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KIDI- Kerbal Interplanetary Defence Initiative


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I've completely given in on trying to properly armour my ships. Yeah its possible but takes hundreds of parts, ruins the dV, and a tube of metal plates with some SRB missiles is so ugly it hurts.

exactly... it increases part count, it increases weight, it decreases DV and maneuverability, and for what? so you can bounce some oscar-B missiles? any serious torpedo is still going to blow your ship to pieces. armoring is really not worth it...

although I have to say ive seen some pretty good looking tubes of metal plates filled with srbs. not all of them are ugly.

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5 tons... how quaint.

standard ordnance for my newer ships is this compact 25 ton bad boy lol.

http://i508.photobucket.com/albums/s321/Khobai/spacebomb_zpsrraxiigg.jpg

Ladies, Ladies, lets all calm down... I beat BOTH of you anyway, Meet the new 250 ton olympian class ballistic missile. This monster will be on my new missile defense grid. It carries 8 medium armor piercing rounds and a massive splinter round to finish of even the toughest capital ships. There is also a mun based version. (I think I won)

PS: I know its a MIRV but its gonna go on more than a few capital ships so I considered it a round...

Hm7F3Rl.png

df7NlWt.png

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My new Marathon Class defense platform, I was gonna send up more but my computer can't take it. If my upcoming K.A.W. series catches on and people like it then I'll buy a better computer so that I can ramp up the part limit from a measly 400-500 to a whopping 2,000-2,500 parts.

Anyway, back to the Marathon... Its designed to carry 3 destroyers as well as its own defense drones for protection. It can hold a crew of 12X16 + 5, so it will never be filled with kernels :P

I like doing big ships but its very hard to get them into orbit.

PS: this was originally designed to hold the olympian class ballistic missiles but I decided I'll just plop those onto a moon somewhere.

PPS: Trailer for Series One COMING SOON

kRAJdEJ.png

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Exactly... it increases part count, it increases weight, it decreases DV and maneuverability, and for what? So you can bounce some oscar-B missiles? any serious torpedo is still going to blow your ship to pieces. Armoring is really not worth it...

Having now made two fully-armoured ships, I have to say that I concur. Particularly in light of various people comparing the size of their phallic imagery above.

although I have to say ive seen some pretty good looking tubes of metal plates filled with srbs. not all of them are ugly.
I can guarantee you that you're not about to see two more.

And so, on to the pictures! First, the E1-1 'Emergence' Class Light cruiser, as promised:

screenshot2.png

Pictured here in its natural environment, crashing towards a planet. Though this experminet did make me wonder as to what the actual point of heat shielding is, as even the basically unshielded parts escaped from this unscathed (except, I think, the two Clamp-O-Tron Sr.'s, and even they didn't actually pop). Now fully armoured, it packs just shy of 3k delta-v, which is a shame (iirc, that's not quite a round trip to Duna, is it?). It's designed for lighter armaments only, anti-fighter or anti-light ship. The pictured version is without the Jr. weapons hardpoints, but it fits plenty. It has space at the rear for 8 passengers, a central cargo bay and two side cavities that allow kerbal ingress & egress or can store tiny-sized probes, or possibly even a couple of rear-firing weapons if you want.

Mass: 253.6/105.1t

Parts: I forget; upwards of 200

Delta-v: 2938m/s

Weapons hardpoints: 14

Docking ports: 10

Strengths: Generalist support ship

Weaknesses: Central core is structurally vital

Also, a better shot of the F1-1 'Finch'-class medium fighter:

screenshot6.png

Mass: 11.9/7.9t

Parts: 34

Delta-v: 1366 m/s

Harpoints: 6

Docking ports: 2

Strengths: range, torpedo capacity

Weaknesses: being breathed on heavily

And finally, the third of D-corp's military vehicles, the new M1-1 'Monster' Class:

screenshot4_1.png

Uh...

oh.

...

...

