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I realised, when I did, I slapped on 2 large solar panels, but the craft file you have was before I realised this, it is also noteworthy that the fuel drains in defferent places, despite placing fuel lines, it still doesn't drain properly, try this recent iteration

Can't see the solar panels anywhere. also i have found out you have completely missed the fuel tanks with the fuel ducts some places. you might want to position the craft and zoom in so the camera clips the parts so you can better see where you are placing the ducts

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Damn, i forgot that re-entry can still be deadly even on stock ksp, i was a little agressive in my layth aerobrake, and dove down to 18K from interplanetary speeds (Straight Form Kerbin) and just snapped in half

YSalgDtl.pngzUGrmYzl.png

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Logs recorded something approaching 38 G's before she split in half

oh well i count it as a sucessful test anyways, i got to layth with 1/3 fuel spare so.... engine test complete

Design accepted

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Manufacturer : Sestonion Corporation

Faction : Hanland

Purpose : To ram spiritwolf ships and survive to ram more.

Will put pictures later, test later, and add a download if people want it.

Friggin game didn't save it for some reason. Nevermind.

Edited by Sesni
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Name: L-150 Ragnarok

Corporation: Targus Aerospace Labs

Allegiance: Hanland

Weight: 38T (without interplanetary stage)

dV: ~3800m/s (without interplanetary stage), 5500m/s with.

Medium sized craft designed to take out other fighters with its small diameter munitions, thereby reducing the threat posed by carriers. Its strong frontal armour also makes it great for ramming... current armament is 14 small missiles, I may swap some for decoupler cannons before my proof of travel video finishes uploading and I add the .craft.

Tactically: strong against carriers and fighters, weak against cruisers and large heavily armed ships, the idea being that it forces the enemy into using bigger weapons against it instead of against your bigger vessels.

The interplanetary stage is just some fuel cans docked onto the back that give it the range to reliably reach jool without the intervening of a logistics craft.

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and heres it without weapons

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I'm trying to design a new carrier that would be a direct improvement over the Harbinger Class with modular design to be easily repairable and being able to keep adding on to it's length if desired. However I can't get the panels to line up so there is no gaps in the armor. Is there any way to perfectly line up parts (mod, tool, ship file edit, whatever)?

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One mod you could use is Romfaror's Lazor System independent Docking Cam. It can be downloaded either by itself (with only the plugin and the new .cfg edited docking ports (which I think revert back to be normal docking ports after the mod is uninstalled)) or as part of the Lazor System

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I'm trying to design a new carrier that would be a direct improvement over the Harbinger Class with modular design to be easily repairable and being able to keep adding on to it's length if desired. However I can't get the panels to line up so there is no gaps in the armor. Is there any way to perfectly line up parts (mod, tool, ship file edit, whatever)?

One way to do it without mods (which you should do since it's one of the requirements) is overlapping your layers of armor. Think of it like a knight's armor; that should allow for complete coverage despite any awkward shape.

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One way to do it without mods (which you should do since it's one of the requirements) is overlapping your layers of armor. Think of it like a knight's armor; that should allow for complete coverage despite any awkward shape.

Thanks for the idea I didn't think of that and also it should then be more durable. It will also then be easier for me to make it so you can only dock it one way.

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i'm currently testing out a new reloadable weapon platform with my 'drill' SRB's as weapons :) - although this kind of weapon platform could only be mounted on Dreadnoughts i think :P

UyHViacl.jpg Q6v2eqPl.jpg

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how it works : there's a M-Beam which slightly clips through each SRB, so when i decouple them 1 by one, (through a custom key), the M-Beam pushes the SRB towards the center of the system, where there's a docking port which will suck in the SRB (i put a docking port and a decoupler under the SRB's)

once the newly chambered SRB has stopped wobbling after coupling, i can fire it from the center of the weapon - so i'm able to fire only 1 SRB at a time :)

the staging is made to fire the SRB's in the same order as the custom key's.

once the SRB has been fired, i simply undock the remaining 'cartridge', which flys off from the front of the weapon. (although i'll try other systems, in order for nothing to stay in :P) - i can then use a new custom key to chamber the next SRB :)

- for the moment, the system has only been tested with gravity hack turned on :P

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http://imgur.com/a/ptKgu

This is the command ship and the AarnCo command orbital Station (aka clover station) also proof the torpedo ship can infact make it to jool.

