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lol, whoops. Still waiting on mods by the way. Tried getting a new install up and running yesterday but still some part mods and fairly important plugins that haven't updated yet. Hopefully it won't take too long as right now I'm only after the bare essentials needed to load the craft files and have another crack at fixing the old save. 

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6 hours ago, HatBat said:

Congrats on getting the 2000th post JT :)

Oh, didn't notice my posts might be out of order or something... oh well I'm still waiting for 1.1 to switch to non steam because I never transfered to steam and I don't think I will.

I hope my ssto interceptor still works

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Just now, HatBat said:

lol, whoops. Still waiting on mods by the way. Tried getting a new install up and running yesterday but still some part mods and fairly important plugins that haven't updated yet. Hopefully it won't take too long as right now I'm only after the bare essentials needed to load the craft files and have another crack at fixing the old save. 

is it to early to ask how many parts will the ground warfare be in. and a question about the lore how is the mu going to defend itself from counter attacks with all forces focusing on retaking the ksp

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I can't give you any numbers but the map in episode twenty-three will give you a good idea of how the battles are going to be spread out across the continent. Meaning the engagements will be kept below unbearable levels of parts. Saying that it was still incredibly difficult filming what I've managed to do already, I'm pretty sure 1.1 will solve that though. 

The MU likely won't meet any counter attack as GMI's orbital presence isn't looking so good right now. Without intel from above GMI will likely have to focus solely on holding back any direct attacks. GMI is also ok with being on the defensive right now as hinted at in episode twenty-four for secretive reasons.

Edited by HatBat
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Just now, HatBat said:

I can't give you any numbers but the map in episode twenty-three will give you a good idea of how the battles are going to be spread out across the continent. Meaning the engagements will be kept below unbearable levels of parts. Saying that it was still incredibly difficult filming what I've managed to do already, I'm pretty sure 1.1 will solve that though. 

The MU likely won't meet any counter attack as GMI's orbital presence isn't looking so good right now. Without intel from above GMI will likely have to focus solely on holding back any direct attacks. GMI is also ok with being on the defensive right now as hinted at in episode twenty-four for secretive reasons.

hm how will gmi be able to evac to the other planet (assumed minumus) with your fleet now in control of the orbit and just for a heads up what craft do you need for the up coming episodes P.S did my jay bird make it in as a hka fighter

Edited by The_Mad_Emu
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1 minute ago, The_Mad_Emu said:

hm how will gmi be able to evac to the other planet (assumed minumus) with your fleet now in control of the orbit and just for a heads up what craft do you need for the up coming episodes 

I'm not sure they are in control. Sure they are in orbit, but how armed are the ships that ate left. So at an atvatage yes, but militairy control maybe not.

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2 hours ago, HatBat said:

I can't give you any numbers but the map in episode twenty-three will give you a good idea of how the battles are going to be spread out across the continent. Meaning the engagements will be kept below unbearable levels of parts. Saying that it was still incredibly difficult filming what I've managed to do already, I'm pretty sure 1.1 will solve that though. 

The MU likely won't meet any counter attack as GMI's orbital presence isn't looking so good right now. Without intel from above GMI will likely have to focus solely on holding back any direct attacks. GMI is also ok with being on the defensive right now as hinted at in episode twenty-four for secretive reasons.

Glad to hear that 1.1's going to allow for better in-game performance and recording for you, HatBat.

I'm just hoping GMI doesn't go ahead and start doing anything... drastic... to the prisoners they've got in KSC.

 

Also, the MU's fleet's not been too stagnant during this lull in the story- I'll have plenty of options should you need an MU-built and/or -controlled vessel in the fight to come.?
(I'm speculating here completely, but since GMI's remaining forces pulled back to Minmus, I'm aiming to be ready for more space combat in the not-too-distant future. I might be wrong though, I guess I'll just have to wait and see.)

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Well I tried my hand at skeletal structure with unlinked armor. Part count got a little heavy...600+.  I'm not sure how the projectiles I tested it with stack up against your guys', but can you blow it up and see how it holds up? :P

Dauntless Class.
Far different than my usually arrowhead styling, but also simpler. Lots of armor, six missles. I'd pretty up the description but I have to leave work in 2 minutes, lol.
Download

 

Edited by 23278
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Are SEAD and EW aircraft represented correctly in your series @HatBat? I'm currently wondering if or not I should build a special anti-radiation version of my plane.

