Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 69 70 [71] 72 73 74

Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 83351 times)

TricMagic

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Design Phase)
« Reply #1050 on: January 18, 2020, 07:54:43 pm »

Note we can build it on the moon to solve the whole Exit issue. Though I admit it most certainly could manage exit.


HERMES- Halo Event Reaction & Mechanics Estimation Software

This might do for it's computing system. Kinda a small-scale Oracle. Which is something a Boundary Class can fit inside with our engineering/computer experience.


Halo Laser

A ring set on a side. Cyclical Magmagel powers a laser that can concentrate a continual stream of light upon distant targets. Low power, but at the point the light intersects, everything is destroyed from the colliding laser's light.

Needless to say, it needs plenty of continual power, but is low-heat and surprising low cost for something that can eliminate hostiles. HERMES main weapon of choice for being able to predict where a target will be, allowing the colliding light to show it's effects.

Each ring is 6 meters in diameter, with the ring's crystal cover being 1 meter in width. The combined laser fire is thanks to mechanically changing the angle of the energy feed which pass through the cover to become lasers, and the cover's quality. When not in use, Halos are covered with a retracting armor piece like a bug shell. Somewhat obviously a complete upgrade over Claw range of effect, and stronger too, with the effect like being hit by a Talon Blast. Not all that great at point defense though, so Claws still have some use.


LIDAR Detection: Simple pannels on the Boundary which are used to scan for enemies and the area around them at range. Makes full use of the energy Fusion grants to get near infinite range on the LIDAR, allowing perfect detection of solid objects in space and distances. There is a range issue in that at a certain point, it no longer can return though, so no seeing something all the way around Mars. Perfect for spotting something from the moon's orbital line though, or Earth's.
Logged

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Design Phase)
« Reply #1051 on: January 23, 2020, 10:29:30 pm »

Quote
Design: ME-SCS-65 AURORA
(Normal) (4+3) = 7: Superior Craftsmanship

Politicians were infuriated when they heard an engineer mention we allegedly played up the scientific utility of AURORA for funding reasons. They stepped down and gave us more money when a few rogue engineers threatened to start writing reports entirely using acronyms. Not that we would ever do that.
Good thing for them, since the AURORA is quite the design. Simple and utilitarian, sure, but effective. Because ultimately, AURORA is a box. A big unpressurized box. Cryogenic LH2/LOX rocket engines propel it at a Slow speed, and you can put things in the box. Including cargo, and places where those darn-atmosphere-needing-humans can live. It has a decent radio for communication too. Absolutely no armor; tissue-paper hull. When thrusters are inactive, Solaris powers everything.


...OKAY, we lied about it being a box. It's more like a relatively thin tube, with modules fitting below and slightly around it. It is a box when all modules are installed! Importantly, these modules can be easily unlocked and unattached. A module slot can also dock a smaller ship to it instead. We have three module slots at the moment. When someone saw a depiction of one of the final revisions, they started babbling about controlling the stars? They're... fine now. For someone in the design division, at least.

This other bit was intentional. We meant to do this. We definitely did not accidentally change the scale of the mock-up drafts down after printing the cargo version. The combat drone is much smaller than the cargo AURORA. Tiny, even! We even made a smaller Ravenmind (no orbital navigation, etc.) for it. And naturally, when you have drones and a big box, you're inclined to ask: what if we put the drones... inside the big box?

The Drone Bay fits 6x AC/DC vessels (Aurora Combat/Drone Cadre). Every AC/DC has an assigned slot, where they are resupplied. Repairs must be done manually by a pressure-suited-human, though. Drones deploy and return to the ship via launch tubes that can quickly "suck in" and align returning drones or fling out deploying drones to avoid a slow launch.

Oh yeah, the Fleetmind. That's a thing. It's a scaled-up improved version of the Ravenmind. Not a human permanently embedded with the ship systems. Why do people keep on asking that when they hear the name? It has all the standard Ravenmind features, but the Fleetmind also has independent course plotting. While it's not (near-)instant like the ORACLE-A, it can plot orbital courses by itself entirely. Fleetmind expertly pilots the ship, to the point where we haven't implemented human pilot controls. Crew, if present, can micromanage to their preferred level but in the end the actual flying is done by Fleetmind. The ship intelligence can communicate with a crude and barely legible but COOL synthesized voice, to keep everyone updated.
Fleetmind is, to a minor extent, capable of judgement calls. Really, all we did at the technical level is improve the prediction ability based on what we've learned (still not ORACLE-A level, but impressive regardless). Then we tried to get it to predict itself. From here, we could just do a bunch of messing around on all levels to eventually achieve our goal. Fleetmind is not a purely reactive entity, and effectively plans ahead towards an arbitrary goal. It does not learn, no.

