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The Tomcat has always held a special place in my heart. As a child, I used to rewatch Top Gun over and over and build scale models of the famed big fighter. Even today, I still believe it is one of the most beautiful and innovative airframes ever concieved and constructed. Even if it won't take it to the skies under US Navy roundels ever again, I have decided to give it a second life in the skies of Kerbin. Here is my replica of the F-14 Tomcat - the most successful variable-geometry fighter to ever enter service. INTRODUCTION: The "stock" part of the title is actually a bit complicated. In this replica, I've decided to opt for visual accuracy and performance over anything else, and thus I could not fit in a bulky stock bearing system that could handle the stresses on the wing surfaces properly. At the same time, a Tomcat without it's variable-geometry wings isn't a true Tomcat of course, thus, I've resorted to a different solution. Parts that make up the aircraft are completely stock and you are free to fly it out of the box. Swing-wing capabilities though are provided via a handy mod called DockRotate which I will include below. It doesn't add any parts or functionalities besides making the docking ports capable of rotation. I believe this is the best compromise I could manage. It allowed me to place the wing bearings in their correct position (I've actually read some blueprints to make sure they are correctly modelled) while maintaining the sleekness of the wing gloves themselves. The mechanism operated extremely smoothly and I'm very satisfied with the result overall. INSTRUCTIONS: The Tomcat has extremely comparable performance to my other jet fighters. Due to it's unconventional wing layout and behaviour it has a few small details worth knowing before you take it to the skies and buzz some towers. 1. Takeoff: This one is pretty straightforward. Don't use excess yaw and roll as in all planes in KSP when rolling, feel free to use flaps (AG6) and rotate at about 90m/s. Tailstrikes shouldn't be possible unless you have your tailhook extended which would be unusual for takeoff. 2. Landing: The Tomcat has some beautiful handling characteristics when landing. Remember to land with wings extended, with wings folded under 200m/s the aircraft may be very underresponsive, albeit in emergency situations landing with wings folded is absolutely viable as long as you keep your speed about 30m/s higher than usual. The stall speed depends on your fuel load but with about 50% of fuel (which is about what you will be landing with for the most part) sits at around 40m/s. Optimal approach speed sits at around 60m/s or whatever other speed that allows you to slowly lose altitude while maintaining mild nose-up attitude. AoA for touchdown should sit at about 10 degrees. You can extend the brakes (Brake buton), flaps (AG6), and the tailhook (AG5) if you need to bleed off speed. With drop tanks attached be careful not to slam down too hard as this can damage the tanks. 3. Overall flight behaviour: Some quirks the Tomcat has: Since it uses it's elevons for roll control it can sometimes take a few tenths of a sec to achieve it's max pitch rate if coming out of a roll. Keep that in mind if you need to pull up hard from a dive for example. Other than that just keep in mind that it's a big and heavy fighter. Also be aware that flight behaviour will change depending on the wing sweep: 20 degree sweep will favor turn rate and responsiveness at low speeds while folded wings will increase roll rate and energy retention at higher speeds. 4. Operating the wing mechanism. The wing mechanism is the central part of this replica. With DockRotate installed, AG1 and AG2 are assigned to increasing and decreasing the sweep respectively. Main guidelines are: - Only change the sweep when not maneuvering. After the wings are locked in position you are free to push the 'Cat as hard as you like. - Change the sweep at speeds of 240-250m/s and higher. Lower speeds will not break the pivots but they will put unnecessary strain on the wings. - Don't try to unfold the wings when they are already unfolded or fold them when they are already folded. One click of the proper AG will put them in their correct position. ACTION GROUPS AND FUNCTIONALITIES: Stage - Detach the drop tanks. Brakes - Deploys the airbrake, engages wheel brakes. AG1 - Toggle afterburners. AG2 - Wings folded (With DockRotate). AG3 - Wings unfolded (With DockRotate). AG4 - Toggle tailhook. DOWNLOAD LINKS: DockRotate (Optional, enables variable-geometry wings) (Thank you @peteletroll!): https://forum.kerbalspaceprogram.com/index.php?/topic/170484-141-dockrotate-rotation-control-on-docking-ports/ CRAFT file: https://kerbalx.com/EvenFlow/F-14B-Tomcat Enjoy! v1.0 - Initial release. v1.1 - Some tiny details polished out, missing autostruts added where possible. v1.2 - Nose assembly smoothed out. v1.3 - Ventral fins aligned properly, strutting improved. v1.4 - Minor changes to the tail section to make it appear smoother. v1.5 - Changes to the tail section and nacelles to make them appear smoother overall. v1.6 - Aerodynamic improvements, top speed increased by about 5m/s overall. v2.0 - Major overhaul of the whole airframe. Airframe reinforced, wing gloves remodelled, wings refurbished to appear cleaner and more accurate, wing sweep corrected to match the real aircraft, horizontal control surfaces updated. I highly recommend updating your craft if you have downloaded a previous version. v2.1 - Aerodynamics improvements, antennas are now modelled better. v2.2 - Tiny changes to the positioning of the fuselage panels in some places to increase the overall smoothness. v3.0 - Complete rework of the nose section, the replica is now fitted with a cockpit which closely resembles the real F-14.
