Spaceship Specs (V-Space)
This is a compilation of specs for all ships currently available in the V-Space NS Continuity.
For those in V-Space, you may post your suggested ship stats here now and we can discuss them. Thank you. :D
Tallos MkIV Patrol Destroyer.
An older design, the Tallos is not jump capable, slow, and lightly armored. However, large fuel tanks and a respectable armament allow it to patrol for extended periods while still being able to engage hostiles with good effectiveness. The current block 4 craft are believed to be the last upgrade of the Tallos as its Deuterium Plasma engine and Plate Armor would be too difficult and costly to replace.
Gross mass
5000 tons
Fusion drive type
Deuterium Plasma
Acceleration and drive mass
Loaded max accel .5g, 1250 tons, $125,000,000
Evasion rating: 0
Fuel capacity
50%: 2500 tons fuel. 200 ton tanks, $1,350,000
Delta-V = 346.6 km/s (0.2 AU/day).
Hull structureTolerance: 1g, 350 tons, $3,500,000
Communications: 2 Advanced Suites, $100,000
Sensors: 2 Enhanced Sensor Suites, 2 tons, $200,000
Targeting
Targeting Vskill of +4, 16 tons, $64,000,000
Weapons
3 Medium Aperture Laser , 300 tons, $60,000,000
Medical: Regular Infirmary (3 person cap.), 11 tons, $31,000
Docking
1 Medium Airlock, 2 tons, $25,000
1 Small Airlock, 1 ton, $10,000
Lifeboats: 1 basic 10 man lifeboat, 1 ton, $10,000
Hardpoints: One 1650 ton cap., 33 tons, $16,500
Cargo: 97 ton cap., 3 ton hold. $300
RMD = 1
Crew: 17
Crew Quarters
4 2nd class cabins, 24 tons, $200,000
16 3rd class cabins, 60 tons, $300,000
Armor: 150 tons of Plate armor, 75 Armor Value, $75,000
Empty Mass: 2453 tons
Damage Index: 13
Construction:49 days
Final Price: $254,190,000
You just got reSERVED! :D
Terran Tribes
25-01-2007, 23:34
Tallos MkIV Patrol Destroyer.
An older design, the Tallos is not jump capable, slow, and lightly armored. However, large fuel tanks and a respectable armament allow it to patrol for extended periods while still being able to engage hostiles with good effectiveness. The current block 4 craft are believed to be the last upgrade of the Tallos as its Deuterium Plasma engine and Plate Armor would be too difficult and costly to replace.
1. Gross mass
5000 tons
2. FTL drive
None
3. Fusion drive type
Deuterium Plasma
4. Acceleration and drive mass & cost
Loaded max accel .5g, 1250 tons, $125,000,000
5. Fuel capacity & max. speed
50%: 2500 tons fuel. 200 tons for misc, $1,350,000
6. Hull structure
Tolerance of 1g, 350 tons, $3,500,000
7. Communications
2 Advanced Suites, $100,000
8. Scientific equip.
None
9. Sensors
2 Enhanced Sensor Suites, 2 tons, $200,000
10. Targeting
Targeting Vskill of +4, 16 tons, $64,000,000
11. Weapons
3 45cm Naval Lasers (Medium Laser Aperture), 300 tons, $60,000,000
12. Evasion rating
0
13. ECM
0
14. Passengers
0
15. Prelim. crew
3
16. Medical
Regular Infirmary (3 person cap.), 11 tons, $31,000
17. Docking
1 Medium Airlock, 2 tons, $25,000
1 Small Airlock, 1 ton, $10,000
18. Spin Hab.
no
19. Lifeboats
1 basic 10 man lifeboat, 1 ton, $10,000
20. Hardpoints
One 1650 ton cap., 33 tons, $16,500
21. Hangars
0
22. Cargo
97 ton cap., 3 tons for misc. equip., $300
23. Stealth
0
24. Repair/RMD
1
25. Automation
None, requires crew of 17
26. Crew
4 2nd class cabins, 24 tons, $200,000
16 3rd class cabins, 60 tons, $300,000
27. Armor
150 tons of Plate armor, 75 Armor Value, $75,000
28. Empty Mass
2453 tons
29. Damage Ind’x
13
30. Construction
49 days
31. Final Price
$254,190,000
Tallos MkIV Patrol Destroyer.
That is the best, most concise ship suggestion I have seen.
You are missing the actual Delta-V of the craft in it. But you have provided so much info I know the Delta-V is 346.6 km/s (0.2 AU/day).
...approved!
Edoniakistanbabweagua
25-01-2007, 23:59
TFRG04-SL Lusca (http://i22.photobucket.com/albums/b308/psychicwraith/Ships/fighters6.jpg)
Creating Faction: Sicari
Class: Frigate
Weight: 2,000 Tons
Fuel Weight: 800 tons
Engine Type: Sicari High Performance Binary Plasma Drive ($120,000,000)
Engine Weight: 400 tons
Top Acceleration: 1 g
Top Speed: 1,915 km/s (40% fuel)
Fuel Tanks: 64 tons $32,000
Hull Structure: 140 tons $1,400,000
Communications Structure: $10,000
Sensors: $200,000 and 2 tons
Weaponry Targeting Unit: 32 tons $256,000,000
Weapons:
2 Iota Flux Cannons (Lasers of Medium Aperture:UV Laser): 200 tons $40,000,000
Crew Quarters: 2nd Class: 54 tons $225,000
Advanced Armour: $616,000
Armour Value: 462
Damage Index: 12
Evasion:-2
Construction Time: Approx 34 Days, 9 Minutes, 13.83 Seconds.
Total Cost: $3,344,264,000
Price to buy: $5,016,396,000
Negotiable: Yes
Crew needed:
1 Spacecraft Commander
1 Spaceship Drive Technician
1 Pilot
1 Navigations Officer
2 Lifesupport Personnel/Medical Emergency Personnel
2 Tactical Control Personnel
1 Aerospace Engineer
Other Notes: The Lusca is a capable warship, able to scout ahead of friendly fleets for up to a week. It is fast and capable of taking medium damage. Alternate versions will be made available including a missile frigate version of the Lusca.
Green Noa
26-01-2007, 00:22
White Arrow
The Armed State of Green Noa's long time fighter is the White Arrow. Easily deployed from the ground in a vertical fashion, this rocket-like fighter is composed of a variable-geometrical form, giving it advanced agility compared to fixed wing fighters. The capability of vectored thrust makes it an aerospace superiority fighter capable of instantly dealing with any threat around the world. Although Green Noa predominantly deals with only serious criminal threats, which is the cause for this "military police" style fighter craft, the White Arrow is a cheap easy to produce model designed specifically for a small budgeted nation should it need to deal with space combat against invaders or other exterior threats. Ground Landing involves actually spreading all four 'wings' to act as landing legs and slowly vertically landing similar to a helicopter.
Crew: 1
Delta V: 2.634 KM/S(squared)
AU/Day: 0.0015
Gross Mass: 500 Tons
Main Drive: High Thrust Thermal Rocket
Acceleration: 4.5G
Feul Capacity: 10%
Mac Accel: 5G
Evasion: -4
Sensors: Advanced (1 array)
Communications: Enhanced (1 set)
Weapon Targeting: +2
2 x Medium Laser
Final Empty Tonage: 495.5 Tons
Minimum Effective Tonage: 247.75 Tons
Damage Index: 14
Construction Time: 22 days
RMD Value: 2.5
Price: 44,478,000
http://mahq.net/mecha/gundam/crossbone/xm-x-corefighter.jpg (White Arrow)
OOC: This model was made specifically to deal with my country's low budget, to give it a capable cheap fighter which relied more on not getting hit than it did on delivering unyielding fire power. I chose the model picture I did and the form of take off and landing because I felt it was unique. I've seen old experimental VTOL models which performed similarly, and I felt that it would give my nation a more unique feel to it's vessels.