The base AURORA is not meant for humans at all. Just a few maintenance pathways, but no pressurized areas. Starnauts are resigned to the habitat module, which can hold 8 humans for up to a week. Longer if a cargo module has extra supplies.


Related to this design, the military makes the official decision to consolidate all space-related assets under a new branch. Going along with the theme established by "Starnauts" along with what will naturally happen as a result of this war, it is named "Star Control". That person who talked about controlling the stars may have had something to do with this name, despite our best efforts. Star Control's command structure is located at the MAGMA Starport, formally (and still operating on the side as) a ORACLE-A node.


New variants can be introduced later, along with modules or other improvements. But for now, we have two variants:
AURORA-B(arge). The Barge is equipped with two Cargo modules and one Habitat module, allowing for bulk transport of personnel and materials for either TC or troop/materiel transport. 3 Ore, 2 Oil, and 1 Magmatite, making itCheap. The Barge gives +2 STC that stacks with the Starknight, as they fill different enough roles. No increased region rating, but people have some ideas to accomplish that with the AURORA.
AURORA-C(arrier). Carriers have two Drone Bay modules and one slot left empty to allow for transport of Firestorms/Starknights by docking to it. 4 Ore, 4 Oil, and 3 Magmatite, making it Expensive.

The AC/DC design is considered separate from the Aurora for tracking purposes. It has its own price, which is included in AURORA-C's price.

Spoiler: Designs (click to show/hide)

The Revision Phase of Summer 1965 has begun.
« Last Edit: April 30, 2020, 03:50:36 am by Chiefwaffles »
Logged
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!

Madman198237

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1052 on: January 23, 2020, 11:34:01 pm »

So by not gaining a Lunar Region Rating we don't need to spend a Magmatite on that (obviously), which leaves us in the frankly hilarious position of staring a HUGE number of cost decreases in the face. However, we could use a Cheap air support option (to overwhelm their ECM-capable fighters and saturation-bombard the ground with guided weapons), so let's cheapen Blizzards.

How we go about that, though, may be interesting. For instance: We may wish to do the following, and revise GOFAST to remove its own Oil cost or reduce the overall Oil costs of things that use it, in exchange for a Magmatite cost (And a boost in power, hopefully, since special resource and the DUC and many turns since the invention of GOFAST).

Quote
GOFAST-2, GOING FASTERTM (Gelatinous Oxidizerless Fuel for Aircraft, Ships, and Tanks, version 2, Greatly Optimized for Improved Nonaerobic General Fuel Applications and Space Transportation of Essential Resources)
Based on GOFAST-M, GOFAST-2 is meant for things that need to Get GOING FASTERTM. It supplants most of the more conventional compounds that utilize rather limited Oil-based chemicals for additional Magmatite-derived compounds, leveraging all our experience to pack ever more energy into ever less propellant. GOFAST-2 is more efficient that GOFAST-M, allowing various designs presently using more Oil than readily available to use less fuel for the same performance characteristics and endurances. Special care is taken to ensure general capability with all present GOFAST engines and other systems. This increased efficiency is provided mostly by making it, pound for pound, an even better fuel. It has, after all, been some years and many Magmatite (and general DUC) discoveries since the original chemical was formulated. We can do better.

We hope that the DUC is happy to finally be able to revisit their first-ever production, and impress us with their experience to improve the original product to a more suitably modern and powerful one, especially given the enemy's recent unfortunate successes in deploying very powerful drive technologies that we must remain competitive with.


However, if we don't really want to get all that extreme, we can also just try to focus on cheapening and improving Blizzards.
Quote
ME-LRMA-65 "Whiteout"
The Blizzard is rather dated, so a comprehensive update program has been aimed at bringing it into the modern era of missiles and large numbers of armed hostile aircraft intent on shooting it down. The design was altered enough, however, that a new designation was necessary as the new aircraft does not quite fill the same role as the Blizzard, and so "Whiteout" was chosen as the new designation. Updated aT-J65gi engines utilize smaller amounts of GOFAST-M and are tailored for more efficiency at the same performance, aimed at reducing its rather burdensome fuel costs. To further cut fuel costs, the range is reduced to that necessary for entirely land-based operations, as we do not expect to be fighting with Blizzards over the open ocean. The CLAW turret is upgraded comprehensively to Firestorm Optical CLAW standards, and instead of a Birdbrain a version of the AC/DC drone's wall outlet mini-Ravenmind is integrated to control the turret and replace the Birdbrain pod in controlling the missiles. The missiles are of course retained and a fast pass over the entire vehicle is done to tighten up aerodynamics and add some amount of COMBAT protection around the pilot and new combat computer.
« Last Edit: January 23, 2020, 11:45:50 pm by Madman198237 »
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Failbird105

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1053 on: January 23, 2020, 11:49:23 pm »

So, to summarize the cost decreases we will be seeing come combat;

