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Just as a little gift for you guys, I also made a VTOL plane variant of the Ulamog; it's lighter and can move twice as fast but it doesn't have the ECM jammers or 50. Cal machine guns

 

x5SSIKD.png

Press 1 to toggle between engine modes

Press 2 to toggle VTOL Engines

Press 3 to toggle forward engines

Press 4 for Chaff

Press 5 for Flares

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Edited by Spearka
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I've been experimenting with tiny fighters like ScriptKitt3h did quite a while ago and eventually I managed to birth this


eFEbjxl.png

The Krenko-class Swarm Fighter is tiny, like horey shet it's so wee. It measures in at only 3m long, 1.5m wide and 1m tall when armed and only 2m when disarmed; I speculate that this may be even smaller than the MU's NX-05.

The Arnament however is paltry, its single rocket weapon has a low impact tolerance and is unlikely to damage anything more than fighters and lightly armoured ships like transports; though it might be able to squeeze in well enough to target weak spots of capital ships.

Its armour is also non-existent, it's primary protection is its size making it hard to target to guided and dumbfire weapons but if it does hit, it will be destroyed; no ifs, no buts, just dead.

For further reference, here is a Krenko contrasted in size by a Thalia and an Avacyn

3GBKxp7.png

Current specs would suggest that the Krenko would be most suited for specialised carriers such as the NX-06 but as of yet, no such Federation ship is suited for carrying Krenko-class ships beyond repurposed Vraskas

 

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4 hours ago, JTpopcorn said:

How long can that thing go before it has to charge it's ion?

Also for that size ship you might benefit from linear rcs instead of the rcs blocks.

considering it recharges at 1 unit per second and its capacity is 400 it would take just under 7 minutes; it can use its RCS to thrust forward too so that evens things out a little

Edited by Spearka
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On 3/29/2016 at 3:16 AM, HatBat said:

Just tried see if I could open KSP for perhaps one shot today. People ask me if it's really true that I literally can't do anything until 1.1 drops. Squad please.

GOOD NEWS!

the 1.1 prerelease just dropped, you should be able to access it on the "betas" tab on properties

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48 minutes ago, Spearka said:

GOOD NEWS!

the 1.1 prerelease just dropped, you should be able to access it on the "betas" tab on properties

That is if he got the steam version...

It kid of stinks that original store versions get the update last...

I want to beta 1.1 too...:(

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XF-4 Super Predator Mod.2, an ASF I made. It's completely stock except for the BDA armament. It's about 60-70 parts, depending on the loadout.

1)Toggle Guard mode, activate autopilot, activate engines, set engines to wet mode.

2)Toggle between wet and dry mode

3)Launch Chaff

4)Launch Flare

https://www.mediafire.com/?cebcvg6zh77efkb

Only got one pic of it;

hdMMvsG.png

As for the backstory, the XF-4 is a lighter upgrade to the F-2 Predator, which is bigger and heavier. The F-2 is made for long-range missile engagements, while the XF-4 is mainly used for close-range dogfights. The two were originally built for the Top Gun AI challenge, hence only having gun armament, but I added six missiles on the F-4 (4xAIM-9 + 2xAIM-120)

Its bigger brother, in its most recent version, the F-2BA Predator Obr.16M3, also armed with guns. I'll try getting a missile version of it flying asap, so the link still isn't here. Here's an album of it gunfighting a small fighter.

NHMRJwV.png

Aimbot Labs

Formed in a pub somewhere with a few drunken engineers. Aimbot labs is a design bureau mainly focused on jets, fighters and bombers alike. The heavy specialization in atmosphere aircraft has pushed development in such a direction that the company rarely gets out anything operating above the stratosphere. As for the allegiance, Aimbot Labs is purely a research and weaponry lab, not a political entity. It will furnish weapons to both side, without restrictions. Plans and research are strictly secret though.

Edited by NotAnAimbot
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Finally, one of my new ships is finished!

Introducing the tungstun, one of GME's most unique ships produced.

