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Author Topic: Mad Arms Race - Aratam Design Bureau (Fall 1965 - Final Design Phase)  (Read 61433 times)

Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #690 on: September 10, 2019, 02:41:37 pm »

Hi, popping in for the rare bit of GM advice:
You can definitely afford to get more, well, mad here with stuff like the proposed A-8 Azazel. I'm not going to hint/imply/state what in my opinion you should design or how you should design something, but just in MAR stuff on the easier/more mundane side has the tradeoff of affecting the battlefield and whatnot less.
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #691 on: September 10, 2019, 02:50:40 pm »

the A-9 Illuminant is practically one revision away from a viable craft that produces STC.
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I continue to be puzzled by BL's attempts to make Aratam blatantly evil

Maxinum McDreich

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #692 on: September 10, 2019, 06:16:10 pm »

I'd like to have air-craft that's made for atmosphere and spacecraft made for space, so they can be the best at what they do. If we can make an air-craft that atleast challenges firestorms, that'll stretch them thin between 2 theatres, strengthening both for us with 1 tech, since the STOP would have less firestorms coming at them. Also, we can totally make a 5 man or so spacecraft when the time comes, which, armed appropriately, should make mincemeat of the Firestorms.

Can I say again, I can't get over how good firestorms are? :P

Two designs to propose. The first is a new air-craft that was heavily inspired by BL's Illuminant. SO MANY COOL IDEAS IN THAT, MY MIND COULDN'T STOP THINKING! I'm putting this out in a direction I'd like it to see it go, but also because I was so stimulated, I had to write.

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'WT Swallow' A-8 Jet Fighter.

This fighter, to replace the failing Lantern, is a SEEM operated jet. Wanting a fighter no more expensive than the current Lantern if possible, the chassis is smaller than the large air-craft from before. It features 4 layers of recombinated armour. The top, a radar retardant black material, designed to make it harder for the Mereth sensors and computers to lock onto them. 2nd layer is a weaving of heat spreading materials to counter laser fire. Third is a more regular titanium-alloy to counter missile fire. Last is another set of anti-laser weaving. This keeps the fighter far lighter for a similar protection whilst strong and flexible enough for more extreme manoeuvres. Each layer also is littered with sensors detecting air-currents, pressures and the like.

Two plasma jet engines power the plane. Like a normal jet engine, the air is super heated through turbines to create thrust, but instead of regular combustion providing the heat, the Swallow uses plasma. Extra plasma can be directly expelled to create great bursts of acceleration. Synth-oil tanks and 2 GM-BP generators provide the fuel and power. These engines run the length of the side of the plane, jutting out of the back of the plane itself. Alongside the wings sweeping backwards, this gives the silhouette of the Wire-Tailed Swallow that the fighter is named after. The wings themselves are segmented with motors allowing it to flex forwards and backwards to an extent for greater control and manoeuvrability. 2 small reverse plasma thrusters provide strong braking for more outlandish manoeuvres.

The Swallow is armed with a 6 barrelled coil mini-gun that uses recombinated Armour Piercing 6 inch long bullets. Each barrel has a capacitor to keep a steady rate of fire (around 180 rpm) with massive stopping power, but ammunition is limited. On each wing also features a plasma cannon. Basically an upscaled Albatross with only long range mode, this can fire far further balls of plasma than the infantry grade weapon it is derived from. Each features 2 tesla turrets, one above and one below, that 'paints' a pathway to the target for the plasma to follow. By having a constant low electrical charge in the air to the target, the plasma follows the electro-magnetic path set before it, so long as the tesla turrets can keep track of the target. They can also be dummy fired for bombing runs, though it's rate of fire is akin to that of missile strikes.

The cockpit is situated near the centre of the vessel and isn't actually exposed to the elements. The SEEM pilot is, instead, in a modified cryo-stat tank that is linked to every single sensor on the fighter. The pilot within it connects their minds with the fighter, becoming their new 'body'. Wind sensors are felt, gryo-scopes provide a sense of balance. Cameras of many spectrums are perceived and translated by the pilots brain into images they can 'see' as well as their own regular sight. A caveat with the sensors is destruction is merely noted, rather than generating pain. By using previously Guardian astrally charged SPICE, the tank applies a trickle to the pilot in combat, significantly boosting their own astral abilities in both intensity and range. A side effect is the method proved so strong the pilots somewhat 'phase' slightly between Astral and Physical. The effect is a vast reduction of G-force applied to the pilot. This has allowed for the fighter to be far faster and far more agile, pulling stunts that would outright kill a normal pilot. Additionally, the cockpit is surrounded with armour designed to withstand intense heat, explosion and shrapnel incase the air-craft is destroyed, falling a great deal before deploying parachutes to protect the pilots. An experienced pilot becomes a massive asset with a craft that tries to give the pilot as many toys as possible.