Cheap SPACEMARINEs,
Cheap Grizzlies,
Expensive Starknight
Expensive Firestorm
Cheap Skyranger(it should be Expensive currently)

Logged

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1054 on: January 24, 2020, 05:55:39 am »

Note - it's only somewhat implied, but AC/DCs don't have terrific ammo capability. It's a small package and Magmagel storage is effectively the first to go. It does recharge with alternators in the rocket engine, but not instantly so a bit of delay is introduced on top of the existing cooldown delay. Also relevant is that the TALONs make up a good portion of the drones and thus are more likely to be hit. Which is a problem, considering they tend to explode when that happens.
Finally, they're relatively tiny but not in absolute size. For a super rough estimate since I'm allergic to hard numbers, I want to say about the size of a larger motorcycle.

And now, IC stuff I forgot to wisely didn't for my own reasons, include in the design post:


Our N-Scientists have been investigating sudden widespread reports of unusual occurrences from Volunteers. A sinking feeling was had when we noticed the divided groups of Volunteers -- for more manageable research of the event -- juuuuust so happened to always have 8 members each. Terrific.
Preliminary reports confirm the suspicions which we really were hoping to not be confirmed. In some way or another, every single Volunteer's recollection involves the number eight becoming annoyingly relevant. Why? Who knows! Reality is a cruel joke and we're the butt of it.

A good portion of those affected have not ever gone into orbit or the moon, differentiating this from past surfacing of the number-that-shall-not-be-named. We've narrowed down these happenings at least. The "sightings" happen in a near-simultaneous fashion over the course of an hour and may be vaguely connected to geographical area in who experiences them but otherwise seems random in those affected. We've identified 9 (HAH!) different events, starting a good bit into this season and as far as we know continuing to this day. When and how the events occur, though? Completely arbitrary. Maybe. As always, we have no actual idea.

None of the N-Scientists think this will end up directly affecting us or Mereth's military for now, but it's worth bringing up.
Logged
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!

TricMagic

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1055 on: January 24, 2020, 06:22:54 am »

AURORA-A(ssault)

A comprehensive series of defenses, an Attacker kit includes 1 Claw Defense System, 1 Kinetic Cannon for orbital and orbital to ground attacks, and 1 Command Node, which is a combination Control Center and living space.

The Command Node makes use of Fleetmind Command. Put simply, it can contact the Star Command on the ground, as well as other space assets with a long-wave radio. Unlike Fleetminds, it is also capable of calculating orbital trajectories(though not long-term flight plans) based upon input data, which helps it on the defense and offense. Other than that, it can last for 5 days of operation before crew rotation or resupply. It also has combat plating and ceramics for defense against plasma weapons, as well as the new DUC heat sink with ICE cooling..

The Claw Defense System also makes use of the new DUC Heat Sink, which draws heat from weapons effectively for cooling with ICE. This means more fire time for less ICE use, though currently useful only in larger installations. The number of Claw turrets arrayed against an attacking foe is completely withering. Combined with Fleetmind Command, this turns far worse since it can calculate the approaching target's trajectory with the CDS' LIDAR Orbs. The LIDAR Orb itself is a collection of mirror gumballs which can gather a large amount of distance data on a target, along with their speed and rotation vector, using light, a lot of light. The CDS has minimal ceramics tied to the Heat Sink and no Combat Plating.

The Kinetic Cannon is just as the name says. it fires a GOFAST assisted missile from a tube, from orbit to earth, based on local data gathered from Oracle and her nodes fed to Star Command. It will correct it's bearing in flight, and slam  a tungsten gravity-accelerated missile into the target area. Oh, and this module doubles as a ammo bay, containing 10 of these missiles at a time, which can be loaded in by the humans on board in pressurized suits(Or SERFs preferably if it won't compromise the loading process). The Ammo Bay itself has a cargo door for a Starknight to dock to for unloading.
 Note, Kinetic Cannon can strike Orbital Targets as well so long as the data exists for a targeting path. Given most Stops tend to gather in groups, this can be done at the moment so long as we care to try. Or striking ANGEL Space Base. Does not have any armor, as it isn't meant to deal with enemy craft close by. It does have extra rotational thrusters for turning the Aurora it's attached to though, tied into the fuel line of the Aurora.

The best part is probably the fact we already have most of what we need. We just need to put the three modules together into a singular package.
Note that speed has not been adjusted from the base AURORA. These are just modules after all, though the KC module at least gives it better turning in place.
Likewise, Design Team predicts the Command Node may be slightly larger on average that the Habitat module due to increased electronics.




KC=Missile Silo. Data on the surface making it's way to orbit is key, as well as ORACLE-A's predictions of movements. Meteor however is a big target begging a few shots take at it. Or a hundred at once/in a row at the same area. The missiles themselves are only designed to correct trajectory to hit the target area once in atmosphere. Though this will also accelerate them too.