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I've always been fascinated with the idea of creating huge models piece by piece, especially replicas. Over my few-year long KSP career I've already built space shuttles, N1-L3s, at least a few not-really 1:1 Mriyas and some really big naval vessels. The projects got bigger and bigger ranging from 60m corvettes, through 90m rockets, to 130m destroyers. Once I hit 150+ metres i started getting into the aircraft-carrier size range. The partcount and KSP engines stability were the only limits. And just like that, the Invincible was born. At nearly 1700 parts this is a true behemoth. Running a GTX 1050 I managed to hit about 10FPS and had to cope with insanely long loadup times. While not exactly smooth, it is definitely manageable enough for me to be able to land fixed-wing aircraft on it with about 85% success rate. The partcount could be cut down greatly if I were to omit the details, but they're the part of the replicas charm after all. The carrier will most likely receive a few improvements in the near future. I plan on including some landing lights to make night operations feasible and perhaps including some period-correct carrier vehicles and/or some parked Harriers. I will also make the carrier mobile quite soon. For now it is a static model for practicing carrier landings. I'm releasing this version due to the partcount limits. I want to make this thing accessible to as many people as possible without crippling their framerates and frying their GPUs. Due to it being 1:1 scale it is perfect for testing out all kinds of life-sized carrier aircraft replicas. Stock arrestor gear isn't really an option but due to how strong KSP brakes are they aren't really necessary most of the time. The deck layout consists of two separate halves, the left half accomodates the runway strip and the takeoff ramp (and is the side you should probably be landing on), with the right part consisting of two parking areas and the superstructure. On the bow there is a small, functional Sea Dart SAM battery which in 1982 was the only defensive system aboard the Invincible. It relief heavily on covering fire from it's escort vessels (which I might make sometime soon, they shouldn't be too much of a problem to build and a whole carrier group might look nice together if it doesn't make my PC explode in the loading process) The deck is very rigid and should be able to handle hard landings with ease. The ski-jump ramp makes aborting your approach quite easy provided you spool up your engines soon enough. The carrier was designed to operate STOVL Harriers exclusively, but landing regular fixed-wing aircraft is absolutely possible. Might try to land my Tu-95 on it sometime soon for the memes. The carrier has functional citadel lighting. It doesn't do much apart from making it look extra nice in the darkness. As mentioned before, I'm planning on giving it some more lights and details and releasing a higher partcount version. It will light up the runway, the superstructure cabins and turn your GPU into heated plasma for some extra lighting effects. Optimal landing speed sits at about 50m/s for the majority of my planes. General rule of thumb for carrier landings is to come in for a relatively shallow approach, line up at approx 2.5km from the carrier and make fine adjustments to your attidute. Just before touchdown it's wise to apply a fair bit of thrust to make aborting possible if necessary. Watch your speed and altitude, the line between overshooting and hitting the stern of the carrier is a fine one. Here are some videos demonstrating some landing and takeoff examples. They also display the scale of the carrier in comparsion to the Skyhawk nicely. The A-4F is built in 1:1 scale. Here are the download links: CARRIER: https://kerbalx.com/EvenFlow/HMS-Invincible SKYHAWK: https://kerbalx.com/EvenFlow/A-4F-Skyhawk Happy landings!
