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 Post subject: Re: Some boredom
PostPosted: Tue Jun 01, 2010 8:03 pm 
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Joined: Thu Sep 08, 2005 10:00 am
Posts: 4163
Location: Milwaukee, WI
Fabian Lehniger wrote:
Ken Burnside wrote:
[

Internal Explosion means that someone hitting one of those launchers will really mess up your ship.


Wait a sec , there are rules for ammo explosions in the game? I don't remember seeing that any where. Or do I need to reread the book?


*shhh* Nothing to see here. Move along. :)

(More will be showing up later on this.)

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Ken Burnside
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Ad Astra Games


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 Post subject: Re: Some boredom
PostPosted: Tue Jun 01, 2010 8:46 pm 
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Joined: Thu Sep 15, 2005 7:41 am
Posts: 109
Location: Alberta
Ken Burnside wrote:
Fabian Lehniger wrote:
Ken Burnside wrote:
[

Internal Explosion means that someone hitting one of those launchers will really mess up your ship.


Wait a sec , there are rules for ammo explosions in the game? I don't remember seeing that any where. Or do I need to reread the book?


*shhh* Nothing to see here. Move along. :)

(More will be showing up later on this.)


Ah,got some secret new stuff planned for us now do you,can't wait to see what you have in store.

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"Let there be peace on Earth and War on the Tabletop"- H.G Wells


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 Post subject: Re: Some boredom
PostPosted: Sun Jul 25, 2010 5:56 pm 
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Joined: Sun May 21, 2006 4:40 pm
Posts: 210
Was poking some fun at the book setting with an colonial america faction. Their capitol is the city of Concord and planet Viginia. Initial ships are Forrestal Class super carrier(SI25), Viginia Class strike cruiser(SI23), Valley Forge Class missile cruiser(SI18), Spruance Class missile destoryer(SI17), and Knox class missile frigate(SI10). This is the only one statted though. Was also thinking of adding the Seawolf Class with cloaking device, SI5 Indepenece class, maybe with a tender. Based on the Luxion from Gunbuster, and the new pivot math really hurts. No more spinal mounts for me... nope, still like spinal mounts.

Edit: I retooled the missile launchers to make it a bit more interesting.


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Last edited by Justin Colley on Tue Jul 27, 2010 1:23 am, edited 1 time in total.

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 Post subject: Re: Some boredom
PostPosted: Tue Jul 27, 2010 1:22 am 
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Joined: Sun May 21, 2006 4:40 pm
Posts: 210
Here's the rest of the Viginian Navy. Added the carrier up top because of the attachment limit.


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 Post subject: Re: Some boredom
PostPosted: Tue Jul 27, 2010 12:00 pm 
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Posts: 210
Ha, I'm stupid. :) Here's the fighters for Forrestal. She carries 5 of each for a total of 120. Last post, but any comments are welcome.
(Eventually I'm going to upload everything into Google Docs but there a glitch that won't let people acess it.)


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 Post subject: Re: Some boredom
PostPosted: Thu Jul 29, 2010 8:44 pm 
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Joined: Thu Feb 26, 2009 3:46 pm
Posts: 3
Justin,

Those are some nice ships but I have a couple of questions. I haven't actually fully built any myself but it seems to me that the amount of Roll is rather excessive. Is there a reason you went with such high values? Also, for the larger ships, it seemed like pivot was woefully inadequate, especially on the Virginia class. One hit to the Pivot and she can no longer manuever.

Also, what are those towed decoys that you have on the ships?

Mike


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 Post subject: Re: Some boredom
PostPosted: Fri Jul 30, 2010 3:29 am 
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Posts: 210
The manuver values are because of the shape, with the exception of the CVN all the ships are long skinny rocket style ships. Because of that roll costs almost nothing (especially on small ships) so I just went with large number of boxes to absorb damage. On the other hand, trying to pivot a large spindle shaped ship is damn near impossible, and the way I build ships is fairly exacting. I just didn't have any room left in my manurve budget for more thrusters. The towed arrays do the same thing they do on real navy ships, they make alot of noise so the ominous wake in the water might miss you, or more simply they make the ship harder to hit. Don't know the details though till the new rulebook gets here.

Actually I can change the pivots for more redundancy, but it would cost turn rate, too tired to think right now.


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 Post subject: Re: Some boredom
PostPosted: Fri Aug 27, 2010 5:46 am 
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Joined: Sun May 21, 2006 4:40 pm
Posts: 210
This can mostly be classified as stupidity rather then boredom, and I can see several people hitting their heads against various objects when they see it. I worked out the deltaV of one of my SS ships, using Winchell Chung's awesome Atomic Rockets site. If anyone wants to check the math, don't hurt yourself, I suck at math. :(

Kaida Class deltaV Proof

Kaida SSVs are SI16 at TL0 for a total of 5400HS.
Matanverse defaults to 2dtons per HS, making Kaida 10,800dtons.
A dton is 13.5 cubic meters, for total of 145,800 cubic meters.
Average density of Matan vessels is 0.25 tons per cubic meter, 36,450tons.
A Kaida class accelerates at 5gs or 49.05m/s^2 and has 4 engines.

Acceleration:
A = F / Mi, so F = A * Mi.
F = 49.05m/s^2 * 36,450,000kg
F = 1,787,872,500N

So each Kaida engine provides 446,968,125N of thrust.
Kaidas have 3 groups of 8 fuel boxes, for 72 fuel points.
At 5gs a Kaida will burn all it remass in 14.4 turns, or 86.4 minutes, or 5,184 seconds.
Liquid hydrogen is 71kg/m^3.
A Kaida Class is 14.4% remass by volume, or 1,555.2m^3.
Kaida has 110,419.2kg of remass.

Fuel Flow Rate:
mDot = Mpb / Tb
mDot = 110,419.2kg / 5,184s
mDot = 21.3kg/s

So, a Kaida’s main drives provide 446,968,125N of thrust at 21.3kg/s of flow rate.

Exhaust Velocity:
Ve = F / mDot
Ve = 446,968,125N / 21.3kg/s
Ve = 20,984,419.014m/s

Mass Ratio:
R = (Mpt / Me) + 1
R = (110,419.2kg / 36,339,580.8kg) + 1
R = 0.003 + 1
R = 1.003

Total deltaV:
deltaV = Ve * In[R]
deltaV = 20,984,419.014m /s * In[1.003]
deltaV = 20,984,419.014m /s * 0.003
deltaV = 62,859.016m/s


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