CDS=Laser Grids. Railstations in Space. Call it what you will, but the LIDAR combined with Fleetmind Command predictions is likely to shred anything in front of it. KC can turn so we will be facing the right way.
Don't think we have ever developed LIDAR yet.. We should have it by now, but we don't. Other than that, Heat Sink by DUC. These are the two major innovations. Also has Cereamics for actually taking a hit, if not two. And the CDS is meant to protect the rest in the first place.

Command Node: Fleetmind, but with basic short term trajectory calculations of approaching and distant spacecraft. Also Long-wave radio for coordinates from the grounded Star Command. Who get them from Oracle Nodes direct from the battlefield, as well as give Oracle/Mereth a new option when something needs to be gone already. Like that huge Meteor hanging in the Sky.
Other than that, it's a basic habitat, besides the tech screens and data flow for combat. Without a Command Node, none of the thing will actually work on it's own. Can't program a long-term flight path on it's own though, but it can probably stay up there with minimal work.


Heat Sink by DUC.
Fleetmind Command. Mostly giving it the ability to take LIDAR data and use it for calculating the CDS laser sweep.
LIDAR, finally. Unless we have that already, then tell me. One thing off the list.

Also the simple kinetic missile with correction ability. Which is basic bird programming by this point. The Kinetic Cannon is literally a tube that holds it till it's time to drop, at which point, it can fire up to launch. Stops until in atmosphere once on the right path, and corrects as needed from there. Cannot change flight paths on it's own, but it will hit the area it's designated to hit.

Potential Bonus to the work. GPS. On an 8 maybe. Not actually in the design itself, but it would be very nice later on to get GPS for very accurate orbital bombardment.



As a side note, that Acronym for Going Faster, insane.
« Last Edit: January 24, 2020, 09:26:22 am by TricMagic »
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1056 on: January 24, 2020, 01:03:58 pm »

Quote
Phantom Talon

Magmagel glows. This is hardly a new discovery, but it is one who's implications are underestimated. Many of our engineers just assumed that it's a universal fact of nature, and used the glow for little else than seeing whether or not their prototype was about to exploit.

That glow however represents a release, a waste of energy turned into useless light, and later heat. It is caused by the spontaneous decay of magmagel as result of molecular collisions. The more energy in the cell, the more activity. More activity means more light, which in turn causes more activity. Too much, and you get a runaway reaction that causes the capacitor to melt down. Just enough, and you get a Talon.

Well, no more. Our accounting departement got word of this unjustified enetgy expenditure, and through shear bureaucratic obstinancy forced us to rework the basic principle of our weaponry.

The key is liquid crystals. Under normal conditions, these crystals do nothing, leaving the magmagel to function as it always has. As we add energy to the magmagel  the increasing energization of the gel induces phantom currents that polarize the crystals in all directions. As only light of the correct polarization can pass, this severly dampens the glow, and thus also the wasteheat release and risk of meltdown.

Once the weapon is ready to fire, a single electrical pulse polarizes all crystals in the same direction, allowing our laser through and ensuring that no energy is wasted in a direction not towards the enemy
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1057 on: January 24, 2020, 01:52:24 pm »

AURORA-A(ssault) Version B

Another design taking advantage of the Aurora's sheer modularity. In this case, two.

The first is a Revamp of the AC/DC. Ceramic Plating, Gofast-M Jets like the Firestorm, Heat Sink developed by DUC that can drain the heat and be cooled by ICE more effectively, and Computing that allows Sky Swarm tactics like a mean pack of birds, nipping at one's heels. Last is of course a Talon Cannon in the nose, and Claw Turrets on the x-wings. The new module can hold 7 of them, but they are long ranged and run off a Command System. One serves as the leader, and if that one falls, command switches to the next down the command list in range.

What makes these a bit different is that like the Firestorm, the AC/DC are used in both Space and Sky. An Aurora-A passes over the target area and releases them, and they head down to atmosphere directly. This gives a very long battle time, only needing to return to an Earth=based landing site near the end of that. Likewise, they are still capable of space combat. We'll call this the Outlet Module. AC/DC are small enough to fit in Starknights to bring up, and sit in the same cargo bay as their predecessor, though refined to handle their big as a sports car size.


The Second is the Kinetic Cannon. Made up of a barrel, an ammo bay, and a GOFAST assisted tungsten missile. The Ammo Bay holds 10, and 5 can be loaded into a Starknight at a time. From orbit, to the area targeted on Earth, with course corrections.

