KitK
01/26/11 03:54 PM
128.233.4.249
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My Blurb: This spawns from a thread under Designs. I am still working out some logistic aspects of moving and RCT from that discussion. But I wanted to get 1 of my 2 base designs posted for comments since this is my first attempt at dropships. I am curious if it is well enough armed and armored? Fast enough? An actual viable design? Did I screw up the math? So, I have applied it here to moving a mixed-arms mercenary BattleMech company. I am shooting for a long-range dropship that is tough enough to reliably get its cargoes to the suface. I've tried to account for consumables as well as additional crew that I thought would be sensible to have aboard.
Enmity Dropship Mercenary Configuration
Weight: 7500 tons Structural Integrity: 30 Structural Integrity Weight: 450 tons Controls: 57 tons
Armor: 75 tons __Nose:19 tons __L/R: 19 tons __Aft:18 tons
Fuel: 368 tons Strategic Fuel Use: 200 days Fuel equipment: 7.5 tons
Safe Thrust: 4 Maximum Thrust: 6 Engine weight: 1950 tons
Heatsinks: 260 __145 tons + 115 engine heatsinks
Minimum Crew: 6 __Captain __Co-Pilot/First Officer __Navigation Officer __Chief Engineer __Quartermaster __Head of Security/Fire Control
Minimum Gunners: 7
Additional Crew: __Field Kitchen: 3 tons, 3 Crew __Medical Theater: 3.5 tons, 5 crew __Dropship Astechs: 6 (Chief Engineer is the lead Tech)
Passengers: __Mechwarriors: 12 __BattleMech Bay Techs: 12 __Aerospace Pilots: 2 __Aerospace Bay Techs: 2 __Light Vehicle Crew: 24 __Light Vehicle Bay Techs:6 __Heavy Vehicle Crew: 14 __Heavy Vehicle Bay Techs: 2 __Foot Infantry: 28 __Foot Infantry Bay Techs: 1
Crew & Passenger Quarters (Using quarters instead of bays saves 135 tons) __Officers Quarters: 35 (350 tons) __Enlisted Quarters: 95 (665 tons)
Weapons Systems: All six weapon bays contain: __2 PPC __2 LRM 15 w/3 tons of ammo __1 AC 20 w/4 tons of ammo __1 SRM 4 w/1 ton of ammo
The Nose also holds: 1 Long Tom Artillery Piece /w 5 tons of ammo
Total Weapons & Ammunition Weight: 371 tons
Escape Pods: 4 @ 28 tons Life Boats: 16 @ 112 tons
Cargo Bays: 1 BattleMech Bay (4 doors): 12 BattleMech Cubicles (1800 tons) 1 Aerospace Bay (1 door): 2 Aerospace Fighter Cubicles (300 tons) 1 Vehicle Bay (2 doors): 6 Light Vehicle Cubicles (300 tons) & 2 Heavy Vehicle Cubicles (200 tons) 1 Infantry Bay (0 doors): 1 Foot Infantry Cubicle (5 tons) 1 Cargo Bay (1 Door): 2 Cargo sections (130 tons consumables and general & 180 tons general)(Total Cargo 310 tons)
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KitK
02/03/11 12:28 PM
128.233.4.148
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I've come across a few significant flaws myself.
First is the heatsinks. I thought I had read that I had to have enough heatsinks to fire all the weapons. But this seems to only apply to conventional fighters. I can't fire weapons to the point that it causes an overheat, but I don't have to heatsink an alpha strike. Nor do I think I need to. I figure covering four firing arcs should be more than sufficient.
The second thing is that the artillery piece may be questionable. I didn't find an option for an artillery grouping. It also pushed the design out of the Tournament Legal category (although the cannon Fortress appears to have a Long Tom). But there may have been some rules revisions around artillery with its placement in TachOps.
KK
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