Truitt
28-08-2005, 04:07
http://img.photobucket.com/albums/v289/Truitt/AngusYoung-classBBG.png
Angus Young-class BBG
Hull
The Hull was designed slightly different. Instead of different materials on different portions of the hull, a single material, "LiVSc," was selected. LiVSc is a mixture of Vandium(51), Scandium(45), and Lithium(6). It is mostly designed to stop explosions. Vandium will stop the impact while scandium and lithium will act as a steel replacement, having the same properties of reinforced steel with a slight cheaper, but denser, aspect. NERA (Non-Explosive Reactive Armor) is, however, placed along the edges near the deck, and is above the layer of iron-nickel ontop of the deck, as to prevent from bombs and cannon fire.
A change in the design also includes a new metal scheme with the under-belly. Usually armor is thickend at the rear bottom, where the screws would usually be, but since this is a massive vessel with a massive role, it has changed to be covering the entire bottom hull. An additive 5 1/2 inches of vandium-iron has been added as to prevent soul explosions from torpedoes.
Each gun and/or implacement on the deck also has an additive half inch of reinforced steel on the inner portion. All superstructures have tungsten rod supports, as usual, against impacts and shockwaves.
Powerplant / Propulsion
The powerplant is a new, still experimental, one which has very promising outcomes. It is a liquid-based nuclear reactor, which is one of the firsts, and uses a Potassium-Mercury based mixture in its reaction. This causes more output of energy. It is called the Mercury Sphere Reactor, simpley put, and produces an unrevieled amount of energy and horsepower.
The powerplant's stability allows it to slow to half a knot for a long duration of time without going critical, and allows for fast pick-up accelerations. It also can control where some energy goes and where some does not, which older nuclear reactors sent out equal power, even if the lines were "dead," or where a torpedo or missile would hit and power would be useless.
This ship is the first of a new line of ships of the "2010 Naval Mandate" which would not have a screw, pump jet, or any other propulsion system that has moving parts. It uses a Hydromagnetic Propulsion Drive, or HMP Drive, which allows from testing the hull to accelerate the particles in the water behind it, causing a ripple effect and in such, the hull moves forward without anything pushing it besides pure magnetics. There are tests now on how to solve the problems of the entire system shutting down, but it is rumored that the Brian Angus Young has already fixed the problem by simpley having a parrellel circuit-like form on the drive, which the ship's performance is slightly, or largly, jeopardized depending on the damage to the system, other than the hull itself.
Like a carrier's hydrolic lines, it is hard to target and destroy the HMP Drive Lines, so this seems to be a new and rewarding system.
Sensors, Countermeasures, And Other Toys
The first mission is an areal dominance, which sends out multiple signals, all different. These include LIDAR, RADAR, Infrared and Satellite-Television. The LIDAR mostly follows disturbances in light frequencies, which also will be good in finding out if small munitions (such as deck guns or plane-dropped bombletts) are incomming. RADAR is best used to track aircraft, in general. The Infrared can be used on both aircraft and small missiles. The Satellite-Television link-up (code names "LIGER") is designed to find items which are not yet within the sensors' range. These mostly include bombers, missiles, and fighter squadrons.
The second mission is surface superiority. The Brian Johnson has onboard only three devices to find surface vessels within long ranges, but it more than makes up for them in other ways. The first device is the basic RADAR. It is the same suite as the aircraft dominance one, and therefore it may be overworked. Because of this, a more reliable approach has been taken and that is the Satellite-Television Link-up, which would allow for better results in thick conditions of warfare. Next to these two is the SONAR Array which is oddly enough the standerd. The Yk87 Linked Sound Array is a new naval technology which allows the host vessel to view objects thousands of yards away with near-pin-point accuracy. It is set at Active Ping, but can be retracted, and thus, shut offline. It only takes a minute, if that, to redeploy again. This array is good against "stealth" submarines because it sounds out a "hard" soundwave. As this special wave is sent out, in idle conditions, the sound will amplify once it reaches the submarine's hearing center. This will cause some submariners to throw off their headsets. However, the water must be very cold and full of motion and waves. Besides this, it will still find most submarines, of which, a Seawolf would appear easily on screen.
