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PerfectDeath

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Everything posted by PerfectDeath

  1. Keep an eye on your part count then, once your total part-count within around 2.5km gets too high things can slow down. So, avoid using small parts in large numbers. For example, for solar panels the single ones consume about the same as the larger ones. Same goes for batteries and such.
  2. Well, she certainly is not low tech or anything; however, she landed and returned to kerbin with lots of science. I brought a scientist to reset the experiments and stored everything between the two pods. Both pods have heat shields on each end, I had jeb at a level he could face pro/retrograde. Which was vital for reentry, one of the ablators almost ran out! I used that delicious science to eventually make a minmus lander, the Explorer X Its launch stage was the same as above but with large nose cones: However, I was not only hauling 3 tourists but also doing a contract to take 3 temp readings around minmus. That actually killed all my fuel and mono by the time I got into orbit around minmus. So, I redesigned the lander to be lighter and hold a grapple claw. =P NOTE: Do not land this lander in the ocean, the legs break and the crew capsule in the middle cannot handle an impact greater than 8m/s. Thus, the ocean ate my tourists. ]=< Now, I'm preparing for a Duna encounter with my first space ship, the KRS Nakoda. I have two contracts to explore Duna and Ike, I've made one simulated attempt but my approach was bad and I killed all my Dv to get an orbit. The map refused to show me my Pe, so I could not get an atmo break approach. >_< I'm feeling the LV-N nerf. =P I plan to be able to at least orbit Duna and land on Ike then bring back science to my Mun research station. I think I need to refuel that LFB KR-1x2 "twin-boar", its about 50% fuel or toss an extra fuel tank inbetween the lander and nuclear engine tug; this transfer and return stage doesn't have enough fuel to do both. =[
  3. That battle-cruiser has some pretty... exposed nuclear generators. =P Also, I've encountered the massive power consumption of the auto turrets, or at least it seems to be them. Oddly enough, I would switch over to my escort carrier to find its batteries completely depleted. The turrets were shooting at no one, there were no hostile IFFs anywhere, does the auto turret consume power when something comes close? or does it consume power when firing only? That carrier has a ton of battery capacity, when I did send something at the carrier to see if the turrets would fire, it depleted less than half of my carrier's power during a 5sec test. So it is quite strange that it would deplete all power reserves only when I am not looking. I manually turned the turrets off and have not found it to persist. =\
  4. The fine RCS control is pretty strong on that fighter, making docking pretty difficult. I am making a better Carrier Support Craft for it, one that will fit. =P I've just drummed up a Mk II version which can run on Ion power. Not sure how well it will fit since it is wider. The Can would be pretty scary to fight in, no armour at all. It has: x1 30mm Cannon x1 MRL HE x1 Hellfire AP Rocket It is basically a floating weapon platform. =P Reminds me of the Gundam Ball! EDIT: And she's loaded, pretty tight, two of the 'can' fighters clip out of the canopy. I would have to reduce the number of docking ports if I were to fit larger fighters inside; either that or modify the ship to have a larger cargo hold. =\
  5. Coming in at 31 parts and 6.6t is the Vermin Carrier Space Fighter. x1 30mm Cannon x2 Hellfire Rockets RCS powered x4 2.5cm armoured skirts x2 PB-NUK Radioisotope Thermoelectric Generators x1 Medium Docking Port Comments: I did try to put bombs on it to see if I could fly at the target and let my momentum on release send the bomb into the enemy. Didn't work, the bomb ejects with a lot of force. So I've gotta use missiles, no space dive bombing. ='[ More parts than what I intended, I will send one up to my carrier and see how well it scales. EDIT: He's too long. Cannon sticks up to far. =P
  6. She's space worthy! Just barely though, got up to 93,000m on my launch stage, full fuel and monoprop. By the time I got both ends of my orbit above 67,000m I was down to 73,000m. =P But she's in space, here's some stats: Hospitaller Escort Carrier Part Count: 146 Total Mass by orbit and without escort fighters: 86t Armament: x6 7.62mm auto turrets Armour: 3.5cm Armoured plating around command tower 2.5cm Armour reinforcement on an exposed belly seam Powerplant: x4 LV-N Atomic Rocket Motors Docking: x4 Medium internal docking ports x2 Medium external docking ports x1 Large docking port (the cool looking helipad in the back!) Electricity: x4 PB-NUK Radioisotope Thermoelectric Generators Fuel: 5406 Monoprop: 1500 Ammunition Reserves: x4 boxes of 7.62mm x2 boxes of 30mm Crew: 4 Comments: - So, she barely made it up with full fuel, but flying backwards took a try to adjust my muscle memory. =P - The most trouble I had was that I built her in the Airplane Assembly Hangar, so when I tried to bring the rocket stages for the launch over the piping and taping messed up. Once that was resolved I got her in orbit. - The escort fighters will come soon enough, I will make them very small and low on part count, they will use much more of the skillful mod. =] - I manged to do some pretty cool clipping which can be noticed on the rear two platforms (com tower and large docking port). I did not have to use the Debug to clip. - As for performance, escort carriers are not designed for speed. They specialized historically in anti-sub warfare but they had very little to defend themselves with if bigger ships showed up. However, there is a pretty famouse pacific battle where escort carriers and their destroyer screen fended off a large Japanese fleet which included the Yamato. - The Hospitaller's role is kind of like its name, hospitaller knights found a role in escorting and protecting trade routes and pilgrims. - No repair system, that piece is massive and would take up the entire cargo bay. =P Time for the fighters! =] EDIT: Whoops, just realized some of my fuel tanks are pure fuel, no oxidizer. =P
  7. Dun dun dun! Now to get into spess! I was going to have it open mouthed; however, I plan to launch it backwards! Those 4 nuclear engines in the back are tricky to stick onto heavy launching stage...
