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  1. To keep it brief, I would very much like to see a feature where it shows how much fuel your tank has even if it's just in the parts manager. Being able to have drop tanks such as those on the space shuttle without eyeballing it every time and wasting fuel would be great.
  2. Fox Defense Contracts is both in itself a mod and an Expansion of BDArmory Continued. The main goal is to add in much more tank turrets for both the ksp war communities and the creative community. This WIP is soon to have a full official release with a lot of changes coming soon. Mainly QOL and other changes that will bring a bit of freshness to the mod. (I think.) I would love to hear suggestions about what to add in and what to change. Requires: BDAc Project Runway V1.5.0 or later. Download Here: SpaceDock Link (2.0) Github Releases Link (2.0) - In case spacedock fails Installation: Delete any existing FoxDefenseContracts and FDC Armor folders. Then drag and drop the new one into the GameData folder. This is to decrease any incompatibility issues or any parts not found issues! Changelogs: Update 2.0 Military Expansion - Added 38 new turrets - America (M109A6, M163) - Britain (Challenger 2, Chieftain Mk10, Comet-1, Conqueror MK2, Crusader AA MK2, Falcon, Marksmen, Rooikat ZA-35) - China (PGZ09, PTZ89, WMA301, ZLT11, ZSD63, ZTZ99_Stage_III) - France (AMX13-105, AMX13-FM, Amx-30 DCA, AMX-40, E.B.R, Leclerc) - Italy (Ariete, M14/41, Centauro 120, L3/33 CC, AB 41, 47/32 L40, M42 Contraereo, R3 T20, OTOMATIC) - Japan (Type 10, Type 90, Type 16, Type 74 (E), Type 87 RCV,Type 87 AA) - Sweeden (Bkan 1C) - E.R.A is back and functional - Bullet Def changes (Plus if you're using the older version of BDAC Runway such as Version: v1.4.6.2 then you'll have that versions Bullet Definitions as well in the github page) - Redone Ammo Box Texture - Added MMPatch for BDAc Armor parts to use FDC armor textures. - Added AGM-119 Penguin Missle (+ 1 hidden fun missle) - Lots of balance changes to turret rotation speed, fire rate and other misc stuff - Removed Sounds (Ready to fire, reloading sounds) Update 1.4 Sweden's Uprising - Added 9 new turrets (Elden40, Luft42, Luft9040c, Pvkv43, Spjfm43, Strids42Delat, Strids74, Strids101, Stridsvagn122B) - Ammo box fixes with missing ammo - Check the Github page for x256 textures for reduction - Quality of life changes. Such as Placing bullet definitions in respective nations. - Bullet def changes. Update 1.2 Germans Strike Back - Updated to new verions of BDAc Runway Project 1.4 and Above - Less configs, Less turrets in menu. - WARNING turrets name have changed so most will not load with old names. Open .craft files and edit the turret names to match new names. - 7 new tank turrets (DickerMax, Wirbelwind, SdKfz5cm, Ru251, Panzer2C, Leopard2A5, Leopard1) - Redesign Flak88 - Removed Pak 36/40 - Bullet def changes - LEGACY Ammobox Removed Update 1.1 American Frontier - New sounds - New Ammo - 7 new tank turrets (HSTV-LT, M4 Sherman, M42 Duster, M103, T34, M4A3 Sherman 105, M24 Chaffee) - Fixed up Bullet defs for a few tanks - LEGACY Ammobox for fdc is still in until next release. *Official 1.0 Release* - Modern turrets added (M1A2 Abrams, T-64, BMP3, Bradly) - Reduced amount of CFG files, and reduced their sizes - All turrets have descriptions - Ammo Boxes have been changed -- Legacy Ammo box is still there and will be removed in next update! Version 0.9.0: General Update, The last WIP update - More Armor pieces for FDC_Armor, 1x1 half pipe, quarter pipe, 45 degree pipe, 2x1, 0.5, 1.5, variants as well - Added Landmines (beta test, works relatively well.) - Refined folder structure - Added in AA Variants, 76mm 50mm 40mm and 37mm (Bullet cfg and resources has been added. Version 0.8.0: Graphics update 2, The Electric Boogaloo - Mainly went from PNG to DDS (Massive loading and Memory Reduction) - Added in The KV-1 Turret as well as M36 Jackson Slugger Turret (With respective Resource and Bullets CFG Changes) - FDC Armor has some new panels 2x3, 2x4, 2x5, 3x4, 3x5, 4x5, 5x5, 1x5, 1Hx5, Slope1x5, Slope5x5 0.7.5 The Radio and Lights Update - Some turrets features lights that do shine and track with the turrets movement - Turrets that have an antenna or module that sticks out like one has a feature to receive radar Data - License changes. Version 