A lightly armored destroyer with 372 parts, armed with the default of 4 GME penetration torpedoes and a battering ram. She has a propulsion system of 4 LV-T30 engines along with VTOL engines of the same make. She is capable of landing and taking off on bodies with similar gravity to kerbin, provided that there is no atmosphere to get in the way.

Her design was inspired by the crystalline class that had been created months before, only this one is provided with a lighter build while being able to maneuver quickly between positions on the battlefield. Hopefully, many of these will be inducted into service against the HKA alliance. 

 

sorry if im breaking the fourm rules here. Im not sure if i understood them correctly when he said that we should post an update whenever we have new crafts.

 

if i am mistaken, feel free to correct me.

Edited by Greymangames
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14 hours ago, Greymangames said:

sorry if im breaking the fourm rules here. Im not sure if i understood them correctly when he said that we should post an update whenever we have new crafts.

You're fine, because it's a totally seperate craft, the entire point of the rule is to prevent people from spamming the thread with edited/modified craft.

However, 372 parts means that the ship needs to be really good to get accepted. Even in 1.1 part count will matter, and keeping the part count low on each individual craft will allow massive battles.

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1 hour ago, NotAnAimbot said:

Did anyone submit ships to the thread? Water, not spaceships that is.

No, but as of now HatBat isn't planning any battles utilizing watercraft (that I know of).

The best way to plan what ship you're going to build and submit is to keep track of the series and see what roles within it have not yet been filled. For example, there's already a preponderance of vehicles for the land battle in the forthcoming Episode 25, so why not work on stuff while waiting, see what the results of the episode are, and then submit stuff accordingly? (This goes for all submitters, BTW)

Just a quick reminder as well, HatBat's having me start a re-vamped (and more tailored) submissions thread following the full release of 1.1 and KS episode 25, so please take your time working on craft to be submitted. It makes things a lot easier for him (and soon to be for me) to go through craft when submissions are of high build quality, posts are well-written and formatted, and everything is well-organized.

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23 hours ago, ScriptKitt3h said:

preponderance of vehicles for the land battle

I guess I'll leave this here then.

https://www.mediafire.com/?b38tkfqr8gya9ij (Dry version)

https://www.mediafire.com/?882ek4e7c1d2vyj (A version, 6xMarverick)

https://www.mediafire.com/?882ek4e7c1d2vyj (B version, 4xCruise missile

 

 

F-24A Strike Predator ground attack aircraft, based on the F-2BA. Maintaining the same maneuverability its fighter version, it's armed with a single GAU-8 cannon and six Marverick missiles, and comes equipped with ECM and targeting pod. The loadout can be changed to something heavier. I tried it with 4 cruise missiles, and it flew at a 233m/s cruise speed. The empty T/W ratio is 1.67. The downloadable versions are a dry one (no weapons), the 6xMarverick and 4xCruise missile ones. I didn't bind the fire missile buttons yet though.

1)Toggle engine mode (Default is wet)

2) Activate autopilot, toggle guard mode

3)Fire Chaff

4)Fire Flare

JYpJNYx.png

 

 

Edited by NotAnAimbot
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It's been a while since I have made a notably large ship so behold!


zbB7A52.png

The Gideon-class Destroyer is a moderate-size ship that functions as a frontline ship; the three mounted Isochron missiles that are functionally identical to the Avacyn make it a suitable ship for engaging capital ships; because I made this in the 1.1 Prerelease I cannot determine its range because Mechjeb doesn't work yet. Armour-wise it is solid; the crest-like front can deflect even heavy munitions (though it still takes damage) and is also suitable for ramming, broadside shots also have a resistance and can confidently take an Isochron shot without severely comprimising munitions or its fuel tanks.

The eight Goblin missiles can either be fired independently and guided or as a salvo (although the inner bottom ones cannot due to obstruction by the crest). The Part Count is 383 parts though unarmed it's only 226 parts.

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Since there's a part count ceiling, this is the smallest ship I currently have.

327 parts with four test projectiles in the bays. An unnecessary amount of broadside armor, which does a pretty damn good job against most my smaller munitions. It is worthless, however if you smack the LV-Ns hard enough....but I have yet to lose the cockpit. According to three tests, crew will even survive reentry if you land her on her ass! 

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Edited by 23278
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