The pilots themselves have to undergo training to get used to the 'body transition' and the mental strain of intense combat in this mode (this mental strain is comparable to those involved in extended sports if they've mastered the transition.) Ace pilots are expected to be especially dangerous and have some leeway for customising their own fighters to fit their personal style. Since the training is long, it's expected first deployment will be in lower numbers before going to normal SEEM levels the season after as more pilots become available. Guardian usage can be tolerated if they are significantly superior than SEEMs, since their physical superiority means squat in the air. However, since one was able to phase the entire fighter briefly, that could possibly prove to be the case.


My 2nd idea is a new armour 'plating' or coating to try and reduce Mereth's laser's effectiveness across the board:

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'Mirage' armour coating.
Focussed and precise recombination techniques have been used already for electronics and the materials themselves already throughout the Aratam military and civilian sectors. Using that technique, engineers and scientists were tasked with creating a applicable armour coating that could counter Mereth laser fire. The result is a crystalline structure of silver and glass on a near microscopic level. These crystals redirect and refract the light to each other all the way around, significantly reducing laser effectiveness. A thin layer on infantry clothing and equipment can stop a laser from being fatal to a light burn, buying precious seconds to move to cover or merely to keep the laser from hitting the same spot. The point of impact does vaporise relatively quickly, so being hit on the same spot again would provide no protection, but it's decent. A thicker layering was put on vehicles and the STOP's to withstand the heavier lasers often focussed on their positions.

Two side effects were found: 1 is, anything coated by the Mirage felt like a shark's skin for infantry grade, or a cheese grater for vehicle grade. 2nd is how light in general goes all the way around. This means the viewer often sees a distorted view of what's behind the target they're aiming at, making them partially invisible. A whole horde of vehicles on a plain at a distance makes it look like a mirage, where the name is derived from. A heated day at that range actually makes them visually invisible. Due to this effect, very light layers were put on missiles to see if they could be made nearly impossible to spot before impact.

Air-craft proved low priority, and were not investigated at this time, though future air-craft could make use of the Mirage. Currently, all ground vehicles, infantry and the STOP can upgrade with a coat of Mirage Armour.
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Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #693 on: September 11, 2019, 08:40:44 pm »

Proposal: A-8.8 "Sol Invictus" LEO ECM Fighter

We expect the Sol Invictus to be a sufficient solution to a number of problems presented to us by Mereth.

The Sol Invictus is a relatively (for Aratam) small, nimble aircraft, and casts a unique shadow thanks to it's use of canards as well as forward-swept wings stemming from practically the rear of the aircraft. A pair of independently adjustable three-dimensional thrust vectoring plasma engines bring up the rear of the craft and, when paired with the slender, streamlined design of the Sol Invictus, allow unprecedented levels of maneuverability and agility.

The aircraft is remarkably easy to control, as we've spent a large portion of time perfecting a fly-by-wire system that utilizes a completely electronic interface with easy-to-read digital panels, displays, and gauges, and adjusts the angle of the engines based on a number of variables including but not limited to speed, altitude, and pilot commands. This allows our pilots to perform complex maneuvers with ease, and makes anything less seem routine. 

Weaponry for the Sol Invictus includes a pair of hardpoints beneath the fuselage as well as two pairs of Rapidfire Plasma Cannons integrated into the fuselage, one pair above and one beneath each of the canards. The RF Plasma Cannons include a series of magnets and mechanisms designed to increase the cohesiveness of an individual burst of plasma to allow the weapon to fire more like a standard cannon as opposed to sweeping a beam across the skies.

The canopy uses recombinated aluminum silicate and fused silicon for thermal protection while maintaining visibility, and utilizes a holographic display similar to the STOP to keep the pilot constantly updated and aware of their surroundings. Sensor equipment is upgraded to provide more accurate readings than currently available in the STOP.

