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KIDI- Kerbal Interplanetary Defence Initiative


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5000 is plenty for a layht trip, so long as you go straight to laythe and skip the jool aerobraking, be careful though aerobraking at layth from sinterplanetary speeds can and will snap your ship if your not careful

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Presenting images of my largest ship yet!!! The Fr-9A is an upsized version of the Co-10E. It has a large hanger bay and room for 10 fighters to be docked on the sides of the ship.

It is still undergoing modification and testing and so the designs are not ready to be released.

The Fr-9A next to the Co-10E

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Sorry for the dark pics

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Geez, I think you've got the edge in combat here. Also, does the Fr/Co in your ship names stand for anything? I'm sure it's painfully obvious to everyone but me, but I wasn't sure.

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"Dagger"* Class Prototype Support Vessel - 185 parts unarmed *not final name

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This ship loosely follows a previous (and unposted) spaceship's design and it's the first that I've built since the introduction of panels.

It follows my standard build of "fuel at the front of the ship - long, blade like shape to reduce profile"

However the low fuel makes it unsuitable for interplanetary travel

Features

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The bridge is a fairly standard weakness of spaceships, so it wasn't included.

Instead the pilot's pod is encased in panels, the exit is protected by a hood and the window is covered by a girder. A RGUai is also installed for unmanned operation.

The engines are difficult to protect so 8 small backup engines were attached in case of engine failure.

Lastly and obviously, small weapons can be attached to the sides of the ship, the risk of hitting itself helps boost user awareness.

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It gets from orbit to the moon fine.

It took a lot of co-ordinate meddling in the craft file to get all the panels perfect

Also it kind of looks like Jenkens' GN-1A

Edited by Metrulizer
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Geez, I think you've got the edge in combat here. Also, does the Fr/Co in your ship names stand for anything? I'm sure it's painfully obvious to everyone but me, but I wasn't sure.

The first letters designate the size and type of vessel

CF: Carrier Fighter

Gn: Gunship

Co: Corvette

Fr: Frigate

Dst: Destroyer

The number is the version number. I've recently switched to having the same number as KSPs version number

After that is just the version of that particular ship.

Co-21A/Ca Is my current model of corvette with a carrier specialisation. :)

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This ICBM is a thing I have been working on for a while. It works quite well and can get half-way around Kerbin in most directions. Here is the link to the album which documents the whole thing: http://imgur.com/a/w

It is a 4.5 stage ICBM aptly named the 'What Have I Done'. It took a while to refine, but is quick to build. Here is a craft file: https://skydrive.live.com/redir?resid=1D98ABDE4F1E6432!289&authkey=!AJWV3-9ijw8oW7w

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Thanks for the input guys.

If my dV calculation is correct, it has 5032m/s of delta-v which I think isn't enough for a trip to laythe. Fully loaded the ship is around 287.32 tons with the engine modules alone accounting for 185.01 tons of the total mass. As such, I'm thinking of trimming down both the part count and mass first before I attempt any sort interplanetary missions with it. Though that is an interesting idea to put colony modules for delivery to laythe.

The bridge design was actually inspired by the bridge of the Spirit of Kerbin with a few alterations. And I probably will launch it that way because of how insanely heavy the engines are. As for the armor-plating, it was more of a part count influenced decision since full armor plating would have shot the part count up to probably around 800-850 parts. Though hopefully I could make the engines slim enough in my redesign to armor them properly.

I think you should not plate the side of the engine facing the body of the craft, as most missiles aren't going to be well-aimed enough to get past it. Also, judging from the use of the 1x1 plates on the weapons module, that's probably 1/3 of your part count right there. Use 2x2s on the top of it and on the engine modules and you should be able to cut like 50 parts off it. Also, you should add a single controllable large-SRB missile in the middle section, using sgt_flyer's warhead. That could obliterate the Vanguard one-shot, no problem. Also, you should post it on the Spiritwolf submission thread, I think Macey would very much like this design.

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Presenting my new light carrier, the Co-21A/Ca, yes the designation is a mouthful!! It is a fast and well armoured ship capable of operating out to Duna and Eve with its complement of 10 drone fighters. It also has two hangers for additional storage of resources or vehicles. A fast abort system can blast the crew to safety upon damage to the ship.

