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KIDI- Kerbal Interplanetary Defence Initiative


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Riki, that carrier is absolutely insane. And I approve of it 100%; especially with how modular your design is.

Based on the docking port layout, that could make for a really good resupply ship. Carrying reloads of various missiles to other ships in a fleet. Though a fleet with it would probably lag any normal computer to death.

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my new combat cruiser :

1hYwihpl.jpg

4tLovpXl.jpg

(you can see temstar's supernova on it, i use it as a launch vehicle for the cruiser - the SRB canister is a bit wobbly, but it makes it intact to orbit :P)

vxKXhbAl.jpg

at 390 parts in orbit, it houses 6 SRB propelled 'Drill' Warheads, and 4 antifighter guided missiles.

the antifighter missiles are stored on the side, inside detachable systems (so we can replace them)

and the SRB's are stored inside a canister which is infact, the whole front of the ship (the canister can be replaced too)

- the SRB's are disposed in a circle around a central docking port, and when you 'select' one of them (by undocking it from the canister), the SRB will automatically move and dock with the central docking port, ready to be fired.

the cruiser weight around 130 tons, and has 2800d/v with a TWR of 0.28, and can house a crew of 2 (which enter and exit the cruiser through the kerbalholes near the rear docking port) - the crew inside can view things around the central SRB docking port, through the front opening.)

now, i'm not good at naming things ^^ so if someone can help me find a good class and vessel name, the crew will be pleased to add the name to the cruiser :)

Edited by sgt_flyer
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my new combat cruiser :

(you can see temstar's supernova on it, i use it as a launch vehicle for the cruiser - the SRB canister is a bit wobbly, but it makes it intact to orbit :P)

vxKXhbAl.jpg

at 390 parts in orbit, it houses 6 SRB propelled 'Drill' Warheads, and 4 antifighter guided missiles.

the antifighter missiles are stored on the side, inside detachable systems (so we can replace them)

and the SRB's are stored inside a canister which is infact, the whole front of the ship (the canister can be replaced too)

- the SRB's are disposed in a circle around a central docking port, and when you 'select' one of them (by undocking it from the canister), the SRB will automatically move and dock with the central docking port, ready to be fired.

the cruiser weight around 130 tons, and has 2800d/v with a TWR of 0.28, and can house a crew of 2 (which enter and exit the cruiser through the kerbalholes near the rear docking port) - the crew inside can view things around the central SRB docking port, through the front opening.)

now, i'm not good at naming things ^^ so if someone can help me find a good class and vessel name, the crew will be pleased to add the name to the cruiser :)

Thor Class: Mjölnir

As an asian living in Denmark, i find the name and class quite fitting as the missiles will do short work of most armor. pummeling them to pieces like how Thor's hammer would.

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So after a bit of retrofiitting work, I've finally finished the Chimera-class with a not-as-PC-melting part count of 605 parts. It has a delta-V of about 3300m/s on its 6 Nuclear engines and weighs in at 231.29tons.

The newly retrofitted Chimera-class with its now fully armored engine modules.

unbgy8v4wa9uvai6g.jpg

The newly designed Combat module currently includes 4 anti-ship SRB missiles that fire individually, 8 Kinetic-kill Torpedoes (Lite-Edition) that fire in pairs for 4 salvos, 2 small decoupler missiles and 2 large decoupler missiles both of which fire in pairs. As seen in the image below, the decoupler missiles also serve as the primary way of reloading new missiles into the module which may be guided in by drone tugs. In addition to these, the engine modules are equipped with forward-facing docking ports (2 juniors and 2 regulars) for mounting additional external weaponry.

Combat module armaments

ab42wxjxjviyfyu6g.jpg

Note: As a part count saving measure, the missiles/torpedoes come in stacks compared to the previous Chimera design which allowed the loading of individual missiles into the silos which simply stacked by virtue of the docking ports located on either end of each missile in the previous design.

The rear hangar module like the previous design is capable of holding 4 light fighters.

6szk3xf8uqs8j1w6g.jpg

Compared to the older Chimera, the hangar is now capable of supporting small fighters that are equipped with either a jr. or a regular docking port as well as the inclusion of a central regular docking port for holding any additional supplies or even a 5th fighter. These may also be used to hold extra ammunition if so desired.

The new docking ports

denydodu9vvdi9a6g.jpg

Control Groups

1 - NERVAs

2 - Ion Drives

8 - Ejects spent Missile stack docking ports in Combat module

9 - Toggles Large Solar panels

0 - Toggles Comm Array (Comm dish + 3 Antennas + 4 Solar panels)

Craft Files:

Chimera-class Retrofit: http://www./download/v7glgdkkfadz7d2/Chimera-class_Retrofit.craft

The Original Chimera-class Modular Warship: http://www./download/5htce2387u3d7mp/Modular_Warship_-_Chimera-class.craft

(For Fun) The Chimera-class Surface Explorer: http://www./download/me5h86gehp9j5wp/Chimera-class_Surface_Explorer.craft

DISCLAIMER: None of these craft files have launchers yet so the only way to get them into orbit for now is to either edit them into orbit or use gravity hacks.