Thricely there are the countermeasures which are needed to protect the Brian Johnson and her crew from threats. On the front sides of this mighty vessel are three (per side) slits which are designed to launch chaff. These chaff are not "poofed" out, but are sent out by non-guided rockets which explode using what ever fuel is left (predesignated explosion area) to add to the explosion. These are missioned out to stop incomming missile threats before they become a further problem and give the defence guns a harder time. Next to the side chaff is a superstructure-mounted chaff which is rocketed out from a reactive explosion within the structure, simular to a "poof," but causes it to fly further upwards. It sprays in a mushroom/shield like form over the ship. It has a 74% sucess rate over anti-shipping missiles used in testing. Next to chaff all together are flares. These are not your normal aircraft-launch ones, but huge high-heat which could be used in attacking enemies themselves with their heat. They deploy in the same place where the superstructured chaff does, but is done so conventionally. The flares do not activate till 0.73 secounds after deployment, allowing little to no damage to the launching mechanism from extreme heat temperatures. THe average temperature of a flare launch is some 635 degrees C.
The fourth device onboard is something totally unseen. It is a mixed system of seperate devices designed to "scramble" different waves of communication or detection. This includes LIDAR, RADAR, Radio, Satellite Linkage (through thick RADAR interfearance), and SONAR disruption systems. The RADAR and Satellite scramblers are onboard the ship and are usually active. The LIDAR must be deployed from the side of the RADAR Platform, and what it does is bends light with magnetism and high-frequnecy lasers. The SONAR is from a newly-designed torpedo which is being standerdized to having at least two onboard almost every ship. It is called the BigEar, and it is a torpedo that, when it explodes (usually before even hitting a target) sends out a massive sound wave which will destroy most SONAR systems. All systems should be warned of the deployment and because of this should have their systems turned off or otherwise protected before engagement of the BigEar. The RADAR and Radio are most dangerous because a slight frequency difference and a friendly vessel could be in the black. There should be a list of differen frequencies which work, and aircraft and ships (of friendly nature) should turn to them before entering the zone, which is some 140-200 nautical miles range (spherical). The RADAR scrambler is not as powerful as the Radio one to save the ship's own RADAR system which is so near the scrambling device.
There is a different system onboard, also, which acts as a fifth countermeasure and it is a copy of the SHORT-STOP system. It sends out a powerful laser which deactivates, or prematurely activates, the entire incomming missile. This is automatic and will only be done to items that are almost within defence gun range.
NOTE: All devices, systems, and so on which were said in this quote from the Brian Johnson-class DDG's infosheet is on the Angus Young-class BBG.
Missiles, Guns, Explosions, And Big BOOMs
Ah yes, the greatest of all, the shells dropping on deck, engine fire from leaving missiles, and lights and mushroom clouds on the horizon. What else about these toys do we love? Overkill!
The Angus Young has onboard a vast array of Vertical Launch Systems (VLS). Each VLS is rigged onto an automatic loading clip, which holds three in all (one loaded, two waiting). There are 74 VLS in all. Added onto the three each, is 222 missiles. Plus, there are an additional 52 stored aft of ship, just in case a battle goes on too long. Talk about overkill, that armament alone would destroy every ship in the United States Navy, if not most of it.
Next to all these missiles are the guns and anti-air systems. It is not a Battlecruiser's best logic to be a front-line fighter when you can see the black end of an enemy's blackend barrel from firing so many rounds into your hull, but it is prepaired to be one. It acts as an auxilary escort to carriers and other specialty ships, having the little, but powerful, ordanance and arms to do its job.
Onboard are three 14-inch Coilguns. Now, why choose Coilguns over Railguns, when Railguns have range and power? Well, Railguns are oftenly slowly reacting, create massive damage due to the extreme velocities just happening in the barrel, and also could wreck your own ship from constant firing. The Coilgun, however, uses smaller outage and is a lot faster and made of lighter materials (propulsion wise) so this would allow for a more logical approach. It does have the same impact as a Railgun on a hull, just at a shorter range. Recoil prevention is done from a gel-based spring-compression system and the rounds fired off can be around 230 per minute, with the installed liquid hydrogen-cooled barrel add-on.
