Sigma Octavus
12-08-2004, 03:51
The Military Fortress Nation of Sigma Octavus and the Rogue Nation of McKile have recently combined their scientific forces to create a joint weapon that could revolutionize modern warfare. The scientists of McKile were the first to come up with the idea of the weapon, and they went looking for a partner to help them develope it. Sigma Octavus picked up on the project and quickly began using their scientists and superior technology to create the weapon. A prototype of this weapon has been created thru the efforts of both parties and is now being revealed to the world at large.
(OOC: The rest was written by McKile who spent a crapload of time on this.)
Info of Prototype of Sound Cannon step by step process:
-Ammo Clip: This can be one of many things really, but for the prototype we went ahead and used a standard MP3 player (slightly modified of course) and hard wired it to the casing of the cannon. There is a USB port at the bottom to allow the user to upload their arsenal of lethal or stunning sound frequencies. From here, the selected track (uploaded sound) is led through a fiber optic cable to each corrisponding vibrating cable, depending on the specified sound frequency. As far as combining frequencies to develope a certain sound, such as a voice or natural sound of some sort, we cannot. It is far more complicated than a single frequency and would require many more sound coils which, in the long run, would make the weapon more combersome than it already is. The future of this project, however, holds many possibilities though.
-Vibrating Coils: This mass of coils is used to convert the information sent by the Media device, via Fiber Optics, into a formation of wave patterns or a system of frequencies and, using the low power magnetic wall, pushes them towards the amplifier. These coils can produce a wide range of frequencies from infrasonic (below human hearing range) to ultrasonic (above human hearing range). Some probems with the coils include: overvibration that back fire on the user, failure to convert the correct frequency, and coils vibrating loose. These are rare, but still pos some sort of problem and will take a while to fix.
-Low power Magnetic Coils: These low power magnets serve but one purpose: to help push the sound produced by the coils toward the Amplifier Magnet. Although some instances have caused either the sound to weaken or cause some levels of discomfort to the user, these are pretty unlikely and such things are expected in a prototype of such a sophisticated weapon.
-Sound Coverter: This device is compose of many different things such as magnetic coils and the like. It takes the sound produced by the Vibrating Coils and semi converts it back into its raw, information form to aid in the projection of the frequency "beam" (it must still contain some of the vibrations produced by the coils in order for the beam to produce an actual sound). In some instances, sound can become corrupt in its information form or again, cause a loss of some of the sound produced by the coils. Again, such things are expected with a prototype, and hopefully can be avoided in the next project.
-Amplifier Magnet: This device is a work of art. It takes both the raw information and the sounds produced by the Sound Converter and pushes them at an extremely high velocity (just slightly faster than the speed of sound) to the targeted object with the help of the Magnetized Barrel. Although this amplifier is basically one large (for a handheld object) powerful magnet, it does not affect any type of metals or anything attracted by a magnet due to the fruitless efforts of our scientists to produce a sealed vacuum encased by a super dense foam like material and finally cased on the outside by high density alumminum to prevent the magnetic pull from attracting large metal objects toward the user.
http://img.photobucket.com/albums/v335/Snow_Fall/ModleofSoundWeapdontDelete.bmp
Sigma's scientists are currently working on a targeting sytem that allows the weapon to focus the beam at a specified object. The use of such devices like infrared, heat tracking, and pulse (sonar) are available in many forms, the only thing we must do is somehow connect the devices readings to the magnetic amplifier within the weapon and manipulate the beam of sound in such a way so that it focuses and hits its target. While we are able to simply point and shoot the beam, it still has no direction or focus and the sound dissapates as the distance to the target increases. As it stands, the weapons beam can effectivly travel a distance of 30 meters before it starts to loose its effect, yet the beam can only travel another 5 meters before all traces of its sound have dissapated completely. With the addition of a targeting system we are hoping that the amount of sound that is lost when the beam leaves the vacuum is minimized to allow a greater range.
Another issue is power supply. Now, we are working on a more effective power supply that can make the weapon portable, such as a rechargable battery pack, but for now we would just like to find a more resonable source. As of now, the weapon requires a power supply that far exceeds the maximum yield of even the most advanced battery pack (that could possibly be deemed as "portable" to resonable standards) and we are forced to basically "plug" the device into a permently placed power sorce (a series of generators available in our labs).
OOC: Impotant Note: This item is not for sale!! Seriously! It is only a prototype, and we only gave this imformation out so that the world could be imformed of such a project. Please, only post comments, we would greatly appreaciate it. Thank you.
IC: Here is an explaination of what the different frequencies can do to a target:
Infrasound:: Affects body cavities; resonance in inner organs; can cause vertigo, imbalance, nausea, etc. Used in crowd control.
Infrasound with non-linear superposition:: Causes intolerable sensations. Used in crowd control.
Lower frequency infrasound:: Incapacitation, disorientation, nausea, vomiting, bowel spasms; effect ceases when generator is turned off, no lingering physical damage. Used in psychological operations and crowd control.
Very low frequency noise:: Disorientation, vomiting fits, bowel spasms, uncontrolable defacation. Used against enemy troops.
Infrasound—tuned low frequency, high intensity:: Anti-personnel: resonances in body cavities causing disturbances in organs, visual blurring, nausea—temporary discomfort to death. Anti-material: embrittlement or fatigue of metals, thermal damage or delamination of composites; against buildings: shattering of windows, localized earthquakes. Used in battle.
