket power would be completely up to you.
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I know this mod is mainly about heavy ordnances such as nuclear weapons and MOABs but I thought of something unique being added to this pack. Meet the Yokosuka MXY-7
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Voyager1 replied to BahamutoD's topic in KSP1 Mod Development
You should try and store the missIles in a rotary fashion and be able to eject them when they run out of missiles. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Voyager1 replied to BahamutoD's topic in KSP1 Mod Development
Now all we need is somebody to make a version of this: http://foxtrotalpha.jalopnik.com/why-boeings-design-for-a-747-full-of-cruise-missiles-ma-1605150371 -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Voyager1 replied to BahamutoD's topic in KSP1 Mod Development
If you go into the settings.cfg in the BDArmory folder you can change the infinite ammo to true so you do not need ammo boxes. Sorry this isn't really a "helpful" answer but its a work around.