Seti Prime
26-01-2007, 00:58
Palomino Class Dropship
Originally designed as a small military transport, the Palamino is a workhorse for in-system short hauls. Relatively fast and agile for a freighter, it's cargo hold and passenger space make it popular for high priority loads. The Palomino is aero-dynamic, capable of atmospheric landings on rough fields, and has sophisticated surface scanners originally intended for finding suitable drop-locations (all of which now makes it a sought after smuggling ship). The Palomino's main deficiency is it's short range and lack of a gravity deck, which makes long journey's uncomfortable, however the Palomino was designed to "Piggyback" onto a host jump-ship.
1. Gross mass
1720 tons
2. FTL drive
None
3. Fusion drive type
High Performance Binary Fusion
4. Acceleration and drive mass & cost
Loaded max accel .75g, 258 tons, $77,000,000
Delta-V: 1078.8km/s AU/Day .6
5. Fuel capacity & max. speed
25%: 430 tons fuel. 33.6 tons for misc, $231,000
6. Hull structure
Tolerance of 1g, 120.4 tons, $1,204,000
7. Communications
2 Advanced Suites, $100,000
8. Scientific equip.
Planetary Surveyor Suite 10 tons, $200,000
9. Sensors
2 Enhanced Sensor Suites, 2 tons, $200,000
10. Targeting
Targeting Vskill of +3, 8 tons, $16,000,000
11. Weapons
2 80gW Naval Lasers (Medium Laser Aperture), 100 tons, $20,000,000
12. Evasion rating
-1
13. ECM
0
14. Passengers
20 3rd Class Cabins, 60 tons, $200,000
15. Prelim. crew
9
16. Medical
Minimal Sickbay (4 person cap.), 16 tons, $90,000
17. Docking
3 Medium Airlock, 6 tons, $75,000
4 Large Airlock, 16 ton, $120,000
18. Spin Hab.
no
19. Lifeboats
3 advanced 10-man lifeboats, 15 tons, $300,000
20. Hardpoints
One 1750 ton cap., 35 tons, $17,500
21. Hangars
0
22. Cargo
500 ton cap., 15 tons for misc. equip., $1500
23. Stealth
0
24. Repair/RMD
1
25. Automation
None, requires crew of 8
# Spacecraft Commander
# Co-pilot
# Flight Engineer
# Lifesupport tech/Steward
# Tactical Coordinator/Weaps
# Navigator/Communicator (NAV/COM)
# Sensor operator
# Loadmaster
26. Crew
3 2nd class cabins, 18 tons, $75,000
9 3rd class cabins, 27 tons, $90,000
27. Armor
49 tons of advanced armor, 73.5 Armor Value, $98,000
28. Empty Mass
790 tons
29. Damage Index
9
30. Construction
28 days
31. Final Price
Production Price: $116,490,000
Export Price: 140 mil
Edoniakistanbabweagua
26-01-2007, 20:20
So, did my ship pass?
Sicari, the Luska is approved.
Green Noa, the White Arrow is approved.
Seti Prime, the Palomino is missing it's Delta-V and I need to add that. But it is approved.
Ghost Tigers Rise
27-01-2007, 02:16
Crew Quarters: 2nd Class: 6 tons $25,000
Crew needed:
1 Spacecraft Commander
1 Spaceship Drive Technician
1 Pilot
1 Navigations Officer
2 Lifesupport Personnel/Medical Emergency Personnel
2 Tactical Control Personnel
1 Aerospace Engineer
...there's a crew of 9 people on this vessel... and accomodations for one. Bit of a problem.
...there's a crew of 9 people on this vessel... and accomodations for one. Bit of a problem.
...I cannot beleive I missed that. DISAPPROVED!
...wow... sorry about that everybody.
Ghost Tigers Rise
27-01-2007, 03:00
Destroyer Alpha
Mass Distribution
Total Mass: 6000 Tons
Fuel Mass: 1620 Tons
Thruster Mass: 1500 Tons
Hull Mass: 420 Tons
FTL Drive Mass: 275 Tons
Payload Mass: 1805 Tons
Empty Hull Mass: 4500 Tons
Hull
1 Medium and one Large airlock
5 Ten-Person Lifeboats
50 3rd Class Berths
Advanced Armor (Protection Value: 1275)
Build-Speed Reduction
Damage Index: 17.94
Propulsion
FTL Capable: Yes
Standard Binary Plasma Drive
1.0G of Acceleration (Evasion -2)
Delta-V: .25 AU/Day, or 431.5 KpS
Payload
Communications consist of 2 basic suites (Cost 20,000)
Sensors consist of 2 advanced units (Cost 200,000)
Targeting System: Level 6
Weapons: 2 REFLEX Lances (Medium Aperture Lasers)
Level 2 ECM System
Minimal Sickbay, with space for 6 patients
Crew - Totals 34
2 Pilots
2 Tactical Officers
2 Life Support Technicians
2 Drive Technicians
2 Comms/Sensors Officers
2 ECM Officers
2 Fire Control/Weapons Officers
2 FTL Drive Technicians
9 Damage Control Officers
9 Aerospace Engineers
Time To Build: 47.43 Days.
Total Cost: 1,459,885,000
Notes: The Alpha Destroyer is quite fast, and is able to take long-range missions. It has a fair amount of armor, powerful sensors, and fairly good tracking computers. The only real problems with the vessel are it's lack of stopping power (its two REFLEX Lances are certainly adequate in many engagements, but lack damage capacity against larger vessels), and it's low Delta-V (only .25 AU per day).
Ghost tigers, the alpha destryoyer doesn't have enough lifeboats for it's total person carrying capacity.
Also, carries a ton of people, seems more like an average speed transport.
You don't list it's damage index either.
Ghost Tigers Rise
27-01-2007, 03:29
Ghost tigers, the alpha destryoyer doesn't have enough lifeboats for it's total person carrying capacity.
Also, carries a ton of people, seems more like an average speed transport.
You don't list it's damage index either.
First of all, if the crew is desperate enough move to the lifeboats, then a large portion of the crew is probably dead. I'll change it, though.
Second, it only holds 50 people. As time wears on, it'll need more and more repair crew. And it's a warship. It'll probably carry marines to repel boarders, or have extra space in case we come across a lifeboat. Also, if the ship disembarks with just the essential crew, it'll have something like 3 times as many supplies as it needs... allowing its crew to survive 3 times as long.
I'm working on the damage index.
Ghost Tigers Rise
27-01-2007, 03:34
Ghost tigers, the alpha destryoyer doesn't have enough lifeboats for it's total person carrying capacity.
Also, carries a ton of people, seems more like an average speed transport.
You don't list it's damage index either.
First of all, if the crew is desperate enough move to the lifeboats, then a large portion of the crew is probably dead. I'll change it, though.
Second, it only holds 50 people. As time wears on, it'll need more and more repair crew. And it's a warship. It'll probably carry marines to repel boarders, or have extra space in case we come across a lifeboat. Also, if the ship disembarks with just the essential crew, it'll have something like 3 times as many supplies as it needs... allowing its crew to survive 3 times as long.
I'm working on the damage index.
Fixed lifeboats, damage index added under "hull" section.
Ghost Tigers Rise
27-01-2007, 04:45
Pinnace Alpha
Mass Distribution
Total Mass: 500 Tons
Fuel Mass: 135 Tons
Thruster Mass: 125 Tons
Hull Mass: 35 Tons
Payload Mass: 205 Tons
Empty Hull Mass: 375 Tons
Hull
44 3rd Class Berths
Medium Airlock
3 ten-person lifeboats
Damage Index: 7
Propulsion
FTL Capable: No
Standard Binary Plasma Drive
1.0G of Acceleration (Evasion -2)
Delta-V: .25 AU/Day, or 431.5 KpS
Payload
Communications consist of 1 basic suites
Sensors consist of 1 basic units
Targeting System: Level 3
Weapons: 1 REFLEX Needler (Small Aperture Laser)
Minimal Infirmary, Room for 3 Patients
Crew
1 Pilot
1 Tactical Officer
1 Fire Control/Weapons Officer
1 Drive Technician
1 Life Support Technician
Time To Build: 19.36 Days.
Total Cost: 21,434,500
Notes: The Alpha Pinnace is small, has average speed for its size, and has a short range. It has barely any armor, and was built with economy in mind. The vessel was meant to transport crewmen from planetside to ships in orbit, and to ferry marines, not for open battle. Its REFLEX Needler does give it a nice punch for its size, and its targeting computer is fairly accurate. While the Needler will only anger larger ships, it is enough to make corsairs think twice before attacking.
