This is easy to do in the new demo - the old one was impossible because there was no kerbol, only a point of light, so one could fly into it. Those were the days.....
I'm going to work on seeing if ships still work, if they do I'll build a recovery vessel for your pod. I don't know how to use real fuels though so I'll leave it unpowered.
Ok so frustratingly enough I found out the new update changed the miniature hardpoints which messed up the firefly turret and all the rest of the shermans. Going back and updating them all, starting with the firefly. here's the new Firefly Turret. EDIT: Download updated, new sherman works fine.
Just some pictures I've made to dedicate the fallen troops of the world this week, I'll make more and I invite you to make your own to remember the past through KSP.
It's stock and BD armory. this plane will literally fly inside of any other plane's turning radius and if you give it the room it'll accelerate to insane speeds. And it's VTOL.
The squid is probably the worst armored vessel I have. You could look at it wrong and it'll break. But it can carry four 10 ton anti-ship missiles, and when you're fighting 150-200 ton ships that's all that matters on the first turn.
Jiji has the same armor as previous iterations, it won't hold up. I'm actually having a hard time making armor ATM, I've focused more on making heavy shipkilling missiles to offset that problem.
Yeah, with the new 12-ton KB2 I can gut BASILs reliably (40% on the first shot, 100% by second shot). They're awesome, scary missiles that are both I-beam and Tirepedoes, so they punch and shred. Slightly unpredictable damage patterns though.
It's been that way for a long while, with the exception of 150+ ton battleships armor is only to stop fighter missiles, anti-ship shots tend to one-shot anything under 100 tons and two-shot 100-150 ton ships. Over that number bigger warheads are indeed needed if the armor is done right, but can still be killed pretty easily.