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with a turret that goes up and down and rotates360 also do this for a mobile missile launcher see if you can hit some targets. 14.05.12also use a sunbeam laser and dont mount it on top of a jeep try to make a tank with 8 wheels and an armoured body like a real tank not just a mounted gun

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Very well! Behold and despair, ye mighty! >:(

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En garde! It\'s the Mobile Artillery! Run, for it knows neither mercy nor respite! Its relentless pilots face no worse fate than to fail!

Alright, substance now. It\'s mobile due to its low weight and the ever-useful vehicle mod thing. Can do 150 km/h on good terrain (with a good driver at the wheel). The CLAWs are used to lift the wheels off the ground; that stops the whole machine from rolling and provides a decent recoil absorption factor. Decent, but not enough - you need to correct your aim after every shots. That\'s where the missiles come in (there, and in disciplinary measures). The four missiles provide a crude iron sight of sorts; by aligning them correctly and looking through them, you can adjust your horzontal aim to compensate for any vehicle dislocation caused by the double-guns immense recoil. The first volley is practise rounds, basically tracers. The subsequent four double-shots are live ammunition with substantial recoil. The two rotatron arrays allow for the guns to be aimed both horizontally and vertically, without the wobbliness that would come with the use of hinges.

Oh, and did I mention the unseemly fate of those soldiers who would waste this glorious army\'s valuable munitions? After the tracer volley and the four live projectiles, the pilots are duty-bound to die honourably. Should they merely have missed despite their best attempts to destroy their target, their final task will be to ram their foe and dispatch them in that manner. Should they just shoot willy-nilly, however, and waste ammunition without even counting - then they will surely trigger the Mobile Artillery Vehicle\'s disciplinary apparatus.

Which is to say, the sixth shot blows the whole vehicle to smithereens. The honourable death would be to do so on top of the enemy, of course...but trigger-happy kerbals will find themselves going boom on the spot when they try to shoot once too often.

Now, say it with me: AAAAAAAAAAAAAAAAAAAAAAAAAAAH!

Edit: Now with actual image.

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  • 1 month later...

Apparently, the Kerbs have learned that Service in the Mobile Artillery is not the most humane of tasks. So we took their brains and turned them into computers.

BEHOLD! The Kerbal Mechanised Artillery Forces! Gone are pilots that make mistakes! Gone is the punitice self-destruction apparatus! Instead, we now have MULTI-TURRET WEAPON SYSTEMS! LASER-AND-LAZOR-ASSISTED TARGETING! FIRST PERSON AIMING! BLOODY BIG TRUCKS!

LOOK! It\'s the failed HORIZONTAL TURRET TANK! Its turrets may tilt the wrong way and be useless, but it makes for a good target!

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The VTOL-Assisted six-gun TILT TANK!

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The overly fragile ANTI-TANK TRUCK!

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The top-heavy but effective TANK DESTROYER!

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The experimental MOBILE MULTI-GUN PLATFORM!

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And finally! The proud mainstay of the mobile Artillery! The LIGHT ARTILLERY TRUCK!

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I had a lot more designs, some scarily big yet effective, some carrying as many as twenty-for guns. But I had to cull the part folder a bit, and those are no longer usable.

Anyways, let\'s look into the ways of the Mobile Artillery, using the near-perfect LIGHT ARTILLERY TRUCK as our example.

The LIGHT ARTILLERY TRUCK is armed with only a single Devastator Railgun and four live shells, but its light yet solid construction gives it excellent accuracy. The gun turret can rotate 360° and tilt from 0° to 90°. This means that the LAT cannot engage low-profile targets in its immediate vicinity; but if something is that close, then you can always just ram it. Or use the SUNBEAM LASERs, but that\'s cheating.

The eight CLAWs around its truck chassis prevent it from toppling over when driving, and can be thrust into the ground for stability and to elevate the whole structure, allowing the operator to aim above obstacles (Like a runway). It can do 30 m/s with relative safety, provided that one is careful on rough terrain, in curves, and when braking. The CLAWs can be used to bring the vehicle to an immediate standstill.

In front of the Gun Turret is the Target Acquisition Systems Turret. It too can rotate 360°, although aiming at 6 o\'clock does not work on account of the gun turret being in the way. Its double SUMBEAM lasers work to indicate the direction in which the shell will fly, serving as crosshairs when viewed through the Camera attachment. The LAZOR unit works the same way, with the added bonus of identifying targets and giving on-target camera view options. Using the SUNBEAM\'s auto-targeting function and aligning the LAZOR with them furthermore adds the option of highly accurate horizontal aiming even at longer ranges. Compensating for vertical drop requires manual input, though.

To demonstrate: Pictures.

The LAT with both SUNBEAMs and LAZOR activated.

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First person camera view, taking manual aim at an MGP. Note the On-Target Camera display confirming the aim\'s accuracy.

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Using the SUNBEAM auto-targeting feature on a nearby ATT. Note how the SUNBEAM aims lower than the turrets\' minimum elevation.

