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Author Topic: Design Challenge: Nautical SDS  (Read 4358 times)

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Takiro

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Design Challenge: Nautical SDS
« on: February 20, 2010, 10:21:10 PM »

Takiro - Design Challenge: Nautical SDS « on: September 28, 2006, 11:12:40 PM »

Okay guys with the release of TRO Vehicle Annex my mind has been a stirring. Using the new rules for large scale wet naval vessels can someone create a mobile SDS platform capable of shooting down space invaders in orbit. I'm thinking big battleship. This seagoing vessel can be a surface ship or submersible. I imagine it would have to be pretty big so no size limit. Try and stay with Star League technology limits with one exception. If you by rules can't mount naval grade weaponry which this design would require you may ignore this guideline. Call it a Level 3 innovation or whatever else you can think of. This design could very well appear as the Republic's new SDS. Well let me know!  ;D

Walegrin Re: Design Challenge: Nautical SDS « Reply #1 on: September 29, 2006, 12:26:03 AM »

Darn you Takiro!  I hadn't planned on messign with the SV rules until(if) HMP did a program, ah well.  ;)

Any capital grade weaponry, or just missiles?

wolfcannon Re: Design Challenge: Nautical SDS « Reply #2 on: September 29, 2006, 01:12:21 AM »

what new rules and where were they posted or what book were they put in.

Walegrin Re: Design Challenge: Nautical SDS « Reply #3 on: September 29, 2006, 01:22:17 AM »

The SV rules are in Combat Equipment.

Takiro Re: Design Challenge: Nautical SDS « Reply #4 on: September 29, 2006, 10:39:57 AM »

Quote
from: Walegrin on September 29, 2006, 12:26:03 AM
Any capital grade weaponry, or just missiles?

Any capital grade weaponry you can fit.  ;) Construction rules can be found in Combat Equipment book.

Knightmare Re: Design Challenge: Nautical SDS « Reply #5 on: September 29, 2006, 12:34:29 PM »

By default you would want to avoid projectile weapons. Most ground-based SDS systems were composed of Naval-Grade Lasers, PPCs, or Missile Batteries.

Takiro Re: Design Challenge: Nautical SDS « Reply #6 on: September 29, 2006, 02:05:53 PM »

Good point!

Walegrin Re: Design Challenge: Nautical SDS « Reply #7 on: September 30, 2006, 12:11:07 AM »

Quote
from: Knightmare on September 29, 2006, 12:34:29 PM
By default you would want to avoid projectile weapons. Most ground-based SDS systems were composed of Naval-Grade Lasers, PPCs, or Missile Batteries.

I'm leaning towards missiles myself.  Although I'm seriously debating how much in the way of reloads to carry.  Just a few and assume she is a one trick pony or come loaded for the long haul?

Calderon Re: Design Challenge: Nautical SDS « Reply #8 on: September 30, 2006, 03:19:56 AM »

Can I get a copy of those rules...might take a crack at this one.

Knightmare Re: Design Challenge: Nautical SDS « Reply #9 on: October 02, 2006, 05:17:36 PM »

Well the Missile Batteries commonly found on the ground based SDS were primarily used for anti-aerospace work. This would include LRM and naval grade Barracuda systems. Naval PPCs and Lasers would be where the big bang comes from.
Think of the BattleSat when designing; a single Naval system backed by one or two smaller systems.

Takiro Re: Design Challenge: Nautical SDS « Reply #10 on: October 02, 2006, 06:09:32 PM »

Quote
from: Calderon on September 30, 2006, 03:19:56 AM
Can I get a copy of those rules...might take a crack at this one.

I'm sorry Calderon and others who have asked me, I will not post the rules. One, there is just too much to post and two they are pretty new to CBT. Don't want anyone to get mad at me but you'll have to have Combat Equipment in order to partake in this challenge. Sorry guys. I appreciate your interest.

Knightmare Re: Design Challenge: Nautical SDS « Reply #11 on: October 02, 2006, 07:30:01 PM »

Just bloody well buy the book. For one it's great, helpful and will open up a plethora (that's right, I said it) of design inspiration. And two, you're supporting CBT and the continuation of the BattleTech genre.

If you're worried about financial means, simply forgo a single day of food (consider it fasting for a cause) and then purchase the book.  8)

Walegrin Re: Design Challenge: Nautical SDS « Reply #12 on: October 02, 2006, 11:53:07 PM »

Quote
from: Knightmare on October 02, 2006, 05:17:36 PM
Well the Missile Batteries commonly found on the ground based SDS were primarily used for anti-aerospace work. This would include LRM and naval grade Barracuda systems. Naval PPCs and Lasers would be where the big bang comes from.
Think of the BattleSat when designing; a single Naval system backed by one or two smaller systems.