Within the nosecone of the Sol Invictus is the ECM equipment, dubbed "Mercury". There are two important functions of the Mercury:
a) Active signal scrambling triggered by the pilot that reduces the Merethian's ability to detect the craft electronically by mimicking detected signals and retransmitting it in order to alter the received information. While not near perfect, the point of this subsystem is to provide false information for the ORACLE-A to sift through.
b) Jamming of individual Merethian aircraft Ravenmind's wireless communication by transmitting a ludicrous amount of radio signals in a targeted beam. While we expect the Ravenmind will still be able to control it's Firestorm, communication to other Ravenminds and the infernal ORACLE-A should prove very difficult.

Armor is light, and focuses on reflective and heat-resistant properties.

The cockpit itself forms an airtight seal and a life support system is designed to provide breathable air for the pilot for a couple of hours past maximum flight time. This is because the Sol Invictus is designed to engage targets both inside and out of Earth's atmosphere. The focus on heat-resistant properties, while we certainly expect it to be advantageous against the Merethian light-based weaponry, is to ensure survivability and functionality of the aircraft upon reentry should it, say, need to chase a Firestorm down out of orbit or intercept an unsuspecting Skyranger.

----------------

I've spent too much time on this already. If I think of something to add or change later I will, but until then feel free to shit all over make suggests for or discuss the proposal.
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #694 on: September 13, 2019, 03:07:35 am »

Arcwing Duelist 'Phosphor'

Building upon the tendency for plasma cannons to produce unstable convection cells of immense destructive power, the Phosphor is designed to manipulate stable convection cells wrapped around electromagnetic spokes *as wings*. By wrapping the condensed plasma in on itself in this way, an aerodynamically perfect surface can be formed to allow for travel far exceeding the speed of sound. So terribly strong is the cell that it can even be used as a weapon, cleaving through anything it touches with the heat of a star. Destabilising such a cell is possible, but more difficult than destroying the Phosphor itself. Snd no easy task is that, as with the relatively skeletal wings armoring themselves in plasma all the recombinated metal armor can be layered over the fuselage. The Phosphor carries no other weapons, but nonetheless significantly outguns a Lantern.

The other systems onboard the craft largely consist of an oversized GMBP reactor and engine assembly able to top out around Mach 3, a STOP beacon for "bombing" runs and a full-immersion cockpit resembling a Cryo-State pod without life support beyond an oxygen supply. This immersion pod (and the Baseline enhancements) allow the pilot to endure humongous G-forces that would crush any ordinary pilot. As such, the Phosphor is able to perform bone-crushing maneuvers at full speed to throw out plasma ribbons from its wingtips. In particular, a corkscrew is a strong offensive and defensive move for preventing lasers from burning through any one piece of armor and flooding the immediate area with a wake of plasma ribbons.
« Last Edit: September 15, 2019, 02:24:28 pm by The Ensorceler »
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Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #695 on: September 13, 2019, 09:48:12 pm »


Quote from: Fate
11-X “Fate” (Fantasmically Accelerating Tarzanian Enzyme)

A bit of history for those unfamiliar with our beginning in the Astral:
Compound 42-B “Spice” is the backbone of all our research into the Astral, and all our bio-chemical processes are primarily based off of the designs that Spice enabled.

The eleventh Iteration of the X-series of Petro and bio-chemical refining has resulted in compound “Fate”. In the same way that Spice has become a backbone for our astralogical research, Fate is the pathway for biochemical augmentative research, just as the Fury should have been.

We are standing on the shoulders of Giants, to make Giants.

Fate is a universal catalyst, a sort of super-science (it violates traditional scientific principles the same way Spice does.) chemical that allows the "clean" and efficient installation and utilization of both biological and non-biological hardware to be grafted on any individual compatible with FATE. Its foremost use is in the DREAMER Program:

The evolution of the perfect soldier, in the same sense, that the golden-eyes created the SEEM. The first creation of utilizing Fate-Catalyzation are Dreamers.

When an applicant enters the tank for the Dreamer Program, they will never wake up again. As Golden Eyes and SEEM are looking through a window to the Astral, and the BFG standing upon a bridge between the Astral and the prime plane, the Dreamers are individuals who view the prime plane through the window from the Astral. They are always dreaming, and they do so with their eyes and ears open. This perspective shift means that psychologically, they are not human anymore. This comes with advantages.

This shift in perspective allows for incredible tolerance of organ and brain damage, as it takes a while for their damage to catch up to their astral reflection, allowing a Dreamer to quite literally fight until they are blasted apart.

The psychological changes necessitate an upscaled platform to handle the energy demand a shifted mind generates, which the perspective shift also allows. This process requires a body-wide physicochemical augmentation-- ie an extended period of vat time.