However, at around 500 kilometers, Coilguns, like Railguns, may get overwhelmed. So, why not have a few more guns onboard? Now, there are five Yk40s. Each Yk40 has an RPM of 1,540 and an accuracy of 97% in idle conditions. In a thick, stormy, and confusing battle, a rate of 80%, give or take, can be expected. The round size is the standerd Spitter of Truitt, 45mm. Spitters are designed to be the last defence against incomming missiles and aircraft that other systems could not take out. These are designed to stop incomming missiles, aircraft, and fast assault vessels. Because of a longer-ranging need, there is an other gun onboard.
There are only two of these. The Yk67 "Airtime" is a new gun that is more or less designed for turnning, other than reactivity. The balance equals to the difference because due to a new hydrolic turnning system, the barrel can turn just as fast as it can react. Although this could usually cause damage, gel recoil absorbants are placed along the reels, as to prevent damage from firing while turnning very fast. RPM of some 980 and has a range of 3 1/2 miles. These have an extremely reactive penitration round, 95mm, which is designed to penitrate (not damage) hulls and structures. It has inside the normal round-like combustion, but the front end has an explosive reaction charge which ignights once compressed, which will occure when hitting a hull. This will cause a tungsten round to ram into the hull, making a hole. This is simular to a SABOT round used on tanks. These type of rounds have been nicknamed SLERRS (Ship-Launched Explosive Ramming Rod Shells).
The Mahck is an AA Gun designed to launch blast-fragmented shells into the air, automatically and self-dependantly. Unlike flak, these shells will cover a more consentrated area, but most aircraft, while engaging slow and are low-flying, meanning easier targets for the ever-learnning LIGER link-up that the systems use. It is a 48mm round firing up to 560 a minute. It has a fixed range of 3 1/4nm, but that could easily change if the round is impacted or "sparked" at combustion within the barrel, which is when an obstruction is automatically placed, allowing for just-after-launch deployment of the blast fragmentation charge, which will usually be used on incomming aircraft within cannon range and missiles. There is a set of six single-barreled in the mid sections of the vessel and a stronger two-barreled one aft.
Finally for the guns there is the Markus 34mm Ditcher Gun. Ditchers have only been used once in history, as the Phalanix, and they rate at least 2,000rpm. The Markus launches 2,430rpm, up to two minutes. Although munition amounts would not allow, this is to ensure a near-fault-free destruction if incomming torpedoes, missiles, or even bombs. This acts as a watchdog for the close-range mission of the ship.
The Nationalist Surface-to-Air Missile Suites have been used for years, but an upgrade on amount able to track and engage has maximized. Instead of two missiles engaging, there are now six; and instead of tracking three, there is now twelve, thanks to a newly-developed LIGER link-up. There are a total of six of these wonderful systems with some 80%+ accuracy rate placed along the vessel's deck.
Overkill had never been defined like this before!
Crew
Most over look this, but it is in the best interests to explain this one over. The crew is what makes it running, and it is the Terramarine's job to create the most comfertable and most enjoyable enviroment onboard this ship....just along it is not durring battle.
The largest priority was protecting the crew, which is why a tungsten layer (about an inch thick) is placed all along the Messhall, Bunks, and Rec. Areas.
The Messhall is designed not to serve the stereotypical "Food not even Ethipians would touch" into the trash can as many things such as barbaqued and grilled foods, and even baked, are given to the crew. If they are ill-tasteful and hungry, why would they fight for their country, expecially if it can't feed them right? It is known that lobster isn't served, but favorites like hamburgers, hotdogs, chicken, and prime briscut are main meta-based meals. Of course veggies and other goods are also prepaired, raw or cooked.
The Bunks are where tierd men go to rest or hang out, in the best way they could on a metal bucket. So, instead of the standerd spring bedding, there are foam-supported mattresses put, and the times of "hotbunking," or getting off shift and taking the place of someone who had just left the bed to get on shift, is now non-existant with the aid of computers running the majority of operations and procedures which makes the crew a lot smaller, some 230 men at the most in a patrol mission. Up to 295, however, if there is battle expected. This was to minimize casulaties with each sunken ship, also.
The last of these crew areas is the Recreational Rooms, which are made up of three, all inbetween the Messhall and Bunks. One serves as a general rest area, with television sets (built into the wall) and couches and reclining chairs. An other serves as a more activity-based theme, where ping pong and card games are mostly played. Pool would be popular (as it is a national past time) but the swaying of the ship does not help keep the que in line. The third room is a "personallised" room, which the crew themselves deside on what they want to do with it. More or less, an empty room. Usually crewmen will bring belongings and some "toys" such as footballs or some sorts of other items, which in this room they can use.
