MissionController3134 Posted October 19, 2014 Share Posted October 19, 2014 (edited) About that capital ship.... yeah it decided to disintegrate when I turned the engines on... back to the drawing boards!This is what I got:Javascript is disabled. View full albumI've got a plane to submit as well:Javascript is disabled. View full album Edited October 19, 2014 by MissionController3134 Link to comment Share on other sites More sharing options...
astecarmyman Posted October 19, 2014 Share Posted October 19, 2014 I'm willing to let you use this if you want:It'll be a battleship from a strange alien race, from a warp gate found in orbit around vall.GMI most definitely. If you really want to use it msg me and I will re-arm the wing plates for post 0.25 usage. Link to comment Share on other sites More sharing options...
Megalodon 720 Posted October 19, 2014 Share Posted October 19, 2014 I'll update my OP tomorrow, I'll add a download for the new Victory class and the brand new Temeraire class. Link to comment Share on other sites More sharing options...
LePadeaux Posted October 19, 2014 Share Posted October 19, 2014 (edited) I've manage to update all the info on the ships for 0.25 of the Lotus Corporation. All craft are capable of reaching LKO and from there reaching both the Mun and Minmus, they are also capable of getting to Duna and Eve using an aerocapture maneuver. The Sharanga and Kavacha are meant to be used in conjunction with each other while the Trishula can support most capital ships.Javascript is disabled. View full albumALL CRAFT FILES ARE LOCATED WITHIN THIS ZIP FOLDER HEREMilitaryFighterShip: Sharanga Mk IParts: 44 (At launch: 52)Mass: 2.74 t (At launch: 26.66 t)Armament: 2 small torpedoesControls:1 - Solar Panels2 - Toggle Ion Enginehttp://i.imgur.com/nN7oGZU.pngShip: Sharanga Mk IIParts: 81 (At launch: 89)Mass: 5.43 t (At launch: 47.35 t)Armament: 4 small torpedoesControls:1 - Solar Panels2 - Toggle Ion Enginehttp://i.imgur.com/KAbYvjU.pngCorvetteShip: Trishula Mk IParts: 80 (At launch: 93)Mass: 7.93 t (At launch: 71.74 t)Armament: 4 small torpedoesControls:1 - Solar Panels2 - Toggle Liquid Fuel Engine3 - Toggle Ion Engines9 - Decouple Torpedoes (1)0 - Decouple Torpedoes (2)http://i.imgur.com/n7h8k0p.pngShip: Trishula Mk IIParts: 146 (At launch: 184)Mass: 14.30 t (At launch: 157.75 t)Armament: 8 small torpedoesControls:1 - Solar Panels2 - Toggle Liquid Fuel Engine3 - Toggle Ion Engines7 - Decouple Torpedoes (1)8 - Decouple Torpedoes (2)9 - Decouple Torpedoes (3)0 - Decouple Torpedoes (4)http://i.imgur.com/gBI8qcU.pngDestroyerShip: Kavacha Mk IParts: 152 (At launch: 190)Mass: 38.94 t (At launch: 395.94 t)Armament: 2 large torpedoesControls:1 - Solar Panelshttp://imageshack.com/a/img560/5476/d3zt.pngShip: Kavacha Mk IIParts: 192 (At launch: 238)Mass: 65.82 t (At launch: 763.92 t)Armament: 4 large torpedoesControls:1 - Solar Panelshttp://imageshack.com/a/img837/8896/16p4.png Edited July 11, 2015 by LePadeaux Link to comment Share on other sites More sharing options...
EladDv Posted October 19, 2014 Share Posted October 19, 2014 WOW Hatbat. so i guess that's the end of the season? looks like it with that ending. you know just WOW Link to comment Share on other sites More sharing options...
Ganymede Posted October 19, 2014 Share Posted October 19, 2014 GanyCo would like to support GMI with their latest space fighter, the Sidereal Mk IV.The Sidereal is a very capable fighter, able to carry a large amount of munitions.It also comes with an optional companion ring, providing the means for interplanetary travel. Link to comment Share on other sites More sharing options...
Halban Posted October 19, 2014 Author Share Posted October 19, 2014 It's awesome . I love the combination of TIE Fighter and the modular booster ring the Jedi use. Although due to where you've positioned the missiles there will only be two shots. Seems a little low to me. Super cool ship none the less. Link to comment Share on other sites More sharing options...