0.7.0: Graphics update - Graphics changes for most turrets (Added bumpmapping) - Added in the Sturm Tiger 380MM canon with BulletCFG and Resources updated - FDC Armor got some changes to textures, native texture switching. (6 Textures to choose from) Version 0.6.0: Artillery update - Fixed some sounds - Added in 5 new guns (SU-5, SU-14, M41HMC, Sexton, StermPanzer II ) - Updated bulletscfg - Updated Bullet resources Version 0.5.5: Tank Destroyer Pack - Added in new guns (FCM36Pak, FT_AC, Marder38T, PanzerJager I, StugIII, T3HMC, T56GMC, Tortoise, UC2Pdr, ValentineAT) - Fixed Batchat25T - Removed E.R.A part until a fix is made - Changed a few numbers and variables, so just re-add the turret onto your tank for the changes Version 0.5: An Epic Update - Added 26 New Turrets to the mod - Scaling changes again - weight and Ammo changes - Tank turrets added (7tp, amx50B, AmxElcBis, Arl44, Batchat25T, Chi-nu, Chi-Ri, Cromwell, Is-2, M10 Wolverine, M18 Hellcat, MBT-70, O-I, Panther, PantherII, Panzer III ausf J, PanzerIV, Panzer 38T, RenaultFT 13.2mm, ST vz. 39T, Su100Y, T92HMC, T-95, Tiger I, Type-97) - added a universal Ammo box for FDC - New armor panels Version 0.3.4: Compatibility Update - Updated for BDAc 1.1 and 1.2 Version 0.3.2: Soviet Pack - Added 6 New Turrets from Mother Russia - Full Scaling changes across all turrets - Tank Turrets Added (BT-7, T-34-85, T-44-122, T-54, T-10/IS-8, KV-2) Version 0.2.3: Semi-Scale Fix (Plus more) - Added 1 new sound - Added The FV4005 Stage II Turret (Death in yo face) - Made some scaling changes to some turrets, expect more in the next update! - Added an ERA Moduel. Currently it doesn't have much use except for props. Expect a new BDAc update to make this module functional. Version: 0.2.0: Bullet variety Update! - Added M60A3 105MM Turret, and 120MM turret (Stat changes) - Added Bullet Definitions and Penetration values for all tank turrets - There are now new bullet types for the older turrets resulting adding tons of turrets for variety. AP, APDS, APC, APCBC, HE, HESH, HEAT, HEATFS, APFSDS, etc Version: 0.1.1: - Changed T57 Shell weight, Shell velocity, and minor turret speed changes to Real life values. - Changed T26E4 Shell weight, Shell velocity, and minor turret speed changes to Real life values. Version: 0.1.0: Added: Lots of Sounds Crusader Flak88 IS1 JadgPanther JadgTiger(128MM) M3Stuart Maus Pak36 Pak40 ShermanFirefly ShermanJumbo T26E4 T57 TigerII TOGII* More to come! Videos Featuring my Mod!: Lights: These are mainly the turrets that have the lighting system. Special credit to Kerbin Nerd123 for a lot of the values for tanks turrets such as bullets and turret rotation speed! License:
  3. Hello Everyone! Well here it is. Epic Tank Battle requested by francescorusso1986 & OG originalgrahamster. Big shout out to them for coming up with the idea. This took me a little while. Well I managed to perfect the firing since my sniper video. Turning off engine gimble helped. Also changing to the round probe really made a difference. Due to no moving parts I had to adjust shots by engine power. Had issues with wobbly wheels affecting the shots so had to work round that too as was getting miss fires. The other issue was kerbals de spawning so each tank had to be slightly different. The music track came from a album my mum had when I was young( about the same time you were born francescorusso As soon as you guys requested the video I already knew what music is going on it, copyright claim or not lol. Anyway hope you enjoy it. Made in KSP 2 Kerbal Space Program 2 Tanks will be available to download at the KSP Forum. Thanks For Watching You can download both tanks here: https://drive.google.com/drive/folders/1g5bGdPmociXRR9goVV6kvZsiC4R1Q82S?usp=sharing