Another point, is the land battle going to be AI controlled? Just to know if I should update designs with new countermeasure placement, or if the battles are just staged without major countermeasure usage.

Edited by NotAnAimbot
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9 minutes ago, NotAnAimbot said:

Are SEAD and EW aircraft represented correctly in your series @HatBat? I'm currently wondering if or not I should build a special anti-radiation version of my plane.

Another point, is the land battle going to be AI controlled? Just to know if I should update designs with new countermeasure placement, or if the battles are just staged without major countermeasure usage.

Not quite sure BD AI can properly control land vehicles beyond turret aiming+firing, HatBat can correct me on that if I'm wrong.

 

1 hour ago, Red- the Engineer said:

Thoughts on the Korsair Series?

I'll give them a look-see when I get a chance tonight, they definitely look interesting visually.

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9 minutes ago, NotAnAimbot said:

Are SEAD and EW aircraft represented correctly in your series @HatBat? I'm currently wondering if or not I should build a special anti-radiation version of my plane.

Another point, is the land battle going to be AI controlled? Just to know if I should update designs with new countermeasure placement, or if the battles are just staged without major countermeasure usage.

Can't answer questions like that yet as I don't have a working install right now nor can I keep track of your craft. For as long as I can remember the rules have asked that people keep everything in one post. Without you having done that it will be impossible for me to use your craft.

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2 minutes ago, HatBat said:

Can't answer questions like that yet as I don't have a working install right now nor can I keep track of your craft. For as long as I can remember the rules have asked that people keep everything in one post. Without you having done that it will be impossible for me to use your craft.

Could it be possible to load up a copy of your install in the 1.1 pre-release, or did you buy on the KSP Store?

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11 minutes ago, SpaceplaneAddict said:

Could it be possible to load up a copy of your install in the 1.1 pre-release, or did you buy on the KSP Store?

Waiting on necessary mods right now. 

9 minutes ago, NotAnAimbot said:

So, should I make a new post for the crafts or put them on an old post?

Doesn't matter. If you choose to use an older post then you need to link back to it and do so every time you update it.

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I'm grouping my planes there then, since most of my original designs have become very obsolete.

hWZDg5Q.png

 

Aimbot Labs is a design bureau focused on ground-based vehicles, mostly airplanes. Headquarters are located somewhere on the KSC continent's east coast, and so are production facilities. Aimbot Labs offers quality fighters, and projects are ongoing in cruise missile and ground vehicle designs. The company stands with GMI for the moment, but may change side, depending on which takes more casualties, all to maximize profit. 

Most new craft use this action group setting. The F-2 series before the F variant, the B-1 and the HVTOL don't. 

1) Fire selected weapon

2) Next weapon

3) Toggle afterburners

More binds are used for some craft.

F-2 series and variants

Spoiler

The oldest and one of the best product from Aimbot Labs, the F-2 Predator multirole fighter.

F-2C Sea Predator Obr.16, naval based version of the F-2 Predator, with enhanced avionics systems. Although carrier-based, the F-2C can also be deployed by land, retaining an useful anti-ship and anti-ground capability with its 4xMarverick missiles, while remaining at the cutting edge of current ASFs with heavy anti-air weaponry. It is much heavier than its predecessor, but makes it up with better engines.

1)Activate autopilot, toggle guard mode, activate engines, enable ECM

2)Activate ECM

3)Fire missiles

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A development off the F-2, the F-24C Sea Striker is an attack aircraft equipped with advanced ECM and targeting pods. Its role is to fly with its fighter counterpart and assist ground forces with heavy ATGM loadout. The F-24 has less control surfaces than the F-2, as dogfights are supposed to be dealt with with the fighter escort. Armament is composed of 8xMarverick, 1xGAU-8 and 2xAIM-9 Sidewinder for anti-air defense. Key bindings are the same as the F-2. Two specialized versions are available, the F-24C ASW Anti-Ship Warfare armed with two RBS-15 cruise missiles, and the RF-24 EWS Electronic Warfare System plane equipped with anti-radiation armament.