Ganymede Posted October 19, 2014 Share Posted October 19, 2014 Oh, with some action grouping each missile can fire independently. There's also a large docking port underneath it for any larger torpedoes. Link to comment Share on other sites More sharing options...
Halban Posted October 19, 2014 Author Share Posted October 19, 2014 Oh, with some action grouping each missile can fire independently. There's also a large docking port underneath it for any larger torpedoes.That's true, but the maximum amount of shots is two not because of staging but because there only two possible ways the ship can fire without messing up the ship's centre of mass and causing a spin. Link to comment Share on other sites More sharing options...
Ganymede Posted October 19, 2014 Share Posted October 19, 2014 That's true, but the maximum amount of shots is two not because of staging but because there only two possible ways the ship can fire without messing up the ship's centre of mass and causing a spin.Ah, I see. It wobbles a bit but it looks like SAS and RCS keeps it under control for the most part. Link to comment Share on other sites More sharing options...
ScriptKitt3h Posted October 20, 2014 Share Posted October 20, 2014 This is almost ready... just need to test its weapons on other craft first.More pics to hold you over 'till release: Link to comment Share on other sites More sharing options...
Dtpain Posted October 20, 2014 Share Posted October 20, 2014 Does anyone have a file for the stock missiles. Im planning to make a Capital Ship but I have no clue how to build the missiles. It would help a lot. Thanks in advance. Link to comment Share on other sites More sharing options...
Rune Posted October 20, 2014 Share Posted October 20, 2014 Does anyone have a file for the stock missiles. Im planning to make a Capital Ship but I have no clue how to build the missiles. It would help a lot. Thanks in advance. There you go, my personal subassemblies for the standard I-beam torpedo (point, stage, and put a hole through), plus a simple guided RCS missile similarly hardened (remember to hit full throttle once you have the target lined up on RCS to do a final 10G terminal approach).http://www./download/a35j85qiakknwzt/Lance+Torpedo.crafthttp://www./download/k4ctqy8u2rmmcv6/Guided+missile.craftRune. Hope that helps everyone! Link to comment Share on other sites More sharing options...
Megalodon 720 Posted October 20, 2014 Share Posted October 20, 2014 Judging from the last video, it seems that the odds are a little more even, with Victory, the ship that destroyed the station and the destruction of the fortress, it seems a little more fair. Also, I've started rooting for GMI now (I bet you can't guess why:D) even though they're the antagonist of the series. As a result, it's inevitable that Victory will be destroyed at some point. But I don't care, I know that she'll die fighting and that she'll fall to a worthy opponent.Anyways, I've started counting down to the new year already! I'm so excited about the next season. Link to comment Share on other sites More sharing options...
treesniper12 Posted October 20, 2014 Share Posted October 20, 2014 (edited) Named after it's creator, Elber Kerman, the Elber-Falcon is a commercial utility orbital vehicle however Krall Industries has retrofited six of these fighters to send to HKA at no cost, which carry 2, 20mm Vulcan Cannons, each armed with 650 rounds each, it also carries 4 computer guided missiles, that also can be fired rapidly in emergencies (Via the stages since action groups were buggy) , and 38 Hydra-70 missiles, which fire at 2400 rounds per minute, the "Falcon" also has 2 twin nuclear engines for interplanetary travel with a maximum Delta V of 4407 m/s , and one LV-909 engine for faster burns and combat. (Mechjeb and DB Armory weapon manager are on the back of the plane next to the LV-909 Engine. Pressing 1 will enable nuclear engines and shut off LV-909, 2 will disable nuclear engines and enable LV-909, 3 will enable both nuclear engines aswell as LV-909, 4 will undock both top guided missiles (not reccomended), 5 will undock both bottom guided missiles (not reccomended), 8 will enable space mode (Solar panels and directional antenna), 9 will enable combat mode (Retract panels and enable aiming antenna, you might have to hit 8 a couple of times to get solar panels back on.), and 0 will shutoff all engines.)Aero Braking Burn to MunOrbit of MunGuided Missile DamageImgur Album http://imgur.com/a/WOb4x (In no particular order because steam and imgur messed up the order.)Notes: I hope you are okay with it having two missile pods, I put two for balance, so It wouldn't fly up when we you were trying to fly straight, I would like this classified as a fighter (derp), and if you noticed, you can dock more missiles to it, and as long as they fit, it should be good. Sorry I didn't use armor plating, but I diddn't want it to be too OP and I want it to be a fighter that would enter the AO, fire its guided missiles at about 1 - 0.5 km out, then close in using the Hydras and Vulcans to dogfight, then burn away to a safe-zone or a resupply point when the Vulcan ammo and Hydra missiles run out.Craft with KW Launch Stage Download:https://www.dropbox.com/s/6gzmho3q2gx0sja/Elber-Falcon%20Mk%20II%20%28Laucnh%20Vehicle%29.craft?dl=0Reply to me if you need the craft without the launcher. Also please ignore me misspelling the ship, and if you don't mind, could you correct it if you happen to decide to use it? Edited October 20, 2014 by treesniper12 More Details Link to comment Share on other sites More sharing options...