I just woder about aiming energy based systems.  Atleast with missiles they have some internal guidane so you don't have to point them precisely at the correct point in space.

Knightmare Re: Design Challenge: Nautical SDS « Reply #13 on: October 03, 2006, 09:31:18 AM »

This is true, and in game physics all combat is resolved during a single phase, but Energy based systems also have the dubious advantage of being able to instantly hit their target with a simple LOS (Line of Sight) - ignoring for a moment the effects of atmosphere on particle dispersement. (Naval Grade are apparently powerful enough to avoid the penalties.

wolfcannon Re: Design Challenge: Nautical SDS « Reply #14 on: October 03, 2006, 11:03:15 PM »

ok bought working on a battleship, Cruiser, Destroyer, Frigate and an Aircraft Carrier and possible other vessels
« Last Edit: December 24, 2011, 07:46:03 AM by Takiro »
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Takiro

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Re: Design Challenge: Nautical SDS
« Reply #1 on: February 20, 2010, 10:21:28 PM »

Knightmare Re: Design Challenge: Nautical SDS « Reply #15 on: October 05, 2006, 09:56:18 AM »

Remember, resources are going to be an issue with this design. Tonnage equals material and time consuming construction. If anything, the Republic is going to be looking for stopgap measures like the DCMS's BattleSat (Built until they accumulated a warship fleet of their own) The same rules would apply. So consider a light vessel that fulfills a specific purpose that is easy to build, cheap, and requires the smallest number of components and material resources.

Just a thought.

Walegrin Re: Design Challenge: Nautical SDS « Reply #16 on: October 05, 2006, 11:47:45 AM »

Quote
from: Knightmare on October 05, 2006, 09:56:18 AM
Remember, resources are going to be an issue with this design. Tonnage equals material and time consuming construction. If anything, the Republic is going to be looking for stopgap measures like the DCMS's BattleSat (Built until they accumulated a warship fleet of their own) The same rules would apply. So consider a light vessel that fulfills a specific purpose that is easy to build, cheap, and requires the smallest number of components and material resources.

Too bad I dont think you can retrofit a cap missile launcher onto the big sub from Book 2. Sad  That would be a quick and dirty way to do it.

Takiro Re: Design Challenge: Nautical SDS « Reply #17 on: October 05, 2006, 11:01:40 PM »

Hmm, how about modifying some venerable (actually newly featured in TRO: Vehicle Annex) Verne Cargo Submarines. Snip its below.

Quote
     Dwarfing vessels like the Seahorse, the Verne is a freighter for specialty cargos. Boasting a capacity of 3,500 tons and with basic passenger accommodations for forty, this design dates back to the last years of the Terran Alliance. The Verne is an expensive vessel to operate due to its narrow market niche; much larger container and bulk freighters (submersible and surface) get most of the cargos. The installation of docking units makes the Verne surprisingly nimble. Small cargo skiffs are often carried in the vessel’s two vehicle bays to allow cargo transfers at ports that cannot accommodate the Verne.
     The Verne’s cargo bay can accommodate large cargoes. DropShip engines, civilian fusion generators, and super-sized vehicles—all have been transported by these vessels. Probably the most famous cargo ever transported by the Verne was the Eiffel Tower. Purchased from a bankrupt French Government by the Japanese in 2289, the dilapidated tower was dismantled and transported to Japan aboard two Verne cargo subs.
     Unlike the Seahorse, the Verne can remain submerged for extended periods—thanks to its use of fuel cells. These air-independent power plants run on stored hydrogen and oxygen, and the large oxygen tanks can easily replace oxygen lost to the crew for far longer than they can fuel the power plant. The downside to all of this is that maintenance is more costly in both time and money. While the Seahorse can usually be found in the hands of independent owner/operators, the Verne is commonly on the books of one of the larger corporations—such as Earthwerks or Defiance Industries.