Edoniakistanbabweagua
27-01-2007, 07:39
...I cannot beleive I missed that. DISAPPROVED!
...wow... sorry about that everybody.
hold on a sec. Thats 6 tons per ROOM? I thought that 6 tons went for the entire crew quarters for everone?
Terran Tribes
27-01-2007, 08:09
hold on a sec. Thats 6 tons per ROOM? I thought that 6 tons went for the entire crew quarters for everone?
Nope. The tonnage goes to the cabin itself, life support equipment for that occupant, food for that occupant, and what ever misc. items would be need to keep that person alive in space.
Terran Tribes
27-01-2007, 08:45
Question regarding missiles. Do they use the launching ship's targeting Vskill or do they get no targeting bonus?
First of all, enough with the fancy names for the weapons. I know we want to personalize them, but I don't want things to get confusing in an RP.
Since for comparison we all need to look in the same book, having the fancy name for your weapon means you continually have to give two names for it whenever you speak of it in RP.
Thank you.
Question regarding missiles. Do they use the launching ship's targeting Vskill or do they get no targeting bonus?
All weapons benefit from the targeting bonus, even missiles.
First of all, if the crew is desperate enough move to the lifeboats, then a large portion of the crew is probably dead.
Good enough reason for me. Thank you for adding the damage index.
While I disagree with never having enough lifeboats, it is indeed your ship and you can build it even with no lifeboats at all if you want. So, I'll give you a chance to change the lifeboat number back or keep it as is, waiting for your decision.
Pinnace Alpha
Approved.
Hyperspatial Travel
27-01-2007, 12:06
Megalith-class Dreadnought
Gross Mass: 100,000 tons
Ship Mass: 75,000 tons
Fuel Mass: 25,000 tons
Ship Necessities
FTL Drive? No
High-Performance Binary Plasma Drive:
Mass: 20,000 tons
Cost: $4000 million
Fuel Tanks:
Mass: 2000 tons
Cost: $1 million
Hull Structure:
Mass: 17,000 tons
Cost: $170 million
Advanced Communication Suites: 500
Mass: 50 tons
Cost: $25 million
Planetary Survey Suite
Mass: 10 tons
Cost: $0.2 million
Advanced Sensor Suites: 500
Mass: 500 tons
Cost: $50 million
Targeting VSkill: 10
Mass: 1000 tons
Cost: $256,000 million
Weaponry
Laser, Medium: 50
Mass: 5,000 tons
Cost: $1000 million
Laser, Large: 15
Mass: 6,000 tons
Cost: $1725 million
Laser, Very Large: 3
Mass: 4,800 tons
Cost: $1800 million
Large Missile Launch Tube: 64
Mass: 640 tons
Cost: $0.32 million
Heavy Missile (X-ray x 5): 64
Mass: 3,200 tons
Cost: $1920 million
Fighters: 10
Mass: 3500 tons
Cost: $1500 million
Evasion Factor (Acceleration): -2
Defensive ECM: -4
Mass: 4,500 tons
Cost: $810 million
Other
1st Class Accommodations: 50
Mass: 500 tons
Cost: $3.25 million
Advanced Hospital: 6 patient capacity
Mass: 65 tons
Cost: $5.25 million
Large Airlocks: 5
Mass: 20 tons
Cost: $0.18 million
Simulated Gravity? No
Lifeboats: 10 Advanced 10-Person, 10 Advanced 4-Person
Mass: 80 tons
Cost: $1.5 million
Hardpoints? Yes
Mass: 1000 tons
Cost: $0.5 million
Hangars? Yes
Mass: 525 tons
Cost: $2.125 million
Cargo Hold? No
Advanced Armor:
Mass: 4610 tons
Cost: $9.22 million
Crew: 30
Damage Index: 43
RMD Factor: 0.5
Build Time: 274 days
Acceleration: 1 G
Maximum Cruising Speed: 0.62 AU/day (1078.8 km/s)
Total Cost: $2.15218907 trillion
Description: The Megalith-class dreadnought, the pride and joy of any navy. Massive, hulking, and with enough firepower to reduce a fleet to only so many burnt-out hulks, the Megalith is firstly and foremostly, however, a defensive craft.
With a targeting ability that allows it to hit ships from vast, vast ranges, the Megalith's armaments are equally powerful. Equipped with a massive amount of laser weaponry, the Megalith is designed to be able to shoot down craft long before it itself comes into range.
Alongside plentiful accommodation for the crew, the ship also boasts 64 missile tubes, able to fire at a progidous rate - although its lasers are perfectly designed for a long-range kill, once within missile range, the Megalith is an angel of destruction, sixty-four powerful missiles, each with five warheads, perfect for annihilating enemy craft.
The ship itself is easy to repair, systems that will not wear down nearly as easily making it far more sustainable by the fleet in the long run, although this itself makes the price an incredible 2.1 trillion - a price for which an entire fleet could be bought.
Ghost Tigers Rise
27-01-2007, 14:34
Tender Alpha
Mass Distribution
Total Mass: 8000 Tons
Fuel Mass: 2160 Tons (.25 AU)
Thruster Mass: 504 Tons (.25 G)
FTL Drive Mass: 342 Tons
Hull Mass: 140 Tons
Cargo Capacity: 4000 Tons
Payload Mass: 854 Tons
Empty Hull Mass: 2000 Tons
Hull
109 3rd Class Berths
2 Medium Airlocks
10 basic ten-person lifeboats
Cargo Capacity: 4000 Tons
Damage Index: 8
RMD Factor: .75
Propulsion
FTL Capable: Yes
Standard Binary Plasma Drive
.25G of Acceleration (Evasion +1)
Delta-V: .25 AU/Day, or 431.5 KpS
Payload
Communications consist of 1 basic suite
Sensors consist of 1 basic unit
Targeting System: Level 2
Weapons: 3 Small Aperture Lasers
ECM Unit: Level 1
Regular Sickbay, Room for 15 Patients
Crew
1 Pilot
1 Tactical Officer
1 Fire Control/Weapons Officer
1 Communications/Sensors Officer
1 Drive Technician
4 Damage Control Personnel
1 Engineer
3 Life Support Technicians
2 Corpsmen
Time To Build: 44.72 Days.
Total Cost: 288,068,760
Notes: The Alpha Tender is a hulking, long-range, and reliable behemoth. Over half of its mass has been dedicated to cargo capacity. The armor of this vessel is thin, and, despite its large size and three lasers, a lone Tender is often seen as an easy target by corsairs. Therefore, this vessel should always be escorted, and kept away from battle. While it is a military vessel, it is not a warship: it is meant to replenish depleted vessels' supplies and crews. Despite its weaknesses, the Alpha Tender excels in this role.
Hyperspatial Travel
27-01-2007, 15:05
Executioner-class Patrol Destroyer
Gross Mass: 7,000 tons
Ship Mass: 3,500 tons
Fuel Mass: 3,500 tons
Ship Necessities
FTL Drive? No
High-Performance Binary Plasma Drive:
Mass: 700 tons
Cost: $210 million
Fuel Tanks:
Mass: 280 tons
Cost: $0.14 million
Hull Structure:
Mass: 245 tons
Cost: $2.45 million
Advanced Communication Suite: 5
Mass: Negligible
Cost: $0.25 million
Advanced Sensor Suites: 5
Mass: 5 tons
Cost: $0.5 million
Targeting VSkill: 2
Mass: 4 tons
Cost: $4 million
Weaponry
Laser, Small: 10
Mass: 500 tons
Cost: $20 million
Laser, Medium: 2
Mass: 200 tons
Cost: $40 million
Laser, Large: 1
Mass: 400 tons
Cost: $115 million
Evasion Factor: 0
Defensive ECM: -1
Mass: 200 tons
Cost: $30 million
Other
3rd Class Accommodations: 10
Mass: 30 tons
Cost: $0.1 million
Large Airlocks: 1
Mass: 4 tons
Cost: $0.03 million
Simulated Gravity? Yes (All cabins)
Mass: 20 tons
Cost: $0.15 million
Lifeboats: 3 Advanced 4-Person
Mass: 12 tons
Cost: $0.15 million
Hardpoints? No
Hangars? No
Cargo Hold? No
Advanced Armor:
Mass: 900 tons
Cost: $1.8 million
Crew: 8
Damage Index: 16.96
RMD Factor: 1
Build Time: 59 days
Acceleration: 0.5 G
Maximum Cruising Speed: 1.5 AU/day
Total Cost: $424.42 million
Description: A cheaper ship, the Executioner is essentially an oversized destroyer - most of its mass comes from the fuel it carries, however. This 'patrol destroyer' is exactly that - a destroyer that does routine patrols from planet to planet, patrolling normal trade routes - not to find enemies, or pirates, but to be able to engage them when long-range sensors pick them up.