Red- the Engineer Posted October 20, 2014 Share Posted October 20, 2014 Named after it's creator, Elber Kerman, the Elber-Falcon is a commercial utility orbital vehicle however Krall Industries has retrofited six of these fighters to send to HKA at no cost, which carry 2, 20mm Vulcan Cannons, each armed with 650 rounds each, it also carries 4 computer guided missiles, that also can be fired rapidly in emergencies (Via the stages since action groups were buggy) , and 38 Hydra-70 missiles, which fire at 2400 rounds per minute, the "Falcon" also has 2 twin nuclear engines for interplanetary travel with a maximum Delta V of 4407 m/s , and one LV-909 engine for faster burns and combat. (Mechjeb and DB Armory weapon manager are on the back of the plane next to the LV-909 Engine. Pressing 1 will enable nuclear engines and shut off LV-909, 2 will disable nuclear engines and enable LV-909, 3 will enable both nuclear engines aswell as LV-909, 4 will undock both top guided missiles (not reccomended), 5 will undock both bottom guided missiles (not reccomended), 8 will enable space mode (Solar panels and directional antenna), 9 will enable combat mode (Retract panels and enable aiming antenna, you might have to hit 8 a couple of times to get solar panels back on.), and 0 will shutoff all engines.)Aero Braking http://i.imgur.com/pNezpVx.jpgOrbit of Munhttp://i.imgur.com/KWn6uSy.jpgGuided Missile Damagehttp://i.imgur.com/GiHuvBe.jpgImgur Album http://imgur.com/a/WOb4x (In no particular order because steam and imgur messed up the order.)Notes: I hope you are okay with it having two missile pods, I put two for balance, so It wouldn't fly up when we you were trying to fly straight, I would like this classified as a fighter (derp), and if you noticed, you can dock more missiles to it, and as long as they fit, it should be good. Sorry I didn't use armor plating, but I diddn't want it to be too OP and I want it to be a fighter that would enter the AO, fire its guided missiles at about 1 - 0.5 km out, then close in using the Hydras and Vulcans to dogfight, then burn away to a safe-zone or a resupply point when the Vulcan ammo and Hydra missiles run out.Craft with KW Launch Stage Download:https://www.dropbox.com/s/6gzmho3q2gx0sja/Elber-Falcon%20Mk%20II%20%28Laucnh%20Vehicle%29.craft?dl=0Reply to me if you need the craft without the launcher. Also please ignore me misspelling the ship, and if you don't mind, could you correct it if you happen to decide to use it?Nice fighter man, but just real quick, remember that for fighter's the craft is only allowed 1 50 cal turret, and even then stock is encouraged. I realllllly like the fighter though. Link to comment Share on other sites More sharing options...
treesniper12 Posted October 20, 2014 Share Posted October 20, 2014 (edited) Those are twin 20mm turrets, Vulcans to be exact, and it only really has enough ammo to heavily damage an armored target, but it can easily rip apart unarmored parts. Thanks for saying you liked it though! I worked for about an hour trying to make it work give it maneuverability and make the missiles work, also if you use it, hit control from here before you undock the missiles, and you also might want to undock the guided missile docking nodes if you rapid fire them. Edited October 20, 2014 by treesniper12 Link to comment Share on other sites More sharing options...
