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KIDI- Kerbal Interplanetary Defence Initiative


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i need to spread rep but have you tested it against some shells yet? (or is it for beauty)

Not yet. Simply trying to get it into space. However its not aerodynamically stable do keeps disintegrating on the way up. Its launch vehicle is 2000 tons! 600 parts on the launch pad.

I have therefore tested it against the ground. Several times. Fast.

No kerbals harmed yet due to how the ship is built. It can survive a fall from space.

OeJ4ZgJ.pngNC9pOg0.pngBTBYujD.png

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Not yet. Simply trying to get it into space. However its not aerodynamically stable do keeps disintegrating on the way up. Its launch vehicle is 2000 tons! 600 parts on the launch pad.

I have therefore tested it against the ground. Several times. Fast.

No kerbals harmed yet due to how the ship is built. It can survive a fall from space.

http://i.imgur.com/OeJ4ZgJ.pnghttp://i.imgur.com/NC9pOg0.pnghttp://i.imgur.com/BTBYujD.png

The fact that your ship is mostly intact after a fall from space is very impressive. Whats your technique for building armor?

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D3s51FC.png

Annoying that it's more efficient to use LFO tanks and engines with the space given that nukes and LF tanks.

JWNmZlu.png

Not the worst idea but the energy requirements were a bit high.

But at the same time I don't feel comfortable with only 2 intakes.

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anyone having problems with the symmetry feature when building ships? mine won't work...

PS: could someone tell me how to post a vid on the forums page?

you click the add video button on the control panel, then paste the video URL in the box and hit o.k.

that should work.

Edited by 8bitgammers
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Building a fleet of High tech medium ships for my next episode. This is the Mitternacht, it is a german word... I forgot the translation, but anyway, this is a light destroyer armed with 2 light torpedoes. It does pack decent armor and overall protection. I just need to find a suitable launch stage.

DdztZOL.png

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Hmmm. My ships part count has gone through the roof and KSP 1.0 can barely take any parts as it is. Not particularly happy this ship as it doesn't look great and I'm having to play in seconds per frame. Also LV-Ns have been nerfed so much it can't actually go anywhere.

Back to the drawing board.

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Building a fleet of High tech medium ships for my next episode. This is the Mitternacht, it is a german word... I forgot the translation, but anyway, this is a light destroyer armed with 2 light torpedoes. It does pack decent armor and overall protection. I just need to find a suitable launch stage.

a>

WoW that is a wonderful beasty

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WoW that is a wonderful beasty

Yeah, im gonna do another youtube series devoted to only ships, and I'll to a 360 of all of my ships so you can see the detail. The mittenacht seems to be the perfect blend of armor, speed, and weaponry. It is a little lacking in stability though and building a launch stage will be next to impossible. If you want after I build a functional launch stage I can post the craft file for you to try.

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Hey all,

So, I used to come in here semi-regularly, like, flippin' ages ago (although I didn't contribute that much, so I'd be amazed if anyone remembered me). I'm currently in the process of writing up rules for a turn-based competitive KSP game, and wanted to ask you guys' opinion on some things, specifically regarding classes of ship.

So, in this game ships in combat will act in initiative order, with initiative set by which 'class' the ship falls into. I'm currently looking into six divisions of ship, which will probably be based on part count (as a proxy for size/complexity), but I'm not sure where to set the boundaries for these categories now that 1.0 has hit.

Fighter craft will be split into three categories (light, medium and heavy). Light fighters I want to specifically restrict to being small craft; I'd probably set the parts cap (exculding weapons) at 25. My first question is, what should the parts cap for heavy fighters (as in, the distinction between a 'fighter' craft and a capitol ship) be? Again I'm exclusing weapons. I'm also looking to distinguish medium from heavy fighters, which will probably be based on range - so, what delta-v should I be looking at to delimit this?

Secondly, capitol ships, which will also be split into three. The first class I want is for 'Ranger' ships (name pending), i.e. ones with huge range and possibly speed, but at the notable epense of armour. I'm looking at setting the parts cap at [limit for fighter craft] + 100, with a range requirement of something like 3500 delta-v or more. Does this seem reasonably stringent? The other question is how to delimit the other two categories of capitol ship ('destroyer' and 'dreadnought', i.e. tough but technically vulnerable vs. impregnable super-fortresses of death). I'd expect a cap for this to be in the 500-600 range, but then the last time I designed anything along this line was quite a while ago.