Verne Cargo Sub
Chassis Type: Naval Vessel (Large, Template C)
Mass: 10,000 tons
Equipment Rating: C/C-E-D/D
Equipment Mass
Chassis/Controls: 3,519
Engine/Trans: Electric (Fuel Cell) 1,404
Cruse MP: 3
Flank MP: 5
Heat Sinks: 0 0
Fuel: 5,056 km 1,065
Turret: 0
Armor Factor (BAR 6): 500 24

Internal Armor
Structure Value
Front 35 100
Front R/L Side 35 75/75
Rear R/L Side 35 75/75
Rear 35 100

Weapons and Ammo Location Mass
None — —

Crew: 1 officer, 5 enlisted/non-rated, 16 bay personnel
Cargo
3,300 tons standard 6 Doors (1 Front/2 Left/2 Right/1 Rear)
200 tons 2 heavy vehicle bays
Notes: Features Submersible Chassis and Controls Modification, docking units (200 tons), 40 second-class
passengers (280 tons), 8 lifeboats (8 tons)

Of course the Verne doesn't carry any weapons but that 3,300 ton cargo bay looks awful empty.  :)

Knightmare Re: Design Challenge: Nautical SDS « Reply #18 on: October 06, 2006, 04:12:53 PM »

Actually, that is a decent ship for a naval mod. Though their numbers are probably low, mounting an NL/55, a powerplant, and some additional crew should be feasible and shouldn't consume much time. If nobody wants this, I'll take a crack at some fluff for a redesign.

Takiro Re: Design Challenge: Nautical SDS « Reply #19 on: October 06, 2006, 11:07:08 PM »

Hmm I was thinking of some Killer Whales. Knock yourself out.  ;)

Knightmare Re: Design Challenge: Nautical SDS « Reply #20 on: October 06, 2006, 11:37:30 PM »

Thanks.

Not a bad idea, but launchers require resupply, and supply points can be targeted for orbit...  ;)

Takiro Re: Design Challenge: Nautical SDS « Reply #21 on: October 06, 2006, 11:39:57 PM »

Even if these supply points are deep under the sea?  :D

Knightmare Re: Design Challenge: Nautical SDS « Reply #22 on: October 07, 2006, 09:40:35 AM »

Again, expensive, time consuming, and traditionally uses more material resources then if these vessels were equipped with a renewable weapon (more or less) like an NL/55.

Takiro Re: Design Challenge: Nautical SDS « Reply #23 on: October 07, 2006, 05:49:54 PM »

This just in. Walegrin has informed me that Maverick on CBT has put up a spreadsheet for building Support Vehicles. This will no doubt with this Nautical SDS challenge. Enjoy!

http://forums.classicbattletech.com/index.php/topic,8060.0.html

Walegrin Re: Design Challenge: Nautical SDS « Reply #24 on: October 07, 2006, 07:46:01 PM »

Quote
from: Knightmare on October 07, 2006, 09:40:35 AM
Again, expensive, time consuming, and traditionally uses more material resources then if these vessels were equipped with a renewable weapon (more or less) like an NL/55.

Agreed, from a resupply standpoint NLs look better for this.

This just ocurred to me though - Can a Support Vehicle powerplant, of any type, supply enough energy to power an NL?

Takiro Re: Design Challenge: Nautical SDS « Reply #25 on: October 07, 2006, 08:07:11 PM »

Probably not just being realistic. How about power amplifiers or another power plant altogether? We are in level 3 territory for sure.

Walegrin Re: Design Challenge: Nautical SDS « Reply #26 on: October 07, 2006, 10:12:26 PM »

Quote
from: Takiro on October 07, 2006, 08:07:11 PM
Probably not just being realistic. How about power amplifiers or another power plant altogether? We are in level 3 territory for sure.

Another dedicated powerplant sounds like an idea.

*thinks*

Try this on for size.... If the vessel has a fusion/fission powerplant it can power an NL/NGC if it also mounts a power amplifier.  If the vessel doesn't have a fusion/fission main power plant then it must mount a dedicated fusion/fission plant to power the NL/NGC.  THis lets the power aplifier act as sort of a capacitor - storing up energy before powering the gun.
Thoughts?

Takiro Re: Design Challenge: Nautical SDS « Reply #27 on: October 07, 2006, 11:10:11 PM »

That sounds good for Fusion/Fission engines. Although what kind of power plant would you need with others? What size would you need?

Walegrin Re: Design Challenge: Nautical SDS « Reply #28 on: October 08, 2006, 12:57:16 AM »

Quote
from: Takiro on October 07, 2006, 11:10:11 PM
That sounds good for Fusion/Fission engines. Although what kind of power plant would you need with others? What size would you need?

A vessel using anything other than a fission/fusion engine woulnd need to mount a dedicated fission/fusion plant to soley power the NL/NGC weapon.  Well that was th intent of what I typed atleast.

Size?  (yoda)Size matters not(/yoda)  Got me there.  :'(

And keep in mind I'm doing this off the top of my head.  I do not claim to understand the intricacies, or even basics, of support vehicle construction.

