ATN082268
02/02/16 08:47 AM
69.128.58.222
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Code: AeroTech 2 Vessel Technical Readout VALIDATED
Class/Model/Name: Siegemaster Tech: Clan / 3075 Vessel Type: WarShip Rules: Level 2, Custom design Rules Set: AeroTech2
Mass: 2,500,000 tons K-F Drive System: (Unknown) Power Plant: Standard Safe Thrust: 3 Maximum Thrust: 5 Armor Type: Lamellor Ferro-carbide
Armament: 64 Heavy NPPC 96 AMS
------------------------------------------------------------------------------ Class/Model/Name: Siegemaster Mass: 2,500,000 tons
Equipment: Mass Power Plant, Drive & Control: 450,000.00 Thrust: Safe Thrust: 3 Maximum Thrust: 5 Kearny-Fuchida Hyperdrive: Compact (Integrity = 47) 1,131,250.00 Jump Sail (Detachable): (Integrity = 9) 155.00 Structural Integrity: 150 375,000.00 Total Heat Sinks: 13,500 Double 12,507.00 Fuel & Fuel Pumps: 46,097.00 Bridge, Controls, Radar, Computer & Attitude Thrusters: 6,250.00 Fire Control Computers: 57,602.00 Food & Water: (750 days supply) 13,875.00 Armor Type: Lamellor Ferro-carbide (8,340 total armor pts) 7,500.00
Capital Scale Armor Pts Location: L / R Fore: 1,840 Fore-Left/Right: 1,500/1,500 Aft-Left/Right: 1,200/1,200 Aft: 1,100
Cargo: Bay 1: Fighters (250) with 4 doors 37,500.00 Small Craft (5) 1,000.00 Fighter/ Small Craft supplies (1) 35,000.00 Bay 2: Fighters (250) with 4 doors 37,500.00 Small Craft (5) 1,000.00 Fighter/ Small Craft supplies (1) 35,000.00
DropShip Capacity: 2 Docking Hardpoints 2,000.00 Grav Decks #1 - 6: (225-meter diameter) 600.00 Life Boats: 309 (7 tons each) 2,163.00 Escape Pods: 309 (7 tons each) 2,163.00
Crew and Passengers: 260 Officers (248 minimum) 2,600.00 1,150 Crew (285 minimum) 8,050.00 90 Gunners (80 minimum) 630.00 100 Marine Battle Armor Troopers/Elementals 700.00 1,050 Bay Personnel 7,350.00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass ------------------------------------------------------------------------------ 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 12 AMS(30000 rounds) Nose -- -- -- -- 12 1,256.00 12 AMS(30000 rounds) FL/R -- -- -- -- 24 2,512.00 12 AMS(25008 rounds) L/RBS -- -- -- -- 24 2,096.00 12 AMS(25008 rounds) AL/R -- -- -- -- 24 2,096.00 12 AMS(25008 rounds) Aft -- -- -- -- 12 1,048.00 1 Lot Spare Parts (1.00%) 25,000.00 1 Large Naval Comm-scanner 500.00 ------------------------------------------------------------------------------ TOTALS: Heat: 14,496 2,500,000.00 Tons Left: .00
Calculated Factors: Total Cost: 7,694,246,744 C-Bills Battle Value: 287,746 Cost per BV: 26,739.72 Weapon Value: 306,430 (Ratio = 1.06) Damage Factors: SRV = 9,240; MRV = 8,800; LRV = 6,933; ERV = 2,778 Maintenance: Maintenance Point Value (MPV) = 1,634,065 (473,500 Structure, 748,125 Life Support, 412,440 Weapons) Support Points (SP) = 1,737,620 (106% of MPV) BattleForce2: Not applicable
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ghostrider
02/02/16 12:59 PM
98.150.102.177
|
First obvious question. Why all the naval ppcs in the nose? Typo or purposeful placement?
I can understand this being a carrier, so keeping the nose towards the enemy would be a little easier then a normal warship. The fighters would help avoid needing the smaller anti fighter weapons, which would be the next suggestion.
One suggestion I could think of is expanding the cargo holds as 500 fighters could eat up the cargo space with just fuel, though I know this is not an extended patrol craft to be sent on it's own, and not have supporting ships. The 2 docking points should cover it though. After rereading it, I see you have the fighter supplies listed in the fighter section. 2 bays with 35000 tons each, so 70000 is plenty. Interesting place to put that information.