There is one more important note, and that is the Naval Survival Act of 1998, which noted that all naval ships must have as many life boats, powered (to leave dangerous remains of ship), as 1/3 of the total crew. This takes up a lot of space, so most of the arms bins are uneasily located inside the ship, besides near the outter hull for easy access. Each side has four outlets, grouped into two sections, which can launch two boats (powered or not) at a time. Most Brian Johnsons will have 2/3+ powered life boats due to increased spending in the Fleet.
All of these apply to the Angus Young with an exception. There are enough powered life boats for the entire crew, standerdized.
Statistics
Displacement, full load, tons - 27,300
Length, feet (meters) - 826.8 (252)
Beam, feet (meters) - 93.5 (28.5)
Draught, feet (meters) - 29.5 (9.1)
Speed, knots - 31
Range - Unlimited
-Armament-
[3] MPG-2 Coilgun (14-inch) 320rpm (Kinetic Armed)
[2] Yk67 (95mm) 980rpm (SLEERS Armed)
[5] Yk40 (45mm) 1,540rpm (Kinetic Armed)
[6] Nationalist Surface-to-Air Missile Suite (Blast-Fragment Armed)
[7] AA Guns (48mm) 560rpm
[72] Vertical-Launch System (VLS) Tubes via LIGER Guidance
-Storage-
[2,300] MPG-2 Coilgun (14-inch)
[13,000] Yk67 SLEERS (95mm)
[10,000] Yk40 (45mm)
[80] Nationalist SAM Suite (Missiles)
[9,560] AA Batteries (~48mm)
[272] VLS via LIGER (Various Auxilary Sizes)
-Sensors and Crew-
Average 427 Crewmen Active (42 Officers)
RADAR, LIDAR, Radio, SONAR Disruption Devices
Auxilary SONAR and LIDAR Systems
Satellite Link-Up to LIGER Network
Incomming Hostile Warning System - Pre Range
-Non-Mentioned Properties-
Class Ship has Deck-Launched Torpedo Tubes - No Others Do
Angus Young-class BBG
Hull
The Hull was designed slightly different. Instead of different materials on different portions of the hull, a single material, "LiVSc," was selected. LiVSc is a mixture of Vandium(51), Scandium(45), and Lithium(6). It is mostly designed to stop explosions. Vandium will stop the impact while scandium and lithium will act as a steel replacement, having the same properties of reinforced steel with a slight cheaper, but denser, aspect. NERA (Non-Explosive Reactive Armor) is, however, placed along the edges near the deck, and is above the layer of iron-nickel ontop of the deck, as to prevent from bombs and cannon fire.
A change in the design also includes a new metal scheme with the under-belly. Usually armor is thickend at the rear bottom, where the screws would usually be, but since this is a massive vessel with a massive role, it has changed to be covering the entire bottom hull. An additive 5 1/2 inches of vandium-iron has been added as to prevent soul explosions from torpedoes.
Each gun and/or implacement on the deck also has an additive half inch of reinforced steel on the inner portion. All superstructures have tungsten rod supports, as usual, against impacts and shockwaves.
Powerplant / Propulsion
The powerplant is a new, still experimental, one which has very promising outcomes. It is a liquid-based nuclear reactor, which is one of the firsts, and uses a Potassium-Mercury based mixture in its reaction. This causes more output of energy. It is called the Mercury Sphere Reactor, simpley put, and produces an unrevieled amount of energy and horsepower.
The powerplant's stability allows it to slow to half a knot for a long duration of time without going critical, and allows for fast pick-up accelerations. It also can control where some energy goes and where some does not, which older nuclear reactors sent out equal power, even if the lines were "dead," or where a torpedo or missile would hit and power would be useless.
This ship is the first of a new line of ships of the "2010 Naval Mandate" which would not have a screw, pump jet, or any other propulsion system that has moving parts. It uses a Hydromagnetic Propulsion Drive, or HMP Drive, which allows from testing the hull to accelerate the particles in the water behind it, causing a ripple effect and in such, the hull moves forward without anything pushing it besides pure magnetics. There are tests now on how to solve the problems of the entire system shutting down, but it is rumored that the Brian Angus Young has already fixed the problem by simpley having a parrellel circuit-like form on the drive, which the ship's performance is slightly, or largly, jeopardized depending on the damage to the system, other than the hull itself.