  8. True, it is pretty small for a cruiser. I'm mostly used to my old scales, we also don't have much for standards for scale on KSP. =P Also, I could have fit the Phalanx, but again, heavy. I launch these manually. =]
  9. Lamellar Class Heavy Cruiser: Part Count: 150 Total Mass: 85 t (may be calculating the 2/3 fuel) Powerplant: x6 LV-N Atomic Rocket Motors Max Thrust: 60.0x6 = 360 (90% throttle recommended due to engine temperature) Total Fuel Capacity: 4590 Armament: x2 127mm Cannon turrets . x7 7.62mm Air Auto Turrets Armour Plating: 2.5cm Lamellar Armour Belts . 3.5cm Armoured Turret skirting RCS: 9 seconds to spin 360 Reaction Wheels: 12 seconds to spin 360 Docking: x2 Medium shielded docking ports . x1 Large docking port (behind the ship) Electricity Supply: 8 Small Solar Plates . x8 PB-NUK Radioisotope Thermoelectric Generators Crew: 6 Mods: Skillful and B9. Comments: - The name was inspired by the armour I was trying out. The ID Armoured Belly Plates covered a large area and their curves were useful for covering things up. This resulted in the look of Lamellar Armour. Use the Modular Girder Segments to get the belly plates lifted above the ship's surface. - The Lamellar Heavy Cruiser (CA) is no where a perfectly armoured space ship. In fact, it resembles something of a more commercial cruiser retrofitted with armour and cannons. The armour does not fully cover the ship, this is done because of part-count concerns and weight management but leaves a few exposed areas. This is especially true of the forward bridge being completely exposed. - The Lamellar's firepower is reliant on the two 127mm cannon turrets which enjoy a full 360 degree field of view. Secondary weapon armament are the x7 7.62mm auto turrets. The Lamellar lacks rockets and heavy machine guns. - There was a command tower in the back which was replaced with 2 auto turrets, the com tower was extra weight and drag while being an exposed target so it was removed. - The Lamellar is slow for a Cruiser; however, it makes up for that with large fuel capacity and very efficient engines, giving the ship very good endurance and range. - The covered medium docking ports on the sides of the Lamellar are a bit of a problem, the shield opens up and gets caught on the lighting near by. - I had to launch with about 1/4 less fuel than the ship can carry since a test launch showed that a full tank of fuel was too much weight to circularize my orbit in time before plummeting back down. - The tri-adaptors for the nuclear motors needed to be reinforced with space tape, something wrong with the B9 adapters. - Overall, she could be better, but I decided to post her as she represents something I would expect to see thrown together to fill the ranks of a fleet. Something like a converted vessel or an existing non-combat production ship being produced with war-time modifications until infrastructure adapts. I like to design things like this, not perfect, but useful enough.
  10. We will launch on windows OS. Because of our small team size, programming for mac along with windows is out of reach until after our release.
  11. Video Time! Got the Big Horn Freighters in kerban orbit easily enough, only issue was my mic volume. I then designed a hauling droid and a Big Horn Version of the Mosquito. .craft files here Big Horn Freighter.craft Big Horn Hauler.craft Big Horn Mosquito.craft Not sure if I should make an Ion version of the BH Mosquito. =\ The fuel one tends to consume the torpedo fuel if not manually stopped. =P I'd be willing to support a United front against the Zokes. =]
  12. "Tough crowd. Well don't worry, Big Horn engineers just drew something up, it is lighter weighing in at 0.38 per round, it is FASTER, and it has the same density as plate armour... because IT IS plate armour. We even made it look like a star too, Brilliant! "Don't throw all your money at us just yet! Well... alright, you can throw you money at us."
