PTF Kulas

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All information related to the PTF Kulas is non-canon.
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GTF Kulas


MotA Tech Room Description

The Kulas appears to be a variant of several ageing aerospace designs. Little is known about this ship, bar what information has been gathered from flight-recordings and salvaged debris. What we do know is that this ship has exceptional performance for a civilian vessel - almost equivalent to military Ulysses class fighter. Whilst it poses a significant threat to unguarded freighters, we do not believe it can threaten military ships - especially as the pilots lack access to modern weaponry.

Blue Planet Tech Description

The GTF Kulas was originally a civilian design popular with pirates and law enforcement agencies within GTVA systems. After the resolution of the Second Shivan Incursion, RNI Systems refurbished the design, replacing the old reactor with one of military grade. The result is a moderately powerful light fighter, able to perform a multitude of tasks, and it has provided a welcome boost to GTVA fighter strength.

Credits List

  • Model by Aldo

Name Origin

Named after the Volition president, Mike Kulas



Type Interceptor
Manufacturer Baranec Systems
Maneuverability Excellent
Max Velocity 60.0 - 94.0 mps
Max Afterburner Velocity 135.0 mps
Armor Light
Hitpoints 180
Shields 380
Length 18 m

Blue Planet

Type Space Superiority
Manufacturer RNI Systems
Maneuverability High
Yaw, Pitch, Roll 3.3, 3.0, 3.7 s
Max Velocity 75.0 - 88.0 mps
Max Afterburner Velocity 130.0 mps
Armor Average
Hitpoints 195
Shields 310
Length 20 m


Default Statistics Blue Planet (GTF Kulas)
Bank Guns Standard Loadout Bank Guns Standard Loadout
1st 2 Subach HL-7 1st 4 Prometheus S
2nd 2 Prometheus R
Compatible Primaries Compatible Primaries
Subach HL-7, Akheton SDG, Morning Star, Prometheus S, Prometheus R, Lamprey, Circe, Maxim Subach HL-7, Balor, Akheton SDG, Morning Star, Prometheus S, Prometheus R UD-8 Kayser, Lamprey, Circe, Maxim
Default Statistics Blue Planet (GTF Kulas)
Bank Capacity Standard Loadout Bank Capacity Standard Loadout
1st 20 Harpoon#Weak 1st 40 Harpoon
2nd 20 Hornet
Compatible Secondaries Compatible Secondaries
Tempest, MX-64 Rockeye, Harpoon, Hornet, Harpoon#Weak, Hornet#Weak, Tornado, Trebuchet Rockeye, Tempest, Trebuchet, Infyrno, Harpoon, Hornet, Tornado, EMP Adv., TAG-A, TAG-B

Veteran Comments

Please read the Veteran Comments policy before editing this section.

The Kulas in Blue Planet is actually more maneuverable than practically any other fighter. It's not particularly fast and it's not especially tough, but it's smaller and more maneuverable than the Myrmidon, Aurora, and even the Perseus. The 4-gun bank that it has, combined with a power output of 5 gives the Kulas more firepower than the Perseus as well - on par with the Myrmidon and Aurora. That said, it only has enough space for sixteen Harpoons and its fairly fragile armor limits the endurance of this fighter. Like the Thoth, it's an excellent dogfighter, but there are no missions in which to merely dogfight. It is capable of standing toe-to-toe with a single Kentauroi, but will be swarmed very easily.'

This is really, really good in dogfights. The turning rate allows you to quickly get people in your sights and rip them to shreds with that quad-linked bank. However, as previously stated, it's not too much use for anything other than dogfighting - but that doesn't stop you from taking it to multiplayer matches. On the other hand, there are a couple things to look out for: the secondary weapons placement isn't all that great for loading Tempests, being a tad far apart, but that doesn't mean you shouldn't still bring them along. Crucially, the Sensors subsytem placement is quite simply awful (right on the tip of the nose) and will, with outrageous frequency, get destroyed in frontal jousts and leave you flying blind.

Due to extremely long burner duration, this little fighter has incredible staying power in long missions where you don't get a break. Since engine power only matters when pumping the burners you can redirect ETS to shields and guns to recharge them while afterburning to the next bomber group. If you need to cover a huge distance simply put power into engines once your burners run out after 21 seconds. With 4 balors you'll be able to take down quite a few enemies even with 0 power on guns, only recharging them while moving between groups. Remember that the only secondary bank has poor placement for dumbfires, don't try to hit anything smaller than a Nephilim from mid-range."

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