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Alright, here is something I would really like to see done. I think it would be really cool if we came up with and used a standardized designation system, like those that are used in today's navies. I already gave an example of one with my previous post with the Rontop Kerman-class Destroyer. The designation system I use is a set of four letters followed by a number, in which the first two letters identify the manufacturer of the vehicle, the latter two identify the type of ship, and the number is a hull number. So, for example, the designation of the KSS Gene Roddenberry is SkDD-10. Here, the "Sk" identifies that ship as being made by Skysound, the "DD" identifies that ship as a Destroyer, and the 10 identifies it as being the 10th Destroyer built.

Now, you all must be thinking, what's the point? Well, let's look at a real-life example. Think of how many different ships have borne the name Enterprise. A quick look on Wikipedia reveals that there are quite a few. But, when you refer to OV-101, you know that you are talking about the first Space Shuttle Orbiter. And when you refer to CVN-65, you are referring to the world's first nuclear-powered aircraft carrier. And when you are referring to NCC-1701-D you are referring to the one that was captained by Patrick Stewart and went where no man has gone before. The point is that it allows for names to be reusable, or for two different coexisting ships to bear the same name simultaneously. In other words, we can have another KSS Spirit of Kerbin (albiet with a different designation)!

Plus, it would add a greater level of depth to Macey's series, and who doesn't want that?

P.S. Also, another classification that I feel is very, very much needed, if not for the necessity then just the sheer epicness of having one.

Battleship - BB

Heavily armored ships with plenty of firepower to spare.

Think the KSS Vanguard, but bigger, MUCH bigger.

Edited by datubaman
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Don't forget one thing concerning naming :) Spiritwolf and hanland are corporations, not military groups :), so here we are speaking of various other corporations assisting one side or another. I would be ok with having common class designation based on wet weight and purpose (freighter, cruiser, frigate, etc) but other than that, standardized naming convention would not fit the corporate environment. (on earth, the various countries does not have the same designation for their warships) :)

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Ok, Massive Post but it contains all the ships (and proofs) i have developed for the series

The Mountain Industries Ship Lineup

All Independently Orbit Capable, and Laythe Direct Injection Capable

Many Models Retain as much as 2/3 fuel upon arrival at the laythe frontier

The "Bad For Business" (C-Series Military Hull)

Hwp8jRq.png

Crew - 1

Part Count - 206

Weapons - 8 - Fast Attack, Fighter Missiles

A Lighter Warship, Intended for detached service in far reaching areas of the system, the Bad for business is based around a standard C-Series light

hull and fitted with Standard light fighter weapons, The intended to serve in groups or as escorts for heavier fleet elements

Action Groups

1 - Toggle Main Engine Gimbals

2

3

4 - Fire First "Fast Attack" Missile Set

5 - Fire Second "Fast Attack" Missile Set

6 - Fire Third "Fast Attack" Missile Set

7 - Fire Fourth "Fast Attack" Missile Set

8

9

0 - Undock Forward "Nose" Docking Ports

Abort - Purge Protective Bridge Plating

Gear - Toggle Main Engines

Lights - Activate Running Lights, Toggle Solar Pannels

Brakes - Activate Weapons systems

Proofs

jgZOlSpl.pngYiTFHTjl.png

5YIBGjhl.png

Craft Link http://www./?rdo93ynyti66y5w

The "Errant Venture" (C-Series Military Hull)

qgHHDtc.png

Crew - 1

Part Count - 204

Weapons - None

Fighter Berths - 2

The Errant Venture's C-series Light hull has been refitted to setrve the fleet as a light carrier, supporting the operations of 2 mosquito units

independent of the main fleet carrier force

Action Groups

1 - Toggle main Engine Gimbals

2

3

4

5

6

7

8

9

0 - Undock Forward "Nose" Docking Ports

Abort - Purge Protective Bridge Plating

Gear - Toggle Main Engines

Lights - Activate Running Lights, Toggle Solar Pannels

Brakes

Proof's

RaTLVtcl.pngm3UqjWSl.png

9K4GKJ2l.png

Craft Link http://www./?rdo93ynyti66y5w

The "Sober Counsel" (C-Series Military Hull)