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F-2DM ICE (Improved Combat Efficiency). The original F-2D weighing over 18 tons at full load, a project had been started to build a replacement which would be lighter and more maneuverable. Thus was created the F-2DM, with a revised intake and fuel tank space, leading to a new airframe weighing over three tons lighter. Also added were new intake ontop of the wings. Contrarily to its predecessor, this version is designed to be land-based, although theoretically capable of carrier operation with its extremely short take-off range. This fighter is  extremely polyvalent due to its ridiculously high T/W ratio of about 3/1. Thus flight throttle should be set around 50%, and full throttle only be used to evade missiles or join a combat zone quickly. This version also comes equipped with landing chutes to facilitate operation in improvised landing strips. At full throttle, speeds of Mach 2 can be reached, although autonomy is very short in those circumstances and drop tanks are recommended. A fuel cell array is included in the bottom gear bay along with two ECM jammers. Armed with four AIM-120 AMRAAMs and six AIM-9 Sidewinders, the F-2DM ICE is sure to be a formidable foe for the earlier HKA models present on the battlefield. Currently two versions are provided: the base F-2DM ASF and the F-2DMS loaded with four 1000lb bombs. Battlefield modifications for mounting ATGMs is also possible, a laser aimer being provided in the nose to guide both bombs and missiles.

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1)Toggle Guard Mode, activate Flight AI

2)Toggle ECM 

3)Fire Chaff

4)Fire Flare

Attached is a song the test pilots were humming over the radio quite often

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F-2F Predator, and F-2FS (Ground attack loadout) an advanced air superiority fighter developed from the F-2DM ICE. Originally intended as a testing airframe for what was to become the F-3 Hunter II, this version has benefited from a rebuilt lifting surface, wing and engine pods. The old overhead intakes were found to create too much drag and uselessly complicate maintenance, and were thus removed from this variant. It carries six AIM-120 radar missiles and six AIM-9 infrared missiles, in addition to an internal 20mm Gatling gun. With more effective control surfaces, the F-2F is capable of supermaneuverability, contrarily to its predecessors. In addition with its long range, these capabilities make it a very useful multirole fighter to GMI's forces. As always, a FLIR pod is included, in case other weapon systems are mounted.

 

F-3 Hunter II and variants

Spoiler

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F-3 Hunter IIa twin engine supermaneuverable fighter. Intended to offer a complete and solid air defense network in combination with the smaller F-2, the F-3 was designed to fill in a longer range role, unfilled by most current competing fighters, as well as providing a direct counter to newer HKA fighters such as the F-73 and F-51 series.. Most current fighters fielded by HKA and GMI are relatively small-sized and have a short operating range, unlike the F-3's large size and combat radius. Even with its length over 20 meters, similar to some medium bombers, it retains a surprising maneuverability, able to surprise uncaring pilots of smaller planes. During tests, it was able to perform various maneuvers, from Pugachev's cobra to the "Kulbut". With large fuel reserves, dual seat arrangement and over 18 hardpoints, the F-3 is sure to dominate the skies over Kerbin. Take care, however, as only a handful of them are available due to the high production cost. As a secondary development, the usual "Strike" variant was produced alongside the fighter.

Use action group 5 to retract the ladders.

hgDLWo7.png

The F-34 Strike Hunter carries an impressive array of bombs, anti-tank missiles and air-to-air missiles, coupled with a 30mm Gatling gun. The main difference between this version is the side-by-side seating. Coupled with a large canopy glass, this feature offers optimal visibility over the battlefield and communication between the two pilots, at the cost of reduced back visibility. Unlike older designs, the targeting equipment has been moved behind the cockpit and gun, between both engines. It still retains the speed and maneuverability of the F-3, rendering it a powerful asset for both air and ground defense over Kerbin.

F-4 series and variants

Spoiler

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AL F-4 fighter, the fourth generation fighter developed by Aimbot LAbs.

Despite being extremely maneuverable, the F-3 series had serious weight issues and used a very powerful but expensive engine, and was considered unfit for full production some time after its testing. To fill in the gap, work began on an upgrade to the F-2, originally named F-2G Super Predator. The cockpit was lengthened to fit in a second pilot, and the lifting fuselage and tail fins were enlarged to provide better stability and maneuverability. This project became the F-4, with a focus on the low cost elements of the F-2 and the maneuverability and ASF capacity of the F-3. For only a slightly higher cost than the competition's F-73 and F-51 series, it provides better ECM, maneuverability and payload, for the cost of a slightly slower cruise speed of 810m/s at the 12 000 meters. At this altitude, the F-4 can almost circumvent Kerbin. The range can be extended even further with drop tanks. The armament consists of a single internal M61 Vulcan gatling gun, along with 16 hardpoints for carrying any missile or ECM pods. 