This vat time is dedicated towards poly-recombination and metal-depositing over the entire body as well as the creation of new synthetic tissue. Note that this process is almost exactly how the Iron Legion Project created their failures. The difference is in the deposition process and the fact that we are now able to complete much, much finer control over macro-scale augmentations: It is simple enough to set up a demi-stable reaction that continues the augmentative process with only monitoring, rather than active participation on the technicians part. This prevents the downfall of the Iron Legion program, where the bodies of applicants were micromanaged to the point where they cannot function outside of the tube. One still floats in our labs as a reminder to set up a process, rather than manage one.

Physically, a Dreamer has a mans silhouette, a grey almost metallic palor on their skin. They bleed orange, mostly due to the introduction of nanocomposite-iridium platelets produced instead of traditional blood to keep up with the oxygen demands of the Dreamer. Their bodies are almost entirely known to us, and with this fact comes with the assurance that a Dreamer could be pieced back together and brought back to the front lines where a machine would be considered dead. Compared to a Bear unit, they are larger, standing at roughly 2.6 meters.  combat trials put the Dreamer as roughly equivalent or even superior to a Bear in hand to hand combat.

It might even be able to beat a Grizzly, as a Dreamer is every bit as graceful as the human form it inherited, and more.

There is only so much we can do with bio-chemical treatments before worries are created over whether it differs enough from the base-line that such an alien being can function in an inherently human-led force. Dreamers are especially reliant on the astral senses that their kin relies on, but they do not have that same accuity in terms of manipulation that allows precognition and summoning. Different parts of the brain are engorged with astral material in comparison to the other projects, and the astral consciousness attached reflects that.

What we have is a soldier who dwarfs a powered armor unit and can survive the augmentative procedure required to do so. A soldier who has pinpoint control over its motor functions and a durability unmatched. They are designed as heavy weapon wielders, sniper teams and as CQC combatants. They are incompatible with Spice, but they might be able to take Fury.
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Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #696 on: September 16, 2019, 02:03:53 am »

Quote from: Vote Tank
Force Screens(0):
'Furnace' Plasma Interceptor(1):Rockeater
A-9 'Illuminant' Interceptor(1):Blood Librarian
A-8 'Azazel' Jet Fighter(0):
A-8 'Swallow' Jet Fighter(0):
A-8.8 'Sol Invictus' LEO ECM Fighter(0):
'Phosphor' Arcwing Duelist(1):The Ensorceler
11-X 'FATE' Drug/'Dreamer' Program(0):
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Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #697 on: September 18, 2019, 12:39:44 pm »

Quote from: Vote Tank
Force Screens(0):
'Furnace' Plasma Interceptor(1):Rockeater
A-9 'Illuminant' Interceptor(1):Blood Librarian
A-8 'Azazel' Jet Fighter(0):
A-8 'Swallow' Jet Fighter(0):
A-8.8 'Sol Invictus' LEO ECM Fighter(1): MoP
'Phosphor' Arcwing Duelist(1):The Ensorceler
11-X 'FATE' Drug/'Dreamer' Program(0):

Furnace is bad in that it's weapons kill the engines while being used (good luck tracking a target with your beam when you can't control yourself), Phosphor is bad because it's a melee plane, and the Illuminant is designed with no plans to land ever. Therefore I am spreading our votes even further.
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Rockeater

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #698 on: September 18, 2019, 12:52:38 pm »

Quote from: Vote Tank
Force Screens(0):
'Furnace' Plasma Interceptor(0):
A-9 'Illuminant' Interceptor(1):Blood Librarian
A-8 'Azazel' Jet Fighter(0):
A-8 'Swallow' Jet Fighter(0):
A-8.8 'Sol Invictus' LEO ECM Fighter(2): MoP, Rockeater
'Phosphor' Arcwing Duelist(1):The Ensorceler
11-X 'FATE' Drug/'Dreamer' Program(0):
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #699 on: September 18, 2019, 03:07:54 pm »

I feel like with our orbital capacity (a space elevator), we should have an easy time creating a space-bound plane that never lands.
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I continue to be puzzled by BL's attempts to make Aratam blatantly evil

The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #700 on: September 18, 2019, 04:49:08 pm »

As a note, the Furnace doesn't kill the engines to fire its weapons normally, it kills the engines to temporarily swap to massive overkill instead of carrying bombs. Compare to the A-10 Warthog, a plane so heavily armed that the recoil from its minigun can push it backwards with the engines running and easily saws light tanks in half. That is not a downside and is not written as such.
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Talion

