OBT Forum

General BattleTech => Dragon Cat Collection => Alternate Universe => TechLab => Topic started by: Red Pins on October 30, 2017, 03:51:39 PM

Title: Update to the AR-15 Sub-Capital Missile Launcher
Post by: Red Pins on October 30, 2017, 03:51:39 PM
So, I'm finally looking at adding Dragon Cat's AR-15 concept to the Unique Technology of my AU to use it in a piece of fiction I'm writing at Spacebattles about the development of a Primitive WarShip.  In order to do so, I'm comparing it with the original equipment it's based off of, the canon Capital Missiles and the AR-10.

I noted the launcher was exactly 5 times the weight of its largest missile (the Killer Whale), while the proposed AR-15 was slightly over 12 times the mass of a Manta Ray (the largest Sub-Cap Missile).  I try to maintain a plausible explanation for ratios, etc, in my AU, and I think the AR-15 launcher is a bit too large as-is so I'm asking for opinions.  What do you think of reducing the weight of the launcher to 90 tons?

Here's a link to Dragon Cat's original topic; https://www.ourbattletech.com/forum/index.php?topic=2197.0 (https://www.ourbattletech.com/forum/index.php?topic=2197.0)
Title: Re: Update to the AR-15 Sub-Capital Missile Launcher
Post by: Dragon Cat on October 30, 2017, 04:54:41 PM
90 tons could work but maybe cut the firing rate?  Or have a penalty to hit?

The reason I went with the size was because of the different types of sub-capital missiles - the launcher needed to accommodate them all and be able to fire a varied size of missile.

The AR-10 is 'less' complicated because it fires three missiles the AR-15 is more complicated
Title: Re: Update to the AR-15 Sub-Capital Missile Launcher
Post by: Red Pins on October 30, 2017, 08:55:36 PM
Hmm.  The four missiles are all within 8 tons, and only reach Medium- to Short Range - standard Cap missiles can run from 30-50 tons (a difference of 20 tons), and all of them reach Extreme range.  Generally, lighter missiles (by 13- to 40 tons) require less machinery to transfer missiles and shorter range without an increase in (muzzle or terminal) velocity equals to lower pressures - which translates to less infrastructure/material strength required, which makes them lighter.  Given how beautifully the (18x5=) multiplication comes out to 90 tons, I'm inclined to accept it.

Granted, it seems very light for a missile that does up to 50 regular/5 Capital damage, even at Short range.  I'm tempted to just make it 100 tons and be done with it, but I'm not sure where to find the minimum number of missiles for launcher right now.  Is there a difference between Capital missiles and Sub-Cap in this regard, or is there a consistent minimum number or missiles per launcher across the board?  If the Cap missiles require a higher number, it would be simple to simply set the required number of Sub-Cap missiles/Launcher higher to pad their tonnage requirement - that would solve the problem neatly.
Title: Re: Update to the AR-15 Sub-Capital Missile Launcher
Post by: Vition2 on October 30, 2017, 10:36:07 PM
Same as all other aerospace stuff, it's 10 rounds, or in this case 10 missiles. 

My opinion only, but I think 100 tons is a bit too small for the versatility the AR-15 provides.  And while your reasoning is logical there are other ways of looking at it.  An example follows:

AR-10 = 250 tons
 Barracuda part = 90 - 30 = 60
 White Shark part = 120 - 40 = 80
 Killer Whale part = 150 - 50 = 100
 Transition equipment = 10

Making the equipment pay for each component in mass, will likely increase the mass of the equipment.  I'm not sure if Dragon Cat's 220 tons is right, but I do think it is probably a bit closer than the proposed 100 tons.  I do think that it should pay for it's versatility.
Title: Re: Update to the AR-15 Sub-Capital Missile Launcher
Post by: Red Pins on October 31, 2017, 12:10:57 AM
Hmm.  Ok, so far, it seems we need to up the mass on this.  I'm tempted to bump it maybe 50% to account for the versatility, so that makes it 135- to 150 tons.  I'm thinking this is my top end, here, regardless of versatility, but do the rest of you think?
Title: Re: Update to the AR-15 Sub-Capital Missile Launcher
Post by: Red Pins on November 02, 2017, 01:54:07 AM
Ok, a preliminary JumpShip design is up at the official forum (I know I said I was done there - but.), here's a link; http://bg.battletech.com/forums/index.php?topic=59273.msg1362355#msg1362355 (http://bg.battletech.com/forums/index.php?topic=59273.msg1362355#msg1362355)

It went through revisions, so the final design is at the bottom, not the one on top.  One thing I did note, was the heat of each missile, and how the original used a flat amount of heat per firing, 100.  Each of the individual sub-Caps ranges from 9 for each Piranha fired to 21 for each Manta Ray, so I noted heat was, "as per missile'.

Here are the updated stats I've taken for my AU;

AR-15 Multi-Purpose Sub-Capital Missile Launcher

   Developed by Clan Kraken, the AR-15 borrowed heavily from the design of the AR-10 Capital Missile launcher of the Star League.  First appearing on the Primitive JumpShip Kraken where it was used primarily as a defensive weapon, it has since spread to most of the New Clans.

Construction Rules

AR-15 Multi-Purpose Sub-Capital Missile Launcher
Damage:  As per missile
Range:     As per missile
Heat:       As per missile
Weapon Slot:   1 Capital Missile slot (for fire control)
Tonnage:   150 tons per launcher
Ammunition: As per missile (minimum 10 missiles per launcher)

(Cost per launcher: 250,000 C-bills*)

*I've never used the costs generated by HMPro or core rulebooks - I've never wanted to go down that road - but given the AR-10 is $100,000 more expensive than a Killer Whale launcher to help account for the added complexity, I have to agree the AR-15 should be significantly more expensive than the standard launcher, so I've rounded-up to a quarter-million per launcher.

What do you think?