5FN2Aa7.jpg

Crew - 1

Part Count - 201

Weapons - 4 - Fast Attack, Fighter Missiles

- 2 - Heavy, Close Attack Torpedoes (Concealed)

Action Groups

1 - Toggle main Engine Gimbals

2

3 - Fire Heavy, "Close Attack" Torpedoes

4 - Fire First "Fast Attack" Missile Set

5 - Fire Second "Fast Attack" Missile Set

6

7

8

9

0 - Undock Forward "Nose" Docking Ports

Abort - Purge Protective Bridge Plating

Gear - Toggle Main Engines

Lights - Activate Running Lights, Toggle Solar Pannels

Brakes - Activate Weapons systems

Proofs

o5oVH7El.pngXbw7cbPl.png

1TBwwzpl.png

Craft Link http://www./?5z922coc1sjso1c

The "Furious Purpose" (Converted Civilian Freight Hull)

7q22uSD.png

Crew - 1

Part Count - 187

Weapons - 1 - Heavy, Close Attack Torpedo (Concealed)

Originally a Mountain industries light civilian transport freighter many of this class of ship have been refited to serve the fleet as small/cheap heavy

weapon platform

Special Notes - Can Make Laythe Orbit From a Direct Kerbin Injection, IF you are careful with your fuel

Action Groups

1 - Toggle main Engine Gimbals

2

3 - Fire Heavy, "Close Attack" Torpedo

4

5

6

7

8

9

0

Abort - Purge Protective Bridge Plating

Gear - Toggle Main Engines

Lights - Activate Running Lights, Toggle Solar Pannels

Brakes - Activate Weapons systems

Proof's

tjcSfCJl.jpgiIF0Stxl.png

hNq9bGGl.png

Craft Link http://www./?5z922coc1sjso1c

The "Appeal To Reason" (E-Series Military Hull)

rfzvQZn.png

Crew - 2

Part Count - 214

Weapons - 4 - Heavy, Close Attack Torpedoes

The Original E-Series Civilian Shipping Protection Hull Has been Reworked Redesigned and modified to support the improved weapon and Armor systems

needed in this military version of the hull

Special Launch Notes - Launch requires that fuel flow be disabled on a single large tank beneath the ships armor hull before launch, once the external

liquid boosters detach this tank must be re-enabled to continue launch

Action Groups

1 - Toggle main Engine Gimbals

2 - Fire First Set, Heavy, "Close Attack" Torpedoes

3 - Fire Second Set, Heavy, "Close Attack" Torpedoes

4

5

6

7

8

9

0 - Undock Forward and Rear Docking Ports

Abort - Purge Protective Bridge Plating

Gear - Toggle Main Engines

Lights - Toggel Running Lights

Brakes - Activate Weapons systems

Proof's

ZdB3d1nl.png5twN2Jhl.png

oVQ4TLBl.png

Craft Link http://www./?vxdtbpudstudusc

The "Reformed Pacifist" (E-Series Military Hull)

7TtTDO3.png

Crew - 2

Part Count - 234

Weapons - 6 - Fast Attack Fighter Missiles

- 2 - Heavy, Close Attack Torpedoes

The Original E-Series Civilian Hull Has been Reworked Redesigned and modified to support the weapon and Armor systemsin this military version of the

hull

Special Launch Notes - Launch requires that fuel flow be disabled on a single large tank beneath the ships armor hull before launch, once the external

liquid boosters detach this tank must be re-enabled to continue launch

Action Groups

1 - Toggle main Engine Gimbals

2

3 - Fire Heavy, "Close Attack" Torpedoes

4 - Fire First "Fast Attack" Missile Set

5 - Fire Second "Fast Attack" Missile Set

6 - Fire Third "Fast Attack" Missile Set

7

8

9

0 - Undock Forward and Rear Docking Ports

Abort - Purge Protective Bridge Plating

Gear - Toggle Main Engines

Lights - Toggel Running Lights

Brakes - Activate Weapons systems

Proof's

w8fKzkll.pngqio19bFl.png

r1gADfSl.png

Craft Link http://www./?n8b59cqp83b13tn

The "Wetware Problem" (Converted Fleet Collier)

vWJfXND.png

Crew - 2

Part Count - 260

Weapons - 3 - Heavy, Close Attack Torpedoes

- 1 - Fortress Class Torpedo

A Converted Fleet resupply and refuelling vessel, the wetware problem has undergone a significant reffit to conceal A Fortress Class Weapon, and 3 Heavy