Just curious, but given the main weapons as being energy, did you think about using the laser ams on the ship? Or is this design before it came out? Not sure of jump heat and such, but it looks like you have over 12,000 heat you could build an not worry about heating it up. Ie 13,700 double heat sinks, making 27000 heat dissipation with about 14500 heat build up with just the weapons.
You could save some space on fire control systems by moving a few of the pps into the forward sides. It does run the risk of limiting what you can bring to bear at times, but that should not really be that big of a deal. The front sides still covers most off the nose arcs. But just an idea.
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Cray
02/02/16 05:56 PM
72.189.109.30
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I like the purity of design, but I'd point out that the nose-mounted weapons array would only be briefly useful for orbital bombardment. With a stern array, you could hover over the target for days and bombard until you hit the mantle. Kind of impairs its utility as a siege platform, if that's what the name is meant to imply.
Mike Miller, Materials Engineer
Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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ghostrider
02/02/16 06:42 PM
98.150.102.177
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Siege does not necessarily imply constant bombardment. It is more of denial of surrounded forces free access to leave or get things inside the sieged areas. The fighters should be more then enough to ensure a blockade, though only if the number of enemy ships are small.
But it is nice to know you can not sit in orbit and fire the nose weapons at ground targets. I guess the idea of orbit, and powered alttitude holding is not a different concept. I always thought orbit itself was being able to circle a planet with no power needed to keep the distance to the ground. Now I am not sure the distances needed in order to fire weapons at the planet, so that might be where the definitions get confused. But I may be overlooking the use of orbit as a loose term, just meaning anything not losing altitude while in space. I wanted to say falling, but that is part of orbiting. Falling fast enough to keep the horizon as destination, not the surface.
Side question. Can you use broadsides for bombardment, since it seems that would be almost as bad as the nose for this? We can start a new thread if it pulls this away from the ship.
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Karagin
02/02/16 11:37 PM
61.40.222.5
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I wonder what game or universe inspired this one...it is more fitting to WH40K or SW then to Battletech...
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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ATN082268
02/03/16 10:34 AM
69.128.58.222
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Quote: ghostrider writes:
First obvious question. Why all the naval ppcs in the nose? Typo or purposeful placement?
I can understand this being a carrier, so keeping the nose towards the enemy would be a little easier then a normal warship. The fighters would help avoid needing the smaller anti fighter weapons, which would be the next suggestion.
One suggestion I could think of is expanding the cargo holds as 500 fighters could eat up the cargo space with just fuel, though I know this is not an extended patrol craft to be sent on it's own, and not have supporting ships. The 2 docking points should cover it though. After rereading it, I see you have the fighter supplies listed in the fighter section. 2 bays with 35000 tons each, so 70000 is plenty. Interesting place to put that information.
Just curious, but given the main weapons as being energy, did you think about using the laser ams on the ship? Or is this design before it came out? Not sure of jump heat and such, but it looks like you have over 12,000 heat you could build an not worry about heating it up. Ie 13,700 double heat sinks, making 27000 heat dissipation with about 14500 heat build up with just the weapons.
You could save some space on fire control systems by moving a few of the pps into the forward sides. It does run the risk of limiting what you can bring to bear at times, but that should not really be that big of a deal. The front sides still covers most off the nose arcs. But just an idea.
I deliberately put the weapons in the nose to make the carrier a very serious threat beyond its massive fighter compliment. I believe I was thinking about heat issues with the standard AMS and tried the Laser AMS as you suggested, which seems to work pretty well.