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The Baltic Sea Incident A Cold War gone Hot story project. Back in July of 2017 I came up with an idea of making a relatively realistic, story driven creation consisting of multiple military craft replicas which would mimic a possible real-life tactical NATO-USSR skirmish as closely as possible. The scale was quite grand - The plan was to include as many detailed, full scale replicas of aircraft, ground forces and naval vessels as possible. Sadly, alot of the non-backed up craft files, about 100 carefully set-up screenshots and custom scenery got irreversibly wiped during my transition to a new computer at the end of the month. The project was about 70% completed at the time of the wipe, and some material was salvaged. While what is left doesn't quite represent the finished product, after a long wait caused both by university duties and KSP hiatus I've decided to release what I've managed to keep for you all to enjoy. This is what I've made over about two and a half weeks in July. I hope you will enjoy looking at it as much as I've enjoyed making it. Was good while it lasted. LOCATION: Heavy water production plant, coastal area of the Estonian SSR TIME: 16-17.03.1985 ALBUM LINK: Two-man team of SBS operatives tasked with infiltrating a deuterium production facility, after a succesful sabotage attempt prepare to leave the plant and head for the coast to get evacuated under the cover of darkness. They reach the coast and board a small civilian fishing vessel tasked with delivering them to the open waters where they are scheduled to rendezvous with a Los Angeles-class SSN in the area, their ultimate evacuation vessel. Due to rising tensions in the region over the past months, the coastal area has seen heavy Soviet Navy patrols. The SBS team eventually manages to reach the rendezvous point and board the Los Angeles-class. Soviet surface radars catch a glimpse of the unidentified fishing vessel in the area and dispatch a Tu-142 navy reconaissance aircraft to assess the situation. On arriving, the Tupolev manages to spot the submarine at periscope depth. The SSN crew promptly initiate emergency dive procedures. Luckily for the sub crew the Tu-142 doesn't carry dedicated submarine weapons at the time of their encounter and is forced to turn back to base soon after making contact due to lack of fuel. With the location of the US Navy sub compromised, Soviet forces in the area are notified of the vessel's presence and dispatched to it's location. The hunt for the elusive target begins. Closest to the submarine's location are two dated but recently upgraded Soviet Navy vessels - the Kanin-class destroyer and a smaller escort - a Grisha corvette. Due to their heavy use of active sonar their location is quickly estabilished by the Los Angeles crew and passed over to the command. A small-scale evacuation has now turned into a rescue operation. Los Angeles-class is ordered not to return fire unless directly attacked. With Soviet vessels on pursuit, time is of highest value. West German airbases are best-suited for anti-shipping operations but they are too distant to be able to react quickly enough. A small Swedish Air Force airbase is chosen for conducting the surgical strike on Soviet vessels. AJ-37 Viggens are very well suited for ASW. Their systems were designed with focus on utilizing the RB-04E missile to it's full potential. While it might not excel at anti-air warfare it may prove to be just enough to do the job in this scenario. The craft are hastily armed and dispatched. Due to their limited range and possibility of enemy interception they only get one approach at the target. To save time and fuel they are ordered to fly at high altitude until the final attack approach which renders them more vulnerable to SAM fire and being spotted. Soon after getting inside the Pact-controlled airspace they are spotted by a coastal 2K12 SAM battery. Mud-spiked Viggens are now diving to the deck to minimize the chances of interception. Two missiles are fired off, both missing due to their radars getting confused by ground clutter. Soviet Air Force, now alerted of the Swedish attackers, dispatches a flight of MiG-29A Fulcrums to deal with the threat. A F-15C Eagle patrolling the area is now tasked with fending off the Fulcrums. Due to it's altitude advantage it manages to reach the target area quickly. Two AIM-7 missiles are fired off at BVR ranges which don't allow the 29A's to return fire. Although they both miss, they force the Fulcrums to scramble and switch their focus to the F-15. The AJ-37s are now capable of approaching the pursuing vessels close enough to fire off their RB-04s. Due to the dated CIWS systems on the Kanin-class, they manage to score a direct hit on the destroyer and cripple it's mobility. The small Grisha-class is unable to continue attacking on it's own. Viggens head for Sweden, now flying at deck level to avoid being spiked by SAM batteries. The attack allows Los Angeles-class to retreat into international waters. The evacuation is successful, albeit diplomatic stability between NATO and the Soviet Union is significantly strained due to a Soviet vessel being damaged by Swedish fire in a Pact-controlled area. Intel gained by the SBS proves to be highly useful in assesing Soviet nuclear capabilities. END LOG So here you have the story and all the images I've managed to salvage. All the craft are built in 1:1 scale with as much detail as i could fit in. The naval vessels were especially exhausting to complete, each consisting of a few hundred parts and being over 130 metres long in the case of Kanin-class destroyer. I have copies of the Kanin and Grisha backed up on Dropbox so if any of you guys would be interested in checking them out please let me know. They require Vessel Mover to be put into the water but are fully functional and can move through water under their own power. Files for the 100+ meter long submarine, the Viggen with it's functional RB-04s and all featured ground vehicles are sadly lost. Not all of the images depicting the events of the story are there either. I hope you will enjoy it nonetheless. Thanks for checking it out. Cheers.