Torpedoes Within its Hull

Special Launch Notes - Launch requires that fuel flow be disabled on a single large tank beneath the ships armor hull before launch, once the external

liquid boosters detach this tank must be re-enabled to continue launch, Aditionally RCS use Is required during the initial Phase of Launch to maintain

the appropriate heading, can be disabled after the ship has obtained significant forward motion

Action Groups

1 - Toggle main Engine Gimbals

2 - Fire 1 Fortress Class Torpedo

3 - Fire 3 Heavy, "Close Attack" Torpedo

4

5

6

7

8

9

0 - Undock Docking Ports

Abort - Purge Protective Bridge Plating

Gear - Toggle Main Engines

Lights - Activate Running Lights, Toggle Solar Pannels

Brakes - Activate Weapons systems

Proof's

uHJRDjbl.jpgdUUVkmfl.png

mBHB5igl.png

Craft Link http://www./?7t9tb3266n3v64s

The "Walk Softly" / "You Naughty Monsters" (Troop Ship)

T8whOQL.png

Crew - 2

Part Count - 258

Weapons - 6 - Fast Attack Fighter Missiles

Troops - 8

Standar fleet troopship to support covert and standard troop operations, carries 8 Troops and equiped with individual landing craft for each trooper

Special Launch Notes - Launch requires that fuel flow be disabled on a single large tank beneath the ships armor hull before launch, once the external

liquid boosters detach this tank must be re-enabled to continue launch

Action Groups

1 - Toggle main Engine Gimbals

2 - Launch Pods

3 - Fire First "Fast Attack" Missile Set

4 - Fire Second "Fast Attack" Missile Set

5 - Fire Third "Fast Attack" Missile Set

6

7

8

9

0 - Undock Forward and Rear Docking Ports

Abort - Purge Protective Bridge Plating

Gear - Toggle Main Engines

Lights - Activate Running Lights

Brakes - Activate Weapons systems

Proof's

EKYuH11l.jpgEGE8FPgl.png

gwi89y1l.png

Craft Link http://www./?drt877kpldrds2p

The "Fate Amenable To Change" (Hospital Ship)

x6E3BwL.png

Crew - 2

Doctor/Shuttle Pilot - 1

Patients Capacity - 24

Part Count - 176

Weapons - None

Special Launch Notes - Launch requires that fuel flow be disabled on a single large tank beneath the ships armor hull before launch, once the external

liquid boosters detach this tank must be re-enabled to continue launch

Action Groups

1 - Toggle Main Engine Gimbals

2

3

4

5

6

7 - Toggle Shuttle Solar Array's

8 - Toggle Shuttle Engines

9 - Undock Shuttle

0 - Undock Forward and Rear Docking Ports

Abort - Purge Protective Bridge Plating

Gear - Toggle Main Engines

Lights - Activate Running Lights, Toggle Solar Array's

Brakes

Proof's

mHN9SIRl.jpgRvRMihkl.png

e4VGYdtl.png

Craft Link http://www./?cd1c0833o64xs2w

Mountain Industries - Antimatter Weapons, For A Brighter Tomorrow

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With all that you could easily build your own fleet, seriously...

one thing I noticed is that you used a lot of 1x1 panels instead of 2x2, causing a higher part count and leaving parts of the ship intact. This kind of weak spot was what allowed a mosquito equipped with the weakest torpedos of the entire series to kill the Grendel class Destroyer in macey's last video. also leavong a little more space between armor and hull makes reloading easier and increases the effectivity of the armor on bigger ships (Weapons [notably heavy torpedos] often push the armor inward, sometimes far enough to have vulnerable parts pop through).

have you tried guided weapons already? I can see drone pods on the top of some of your SRB-torpedos, but without other control systems - do (can?) you use them for steering?