The Kinetic Cannon also has a Long-wave radio that ties into the Aurora, allowing it to contact Star Command on Earth to receive targeting information. They can also use this to bounce communications to other Aurora, becoming a Signal Booster. And combined with Oracle's predictions, and local information brought in from Oracle Nodes, orbital bombardment should work quite well. This is mostly due to triangulation, as multiple points are used. 1 at Star Command, 1 at the Tundra, 1 in the Taiga, 1 in the Mountains, 1 in the Plains, and so on. Combined with data received from other Aurora-As, it allows very good positioning of orbital strikes. Enough to hit the Meteor given enough tries in fact. At the least, Bombardment consists of multiple in a row on a target area, saturation solving the rest.


Last Module is the Habitat, as usual. These three make up an Aurora-A. Though sometimes an Aurora-A would be made up of two of the same module instead. What matters most is a strong attack vector.

Somewhat obviously, Aurora-C also have the new AC/DC Outlets(Though really, just the upgraded AC/DC when costs work out), though those are only for space combat, while Aurora-A are focused on air and ground support of Earth. The only times AC/DC would usually sortie otherwise is for defensive action.



I propose the new AC/DC variant be named Thunderbolts.

Hear the Thunder strike you down!

Quote
AURORA-A(ssault) Version B: (1) TricMagic

This is mostly cause of our sheer computer experience compared to them. For the Thunderbolts, they are Firestorms without the Combat Plating or human survival bits. And a fancy new Heat Sink. Along with ceramic plating from our Spacemarines.
Plan Orbital Bombardment, otherwise known as Plan: Down with the Meteor, is tungsten guided missile. Gravity accelerated, programmed to correct. And with the Radio to receive firing vectors from the ground as needed. Hopefully the nets we've built will also help. We just need to hit the general area of the Meteor enough times in succession. If nothing else, it will finally force the thing to be careful. 1 hit is going to damage it, two will put it out for a while, and 3 and 4 could utterly destroy it in a big reactor explosion.
 Note that if we can't deal with 1 meteor, what happens if it ever managed a cheaper version. It may be weaker, but that won't be good for the ground regardless if the Meteor remains with them. But big slow-moving targets make for good saturation bombardment targets. Especially with an Oracle Upgrade being discussed occasionally as a Wonder. That will only make bombardment more effective.
« Last Edit: January 24, 2020, 02:36:34 pm by TricMagic »
Logged

andrea

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1058 on: January 24, 2020, 02:57:14 pm »

TALON-E(nhanced)

Talon is so far our only heavy laser gun. However, while effective its crudeness limits its implementation. It is prone to overheating, requires long cooldown and it has an unfortunate tendency to explode when damaged. Which we are told is not an uncommon occurrence when being shot at.

Our first order of business is therefore stabilizing it and improving the cooling system. While heat needs to get dispersed at some point, nothing says it needs to be dispersed immediately and that is where DUC comes in. we requested a special alloy with one particular property: it has an extremely high heat capacity, and is therefore able to store an extremely large amount of energy in a compact and relatively light package. A couple of rods of this material are inserted in the gun to work as heat sinks, absorbing heat while staying at a manageable temperature. By doing this, we don't need to stop to cool down the gun during an heated fight, but instead can slowly release the heat during a longer time, at least within some reasonable limits. With excessive use without a rest, even this special material becomes dangerously hot and in case of it hitting critical levels, to the point that the dissipating heat is a danger to the gun's sytems, then the rod is ejected to preserve the gun and its user. Overall, we can expect a significant improvement in rate of fire during engaments, while operating safely.

On the topic of safety, sensors are added to the gun to detect breach of cooling system and disable firing in that case. This system can be overridden, but it most often leads to a fiery death and is only advised as a last ditch effort or in case of sudden need of a makeshift grenade.

FInally, while we are overhauling it we also tweak the lens for longer in space range, and add the equipment to use it as a crewed infantry weapon for our SPACEMARINES, now that it is actually sort of safe to stand near it.

TricMagic

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1059 on: January 24, 2020, 03:21:23 pm »

Spoiler (click to show/hide)



Ravenmind-S Thunderbolt

The Thunderbolt makes use of the motorcycle-sized Ravenmind-S. Placed near the lower center, it can use basic sensors from LIDAR and radar, as well as visual, to make movement decisions. To a degree, mind you. Thunderbolts tend to have the fuel to reach Orbit and come hurling back down on a target area, making them very good at the whole bombardment thing.

A Thunderbolt does have what it takes to hit space, and continue on a flight path to hit space targets. Though in most cases, it only goes suborbital for hitting ground targets.

As for armor, it's Ceramic of the Spacemarine variety, and a new DUC derived Heat Sink with ICE cooling to make cooling that much more efficient, boosting survivability against plasma and orbital entry/exit. Other than that, GOFAST-M Jet, gimballing from three nozzle thrusts. X wings for decent turning, for a missile anyway. It's made simple, but can fulfill it's duties well.