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Small Naval Vessels in 90s Modern naval weapons by BDA weapon Consist of: Class 054 type “jiangkai II” frigate hull with VLS Class 053 type “jianghu”frigate hull Class 037-II type “Houjian” missile boat hull Class 82-II type "wozhang"minesweeper hull 37mm Automatic naval gun 6 pipe 30mm CIWS HHQ-16 “red flag”air defense missile YJ-83 anti ship missile and launcher Fregat-MAE-5 radar Type 344 radar Big size FLIR for ships Anti submarine rocket launcher Recommend to you: and A Kerwis Team Work DOWNLOAD: https://spacedock.info/mod/1654/Small Naval Vessels in 90s License: MIT Update in 2018/1/27
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Just post military related pictures that you created in KSP.
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A fully operational carrier hull and bridge. As opposed to Eskandre's excellent Nimitz, this one has a ski-jump. It's not actually based on any real-world aircraft carrier, but it probably most resembles the Russian Navy's Admiral Kuznetsov. The lifts and hangar are fully operational. The mod is actually just a single part that comprises the hull, deck, lifts and bridge. It generates its own power, but it's meant to be used along with other ship mods for engines, radar, antennae, defence systems, etc. [MOD - Download link removed due to missing license - sumghai]
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INTRODUCTION Hi everyone. Ever since I've created my replica of the Soviet Tu-95K bomber with stock parts I have been thinking about taking the idea of stock propeller plane replicas further. And after a few months of hiatus, here is the fruit of this ambitious plan. This is one of the very few replicas of this magnificent superprop attack plane from the 50s in KSP, and, as far as I am aware, the only one created with solely vanilla parts. The propeller has some limited functionality in terms of actually propelling the plane, but is mostly here for the looks. The majority of power is provided by the exhaust pipes on the sides of the airplane which isn't that much of a stretch in terms of realism. The real Wyvern also gained some additional thrust from it's turbine exhaust, so it's just the matter of scale and proportion here. This replica doesn't only approximate the real deal's looks and proportions, but also comes very close in terms of performance even in stock aerodynamics model. PERFORMANCE Here are some stats gained from preliminary testing. Real life performance figures are marked in red. Top speed: 604km/h vs 616km/h Rate of climb: Varies with altitude, approx. 15-16m/s loaded with fuel vs 11m/s stated on Wikipedia (Couldn't access historical sheets but i am pretty sure it is higher than that especially at low altitude) Loaded weight: 10.975kg vs 11.113kg (This is MTOW for the real Wyvern so the loaded weight is probably even more accurate) Turn time was hard to judge correctly, partly due to unclear testing circumstances and partly due to the fact that KSP does not model compression correctly, thus making planes vastly overperform at high speed turns. At mid to low speeds in range of 280 to 360km/h the craft turns pretty much as you would expect from an 11 ton attack aircraft. In short - it will not pull 20Gs at 80m/s. FEATURES I've tried to model the most vital features of the real aircraft into this replica. The Wyvern S4 comes with: 1. Correctly distributed and modeled flaps, activated via Action Group 1 2. Openable engine cowling which allows the pilot to take a look into the engine, which apart from it's mechanism is semi-realistically detailed with some shenanigans. It is toggleable via Action Group 2 3. Retractable tailhook for carrier landings. It's not like you will be performing many of those in KSP though sadly. Activated through Action Group 3 4. Functional, spinning, fully stock propeller assembly. The instructions on how to get it to work properly are attached further below. 5. Plenty of little details such as correctly placed antennas, Hispano cannon props in the wings etc. HOW TO FLY: 1. Pre-flight procedures and startup Before taking this turboprop cow to the skies there are some things you need to do. Idle the throttle and engage brakes. SAS needs to be off. Stage the first stage. The ring securing the propeller in place will come off and your control will be redirected to the propeller. Start up the propeller. Hold down ALT and either Q or E. Hold the key until the roll indicator in the bottom left corner of the screen will reach it's limit. Remember to have SAS disengaged in this stage if you want the propeller to work. SAS, along with neutralising set roll trim with ALT can be used to stop the propeller post-flight. Switch back to the main vessel, engage the SAS (although the craft is perfectly flyable without it of course) and disengage the brakes. After the propeller has started rotating sufficiently quickly you can add throttle and begin the takeoff. The plane will take off by itself after reaching approx 60m/s. Tailwheel and rudder can be used to counter the torque generated by the engine which can be felt while the plane is