Takiro Re: Design Challenge: Nautical SDS « Reply #29 on: October 08, 2006, 09:08:16 AM »

Yeah this is new territory for me as well. How about the vessel/vehicle in question must have a nuclear reactor to have capital weaponry. Then of course that power amplifier we talked of. Vehicles not equipped with a nuclear power plant lack the energy needs to properly utilize these weapons.
« Last Edit: December 24, 2011, 07:57:53 AM by Takiro »
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Takiro

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Re: Design Challenge: Nautical SDS
« Reply #2 on: February 20, 2010, 10:21:48 PM »

Walegrin Re: Design Challenge: Nautical SDS « Reply #30 on: October 08, 2006, 06:44:59 PM »

Quote
from: Takiro on October 08, 2006, 09:08:16 AM
Yeah this is new territory for me as well. How about the vessel/vehicle in question must have a nuclear reactor to have capital weaponry. Then of course that power amplifier we talked of. Vehicles not equipped with a nuclear power plant lack the energy needs to properly utilize these weapons.

By nuclear do  you mean having either a fission or a fusion powerplant?

And I'd say that offhand if you were to be mounting cap missiles you wouldn't require a Fission/fusion powerplant?

Has anyone figured crew requirements for teh cap weapons?  As I recall SV crewing requirements for weapons is based on tonnage.  But I don't have my books in front of me at the moment.  Can anyone check that?

Walegrin Re: Design Challenge: Nautical SDS « Reply #31 on: October 08, 2006, 06:48:34 PM »

Quote
from: Takiro on October 07, 2006, 05:49:54 PM
This just in. Walegrin has informed me that Maverick on CBT has put up a spreadsheet for building Support Vehicles. This will no doubt with this Nautical SDS challenge. Enjoy!

http://faileas.greywolf.googlepages.com/SupportVehicleWorksheetV0.9i.xls

Going by a post over on the HMP boards that should be a link to the full file.  Since there have been many reports of problems with the files as Maverick posted them on CBT, he had it split into two files to get around CBT's attachment limit, it may be better to download it from here.

Takiro Re: Design Challenge: Nautical SDS « Reply #32 on: October 21, 2006, 07:21:18 PM »

Okay sticking with the Verne Cargo Sub modification idea I found something useful today going through my notes.

Launcher Type   Launcher Mass    Missile Mass    Minimum Rounds  Complete Ammo  Complete System
Barracuda             90 tons            30 tons             10                   300 tons           390 tons
White Shark          120 tons           40 tons             10                  400 tons            520 tons
Killer Whale           150 tons           50 tons             10                  500 tons            650 tons
AR-10                  250 tons           Depends            10                  Depends         550B/650WS/750KW

So we got 3,300 tons to play with on the Verne.

4 Killer Whale Systems = 2600 tons this leaves 700 tons for Fire Control, Extra Crew, Cargo
5 White Sharks Systems = 2600 tons this leaves 700 tons for Fire Control, Extra Crew, Cargo
7 Barracuda Systems = 2730 this leaves 570 tons for Fire Control, Extra Crew, Cargo

Killer Whales have a damage potential of 16 points of Capital Scale Damage
White Shark have a damage potential of 15 points of Capital Scale Damage
Barracudas have a damage potential of 14 points of Capital Scale Damage and are more accurate

So what do you think? Any ideas for fire control? Extra Crew?

Walegrin Re: Design Challenge: Nautical SDS « Reply #33 on: November 02, 2006, 12:30:00 AM »

Offhand Takiro I'd say either go for the max damage potential, the KWs, or the increased crit chance, the WS.

I have concepts in mind but getting them to a stat form is being tricky.  :'(

Walegrin Re: Design Challenge: Nautical SDS « Reply #34 on: November 02, 2006, 02:37:47 AM »

I reading the SV construction rules I came across something interesting.  Crew for heavy weapons, shich I assume cap weapons would be, is 'calaulated on a per-weapons basis, with one gunner per 3 tons of weapon(rounded up) required'. Page 110 of Combat Equipment.

So that would mean that a single Barracuda launcher would require 30 crew and a Killer Whale would require 50 crew.  I don't have AT2 in front of me but I can guess that the numbers for lasers will be as large.

I guess my question is this - do was follow the construction rules and calculate crews that way or do we 'house rule' something else?  Personally I am unsure right now.  Part of me wants to keep the rules as they are so that things are consistent but then again part of me feels that the crew that the rules require is excessive.  Comments or ideas?

Takiro Re: Design Challenge: Nautical SDS « Reply #35 on: November 03, 2006, 12:09:33 AM »

Wow that is a lot of crew! Why not just do it the AeroTech 2 way? Isn't that just an extra person per weapon? I think 30-50 is a tad bit excessive.