The (unfortunately part-count intense) guided Missiles I used on the Reaper have ASAS, RCS and a good balance that allows reliable steering in all fuel and thrust situations and have proven to be lethal for even a vanguard. the Range is quite comfortable, but I wonder if that's necessary if you think about the round-based nature of the last Battle.

does anyone feel like taking a look at them and telling me his opinion? Being objective about your own construction can be quite hard...

Edited by Hector_919
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Ladies and Gentlemen, on behalf of everyone here at SkySound, I am proud to announce the launch of our most ambitious endeavor yet: The BB-X Project! The BB-X Project is a massive undertaking, gathering the combined resources that the greatest minds here at SkySound have to offer. The Goal? The development of the first ever true, long range, long endurance Battleship for use in combat around Laythe. The BB-X will be enormous, with an estimated part count ranging from 6-800 parts, and will be very heavily armored. It has a projected crew of 36, distributed across 26 crew stations, including a Main and Auxiliary Navigation Bridge placed atop two conning towers, one on the top and one on the bottom, two, rearward facing Communications Bridges, a heavily defended Main Command & Control Station, an equally fortified Auxiliary Command & Control Station, a Main Fire Control Station placed on the prow of the ship, an Auxiliary Fire Control Station buried deep within the ship, and twenty Fighter Defense Control Stations situated around the ship. Its primary armament will be two, triple-stack Hades Cannons, with an entirely self-contained reloading system that leads from an internal magazine that houses spare ammunition. It will also feature an extensive array of Anti-Fighter Missiles and a battery of small Guided Anti-Ship Missiles. As progress continues with this project, we will keep you posted. See you in Space!

P.S To the person who put a picture of Dr. Hanland's face on the dartboard in the break room, you need to take it down. It's already full of holes and we're gonna be replacing that dartboard with a full 3'x4' full body portrait of him as a replacement. We haven't quite figured out where to put the bullseye, but we have some ideas...

Edited by datubaman
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Testing the "Full Refund"'s Armor

CmWWa1Bl.png

Its Tough

Small Missiles - Do nothing

oJbuKmll.png

xwfETBCl.png

Except maybe become inconvenient when lodged in Weapon systems

iGJuPvil.png

VNfDfBHl.png

Large missiles - Very Destructive

1lSe7UFl.png

Direct hits are devastating but crew often survives unless hit directly in the command areas

ionRsFOl.png

HebTy4cl.png

Plate armor quite effective

its currently 288 Parts, could cut it down during optimisation, maybe remove some of the less critical armor and expose some systems we'll see

you should put regular SAS instead of ASAS on the large torpedoes. ASAS uses the vectoring and rcs to stay steady, while SAS uses torque.

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If memory serves, all SAS does is attempt to stop rotation, it makes no effort to lock heading. Also, SAS doesn't add torque force at all, I've tested it using a Probe core with SAS and without SAS- no change.

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J-Tech AT-BT Mk.2

EV6klLll.jpg

wYOXj7tl.jpg

G6qJy8Yl.jpg

nDDfjLRl.jpg

DJwbtDbl.jpg

AT-BT stands for All Terrain-Buggy Transport. It is designed to take a kerbal through any sort of terrain, perferrably in an atmosphere. The Mk.2 model is the upgrade from the Mk.1, with parachutes for the atmosphere, of Duna, Eve or Laythe, and has landing struts on the bottom which, when deployed, makes the front end come closer to the ground, making it easier for the kerbal to board it(doesn't work on Eve). I've tested it on Kerbin, Mun, Eve, Laythe and Duna. I don't recommend making sharp turns on the Mun or Duna, it flips very easily, but it works on planets with heavier atmospheres, such as Kerbin and Eve.I've dropped it from the atmosphere on Duna (around 15 m/s fully deployed parachutes) and Eve (around 6 m/s). Both times you might have to get out and repair the wheels, as they take the fall for the rest of the craft. It has a small docking port at the back, but I haven't made any use for it yet(mabye transport wagon for other kerbals) It can reach speeds up to over 20 m/s on flat surfaces, making it excellent for scouting and reconaissance. NOTE: While testing on Laythe going down hill somewhere at 40 m/s, and the two front wheels collided and sent the whole rover spinning in the air. It was decapitated when it reached the ground. Proceed with caution when reaching extreme speeds.