Final part count:

AarnCo command3c (clover Station) : 300

AarnCo command3 ship armed : 246

AarnCo defence 3 with 12 torpedos and 4 fully armed fighters : 524

AarnCo Resupply3 with full re supply loadout : 325

AarnCo Surveyor3 with 4 torpedoes 2 fighters and 2 probes : 264

AarnCo Tanker3 with ion drive tug/adapter : 127

word of warning always send a tanker first as most of these end up on fumes by the time they arrive, and since barring the command ships most dont have RCS on the main body its a bit of a pain to dock.

as always here are the download files

http://www./folder/v8gpqdlycu47z/ksp_mk3

I also added the lifter Ive been using to get them in orbit in the VAB as its own thing since there was a lot of talk about people needing one. hopefully it will help.

next update will be me trying to wrangle the mess around jool into a nice little exodus to pol and some nice screenshots of docking (my patients willing)

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gfVBR59l.png

Ladies and Gentlemen, on behalf of SkySound Aeronautics and Technology Corporation, I am pleased to unveil the prototype for our new line of Destroyers, the DD/X-1! The DD/X-1 is designed to perform Anti-Fighter, Anti-Ship, Reconnaissance, and Orbital Patrol and Defense duties. It is equipped with four, twin-linked, forward mounted Mk 2 "Jebalizer" Torpedoes (so named for their resemblance to a can of the popular Jebalizer® Energy Drink), a total of twenty SMS Anti-Fighter Missiles, four ED-type Astro-Droids, a full long and short range communications suite, complete with encoding machines, long and short range Surveillance and Detection suites, and kevlar five-point safety harnesses. It is propelled by four LV-N Rocket Motors and has four massive Solar Panels for electrical power. Further capabilities are still, as of yet, unknown, as the ship is still undergoing orbital testing, but as testing reveals its capabilities, we will keep you posted.

Name: DD/X-1 (Proposed: Rontop* Class Destroyer)

Part Count: 372 (Armed), 208 (Unarmed & w/o Droids), 582 (w/ Launcher)

Company: SkySound Aeronautics and Technology Corporation

Allegiance: Spiritwolf

Craft File: Will be available once the design is finalized.

*Rontop Kerman, callsign Red 3, was a famous aviator who was a casualty at the Battle of Vulture's Drift, the first major battle of the Spiritwolf-Hanland War.

Edited by datubaman
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Hey guys, just wanted to say that my second Hardshell ship is taking shape. It is humongous and ridiculous, a hangar made to house my planned fighters, yet large enough to hold two Turtles (in theory). The Hardshell Tortoise will soon be publicly showed (If my computer does not blow up from the part count).

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Teradyne Heavy Industries is proud to present our first commercially available craft, the Tanker Manta. As you can see our engineers have taken inspiration from the creatures which live in the oceans of Kerbin, leading to an aesthetically pleasing design. The ship contains 2450 units of Mono-propellant, 7920 units of Liquid Fuel, 9680 units of Oxidizer, and 5600 units of Xenon gas for even the thirstiest fleet of Mosquitoes. The Manta's final part count weighs in at 360 parts. As a tanker craft the Manta has many docking ports of various sizes located along the craft: 1 Clampotron Jr. at the fore ward docking boom (action group 1 to toggle docking lights), 1 Clampotron at the aft docking boom (action group 2 to toggle docking lights), 1 Clampotron Sr. on the dorsal section of the hull, 1 Clampotron Sr. on the ventral section as well as 2 Clampotrons ready to receive the Pilot Fish escort fighter (still in development). There are also two fore ward mounted Clampotrons ready to be stocked with torpedoes, however the Manta is shipped unarmed as it is a commercial vessel. The Manta is available to whichever corporation believes they might make most use of it.

Alright, now that the pitch is over, onto the proof and such!

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Sitting on the pad with the ridiculous Clampotron Sr. connected lift stage I made. Toggle outermost and nuclear engine gimbals with action group 0. Don't forget to toggle back when you ignite the nuclear engines.

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Successful non-explosive lift off. I seem to have forgotten to take a screenshot of the gravity turn as I was busy wrestling and easing it into the correct angle with RCS aid. Also, the spinning...

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Initiating booster assist after dropping the tanks below. Make sure you let those drift away a bit before lighting off the boosters :D

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Pushing up our Apoapsis with booster assist.

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Starting to circularize.

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The last bit of the lift stage is spent before a stable orbit is established. Commence clenching!

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The 6 nuclear engines were able to do it! And now the glamor shots!

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The craft file with launch stage fully assembled and ready to launch http://www./?9c1d1ra6v8vle6n

The persistence file with the Manta in orbit awaiting escort ships, armament, or a top off before heading off into the ocean of stars http://www./?b33d47383308yuy

This was my first really big ship project like this and it was definitely Macey's series which inspired me to try something so outlandish and big.