Dv: 6265

TWR: 0.67

Weight: 156 tons

GFAis3u.jpg

Yes its a Co-10E turned on its side :L

Edited by Comrade Jenkens
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A New Challenger Approaches!

Orky here, detailing the new HE 1-1 Heavy Escort on behalf of Demise Corporation.

Behold:

screenshot6.png

Clocking in at 230.58 tonnes and exactly 300 parts, the HE 1-1 packs 3100m/s of Delta-V. Now, I have no idea where that would get you, but I imagine it's further than the moon, which is the furthest I've ever gone. It sports 14 junior docking ports compatible with all D-Corp weapons systems (or it will be, when I have any) and seven regular Clamp-O-Trons for docking. Two Kerbals can sit in the bridge, while in the enclosed crew space there is room for a further 16

Download - Click Here

Gallery (PS - do we have a Spoiler tag on these forums?):

From the front

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From the Cockpit

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In the SPH

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And with MechJeb Readouts (NOTE: The download provided is 100% stock)

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Back in space, Solar Panels extended

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In flight - note the amazing 1.58m/s2 acceleration by those six NERVAs. Phwoar. (I think I could go faster than that just by facing backwards and breathing out)

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Every HE 1-1 Heavy Escort comes with a complimentary on-board 'Bruiser'-Class Bidirectional Monopropellant Tug:

screenshot7.png

The tug has its own dedicated Clamp-O-Tron port in addition to those listed, and itself features the Jr. and regular size ports. It's used to stick the weapons systems on to the hard-points

Corfrey Kerman provides a tour of the enclosed crew space:

Leaving the Bridge

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Inspecting the Tug

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It's ever so slightly... cramped

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Combat Testing:

I had a spare tug floating nearby, so I decided to ram the thing at c. 80m/s

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When my computer unfroze, this was the extent of the damage

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We also somehow lost a solar array from the other side of the ship. This was the Tug:

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It's barely scratched itself - test inconclusive

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Really? Eh maybe it jut seemed monolithically slow 'cos my computer was running at 1/3 speed.

I tell you what though, I'd give my left knee to know how you guys make stuff look nice, go far and not use three thousand parts.

Edited by Orky Kultur
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Been working on a couple of fleets for an AAR idea, ships from the mighty British Space Empire and nefarious Intergalactic Republic of France.

BSE Fighter - Vexo Class

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BSE Destroyer - Susan Class

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BSE Cruiser - Orion Class

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BSE Light Carrier - Argus Class (Orion variant)

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IRF Fighter - Fouillement Class

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IRF Cruiser - Broyeur Class

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Gasp!

It is, as they say, 'ze froggies'

I must admit though, I like the Fouillement one. I mean - *Ahem*

Anyway, after the somewhat rubbish HE 1-1, the next one is going to have, like, three times the range and hopefully be faster to boot.

In the mean time you get this:

The ORS 1-1 Orbital Weapons Resupply Platform

screenshot19.png

Equipped with two sets of two dumb-fire missile arrays (bound to keys 1-4 and 5-8) and ten guided missiles, this weighs in at a shade under 30 tons. It is designed to fill every hard-point on an HE 1-1 (or quite a lot of cruisers if it comes to it), to be able to de-orbit expended dumb-fire arrays or damaged smart missiles, and to carry two crew members to exchange with/top up on-board personnel. Note: Requires a D-corp Bruiser-class Bidirectional Monopropellant tug (other brands are available) to attach weapons systems

Also, the HE 1-1:1 Civilian cruiser.

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This sacrifices the armour of the HE 1-1 for added utility, boasting a greatly reduced part count of 251, as well as increased docking capability including two new Sr. spaces.

God knows what the thing is useful for now, but I'm sure there's something. Maybe taking eighteen Kerbals to Duna.

Dotcrafts:

ORS 1-1 Weapons Resupply

HE 1-1:1 Civilian Class

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This is what happens when you give me a couple of big lifters and tell me to get something into orbit:

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Jeb's idea of heaven! (Until it launches, then it's not just his idea anymore...)