OOC:-----Thanks to http://trauma.cofa.unsw.edu.au/Infrasound/acousticweapons.pdf for the chart and alot of imformation that is helping on this project.
(OOC: The rest was written by McKile who spent a crapload of time on this.)
Info of Prototype of Sound Cannon step by step process:
-Ammo Clip: This can be one of many things really, but for the prototype we went ahead and used a standard MP3 player (slightly modified of course) and hard wired it to the casing of the cannon. There is a USB port at the bottom to allow the user to upload their arsenal of lethal or stunning sound frequencies. From here, the selected track (uploaded sound) is led through a fiber optic cable to each corrisponding vibrating cable, depending on the specified sound frequency. As far as combining frequencies to develope a certain sound, such as a voice or natural sound of some sort, we cannot. It is far more complicated than a single frequency and would require many more sound coils which, in the long run, would make the weapon more combersome than it already is. The future of this project, however, holds many possibilities though.
-Vibrating Coils: This mass of coils is used to convert the information sent by the Media device, via Fiber Optics, into a formation of wave patterns or a system of frequencies and, using the low power magnetic wall, pushes them towards the amplifier. These coils can produce a wide range of frequencies from infrasonic (below human hearing range) to ultrasonic (above human hearing range). Some probems with the coils include: overvibration that back fire on the user, failure to convert the correct frequency, and coils vibrating loose. These are rare, but still pos some sort of problem and will take a while to fix.
-Low power Magnetic Coils: These low power magnets serve but one purpose: to help push the sound produced by the coils toward the Amplifier Magnet. Although some instances have caused either the sound to weaken or cause some levels of discomfort to the user, these are pretty unlikely and such things are expected in a prototype of such a sophisticated weapon.
-Sound Coverter: This device is compose of many different things such as magnetic coils and the like. It takes the sound produced by the Vibrating Coils and semi converts it back into its raw, information form to aid in the projection of the frequency "beam" (it must still contain some of the vibrations produced by the coils in order for the beam to produce an actual sound). In some instances, sound can become corrupt in its information form or again, cause a loss of some of the sound produced by the coils. Again, such things are expected with a prototype, and hopefully can be avoided in the next project.
-Amplifier Magnet: This device is a work of art. It takes both the raw information and the sounds produced by the Sound Converter and pushes them at an extremely high velocity (just slightly faster than the speed of sound) to the targeted object with the help of the Magnetized Barrel. Although this amplifier is basically one large (for a handheld object) powerful magnet, it does not affect any type of metals or anything attracted by a magnet due to the fruitless efforts of our scientists to produce a sealed vacuum encased by a super dense foam like material and finally cased on the outside by high density alumminum to prevent the magnetic pull from attracting large metal objects toward the user.
http://img.photobucket.com/albums/v335/Snow_Fall/ModleofSoundWeapdontDelete.bmp
Sigma's scientists are currently working on a targeting sytem that allows the weapon to focus the beam at a specified object. The use of such devices like infrared, heat tracking, and pulse (sonar) are available in many forms, the only thing we must do is somehow connect the devices readings to the magnetic amplifier within the weapon and manipulate the beam of sound in such a way so that it focuses and hits its target. While we are able to simply point and shoot the beam, it still has no direction or focus and the sound dissapates as the distance to the target increases. As it stands, the weapons beam can effectivly travel a distance of 30 meters before it starts to loose its effect, yet the beam can only travel another 5 meters before all traces of its sound have dissapated completely. With the addition of a targeting system we are hoping that the amount of sound that is lost when the beam leaves the vacuum is minimized to allow a greater range.
Another issue is power supply. Now, we are working on a more effective power supply that can make the weapon portable, such as a rechargable battery pack, but for now we would just like to find a more resonable source. As of now, the weapon requires a power supply that far exceeds the maximum yield of even the most advanced battery pack (that could possibly be deemed as "portable" to resonable standards) and we are forced to basically "plug" the device into a permently placed power sorce (a series of generators available in our labs).
OOC: Impotant Note: This item is not for sale!! Seriously! It is only a prototype, and we only gave this imformation out so that the world could be imformed of such a project. Please, only post comments, we would greatly appreaciate it. Thank you.
IC: Here is an explaination of what the different frequencies can do to a target:
Infrasound:: Affects body cavities; resonance in inner organs; can cause vertigo, imbalance, nausea, etc. Used in crowd control.
Infrasound with non-linear superposition:: Causes intolerable sensations. Used in crowd control.
Lower frequency infrasound:: Incapacitation, disorientation, nausea, vomiting, bowel spasms; effect ceases when generator is turned off, no lingering physical damage. Used in psychological operations and crowd control.
Very low frequency noise:: Disorientation, vomiting fits, bowel spasms, uncontrolable defacation. Used against enemy troops.
Infrasound—tuned low frequency, high intensity:: Anti-personnel: resonances in body cavities causing disturbances in organs, visual blurring, nausea—temporary discomfort to death. Anti-material: embrittlement or fatigue of metals, thermal damage or delamination of composites; against buildings: shattering of windows, localized earthquakes. Used in battle.
OOC:-----Thanks to http://trauma.cofa.unsw.edu.au/Infrasound/acousticweapons.pdf for the chart and alot of imformation that is helping on this project.