For ammo we have the usual ICE head, though greatly increased for more freeze range. HE, with added oomph for blowing stuff up, good for space. And Ravenmind-S can in fact be aimed at air targets, carefully. It will hunt them down and explode. Same with space targets really, it is as vindictive as a Shrike. This, mostly means the Meteor for now, but big targets are valid targets for a Thunderbolt.


Overall, an effective addition to solve the whole range issue we have when it comes to bombardment.
For any complaints, please direct them to the attached data below.

Quote
ME-EAP-63 "Skyranger": A two-multimodal-propulsion-unit suborbital transport craft. With four wings. It can propel itself out of the atmosphere and "fall" towards its destination at extremely fast speeds, making it a practical fireball (the heat of which is mostly countered through ICE circulation cooling). It can hold a full Bear squad or the equivalent weight in cargo/personnel, and using its suborbital travel method it can arrive anywhere on the continent in ~30 minutes. Its landing is extremely obvious and it requires heavy maintenance, and unless handling very light loads it has to take the long way back home, not using suborbital travel. Uses Magmagel-powered fans mostly in the atmosphere, and Magmatite-GOFAST Rockets/Ramjets at higher speeds and to get sufficient suborbital velocity. Has a CLAW hardpoint that cannot be used if suborbital travel is expected.
[Very Expensive] 6 Ore, 2 Oil, 3 Magmatite

Good?

Honestly, the projected estimates coming from the moon mean we can make this fairly cheaply. So long as we don't mind the high-ish cost. Though what used to be debilitating is now actually within reach.


« Last Edit: January 24, 2020, 06:15:57 pm by TricMagic »
Logged

Madman198237

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1060 on: January 24, 2020, 06:00:17 pm »

Quote
ME-SCS-65b AURORA Kinetic Kill Vehicle
An AURORA combat drone is basically a simple computer bolted to a laser and a rocket engine that is capable of only a few very limited tasks. One of those tasks, however, is steering itself. By removing the laser and uprating the maneuvering jets substantially, we can make a lighter and more maneuverable version of the AC/DC units. Then, we add an ablative heat shield based on the Skyranger's, but not shaped like anything a sane spacecraft designer would normally build. The heatshield is shaped to ensure that the KKV falls heatshield-down and very, very fast. This heatshield is at the "front" of the KKV and is rather minimalistic, just enough to make it through an extremely high-velocity lunar return trajectory to the surface. Launched from a carrier that is returning from the Moon or simply in a highly elliptical orbit around the Earth, an AURORA KKV will receive command signals from the carrier even during atmospheric descent, allowing it to be steered towards a target with...moderate accuracy, anyway. Plasma turbulence is no joke.

KKV missions include being launched at hostile targets such as STOPs or groundside targets. Their kinetic nature makes it much harder to prevent them from scoring a kill; blowing the vehicle into pieces leaves a rapidly-expanding cloud of high velocity metal shrapnel in the vicinity of the original target. KKVs deployed against space targets, however, are required to have their intercept trajectory be relatively far down into the Earth's atmosphere, so that debris decays and burns up as fast as possible.

I'm honestly not sure what to go for; solidifying our space advantage may be a very good idea. We also might want to revise up RAILSTATIONs with some of the new AC/DC computer units to make them more compact and less bad. That would also be one more little step towards computer knowledge useful when we hopefully make ORACLE-DELPHI next turn.

Another alternative, super missiles for use in space and on the surface.
Is this overreaching?

Quote
ME-AEM-65 'Peregrine'
A high-power solution to large problems, the Peregrine missile is based on the Shrike with some reworked components taken from a Penguin and used on modified Sarukh trailers. In its simplest form, the Peregrine is a larger Shrike that uses GOFAST-M to get much longer range and carry a larger warhead of 25kg. It also moves many of the essential components of the Birdbrain computer pod to the missile itself, allowing them to be launched from a longer distance and without needing a nearby Birdbrain connected to a human capable of acquiring a target. Instead, the Birdbrain is loaded with the sensor signatures of enemy vehicles and what an actively jamming ECM node looks like, and seeks out those when it reaches a designated distance from its launch platform. The narrow viewing angle of the sensors had to be increased, but since the missile was already getting larger and using a more efficient fuel anyway, this shouldn't be too much of an issue.

The extra fuel can also be used in small GOFAST-M maneuvering jets, allowing this missile to be used accurately in space, and slaved to a Fleetmind or Firestorm's Ravenmind. These jets are used in space to both aim the missile properly and to add a degree of randomness to its course as it closes on a target, making it that much more difficult to shoot down. Any extra fuel available is used to do this as the missile closes on a target, even in the air.

Finally, if a missile has issues acquiring a target as it closes in on the battlefield, it can query nearby Ravenminds for a target, just like when slaved to a Fleetmind or Firestorm Ravenmind.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

TricMagic

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1061 on: January 24, 2020, 06:40:35 pm »

Note, ICBM that can reach orbit to take down space assets. Also sub-orbital trajectory for hitting anywhere we have targeting data.
+ Doable in a revision.
+Will take down Meteor from above.
+All around cool and wrecks our old range limit.
+Balanced by GM, and can be fired from the safety of far away.
+Comes with it's own theme song.

