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UKSN Infatigable


Rune

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Moar modular warships! A new addition to my not-so-peaceful skunkworks thread. As I said for the Punchball, recently I have begun applying a new design philosophy to my military fleet: A durable warship that can take damage and keep on fighting. This time, I present a light destroyer, that, at 60 tons, can do very decent light escort duties:

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How is she more durable than any other ship, you say? Well, my solutions are varied. The first one is pretty much a passive mostly unintended feature: it has a damn small cross section no matter which way you approach it! I had trouble hitting it with RCS smart missiles in testing due to that, and I shudder at the thought of trying to guide a high T/W torpedo from far out. Then, of course, it's armored. The armor is placed in small chunks with a slight inclination so there is some shock absorbing capability without jumping the part count unreasonably high (it's high enough as it is for such a small ship), and you don't lose it all if it is shaken off. But we all know with a big enough torpedo all armor is useless. So what do you do when a SRB has just riped through your hull like it's tissue paper? Well, you literally pick up the pieces and move on. Every pod in the ship is actually an independent craft with RCS subsystem and docking ports, so you can re-dock them to the biggest fuel tank you find in the debris filed. Then you grab the engines, which are mounted on similarly independent pods, and figure out a symmetric stable-ish arrangement for your new drive system. Then you grab some of the weapons still floating around out there, and go deliver some rightful vengeance on the guys that just made you do all that salvaging work. Enjoy blowing it up bit by bit!

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For weapons, they are a bit on the light side. Four prow-mounted lance torpedoes are the main anti-ship armament (because having an I-beam rammed at you at a minimum of 750m/s is sure to guarantee a bad day), while the ring of six smart RCS missiles are there mostly for fighter defense (though they can do light damage to big ships). But hey, destroyers are supposed to be light fast ships that go after soft targets after all, right? ;)

Of course, it includes a launcher, but let me tell you, although I like the aesthetics of it, it's not the easiest way to get to space. Just aim really high, and once the last stage runs out, make sure you have upwards of 350m/s vertical speed and keep it pointed at 45º. Then go get coffee, it'll take a while to inch your way to orbit. Please don't mention efficiency at this point ^^'. Oh, and the only modded part is kerbal engineer redux, but since this is going to my mod thread, I figured I wouldn't take it out... you know, I can just say less than 1% of the ship is non-stock :P.

IMGUR ALBUM:

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DOWNLOAD:

http://www./download/qk5e2na1gnixsji/Destroyer.craft

Rune. It sure looks long and pointy. Perfect phallic image for a warship, I say!

Edited by Rune
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Wow. That's gonna hurt if you manage to mount big enough torpedoes on it.

If you manage the shot, the lance torpedos can go through armor and blow up the tanks inside most ships (literally, on weapon testing, they ignore plates and pass through^^'). With just four shots, though, you will run out in one or two attack runs, and then the SMS (smart missile system :P) is indeed a low-yield thing. I actually messed with building a fire range for some time recently, a must do if you want effective weaponry.

wait what mods are on this?

Only kerbal engineer redux ^^'. But it's going to a certain thread, so there are reasons.

Rune. The science of blowing stuff up.

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