Time the release carefully, because the Trebuchet Reloading technology cost the Twerkshop too much wood and gold to research. Now whip it, whip it good! Action group 1 unlocks all the hinges to set the trebuchet in motion, then staging decouples the kerbal from the sling. Don't forget to load a kerbal into the command seat before launch! To operate, YOU MUST HAVE THE BREAKING GROUND DLC AND ENABLE ADVANCED TWEAKABLES in your game’s main settings menu - it will not function otherwise. Instead, it runs on 100% clean gravitational potential energy. Despite being called a siege engine, this contraption has no engine or motors of any kind. SkunkTwerks proudly presents the greatest and most superior siege weapon of all time: the almighty trebuchet! Truly, there is no better device for lobbing kerbals over ramparts, into castles, or across the entire science complex. To celebrate these shiny new hi-tech additions in a manner worthy of the SkunkTwerks brand, I invite you to say goodbye to the space age, and enjoy this literal "throw"-back to the glorious imperial age! I finally downloaded the Breaking Ground DLC and am absolutely geeking out over all the new parts, especially the robotics parts (hinges and servos and turboshafts, oh my!). I hope you enjoy them too!Īfter a long hiatus, the sounds of construction emanate from the Twerkshop once again.
I spent a ton of time balancing thrust, RCS, and overall handling to replicate the feel of the ships in the game. I had an absolute blast trying to recreate the paneled, insectoid looks of the Kadeshi ships. The Swarmers were scary, but the Advanced Swarmers packed twice as much firepower into a similarly-sized package, making them a surprisingly viable counter to corvettes: If not for their tiny fuel tanks, they would have been outrageously difficult to fend off. Although their speed was nerfed in the remaster, these things were terrifyingly fast in the original version, and they punched way, way above their weight.
right up until they opened fire, and shredded my entire interceptor fleet like tissue paper. The Kadeshi Swarmers were so tiny I barely paid any attention to them. Destroying them before they could refuel their strike craft was the key to escaping the garden alive: The Fuel Pods were among the ugliest ships in the game, reminiscent of maggots, and were almost totally helpless on their own. The quad ion beam firepower on these things was ludicrous for their size: The Multi-Beam Frigates were my absolute favorite ships to steal. Equally destructive was its gigantic ramming dome, which it was not shy about slamming into any ship foolish enough to cross its path. If you let your capital ships sit still for even a few moments, the Kadeshi Mothership would rip them a new one with its obscenely powerful central ion cannon. The Kadeshi Mothership is one of my all-time favorite ship designs: beautiful, elegant, imposing, and wicked. Now you, too, can keep pesky intruders out of your space garden! Fleet command recommends using Salvage Corvettes to capture these directly from Kadesh's overly protective guardians, or building them directly from the Kadeshi Mothership. They are highly functional orbital craft, but are not equipped for orbital flight. SkunkTwerks proudly presents the ships that made the Garden of Kadesh no mere walk in the park: high-fidelity reproductions of the Kadeshi Mothership, Multi-Beam Frigate, Fuel Pod, Swarmer, and Advanced Swarmer. Still, I finally found the time to post just a few more old Homeworld favorites! Apologies for zombifying my ancient thread, I just wanted to keep all my Homeworld projects in one place. Long time no see, KSP forum! I've missed you, but have been crazy busy with other life projects lately.