I MEANT the new M1-1 'Monster'-class Modular Gunship (now with 700% more struts):

screenshot5.png

This is D-corp's first and possibly only foray into the M-series of 'modular' capitol ships. As you can see, the exterior is littered with Sr. docking ports; this is because the M-series are designed to be serviceable in the field. Each of the M1's six armour pieces and five body units can be removed and replaced with the help of a B2 'Boxer'-class RCS tug (sold seperately) - so long as there is one piece of your ship still fighting, the whole thing can be up and going again in no time!

The arms on this were my first experiment with using the MK3 cargo bays as missile bays, with only moderate success. Each arm packs eight of them, although the horrendous physics wobble makes them clip through the canopy more often than not. The idea is that the doors can be opened, and the space between the arms filled with a cluster_ of smart bombs. The arms also each have two forward-facing hardpoints designed to be used by large missiles such as those based on the BACC booster, making this the first D-corp ship capable of taking on other capitol ships.

Obviously this is my first experiment in replaceable armour, inspired by the RT Turtle. It's also my first experiment with central spines and while I feel they might prove effective for smaller ships, at this size the sheer number of parts you need to cover things is making me think twice (although, a fair number of the parts come from the armour system). I don't think I'll be repeating both experiments together any time soon. Although, I have yet to test the actual quality of the armour; the first time I loaded up, the loose 'fingers' of armour plate picked up an awful wiggling motion that contrived to tear the craft apart (above - also the first time I've seen anything in KSP I would actually call disgusting). The second time, the craft refused to respond to any of my controls (including things like changing the camera). All in all, the parts count and weight for something comparable in range to the E1 sort of renders it pointless. Pointless and ugly.

Mass: 328.4/120.4t

Parts: Not quite 400

Delta-v: 3347m/s

Hardpoints: 20

Docking ports: 5

Strengths: Repairable after battle, large weapon capacity

Weaknesses: The Kraken

Edited by Orky Kultur
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My prototype dreadnought would like to have some words with you :P:

http://imgur.com/a/1l1zR

Oh, yeah, that was a thing I forgot to include: yes, your dreadnought can cope with that (although, will it actually be a proper dreadnought, as in having an all-big-gun configuration?). But how many parts is that thing - I'm counting 160 just on those MK1 parts alone (can't tell if they're tanks or structural fuselage from the picture). My computer gives up at about 400, so I probably couldn't load half of that ship, even in prototype state.

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My new Marathon Class defense platform, I was gonna send up more but my computer can't take it. If my upcoming K.A.W. series catches on and people like it then I'll buy a better computer so that I can ramp up the part limit from a measly 400-500 to a whopping 2,000-2,500 parts.Anyway, back to the Marathon... Its designed to carry 3 destroyers as well as its own defense drones for protection. It can hold a crew of 12X16 + 5, so it will never be filled with kernels :PI like doing big ships but its very hard to get them into orbit. PS: this was originally designed to hold the olympian class ballistic missiles but I decided I'll just plop those onto a moon somewhere. PPS: Trailer for Series One COMING SOONhttp://i.imgur.com/kRAJdEJ.png

wow

how did you get that into orbit.

i've tried to make round stations like that before but they never work.

- - - Updated - - -

also, here is a new Official flag

for the O.K.N union

AmDR3LU.png

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I don't have images to hand, unfortunately...

Recently, I've started playing with armour and standardized torpedo sizes. My conclusions are that any 2.5m missile and heavy 1.25m weapons will play merry hob with just about anything... so, I've started messing with small-scale weapons and armour.

Seems to me that trying to absorb or tank huge torpedoes is ineffective and mass-inefficient. However, you can build your armour to absorb or (preferably) bounce small torpedoes and missiles, as precise aiming is tough and angled armour can bounce a lot.

I'll try and dig up my older destroyer or frigate designs with the angled armour. They'll fold up like cheap lawn chairs versus 1.25m+ weapons, I'll bet, but it's not meant to take those.

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lol how are you gonna steer with a 250 missile on your ship.

Its more of a Mun Based MIRV than anything... in order to turn it I hid some reaction wheels in there so it actually works pretty well. It can also achieve orbit from Kirbin's surface with slight modification.

wow

how did you get that into orbit.

i've tried to make round stations like that before but they never work.