 

B-1 Heavy Bomber 

Spoiler

B-1 Heavy Bomber, designed for intercontinental strike missions. Its high fuel capacity and eight engines make it suitable for long-range strategic bombing, and the ability to carry cruise missiles can help in a ground support role as well. In cargo tests, it was able to take a 36t fuel tank up to its operating altitude without problem. The current version is armed with several cruise missiles.

1)Toggle cargo bay door

2)Fire missiles

mP1Bwob.png

B-2 Striker and variants

Spoiler

Designed to bring a replacement for the already aging B-1 fleet, the B-2 Striker is a new long-range heavy bomber capable of cruise speed up to Mach 3. The purpose of this is to cover both the direct support and strategic bombing missions, while cruising fast enough to outrun most interceptors and missiles. The current loadout is of over 24 000 pounds in the internal bay and 36 in external hardpoints, amounting to a total of 60 000 pounds of ordinance, all GPS guided JDAMs. Countermeasure and turrets have been neglected in this version, although later ones plan to bring them back. The B-2 also has its own targeting pod, allowing it to operate independently  from battlefield recon and pinpoint its own targets.

LoHesOI.png

HVTOL series

Spoiler

HVTOL (Heavy VTOL). The HVTOL was created as a private venture for a dual role reconaissance, anti-tank and fire support vehicle. As its name suggests, the HVTOL can perform VTOL and static hovering flight. Its small size makes it an equally smaller target for AA vehicles. However, the current versions are in very early testing, and flying them can be extremely hard for untrained pilots. Only with experts can its maneuverability and hovering capabilities be used at their full potential. Two versions are currently undergoing combat testing: The HVTOL-1A armed with a 35mm autocannon and six Marverick missiles, and the RHVTOL armed with two AGM-88 HARM missiles, two twin M2 Browning turrets and two M230 30mm chain guns. Although both versions are equally capable and deadly, test crew has shown an interest in the sleeker body of the RHVTOL build to favorize stealth.

nA2aRQT.png

1)Fire missiles

2)Fire smoke countermeasures

ICV-1

Spoiler

 

Now, for Aimbot Lab's reply to the Vikus II; The ICV-1 Infantry Combat Vehicle. The ICV-1 was first put off as a project for a cheap fire support vehicle with light armor, and slowly became an IFV when the request changed. It is one of the heaviest armored and armed IFV at the time, mounting a 35mm Millenium turret and a limited traverse 105mm light howitzer, not including the ATGM. Unlike most other vehicles, the ICV-1 uses the Hellfire missile, giving it much more of a punch. The front armor can withstand up to three 120mm shots, and a similar number can be absorbed by the side armor. Interior space is cramped, but enough for two drivers, a gunner and a platoon of ten infantrymen.

1)Fire selected weapon

2)Switch weapon

3)Fire smoke

4)Toggle rear ladder

1lwjp0p.png

Also available is the ICV-1B, an upgrade over the original version. Currently, most ICV-1s are being modernized to ICV-1B standards.

Wolverine I Chassis

Spoiler

 

Wolverine 1A1 MBT, the main tank of Aimbot Labs. As its name suggests, the Wolverine is a jack of all trades tank, capable of speed and having decent armor and weapons. It's also pretty cheap and light; only 4 tons heavier than the Vikus 25A2, and costs a third of the price while providing much more combat ability. Current armament is a single L/44 120mm smoothbore gun and two 12.7mm M2 Browning HMGs in a full traverse turret. The front hull is equipped with 1st generation "Brossard" composite armor, and more upgrades are planned to increase protection. The "Brossard" armor has been able to easily withstand 120mm shots and TOW missiles, although top armor hits from Hellfires are problematic, even though extra plates have been added. Interior protection has been brought to a new level, with several plates protecting the piloting and ammunition compartment. A laser rangefinder and infrared camera has been provided to both commander and gunner for augmented situational awareness. Maximum speed attainable is of 84km/h, making the Wolverine the perfect tool for maneuver warfare and combined arms. Be careful when climbing hills however, as speeds exceeding 12m/s do not guarantee the wheels will make it through.

Development for upgrades and chassis-based vehicles is already underway.

