NationStates Jolt Archive


OOC: IE-24 Aardvark development

No endorse
31-08-2005, 05:08
This is my first attempt to sell a ship, as well as one of my first attempts to render a ship. Please give any C&C you have, I'm more than open. Even if it's 'This ship sucks!,' I'd love to read it (as long as there's a reason in the post)

And thus, without further ado.......


ANNOUNCING: IE-24 Aardvark class Line Cruiser

An experienced vessel in the Galactic Inferno’s Navy, the Aardvark is a rugged and battle-proven design that has held its own over a century. Originally armed with bulky KE weapons and inefficient power supplies, advances in efficiency and reductions in size for many components have allowed for greatly advanced engines and weapons to be fitted onto the same signature hull.

However, all things must come to an end some day. Amidst great protests from captains and crew, the Inferno has chosen to switch to cruisers with a larger embarked craft complement. Thus, the Inferno Engineering has opted to export this powerful design to other nations! The major stregnth of the design is sheer room for expandability. Since the bulky magazines of the old KE weapons have been removed, and the reactor reduced in size yet increased in power, there is more than enough room for modest modifications to the stock layout.

Notable Features:
Hull Supports- The Aardvark class is noted for its numerous hull braces. This allows the craft to sustain an incredible beating, but significantly reduces room onboard for supplies and embarked craft. The braces are composed of similar componets as the armor, and are as thick in places as the flank armor of the vessel.

Nose- The nose is where the Aardvark got its name. This huge, pointed prow is designed to deflect most shots at an angle when heading strait-on at a target. Also, this prow can be used to ram opponents, although this tactic is strongly discouraged. The nose creates a large blind spot for the bridge observation window, but sensor arrays more than make up for that deficiency. The nose houses multiple storage facilities and other apparatus, including extra hull bracings.

Embarked Craft- The Aardvark holds a very small complement for its size, restricted to six snub fighters for defense. Nothing larger than a fighter can be embarked in stock configuration, although at least two exist in pirate hands with extensively modified hangars

Flight Deck- Only reachable by a small, sheltered lift tube, the main flight deck of this craft supports six small fighter craft. Unfortunately, no shuttle craft are supported inside this vessel. The only way to transport large materials in or out is through docking ports on both the stub wings and tail towers. However, there is an emergency deck on the rear ventral tower. This can accomidate only six fighters, and has no repair equipment, fuel lines, or any other services that would be in a normal service deck.

Armor Scheme- Consists of an inner pressure hull and a cushioning layer between the pressure hull and the outer armor. This layer is filled with support struts, but flooded with a metal foam, capable of aiding slightly in dissapation of the shock. Outside this is a standard heavy armor scheme, capable of resisting KE and energy attacks. It is layered Carbon, Ceramics, ultra-high tensile stregnth plates, and Heat dissapators.

Command Layout- There is a small observation bridge located dorsally at the base of the nose. However, the main control center is deep within the heart of the ship, well hidden from enemy weaponry.

Reactors-The reactor design is a standard matter/antimatter reactor, with some capabilities as a fusion reactor if necessary, although this is far less efficient. The Aardvark employs a popular three reactor system, consisting of a main reactor and two smaller reactors. The smaller ones help overcharge the main one, allowing for impressive stunts in the cannons and the engines.

There is a single backup reactor located behind the main ones. It is capable of getting the ship underway and into hyperspace with a limited shield charge. However, there is not enough energy to fire a weapon, and the shields are weak. If this reactor kicks in, or is nearing the point where it must kick in, disentanglement and retreat are strongly advised.

Stats:
Legnth- 600m
Width (Pod to Pod): 250 meters
Height: 250 meters

Endurance (perishables): 12 months of food, water for several years assuming optimal conditions (uses a cyclic system. The humidity is scrubbed from the atmosphere by large filters. The system can theoreticaly recycle water for three years, but technical limitations reduce that to one.)

Storage capacity: 12,192 kilograms (12 long tones) of dry storage, 2,032 kilograms (2 long tones) each of cold and warm storage.