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #701 on: September 20, 2019, 10:56:09 am »

Quote from: Vote Tank
Force Screens(0):
'Furnace' Plasma Interceptor(0):
A-9 'Illuminant' Interceptor(1):Blood Librarian
A-8 'Azazel' Jet Fighter(0):
A-8 'Swallow' Jet Fighter(0):
A-8.8 'Sol Invictus' LEO ECM Fighter(3): MoP, Rockeater, Talion
'Phosphor' Arcwing Duelist(1):The Ensorceler
11-X 'FATE' Drug/'Dreamer' Program(0):
[/quote]
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Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #702 on: September 24, 2019, 09:01:01 pm »

Could our revision try and make some type of shuttle or intra-orbital craft so we can go to the moon?

Quote
Force Screens(0):
'Furnace' Plasma Interceptor(0):
A-9 'Illuminant' Interceptor(0):
A-8 'Azazel' Jet Fighter(0):
A-8 'Swallow' Jet Fighter(0):
A-8.8 'Sol Invictus' LEO ECM Fighter(4): MoP, Rockeater, Talion, Blood_Librarian
'Phosphor' Arcwing Duelist(1):The Ensorceler
11-X 'FATE' Drug/'Dreamer' Program(0):
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Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #703 on: October 19, 2019, 06:25:26 pm »

Mistake post. Please ignore.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1965 - Design Phase)
« Reply #704 on: October 19, 2019, 08:43:47 pm »

Design: A-8.8 "Sol Invictus" LEO ECM Fighter
(Normal) (3+3)= 6: Above Average

Being something other than a flying super-tank, the Sol Invictus represents quite a departure from Aratam's aerial strategies to date. It's not as much an iteration of the Lantern as an amalgamation of space-and-air technology Aratam has developed recently; the Meteor and STOP being the most notable contributors technology-wise. It does not look like any known aircraft, but that's kind of normal. Commanders still grumble about Mereth's 4-winged aircraft.

"Plasma" being a common theme in the Sol Invictus, engineers early in the process ended up doing away with the proposed separate plasma engines and plasma cannons. Instead, a large portion of the craft's interior houses a single large somewhat-cylindrical-shaped Reactor engineered to focus more on plasma generation rather than power (though it still provides enough power for the craft's operations -- it's not that much of a power-hog). Magnetic conduits safely siphon plasma away to multiple points where it can be used for other purposes.
Like the two thrusters. While not generating their own plasma, they maintain excellent three-dimensional thrust vectoring and just excellent thrust. They give the Sol Invictus absurd agility, speed, and acceleration. While our fighter isn't as agile as Mereth's spacecraft -- due to the thrust vectoring being entirely focused on the back of the craft -- and can't exactly hover or perform literally any turn or maneuver ever, it does have VTOL capabilities. It also has what the propaganda marketing internal presentation department likes to call infinite range.
It doesn't really, but it can fly for an extremely long time -- even at the highest speeds. This is where our craft excels. Its top speeds don't reach those of the fastest Merethan craft, but it doesn't have to handicap itself for fuel concerns in any way and can stay in the air much longer regardless.

The other use for the plasma is the single Rapidfire Plasma Cannon. It's very high-tech and is based off of existing plasma weaponry and is a wonder of science of course, but in layman's terms it uses fast-spinny-magnets to shoot plasma in discrete burst projectiles rather than a solid beam. It can shoot fairly fast and does a lot of damage buuuuuuuut...
A.) It produces a lot of plasma "waste" -- a lot of plasma is lost in the firing and instead dissipates "harmlessly" in a low density cloud immediately in firing. This combined with projectile speed does mean that a RF Plasma Cannon actively firing requires a throttle of plasma sent to thrusters. Still respectable max speeds and it doesn't slow down to the new max speed instantly, but worthy of note. This does not affect fuel efficiency to any notable degree, at least.
B.) While we have iterated on our plasma cohesion methods (currently based off of a version of some Tesla Rifle tech), they aren't 100% ready for this. Plasma cohesion rapidly decreases as the projectile travels compared to the beam method. This isn't strictly a bad thing. It does decrease effective range by a significant amount compared to what we potentially could have obtained, but the scale involved still ensures a range that will be useful in aerial combat. The "loose-bundled" nature of the projectiles allow them to effect large areas of surface on hit, which combined with rapid fire can lead to very quick melting-through of huge chunks of Merethan armor. So we made an air shotgun, basically.

The aircraft also has two hardpoints to be used as seen fit.


