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Kethane Station Discussion


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6 hours ago, NotAnAimbot said:

Mach 4 eh?

It seems you've won for now...

A tip: Add a downwards facing sepratron at the point of the plane farthest forward (but not on the cockpit). Seems to help improve safety.

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55 minutes ago, NotAnAimbot said:

In all my tests, from 0 to 25k meters, the six separtrons seem to be enough to push the cockpit away. 

oh, I'm only running 4 on the bottom so that's why I needed one.

How did you like them clouds though.

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So im in a bit of a bind with one of my naval vessels right now, and i could use some help.

 

This is regarding a destroyer i am building at the moment. Here is a photo of the vessel.

 

i3D1vmI.png?1

 

PM me if interested in joint construction or whatever it's called. Further details will be provided.

Edited by Greymangames
Left out info.
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16 hours ago, Greymangames said:

This is regarding a destroyer

I'd consider adding a Millenium, Vulcan or Goalkeeper turret to act as CIWS against missiles. The 30mm guns could be removed, as they won't be useful against what the destroyer will be facing. Most modern ships use their CIWS system to engage light targets when they can't use their main guns.

A TOW turret, Hellfires or Marvericks could also be useful, as they're more precise than the Hydra. Don't forget the FLIR pod too to aim the guns.

Edited by NotAnAimbot
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Definitly need CIWS with any ship that you make. The 30mm chain guns then become redundant, because either you engage with the much more powerful 120mm guns, or you use the 20-30 mm CIWS system for close range. Hydra turret is kind of useless firing from an unstable platform like a ship, any missile with homing capabilities would be an improvement. Armor looks fine, and I like the control tower in the middle.

If you need an idea, don't forget that these days, ships carry large missile arrays :wink: (mooore boosters)

Also, just make sure you have enough ammo, ships don't generally get much chance to rearm. (in ksp that is)

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18 minutes ago, JTpopcorn said:

Also, just make sure you have enough ammo

And about enough ammo, we're talking about over 500 130mm rounds for each gun turret for the Sovremenny class destroyer (It has two twin turrets, firing fully automatic at about  , coupled with at least 2500 rounds of 30mm for the CIWS and eight Moskit missiles. That ship is considered a destroyer, and is 150m long. Since yours is approximately 25m, I think it's more of a corvette.

The tank turrets we have to use for ships remind me of the Chong-Ju's 85mm turrets. 

xismdRC.jpg

Look at the frontmost turret. I wonder where it came from...

There's also this with a PT-76 turret. Shmel rocket boats.

%D0%90%D1%80%D1%82%D0%9A%D0%B0%D1%82%D0%

Edited by NotAnAimbot
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The major problem is the obvious weakness of the engines. Part count comes second though (as all naval vessels have this problem).

How can i make sure my engines are not easily destroyed during battle. I have tried to conceal them but it reduced my top speed to 1.5 m/s from 9.0 m/s.

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37 minutes ago, Greymangames said:

How can i make sure my engines are not easily destroyed during battle.

Hide them under the floating line, or in the ship but with the nozzle peeking out. If it's inside the boat, it's pushing at the body, which isn't helping. 

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AC-VS-1: VTOL fighter

Atlas corporation is proud to present our newest VTOL gunship for the GMI military division, the AC-VS-1. (Atlas Corporation VTOL System 1) This is meant as a replacement for traditional helicopters, though it DOES look like a helicopter without a rotor that has some jets strapped on. Currently, the armaments are one 30MM chaingun for light targets, two Hydra-70 unguided missile pods for medium targets, and 6 AGM-116 Hellfire missiles for anti-tank or IFV uses. It comes with a standard FLIR targeting ball to guide the Hellfires as well as the chaingun, allowing for precision fire. The missile pylons on the wings could be used for other missiles, but with the current setup it doesn't make much sense to use, say, an AMRAAM missile. More VS crafts will soon be uploaded, such as a possible transport craft if need be. The countermeasures are all used on the same action group (Group 3) to save space. AG 1 is to fire the missiles, whichever you select, and AG 2 is to shut down the rear-facing propulsion engines to be used in flying distances. The extra speed makes it harder to turn, so i decided to disable these engines with an action group. Hopefully, this will become a standard VTOL craft for GMI's atmospheric ventures.

DOWNLOAD: https://www.dropbox.com/s/j0xx8rbbusuqgtu/VTOL.craft?dl=0

ATLAS Corp. Bio

Atlas corporation is a large private military company, famous for its military R&D division, creating some of the most advanced crafts in current use. ATLAS has just started selling its crafts to external companies, GMI being the first. Atmospheric crafts are the majority of ATLAS's work, but recently rumors are spreading of a new division, ATLAS-S. 

 

 

Edited by THE NARWHAL
Changed DL link
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Fjord Class Missile Cruiser

 

One of the first ever Wet navy vessels to ever be produced by GME.

The Fjord class is a missile cruiser; a ship designed to long range support with it's two fully equiped jernas missile turrets (w/ maverick ground attack missiles) while keeping away from heavier targets that might choose to prey upon it. However, if by chance an enemy vessel were to sneak up on the Fjord, it will find it is not as defense-less  as it appears. The Fjord comes equipped with 4 M230 chain guns stationed along the port and starboard of the craft, along with a single millennium cannon upon the stern.

This vessel has a Burn time of 1 hour, and carries 6000 units of 30mm ammo to supply it's defences. It's part count numbers at 438 (that's actually pretty low in my standards), and holds 2 crew members at a time.

 

This vessel is meant to compliment another vessel in the works at the moment.

 

Good hunting.

https://www.dropbox.com/s/9tis8pv6o2e61gj/Navy.zip?dl=0

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11 hours ago, Greymangames said:

It's part count numbers at 438

Max part count in the series is 400 I think. Try building with aircraft panels, they reduce part counts a lot. I've gone from 400 to 250 parts in my Minmus-III by replacing panels with wings.

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12 hours ago, NotAnAimbot said:

Try building with aircraft panels

I have tried that before. It increased the drag too much i think (this was when i was building the Mesa so im not entirely sure.

 

on another note, did i mention that loading the Fjord with vessel mover summons the kraken?

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1 hour ago, NotAnAimbot said:

With the auto-update to 1.1.3, KSP seems to have broken vessel mover.

Well that's just perfect, because most of my WIP (Top secret!) naval vessels require VesselMover to get to the water.

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2 hours ago, Spartwo said:

3 fleets, this is getting a pain in the arsenal. No wonder you opened up submissions.

Considering the time it takes just to make good ships, it would take ages to make just the craft for a single episode. Excluding literally all of the other things that need to be done: story boarding, setup, filming, editing/post effects.

Three words:

Lots of Time

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