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Spiritwolf/Hanland Submissions


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Say hello to the Errant Venture class O/SB APT (Orbital/Small Body All Purpose Transport)

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As you can see... it's big.

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View from the docking control station.

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It's capable of doing... well... anything.

It can tow a train of 2meter cars behind itself, dock with a station, land and takeoff from any small body, carry crew and fuel in useful quantities, and theoretically could even serve as a fighter tender, though it doesn't have logistics support.

Currently, there are 2 more variants in production. The first variant is a boosted shuttle for use in Kerbin orbit exclusively. Think of it as the Space-Shuttle, but with more of the parts being made reusable. The second is a possible Laythe SSTO. If that can be made to function, then it would completely change everything about how kerbal-kind views the blue moon.

Also. Kerbylon is finished. All engine modules are docked. All it needs now is it's full crew, full fuel, and it'll be ready to go.

I'm thinking it'll have a crew of 21. That allows for 3 shifts of 7 active kerbals at a time. 4 docking operators, 1 chef, and 2 security officers.

If requested, I can make the Errant Venture and it's variants openly available. I actually would love some help on the Laythe SSTO version.

Edited by shepard1701
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I'm hoping that it's too valuable a target to blow up. Helped by it not being immediately armed.

My fluff write up will also be trying to paint it as a sort of 'neutral ground'. It will happily sell fuel and take in guests from either side.

In the event someone doesn't want to be neutral, I've designed a watchtower to keep an eye on things. While unarmed itself, the Watchtower will have 3 of my Syfer type fighters to hopefully deter any would be aggressors.

And they certainly should deter any would be aggressors... they are SCARY ships. A decent missile weapon with two shots, but they key is their incredible speed. Simply put, they're designed for aggressive intercepts, we're talking crazy fast approaches, then flipping in for the attack.

The main reason I'm using a different station for it's defenses are that... well...

My fighter sits at around a hundred parts. Half of that is taken up by it's weapons payload, about. So if Kerbylon were to store the weapons and fighters both... it'd just be too big.

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I may need to make my Watchtower a little bigger.

OH! Can someone tell me if it's a problem that I have the mk2 cockpit mod in that thing?

EDIT: Oh... this might be troublesome.

I might have made my missiles too fast.

Edited by shepard1701
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I hate to double post, but...

Can someone help me out?

My original missiles are... well...

Mind bogglingly fast. Like... If I aim them just right, I could send one to from low kerbin orbit, fast... Unfortunately, this means that they're utterly useless. They pass through most things just about instantly...

I'm experimenting with a few other designs. Does anyone have any sudgestions?

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I hate to double post, but...

Can someone help me out?

My original missiles are... well...

Mind bogglingly fast. Like... If I aim them just right, I could send one to from low kerbin orbit, fast... Unfortunately, this means that they're utterly useless. They pass through most things just about instantly...

I'm experimenting with a few other designs. Does anyone have any sudgestions?

I'm having troubles with this, too. My MAC gun's bullets go straight through armour and do nothing.

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After some testing, they do work when the game slows down a bit. So I'm going to halve the number of seperatrons.

In an unrelated note, (I swear). I've found a very nice bomber ammo. Also, my fighters are a bit tricky to hit. Or my aim sucks. One of the two.

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ya its a matter of the physics catching up with the event. I have a missile that has 8 pairs of sepratrons on a single beam and its fast as fast as fas in space. It was going through the targets so i had to slow it down. If you increase the mass that will both add damage potential and slow its acceleration. even better if you slow it down with a can it adds a lot more damage and fixes the problem. Now its not just a kinetic round now its an explosive fragmentation round.

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To the people out there who have downloaded and flown the "Phoenix" Firebird Mk. X, whether it's the stock variant or the modded variant, if you have any questions regarding how to fly it, just pm me. But I did try to make the action groupings as simple as possible. Makes me glad to see that people are downloading my ship and having fun with it. It is able to be refuelled as well, but getting to the tanks is a little tricky with the armour on top.

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My fighter sits at around a hundred parts. Half of that is taken up by it's weapons payload, about. So if Kerbylon were to store the weapons and fighters both... it'd just be too big.

I like how you set up your missiles. It makes loading easier when you can put in two shots at once. Makes it easier on the drones. Now, if Kerbals could just be taught to undock things, move them, and dock them...or at least be made to grab things!

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My fighter sits at around a hundred parts. Half of that is taken up by it's weapons payload, about. So if Kerbylon were to store the weapons and fighters both... it'd just be too big.

perhaps i am over building. my fighters sit at 290 parts.

Also the downside to making ships as thin as possible: they get really wide from the top.

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Edited by zekes
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I do have one thing, though...

I would really, really, really love it if we could convince Macey to use just one little mod.

The Mk-2 Cockpit Internals mod.

It doesn't make the game harder. Or easier. It just adds something that should be there in the first place.

You just want to see combat from inside the cockpit. :D

What I wish was there was a mod that allowed to me assembly the tiny stock missiles easier. I swear KSP fights me all the way. Putting those tiny rockets onto tiny fuel tanks and then attaching Jr docks...GRRRRR...and yes I know alt-left click can copy the last part you handled (or something like that) but I always seem to end up copying a piece...

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A good alternative is to use Macey's standard torpedo design, but set it up in a staging type missile pack like I have. The LV-1R radial engine works nicely for that.

Also...

I am making the ultimate Space Train system.

I suddenly realize that far more than my warships, my best submissions are going to be logistics vessels.

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Okay...

This space train launching might be a bit tedious. Even as beautifully nice as it flies. Is it alright if I use a bit of mechjeb just for putting it together? I'll keep it off the vessel itself once everything docks. I'll still fly it to Jool manually.

Okay. The Mono-Propellant car goes on like a DREAM.

Next is the fuel cars.

Edited by shepard1701
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I hope somebody is designing the ships needed to refuel these monsters, rearm them, and rescue the command pods after the massive battles. Somebody did make a grabber or scoop of some kind to pick up survivors....right?

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