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Then used a less ship-imploding method by sticking one of those lifters under the Sr. Don't know why I didn't do that first. :huh: Planning on taking this and the 3 probes I docked to explore the Jool moons.

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Also, Comrade, 1/2 of my ships have like 2.5 m/s^2 with full fuel... :D

Edited by Pershonkey
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Orky Kulter: How well does the 'puller' design work?

For big wobbly designs, nothing beats it. It is basically the only reason my grand tour monstrosity can fly around. The only problem is engine gimbals don't take into account their position relative to the center of mass, so you either disable them and control the ship with something else, or be prepared to have inverted controls on every axis. In real life it also lets you save on structural mass (almost every structure and material known to man works better in tension than in compression), but in KSP the main advantage is wobble control: the "tail" may keep going every which way a bit, but at least your engines keep on pointing in the direction of travel.

Rune. And the usual term is "tractor" design.

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Been working on a couple of fleets for an AAR idea, ships from the mighty British Space Empire and nefarious Intergalactic Republic of France.

BSE Fighter - Vexo Class

c4szod45cpeh2cgfg.jpg

boe4wv6ttoiu2o4fg.jpg

What parts are you using for this and the other ships? B9?

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Orky Kulter: How well does the 'puller' design work?
For big wobbly designs, nothing beats it. It is basically the only reason my grand tour monstrosity can fly around. The only problem is engine gimbals don't take into account their position relative to the center of mass, so you either disable them and control the ship with something else, or be prepared to have inverted controls on every axis. In real life it also lets you save on structural mass (almost every structure and material known to man works better in tension than in compression), but in KSP the main advantage is wobble control: the "tail" may keep going every which way a bit, but at least your engines keep on pointing in the direction of travel.

Rune. And the usual term is "tractor" design.

Damn, rune beat me to it. It also helps that engine flare in ksp doesn't tend to melt things quite as much as in real life

Basically, this. As to the thrust vectoring, I didn't really fly it for long enough to notice how that was affected, but the CoM is actually pretty far forward so it might be ahead of/in line with them anyway. Not that I'd use engines for steering anyway, I prefer RCS, and this thing does have four tanks of the stuff.

I'de imagine pretty well as pulling creates less stress, That's why in Avatar the main ship is being "Pulled" So to speak.

Ah, you've found me out. That was my main inspiration for this thing, but I also like it because a)I don't think I've seen it in this thread yet, B) I don't have to come broadside to engage, I can just point at them and c) I think it's probably how real space-ships would be done.

Edited by Orky Kultur
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I don't have to come broadside to engage, I can just point at them

My larger ships so far have used guided probe missiles as their main weapon and so also don't have to go broadside :) Thinking of adding some forward facing weaponry though.

I prefer RCS, and this thing does have four tanks of the stuff.

Hopefully the new reaction wheels will be a good replacement for RCS as they won't run out. :D

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My larger ships so far have used guided probe missiles as their main weapon and so also don't have to go broadside :) Thinking of adding some forward facing weaponry though.

To be fair, I expect that's true of most reasonably-sized ships here.

Hopefully the new reaction wheels will be a good replacement for RCS as they won't run out. :D

Seconded


I did it. I exploded my computer. Literally - the game crashed three or four times while I was trying to build this thing.

But here it is, the next advancement in Demise Corporation's space militarization technology. I give you, the QC 1-1 Capital Ship

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Shown here is Demise Corporation's ship the Cassius

Despite having twice as many engines, it's not that much faster than the HE 1-1 at 1.95m/s2. But what it does have is range: 10230 m/s, according to Mechjeb.

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Ugly little thing isn't it.

It clocks in at 369 tons and 368 parts, which is a disappointment. If memory serves the Co-21-something-something got 6k+ dV for less than half that.

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I actually think it looks quite nice. :) and its an incredibly original design!

And to get 10K dV from 369 tons is insane! I struggle to get much higher than 6K and I've been making warships from before the dinosaurs (aka forum crash)

The XFr-8 Only manages 11K because of its sheer size and has a nasty part count of ~550

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