FTL- Modified Hyperdrive with variable depth and speed controls.
Range: until reactor runs dry
Speed: 2X (allies get a version with an upgraded hyperdrive in excess of a 1X)

Crew: 2,050 crew, 250 onboard marines for repelling boarding parties, 60 flight crew, totaling 2360 souls

Sublight- Type: Standard Ionic thrusters for out of gravity travel. Gravatic drive for in-gravity travel. (repulsorlift)
Range: until reactor runs dry
acceleration: 40 Km/Sec in ultra-redline (ion array. Repulsor depends on too many variables to accuratly quantify maximum acceleration)

Onboard Craft- 6 Fighters

Weapons-
-6 dual heavy beam cannon turrets, one each amidships dorsal and Ventral, and two each on the dorsal and ventral tail fins.
-24 dual light beam cannon turrets (point defense), two each left and right, dorsal and ventral, amidships to the stern
-48 capitol class missile launchers, in four clusters of three boxes, each box containing four launchers. Three boxes left and right on the nose, three boxes left and right at the stern, facing outwards.

Defenses-
-Atypical hull supports
-Multi-Layer armor scheme
-6 Primary shield generators, with 4 backups, all with numerous emitters
-Electronic Countermeasures suite (export version)

Pricing:
70 billion USD (new model)
65 billion USD (used model)

Computer schematics, color enhanced for greater visability:
http://i11.photobucket.com/albums/a161/anomaly149/the%20small%20and%20the%20ugly/Cruiserfighterlaunch.jpg
Aardvark class cruiser launching a fighter

http://i11.photobucket.com/albums/a161/anomaly149/the%20small%20and%20the%20ugly/SnubFighterLaunch.jpg
Detail of fighter launch

http://i11.photobucket.com/albums/a161/anomaly149/the%20small%20and%20the%20ugly/oldcruiser1.jpg
Overall schematic

http://i11.photobucket.com/albums/a161/anomaly149/the%20small%20and%20the%20ugly/oldcruiserrear.jpg
From behind

http://i11.photobucket.com/albums/a161/anomaly149/the%20small%20and%20the%20ugly/cruiserWFightercomplement.jpg
Cruiser with it's fighter complement

NOTE THAT NO FIGHTERS COME WITH THIS SHIP. The experimental indeginous Snub class fighter was used as a fighter comparison for these pictures.

ALL EMBARKED FIGHTERS MUST BE EQUAL TO OR LESS THAN:
12 Meters Long
12 Meters Wide
6 Meters Tall

Any advice on anything? I'm unsure of acceleration, range, speed, pricing, and armor stats.
Kyanges
01-09-2005, 01:38
(OOC: This ship sucks!!! Lol, I'm kidding of course. O.O

Alright, let's see here...

Some things I'd want to have checked or added. (General opinions.)

-What kind of sub-light engines does it use exactly?

-What kind of FTL drive for that matter?

-Just what kind of reactor is this thing fielding?

-As you said with the armor, just how thick is it? Telling me this would help me greatly in determining if the size needs to be upped to make room for the very large crew you've put in there, in addition to your description of the armor between bulkheads being as thick as the exterior armor. (Not the front.)

-The fighter hanger exit seems awfully vulnerable just being this little speck of a thing in comparison to the rest of the vessel.

-I like the addition of the external thruster pods. They should greatly enhance maneuverability. (You know, you should really try to negotiate for my inertial drives? ^_^)

-All the anti-ship missile pods facing the front makes things kinda awkward. I'd make missile pods turreted as well.

-Those PDL guns should be a lot smaller if you hope to have the rational speed necessary to engage fighters and missiles.

-I don't see an exposed bridge, which I commend. The advantages are obvious. (Not to mention I just hate those things anyway, lol.)


-In the end, there are some solid design points, but you're quite being specific enough for me to help you in any specific way. Some more figures would be helpful.

I'll ask for some specs to start you off.