low on speed (this also applies to real life propeller engines) 2. Flight Flying the Wyvern is very easy. The plane is stable at any speeds above it's stall speed (which sits at about 40m/s), will reach speeds of up to 170m/s (and over 230m/s in a dive), and the fuel will last for ages. The drop tanks are expended first, after they run dry you can jettison them with staging. Turning is safe at any speed in it's flight envelope, but due to compression not being modelled it will lose speed in high speed turns rather quickly. Mild turns are advised if you are planning to keep your speed up. Just like in real life, roll rate of this plane gets rather sluggish when your speed is too low. Keep an eye on your speed during tight turns to prevent stalling. Optimal climb can be achieved at approx 80m/s TAS at most altitudes. 3. Landing Landing the Wyvern is relatively easy due to it's low stall speed and flaps doubling as very effective airbrakes. To drop your speed quickly, feel free to pop the flaps. Get your speed down to about 70m/s, retract the gear and lower the throttle. Watch out not to come in nose-first, since this could damage your propeller. Engage brakes after touchdown, use the tailwheel to taxi into a desirable position. Engine can be turned off with methods described in "Pre-flight procedures and startup" section. Creating this plane was a great experience. I hope you will enjoy flying it as much as I've enjoyed building it. DOWNLOAD LINK https://kerbalx.com/EvenFlow/Wyvern-S4 Updated on 22-07-2017, V1.2 CHANGELOG: 1.0 - Inital release 1.1 - Minor tweak to the bottom part of the cowling which made the propeller assembly spontaneously detach when jumping to the craft from more than 250m, wing strake is now attached to the wing itself which prevents it from clipping awkwardly while pulling high-G maneuvers. 1.2 - Tweaks done to the page itself, part of a revamp of all of my noteworthy older creations Here's a little preview GIF too, as requested.
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Well I have a fleet, sort of. Here is KSN 39, (BB39) Jool 870 tons of floating death makes 28 knots
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THE BATTLE BETWEEN SYDNEY AND KORMORAN 75TH ANNIVERSARY PACK This is the central project page for my project to recreate the Battle between these ships that occurred nearly 75 years ago (a sort of movie/recreation whose release i'm aiming for the date of the battle, November 19th, though that may be optimistic and I may fallback on other important dates (such as the finding on Kormoran's lifeboats for example). All the ships are mostly complete, although there are a couple problems to fix before filming. Unfortunately there are problems which are truly beyond my control and I am unlikely to be able to solve. The ships are modded and while the vessels in the "film" so to speak use welded parts so i'm uncertain of their usability, but you can get their unwelded version below! KORMORAN The HSK-8 Kormoran was originally launched as the "Stiermark" but was acquired by the German Navy and converted into a disguised merchant raider which disguised itself as a merchant ship and was used for commerce raiding. The Kormoran sank 68,000 tons of shipping during its time in the ocean before fighting the HMAS Sydney. It was scuttled following the battle, in which it managed to sink the far more powerful HMAS Sydney. Progress on the ship-It is essentially done! Unfortunately due to the version of KSP i'm running 1.0.5 (for the reason of Kerbpaint working in that version for OS X), the NAS mod torpedoes just sink. Occasionally on launch the ship sometimes suffers failures on launch. DOWNLOAD Motor Boat(the small one on the deck) DOWNLOAD Small Lifeboat DOWNLOAD Action Groups 1-Activate the pumps and electrical generators 2-Fires the Port Torpedoes! 3-Fires the Starboard Torpedoes 4-Front Side Gun Toggle 5-Deck Front Gun Toggled 6-Deck Rear Gun Toggle 7-Rear Side Gun Toggle 8-Machine Gun Toggle 9-Mask Turrets (If unmasked already) 10-Unmask Turrets ; and ' turn the torpedo tube on the Port side - and + turn the torpedo tube on the Starboard side c and b turn the front side guns (the gun has a limited yaw, so to access other areas turning is required u and i turn the back side gun h and j raise the lower the flag ABORT-Scuttle the vessel HMAS SYDNEY The HMAS Sydney was an Australian Modified Leander Class Cruiser that had lots of success in the Mediterranean fighting Italian warships as sank two of them with little damage to the ship itself. She was headed toward Fremantle when she encountered the Kormoran. In the battle that followed, the HMAS Sydney caused serious damage to the Kormoran but at the cost of the ship itself—and all of its men. DOWNLOAD Additional Craft The many rafts, boats,and floats of the Sydney (welding recommended) DOWNLOAD Carley Float (welding Recommended) DOWNLOAD Supermarine Walrus Scout Craft @kapteenipirk's brilliant Walrus craft provides the scout craft onboard HMAS Sydney. For part reduction welding it is important. DOWNLOAD HOW CAN YOU HELP? Help find music for the video A potential logo for the project Help write the captions for the video (maybe?) (I don't expect anyone to do this, not necessarily) Help get Kerbpaint working for the newer KSP Version on OS X/In General? Q&A -reserved for anyone's questions-
