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the game say 390 parts in orbit - with all it's ammunition :) (the main part of it is the SRB's canister in the front of the ship - it accounts for around 200 parts - SRB's included) it's 645 parts at liftoff with the supernova's below it.

i managed to get it to orbit (the SRB canister is a bit wobbly during ascent, but nothing breaks :P) - i tested emptying the whole canister in orbit, and it works :) (all SRB's are protected inside the canister, until they are chambered at the center for firing, 1 at a time)

before each subsequent shot, you only need to eject the spent casing which remain docked at the center, undock the next SRB, let it dock on it's own at the center, and translate a bit to avoid firing through the previous spent casing :P

(yup, the SRB's goes automatically to the center docking port when you decouple them from the canister - without any other action needed :P (spent quite some time perfecting the SRB's loading system :P)

the whole front canister can be undocked and replaced if the need arise :P

i know it's above the 300 part limit but hey :P we never know ^^ - i also tested out 'charging' a SRB before firing, it goes away at impressive speeds if you let the SRB empty almost all of it's fuel before releasing it :)

note : only 1 part was needed for each SRB for 'pushing' it out of the canister.

in the end, i'm still searching for a class name / ship name :P can't decide :) so if you have some idea's :P

Edited by sgt_flyer
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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)

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so you'll have turtles in a tortoise ? :) - nevertheless, remind's me a little of star wars rebel galofree medium transports in episode V :)

do you have some stats about it ? (weight / TWR / delta-V ? :P)

Edited by sgt_flyer
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so you'll have turtles in a tortoise ? :) - nevertheless, remind's me a little of star wars rebel galofree medium transports in episode V :)

do you have some stats about it ? (weight / TWR / delta-V ? :P)

Just wait till you see my small Hardshell Baby Turtles. small drone fighters and rather heavily armored.

anyways, since i am not that skilled or knowledgeable in ksp and its terminology calculations, i can only give limited amount of data.

But currently it has a maximum thrust of 484 (two engines are inactive as they are for the emergency escape) and the whole monstrosity weighs 224.29 tons. I have yet to get it to orbit.

I must admit it does look like someone sliced the front of a Gallofree open. owo;

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Mmh - i don't think your ion thrusters will be usefull for propelling the whole ship :) (although only the core, that's another story :P)

All engines firing gives it a TWR around 0.21 - Which is a nice value. How much fuel does the engines have ?

Edit : my combat Battlecruiser has made it to orbit (thanks to Temstar's supernova - take off weight around 1000 tons, for 645 parts at liftoff) :) (and intercepted right away the vanguard hull i keep in orbit for weapon testing :P, but a direct interception on ascent was not planned - but hey, we take good things when they happen :P)

vxKXhbAl.jpg

i'm intending for it to be stationned around duna inside the persistence file - with a planned duna orbital shipyard and support vessels - all of that will be taken over by Hanland after a Hostile Takeover by hanland(which then fired all of the current duna employees to replace them by their own) - of all those ships, only two prototype bombers (which i displayed earlier) will escape the takeover and flee to the joolian system, thanks to intrepid pilots, who will help Spiritwolf. (although those prototypes need a complete refit after firing their only torpedo - at least, they will be able to use the bomber itself as a projectile, and eject before impact thanks to their ejectable cockpits :P)

Edited by sgt_flyer
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Breaking News!!! The Hanland aircraft has been destroyed by what can only be described as a telephone pole launched from space! Starship OFS Ajax reported to have a superweapon referred to as "Helios", capable of launching giant metal beams from space. OFS Ajax belongs to a faction called the "Orion Federation", an ancient enemy of Hanland. The Orion Federation allies with Spiritwolf, becoming the newly-formed "Order of the Hunter".

Edited by FallingIntoBlack
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Breaking News!!! The Hanland aircraft has been destroyed by what can only be described as a telephone pole launched from space! Starship OFS Ajax reported to have a superweapon referred to as "Helios", capable of launching giant metal beams from space. OFS Ajax belongs to a faction called the "Orion Federation", an ancient enemy of Hanland. The Orion Federation allies with Spiritwolf, becoming the newly-formed "Order of the Hunter".

A telephone pole eh? sounds very very kerbrl-ish. Hope to see some screenshots soon.

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If you want to make the drill missiles more destructive add some sub-munitions that they can fire off while inside the enemy ship. the small radial decouplers would probably work well just put a bunch of them on the side of your missile and press space (put the decouplers all in one stage)when you punch through the enemy armor.

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Mmh - i don't think your ion thrusters will be usefull for propelling the whole ship :) (although only the core, that's another story :P)

All engines firing gives it a TWR around 0.21 - Which is a nice value. How much fuel does the engines have ?