Width (Pod to Pod):
Height:
Storage capacity (Mass or something.):
Armor depth (Length, whatever.):
Mass (Not necessary. I avoid this my self, lol.):
Energy weapon Yield/power rating:
Reactor power rating:
No endorse
01-09-2005, 02:00
-Just what kind of reactor is this thing fielding?

-As you said with the armor, just how thick is it? Telling me this would help me greatly in determining if the size needs to be upped to make room for the very large crew you've put in there, in addition to your description of the armor between bulkheads being as thick as the exterior armor. (Not the front.)

Those are great questions, and I'm not really sure. I removed 600 men from the crew now that I thought about it. And modified that to read the struts are as thick as external armor. I'm still pondering the bulkheads and outer shell.

Probably some sort of antimatter-matter reactor. I'll need to think on that.

-The fighter hanger exit seems awfully vulnerable just being this little speck of a thing in comparison to the rest of the vessel.

That is a double bladed sword. On the one hand, it has a miniscule profile, and if hit is not completly destructive like on certain other ships. (like the ISD and certain MonCal designs) However, if a single hit makes contact, the hangar is probably out of commision, hence the emergency landing one.

I like the layout, simply because it demonstrates that this ship is intended to be a line fighter instead of some sort of cruiser/carrier.

-I like the addition of the external thruster pods. They should greatly enhance maneuverability. (You know, you should really try to negotiate for my inertial drives? ^_^)

Heh, I should. The thing is, this is intended to be an old ship being retired, yet still a strong contender in the modern battlefield, so the inertials would probably exceed power constraints

It's darn near impossible to see, but on the ends of the tail fins are also engines, as well as a main array at the stern. Designed to be a heavily armed/armored and a fast ship. (I may reduce the main one in the final design)

-All the anti-ship missile pods facing the front makes things kinda awkward. I'd make missile pods turreted as well.

-Those PDL guns should be a lot smaller if you hope to have the rational speed necessary to engage fighters and missiles.

The pods are fixed so that they can fire larger munitions. Also, it helps to protect the magazines if they're deep in the heart of the ship.

And yes, I just realized about the PDLs. They'll get a lot smaller.


about those stats:

Width (Pod to Pod): 250 meters
Height: 250 meters
Storage capacity (Mass or something.): Umm, if you mean endurance, it can last for six months without replenishment. Not designed as a cargo ship, so it can't carry much in the way of anything. It's a line craft, pure and simple.

No Idea:
Armor depth (Length, whatever.):
Energy weapon Yield/power rating:
Reactor power rating:
Kyanges
01-09-2005, 02:17
No Idea:
Armor depth (Length, whatever.):
Energy weapon Yield/power rating:
Reactor power rating:

Some extra thoughts:

-Is there just one main fighter hanger? (As in, all exits, and entrances, all lead to the same place?

-Those Inertial systems are pretty power hungry. I didn't intend for them to be placed on this ship though.



One those two things that you said you had no idea, Xess had a nice rule of thumb to go by on what rating to use for what. Joules, Watts, etc, and their respective applications. I lost the link though. You might want to TG him or something.

(Also, by storage capacity, I meant, storage capacity. Just how much stuff can you shove into the thing. Not just food stuffs, and perishables.)
No endorse
01-09-2005, 02:31
Some extra thoughts:

-Is there just one main fighter hanger? (As in, all exits, and entrances, all lead to the same place?

-Those Inertial systems are pretty power hungry. I didn't intend for them to be placed on this ship though.



One those two things that you said you had no idea, Xess had a nice rule of thumb to go by on what rating to use for what. Joules, Watts, etc, and their respective applications. I lost the link though. You might want to TG him or something.

(Also, by storage capacity, I meant, storage capacity. Just how much stuff can you shove into the thing. Not just food stuffs, and perishables.


MMk, I'll TG him for some advice on this. (Xessmithia, right?)

there are 2 hangars. The main hangar with equipment to do the three 'REs' (rearm/repair/refuel) and to house the fighters long-term, and an emergency hangar located in the aft section. Tis essentially just six cubicles and a hallway that splits them in half, no pressure or anything. All this hangar is intended for is to ditch a fighter in and then to jump out and grapple your way to the airlock.