Now, the advertised feature: the "Mercury" ECM equipment. Using sensor tech progressed from that on the STOPs, we have managed to create an ECM package that can detect and poorly mimic certain signatures to Mereth's own sensors. Admittedly Mereth is significantly better than us in both conventional communication and sensor technology; that and just the general difficulty of such a task did hinder us to a degree. But not enough.
For lack of better words, Mercury basically blurs the craft to most Merethan sensors. At enough range, this can increase their computers' uncertainty over the craft being a target to the point where they can't reach a definitive conclusion. At close ranges, it can make exact target recognition more difficult -- meaning that hopefully a Ravenmind-controlled gimballed laser wouldn't be able to focus on one millimeter of armor throughout an entire battle.
Alternatively, the Mercury can locate Merethan communication signals and flood them out. This cannot be done at the same time as the passive blurring and requires line of sight to a specific Merethan target to isolate. Merethan Ravenminds are actually surprisingly robust in dealing with disruptions in bandwidth, unfortunately. A target Ravenmind isolated using the Mercury is still able to maintain external communication, though seems to prioritize and limit information it's receiving/sending. If we were to target a Merethan Ravenmind-powered aircraft with Mercury isolation, it would likely be unable to transmit exact data such as specific targets and their exact predicted headings and whatnot, but it could still maintain general network links and communicate vital information.

So in summary, the Mercury can do one of two forms of ECM at a time: Disrupt and mimic sensor signatures to reduce detection range of the craft hosting the Mercury module, or prevent a single target from communicating precise data (though still allowing it to communicate in limited bandwidth). It also doubles as general-use sensors as it already has those to perform its other functions.


The canopy does use... sigh, transparent aluminum. We were going to just use recombinated glass like normal people but some engineer down in that department apparently "suddenly" had an idea for recombinated transparent aluminum. We're pretty sure he stole the idea from somewhere else, but the material is quite effective. The canopy is just as armored as the rest of the craft. Which... isn't much compared to the kind of guns the other guys have, but still. Data from the Mercury module is sent here and overlaid over the canopy. Still nothing too fancy, but it can highlight detected targets. Our conventional sensors are still significantly worse than Mereth's, but this should at least slightly decrease the huge gap.
We have also introduced much more intuitive fly-by-wire controls to complement the canopy display. A pilot does not need to be SEEM to be able to fly a Sol Invictus, though it definitely helps. Complex aerial manuevers can be performed with greater ease as the electronics take in a small amount of sensor data to aid the pilot in precise adjustment of thrusters.

Armor, as mentioned, isn't too heavy. For Aratamite aircraft, at least. It can keep the craft running through some weapons fire but is nowhere near the level of sheer tankiness exhibited by the Lantern. It prioritizes heat resistance which is effective against Mereth's weaponry and for atmospheric reentry. The cockpit is sealed and limited life support is provided.

Yes, the Sol Invictus can enter space and orbit the planet. It just... can't navigate that well outside of our atmosphere and takes a while to reach orbit. And actual orbiting is impossible for the conditions this aircraft will be deployed in. Relatively poor communications means it can't easily coordinate with ground control (which still wouldn't be able to act particularly fast with our current capabilities) and neither the craft nor its pilot can perform the needed computation to reach a stable orbit. Much less to reach the moon. Fuel still remains a relative non-issue in space, especially with the limited time that can be spent there. Sub-orbital trajectories can easily be achieved without massive losses in fuel. Re-entry can be done likely faster than Mereth's own craft as our armor is quite proficient at dealing with heat.


In summary, this is a tremendously effective aircraft. It's not as fast or agile as Merethan aircraft/spacecraft, but its extreme endurance more than makes up for the inability to fly at higher speeds for a few minutes. It can enter space and re-enter the atmosphere, though due to inability to calculate orbital trajectories on the fly we only really recommend this for carefully planned-out-in-advance missions and for pursuing targets entering or exiting the atmosphere.
Its built-in Rapidfire Plasma Cannon is very effective, though notably decreases acceleration when in use and has a mediocre range relative to aircraft weapons.

It'll be of massive utility, but we doubt it'll change the face of airborne warfare.


It will cost 4 Ore and 4 Oil to manufacture the Sol Invictus, making it Expensive though just one ore off from being cheap. The Lantern is being phased out of production and use (and listing in Designs) as it is completely superceded by this.

Spoiler: Designs (click to show/hide)

The Revision Phase of Spring 1965 has begun.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!
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