So, anyone have any thoughts? I'd also gladly take referrals to anyone else who's tried to do this sort of thing (I'm sure somebody must have).

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Hey all,

So, I used to come in here semi-regularly, like, flippin' ages ago (although I didn't contribute that much, so I'd be amazed if anyone remembered me). I'm currently in the process of writing up rules for a turn-based competitive KSP game, and wanted to ask you guys' opinion on some things, specifically regarding classes of ship.

So, in this game ships in combat will act in initiative order, with initiative set by which 'class' the ship falls into. I'm currently looking into six divisions of ship, which will probably be based on part count (as a proxy for size/complexity), but I'm not sure where to set the boundaries for these categories now that 1.0 has hit.

Fighter craft will be split into three categories (light, medium and heavy). Light fighters I want to specifically restrict to being small craft; I'd probably set the parts cap (exculding weapons) at 25. My first question is, what should the parts cap for heavy fighters (as in, the distinction between a 'fighter' craft and a capitol ship) be? Again I'm exclusing weapons. I'm also looking to distinguish medium from heavy fighters, which will probably be based on range - so, what delta-v should I be looking at to delimit this...

I'm doing something similar for YouTube, however I have a crap load of classes. My classes are as follows from smallest to largest (ish).

Light fighter- used for carrier ops, very small light and can often be launched as a complete squad.

Medium fighter- has more range and firepower than light fighter. Also the first class to have armor. However this armor is light and almost non-existent.

Corvette- longer than fighters and carry more weapons, but due to their light armor and firepower they are more cannon fodder than anything else.

Heavy fighter- first class of ships that can yield medium sized torpedoes( ei. Non stackable armor piercing.

Frigate- extremely fast light armor and weaponry. Good for lane patrols or quick reinforcements. Slightly larger than heavy fighter & corvette.

Destroyer- first class to have real firepower. These are a mix of frigate speed with cruiser armorment. Extremely deadly.

Cruiser- the first class of ships that can be used for the capital ship role. These ships carry a ton of heavy weapons and are designed to go solo into battle if they have to.

Medium cruiser- just more weapons and maybe an extra layer of armor.

Heavy cruiser- often mistaken with battle cruisers these powerhouses often have big engines to power them. They carry guided armor piercing and often have more than one layer of armor.

Assault class- these monsters have little in the way of weapons, but are known to take multiple anti capital class rounds and keep going. Armor often exceeds 3 layers making them next to invincible.

Battle cruiser- 2nd biggest ship in a fleet only to the battleship. It has the might of the battleship but is much smaller and often about cruiser sized.

Carrier/ escort carrier- these ships are designed to carry light and medium fighters with the occasional heavy fighter or frigate. Escort carriers are much smaller and carry less fighters, but have better speed and maneuverability.

Battleship- the final ship, the battleship dwarfs even the biggest destroyers. The shells alone are bigger than a light frigate. These things can penetrate anything at almost any range. Then only ship with more armor is the assault class. These are the ship of choice for making into capital class ships due to their size and invincibility.

I will post a picture of each class later.

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Yes, there's a test video from Dec 2013 on my YouTube channel, point blank has its advantages. Took me nearly a year to fit it to something, have since fitted it to 2 different ships.

Impressive...

i think i made one too, way back when.

I'll post a picture if i find one.

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I guess to answer your question Orky Kultur, I classify medium fighters as unable to carry a heavy payload, ei. Solid booster torpedoes, where as heavy fighters can

The difference between a fighter and a corvette/frigate/destroyer is the amount of armor and also the overall design.

The difference between a destroyer and a cruiser is tonnage. I can do the averaging math later and I'll tell you.

The difference between a cruiser and a battleship is the amount of weapons and armor. Battleships are designed to take a beating and give it right back, while a cruiser is designed to take out the target before the target gets you.

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What should I build next? I'm putting K.A.W. on hold until this summer in hopes of having better quality and more submissions, so in the meanwhile I'm thinking about building the enemy forces so that everything is all ready to go when I do record.

Current Options

A) Carrier

B) Cruiser

C) ODST ship (halo based moc)

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