  13. "Big Horn Industries here, we've heard you and you know what? We have just what you need! Introducing the compact weaponization of the hardest substance known to Kerbans! I like to call it the Kerbanite cannon, but I have marketing reps thinking of some other names, gotta keep those bums doing something!" "Loaded onto standardized clips, these come in at a total mass of around 0.49 each round. So far we've had some... eh odd accuracy problems, shots seem to veer off when fired, it might have something to do with the atmosphere but We'll get on that!" EDIT: Do they generate lift, they seem to act like they do?
  14. There are buttons just above the text box where you can insert image or video links. It will have and http://cloud-3.steampowered.com/ugc/1119427776393082713/1344955CBE9C4F9BBA40A55363E9B372A1F95C43/' alt='1344955CBE9C4F9BBA40A55363E9B372A1F95C43'> A general purpose type of freighter capable of hauling fuel, munitions, and craft. Big Horn Industries cares not who they work with so long as the money flows. I'll play neutral arms dealing until something happens (ie: either spirit worlf attacks a freighter supplying hanland or hanland seizes big horn assets). This design so far proves pretty reliable and clocks around 200 parts unloaded. on a personal note, I am not fond of guided weaponry, it is not fun to look at as it is basically ramming, but with disposable probes attached to liquid rockets...
  15. I have been playing around with some different ammunition types, all formatted to fit to something similar to macey's carriers. I have made a short video in the prev version and have made some improvements, mostly to reduce the part count per round. Basically, it comes in a clip and is loaded onto the firing port of the ship. There are only two small docking ports on each end of the clip for loading purposes, the first round will fire with its clip end attached while the last part must be manually ejected after all rounds are spent. (think like the M1 garand). It is an expanded concept from the other weapons macey used in combat but in reloadable magazines. Some things that need to be kept in mind are weight and part count. From what I can tell macey's general torpedoes use: 1 Oscar B Fuel Tank (mass = 0.078675) 1 LV-1 Liquid Fuel Engine (mass = 0.03) 2 Clamp-O Tron Jr (mass = 0.02x2 = 0.04) Total mass = 0.148675 The cannon rounds demonstrated in my early lance cannon are as follows: 8 Sepatron I (mass = 0.0725x8 = 0.58) 1 TR-18 Stack Decoupler (mass = 0.05) 1 cubic octagonal strut (mass = 0.001) Total mass = 0.631 (does not include the 2 Clamp-O Tron Jr (mass = 0.02x2 = 0.04) found on each end of the clip) That is a whopping 4.244... times increase in mass per round. and it has a part count of 10 while the standard torps only have 4. So I revised it a little using only 3 sepatrons and replacing the decoupler with the smaller TR2V. I even designed something to carry enough to load this freighter of mine with enough; but the part count of eight six round clips was a killer on my frame rate. plus new version, couldn't use the freighter oddly enough. =\ But anyway, I'll be dealing in kerbin arms at some point i'm sure. =P EDIT: Here's is an update on the lance cannons: much more compact, not as deadly though, =\ I'll probably look into structural alternatives seeing as the strutting only has an impact tolerance of 8, which can result in the piece exploding on impact instead of breaking the part, this penetrating armour. For an example: The standard torps used in macey's vids have a front clamp-o tron jr, which has an impact tolerance of 10; the armour he mostly fired these at varied form wing parts which have a tolerance of 15 which can suggest why the torps could not penetrate. Structural panels can be even more intimidating (which much heavier than wing panels) they have a tolerance of 80. So tolerance, speed, and mass play a big part in dealing damage. We here at Big Horn Industries take pride in our ballistic studies and guarantee quality products!
  16. Type 2 Ranoak class Freighter. All stock parts. Type 1 snapped in two all the time because the large RCS tank would always break what was above it, so I replaced it with a 2nd habitation module and placed smaller RCS tanks around it. It has 4 Atomic Engines and 8 Ion engines, it is capable of long ranged supply missions with many large fuel tanks and docking ports. It has 1 large docking port on the back, 5 medium ports, and 6 small ports. 8 Large solar panels supply it with power; however, I did not place the panels in the most optimal way, thus at the best angle the panels can only power 66% throttle on the ion engines. Crew Capacity of 12, 3 in the main piloting pod, 1 in the command tower, and 8 in the two hab modules. This allows the freighter to also transport kerbals along with fuel, and even munitions. I've been experimenting with cannon projectile clips/magazines which can attach to the small ports. But this tends to start hitting my computer's frame rate limit unless I kill the graphics when I bring the 6-8 clips it can carry. Take off and orbit is a challenge; this craft is heavy and tried to fall back down, but I managed to scrape it back out of the atmosphere.
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