Like a carrier's hydrolic lines, it is hard to target and destroy the HMP Drive Lines, so this seems to be a new and rewarding system.
Sensors, Countermeasures, And Other Toys
The first mission is an areal dominance, which sends out multiple signals, all different. These include LIDAR, RADAR, Infrared and Satellite-Television. The LIDAR mostly follows disturbances in light frequencies, which also will be good in finding out if small munitions (such as deck guns or plane-dropped bombletts) are incomming. RADAR is best used to track aircraft, in general. The Infrared can be used on both aircraft and small missiles. The Satellite-Television link-up (code names "LIGER") is designed to find items which are not yet within the sensors' range. These mostly include bombers, missiles, and fighter squadrons.
The second mission is surface superiority. The Brian Johnson has onboard only three devices to find surface vessels within long ranges, but it more than makes up for them in other ways. The first device is the basic RADAR. It is the same suite as the aircraft dominance one, and therefore it may be overworked. Because of this, a more reliable approach has been taken and that is the Satellite-Television Link-up, which would allow for better results in thick conditions of warfare. Next to these two is the SONAR Array which is oddly enough the standerd. The Yk87 Linked Sound Array is a new naval technology which allows the host vessel to view objects thousands of yards away with near-pin-point accuracy. It is set at Active Ping, but can be retracted, and thus, shut offline. It only takes a minute, if that, to redeploy again. This array is good against "stealth" submarines because it sounds out a "hard" soundwave. As this special wave is sent out, in idle conditions, the sound will amplify once it reaches the submarine's hearing center. This will cause some submariners to throw off their headsets. However, the water must be very cold and full of motion and waves. Besides this, it will still find most submarines, of which, a Seawolf would appear easily on screen.
Thricely there are the countermeasures which are needed to protect the Brian Johnson and her crew from threats. On the front sides of this mighty vessel are three (per side) slits which are designed to launch chaff. These chaff are not "poofed" out, but are sent out by non-guided rockets which explode using what ever fuel is left (predesignated explosion area) to add to the explosion. These are missioned out to stop incomming missile threats before they become a further problem and give the defence guns a harder time. Next to the side chaff is a superstructure-mounted chaff which is rocketed out from a reactive explosion within the structure, simular to a "poof," but causes it to fly further upwards. It sprays in a mushroom/shield like form over the ship. It has a 74% sucess rate over anti-shipping missiles used in testing. Next to chaff all together are flares. These are not your normal aircraft-launch ones, but huge high-heat which could be used in attacking enemies themselves with their heat. They deploy in the same place where the superstructured chaff does, but is done so conventionally. The flares do not activate till 0.73 secounds after deployment, allowing little to no damage to the launching mechanism from extreme heat temperatures. THe average temperature of a flare launch is some 635 degrees C.
The fourth device onboard is something totally unseen. It is a mixed system of seperate devices designed to "scramble" different waves of communication or detection. This includes LIDAR, RADAR, Radio, Satellite Linkage (through thick RADAR interfearance), and SONAR disruption systems. The RADAR and Satellite scramblers are onboard the ship and are usually active. The LIDAR must be deployed from the side of the RADAR Platform, and what it does is bends light with magnetism and high-frequnecy lasers. The SONAR is from a newly-designed torpedo which is being standerdized to having at least two onboard almost every ship. It is called the BigEar, and it is a torpedo that, when it explodes (usually before even hitting a target) sends out a massive sound wave which will destroy most SONAR systems. All systems should be warned of the deployment and because of this should have their systems turned off or otherwise protected before engagement of the BigEar. The RADAR and Radio are most dangerous because a slight frequency difference and a friendly vessel could be in the black. There should be a list of differen frequencies which work, and aircraft and ships (of friendly nature) should turn to them before entering the zone, which is some 140-200 nautical miles range (spherical). The RADAR scrambler is not as powerful as the Radio one to save the ship's own RADAR system which is so near the scrambling device.