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THE SATURNIAN NAVAL DOCKYARDS PRESENTS The Royal Navy Admiralty M Class WWI Destroyer This is the main project i've been working on the past few weeks, which once again shatters personal records at 804 parts and over 10K tons in weight. This is the first destroyer i've built. This is a replica of the Royal Navy's 85 Admiralty M Class Destroyers, which saw service during World War I. This replica doesn't have an decorated interior, but it has a very detailed exterior and travels at about the same speed as the real destroyers at about 34 knots, with working gun turrets and torpedo tubes. The Admiralty M Class Destroyer was 82 meter long. A couple were sunk at the Battle Of Jutland in 1916 and in several other incidents during WWI. Each ship carried 2 twin turret torpedo tubes, 3 single barrel QF Mark IV 102 MM guns, and two single barrel pom-pom guns. Subclasses under the class of ship include the names of the builders, the Yarrow M Class (and Yarrow Later M Class), Thornycroft M Class, Hawthorn M Classes. They displaced 1010 tons standard, had three steam turbine shafts, and had a complement of 80. Modlist-NAS, BD armory, WW2 Warships, tweakscale and kerbpaint. Hyperedit, vessel Mover, and Scatterer HIGHLY recommended. Action groups 1 Toggles the turbines, though they are activated by staging. 2 Toggles thrust Reverser 3 Detonates the Torpedo explosives, only use when the torpedoes are about to hit the very own target 4 Smokescreen-Doesn't do much, but it adds effects. 5 Toggles Fire Hose. DOWNLOAD It is recommended that you should switch to the probe core that the balancing tank is attached to, as it provides orientation of the barrel. The turret rotation is powered by reaction wheels getting power from fuel cells, so deactivate the fuel cells when you don't need them. The Torpedo Tube Turning is powered by the same principle. The balance isn't perfect, so you will have to use SAS to perfect pitch. You should also switch to the probe core on the very back for the orientation of the torpedo tubes. The torpedoes reach 20 M/s+ at top speed, weighing under 900 KG. Sometimes the torpedoes might break from impact on the water, so you might want to limit throttle when you send them into the water, since throttling up can be done later by the torpedoes themselves thanks to probe cores. Click "3" to detonate the explosives when they get close to the enemy warship. Here are more pictures and the gifs above, as well as the pom-pom projectiles (if you are serious about taking it into battle, replace them with something else, they aren't very good), and the smokescreen. I plan on part reduced versions and versions using less part consuming weapons and details, as 804 Parts is easily the near-limit for ships for many computers (including mine). I recommend NOT exceeding 2X Physics warp, there may be Kraken attacks... To put it into the water, activate hack gravity, and teleport it into the water with VesselMover/Hyperedit, then deactivate the gravity hack, then let it fall into the water. Some pictures above were also with MovieTIme ColorFilm and B&WFilm choices. If you find potential issues with this craft, please consider leaving a comment what the issue is and I will try to fix it. -------------------------------------------------------------------------------------------------------------------------------------------- ADMIRALTY M CLASS DESTROYER REDUCED PARTS This version cuts the part count to a fairly low 512 parts for use on worse computers. The turrets are less wonkier and the pom-poms have been replaced, as have the torpedoes with NAS/BDA versions. FLIR targeting balls are added for scouting and targeting. DOWNLOAD -------------------------------------------------------------------------------------------------------------------------------------------- QF 4Inch (102 MM) Mark IV GUN Subassembly DOWNLOAD The rotating gun, now for use on your own vessels to combat enemy ships! --------------------------------------------------------------------------------------------------------------------------------------- Pom-Pom Single Barrel Gun Small 7 part subassembly with a tweakscale projectile. Doesn't really do much. DOWNLOAD --------------------------------------------------------------------------------------------------------------------------------------- TWIN TORPEDO TUBES DOWNLOAD Twin Torpedo tubes, with turning turrets with pretty good turning speed. The torpedoes travel at over 20 M/s, though you need to click 3 to detonate the explosive nosecone. Use the SAS to your full advantage, the balance without it is wonky. It's pretty reliable, but I don't recommend dropping the torpedoes from anything higher than the destroyer above's height. --------------------------------------------------------------------------------------------------------------------------------------- Thank you for reading, I hope to build even more ships!
