| Prototype fleet MKII | |
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+14Tiel+ torrentialAberration Acu2010 The Schmetterling Ivan2006 _Shadowcat_ Commander Kobialka Julo Grand Imperial Thunder kokonus Captain stufuzzycat Last_Jedi_Standing ShadowS56 Iv121 18 posters |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Prototype fleet MKII Fri Oct 05, 2012 1:58 pm | |
| lost my old fleet, time to build a new one.. first off the MKII of the HC/V-46 Beluga, I present, the HC/V-97 Humpback - Spoiler:
I managed to find my old HC/V-46 Beluga, so I've refined the design: - Spoiler:
and now the biggest damn thing I've ever built, the SHC/A-19 BLUE carrier: with 80 launch pads for fighters, one petawatt railgun, 4 heavy ion cannons and a 42 conventional turrets, this is definately the most powerful warship in the fleet. - Spoiler:
Last edited by Prototype on Sat Oct 06, 2012 3:03 pm; edited 6 times in total | |
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Iv121 General
Posts : 2396 Join date : 2012-02-05 Location : -> HERE ! <-
| Subject: Re: Prototype fleet MKII Fri Oct 05, 2012 3:37 pm | |
| The overall shape is fine but the hull itself feels blank . Add some color or detail (You can both OFC but they give the same effect) . | |
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ShadowS56 Newbie
Posts : 12 Join date : 2012-05-29
| Subject: Re: Prototype fleet MKII Fri Oct 05, 2012 6:58 pm | |
| I agree with Iv121, needs more color. The design is great though. | |
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blockman42 Sergeant
Posts : 938 Join date : 2012-01-30 Location : in my office designing new ships
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 2:22 am | |
| Definitely needs more color. | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 2:37 am | |
| The design is great, but you have some issues with functionality. I'm assuming this is something of a carrier since it appears there's a whole deck dedicated to flight control...for one fighter? Also, the hump on the back contains guns, yes? How do those fire without shearing off the top of the cockpit? | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 4:07 am | |
| Yeah, there might be some issues. The best thing of colouration is using a main colour, a secondary colour (don´t use too much) and propably a third colour, but only on large ships or at minimized scale. In addition to Tiel´s note about the flight deck, I have two additions: 1) If you make the fighters visible, make them all visible. Otherwise everyone will tell you that you´re using your flight deck ineffectively. 2) How are your piots supposed to get into the fighters without being exposed to the vacuum of space? make some king of air-shield. maybe with water. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 6:58 am | |
| Not guns, external engines, the Landing pad would be for shuttles, yet a flight control deck would be required for a landing pad of any size.
As for exposing the pilots to the vacuum of space... Well everyone knows organic pilots are obsolete, well transport pilots, not fighter pilots.
Will add colour after I've finished the SHC/A-19 blue, which is going to be a while... | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 10:19 am | |
| finished the BLUE, added to OP | |
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Guest Guest
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 11:47 am | |
| Definitely more color, maybe more sleek ship designs as well. |
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blockman42 Sergeant
Posts : 938 Join date : 2012-01-30 Location : in my office designing new ships
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 11:51 am | |
| How are the fighters supposed to land in the carrier? | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 12:42 pm | |
| Reduce speed beforehand, the fighters in there I've modified to have a low stall speed, once they are in, the engines are turned off and the craft is turned round, it's very easy
plus you don't need runways in space, because you don't need lift, only thrust, you can take off in any direction you want to. | |
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Last_Jedi_Standing Moderator
Posts : 3033 Join date : 2012-02-19 Age : 112 Location : Coruscant
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 1:12 pm | |
| - Prototype wrote:
- Reduce speed beforehand, the fighters in there I've modified to have a low stall speed, once they are in, the engines are turned off and the craft is turned round, it's very easy
plus you don't need runways in space, because you don't need lift, only thrust, you can take off in any direction you want to. ...Things don't stall in space. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 1:20 pm | |
| - Last_Jedi_Standing wrote:
- Prototype wrote:
- Reduce speed beforehand, the fighters in there I've modified to have a low stall speed, once they are in, the engines are turned off and the craft is turned round, it's very easy
plus you don't need runways in space, because you don't need lift, only thrust, you can take off in any direction you want to. ...Things don't stall in space. No but the speed value for the fighter in the mod I am using have a stall speed, therefore in this circumstance there is a stall speed, which is very low. | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 2:36 pm | |
| - Prototype wrote:
- Last_Jedi_Standing wrote:
- Prototype wrote:
- Reduce speed beforehand, the fighters in there I've modified to have a low stall speed, once they are in, the engines are turned off and the craft is turned round, it's very easy
plus you don't need runways in space, because you don't need lift, only thrust, you can take off in any direction you want to. ...Things don't stall in space. No but the speed value for the fighter in the mod I am using have a stall speed, therefore in this circumstance there is a stall speed, which is very low. Still, even if Flan´s mod (You know, we all recognize the Viper from Manus´ pack) has stall, think spacy. | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 2:49 pm | |
| - Prototype wrote:
with 80 launch pads for fighters, one exowatt railgun, 4 heavy ion cannons and a 42 conventional turrets, this is definately the most powerful warship in the fleet.