- - - Updated - - -

also, here is a new Official flag

for the O.K.N union

http://i.imgur.com/AmDR3LU.png

Truth is I cheated... This monstrosity is aprox. 400 parts, so a launch stage is out of the question. Even with hack gravity and infinite fuel with some SRBs it still took about 30 minutes to achieve orbit. Plus this thing CONSTANTLY wants to flip around.

PS: I had the weirdest bug while launching this thing... The launch pylons (the ones bolted to the ground) would occasionally appear and attach to the craft at random times, say 23,407 meters up WHAM, I'm stuck for half a second... Sadly I don't have any pics

Edited by Hawks Of Hazard
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Its more of a Mun Based MIRV than anything... in order to turn it I hid some reaction wheels in there so it actually works pretty well. It can also achieve orbit from Kirbin's surface with slight modification.

Truth is I cheated... This monstrosity is aprox. 400 parts, so a launch stage is out of the question. Even with hack gravity and infinite fuel with some SRBs it still took about 30 minutes to achieve orbit. Plus this thing CONSTANTLY wants to flip around.

PS: I had the weirdest bug while launching this thing... The launch pylons (the ones bolted to the ground) would occasionally appear and attach to the craft at random times, say 23,407 meters up WHAM, I'm stuck for half a second... Sadly I don't have any pics

well,

i don't have any problems with cheating, but it seems that it is harder for me to cheat something into orbit rather than get it up legit.

seriously I've tried cheating and it's hard! lol

also, i "am" going to make a summer series of combat ksp called:

"KSP - O.K.N. Vs. the Revolution, 1"

and i will also be taking submissions LATER in the series for the enemies, the "Nobel Rebellion".

i will start uploading for it soon, and i will post all of the series on this thread.

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5 tons... how quaint.

standard ordnance for my newer ships is this compact 25 ton bad boy lol.

http://i508.photobucket.com/albums/s321/Khobai/spacebomb_zpsrraxiigg.jpg

That's a little too big to an effective service weapon for a fleet (most weapons for modern warships work better as high-speed killers: something small going very fast does just as much (or more damage) than something large getting chucked at a target).

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here is my finest creation!!!

it is built elusively for intense battle situations...

the Destroyer-Py-1

here it is:

hYYOddp.png

it has 15 new flea rockets (re loadable)

and 6 anti-Fighter missiles (re loadable)

one of those got damaged on accent... but it can be re loaded:

2Ptzf2e.png

ZEnxGUo.png

here is a pic. of it firing it's main rockets!

CFYvHjr.png

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What are the submission guidelines - parts, mass? Do we have to provide our own lifter? Do we have to fill any optional weapons hardpoints ourself, and if so does that have to be on launch, or can we provide a separate weapons capsule?

Do you have a separate thread for submissions and the series, or is it strictly email only? What about PM?

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What are the submission guidelines - parts, mass? Do we have to provide our own lifter? Do we have to fill any optional weapons hardpoints ourself, and if so does that have to be on launch, or can we provide a separate weapons capsule?

Do you have a separate thread for submissions and the series, or is it strictly email only? What about PM?

all ships must be stock and get into orbit legit unless they are large ships

thats all i know but you might want to wait for Hawks of Hazard to respond to be sure.

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all ships must be stock and get into orbit legit unless they are large ships

thats all i know but you might want to wait for Hawks of Hazard to respond to be sure.

That is correct, 8Bit already posted a vid with the requirements on his YouTube channel. But he is correct, it just needs to be stock and legit, names are optional but I prefer if you name it. The other option is which side it will go to, the sloviks, the bolhevians, or the arcainians.

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That's a little too big to an effective service weapon for a fleet (most weapons for modern warships work better as high-speed killers: something small going very fast does just as much (or more damage) than something large getting chucked at a target).

not really. it easily fits inside the hanger bay of most of my ships snuggly.

and a small warhead can never do as much damage as a large warhead if both are going the same speed.

If you want to ensure that you absolutely obliterate the target then a large warhead is the way to go.

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