  4. Space Shuttle Engines (SSE) Space Shuttle Engine (SSE) pack by Klockheed Martian Engine Manufacturer - for Kerbal Space Program. By zer0Kerbal, originally by @dtobi and then by @sarbian adopted with express permission and brought to you by KerbSimpleCo About the pack by @dtobi Parts: eleven (11) engine parts X0, X2 and X3 Space Shuttle Engines X4 Linear Aerospike Engine Orbital Maneuvering System (OMS) Engine Double - Orbital Maneuvering System (OMS) Engine Shuttle Shoulders attachment point for OMS Two big 2.5m engines. One can rotate (check action groups and context menu) sixteen (16) tank parts Four tank shapes in four different sizes (16 parts in total) six (6) other parts Two fuel controllers for controlling fuel lines' flow Radial mount for shuttle engines Example Craft The example craft are supposed to give you an idea how to setup the engines, fuel controllers, tracks, etc. Atlantis and Endeavor require Procedural Wings and B9 Part Switch. Explorer requires B9 Part Switch. See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages See full Imgur Album This is a tutorial series about building and handling your own space shuttle in KSP Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Klockheed Martian Ltd (KM/L) Suggests other addons by Klockheed Martian Ltd (KM/L) Space Shuttle Engines Asteroid Cities (KM/AC) Special Parts Division (KM/SPD) Addons that benefit Space Shuttle Engines (SSE) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kerbal Joint Reinforcement (KJR) On Demand Fuel Cells (ODFC) TweakScale (twk) Supports Procedural Wings B9 Part Switch Either 3 Module Manager Module Manager /L Tags parts, control, graphics red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @dtobi for creating this glorious parts addon! @sarbian for picking up where @dtobileft off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  5. ..why not? I think it's a game changer. Think of the incredibly creative sci-fi designs! PS: Hmm, I wonder if this could be done with wings containing fuel.
  6. Add details and dimensions of parts (e.g. fuel tanks) as in Making history I and many people probably like to build compact rockets rather than taking a lot of extra fuel or emptying a tank because you couldn't find smaller tanks of the right profile. Since its introduction the medium 1.875m size parts have been present in many of my crafts. And the Huge 5m parts are extremely handy for interplanetary travel and taking out huge structures without too much hassle I don't think making another size tank will be harder than the other features, but it will increase the creative space for players from the very release of the game and in its base set. I hope for understanding
  7. Download on Curseforge or Github or SpaceDock. Also available on CKAN. KGEx Brings you: ISRU Thanks But No Tanks (QBTT) Module Manager config patch to allow mining and converting Ore without storage tanks by adding a small amount of Ore storage to all ISRUs. Available on CKAN as ISRUThanksButNoTanks. Supports ISRUs in Stockalike Mining Extension by @SuicidalInsanity. CKAN: StockalikeMiningExtension Adopted by @zer0Kerbal, originally by @QuickBASIC Cabin notes: WIP - work in progress Am open to adding more features, great project for someone! I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. Discussions: See Discussions or KSP Forums for discussions and news on this mod Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager Recommends Kerbal Change Log Stockalike Mining Extension Suggests SimpleConstructon! (SCON!) SimpleLogistics! (SLOG!) Not So SimpleConstructon! (NSSC) Keridian Dynamics Vessel Assembly (KDVA) The Gold Standard! (GOLD) Stork Delivery System (SDS) Komplexity (KPLX) KaboOom! (BOOM) another way to not go to space today Solar Science (SOLS) Stock Inline Lights (SIL) Mini Sample Return Capsule (MSRC) Pteron (MSRV) Solar Science (SOLS) Jack-O-Lantern (JACK) MoarKerbals(MOAR) On Demand Fuel Cells (ODFC) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) More Hitchhikers) (MHH) Biomatic (BIO) B9 Stock Switches (B9S Oh Scrap!: ScrapYard: DaMichel's AeroRadial (DAR) DaMichel's CargoBays (DCB) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) Simple Cargo Solutions (SCS) KerGuise Experimental Engineering (KGEx) Kerbal Changelog Community Resource Pack Supports Kerbal Change Log Stockalike Mining Extension Conflicts none known Replaces none Tags addon, resources *red box below is a link to forum post on how to get support* Credits Legal Mumbo Jumbo (License) Current Forum: Thread Source: GitHub License: Original Thread: none Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v1.0.0.0 original: 11 Aug 2018 0K updated: 06 Sep 2021 zed'K