As for the storage, probably only the ammo, the food, standard repair parts, weapons for the marines onboard, and maybe a few dozen tonnes of extra room.


Also, have any comments on the price?
Kyanges
01-09-2005, 02:47
MMk, I'll TG him for some advice on this. (Xessmithia, right?)

there are 2 hangars. The main hangar with equipment to do the three 'REs' (rearm/repair/refuel) and to house the fighters long-term, and an emergency hangar located in the aft section. Tis essentially just six cubicles and a hallway that splits them in half, no pressure or anything. All this hangar is intended for is to ditch a fighter in and then to jump out and grapple your way to the airlock.

As for the storage, probably only the ammo, the food, standard repair parts, weapons for the marines onboard, and maybe a few dozen tonnes of extra room.


Also, have any comments on the price?


-Yep. That's Xess.

-Ok.

-I'm not too willing to comment on the price, partly because I'm not very good at assigning pricing to NS FT items. TBH, while the price you put might be fine for me, I wouldn't be able to comment on other nations.
No endorse
01-09-2005, 04:30
Mmk, thanks a lot! I'll upload some more renders to my photobucket tomorrow, and you'll be able to see the rear array and such.

(thinly disguised excuse, BUt not so Much as People'd notice)
Kyanges
01-09-2005, 04:49
Mmk, thanks a lot! I'll upload some more renders to my photobucket tomorrow, and you'll be able to see the rear array and such.

(thinly disguised excuse, BUt not so Much as People'd notice)

No problem. So, the renders will contain the changes as well?

I also found a pretty nice site for those pics (Larger file sizes for free I think.)

Linky: http://www.imageshack.us/
No endorse
02-09-2005, 02:05
bump

(and Kyanges, I use those image sizes so the table isn't distorted, and to not kill the 56Kers)
Xessmithia
02-09-2005, 06:01
No Endorse I got your TG.

I like the mention of heavy internal bracing, it's a nice touch few people add.

Also what you call the hangar in your OP is really the flight deck.

Now as for what Kyanges was reffering too here's my rule of thumb unit quide.

Shield Strength:
- Dissipation rating is in Watts and shows how much energy the shield can shed in a given amount of time.
- Heat sink capacity is in Joules and shows how much energy the shields can absorb.

Armor:
- Width is in meters.
- Strength can be expressed as its equivalent thickness of armour steel. This is the most iffy measurement.

Weapons:
- Yield is in Joules for bolt weapons and in Watts for continuous beam weapons.
- Yield is in Joules for explosive weapons.
- KE weapons have a yield in Joules.

You can substiture Joules for tons of TNT(4.2x10^9 Joules = 1 ton of TNT). For every prefix level add 3 zeroes to the number of Joules. (kiloton is 4.2x10^12 Joules and a megaton is 4.2x10^15 Joules)

Reactor:
- Reactor peak is measured in Watts. An average lightbulb emits 60 Watts while the Sun emits 3.8x10^26 Watts.
No endorse
03-09-2005, 02:43
Heh, increased hull bracings are a necessity for a line ship. You don't make an Iowa and not give it any braces. That's like making a huge castle gate, but leaving it unlocked.

And thanks for the heads-up about the flight-decks.

Do you have any recommendations on the different statistics? Or should I just cruise things like the IM and see what average stats are for equivalent vessels?

Thanks for the help!
Xessmithia
03-09-2005, 07:25
I think your stats are fine as they are. I'd personally add reactor ratings and weapon yields but that's just me.
Solid Water
03-09-2005, 08:14
That is one fine render. Some quality skins and you're good to go! To, like, a space-game-thing...