Walegrin Re: Design Challenge: Nautical SDS « Reply #36 on: November 03, 2006, 12:41:41 AM »

Quote
from: Takiro on November 03, 2006, 12:09:33 AM
Wow that is a lot of crew! Why not just do it the AeroTech 2 way? Isn't that just an extra person per weapon? I think 30-50 is a tad bit excessive.

I can't recall the AT2 crewing rules.  :'(

Walegrin Re: Design Challenge: Nautical SDS « Reply #37 on: November 05, 2006, 02:04:45 AM »

Quote
from: Takiro on November 03, 2006, 12:09:33 AM
Wow that is a lot of crew! Why not just do it the AeroTech 2 way? Isn't that just an extra person per weapon? I think 30-50 is a tad bit excessive.

I may have found a way around the seemingly excessive SV weapon crewing requirements  -  drones.  Gonna poke that option out somemore on th is side and see.  Unfortunately I have been unable to get teh SV worksheet/spreadsheet thingy to work.   :'(  I know from posts on the HM boards that people have used itI just can't get it to work on my comp.  *grumbles*

Takiro Re: Design Challenge: Nautical SDS « Reply #38 on: November 08, 2006, 11:10:51 PM »

Sorry about not responding sooner Walegrin. Been way busy.

On warships per AeroTech 2 I believe the rule, on Warships granted, is one gunner per capital weapon and one gunner per every six standard weapons.

To be honest I can't get the damn spreadsheet to work either. Really frustrating especially after advirtisting it here. Angry

Anywho how would you do drones?

Walegrin Re: Design Challenge: Nautical SDS « Reply #39 on: November 09, 2006, 12:22:10 AM »

Quote
from: Takiro on November 08, 2006, 11:10:51 PM
Sorry about not responding sooner Walegrin. Been way busy.

No worries man.

Quote
from: Takiro on November 08, 2006, 11:10:51 PM
Anywho how would you do drones?

Basically I'm looking at placing a number of launchers(likely just single shot,  multiple reloads can be done once the system is proven) on a remotely controlled sub called a 'pallet'.  The pallets are placed wherever required either by beiong piloted there remotely or moved there by a sub with the tractor mod.  Once in place they are monitored/controlled by the crew of thier tender.  Tenders will have multiple pallets under thier control.  Question or suggestions welcomed at this point.

I think I am aslo changing my opinion on missile types to use.  After reading the ATr2 rules I'm thinking that Barracuda missiles might be better since the -2 to hit will offset the penalty for firing thru atmosphere.  That said the design will/should be set up so that different missile types can be loaded.  So you couyld do say 6 WS or 7 Barracuda.

Bradshaw Re: Design Challenge: Nautical SDS « Reply #40 on: November 09, 2006, 05:35:32 PM »

Hmm maybe this weekend when I come over to play madden Ill take a crack at a design. I was thinking of using a NPPC the image from Starship Troopers of the shots fired into space from the large alien asses makes me think of ppc shots  :D

Takiro Re: Design Challenge: Nautical SDS « Reply #41 on: November 09, 2006, 05:40:16 PM »

LOL! Don't think about strapping capital weapons to sharks thanks.  ;D

Takiro Re: Design Challenge: Nautical SDS « Reply #42 on: September 10, 2009, 08:55:25 PM »

bumping this one up again

Takiro Re: Design Challenge: Nautical SDS « Reply #43 on: September 10, 2009, 09:25:59 PM »

Perhaps not along the Nautical SDS line of thought I was thinking of a Patriot Missile System that could intercept incoming Nuclear Missiles. I figure Amaris used the Nukes against the SLDF and Terrans enough that they would be thinking of some sort of interceptor.

Even single shot capital missiles appear to be too large for conventional ground vehicles aka a mobile launcher. So I'll take ideas for designing and accomplishing this.

master arminas Re: Design Challenge: Nautical SDS « Reply #44 on: September 11, 2009, 09:10:53 AM »

Try using Piranha or Swordfish sub-caps in that role, Takiro.  They are even smaller, and in the point-defense role should be pretty decent, ala Patriot.
« Last Edit: December 24, 2011, 08:07:40 AM by Takiro »
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Re: Design Challenge: Nautical SDS
« Reply #3 on: February 20, 2010, 10:22:34 PM »

Takiro Re: Design Challenge: Nautical SDS « Reply #45 on: September 14, 2009, 05:20:22 PM »


Was thinking of that as a possiblity. What would there size be for a single shot weapon? Any custom rules needed??
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