  8. *cough* So i decided to start this discussion to help fellas creating and developing Ground Vehicles to be used competitively in BDArmoury ground combat. Most of the thread i found after browsing the forums mostly help with Planes but i never saw anything related to ground vehicles. So therefore this thread will be the place. Now i'm not an expert in KSP BDArmoury ground combat however, the reason i make this so that far experiences player could share their techniques and way. This will certainly help evolve the BDArmoury ground combat. Now let's start with my techniques on developing competitive techniques: 1. Off-set Building. Basically you put all of the part of your tank into the root part. The Purpose of this method was to prevent krakening. By putting all part in your root part, when the BD Shell hits and destroy one panel, other panel wouldn't be affected because they technically aren't connected to each other. However, the cons of this method, was that it was time consuming and when the root part is destroyed, the vehicle will fall apart. 2. Sloped Armour Sloped Armour with BDA Panel works the same way as IRL sloped armour. it helps both deflecting round and increase thickness and potential of the armour. 3. Compartment Spaced Armour To prevent the root part being destroyed and due to how Armour panel works, Compartment Spaced Armour works like a charm. To do this, all you need was to create a compartment inside the Tank chassis with the Armour panel, and to further increase the tank survival ability, You put other stuff inside that compartment, such as Fuel tank (to run the fuel cell), Ammo Storage, Batteries and more. 4. Composite Reactive Armour Using IRL tank such as M1 Abram and Challenger 2 for example. Those two tank uses composite armour called Chobbam. From what i've been researching, the Chobbam's Unclassified composition is made out of Concrete sandwiched between 2 steelplate. So therefore, if we uses this method In KSP, it should look like BDA Armour Panel + KSP 1x1 Stock Panel/DLC Panel + BDA Armour Panel. Basically sandwiching Stock Panel and BDA Panel with the Stock Panel in the middle. From my experience, KSP Panel both Stock and DLC works like a reactive armour while the BDA Panel works like a regular panel. So therefore, after the BDA Shell penetrates the first layer of armour, it will hit the KSP Panel and the KSP will explode. However, from my testing, when used this way, The KSP Panel could damages the BDA Armour panel so used cautiously. My Recommendation would be used Compartment Spaced Armour and then using the Sandwich armour in the front, mixing it with non sandwiched Spaced BDA Armour and then using Another Reactive armour like how the Russian's T-90 tank uses. 5. Softkill and Hardkill APS What i mean by Softkill and Hardkill APS, is that using BDA Jammer to prevent or at least make it harder to lock onto your tank with missile. And using Turret (Such as the 30mm Chain turret or the M20 Vulcan Turret) for Hardkill APS like a CIWS system. This way, killing your tank with a missile will be somewhat Harder. 5. Power Unit and Wheel From my experience, most competitive lads would uses either RoveMax Model M1 or TR-2L Ruggedized Vehicular Wheel. Those two wheels both have pros and cons. First one with Rovemax M1. It has a great acceleration rate and consumed less power than the TR-2L Wheel. It also have a great suspension system compared to the TR-2L. However the cons of the M1 is that it has a lower top speed, narrower surface which leads to instability at higher speed than the TR-2L. To fix this was to duplicate the wheel so it has the same surface width as the TR-2L. This would increase the acceleration rate and top speed however, the power consumtion rate and the price will be so high that it became worthless. TR-2L meanwhile have a lower acceleration, high power consumtion rate, and a mediocre suspension compared to the M1, however, the surface width of the track is wide enough so that you won't need 3 tire layer on one side jsut to have a grippy vehicle. For maximum speed from my experience, usually many competitor uses Juno engine and TR-2L, while some use Juno and M1. However, running on just battery isn't gonna last that very long especially you need the battery to run the vehicle and the track. To generate the power for the battery, i usually uses 4 Baguette tank and one large Fuel cell. This is enough to prevent draining power from the battery once you're on full speed with the tank using just the track power. If you have more tips and tricks to min-max your ground vehicle, please reply PS: Sorry for the grammar.