[quote-Votebox v2]
Ravenmind-S Thunderbolt: (1)
[/quote]

Got another idea, but finally taking down that Meteor with it's most clear weak-spot will be great...

 I cannot BEAR to Sea another Meteor in the sky. Much less space somehow.


SHEEP!

SHEEP: Softening High Effect Energy Placement, Sky Ranger Refit

DUC has gone Mad, and it's spread to a design team member in the thick of it. There is talk of... kinetic sheep.

After a few days of high octane experiments, tests, designs one after another, and random launches into orbit and N-Space both, a design has been created.

Rather than use Magmatite for energy, instead, Magmatite was used to create a gateway material. It's a very soft metal made of ore and magmatite, that on an impact, completely absorbs kinetic energy. So long as it has some form of physical kinetic-based energy, it gets absorbed with the material going completely stiff during that, along with any other forces during this also going through it.

Where it goes is described as a sort of Gateway beacon in N-Space made of the same stuff. This effectively causes energy to leave the universe entirely. Overall, it's mad. As is what they decided to do with it.

Meet the Sky Ranger. Outfitted with the new SHEEP liquid metal in it's walls and suspension, as well as receiving great radio systems, sensors to determine landing spots when coming in, ice cooled ceramic plating, and a Claw Turret on top, with Ravenmind-S-based console for it's Sub-orbital flights. When you need to get somewhere extremely quickly, this thing is your ride. Not only that, it can come down hard. Thanks to the liquid metal in it's walls, the flight, such as it is, is completely smooth, as is the landing. the Kinetic energy simply never passes into the vehicle. Likewise, thanks to the high force, it also absorbs Hravity, Em Waves, Ions, anything without full physical form that goes through it simply gets eaten by SHEEP.


This effectively means we can deploy anywhere even better than before. And with SHEEP, it does use a tiny bit less oil. And Starknight's improvements help here. Enough to allow a round trip if we don't mind holding a bit more GOFAST-M. Which we don't. We can land anywhere, from a ship deck to the Top of the Meteor.

Might mention that the Sky Ranger's main duty is behind the lines action. A Claw Turret dropping down does not make for the best time. Te fact it can an will drop directly atop Meteor, leave a nasty warhead bomb strong enough to wipe a hole in the Meteor, and get back out almost immediately is not nice at all. It's turnaround time is pretty insane without Gs to worry about.


CW says something about us always doing the same things with magmetite. Come back to discord to find them talking bout the same Magmatite to electricty stuff.

Magmatite has been stated to be energy.... And has links to N Space..

Right, N-Space Suit next. That is at least Revision, unlike the SHEEP.
« Last Edit: January 24, 2020, 07:13:46 pm by TricMagic »
Logged

andrea

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1062 on: January 24, 2020, 07:06:43 pm »

pending review

Writing something to maybe use at a later point to try to bridge the gap in power technology.

magmatite reactor

Magmatite is intrinsecally linked with power, be it electricity, light or thermal. That is indeed its first, foremost and most likely only use. However, we have only, quite literally, scratched the surface of its potential. In our electrical applications, we use it to convert between photons and electricity or to hold a charge. This exploits what we could call the "top level" of its energy, an easily accessible layer that is prone to exchanges with the rest of the world. However, the structure of the magmatite itself also holds energy, as is evidenced by the boost given to fuel by adding magmatite.

Studies of the exhaust of GOFAST-M engines reveal that only a tiny quantity of the magmatite actually reacts, disproportionately low compared to the perfrmance enhancement observed. From this we can only conclude that we have only been harvesting the tip of a very big and deep iceberg. If we could force the entirety of a magmatite rock to break down, rather than merely skimming the top or crudely burning it down, we would access a trove of energy an hundred fold as big as anything else we have on stock. But to do so, we would need a very precise way to break the bonds of magmatite on a molecular level. Something powerful, accurate and with which magmatite is prone to react. In other words, a laser.

The magmatite reactor is a simple design, with a magmatite core in the middle of a reinforced chamber and a small laser dedicated to consuming it. The energy released can then either be converted into electricity or used directly for purposes like propulsion or burning down stuff, depending on the design it is mounted on.
« Last Edit: January 24, 2020, 07:08:49 pm by andrea »
Logged

Madman198237

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1063 on: January 24, 2020, 07:23:36 pm »

Quote from: Andrea asked me to make this happen
Magmatite Laser Electrical Generator
Magmatite is intrinsically linked with power, be it electricity, light or thermal. That is indeed its first, foremost and most likely only use. However, we have only, quite literally, scratched the surface of its potential. In our electrical applications, we use it to convert between photons and electricity or to hold a charge. This exploits what we could call the "top level" of its energy, an easily accessible layer that is prone to exchanges with the rest of the world. However, the structure of the Magmatite itself also holds energy, as is evidenced by the boost given to fuel by adding Magmatite.