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From the last picture\'s position, firing a shell. You can see it explode behind the ATT, as well as how the LAZOR indicates that, due to recoil, our aim is now off and requires readjustment.

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Switching the Auto-Targeting to the MGP, and trying to aim the LAZOR (and, with it, the Devastator) at it.

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Missing the first shot because it went too high.

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Having retracted the CLAWs, missing the last shot because it was too low. Not how the explosion is visible in the On-Target Camera, proving that it was quite close.

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This also demonstrates the LAT\'s primary weakness: While multi-gun setups only need to hit the approximate location of the target thanks to their large are of effect, a single-gun LAT needs to hit the target dead on, or at least the ground right below it.

And to round it off, here is the Gemini Multi-Gun Tilting Artillery Platform. It\'s still under development, since it requires more top-mounted firepower to give it a less horizontal and more triangular firing pattern, but it works quite nicely. The dual-truck setup on VTOL hinges gives it twice the stability of Tilt Platform types carried by a single vehicle, and its wide shot pattern compensates for the lack of horizontal rotation options. The heavy recoil makes CLAW-based recoil absorption impossible, so instead you simply need to drive around to readjust the horizontal aim.

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That...won\'t work. Not really, anyways. IMHO, we lack sufficiently strong moving parts for heavy turrets, and non-exploding parts to make armour out of. As things stand, adding anything to act as armour will in fact only increase the 'tank'\'s profile and make it easier to hit, not to mention slower, more fragile, and more explosive.

In other words, the best Tank-Like vessel we can make is both hard-hitting AND fast. Blitzkrieg. Actually taking hits like a real tank? Not in this version, I\'m afraid. All weapons are highly destructive anti-tank weapons at the moment - being small and avoiding gettig hit in the first place is the only available defence. (Unless you count dodging, or preemtive strikes...or Point Defence!).

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I built a main battletank using modified damned robotics parts (modified so the wheels spin quickly).

You should probably expand the video, it\'s kind a low quality and it still seems to load quickly enough in HD.

The tank has a tank like shape, a com antenna, armor panels, 10 wheels, a turret, a driver camera, a gunner camera, a commander camera pod, a main railgun and a coaxial laser so it is very tank like.

It\'s pretty much like Mokingking said, it\'s pretty fragile and not that fast. I can\'t make it much faster without using a cart type addon or the crawler wheels since making a rotatron with a wheel on it spin too fast causes the whole thing to flip around. I could make a tougher one if I duplicated and modified a bunch of the parts and made them more impact and heat resistant. I might also try to make a MLRS type thing and maybe a few large warships some time this week though I can\'t guarantee that I will do that.

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I might also try to make a MLRS type thing and maybe a few large warships some time this week though I can\'t guarantee that I will do that.

So far, all my attempts at making an MLRS ended in lag. Laaaag. Also, all my rockets failed to fly straight (they went down in ballistic curves). Have you solved that one?

And on warships...my only function ship worked because I air-dropped it into the sea with parachutes. Is there another way? Making the ship fly before it can swim is...silly-looking. What parts are suitable for naval use, anyways?

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Unfortunately making a battleship is proving harder than I thought for all the wrong reasons though I do have a semi complete version. The problem I have is not related to handling, appearance, launching the ship or top speed on water, no it all comes down to the games preformance on my system. I only get somewhere between 5 and 10 fps with this thing and I didn\'t add the ammo yet! I don\'t think I will be able to share this version without replacing some things or getting permission from DYJ since it uses modified (slower for more precision) rotatrons on the turrets. I also had to modify (well duplicate and modify the copy) the wing looking parts to act as hydrofoils since the normal ones blow up when you go to fast (Just reduced lift and increased impact resistance and max torque). It uses some struts from the nova punch pack, parts from damned robotics, jellycubes railguns and engines from damned aerospace.

Without further delay I give you the 'Heavy Battlship MKII D' (I will give it a better name when I finish).

It\'s an album

http://imgur.com/a/L1Q4U#0

She is an amphibious hydrofoil battleship that has 12 railguns, and a top speed of 46 knots (that\'s 23.7m/s or 53mph).

Well back to working on an improved preformance version of the battleship, an up loadable (but possibly inferior) version of the new ship and maybe an MLRS!

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I have finished the battleship... for now.

I give you the Hydrofoil Battleship MK III posiden variant G

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I will attach a zip file with a lesser version of the battleship that doesn\'t use as many edited parts and one edited stock part that helps when making sea ships (really tough wing with less lift). I think all it requires now is the strut from Nova Punch, Jellycubes railgun and damned robotics though I could have missed something.

Nova punch

http://kerbalspaceprogram.com/forum/index.php?topic=4180.0

Jellycubes stuff

http://kerbalspaceprogram.com/forum/index.php?topic=4886.0

Damned robotics

http://kerbalspaceprogram.com/forum/index.php?topic=10662.0

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