  9. The gold spherical tanks look awesome, but a 6.25m diameter is too small for anything but a micro lander. It would be great to have them in 1.25m and 2.5m (and maybe 3.75m) sizes. They could be used to make more practically sized landers and also be used to make fuel stations and mining bases look way cooler.
  10. So I wanted to Hype up for KSP so i took some mods (Much mods) and played i Created a mun base and noticed i cant use the Swivel Engine and some Thrusters in General or I cant Change how much fuel is in the Most Tanks Which mod is causing this? https://imgur.com/q9sGfUa On This Picture you can See that i cant do it https://ibb.co/WH4QRvy Here you can See what mods i have installed Just Tell me if you need more information
  11. Is my game bugged? What happened to kerbodyne fuel tanks? They don't seem to fit into anything anymore, I don't recall having this problem with older versions of the game. [snip] this is very upsetting to me. Even the biggest engine in the game is too small for kerbodyne fuel tanks right now. I'm so triggered right now that I went out of my way to creat a forum account just to report this.
  12. Hello! I'm having a problem that's maing the game pretty much unplayable (unless you're crazy enough to play only with SRBs and the twin boar that for some reason does work). All stock fuel tanks (be it liquid fuel+oxidizer, only LF, monopropelant or xeon gas) apear as purely structural/ornamental parts. Idon't know if it's a mod that causing it (didn't open the game before installing mods) or what. This is a fresh instalation (new PC stopped working, had to go back to old one that didn't had KSP installed). Images of whats happening: https://imgur.com/gallery/rUELK The mods list, add kopernicus (it didn't fit): https://imgur.com/gallery/oKV4K The game is pretty damn hard without liquid fuel Oh, also Strategia is showing me the Kerbal system strategies and I have installed the Galileo´s Planet Pack.
  13. Does anyone know a way to animate containers? ie: container or tank animates as you fill it? BahamutoD used to have plugin but I don't know anyone has updated it or done anything similar.
  14. Hey everyone this thread is dedicated to the Ironmongers of Kerbal Space Program. Submarines, tanks, strike aircraft, gunships, artillery, real life recreations, fantasy replics or something of your own making. If it can make the KSC go boom post it here! I'll post first. https://kerbalx.com/GillyMonster/Manticore-Rocket
  15. Hello to all! I'm new to KSP forums and have been playing KSP for about 3 years. While my skills at navigating the Kerbin system remain subpar I recently found I have a pentiant for recreating Ground Vehicles from Warhammer 40k. That said I've been posting the craft files to KerbalX, showcase videos on YouTube and albums to Imgur. On Imgur I seem to get troll bombed with a couple down votes almost immediately with no explanation or suggestions as to why. I typically link KerbalX and YouTube in the Imgur albums...can anyone give me some media posting tips? I'm not looking to start an internet career, I just want to share my creations with other KSP fans. Is this the place to do it? My Imgur profile: https://imgur.com/user/GillyMonster KerbalX: https://kerbalx.com/GillyMonster Youtube: https://m.youtube.com/user/XBoomFrogX
  16. The first of three installments of the Iron Horses series, and also my first story here anyway Enjoy, Kenji ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- We wake up to the same sound every morning. Constant gunfire. The axis have pushed us back and we were the last ones, the last five left from our squad. We peer from the trenches to see the dust settle, the carnage that lay before me is nullifying. I couldn’t breath, freinds lay before me soaked in their own blood, I fell to the floor. Sarge pulled me up and we got back in the tank. We moved on as if nothing happened, it felt wrong, I stared at the floor in despair. “It’s not your fault” spoke a whisper, I look up to see Karl loading the next shell ready just in case, he repeated harsher this time, “It’s not your fault, look alive then” I started with