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I seem to be a bit too distract-able to get any of my designs finished but I seem to have created a weapon which has more delta v in atmosphere (due to srbs overheating) than Macey's srb missiles and is also smaller. simply take a large decoupler turn on 8 symmetry and stick on sepratrons so that they are inside the decoupler (to save space) and repeat 3 times I used the angle snap thing when I made them which only allows you to attach 3 sets of sepratrons the decoupler shots which I decided to call mass accelerator rounds for some reason seem to be pretty accurate from my admittedly very limitted testing. I feel that if these weapons are indeed superior then this new development should be handed over to spiritwolf and it's allies immediately as a gift/ show of support from the Woltaran Alliance.

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The problem will be part count after that :) - and srb's only overheat if you don't attach it to something :)

Also, while testing out my Drills, i found out that you can charge shot most Srb's for increased effectiveness at low ranges (the downside being that it will be harder to keep your target lined up during the charge time)

Basically - fire the Srb, but decouple it only when there's 1/3rd or less of solid fuel remaining, resulting in a much higher TWR at release.

Note : i've almost finished a small combat cruiser armed with 6 of my drill SRBs, built around a modified version of the reload system i presented - which allows for a compact platform :) - just need to get it into orbit.

Cruiser stats : structural panels armor, 386 part, around 130 tons, 2800 d/v with a 0.28 TWR.

Armament : 6 'drill' Srb's launched from a center point, and 4 small guided antifigther missiles. (all of that designed to be reloadable)

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I seem to be a bit too distract-able to get any of my designs finished but I seem to have created a weapon which has more delta v in atmosphere (due to srbs overheating) than Macey's srb missiles and is also smaller. simply take a large decoupler turn on 8 symmetry and stick on sepratrons so that they are inside the decoupler (to save space) and repeat 3 times I used the angle snap thing when I made them which only allows you to attach 3 sets of sepratrons the decoupler shots which I decided to call mass accelerator rounds for some reason seem to be pretty accurate from my admittedly very limitted testing. I feel that if these weapons are indeed superior then this new development should be handed over to spiritwolf and it's allies immediately as a gift/ show of support from the Woltaran Alliance.

Sounds interesting, remember to test it on armor and wing platings at varied distances for best test result.

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here's preview pics of my combat cruiser :)

1hYwihpl.jpg

4tLovpXl.jpg

(you can see the Launch vehicle decoupled under it, temstar's supernova shllv :P)

the whole front part can be decoupled and replaced by a new one, if you need to reload those SRB's :) (i did not test yet how the action groups will behave after replacing the SRB's, but it's possible to load the SRB's and eject the remaining manually) the same for the guided missiles, they can be decoupled and replaced.

custom actions : key 1 to 6 : decouple the SRB's in order, so they go docking themselves with the central docking port. key 7 : undock the remaining docking port and decoupler after you fired your SRB, making the central docking port free for the next SRB.

the antifighter guided missiles use 6 parts : 2 oscar-b, 2 24-77, a Okto2 probe and a nose cone. (they have no batteries, so there's only the probe core battery after decoupling - it's for making them only viable at short range) - the 2 24-77 at full thrust gives it a high TWR at full thrust - but there's only 9s of fuel :P so you just adjust your target with almost not thrust, then make them go full thrust once you acquired your target.

it has space for a crew of two inside it (which can get out by the openings near the docking port).

will be intended for Hanland :) (i have the backstory for it too :P)

Edited by sgt_flyer
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here's preview pics of my combat cruiser :)

(you can see the Launch vehicle decoupled under it, temstar's supernova shllv :P)

the whole front part can be decoupled and replaced by a new one, if you need to reload those SRB's :) (i did not test yet how the action groups will behave after replacing the SRB's, but it's possible to load the SRB's and eject the remaining manually) the same for the guided missiles, they can be decoupled and replaced.

custom actions : key 1 to 6 : decouple the SRB's in order, so they go docking themselves with the central docking port. key 7 : undock the remaining docking port and decoupler after you fired your SRB, making the central docking port free for the next SRB.

the antifighter guided missiles use 6 parts : 2 oscar-b, 2 24-77, a Okto2 probe and a nose cone. (they have no batteries, so there's only the probe core battery after decoupling - it's for making them only viable at short range) - the 2 24-77 at full thrust gives it a high TWR at full thrust - but there's only 9s of fuel :P so you just adjust your target with almost not thrust, then make them go full thrust once you acquired your target.

it has space for a crew of two inside it (which can get out by the openings near the docking port).

will be intended for Hanland :) (i have the backstory for it too :P)

What is the part count for that monster currently?

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