I don't know much about the stats, but the ship itself looks fantastic. Very very cool.
Christopher Thompson
03-09-2005, 20:59
Looks Last Exile Inspired
Asgarnieu
03-09-2005, 21:17
TO: Makers of 'IE-24 Aardvark'
FROM: Interstellar Naval Forces of The Holy Empire of Asgarnieu
SUBJECT: 'IE-24 Aardvark'


The Interstellar Navy of The Holy Empire of Asgarnieu would like to purchase 1 new 'IE-24 Aardvark' ship. The total cost will be $70,000,000,000.00 USD. Thank You.


Respectfully,

Interstellar Naval Forces of The Holy Empire of Asgarnieu
No endorse
04-09-2005, 00:39
Looks Last Exile Inspired

ooc: never heard of it... I'll take a look for that though.


TO: Makers of 'IE-24 Aardvark'
FROM: Interstellar Naval Forces of The Holy Empire of Asgarnieu
SUBJECT: 'IE-24 Aardvark'


The Interstellar Navy of The Holy Empire of Asgarnieu would like to purchase 1 new 'IE-24 Aardvark' ship. The total cost will be $70,000,000,000.00 USD. Thank You.


Respectfully,

Interstellar Naval Forces of The Holy Empire of Asgarnieu

To: Interstellar Naval Forces of The Holy Empire of Asgarnieu
From: Jamie Doppler, Head of Weapons Production, Galactic Inferno of No Endorse
SUBJECT: RE: 'IE-24 Aardvark'

Order confirmed. We have five in stock. One shall be sent at the fastest convenient Hyper cycle, and should arrive within twenty-four hours.

This ship will be accompanied by a pair of troop transports to pick up our crew when it reaches its destination.



ooc: expect an IC order thread within a few RL days. I'll make one with some decent order info, etc. I'll add a few small details to the description and contact info.
Kyanges
04-09-2005, 00:43
(OOC: Hmmm, "Last Exhile" would be this decent anime series. They had uber floating battleships and pretty sweet designs, but it was all based in the atmosphere...)
Christopher Thompson
04-09-2005, 01:15
Yes. Actually, I'm trying to get together an rp using last exile tech. I just posted a thread for people interested. If you are, and when I've developed my idea furthur (or if you have any ideas, input, etc.), post here:
http://forums.jolt.co.uk/showthread.php?t=442013

Okay, end of my hijack :P
Christopher Thompson
04-09-2005, 01:53
Your ships looks kind of like a strange hybrid between the Silvana (http://www.absolutetrouble.com/alexrow/images/silvana01.jpg) and the Urbanus (http://www.absolutetrouble.com/alexrow/images/urbanus_sketch.jpg)
No endorse
04-09-2005, 04:22
uhh, neither of those links function.

Yeah, last bump for the night.
Christopher Thompson
04-09-2005, 04:31
uhh, neither of those links function.

Yeah, last bump for the night.
Wierd...
Oh well, here they are:
http://www.absolutetrouble.com/alexrow/images/silvana01.jpg
http://www.absolutetrouble.com/alexrow/images/urbanus_sketch.jpg
No endorse
07-09-2005, 01:41
ooc: last bump before I start compiling an IC order thread. Any more recommendations?


thanks for those links, they work (only c&p though)
Kyanges
07-09-2005, 01:48
Not really... Most of my thoughts are already pretty much in the open anyway.
No endorse
07-09-2005, 02:10
Endurance (perishables): 12 months of food, indefinate water (uses a cyclic system, it only looses water when it's taken off the ship)

Storage capacity: 12,192 kilograms (12 long tones) of dry storage, 2,032 kilograms (2 long tones) each of cold and warm storage.

This is a more recent addition, does this seem reasonable?
Kyanges
07-09-2005, 02:16
They seem rather reasonable. Though, I'd up the ship size slightly, and water will not be indefinite no matter what kind of system you use. Excluding an enclosed bubble for each person.
No endorse
07-09-2005, 03:22
They seem rather reasonable. Though, I'd up the ship size slightly, and water will not be indefinite no matter what kind of system you use. Excluding an enclosed bubble for each person.

Mmk, I modified the water comment, so that it reads several years. What do you mean by up the ship size?