Heavily armed and armored, the Executioner has no short-range weaponry, although it boasts a significant range of long-range lasers, like most ships in the navy.
It is not used in fleet-to-fleet combat, having poor acceleration value, and poor accuracy make it easily destroyed in true combat.
But with a good maximum operative speed, the Executioner serves as a vital ship-of-the-line in the patrolling and enforcing of trade routes.
Ghost Tigers Rise
27-01-2007, 16:07
H-K Destroyer
Mass Distribution
Total Mass: 8760 Tons
Fuel Mass: 4730 Tons (1.5 AU)
Thruster Mass: 1752 Tons (1 G)
FTL Drive Mass: 367 Tons
Hull Mass: 613 Tons
Payload Mass: 1265 Tons
Empty Hull Mass: 4347 Tons
Hull
15 3rd Class Berths
1 Medium Airlocks, 1 Small Airlock
1 basic ten-person lifeboat
151 Tons Advanced Armor
Damage Index: 17
RMD Factor: .75
Propulsion
FTL Capable: Yes
High Performance Binary Fusion Drive
1G of Acceleration (Evasion -2)
Delta-V: 1.5 AU/Day, or 2599.3 KpS
Payload
Communications consist of 4 basic suites
Sensors consist of 2 advanced units
Targeting System: Level 8
Weapons: 2 Large Aperture Lasers
Minimal Infirmary, Room for 5 Patients
Crew
1 Pilot
1 Tactical Officer
1 Fire Control/Weapons Officer
1 Communications/Sensors Officer
1 Drive Technician
6 Damage Control Personnel
1 Engineer
1 Life Support Technician
1 Corpsmen
Time To Build: 65.93 Days.
Total Cost: 39,729,301,134
Notes: The H-K Destroyer is a fast, powerful, reliable vessel. More than half of this vessel has been dedicated to its powerful engines. These, combined with its twin lasers and powerful sensor array, allow it to identify, pursue, and destroy enemy vessels at long range, earning it the title "Hunter-Killer". Even though the captains of HKs prefer to keep these expensive vessels out of direct confrontation, the vessel can still take a good amount of punishment. The main drawback of this ship is its expense: a lost HK is a powerful blow to an average navy's resources.
Ghost Tigers Rise
27-01-2007, 16:16
Executioner-class Patrol Destroyer
Weaponry
Laser, Small: 10
Mass: 500 tons
Cost: $20 million
Laser, Medium: 2
Mass: 200 tons
Cost: $40 million
Laser, Large: 1
Mass: 400 tons
Cost: $115 million
...How do you fit so many guns on to one ship?
Edoniakistanbabweagua
27-01-2007, 18:44
Ok I fixed the crew rooms and made the necessary changes.
Terran Tribes
28-01-2007, 00:03
Argo II Jump Battleship.
While lightly armed and armored compared to the heavy capital ships of other nations, the Argo II class is still to be feared. Mounting an FTL drive and enough hardpoints for conversion mass the Argo is usually the first ship in-system during offensive missions. A decent electronics suite and slightly above average acceleration make the Argo a good buy for the price.
Gross mass
75000 tons
Fusion drive type
Standard Binary Plasma
Acceleration and drive mass
Loaded max accel .75g, 14062.5 tons, $2,112,500,000
Evasion rating: -1
Fuel capacity
45%: 33750 tons fuel. 2700 ton tanks, $1,350,000
Delta-V = 896.76 km/s (0.52 AU/day).
Hull structureTolerance: 1.5g, 12875 tons, $128,750,000
Communications: 3 Advanced Suites, $150,000
Sensors: 3 Enhanced Sensor Suites, 3 tons, $300,000
Targeting:
Targeting Vskill of +5, 32 tons, $256,000,000
Weapons:
3 Large Aperture Laser , 1200 tons, $345,000,000
2 Scatter Guns, 600 tons, $12,000,000
1 Spinal Coil Gun, 3000 tons, $200,000,000
3 Small Missile Tubes, 9 tons, $60,000
12 Small Conventional Missiles, 600 tons, $14,400,000
Medical: Reg. sick bay (10 person cap.), 42 tons, $340,000
Docking: 4 Large Airlocks, 16 tons, $120,000
Lifeboats: 7 basic 10 man lifeboat, 7 ton, $70,000
Hardpoints: 4 25000 ton cap., 2000 tons, $1,000,00
Cargo: 500 ton cap., 15 ton hold. $1,500
RMD = 1
Crew: 70
Spin Habitat: yes, 37.5 tons, $150,000
Crew Quarters:
10 2nd class cabins, 60 tons, $250,000
60 3rd class cabins, 180 tons, $600,000
10 Hibernation storage, 10 tons, $100,000
Armor: 500 tons of Standard armor, 500 Armor Value, $500,000
Empty Mass: 40124 tons
Damage Index: 39.29
Construction:200.3 days
Final Price: $3,808,790,000
Wow... lot of new designs. Having trouble keeping up with them all but I shall try.
Executioner-class Patrol Destroyer
Megalith-class Dreadnought
The Megalith has no spin hab. Not really needed for a planetary defender, but it only gives the crew a few months before they begin to atrophy. Just remember to play out the regular crew changes and it's approved.
I am willing to ignore the fact it is 545tons overweight.
The Executioner has no spin-hab and has the express mission of being long range. Before I approve it, i want confirmation it is as you want it.
To Ghost Tigers Rise, please remember to put dollar symbols and the word tons after the appropriate numbers. I also need your first two ships were the way you want them.
Ghost Tigers Rise
28-01-2007, 03:59
The Megalith has no spin hab. Not really needed for a planetary defender, but it only gives the crew a few months before they begin to atrophy. Just remember to play out the regular crew changes and it's approved.
Muscular atrophy and skeletal degeneration in zero-g environments can be mitigated through an exercise regimen. Plus, ways to prevent the laundry list of other disorders caused by weightlessness are being researched. It's plausible that, in an era where wormhole travel is possible, that this research has come to fruition.
But that's just my two cents...
To Ghost Tigers Rise, please remember to put dollar symbols and the word tons after the appropriate numbers.
Sorry, clerical error. Any number that isn't a cost in my descriptions has a unit next to it (ton, AU, G, kps). All the other costs were just so I could figure out the total price. They've been removed.
I also need your first two ships were the way you want them.
Er? Not sure what you're trying to tell me here...
Hyperspatial Travel
28-01-2007, 04:02
Megalith's weight has been balanced, and spin-hab added to Executioner.
...How do you fit so many guns on to one ship?
Pixie magic.
"Note that a military sensor suite and fire control system (i.e. Targeting) are required to use weapons." - The rulebook, page 24, Item 11.
Keep in mind your two ships (Tender and Pinnace Alpha) both boast weapons, but only basic sensor suites. You might want to fix that up.
Ghost Tigers Rise
28-01-2007, 04:29
Megalith's weight has been balanced, and spin-hab added to Executioner.
Pixie magic.
"Note that a military sensor suite and fire control system (i.e. Targeting) are required to use weapons." - The rulebook, page 24, Item 11.
Keep in mind your two ships (Tender and Pinnace Alpha) both boast weapons, but only basic sensor suites. You might want to fix that up.
Huh. Bet that hurts long-range accuracy, though. And short range accuracy, too.
But not medium range. Medium range would be just fine. ;)
As for the sensor arrays, the Pinnace is meant to ferry personnel around, and the Tender is meant to resupply vessels. As it says in their descriptions, they are military vessels, but they aren't warships.