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ATN082268
02/03/16 10:36 AM
69.128.58.222
|
Code: AeroTech 2 Vessel Technical Readout * CUSTOM WEAPONS
Class/Model/Name: Siegemaster II Tech: Clan / 3075 Vessel Type: WarShip Rules: Level 3, Custom design Rules Set: AeroTech2
Mass: 2,500,000 tons K-F Drive System: (Unknown) Power Plant: Standard Safe Thrust: 3 Maximum Thrust: 5 Armor Type: Lamellor Ferro-carbide
Armament: 64 Heavy NPPC 96 Laser AMS*
------------------------------------------------------------------------------ Class/Model/Name: Siegemaster II Mass: 2,500,000 tons
Equipment: Mass Power Plant, Drive & Control: 450,000.00 Thrust: Safe Thrust: 3 Maximum Thrust: 5 Kearny-Fuchida Hyperdrive: Compact (Integrity = 47) 1,131,250.00 Jump Sail (Detachable): (Integrity = 9) 155.00 Structural Integrity: 150 375,000.00 Total Heat Sinks: 20,500 Double 19,507.00 Fuel & Fuel Pumps: 48,007.00 Bridge, Controls, Radar, Computer & Attitude Thrusters: 6,250.00 Fire Control Computers: 57,604.00 Food & Water: (750 days supply) 13,875.00 Armor Type: Lamellor Ferro-carbide (8,340 total armor pts) 7,500.00
Capital Scale Armor Pts Location: L / R Fore: 1,840 Fore-Left/Right: 1,500/1,500 Aft-Left/Right: 1,200/1,200 Aft: 1,100
Cargo: Bay 1: Fighters (250) with 4 doors 37,500.00 Small Craft (5) 1,000.00 Fighter/ Small Craft supplies (1) 35,000.00 Bay 2: Fighters (250) with 4 doors 37,500.00 Small Craft (5) 1,000.00 Fighter/ Small Craft supplies (1) 35,000.00
DropShip Capacity: 2 Docking Hardpoints 2,000.00 Grav Decks #1 - 6: (225-meter diameter) 600.00 Life Boats: 309 (7 tons each) 2,163.00 Escape Pods: 309 (7 tons each) 2,163.00
Crew and Passengers: 260 Officers (248 minimum) 2,600.00 1,150 Crew (285 minimum) 8,050.00 90 Gunners (80 minimum) 630.00 100 Marine Battle Armor Troopers/Elementals 700.00 1,050 Bay Personnel 7,350.00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass ------------------------------------------------------------------------------ 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 4 Heavy NPPC Nose 60 60 60 60 900 12,000.00 12 Laser AMS* Nose -- -- -- -- 60 12.00 12 Laser AMS* FL/R -- -- -- -- 120 24.00 12 Laser AMS* L/RBS -- -- -- -- 120 24.00 12 Laser AMS* AL/R -- -- -- -- 120 24.00 12 Laser AMS* Aft -- -- -- -- 60 12.00 1 Lot Spare Parts (1.00%) 25,000.00 1 Large Naval Comm-scanner 500.00 ------------------------------------------------------------------------------ TOTALS: Heat: 14,880 2,500,000.00 Tons Left: .00
Calculated Factors: Total Cost: 7,767,170,520 C-Bills Battle Value: 284,738 Cost per BV: 27,278.31 Weapon Value: 306,312 (Ratio = 1.08) Damage Factors: SRV = 8,800; MRV = 8,800; LRV = 6,933; ERV = 2,778 Maintenance: Maintenance Point Value (MPV) = 1,700,225 (473,500 Structure, 748,125 Life Support, 478,600 Weapons) Support Points (SP) = 1,737,620 (102% of MPV) BattleForce2: Not applicable
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ATN082268
02/03/16 10:42 AM
69.128.58.222
|
Quote: Cray writes:
I like the purity of design, but I'd point out that the nose-mounted weapons array would only be briefly useful for orbital bombardment. With a stern array, you could hover over the target for days and bombard until you hit the mantle. Kind of impairs its utility as a siege platform, if that's what the name is meant to imply.
Originally I was thinking more along the lines against Warships, Space Stations, etc. but I definitely see your point. With the Laser AMS of the second design and moving the weapons aft, I think the third design will be the true Seigemaster I appreciate everyone's constructive input.
