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Everything posted by chadgaskerman

  1. Centaur Class Fleet Carrier My first carrier in a while, made from an old and unfinished follow up to the Bishop class light carrier. I'm quite happy with the deck shape and hanger, with space for 3 aircraft below deck with some space on the flight deck for parking. The Centaur class sits at 112 metres in length, a beam of 21 metres and a height of 25 and a half metres with a part count of 353. The Carrier is capable of ~25m/s in a straight line and is pretty lazy with regards to turning. https://kerbalx.com/chadgaskerman/Centaur-Class-Fleet-Carrier
  2. Personally I think so long as you can find the centre of boyancy and trim to that, you can fairly easily add a lot of inert ballast so it's just barely positively boyant, and then only have to use a small amount of active ballast to drop it into negative boyancy. finding the centre of boyancy is a lot easier on something with a low part count due to there just being less points of force being exerted on the craft. Essentially the key to making a submarine is being able to locate the centre of boyancy and then add ballast, after that you can trim with hydrodynamic surfaces and/or ballast.
  3. 1b. Project 432 Slightly more refined than the TEK-46, the Project 432 features a far more aesthetically pleassing hull with a MK3 backbone surrounded by a set of six MK2 fueselages, creating a hexagonal cross section. Unfortunatley I have neither the patience nor the time to tune the ballast so it either ends up sinking regardless or remaining on the surface. I'd be more than willing to furnish someone with the craft file if they would like to work on it. https://kerbalx.com/chadgaskerman/Project-432 1c. Project 600 At a time where I was experimenting with using fairings for runways, it seem wise to see if it would work in other unorthodox ways, for example as the hull of the submarine. They great thing about fairings for this application is that you can just about get whatever shape you want, the downside, however, is the fact that fairing shells are abnormally boyant, and with no way to effectively measure the centre of boyancy, this too was a project abandoned.
  4. 1. Submarines 1a. TEK-46 The TEK-46 was one of my earlier experimentations with submarines, the layout is simple using a basic MK3 fuesalage turned its side to allow kerbals to stand out on deck easily. The majority of the hull is taken up by two long cargo bays containing a several hundred tons of ore in order to manage the boyancy. The Submarine itself also uses a propellor made from the breaking ground assets meaning the range is technically infinite, although at the disadvantage of not being stable in any form of time warp. Underwater the Boat is capable of ~17m/s whereas surfaced it can only muster ~15m/s. In total the craft only consists of 86 parts and weighs in at a hefty 456.5 tons. https://kerbalx.com/chadgaskerman/TEK-46
  5. Looking Back on my various save files in KSP, I notice that quite a few of my designs often don't see the light of day, whether that's because I lose interest and work on something new, or the concept itself proves to be unworkable or otherwise broken. I'm making this thread to archive my efforts and document various methods I've used to build my craft. I'm also considering putting these craft on kerbalX if there's any interest even if they are below my usual standard of quality.
  6. Original Post has been updated with new entrants. Surprised that this thread is starting to pick up again after a year.
  7. I am looking forward to creating more aircraft carriers in a space game
  8. what else are you going to make a propellor with exactly?
  9. https://kerbalx.com/chadgaskerman/TEK-66-2-CGN working propellor, Kerbal boat program argument is null and void, furthermore, skill issue
  10. I think it's more of a function of speed at altitude over anything else. If you can optimise an engine and aircraft to fly it's fastest at 4.5 to 5.5km you can avoid all the tedium of a more direct approach in regards to piloting.