Halban Posted October 20, 2014 Author Share Posted October 20, 2014 Those are twin 20mm turrets, Vulcans to be exact, and it only really has enough ammo to heavily damage an armored target, but it can easily rip apart unarmored parts. Thanks for saying you liked it though! I worked for about an hour trying to make it work give it maneuverability and make the missiles work, also if you use it, hit control from here before you undock the missiles, and you also might want to undock the guided missile docking nodes if you rapid fire them.What he means is that you are only allowed one turret and that it has to be a 50. cal. However the way you describe your weapon setup I could probably make an exception. Link to comment Share on other sites More sharing options...
treesniper12 Posted October 20, 2014 Share Posted October 20, 2014 Oh, sorry Hat, I thought you meant only 1 auto turret, like one that automatically shoots aircraft, if you want I can try to fix it, I also would like to submit that craft but with a crew compartment, and another with kethane storage. Cant wait for the new series though! Link to comment Share on other sites More sharing options...
MissionController3134 Posted October 20, 2014 Share Posted October 20, 2014 HatBat did you see my latest creations... They kinda got swamped in a bunch of posts and I don't know if you noticed them. Link to comment Share on other sites More sharing options...
Halban Posted October 20, 2014 Author Share Posted October 20, 2014 I saw them, the defiance in particular looks amazing. Link to comment Share on other sites More sharing options...
Adventdraconis Posted October 20, 2014 Share Posted October 20, 2014 (edited) Zenith Scientific IncorporatedHoo boy, here we go. I've updated my entire company for 0.25 and re-submitted to be closer to the guidelines Hatbat posted! Please note, all of these ships are 100% stock and tend to weigh in under 200 parts without anything docked to them, so they should fit into anyone's game!Submitting as: A full in-fiction company.History: Founded by old Thomsin Kerman, ZSI originated as Zenith Scientific Instruments, specializing in high-quality telescopes, but Thomsin had his sights set for loftier goals. After Skyhigh Aerospace folded (along with their poorly-designed rockets), he used his company's cash flow to secure their production facilites, refounding as Zenith Scientific, Incorporated (he was fond of his logo). Thomsin hired a group of up-and-coming engineers to design cargo and science spacecraft. A staunch advocate of peaceful exploration of the Kerbol system, he hired each engineer with but one caveat: any Kerbal that put guns on his designs would be fired. ZSI now manufactures transports ranging from the small Marlin light transport to the massive Pioneer tanker, along with modular space stations, ground research stations, and landers. The company conducts long-duration exploration and science missions all over the system, focusing mainly on the Mun, Minmus, and Duna. They also take fueling contracts, hauling massive fuel silos across the system to companies unable to afford transports large enough.Category: Logistics. None of ZSI's ships are armed, as they are all science and exploration vessels; however, some parties may find the highly sophisticated sensor suites present on each ship very useful.Allegiance: HKA. While ZSI is alarmed at the rapid militarization of space, and refuses to allow anybody to arm its vessels, HKA seems to be the lesser of two evils. ZSI has pledged to ship supplies and fuel from Kerbin to HKA, as well as offering Search and Rescue services. ZSI prefers to maintain neutrality, and will provide emergency services to any side, however.Catalog: Each ship has its own Imgur album, with RP info/stats on the first image, action groups on the second-to-last, and craft file download on the last.Marlin Light TransportSunfish Light TransportSurveyor Light TransportOdyssey Medium TransportYukon Medium TransportPioneer Heavy TransportRevelation Heavy TransportWharfman ShuttleDockyard ShuttleShipwright ShuttleSkystar ShuttleAssorted Small CraftBases, Stations, and LandersCompany FlagWant 'em all? HERE you go! Edited October 21, 2014 by Adventdraconis Added a ZIP to download all the ships at once Link to comment Share on other sites More sharing options...
zekes Posted October 20, 2014 Share Posted October 20, 2014 i could use some of those transports for my Combat fleet... they're always a but short of fuel Link to comment Share on other sites More sharing options...
War Eagle 1 Posted October 21, 2014 Share Posted October 21, 2014 I had to update my Archangel Class a little bit.Just a few extra RCS trusters and some extra ascetics so its not enough to classify as a new generationCheck it out Link to comment Share on other sites More sharing options...
MissionController3134 Posted October 21, 2014 Share Posted October 21, 2014 I saw them, the defiance in particular looks amazing.Thanks I worked hard on it. I think I will be releasing another that has a carrier bay inside.P.S. Do you want the download link? I can post it if you want it. Link to comment Share on other sites More sharing options...
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