- Prototype wrote:
with 80 launch pads for fighters, one exowatt railgun
- Prototype wrote:
one exowatt railgun
You, sir are not fitting that weapon on that ship. A 1 Exowatt railgun may be a one-shor MAC mounted on a Death-Star sized space station. Look up your prefixes before tossing them around, please. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 3:03 pm | |
| Ah cripe, I meant petawatt, read the sheet wrong
although the laser on the death star would have to be more than an exowatt to blow planets up, and petawatt lasers have been developed (correction, laser)
however attempting to fit an exowatt railgun on a ship is something I would like to try and do (for the lols)
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 3:08 pm | |
| - Prototype wrote:
- Ah cripe, I meant petawatt, read the sheet wrong
although the laser on the death star would have to be more than an exowatt to blow planets up, and petawatt lasers have been developed (correction, laser)
however attempting to fit an exowatt railgun on a ship is something I would like to try and do (for the lols)
Still, another rant: a railgun fires single shots. How are you gonna measure thair power in watts? | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sat Oct 06, 2012 3:10 pm | |
| the power supplied to the device to fire the shots, not the actual energy of the shot itself (power supplied to shot is proportional to the power of the shot, not sure on how proportional though) | |
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: Prototype fleet MKII Sun Oct 07, 2012 4:51 am | |
| - Prototype wrote:
- the power supplied to the device to fire the shots, not the actual energy of the shot itself
(power supplied to shot is proportional to the power of the shot, not sure on how proportional though) No. You would measure a railgun by its impact force. The amount of power going into it is irrelevant: you might have a system where 30% of the electrical energy is converted into kinetic, and I have one where 90% is, while still having the same damage (mine just needs less power). Like many other have said, your ships need colour and detail. You ships seem quite similar to how mine were when I first started building; a year and a half ago... | |
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Captain stufuzzycat Sergeant
Posts : 826 Join date : 2012-05-02 Age : 25 Location : At my computer, pwning s*** up with my warfrigate
| Subject: Re: Prototype fleet MKII Sun Oct 07, 2012 9:53 am | |
| Requiring less power would be better.
Also, definitely add a spot color of some kind, because otherwise its a bit bland. | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sun Oct 07, 2012 1:08 pm | |
| Still adding colour, consider the ships as blank canvases?
And there are multiple ways of measuring the power of a railgun, so for my series I classify them by the useful power (e.g. 1 petawatt)' because not exactly every shot will have a uniform impact energy (you can have a damn good guess though) | |
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Ivan2006 General
Posts : 2096 Join date : 2012-05-08 Age : 26 Location : The Dungeon.
| Subject: Re: Prototype fleet MKII Sun Oct 07, 2012 1:10 pm | |
| Okay, then I´ll make some calculations. I´ll just assume that your Railgun (from now on called MAC) has 50% energy efficiency and the actual fireing sequence takes 10ms (any railgun just uses energy whilst fireing the projectile, most of the fireing cycle is reloading), leading to the following formula: E=P*t E=1,000,000,000,000,000*0.5*0.01 E=1,000,000,000,000,000*0.005 E=1,000,000,000,000*5 E=5,000,000,000,000J=5 terajoule
Halo ship-mounted MAC: E=m*v² E=600,000*30,000² E=540,000,000,000,000J= 540 terajoule
Wow, you´re more reasonable than I thought. But the whole calculation is being crushed if the 1 terawatt is meant as the energy dumped into some kind of capacitor during the entire reloading phase. Then, of course, it is quite unlogical for you to fit that weapon into a ship whilst it being able to fire multiple times. | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
| Subject: Re: Prototype fleet MKII Sun Oct 07, 2012 1:29 pm | |
| So this: vs - Spoiler:
I dunno, I'd have to say there's a great gap in quality here | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sun Oct 07, 2012 1:31 pm | |
| You forget this is th future, although your quite right, the weapon is not really meant to fire multiple time, it's only really there for intimidation. Althought with the right use of superconductors, you could get it to fire multiple times, but i'm not even going to get started on that.
Even though there is a petawatt laser here on earth (in some lab, think they are trying to do nuclear fusion with it) so maybe a petawatt railgun isn't out of the question
And isn't the whole point of futurecraft (from my understanding) to make ideas work (even if they are not realistic, but that's sci-fi for you)
However when it comes to supplying the power, I've got a few ideas for a generator that could easily supply that (the ideas are based off several science fiction theories, such at the pilots theory and exotic matter (what makes warp drives))
But I'll explain that soon... Could fry a few brains...
Oh I've scrapped the humpback, good target practice | |
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Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
| Subject: Re: Prototype fleet MKII Sun Oct 07, 2012 2:39 pm | |
| Finished an early colour design for the ship, and done a quick design for the alcubierre (warp) drive The ships brand new colours: Is this design doing it for anyone, should I expand this one or try a new one? the ships new warp drive (just a certain geometrical arrangement of exotic matter:( | |
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