I will also be releasing my light fighter, the Firefly as my recommended design basis for fighters that are to be loaded into the Chimera. At 25 parts, it's a fairly light design with 260 units of RCS and is powered by 2 ion drives for long-range albeit slow operations. It's design is primarily influenced by Macey's own Mosquito fighters with several modifications.

Firefly-class Light Fighter

0j9bmj5ve5p55ez6g.jpg

The Firefly is capable of sporting up to 3 torpedoes at any given time which may be stacked if light enough as it is not recommended that kinetic torpedoes be stacked due to their high mass and part count.

The Firefly armed with 2 compact kinetic torpedoes and 1 full-sized kinetic torpedo.

dc3ao4h9tp185hg6g.jpg

This fighter was actually my inspiration for creating a large modular warship as the fighter itself is modular by being capable of mounting "Extension Packs" using its rear regular docking port that increases its overall range, weapons capacity, etc. with the SSTO Spaceplane Pack being my favorite Extension Pack. This fighter was originally designed for my older carrier which was ideally capable of holding several extension packs for long duration missions. Unfortunately the carrier failed in its supposed role and had several critical design flaws as well which forced me to retire it before even allowing it to leave Kerbin's surface.

The Firefly with an Extension Pack

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The modular nature of the Firefly

pgf4zi6m12tcy156g.jpg

The Firefly with the SSTO Pack

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Control Groups for Firefly + SSTO Pack

1 - Turbojet

2 - LV-909s

3 - Ion Drives

4 - Toggles Ramjet Intakes

5 - Toggles Large Solar panels

Craft Files:

Firefly-class Fighter: http://www./download/g695jathajbd97y/Firefly-class_Fighter.craft

Firefly-class Fighter (Armed): http://www./download/7cqs49258j99f1j/Firefly-class_Fighter_(Armed).craft

Firefly-class + Extension Pack: http://www./download/263yd6binni6y1p/Firefly-class_%2B_Extension_Pack.craft

Firefly-class + SSTO Pack: http://www./download/was46hkaa59pr65/Firefly-class_%2B_SSTO_Pack.craft

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Riki, that carrier is absolutely insane. And I approve of it 100%; especially with how modular your design is.

Based on the docking port layout, that could make for a really good resupply ship. Carrying reloads of various missiles to other ships in a fleet. Though a fleet with it would probably lag any normal computer to death.

Made so that the parts can be changed. Technically, if you eject the Hardshell armor, all the front pointing docking ports can become ports for weapon usage, converting it to a heavily armed ship.

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That. Is a cool carrier. Love the hardshell series, keep 'em comin! :D

The next Hardshell ship will be a small drone fighter called the Baby turtle. Super small and compact and heavily armored, it is still going through redesigns so it can fit the Tortoise once it is done.

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I guess by the hardshell logic the drones will be disposable?

Well since it is a drone, it can just be used for ramming when it is out of ammo, there is not emergency system for it as it does not contain live kerbals, it still has the Hardshell armor that can be swapped out if it is damaged, as well as a frontal plate with a docking port for weapons that can be changed in case of damage. tbh, it is quite adorable to look at as it is so darn small.

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Alright here is some early footage of my Hardshell Tortoise carrier.

This insanely huge craft with over 700 parts will most likely be rarely used due to its size despite the heavy armor.

screenshot26.png

Even without the Hardshell armor, it is quite heavily armored.

screenshot29.png

It features many docking ports that can be used for either crafts or supplies. The two small docking ports on the fronts can be used to fire off small torpedoes in times of needs, as well as the two front small docking ports on the main module in the middle.

screenshot27.png

Incoming ambush? don't worry, the back of the ship is armored as well.

screenshot28.png

The main module features docking ports to allow the parts to be changed, in case of emergencies, it can eject all parts to allow the main module to fly away, carrying the same functions as the Turtle.

screenshot30.png

I consider this craft heavily overkill. but it is awesome to look at. and it can in theory hold two Turtles on the upper and lowers Hardshell armor. (either inside or outside)

I wonder if there is a way to like have hanger doors? no offense, but a single shot through the gap and the ship goes boom...

Is there any way to shift the entrance from one large, vulnerable, bow mounted door, to smaller doors, on say the port and starboard side of the ship? I'll still use this ship irregardless...