Thanks for telling me the TWR!

Here is the Fuel stats for the Tortoise as of now.

Electric Charge: 4545

Liquid Fuel: 6840

Oxidizer: 8360

Mono Propellant: 1980

Xenon Gas: 9800

The Ion engines are useful in case that the tortoise runs out of Liquid fuel. while not powerful, they can still enable the ship to maneuver around (very slowly)

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from your fuel stats, the 8 nuclear engines all firing should give you around 3200 m/s of delta-V - if all the liquid fuel and oxidizer onboard can be used by the nuclear engines :) - more than enough for reaching the joolian system :) (and using only 6 instead of all 8 nuclear engines will have almost no impact on fuel savings - you'll just end up accelerating slower :P - if you want emergency speed, add in a couple of LVT 45's which does not fire normally, and when they do fire in conjunction with the nuclear engines, they will use up much more fuel than the nuclear engines, but they will give you a much higher TWR :)

else, some pictures of my current work (intended to end into my persistence file) : a Duna orbital shipyard (not assembled yet, but there's already several parts of it in LKO, awaiting the Duna transfer window)

the LV for the shipyard is based upon my saturn rockets, but with simplified operations, and added droppable boosters. (it does not have the saturn's complex interstage systems: p) in the end, it gave my a rocket capable of lifting 86 tons to a 80x80 LKO, with a 12% payload fraction (in a non asparagus design).

some pics of the ascent :

1ETLltDl.jpg

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the shipyard's core, awaiting it's transfer stage (86 tons in orbit):

ts4RvGJl.jpg

the shipyard's drydock extension, with two automated heavy orbital tugs(intended for the shipyard servicing) and a transfer stage :

65cOrvAl.jpg

and a Valkyrie civilian transport , which has room for 1 pilot and 12 passengers, designed for round trips between LKO's (it has 88 parts weight 40 tons, has 3908 m/s of delta-V and a TWR of 0.3).

3Z8D7Ftl.jpg

b29Ls8Ol.jpg

i think i'll try to make a civilian round trip refueller based on the valkyrie too :)

Edited by sgt_flyer
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So life caught up with me, and the Ragnarok needed some refining, but I found some time to fix the issues it had and launch it. Screenies here, as youtube uploading didn't work ;.;

'll redo the official submission, too.

Craft- L-150 Ragnarok

Corp- Targus Aerospace Labs

Allegiance- Spiritwolf

Purpose- Military

Part Count- 170 odd on launch pad, 128 in space.

Armament- 13 guided missiles

Corp Bio: T.A.L. are longstanding spacecraft designers, with a history of achievements in orbital operations and logistics, but after repeated fuel silo pirating by freelance explorers naively decided to develop weapons and defense technologies. When shots were first fired competitors saw the opportunity and claimed the pirates were civilian vessels of theirs (after some bribery with the pilots), and convinced various organisations and governments to allow them to take military action of their own. The conflict escalated and many lives were lost. After some time global media uncovered the falsehood that was their casus belli and the powers that be put a launch embargo on the enemy forces, before shutting them down entirely. The T.A.L. emerged from the conflict with ownership of almost all remaining assets in Kerbin orbit and on both its moons, as well as great experience in weapons development, and saw no reason to burn the blueprints, so to speak.

fKmJFco.png

Pros- Strong vs smaller fighters/carriers, decent range (easily interplanetary), very strong front armour allows it to ram very effectively without as much self-inflicted damage, strong in defensive and escort roles.

Cons- Incapable of taking on similarly sized ships or larger except by ramming, weak in offensive roles. Rear opening for engines is an inviting target. Weak vs destroyers, cruisers, etc.

Proof of travel (sorry for the night launch :sticktongue: )

86U7aSG.png

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PYEy6AU.png

ccHgkeI.png

And here is the .craft file:

Edited by Sliinty
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You know, I just realized quite painfully that while getting something to, say, Laythe is easy, getting it to STAY there is a different matter entirely.

Here's a tool that i often use for my aerobraking manoeuvers :) that tool is really useful :P

http://alterbaron.github.io/ksp_aerocalc/

Also, even if you don't want to aerobrake, you will need to minimize your laythe encounter difference of speed to save delta-v, by positionning your laythe encounter orbital path is tangent to laythe orbit - going in the same direction of course :P

Hope that can help you achieve orbit around layhte :)

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^this...., i was running a test on one of my ships this mornin, and most of my fuel use for the whole test, (kerbin - > Laythe) was taken up by climbing up out of layth's atmosphere and back into orbit

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