There is a different system onboard, also, which acts as a fifth countermeasure and it is a copy of the SHORT-STOP system. It sends out a powerful laser which deactivates, or prematurely activates, the entire incomming missile. This is automatic and will only be done to items that are almost within defence gun range.
NOTE: All devices, systems, and so on which were said in this quote from the Brian Johnson-class DDG's infosheet is on the Angus Young-class BBG.
Missiles, Guns, Explosions, And Big BOOMs
Ah yes, the greatest of all, the shells dropping on deck, engine fire from leaving missiles, and lights and mushroom clouds on the horizon. What else about these toys do we love? Overkill!
The Angus Young has onboard a vast array of Vertical Launch Systems (VLS). Each VLS is rigged onto an automatic loading clip, which holds three in all (one loaded, two waiting). There are 74 VLS in all. Added onto the three each, is 222 missiles. Plus, there are an additional 52 stored aft of ship, just in case a battle goes on too long. Talk about overkill, that armament alone would destroy every ship in the United States Navy, if not most of it.
Next to all these missiles are the guns and anti-air systems. It is not a Battlecruiser's best logic to be a front-line fighter when you can see the black end of an enemy's blackend barrel from firing so many rounds into your hull, but it is prepaired to be one. It acts as an auxilary escort to carriers and other specialty ships, having the little, but powerful, ordanance and arms to do its job.
Onboard are three 14-inch Coilguns. Now, why choose Coilguns over Railguns, when Railguns have range and power? Well, Railguns are oftenly slowly reacting, create massive damage due to the extreme velocities just happening in the barrel, and also could wreck your own ship from constant firing. The Coilgun, however, uses smaller outage and is a lot faster and made of lighter materials (propulsion wise) so this would allow for a more logical approach. It does have the same impact as a Railgun on a hull, just at a shorter range. Recoil prevention is done from a gel-based spring-compression system and the rounds fired off can be around 230 per minute, with the installed liquid hydrogen-cooled barrel add-on.
However, at around 500 kilometers, Coilguns, like Railguns, may get overwhelmed. So, why not have a few more guns onboard? Now, there are five Yk40s. Each Yk40 has an RPM of 1,540 and an accuracy of 97% in idle conditions. In a thick, stormy, and confusing battle, a rate of 80%, give or take, can be expected. The round size is the standerd Spitter of Truitt, 45mm. Spitters are designed to be the last defence against incomming missiles and aircraft that other systems could not take out. These are designed to stop incomming missiles, aircraft, and fast assault vessels. Because of a longer-ranging need, there is an other gun onboard.
There are only two of these. The Yk67 "Airtime" is a new gun that is more or less designed for turnning, other than reactivity. The balance equals to the difference because due to a new hydrolic turnning system, the barrel can turn just as fast as it can react. Although this could usually cause damage, gel recoil absorbants are placed along the reels, as to prevent damage from firing while turnning very fast. RPM of some 980 and has a range of 3 1/2 miles. These have an extremely reactive penitration round, 95mm, which is designed to penitrate (not damage) hulls and structures. It has inside the normal round-like combustion, but the front end has an explosive reaction charge which ignights once compressed, which will occure when hitting a hull. This will cause a tungsten round to ram into the hull, making a hole. This is simular to a SABOT round used on tanks. These type of rounds have been nicknamed SLERRS (Ship-Launched Explosive Ramming Rod Shells).
The Mahck is an AA Gun designed to launch blast-fragmented shells into the air, automatically and self-dependantly. Unlike flak, these shells will cover a more consentrated area, but most aircraft, while engaging slow and are low-flying, meanning easier targets for the ever-learnning LIGER link-up that the systems use. It is a 48mm round firing up to 560 a minute. It has a fixed range of 3 1/4nm, but that could easily change if the round is impacted or "sparked" at combustion within the barrel, which is when an obstruction is automatically placed, allowing for just-after-launch deployment of the blast fragmentation charge, which will usually be used on incomming aircraft within cannon range and missiles. There is a set of six single-barreled in the mid sections of the vessel and a stronger two-barreled one aft.
Finally for the guns there is the Markus 34mm Ditcher Gun. Ditchers have only been used once in history, as the Phalanix, and they rate at least 2,000rpm. The Markus launches 2,430rpm, up to two minutes. Although munition amounts would not allow, this is to ensure a near-fault-free destruction if incomming torpedoes, missiles, or even bombs. This acts as a watchdog for the close-range mission of the ship.