Regarding the isv venture star, it's pulled, not pushed :) It pulls for acceleration, flips and pulls for deceleration :) That's a recurring concept for long range space travel, because it's way more lightweight than a pusher configuration :) (thus, by saving on structural weight, you save on fuel, and you can use smaller engines for a given payload)

As far as I'm aware, in order to "pull" the ISV venture, the ships plasma torch would have to fire into the ship in order to work..... You're wrong about the pull configuration though; the ISV Venture star uses a antimatter/matter torch.... which as far as I'm aware, would create a lot of radiation, which in a puller design, would go streaming past critical sections, like habitat modules..... and end up killing the crew

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no, the engines are disposed at an open angle at the front, in tractor configuration - besides, the ISV structure itself would be totally crushed in a pusher configuration - no material on earth would be able to sustain a compression made by engines capable of reaching such speeds - puller design, it's another thing.

here's an article about it on pandorapedia :)

http://www.pandorapedia.com/human_operations/vehicles/isv_venture_star

Edited by sgt_flyer
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I wonder if there is a way to like have hanger doors? no offense, but a single shot through the gap and the ship goes boom...

Is there any way to shift the entrance from one large, vulnerable, bow mounted door, to smaller doors, on say the port and starboard side of the ship? I'll still use this ship irregardless..

I am actually working on a door for the Tortoise that uses the two RCS drones inside the hangar. The whole reason for the front entrance was sadly due to my wish to not go too far with the part count. You can still just shift the ship so it points downwards or to the side for maximum protection though. Also, parts can be replaced thanks to the modular design incase a heavy rocket comes in. Small torpedoes does little to no damage due to the internal armor platings.

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I am actually working on a door for the Tortoise that uses the two RCS drones inside the hangar. The whole reason for the front entrance was sadly due to my wish to not go too far with the part count. You can still just shift the ship so it points downwards or to the side for maximum protection though. Also, parts can be replaced thanks to the modular design incase a heavy rocket comes in. Small torpedoes does little to no damage due to the internal armor platings.

I abruptly realized that its actually a dedicated carrier... its meant to launch its birds and generally stay the hell away from combat zones..... and possibly fire long range weapons.... Am I right in assuming I'm a idiot and worrying about something that really doesn't matter?

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I abruptly realized that its actually a dedicated carrier... its meant to launch its birds and generally stay the hell away from combat zones..... and possibly fire long range weapons.... Am I right in assuming I'm a idiot and worrying about something that really doesn't matter?

It is certainly not meant for direct combat, though it can work as a great shield still. And a door sustem is always a quite fancy thing to have against unwanted suicide drones. All posted crafts are proud dedicated ships. Feedback is always welcome.

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Personally, I don't see any need for doors on a carrier craft. If nothing else, this thing is PC-melty enough as it is.


Meanwhile, I've been hard at work on a light interceptor-style craft - The DW 1-1 Light Fighter

screenshot25.png

Check it out over on my thread for more details


On which point, though; what are the key points behind making an effective torpedo? mine don't seem to do terribly much even to unarmored targets

Edited by Orky Kultur
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Point taken. might do a door system on another craft in the future.

I don't even see why a carrier needs armor in the first place. I have an idea for a very expendable carrier that is unarmored and carries small fighters on the exterior. It is basically a probe core, 2 Kerbal containers, fuel tanks, and NERVAs.

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well, the aircraft carriers in real life are supposed to have a full escort :P - in KSP, it will be hard to keep a full escort near the carrier all the time (you would need to correct all the time your relative speed) - so armor can be useful when the carrier is targeted by enemy ships :) (and atleast, the armor will protect it's contents from small fighter ordinance :) - else, a small mosquito class fighter could get lucky and break your carrier in half with a single small missile :P

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well, the aircraft carriers in real life are supposed to have a full escort :P - in KSP, it will be hard to keep a full escort near the carrier all the time (you would need to correct all the time your relative speed) - so armor can be useful when the carrier is targeted by enemy ships :) (and atleast, the armor will protect it's contents from small fighter ordinance :) - else, a small mosquito class fighter could get lucky and break your carrier in half with a single small missile :P

Yes, but if it was at the combat zone, the remaining fighters could simply undock and fight. It could also fit inside an armored carrier, like a docking extention to dock on the outside and be carried inside, making it a lot easier.

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Yes, but if it was at the combat zone, the remaining fighters could simply undock and fight. It could also fit inside an armored carrier, like a docking extention to dock on the outside and be carried inside, making it a lot easier.

50% because i like making extremely weird and durable ships regardless of size and purpose, 50% because it looks awesome and it was a nice challenge.

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On which point, though; what are the key points behind making an effective torpedo? mine don't seem to do terribly much even to unarmored targets

Well, I was going to direct you to the missile/torpedo workshop, but that actually has very few effective anti-ship designs. Basically what you need is a long burn time, a strong penetrator, and a very long distance in which to maximize velocity. Part clipping also seems to help, what with the odd physics of objects colliding with objects whilst inside other objects (See the Drill Missile in this thread). Smart Torpedoes with a liquid engine and a probe core are highly effective against unarmored parts, and SRB missiles are pretty much the only thing that will break through plates. There are exceptions, of course. I don't know how it was done because the images are dead, but Giggleplex made some super-high-velocity girder gun that I REALLY want to play with, and that just launched the smallest structural pylon, if I remember correctly.

The Drill Missile is, without a doubt, the most terrifying projectile I have ever seen.

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