Hyperspatial Travel
28-01-2007, 04:36
Lithewing-class Defensive Cutter
Gross Mass: 500 tons
Ship Mass: 450 tons
Fuel Mass: 50 tons
Ship Necessities
FTL Drive? No
High-Thrust Thermal Fusion Rocket:
Mass: 75 tons
Cost: $16.875 million[/i]
Fuel Tanks:
Mass: 4 tons
Cost: $0.002 million
Hull Structure:
Mass: 105 tons
Cost: $1.05 million
Advanced Communication Suites: 2
Mass: Negligible
Cost: $0.1 million
Advanced Sensor Suites: 2
Mass: 2 tons
Cost: $0.2 million
Targeting VSkill: 1
Mass: 2 tons
Cost: $1 million
Weaponry
Laser, Small: 2
Mass: 100 tons
Cost: $4 million
Medium Missile Launch Tube: 1
Mass: 6 tons
Cost: $0.32 million
Medium Missile (X-ray x 1): 1
Mass: 105 tons
Cost: $16 million
Evasion Factor: -4
Defensive ECM: None
Other
3rd Class Accommodations: 5
Mass: 15 tons
Cost: $0.05 million
Large Airlocks: 1
Mass: 4 tons
Cost: $0.18 million
Simulated Gravity? No
Lifeboats: None
Hardpoints? No
Hangars? No
Cargo Hold? No
Advanced Armor:
Mass: 49 tons
Cost: $0.098 million
Damage Index: 11.6
Crew: 4
RMD Factor: 1
Acceleration: 3 G
Maximum Cruising Speed: 0.00148 AU/day (2.35 km/s)
Build Time: 21 days (QB: 15 days)
Total Cost: $39.875 million ($23.875 without missile)
Quickbuild Cost: $42.225
Description: The Lithewing serves as the primary planetary defender for the fleet, its powerful high-thrust thermal fusion rockets allowing it reach acceleratory speeds of 3 G.
However, it is wholly unable to reach other worlds, and is fairly fragile, for the most part. With a single missile onboard, and a pair of small lasers, the Lithewing is designed primarily to destroy incoming craft, and is well able to dodge incoming fire, as compared to a normal craft.
It possesses no escape pods, as the Lithewing rarely, if ever leaves orbit. As a planetary defender, this ship is where the majority of newly-graduated crew come aboard, gaining experience in handling a ship within the safe confines of a planet's sphere of influence.
Hyperspatial Travel
28-01-2007, 04:43
As for the sensor arrays, the Pinnace is meant to ferry personnel around, and the Tender is meant to resupply vessels. As it says in their descriptions, they are military vessels, but they aren't warships.
Right. But they need military sensor suites to be able to shoot. I'm not complaining about their designation, I'm saying it's absolutely pointless to hang a few weapons on there without adding an advanced sensor suite as well. As you won't be able to use those weapons.
Hyperspatial Travel
28-01-2007, 04:58
A Wee Guide to Armor
Just around here, I've seen people occasionally using plate armor. Now, while under some circumstances, this is all well and good, it's not so good for most ships. Wanna know why? Let's take a look.
1 - Cost per protection value
Plate armor is $500 a ton, standard armor is $1000, and advanced armor is $2000 dollars a ton.
Now, plate armor gives half a protection point, and standard armor gives one. Thus, you're paying a thousand dollars a point, per protection point, right? Except for that icky advanced armor, which costs $2000 for a mere 1.5 protection points. Which, of course, means that you're paying $1000 for 0.75 protection points - an inferior value to both plate and standard armor. But is that really the case?
There's one thing many people fail to factor into this cost - structure cost. Now, structure costs $10,000 a ton, and for each ton of gross ship mass you have, with a g-durability of 1, you also need to have 0.07 tons of structure.
So, look at how that works out. For every ton of ship you have, on average, you also need to have 0.07 tons of structure. And 0.07 tons of structure costs $700.
So, let's look at the armor costs again.
Plate = $1200 for 0.5
Standard = $1700 for 1
Advanced = $2700 for 1.5
So, as you can see here, plate armor actually costs $2800 for one point of protection - a far cry from the $1700 you're paying for standard, and the $1782 you're paying for advanced. Even with 0.5 g acceleration, you're still paying $350 extra a ton.
Plate = $850 for 0.5
Standard = $1350 for 1
Advanced = $2350 for 1.5
At this point, you're paying $1700 a point for plate, $1350 a point for standard, and $1551 for advanced. The simple matter of the fact is, dollar-for-dollar, plate armor is invariably inferior to its standard counterpart - instead of purchasing 100 tons of plate armor, purchase 50 tons of standard, and you'll be getting a far better bang for your buck.
When you begin to reach larger ship sizes (over 50,000 tons), and structure that can handle 1.2, or 1.3 g, you'll be looking at buying advanced armor every time.
This guide brought to you by the People's Association Of Stopping Plate Armor. And me.
Ghost Tigers Rise
28-01-2007, 05:15
Right. But they need military sensor suites to be able to shoot. I'm not complaining about their designation, I'm saying it's absolutely pointless to hang a few weapons on there without adding an advanced sensor suite as well. As you won't be able to use those weapons.
The pdf says that the advanced suites are for "automatic long-range detection and tracking of thrusting ships".
It makes no logical sense that a regular sensor can't detect a ship, and that the crew can't then point a cannon at it and pull the trigger. Or that a nearby ship with advanced suites can't say "there's a ship here, point your guns at this angle and fire at this time", and the receiving vessel cannot comply.
Hyperspatial Travel
28-01-2007, 06:12
Hey, y'know what else the PDF says?
11. Weapons.
The mass and cost of various weapons is listed below. General descriptions of each
weapon type are presented in the Overview of Spacecraft Weapons (page 13). Note that
a military sensor suite and fire control system (i.e. Targeting) are required to use
weapons.
At best, ordinary sensor equipment would allow you to hit ships that weren't changing their velocity or direction in any way. Logic says our standard sensor suites aren't designed to track ships, nor give you an accurate picture of your average ship - they're designed to pick up things like planets, and asteroids - close-range object detection.
So we can say, with our short-range sensors "it's over there somewhere.". Space, incidentally, doesn't make any exceptions for people who fire using "it's over there somewhere". Those people tend to miss.
Although you probably could use other people's sensor readings, you'd need to be really, really close, have a secure connection, and no interference - not even the tiniest bit.
Furthermore, just who pays for all this? I mean, they're willing to shell out two million bucks to get a weapon, but they're not willing to pay an extra fifty thousand to let it fire independently?
Ghost Tigers Rise
28-01-2007, 16:07
Unless I'm sorely mistaken, this is freeform RP, using the pdf as a guideline for ship construction. We're not rolling dice, and we're not following strict guidelines when a reasonable and successful argument can be made against them. And, unless I'm sorely mistaken again, you are not the GM of this Earth. Gauthic will make his own judgements. I would also like to note this:
Pinnace Alpha
Approved.
He's not nitpicking over this crap, so why are you?
Hey, y'know what else the PDF says?
And yet another thing the PDF says:
Spaceship Sensor Rules
Detecting spaceships at long range is a time-based task. Base time is 10 hours. The task is based on the Vskill of the sensor array (4 for ordinary sensors or 7 for enhanced sensors; see the design rules), with modifiers for range, stealth, and whether or not the target ship’s drive is activated.
Modifiers to the detection task are as follows:
Ship detection modifiers
• range modifier: 10-AU/2.
• standard drive activated: +40
• stealth drive activated: +10
• stealth fittings on ship: as specified for target ship
• sensor clutter: -1 or more (see text below)
For instance, detecting a ship at 12AU, with no stealth, with its drive turned off, would involve a +4 modifier. This makes prompt detection likely. Detecting a ship at 80AU with its standard drive activated would be a task with a +10 modifier, so detection is immediate.
As you can see, it’s hard to hide in space. One exception applies when “sensor
clutter” is present. This means that the target for detection is in close proximity to another object such as a comet, asteroid, or planet, that will return a confusing signal to the detecting ship. Use the following guidelines: in low orbit over a planet with an atmosphere, or hiding in a comet’s tail, -2. In low orbit over a cold, airless rockball, or attached to an asteroid or inert comet, or in a dense planetary ring system (like Saturn’s), -1
Oh noes, it's 3 ticks harder to see a ship!