a look of desperation at him, and simply said “How can I know on that we could have saved them?” He proceeded to ignore my question, maybe he thought it was rhetorical, but who cares anyway. He began to tell me a story about a mission in that he was the sole survivor due to a local taking him in and helping him recover, suddenly Ernst, The commander of the tank, turned and screamed “BRACE!” slamming the roof shut. It was then we were hit, a lone Panzer of in the distance had shot out the track, we fired back but to no success, we were out of Armour Penetration Rounds and only had High Explosive left, the second shell hit us and Ernst was flung from his seat into the tanks underlay, we were in grave danger. Our radio operator James was already on the lines calling for assistance, he flicked through the channels all to be dead, just plain silence. It all fell away in the blink of an eye. I knew, I knew what was to happen next, I was going to die here. I think we all knew it was our time. Time ceased as the third shot was fired, the tank was ablaze. Now I am the only one left, some time has passed but these scars may never heal. As I was dragged to the bomber I felt nothing, it was all a blur, where were they? Where was James? Where was Ernst and the other crew? The machinegun fire faded away and the humble whir of the bombers engines was all there was as I was flooded by medics and emergency personnel, I was loosing blood fast, as the plane dived to perform a landing I blacked out. We had landed in US soil and I was at last safe from harm, nothing could hide the nightmares I keep having as I see the massacre over and over, men cut down like butter to a hot knife, they fell to the MG fire of the Germans. I needed to go back. I needed to fight again. I was given the privilege much sooner than hoped and was back to the hangar within a week, as the new commander of my squadron I was the oldest and most experienced commander of the squad, and the only one to see combat. I felt a despair in my heart to see so many young men, I knew what lay ahead. We marched on and waited at the mouth of the Gulf and marched on to the desert, we were immediately met with enemy Panzer fire, we took cover to identify the primary targets, sure enough there it was! The prized Wüstenfuchs in his Tiger I tank, we crawled forwards slowly, a thunderous sound rang through the desert valley we had been spotted “M3 DOWN!” screamed Jacobs the Tiger had begun its assault, followed by its ensemble of Panzer VI’s. We fell like flies. We returned fire, “600 meters and counting commander!” I gave the order and we destroyed two of the six Panzer VI’s it was not met without consequence as the Tiger was beginning to flank the right as the other three Panzer VI’s flanked the right, the coms were wild, I begun to fade out and imagine back in France when I lost everyone “ORDERS COMMANDER!” exclaimed Jacobs, “Never back down advance and push forwards” I commanded the remaining tanks. We began our assault on the Tiger and managed to cripple its left track and before I could react the Tiger fired dead at the center of our right armour and dazed the crew, I couldn’t see anything just a blur of sand and steel, a sharp ringing in my ears, our gunner Reynolds was dead, I took his duty and unloaded a shell into a hull of a Panzer VI sending a flurry of shrapnel everywhere, we had the upper hand at last! I heard a ringing again getting louder and louder, the commander of the Churchill next to me screamed at me with the full force of his lungs “Stuka!” I look to the sky in horror, a haze of yellow and white screaming at me with the full power of its engine, they began their strafe of our light tanks, dropping bombs and firing their cannons, it looked grim. I saw the Tiger behind the rocks slipping away, “Load the damn gun Jacobs” and sure enough he loaded the cannon, I took a breath and time slowed, I squeezed the trigger releasing the shell full force into the ammo racks of the Tiger, it was no more. I had won. I clambered out of my tank and looked around, I was copied by the remaining tank crews. We rejoiced for now as we had won!