  11. After the results of further tweaking, i'm eek even more speed out at sea level for the runs in between the various landmasses. I'm currently using a part edited ion engine to provide for the energy generation requirements, I'd need around 100 rtg's to comfortably satisfy electric charge requirements. I did, however for the sake of fairness add roughly 8 tons of ballast to simulate the RTGs
  12. After a small bit of research and some more tinkering it looks like the optimal way to get more speed is using the largest motors with the medium sized ducted fan. As you can see I've used quite a few of them, as well as shrouding them in a fairing to reduce drag. All in all this gives me 352m/s at sea level and 331m/s at 2500m
  13. Personally I think altitude will be slightly more important than speed, mainly due to the relationship between air pressure, thrust and drag which i think adds another layer to this challenge over your average circumnavigation. currently I'm getting 310m/s at about mach 0.95 after some tweaking of the rake of the propellors
  14. I think your best bet instead of retracting the wheels would be to fold them underneath the chassis
  15. Getting Back into some ksp with a new trimaran frigate. The vessel currently sits at a healthy 201 parts with the dimensions being 68 metres long, 19 metres and 20 metres tall with a top speed of 30m/s. Instead of using screws like my older craft I've elected to use a set of 3 edited goliath engines, the rear pair acting as pseudo water jets, whilst the third embedded in the hull has a negative thrust providing an infinite range to the craft, however you will have to stop to refuel. It can do stretches of around 580km at 29m/s at 4x time warp before having to stop, I'm sure this can be improved by lowering the thrust but I can't be bothered to test this any further. The vessel also provides a large landing space for VTOL Aircraft as well as having a small hanger for embarked craft. The quarterdeck which can just be seen in the first picture can also house interchangable mission equipment in the form of a cargo pod containing either a full science suite, IRSU, Comms and Cargo storage units. I'm probably going to make a small helicopter to go with this craft before a release it as well as attempting to put it on laythe as well.
  16. Approximately 20 metres For the amphibious rovers likely just passengers and some deployable stuff, for the landing craft, other vehicles in theory.
  17. I'm not entirely sure what your point is given the whole point of the challenge is to fit a craft into the well deck.
  18. In the light of my new line of Carriers, I experimented with the concept of a well deck as can be seen in the Priest class LHA The challenge is simple, Create an amphibious craft, be it a rover or landing craft capable of launch and recovery from the vessel. The maximum dimensions of the opening deck are roughly 6.5m wide by 3.5m tall so plan your craft accordingly. I plan on splitting this into two categories: Amphibious Rovers; A wheeled vehicle able to move a modest amount of passengers of cargo, under it's own power, too and from the vessel Max part count of 50 parts Landing Craft; A specialised vehicle that is able to move heavier cargo, or light vehicles too and from the shore at high speeds Max part count of 75 parts Beyond these design specifications you are free to experiment to your hearts content. Good luck.
  19. After finishing all of my exams today I finally got around to taking some decent screenshots of the Bishop class and finally releasing it to kerbalX. As of late I've been getting into From the Depths so my next vessel, or few, may take advantage of a tumblehome hull.
  20. This specific hull form was inspired / a response to @Yukon0009's Neidon-Class Light carrier and was the first time I had seen a properly hulled carrier for a reasonable part count that included a lift and lower deck. I initially based the deck shape off of a shipbucket drawing of an alternate invincible class aircraft carrier focusing on rotary wing aircraft versus the V/STOL aircraft that the real world invinvible class used. Deacon-Class Landing Platform Helicopter https://kerbalx.com/chadgaskerman/Deacon-Class-LPH Priest-Class Landing Helicopter Assault Featuring a stretched hull with the stern width being widened out to be flush with the central section, the Priest-Class utilises two internal decks for aircraft and amphibious vehicle storage. The standout aspect of this vessel is it's well deck, allowing it to launch and recover amphibious vehicles without the use of cranes or other means. https://kerbalx.com/chadgaskerman/Priest-Class-LHA Bishop-Class Light Carrier Based off of the same hull form as the modified Priest-Class, the Bishop-Class features a further modifed flight deck that has been angled for the ease of launch and recovery of aircraft. The Hanger has also been moved into the space where the well deck once was, freeing up the forward section of the hull for better weight balancing and would allow for the installation of a catapult if the need arose. https://kerbalx.com/chadgaskerman/Bishop-Class-CVL
  21. So what you're telling me is that you want an airborne aircraft carrier?
  22. New Interplanetary ship I'm working on, based of an old idea of a decentralised colonisation system where plenty of outposts are spread out around a specific area on another planet. The two fuel tanks strapped to the top and bottom of the forward cargo area are the equivalent mass of the Dropship/ Reusable skycrane system to transport the different outposts to their landing zones. The various outposts will have supplies and crew transported to them via a mobile base; (This was really just an excuse to include a base crawler). The Crawler can carry auxilaury vehicles and also has a space to land VTOL air/space craft. It's also equipped with a full IRSU suite. This Current mission is designed for Duna but can easily be adapted to any other planet or moon with the exception of Eve and Laythe. For those two I'm planning on having floating outposts and a Large ship as opposed to a base crawler
  23. Original post has been updated to remove ambiguity
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