At best, ordinary sensor equipment would allow you to hit ships that weren't changing their velocity or direction in any way. Logic says our standard sensor suites aren't designed to track ships, nor give you an accurate picture of your average ship - they're designed to pick up things like planets, and asteroids - close-range object detection.
Don't need or care for a clear picture of the average ship. First of all, if it's a real threat, it will have destroyed the tender/pinnace with its longer-range lasers long before the vessel would have a chance to fire back. If the ship actually gets close enough to be hit with the peashooter lasers, then the sensors would definitely have an accurate picture of the thing.
So we can say, with our short-range sensors "it's over there somewhere.". Space, incidentally, doesn't make any exceptions for people who fire using "it's over there somewhere". Those people tend to miss.
That makes no sense to me. Why would one sensor saying "there's a ship right here, with this velocity" be more accurate than another sensor saying "there's a ship right here, moving with this velocity", even though the readings are the same? And why can a targeting computer only use the first set of readings?
Although you probably could use other people's sensor readings, you'd need to be really, really close, have a secure connection, and no interference - not even the tiniest bit.
Huh, oddly enough, these vessels are supposed to be "really, really close". Also, space, being nothing, creates very little interference. NASA crewmen and vessels transmit and recieve precise data like this all the time, and the never seem to have much trouble, and they have to deal with the atmosphere.
Furthermore, just who pays for all this? I mean, they're willing to shell out two million bucks to get a weapon, but they're not willing to pay an extra fifty thousand to let it fire independently?
I could care less about the cost. I ran out of space for the payload. Furthermore, the ships in the descriptions are just the standard set up. If I get worried about pricing, I'll rip out the guns first.
Impedance
28-01-2007, 16:38
Impressive designs, everyone. I like your imaginations
But here are the specs for a ship which actually could have been built, and if it weren't for the moratorium on nuclear weapons testing, probably would have been.
And no, I'm not joking. The guy who designed it actually wrote a book all about it, called "Project Orion". Go read it.
Orion class heavy orbital cruiser:
Mass (fully loaded): 2000 tons (unloaded mass 1000 tons).
Propulsion: Collimated nuclear pulse, giving high specific impulse and high thrust.
Range: Confined to within the solar system on fission pulse units, although estimated to be up to 5 light years using thermonuclear fusion pulse units.
Fuel: 1000 Enriched uranium / plutionium 10 kiloton fission pulse units or 2000 tritium boosted 10 megaton fusion pulse units.
Weapons: Orbital range Casaba-Howitzer (thermonuclear plasma-jet), pulse units can also be sacrificed for use as nuclear warheads.
Armour: Directional pusher-plate capable of resisting any thermonuclear detonations.
Crew complement: 30
Lifeboats: 10 Apollo class escape vehicles complete with thermal re-entry heat shielding.
Payload: Up to 500 tons dependent on fuel load.
Terror Incognitia
28-01-2007, 18:03
Impressive designs, everyone. I like your imaginations
But here are the specs for a ship which actually could have been built, and if it weren't for the moratorium on nuclear weapons testing, probably would have been.
And no, I'm not joking. The guy who designed it actually wrote a book all about it, called "Project Orion". Go read it.
Orion class heavy orbital cruiser:
Mass (fully loaded): 2000 tons (unloaded mass 1000 tons).
Propulsion: Collimated nuclear pulse, giving high specific impulse and high thrust.
Range: Confined to within the solar system on fission pulse units, although estimated to be up to 5 light years using thermonuclear fusion pulse units.
Fuel: 1000 Enriched uranium / plutionium 10 kiloton fission pulse units or 2000 tritium boosted 10 megaton fusion pulse units.
Weapons: Orbital range Casaba-Howitzer (thermonuclear plasma-jet), pulse units can also be sacrificed for use as nuclear warheads.
Armour: Directional pusher-plate capable of resisting any thermonuclear detonations.
Crew complement: 30
Lifeboats: 10 Apollo class escape vehicles complete with thermal re-entry heat shielding.
Payload: Up to 500 tons dependent on fuel load.
I remember reading a book called "Footfall" where it actually *is* built as Earth's last-ditch defence against an alien invasion. Quite a good book, Larry Niven I think.
Hyperspatial Travel
29-01-2007, 02:43
Unless I'm sorely mistaken, this is freeform RP, using the pdf as a guideline for ship construction. We're not rolling dice, and we're not following strict guidelines when a reasonable and successful argument can be made against them.
Yeah, screw the PDF! I want super armor! Hell, why stop there? I want to use my own special type of computer, which gives me +15 targeting, for half the price!
And, unless I'm sorely mistaken again, you are not the GM of this Earth.
Awww. You're so clever. You have a basic comprehension level! I'm so proud of you.
Gauthic will make his own judgements. I would also like to note this:
Right, right. But he's approving it based on the fact that, y'know, want it. So long as it balances out in the end, he's not going to stop you sticking five thousand tons of engines on a six thousand ton ship, with only a single ton of fuel. 'cause, y'know, its also freeform. Which means you can do as you like - if you want to do something stupid, it is, inevitably, your choice.
He's not nitpicking over this crap, so why are you?
Because this 'crap' is part of the design rules. Much in the same way if someone decided to put no airlocks on the ship, and make a vague reference that "the guys can climb out through the back somewhere", I'd be a'callin' bullshit.
And yet another thing the PDF says:
The task is based on the Vskill of the sensor array (4 for ordinary sensors or 7 for enhanced sensors; see the design rules),
Aaannnd it's completely irrevelent. Whoopee-fucking-doo.
Don't need or care for a clear picture of the average ship. First of all, if it's a real threat, it will have destroyed the tender/pinnace with its longer-range lasers long before the vessel would have a chance to fire back. If the ship actually gets close enough to be hit with the peashooter lasers, then the sensors would definitely have an accurate picture of the thing.
That makes no sense to me. Why would one sensor saying "there's a ship right here, with this velocity" be more accurate than another sensor saying "there's a ship right here, moving with this velocity", even though the readings are the same? And why can a targeting computer only use the first set of readings?
Or maybe these sensors have other flaws - maybe the extra 50k is to purchase a proper integration system with your fire control unit, so you can fire. I don't know precisely why the PDF says something like it does - although this may come as a shock to you, I don't spend my free time designing proper starships, and figuring out precisely how their sensors work, or work in conjunction with their targeting systems.
Huh, oddly enough, these vessels are supposed to be "really, really close". Also, space, being nothing, creates very little interference. NASA crewmen and vessels transmit and recieve precise data like this all the time, and the never seem to have much trouble, and they have to deal with the atmosphere.
*coughlightdelaycough*
NASA crewmen and vessels aren't fighting against marauding alien vessels. The analogy is poor. Once we have NASA vessels with fusion nozzles, UV lasers, which can also go FTL, that might work out a bit better for you.
I could care less about the cost. I ran out of space for the payload. Furthermore, the ships in the descriptions are just the standard set up.
Mmkay. As I said, it's your choice. When your ships do absolutely no damage to anything, don't complain, s'all.
Ghost Tigers Rise
29-01-2007, 03:12
You have some issues, dude.
1 ton and 50,000 smackers is not a big deal, and your blowing this way out of proportion. There's a bit of a difference between a fancier sensor array and calling a 5,000 ton engine powered by 1 ton of fuel plausible.
Why are you freaking out so much about this?
And no, I'm not joking. The guy who designed it actually wrote a book all about it, called "Project Orion". Go read it.
His son actually. ;) But I digress from the thread. >.> Nice to see interest in hard scifi anyway.
Edoniakistanbabweagua
29-01-2007, 15:52
GTR, HST, lets take it easy. We don't want to clutter the Ship Registration Thread with OOC fighting not to mention we shouldn't ruin this RP over tech fighting. Let's just agree to disagree and let the RP take its course, or at least make a separate OOC thread for this. Amends guys?