The Nationalist Surface-to-Air Missile Suites have been used for years, but an upgrade on amount able to track and engage has maximized. Instead of two missiles engaging, there are now six; and instead of tracking three, there is now twelve, thanks to a newly-developed LIGER link-up. There are a total of six of these wonderful systems with some 80%+ accuracy rate placed along the vessel's deck.
Overkill had never been defined like this before!
Crew
Most over look this, but it is in the best interests to explain this one over. The crew is what makes it running, and it is the Terramarine's job to create the most comfertable and most enjoyable enviroment onboard this ship....just along it is not durring battle.
The largest priority was protecting the crew, which is why a tungsten layer (about an inch thick) is placed all along the Messhall, Bunks, and Rec. Areas.
The Messhall is designed not to serve the stereotypical "Food not even Ethipians would touch" into the trash can as many things such as barbaqued and grilled foods, and even baked, are given to the crew. If they are ill-tasteful and hungry, why would they fight for their country, expecially if it can't feed them right? It is known that lobster isn't served, but favorites like hamburgers, hotdogs, chicken, and prime briscut are main meta-based meals. Of course veggies and other goods are also prepaired, raw or cooked.
The Bunks are where tierd men go to rest or hang out, in the best way they could on a metal bucket. So, instead of the standerd spring bedding, there are foam-supported mattresses put, and the times of "hotbunking," or getting off shift and taking the place of someone who had just left the bed to get on shift, is now non-existant with the aid of computers running the majority of operations and procedures which makes the crew a lot smaller, some 230 men at the most in a patrol mission. Up to 295, however, if there is battle expected. This was to minimize casulaties with each sunken ship, also.
The last of these crew areas is the Recreational Rooms, which are made up of three, all inbetween the Messhall and Bunks. One serves as a general rest area, with television sets (built into the wall) and couches and reclining chairs. An other serves as a more activity-based theme, where ping pong and card games are mostly played. Pool would be popular (as it is a national past time) but the swaying of the ship does not help keep the que in line. The third room is a "personallised" room, which the crew themselves deside on what they want to do with it. More or less, an empty room. Usually crewmen will bring belongings and some "toys" such as footballs or some sorts of other items, which in this room they can use.
There is one more important note, and that is the Naval Survival Act of 1998, which noted that all naval ships must have as many life boats, powered (to leave dangerous remains of ship), as 1/3 of the total crew. This takes up a lot of space, so most of the arms bins are uneasily located inside the ship, besides near the outter hull for easy access. Each side has four outlets, grouped into two sections, which can launch two boats (powered or not) at a time. Most Brian Johnsons will have 2/3+ powered life boats due to increased spending in the Fleet.
All of these apply to the Angus Young with an exception. There are enough powered life boats for the entire crew, standerdized.
Statistics
Displacement, full load, tons - 27,300
Length, feet (meters) - 826.8 (252)
Beam, feet (meters) - 93.5 (28.5)
Draught, feet (meters) - 29.5 (9.1)
Speed, knots - 31
Range - Unlimited
-Armament-
[3] MPG-2 Coilgun (14-inch) 320rpm (Kinetic Armed)
[2] Yk67 (95mm) 980rpm (SLEERS Armed)
[5] Yk40 (45mm) 1,540rpm (Kinetic Armed)
[6] Nationalist Surface-to-Air Missile Suite (Blast-Fragment Armed)
[7] AA Guns (48mm) 560rpm
[72] Vertical-Launch System (VLS) Tubes via LIGER Guidance
-Storage-
[2,300] MPG-2 Coilgun (14-inch)
[13,000] Yk67 SLEERS (95mm)
[10,000] Yk40 (45mm)
[80] Nationalist SAM Suite (Missiles)
[9,560] AA Batteries (~48mm)
[272] VLS via LIGER (Various Auxilary Sizes)
-Sensors and Crew-
Average 427 Crewmen Active (42 Officers)
RADAR, LIDAR, Radio, SONAR Disruption Devices
Auxilary SONAR and LIDAR Systems
Satellite Link-Up to LIGER Network
Incomming Hostile Warning System - Pre Range
-Non-Mentioned Properties-
Class Ship has Deck-Launched Torpedo Tubes - No Others Do