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The Saturnian Naval Dockyards Presents A Higgins Class PT Boat (Based mostly off the PT-658) This is the fruit of my labor since 1.0.5's release (also doubles as a early Christmas present for some), smashing personal records by clocking in at 678 parts, with a complete detailed stock interior while being able to scream past at (35 m/s) 68 knots at it's top speed (with the Panther engine afterburner activated) while being able to conduct swift maneuvers to evade all sorts of weapons. The interior is based off that of the PT-658, the only PT Boat left in operating condition. But first... Historical Background The PT Boat was a "Fast Attack Craft" used by the US Navy in WWII. They were Small, fast and inexpensive, but had limited armament, ineffective torpedoes, temperamental aircraft engines, and fragile construction. WWII PT Boats used advances in the planing hull design so they only displaced 30-75 tons, and reached 35-40 kts. This one was based off the PT-658, which displaced 47 mT, was 24 Meters long, and reached 41 knots, carrying 2 officers and 14 enlisted men, and entered service near the end of WWII. I had to take a few liberties to make it work and look well (It doesn't have the planing effect for example, and sits rather high in the water). Maneuverable! Propulsion 1 goliath for the main propulsion, 1 Panther to balance the thrust out, additional speed, and maneuverability. 2 Juno engines are added for wake effect (Credit goes to @Azimech for the inspiration). Action Groups 1 Toggles Engines 2 Thrust reverser on the Goliath (Fast stop, great for avoiding torpedoes!) It's time to go take a tour! First, the bow! A 37 mm cannon is mounted on the front, as well as 20 mm gun for attacks on air targets. Additionally, 2 8-Cell rocket launchers are equipped. .50 cal double barrel Browning guns are equipped on both sides of the ship. Four Mark 13 torpedoes are aboard the PTBoat for sinking enemy ships. The gif below shows a torpedo drop. The scene used destruction FX, which explains the flames, though there is little effect. The Torpedoes travels at 24-32 meters per second. Two depth charges are equipped on the very back against submerged targets. The depth charges will blow up on contact with the sea floor/enemy submarines.On the aft is a 40mm Bofors Cannon for attacking both aircraft and ships. On the very back is the smoke generator. Moving back to the front, we find the control area for the captain, and while not fully shown here, a radar for finding enemy targets and searchlights. Being Valentina is the charthouse containing well... charts and radar/radio equipment. No time to waste, it's time to visit the crew quarters! The ladder leads to the rather crammed front quarters of the ship. Many bunks are located here, as well as the kitchen. Not pictured is the ward, though nobody actually uses it. Behind the ladder are small arms for use by the crew members. The officer desk is located down the hall, as well as the officer bunks. The ammunition for the small arms are located in the lockers here. This is the officers ward. (Yes, the antenna/nosecone is in fact a plunger...) It happens to be sandwiched between two fuel tanks, which sounds quite dangerous, though it would be dangerous regardless of location if the fuel tanks were destroyed...Behind the wards is the engine room, containing the trio of Packard 5M-2000 V12 engines the very boat is propelled by. (Unfortunately, the engine room is only accessible from the command chair.)The very back contains the aft crew quarters, which have a different lay out than the front quarters, and also have a better ward. PT boats are for the fast and the daring, willing to take the risk by charging in close to the enemy! DOWNLOAD REDUCED PART VERSION 400 parts, faster, easier turning, tricycle base, but also somewhat harder to "sail". This is for those who simply cannot afford the above without crashing and your computer groaning. DOWNLOAD BOFORS 40MM Cannon This subassembly is from the main gun on the back, for use on other vessels of your choice. DOWNLOAD MINIMAL PART COUNT VERSION Here's the "minimal" version of the PTBoat, for getting the low-end computers to be able to run the boat without much trouble, as well as for those who want a smooth experience and appreciate the true speed of the PT Boat. The whole assembly has 218 parts, the PTBoat has 205. It travels 40 m/s on normal full thrust, 45 with afterburners, and is much lighter than the other crafts. It doesn't have much in the form of an interior, though most of the rooms are intact. DOWNLOAD BDA VERSION This version uses BDA for explosive torpedoes, and multiple guns from NAS and BDA to get the armament that the actual PT Boat has or at least as close to it. It even carries scuttling charges. It is based of the minimal version, but with torpedoes, so part count is about 280 parts. It is still very fast, despite the armament. Radars are also on board. Hopefully your battles go well! DOWNLOAD A wheel base is included in the download as well as a crew cabin, but it is much easier to get VesselMover or Hyperedit to get in the water, and Take Command is a good idea for getting the kerbals in the command chair in the first place. Scatterer provides the amazing water, which is something i'd also have in handy. Notes: While the PT Boat thrust is partially balanced by the Panther, it still is somewhat uneven, so don't list too much in one direction or you risk spinning around ridiculously. If you find any room for improvement, please leave a comment. If you think the craft deserves it, leave some rep if you enjoyed!