Here is another ship I am making. This one was the big one I was thinking about making. Still going to work out any bugs but that’s why it is still experimental. Crew size in this RP still bothers me because after doing the math, I cam up with 25 crew members but I added more anyway for other things. I just feel as though a ship this big should have like 100 people in it...o well. This'll probably be the only series of massive ships that ill work on because I would rather do fighters and more frigates.
SICARI NAVAL FABRICATION CORPORATION
http://i22.photobucket.com/albums/b308/psychicwraith/Ships/Insignia.jpg
XWSHP04-FL Godslayer (http://i22.photobucket.com/albums/b308/psychicwraith/Ships/Godslayer2.jpg)
Creating Faction: Sicari
Class: Worldship
Total Weight: 120,000 tons
Empty Weight: 92,618 tons
Fuel Weight: 24,000 tons
FTL Drive Weight: 4,075 tons $8,150,000
Engine Type: High Performance Binary Drive
Engine Weight: 24,000 tons $7,200,000,000
Top Acceleration: 1 g
Top Speed: 836.7883174 km/s
Fuel Tank(s) Weight: 1,920 tons $960,000
Hull Structure: 22,400 tons $224,000,000
Communications Structure: 4 ComSuite $200,000
Planetary Survey: 10 tons $200,000
Sensory Equipment: 2 Advanced Sensor Equipment: 2 ton $200,000
Weaponry Targeting System: 500 tons $64,000,000,000
Weaponry:
60 Tesla Flux Cannons (Lasers Medium Aperture: UV Lasers): 6,000 tons $1,200,000,000
6 Iota Mass Cascade Batteries (Lasers Very Large Aperture: UV Lasers): 9600 tons $3,600,000,000
100 Large Missile Tubes: 1,000 tons $5,000,000
100 X-Ray Warheads: 500 tons $200,000,000
Electronic Countermeasures: 1500 tons $270,000,000
Crew: 34
1 Captain
1 Ensign
1 Pilot, 1 Copilot
2 Navigations Personnel
2 Tactical Weapons Personnel
2 Life Support Personnel
2 Doctors, 2 Medical Staff
1 Aerospace Engineer
2 FTL Engineers
2 HPBF Drive Engineers
4 Cooking Staff
6 Janitorial Staff
2 Communications Personnel
1 Cargo Bay Director
1 Hangar Director
1 Fabricator Director
1st Class Rooming, including Simulated Gravity: Holds a crew of 40: 460 tons $22,000,000
Advanced Hospital Facility: 73 tons 7 patients $5,300,000
10 Homunculi Fighters: 3,500 tons $1,500,000,000
5 Large Airlocks: 20 tons $150,000
2 Basic 10-Person Lifeboats: 2 tons $20,000
Hangar Mass: 700 tons $3,500,000
Cargo Hold: 2,880 tons $288,000
Advanced Armour: $33,716,000
Armour Point Value: 25,287
Damage Index: 49
RND: x8
Evasion: -2
Construction Time: Approx 304 days 7 hours 58 min 9.59 sec
Total Cost: $626,189,472,000
Total Price: Not for Sale
Negotiable: No
Notes:
http://i22.photobucket.com/albums/b308/psychicwraith/Ships/Godslayer.jpg
The Godslayer is the newest and currently largest ship in the Sicari fleet, serving as the mothership of all Sicari operations. Beginning as Project: Harbringer, the Godslayer is the first worldship-class of its kind, used as a long-term exploration vessel for months on end as well as a warship. The Fabrication Cargo Hold is special on the Godslayer in that it creates smaller ships via special fabrication machinery (bought separately) for the use of the Sicari Navy as well as other factions' navies. Currently it is in the experimental stages and final testing is underway.
Edoniakistanbabweagua
29-01-2007, 20:12
Anyone still doing this?
Terror Incognitia
29-01-2007, 20:25
I'm still in on HFT/V-Space, just a bit busy for the game of designing ship types. Your one looks quite cool though.
Edoniakistanbabweagua
29-01-2007, 20:28
I'm still in on HFT/V-Space, just a bit busy for the game of designing ship types. Your one looks quite cool though.
Thanks, although the pic was taken from Homeworld 2 (god i love that game!!). The crew size still erks me but it works.
If you want maybe we can go ahead and start a thread or something.
The only thing we are really missing is the system maps. I am having trouble making it because I want to include month-by-month planetary movement. My drawing programs suck...
HST, GTR, HST is right on this. Without the military sensors you cannot hit a manuvering target.
Ghost Tigers Rise
30-01-2007, 04:35
HST, GTR, HST is right on this. Without the military sensors you cannot hit a manuvering target.
It's not so much what he was asking, but the way he was asking it. I tend not to react well when another's argument basically consists of "No, you're an idiot, I'm right." I would've changed it already if he weren't being such a prick about it.
Anyways, the new specs:
Pinnace Alpha
Mass Distribution
Total Mass: 500 Tons
Fuel Mass: 135 Tons
Thruster Mass: 125 Tons
Hull Mass: 35 Tons
Payload Mass: 205 Tons
Empty Hull Mass: 375 Tons
Hull
44 3rd Class Berths
Medium Airlock
3 ten-person lifeboats
Damage Index: 7
Propulsion
FTL Capable: No
Standard Binary Plasma Drive
1.0G of Acceleration (Evasion -2)
Delta-V: .25 AU/Day, or 431.5 KpS
Payload
Communications consist of 1 basic suites
Sensors consist of 1 advanced units
Targeting System: Level 3
Weapons: 1 REFLEX Needler (Small Aperture Laser)
Minimal Infirmary, Room for 3 Patients
Crew
1 Pilot
1 Tactical Officer
1 Fire Control/Weapons Officer
1 Drive Technician
1 Life Support Technician
Time To Build: 19.36 Days.
Total Cost: 21,484,500
Notes: The Alpha Pinnace is small, has average speed for its size, and has a short range. It has barely any armor, and was built with economy in mind. The vessel was meant to transport crewmen from planetside to ships in orbit, and to ferry marines, not for open battle. Its REFLEX Needler does give it a nice punch for its size, and its targeting computer is fairly accurate. While the Needler will only anger larger ships, it is enough to make corsairs think twice before attacking.
Tender Alpha
Mass Distribution
Total Mass: 8000 Tons
Fuel Mass: 2160 Tons (.25 AU)
Thruster Mass: 504 Tons (.25 G)
FTL Drive Mass: 342 Tons
Hull Mass: 140 Tons
Cargo Capacity: 4000 Tons
Payload Mass: 854 Tons
Empty Hull Mass: 2000 Tons
Hull
109 3rd Class Berths
2 Medium Airlocks
10 basic ten-person lifeboats
Cargo Capacity: 4000 Tons
Damage Index: 8
RMD Factor: .75
Propulsion
FTL Capable: Yes
Standard Binary Plasma Drive
.25G of Acceleration (Evasion +1)
Delta-V: .25 AU/Day, or 431.5 KpS
Payload
Communications consist of 1 basic suite
Sensors consist of 1 advanced unit
Targeting System: Level 2
Weapons: 3 Small Aperture Lasers
ECM Unit: Level 1
Regular Sickbay, Room for 15 Patients
Crew
1 Pilot
1 Tactical Officer
1 Fire Control/Weapons Officer
1 Communications/Sensors Officer
1 Drive Technician
4 Damage Control Personnel
1 Engineer
3 Life Support Technicians
2 Corpsmen
Time To Build: 44.72 Days.
Total Cost: 288,118,760
Notes: The Alpha Tender is a hulking, long-range, and reliable behemoth. Over half of its mass has been dedicated to cargo capacity. The armor of this vessel is thin, and, despite its large size and three lasers, a lone Tender is often seen as an easy target by corsairs. Therefore, this vessel should always be escorted, and kept away from battle. While it is a military vessel, it is not a warship: it is meant to replenish depleted vessels' supplies and crews. Despite its weaknesses, the Alpha Tender excels in this role.
All of the GTR's alpha craft are approved.
And HST was right, I approved because it is the craft you want. I don't know what some of your future intentions with these craft may be, and I assume you will have the craft operate as the rules describe.