Craft File: http://www./download/xwsi2slxbfapwlt/J-Tech_AT-BT_Mk_2.craft

Command Keys:

1) Toggle front lights

2) Toggle back lights

3) Extend antennae

G) Toggle landing struts

Company Name: J-Tech

Allegiance: Neutral, will do business with either company.

UPDATE:

J-Tech AT-BT Mk.3

YQbVIVKl.jpg

JtWtaoTl.jpg

The Mk.3 comes equipped with an extra parachute and ladders, since the landing struts barely made a difference anyway and would break easily.

Craft File: http://www./download/5luukm6gb4ou4ey/J-Tech_AT-BT_Mk_3.craft

Edited by Joshington
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K-55-A Heavy Attack Ship.

Armament: 12 RT-10 SRB's :D

Armour: Sides: Double panels Top/Bottom: Single layer Rear: Single layer

Crew capacity: 3

Solar Panels: 5

Propulsion System: 1 'Skipper' + 2 24-77's

The K-55-A is meant for close-range assaults against heavily armored ships and capital ships. The K-55-A has an escape system (WIP) to save the crew, and has 1 docking port on front of cockpit.

Company Name: KFA.IND

Allegiance: Is willing to help Spirit Wolf.

(will get .craft file up soon, it's still a WIP)

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Wow...I seriously underestimated the number of parts that the BB-X would be comprised of.

cwCuAYU.jpg

This is the BB-X as it stands now. It is about 1/3 to 1/4 completed and it is already at 1200 parts...

I do believe, that when it come time to try to get it into space, I will come to know the true meaning of lag.

Any bets as to whether this thing will ever get into space?

Edited by datubaman
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Wow...I seriously underestimated the number of parts that the BB-X would be comprised of.

cwCuAYU.jpg

This is the BB-X as it stands now. It is about 1/3 to 1/4 completed and it is already at 1200 parts...

I do believe, that when it come time to try to get it into space, I will come to know the true meaning of lag.

Any bets as to whether this thing will ever get into space?

Reminds me of the Yamato. Very cool. Do whatever it takes to get in space.

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Reminds me of the Yamato. Very cool. Do whatever it takes to get in space.

Well, sad to say but this one is not going into space, at least not now. After much deliberating, I decided to scrap this design and go for a much simpler and sleeker design. Don't worry, it's still gonna be a very similar design, I'm just cutting down on the crew compartments and some other things. Currently, the new design is going great, and I think I may have a winner. And a war-winner at that. I may try the old design again if they make bigger panels, but not before then.

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I think since Macey's busy, someone with a Youtube channel should download these craft and make them fight against each other, and the winner gets to advance to fight more ships. Of course, this would need a unified class system so we don't have heavy fighter getting torn to shreds by friggates. As for cariers, they would be outfitted with Macey's classic figter design.

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I think since Macey's busy, someone with a Youtube channel should download these craft and make them fight against each other, and the winner gets to advance to fight more ships. Of course, this would need a unified class system so we don't have heavy fighter getting torn to shreds by friggates. As for cariers, they would be outfitted with Macey's classic figter design.

I was actually considering doing something like this before I left on vacation. I would be willing to make the episodes since I already run a channel on youtubez. It could be called "Community Fight Night" I would probably be able to do them once a week on friday or saturday.

If there are enough people interested in me doing this let me know. I'll probably make a pilot episode as an example.

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I was actually considering doing something like this before I left on vacation. I would be willing to make the episodes since I already run a channel on youtubez. It could be called "Community Fight Night" I would probably be able to do them once a week on friday or saturday.

If there are enough people interested in me doing this let me know. I'll probably make a pilot episode as an example.

If so my destroyers come in pairs.I tried something similar a few pages ago.

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Oh, I haven't even gotten that far yet. The problem is the immense amount of lag that I am experiencing trying to assemble it in the SPH, and it gets even worse when I try and take it out to do structural tests, I usually end up getting less than one frame per second. The reason for the lag is the huge amount of parts used in making it. My last attempt was in excess of 1300 parts, and lagged so bad that it would be impossible to make it go in any direction other than down.

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