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Im looking for a naval craft that works in KSP 1.0.5 paramiters Less than 200 parts Easy to use Stock (may have BD armory)
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A TEMPORARY FIX FOR 1.6.X CAN BE FOUND HERE ATTENTION: Behaving quite stable now though, this stuff is still under development. Remember to read and follow ALL manuals below, and use it at your own risk. Naval Artillery System(NAS) is basically an expansion of the amazing BahamutoD's BDArmory, providing a set of naval weapon replicas and weapons used to attack naval ships from both side in WWII. It is still WIP, and not so detailed, we would improve that soon. PERHAPS The pack is now under development of a modding team named Kerwis, members of which are all from China. I am honored today to post this small expansion to you all! Our members: Models: Ben, BF2_Pilot, Edoaca, GeorgeDuty, Icecovery, ladeng, Minamion, sky92 Textures: Acea, Ben, GeorgeDuty, ladeng, Minamion, sky92 Import: BF2_Pilot, flywlyx, GeorgeDuty, ladeng, ouloul Configs: Acea, ladeng Technical Support: BF2_Pilot, flywlyx, GeorgeDuty, HoneyFox, ouloul, Summerfirefly Debug and DEBUUUUUUUUUG: All of us above, and Himidori Shuumoto Localization Supporters: Japanese: eboshi Russian: Next_Star_Industries, NISSKEPCSIM Simplified Chinese: Acea Spanish: fitiales Special Thanks: harpwner (for his wonderful firing effects) TheBeardyPenguin & TAPEGaming on YouTube (for their awesome Fall of Kerbin series and actual battle data for us to rebalance and improve NAS) REQUIRES: BDArmory Continued v1.2.0 or later. Older versions are not supported. Module Manager, an API by sarbian and all of you know what it is. RECOMMENDS: Hangar Extender, a plugin by Snjo, allowing you to build larger ships. Kerbal Joint Reinforcement, an excellent plugin by ferram4, which strengthens the link between parts. Large Boat Parts Pack, a warship expansion by Laythe and SpannerMonkey(smce), which give us easier access to constructing WWII and modern naval ships. Maritime Pack, a universal ship expansion by Fengist, which provides parts ranging from steam ships to escort/light carriers and new functions. SM Marine, a warship mod by SpannerMonkey(smce), including almost everything about modern naval building and battles. WW2 Warships, a ship simulating mod by Azimech, providing features like sinking simulation, which are quite useful in AI or multiplayer combats. COMMUNITY EXPANSIONS: MalFunc Weaponry, created by Themorris, with several modern naval weapons, useful for everyone who enjoys building warships. North Kerbin Dynamics, an addon by harpwner, providing nukes, Mk 45 naval gun, and a bunch of cool stuff. P.E.W, made by LORDPrometheus, with a lot of missiles, bombs and turrets based on actual American and Russian weapons. MORE WWII WEAPONS: Aviator Arsenal, a BDA addon made by tetryds, contains the most famous World War 2 aircraft weaponry. TUKE Attack Systems(WIP), an expansion pack for BDArmory by TUKE, adds several WWII aircraft weapons. Source code: https://github.com/SummerFirefly/ASW/tree/master DOWNLOAD: SpaceDock (Available on CKAN) Alternative: Curseforge INSTALLATION : Delete the existing CAL and NAS folders in your own GameData, then unzip GameData into game directory. DO NOT USE CAL ANY MORE WITH NEW VERSIONS! Part list (Updated Apr. 28th): Changelogs: Please tell me or PM my teammates if you have any questions or suggestions about this pack. We're glad to help. License: Firespitter plugin was released under Snjo's custom license.