  17. It seems that there is an important number of tank and armored vehicles lovers there so it makes me think to share my pictures of the Saumur tank museum where I went in 2013. That museum was particularly interesting with their operational Pz VI ausf. B and also their Schneider CA1 (now the oldest operative tank in the world as it's from 1916). My only regret now is to haven't took much more pictures of some vehicles and all the others I missed... Some of them also really are of a bad quality () as I used a 2006 small camera at the time. --- The 1918-1940 French tanks exposition. Saint-Chamond WW1 tank. Renault FT "Female" tank with its 8 mm Hotchkiss machine-gun and a "Male" 37 mm cannon exposed in front. Renault B1 Bis heavy tank. With its 75 mm anti-fortification cannon, its turret 47 mm anti-tank and an impressive armor it is still considered by many as the best tank of at the beginning of the War. Alas, its crew of 4 was unable to keep a good efficiency with its poor internal conception and a bad repartition of the task. The tank commander was alone in its turret, having to give orders, aim the cannon, fire and reload it. It's easy to imagine what a mess it quickly became. Without forgetting that only the leader tank got a radio onboard for a link to the commanding officer, the others still having to use flags and hand signs to communicate between each others. Somua S35. --- Germany and Axis 1939-45 collection. Panzerkampftwagen VI Ausf. B Tiger II a.k.a "King Tiger" (Konigstiger). This last nickname became legendary with the time but alas was never used by the Germans. The unit present here is one of the very last still operational. The museum crew is keeping it in a perfect shape for its yearly demonstration. You can even enjoy a traditional oil leak! 15 cm Panzerwerfer 42 auf Selbstfahrlafette Sd.Kfz.4/1 based on an Opel Maultier ("Mule") with another 6 tube 15 cm Nebelwerfer. This vehicle variant was mostly used by Waffen-SS units. One legendary Sd.Kfz. 251 in its 251/7 Pionierpanzerwagen variant. One famous 7.5 cm Pak 40 cannon is visible just behind. Panzerkampfwagen V Panther. Shamely this is my sole picture of the Sd. Kfz. 2 Kettenkrad. Easy to see here why so many guys killed themselves while driving it at more than 80 km/h. Sd. Kfz. 135 Marder I tank destroyer. Sd. Kfz. 124 Wespe 10.5 cm self-propelled artillery vehicle. 5 cm Pak 38 (L/60). Panzerkampfwagen III ausf. H and what I could get of its turret. Panzerkampfwagen II ausf. C and its Panzer III bigger brother to compare their size. 2 cm Flugabwehrkanone 30. One of the poorest light AA cannon of the conflict in this variant of 1930. Panzerkampfwagen VI ausf. E Tiger and its Totenkopf officer model. 2 cm Flakvierling 38. Despite the lack of "punch" of its 20 mm round against the specialized and armored ground attack aircraft it still was a nightmare for the Allied crew at low altitude. The impressive 155 mm self-propelled artillery vehicle Sturmpanzer 43 a.k.a Stupa by the German troops. Like the "King Tiger" it is know more well know under the nickname of Brummbär (Grouch)... which again is a nickname from the Allied forces. This one got hit in 1944 by four different shot of 75/76.2 mm shells that created an intern detonation, initiating its 155 mm munitions and blowing the casemate away. Impressively it was recovered by another crew which return it to an operational status for the rest of the war. Panzerfeldhaubitze 18M auf Geschützwagen III/IV (Sf) Hummel self-propelled 155 mm howitzer. Fiat Carro Armato M15/42 from the legendary 132nd Armoured Division Ariete which fought in northern Africa. Impressive to imagine how these guys were courageous to keep on fighting in these tanks from another age. --- The Curiosity Room Colonial helmet. Rocket Propelled Grenades. Panzerfaust 30 and 60. Multiple 105 mm shell of fin stabilized kinetic energy penetrator. Stabilized shell (actually a wind tunnel model) and a U.S 106 mm recoilless round at the right. 40 mm Armour-Piercing Fin-Stabilized Discarding Sabot - Tracer. A belt of 20 mm rounds from one French AMX-30B2 Main Battle Tank co-axial cannon. 127 mm rounds. One 105 mm M1 High-Explosive shell. A HEAT shell is on the upper left and another rocket assisted HEAT round is on the right. Euromissile HOT 1 (Haut subsonique Optiquement Téléguidé/High Subsonic Optical Remote-Guided) anti-tank missile. Crazy configurations of Aérospatiale ENTAC (ENgin Téléguidé Anti-Char) anti-tank missiles. Leichter Ladungsträger Goliath remote controlled demolition vehicle. Humber Hornet with a dual Malkara anti-tank missile launcher. Volkswagen Typ 128 Schwimmwagen. Another APFSDS shot. Euromissile Roland surface-to-air missile. Original poster of the awesome movie The Beast (La Bete de Guerre in France). I was about to keep on posting the others pictures but just discovered that all the work I made this morning to replace them on Imgur were not saved... so I will remake it tonight and post them tomorrow. There is the Warsaw Pact room, Allied Room, French Room and the last room of other nations with some beautiful pieces (including my favorite MBT).