1) Fire weapon

2) Switch weapon

THiwlvW.png

Wolverine 1A2 MBT, upgrade to the original 1A1. Front armor was improved against kinetic and chemical rounds, with over triple the thickness of the first generation tanks. Still WIP, the current version is an updated prototype.

VX8fj9s.png

The 1k11 Self-propelled Combined Anti-Air Gun And Missile System Tundra

Having found no equivalent cheap gun anti-air units in GMI's armory, Aimbot Labs began development of the 1K11 to provide the defending force with an effective air defense network. The 35mm caliber was chosen, as large ammunition supplies were available, and tests proved a two-barreled design to be as effective as the competing GAU-8 based systems. With its twin guns, the 1K11 reaches a total fire rate of over 2000 rounds per minute, while keeping a relatively low weight and cost. Allied with this gun is an innovative combined missile system composed of eight AIM-9 Sidewinders. This gives the 1K11 an even greater range, and ability to operate while SEAD aircraft are within range, unlike most other radar-based systems. With mobility equivalent to the latest Wolverine MBTs and a cost of less than 50-60k, the 1K11 is the sure choice for an effective close-range air defense system.

AVjx7NK.png

Misc products

Spoiler

ds2sXQZ.png

The Aimbot Labs UR-1 (Unmanned Reconnaissance) is a small and nimble drone used for preemptive surveillance mission and attack coordination. Since the older RF-24 Strike Predator (See F-2 series) were too valuable of an asset for routine missions, Aimbot Labs went on to develop space and ground based reconnaissance vehicles. The space project was eventually scrapped, and so remained the UR-1 drone. It is equipped with a FLIR camera in the nose, coupled with a flare launcher for target illumination, in case the GPS and laser system fail. Launch is done by a jettisoned trolley, and two parachutes deploy to slow down the drone for recovery.

Binding

1) Fire flares

2) Toggle FLIR cam

nXcUVDS.png

1K12 Tundra-W (Wheeled), a development of the 1K11 Tundra mounted on a tank chassis. As Wolverine I hulls were needed for MBT role, the 1K11 Tundra was deemed to be a waste of useful resources, and was planned to be replaced with a newer version mounted on a different chassis. The MPT-1 chassis was chosen, since many were available, and maintenance would be easier on an already mass-produced vehicle. Upgrades were also brought to the turret, as the older AIM-9 missiles were found to be largely useless on any plane with adequate countermeasures. The heavier AIM-120 was installed, at the cost of reduced missile count due to weight issues. Eight extendable struts are provided to stabilize it while firing. Maximum road speed is of 100km/h. Gun range is of 2.85km, and missile range of 7.7km.

Naval products

Spoiler

G8tULs9.png

ALS Minmus III class stealth patrol boat, first unveiled naval product of Aimbot Labs. This ship is designed to ensure air and ground defense around a relatively small perimeter in shallow waters, although blue water cruising capability is also included. The main armament consists of a modified "Tundra" turret mounted on the bow, offering deadly anti-air and ground support capability. Additionally, eight AIM-120 missiles are included in a rear turret mount, able to target both aircraft and other ships detected by radar. A major feature of the Minmus III are the stealth improvements. With a flush superstructure, radar cross section is reduced compared to other ships. This enables it to surprise unprepared enemies and only be detected when in visual range.

Use action group 4 to fire countermeasures.

 

Edited by NotAnAimbot
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Has anyone tested if a tandem charge system would work? Like having a stock weapon with two stages, a faster one to punch through the light armor and a slower but heavier one to do damage on the inside.

Edited by NotAnAimbot
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2 hours ago, NotAnAimbot said:

Has anyone tested if a tandem charge system would work? Like having a stock weapon with two stages, a faster one to punch through the light armor and a slower but heavier one to do damage on the inside.

I've tried. Hard part is getting both stages to fly straight on separation. Most successful tests were done with the light stage fired within 100m of the target.

Edit:
This is the straightest flying projectile I've been testing.  Download Link (Put in subassembly folder)

pzFVkjNh.png

Edited by 23278
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I have yet to figure that out. Weight balance looks ok between the stages, but sometimes they just randomly curve. I supposed it could also just be that SAS gives a little reaction at the same time I fire. Could be engine wash. The above projectile has yet to curve on me. I tried tucking the sepratrons closer to the body and I'd get the occasional curve. Also had versions with 2 and 3 sepratrons curve as well. 4 seems to be the most stable. Using linear engines just makes things explode. :P

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