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ATN082268
02/03/16 10:47 AM
69.128.58.222
|
Code:AeroTech 2 Vessel Technical Readout * CUSTOM WEAPONS
Class/Model/Name: Siegemaster III Tech: Clan / 3075 Vessel Type: WarShip Rules: Level 3, Custom design Rules Set: AeroTech2
Mass: 2,500,000 tons K-F Drive System: (Unknown) Power Plant: Standard Safe Thrust: 3 Maximum Thrust: 5 Armor Type: Lamellor Ferro-carbide
Armament: 96 Laser AMS* 64 Heavy NPPC
------------------------------------------------------------------------------ Class/Model/Name: Siegemaster III Mass: 2,500,000 tons
Equipment: Mass Power Plant, Drive & Control: 450,000.00 Thrust: Safe Thrust: 3 Maximum Thrust: 5 Kearny-Fuchida Hyperdrive: Compact (Integrity = 47) 1,131,250.00 Jump Sail (Detachable): (Integrity = 9) 155.00 Structural Integrity: 150 375,000.00 Total Heat Sinks: 20,500 Double 19,507.00 Fuel & Fuel Pumps: 48,007.00 Bridge, Controls, Radar, Computer & Attitude Thrusters: 6,250.00 Fire Control Computers: 57,604.00 Food & Water: (750 days supply) 13,875.00 Armor Type: Lamellor Ferro-carbide (8,340 total armor pts) 7,500.00
Capital Scale Armor Pts Location: L / R Fore: 1,300 Fore-Left/Right: 1,320/1,320 Aft-Left/Right: 1,400/1,400 Aft: 1,600
Cargo: Bay 1: Fighters (250) with 4 doors 37,500.00 Small Craft (5) 1,000.00 Fighter/ Small Craft supplies (1) 35,000.00
Bay 2: Fighters (250) with 4 doors 37,500.00 Small Craft (5) 1,000.00 Fighter/ Small Craft supplies (1) 35,000.00
DropShip Capacity: 2 Docking Hardpoints 2,000.00 Grav Decks #1 - 6: (225-meter diameter) 600.00 Life Boats: 309 (7 tons each) 2,163.00 Escape Pods: 309 (7 tons each) 2,163.00
Crew and Passengers: 260 Officers (248 minimum) 2,600.00 1,150 Crew (285 minimum) 8,050.00 90 Gunners (80 minimum) 630.00 100 Marine Battle Armor Troopers/Elementals 700.00 1,050 Bay Personnel 7,350.00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass ------------------------------------------------------------------------------ 12 Laser AMS* Nose -- -- -- -- 60 12.00 12 Laser AMS* FL/R -- -- -- -- 120 24.00 12 Laser AMS* L/RBS -- -- -- -- 120 24.00 12 Laser AMS* AL/R -- -- -- -- 120 24.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 4 Heavy NPPC Aft 60 60 60 60 900 12,000.00 12 Laser AMS* Aft -- -- -- -- 60 12.00 1 Lot Spare Parts (1.00%) 25,000.00 1 Large Naval Comm-scanner 500.00 ------------------------------------------------------------------------------ TOTALS: Heat: 14,880 2,500,000.00 Tons Left: .00
Calculated Factors: Total Cost: 7,767,170,520 C-Bills Battle Value: 284,738 Cost per BV: 27,278.31 Weapon Value: 306,312 (Ratio = 1.08) Damage Factors: SRV = 8,800; MRV = 8,800; LRV = 6,933; ERV = 2,778 Maintenance: Maintenance Point Value (MPV) = 1,700,225 (473,500 Structure, 748,125 Life Support, 478,600 Weapons) Support Points (SP) = 1,737,620 (102% of MPV) BattleForce2: Not applicable
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ghostrider
02/03/16 12:04 PM
98.150.102.177
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I know you wanted to have overwhelming fire power in one arc, so this is more of a question then a suggestion. Would it be a good idea to have atleast one set of ppcs in other arcs incase there is an issue like jumping into enemy units? Or having them jump close to yours?
I know the fighters should be able to handle most anything, so this is probably more worry then it is an actual concern.
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ATN082268
02/04/16 09:00 AM
69.128.58.222
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Quote: ghostrider writes:
I know you wanted to have overwhelming fire power in one arc, so this is more of a question then a suggestion. Would it be a good idea to have atleast one set of ppcs in other arcs incase there is an issue like jumping into enemy units? Or having them jump close to yours?
I know the fighters should be able to handle most anything, so this is probably more worry then it is an actual concern.
Like most units, I think the Siegemaster will be fighting with other friendly units. If the Siegemaster has too take on multiple units, for whatever reason, I think its thick armor will help it survive long enough for it to concentrate its fire on a single target each turn as it spits out its fighters. There are advantages of having all the weapons mounted forward or aft. Forward makes it easier for you keep up with the battle if it shifts forward and aft lets you do the opposite. Especially with its extreme range weaponry and all the fighters, I would imagine the Siegemaster normally operating in the rear of a formation.
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Cray
02/06/16 12:13 PM
184.89.66.202
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Quote: ghostrider writes:
Side question. Can you use broadsides for bombardment, since it seems that would be almost as bad as the nose for this? We can start a new thread if it pulls this away from the ship.
Sure. If the target ground hex on the aerospace map falls in the firing arc and you have sufficient range to get through the atmosphere hexes (need long or extreme capital range weapons), you can move some mud.
Mike Miller, Materials Engineer
Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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Cray
02/06/16 12:15 PM
184.89.66.202
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Quote: ATN082268 writes:
4 Heavy NPPC Aft 60 60 60 60 900 12,000.00
And that'll besiege something on the ground. It's also great for stern chases. A little limited for general purpose combat, but you got fighters to deal with that.
Mike Miller, Materials Engineer
Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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