  18. I had a thread with a bunch of WW2-era themed craft (Mainly planes) but I never provided any pics for it.... But in this new thread, I'll be posting all the craft I've made that's as close to a replica or a recreation of the real life thing, or something that was inspired by it. Within each link I provided a little backstory/advertisement for my craft, as well as stats, payload, and armament I'll be posting mostly WW2-era themed craft, as I find them easier to make compared to modern-day jets. But I have a few I'll be updating this as I get each craft finished/screenshot. THREAD RULES AND SUBMISSION REQUIREMENTS AIRCRAFT: Sorry not sorry for the long post, but it'll only get longer
  19. I've updated to 1.2 and for some reason the physics behind bdarmory have changed, back in 1.1 they seemed to work fine. I'm having issues with KSP/squad parts not absorbing damage properly. I built a tank out of structural panels and changed the file on the structural panels to have a higher damage protection rating. The problem is, bd armory is shooting (even with very weak guns) straight through the structural panels and completely killing the inside of the tank with 1 shot while leaving the outside in slightly damaged condition. This was never an issue in previous versions, the other versions seemed much more realistic.
  20. It would be nice if we could disable the automatic fuel crossfeed system that always steals fuel from the closest adjacent tank. You can choose whether or not fuel passes through a decoupler, but there's no such option for crossfeed between tanks. My second stage was a bundle of 7 orange tanks with Mainsail engines, but some of those tanks were probably considered to be "closer" to certain particular other tanks due to tiny floating point rounding errors. The result was that some tanks were running out more quickly than others, and I suddenly got an asymmetric flameout with empty tanks on one side and half full on the other. I know I could solve it with fuel lines, asparagus staging etc. (and I probably will since it will be more efficient), but it would have been nice to simply disable this crossfeeding. Just add an option to each fuel tank to optionally isolate it from adjacent tanks, like the option to let fuel pass through a decoupler or not.
  21. I'm working on a vintage rockets mod. Why another rockets mod you might ask? Several reasons: - exploring dead end concepts of rocketry that include exotic fuels, hybrid rockets, tank clustering, big dumb boosters, square tanks and couple of others weird ideas - introducing more complication into building and operating rockets that is of a different flavor than RO/RP-0/RSS stuff - I want to concentrate on chemical rocket propulsion only, mostly because I find using LV-Ns or near future engines a little bit too easy and then there are plenty of super cool mods for that , other reason would be to introduce sensible and limited isru operations later on - my main goal would be to supply different paths for early-mid career so yah science tree overhaul is pretty much guaranteed - for now I'm focusing on 1st stage SL engines and tanks - just to answer in advance any questions about interoperability with another mods - I think it will be very limited. This means incompatibility with most stock parts, CTT, CRP and other parts pack (different mounting points) so yah this would be pretty much a closed mod No images yet since I'm at 2d drawings stage, so just a historical engine for now:)
  22. I somehow never released these. Here they are, better late than never. (Why Can't I get links working? Copy the download URL and paste into search if it's not hyperlinking) Tiger II: https://www.mediafire.com/?809bd7fmc3rp3yi Jagdpanther: http://www.mediafire.com/download/7xstj37attkco7e/Jagdpanther.craft
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