As for the need for a spin hab. No, it simply being the future does not eliminate the human need for gravity. Constant gravity, even when at rest so that your heart, lungs, and cell growth maintain strength. If you acclamate to zero gravity you lose two things. One is the ability to operate in normal gravity again. The other, is the ability to handle the greater acceleration stresses from some of the larger engine craft, or from high-thrust thermal rockets that produce 4-9Gs.
People that lose their ability to withstand gravity, lose a LOT.
The Godslayer.
Again, everybody, no need for the fancy weapon names.
On the subject of weapon names, the Godslayer. What kind of missile tubes does it have and what size of missiles are being carried?
What kind of rooms for crew quarters?
With an RMD of x8, it'll take 8 times the man hours to operate and maintain it. This'll reduce the cost, but will drive crew needs through the roof for a ship of it's size. I am wondering if you calculated the RMD correctly, that's all.
Other than that, it'll be the second battleship.
Hyperspatial Travel
30-01-2007, 10:50
You have some issues, dude.
1 ton and 50,000 smackers is not a big deal, and your blowing this way out of proportion. There's a bit of a difference between a fancier sensor array and calling a 5,000 ton engine powered by 1 ton of fuel plausible.
Why are you freaking out so much about this?
Ah, man, that's a clever way to argue. Use the ol' "I'm losing -shit! Time to cast aspersion on their motive and/or credibility". And, to be quite honest, I'm enjoying this little exchange of words - it's refreshing. And I prefer to get the issues out of the way before we RP. That way they are out of the way, and can't interfere with, well, y'know, the RP.
But that argument's over now, so let's get back to ship designin'. Oh. and Ed. You're a bad, bad man. I had a design sitting around I was calling Godslayer. :P. Although I think your dreadnought is more deserving of it than my corvette.
Woundweaver-class Light Cruiser
Gross Mass: 10,000 tons
Ship Mass: 7,500 tons
Fuel Mass: 2,500 tons
Ship Necessities
FTL Drive? No
High-Performance Binary Plasma Drive:
Mass: 500 tons
Cost: $150 million
Fuel Tanks:
Mass: 200 tons
Cost: $0.1 million
Hull Structure:
Mass: 1767 tons (2.5 G)
Cost: $17.67 million
Advanced Communication Suites: 5
Mass: Negligible
Cost: $0.25 million
Advanced Sensor Suites: 5
Mass: 5 tons
Cost: $0.5 million
Targeting VSkill: 6
Mass: 64 tons
Cost: $1000 million
Weaponry
Laser, Medium: 5
Mass: 500 tons
Cost: $100 million
Laser, Large: 3
Mass: 1200 tons
Cost: $345 million
Laser, Very Large: 2
Mass: 3,200 tons
Cost: $1200 million
Evasion Factor: +1
Defensive ECM: 0
Other
3rd Class Accommodations: 10
Mass: 50 tons
Cost: $0.25 million
Crew: 8
(7500/7500)
(1817.78 M)
Large Airlocks: 2
Mass: 8 tons
Cost: $0.06 million
Simulated Gravity? Yes
Lifeboats: 1 Advanced 10-Person
Mass: 5 tons
Cost: $0.1 million
Hardpoints? No
Hangars? No
Cargo Hold? No
Advanced Armor? No
Damage Index: 27
RMD Factor: 1
Acceleration: 0.25 G
Maximum Cruising Speed: 0.62 AU/day (1078.8 km/s)
Total Cost: $2.81778 billion
Description: The Woundweaver is the jack-of-all-trades within the fleet, serving many roles. Despite its low acceleration, the ship can reach a decent .62 AU/day, and, furthermore, has a spin-habitat, making long-term habitation of the ship more viable.
However, the expense of the ship stems not from the minor extras, but rather the targeting power it wields, in addition to the vast array of weapons. Armed with lasers far beyond its size, and a V-skill of 6, the Woundweaver can smash targets from a distance, making its lesser speed less of an issue.
The Woundweaver also boasts immense structural strength, able to withstand 2.5 times G, despite it's acclerative capacity which is a mere tenth of that.
The ship does not have an FTL drive, as the fleet has no offensive designs on other nations, but it is armed with enough firepower to handily level a city, and is well-equipped to knock other, larger ships out of the sky.
Edoniakistanbabweagua
30-01-2007, 15:17
Ed. You're a bad, bad man. I had a design sitting around I was calling Godslayer. :P. Although I think your dreadnought is more deserving of it than my corvette.
Hahaha I had a couple names tossing around in my head, from Tiiamat to Harbringer to even Ouroborus. Thnx
As of RND, I had no idea I take the crew and x8 it. That makes much more sense hehe. I'll go ahead and fix it. As for missiles, they are large missile tube and the large missiles. There are 40 rooms that are 1st class. Everything is going to be fixed up.
Edoniakistanbabweagua
30-01-2007, 17:15
The only thing we are really missing is the system maps. I am having trouble making it because I want to include month-by-month planetary movement. My drawing programs suck...
I can help with the Planetary System Maps. I fixed 3d Studio Max and can create for you actual planets on Friday.
BTW I made necessary changes, although I will be going back over the specs later today before I make it a tested model.
I can help with the Planetary System Maps. I fixed 3d Studio Max and can create for you actual planets on Friday.
BTW I made necessary changes, although I will be going back over the specs later today before I make it a tested model.
Aye, and the fact we can have viable maps of each approximately 1G planet is great incase planetary disputes begin.
But the system maps, where planets are in relation to each other will be very important, as that determines how long it takes for ships to get from planet to planet, determines fuel costs, crew requirements, affects trade routes, et cetera.
And the general location of each planet changes month by month.
Godslayer
Approved
Woundweaver
Approved
Seti Prime
02-02-2007, 20:24
Kestrel Class Utility Shuttle
Gross Mass: 500 tons
Ship Mass: 248.06 tons
Fuel Mass: 100 tons
Ship Necessities
FTL Drive? No
High Thrust Thermal Rockets
Mass: 50 tons
Cost: $11.25 million
Fuel Tanks:
Mass: 8 tons (100ton capacity)
Cost: $0.004 million
Hull Structure:
Mass: 70 tons (2 G)
Cost: $0.7 million
Advanced Communication Suites: 2
Mass: Negligible
Cost: $0.1 million
Advanced Sensor Suites: 2
Mass: 2 tons
Cost: $0.2 million
Targeting VSkill: 0
Mass: 0 tons
Cost: $0
Weaponry
Weapons: Unarmed
Evasion Rating: -3
Defensive ECM: 0
Other
3rd Class Passenger Accommodations: 24
Mass: 72 tons
Cost: $0.24 million
Crew: 4
Pilot
Co-Pilot
Sensor/Commo Ops
Loadmaster/Steward
Crew Accommodations (3rd Class): 4
Mass: 12 tons
Cost: $0.04 million
Large Airlocks: 2
Mass: 8 tons
Cost: $0.06 million
Small Airlocks: 2
Mass: 2 tons
Cost: $0.02 million
Simulated Gravity? No
Lifeboats: 7 Basic 4 person life-boats
Mass: 3.5 tons
Cost: $0.035 million
Hardpoints: 1 (500 ton rating)
Mass: 10 tons
Cost: $0.0005 million
Hangars: 1 (50ton capacity, launch rate: 1)
Mass: 7.5 tons (57.5tons loaded)
Cost: $0.0375 million
Cargo Hold: 1 (102ton capacity)
Mass 3.06 tons (105.06 tons loaded)
Cost: $0 .00031 Million
Armor? No
Damage Index: 8
RMD Factor: 1
Acceleration: 2 G
Delta-V: 5.579 km/s
Maximum Cruising Speed: 0.0032 AU/day
Capable of Atmospheric Flight: Yes
Total Cost: $12.842 million
Construction Time: 16 days
A cheap shuttle, the Kestrel Class is designed primarily to be a utility vehicle aboard larger vessels. With a generous cargo bay, provisions for 2 dozen passengers, and a small vehicle bay, the Kestrel is a versatile ship for ship-to-ship, and ship-to-ground transfers. Several variations of the Kestrel have come about, including armed models, dedicated troop transports, satellite carriers, boarding shuttles, and plasma drive equipped long-range models.
Kestrel Class Utility Shuttle
Approved.