Studies of the exhaust of GOFAST-M engines reveal that only a tiny quantity of the Magmatite actually reacts, disproportionately low compared to the performance enhancement observed. From this we can only conclude that we have only been harvesting the tip of a very big and deep iceberg. If we could force the entirety of a Magmatite rock to break down, rather than merely skimming the top or crudely burning it down, we would access a trove of energy an hundred fold as big as anything else we have on stock. But to do so, we would need a very precise way to break the bonds of Magmatite on a molecular level. Something powerful, accurate and with which Magmatite is prone to react. In other words, a laser.

The Magmatite laser reactor is a simple design, with a Magmatite core in the middle of a reinforced chamber and a relatively low-power constant-firing Magmatite-based laser firing at it. The laser breaks apart the internal structure of Magmatite crystals, and as they break apart they produce a massive charge differential across the surface. Electrified Magmatite tends to release light (as a laser), and light shone on Magmatite produces electricity. Laser light, at Magmatite's own precise frequency, produces a lot of electricity, at the cost of steadily breaking down the crystal. A spent Magmatite "cell" is pretty much useless, as it's no longer Magmatite, just a collection of atoms and molecules that used to make up a Magmatite crystal. Before the Magmatite is spent, however, we can extract a huge amount of energy.

The first use is the direct replacement of the RAILSTATION's power system with a Magmatite laser reactor, to alleviate its power issues and prove the concept of the laser reactor.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

TricMagic

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1965 - Revision Phase)
« Reply #1064 on: January 24, 2020, 07:31:10 pm »

M-Barrier

While not known till the storm of madness flew through DUC ealier this week, Magmatite doesn't just do what we think it does. By running an alternating current through Magmatite crystals, a transparent barrier appears based on the crystal(s) shapes and placements. Upon something striking this barrier, wispy red hexagons appears across it, stopping it.


We tested this, and it seems the thing we did to make our lasers blue actually allows it to pass right through the back of this thing. Needless to say, we went ahead and made the barrier blue too, and ran some more tests.

First, the M-Barrier let's Merethians pass through. Seems we're so covered in that blue gel that we register as something allowing passage. Animals can't pass through them from the front. Second, bullets and other solids have a type of love-hate relationship with this thing. From the front, no passage, though some force is transmitted to everything on the other side evenly. Second, does not block solids from going the other way, though if you try pulling back while going through, you will find yourself unable to. This can and will lead to cuts through solid metal and you if you actually keep trying.

Next, energy-based weapons charge the shield, making it more and more visible. While our blue lasers can go through it just fine. Well, they too actually only go through the back, not the front.. Anyway, the M-Barrier charges, becoming less and less see through. It then shatters once enough ener gy is absorbed, forcing a cooldown of the crystals. there isn't a way to speed this up, the Magmatite crystals just decharge after a while. Some people theorize the energy is going somewhere other than this world and tests seem to conclude it vanishing.

Third, no it does not block lava. Anything with both solid weight and high energy goes right through both sides.

Either way, we've gone ahead and issued Spacemarines M-Barrier sheilds. In addition to the barrier, the shield is made of ceramics and combat plating as usual, though a bit lighter and not covering the whole body to make room for the crystals and magmagel rechargeable battery. By this point, the actual shield is a formality in most case, hence the kite design being useful.




I repeat, more electricity through magmatite. I went energy shield instead, on account of being told to diversify a bit. Suddenly a reason for all the blue chemical.
It's also a direct survival boost to our infantry, with options to deploy it to new designs later on.




GO-CRYSTAL(Needs backronym)

By combining a bit of the sleekest oils, and mixing it into a structure of high octane minerals and Magmatite, We create something with more energy per square inch than a Talon Shot.

This Crystal Jelly has an amazing low oil cost in comparison to GOFAST & GOFAST-M. In exchange, it costs Ore to produce in a batch, along with magmatite. So, anything that uses it will have +1 ore cost, though a lower oil cost as a result. Magmatite cost varies based on amount used, though isn't that much higher, strangely enough.

The Sleek Oils are things used to make the Crystal Jelly, and come from the end products of normal oil extraction processes. The more Oil we have, the cheaper it is since it's a lubricant product otherwise. GO-CRYSTAL can be used in any design that can use GOFAST-M, though some modifications will be needed, mostly in greater pressure from smaller tubes. It tends to release it's fuel in drops of jelly over time.

Note, do not place GO-CRYSTAL in a fire, lest you want a FIRE(Focused Infrared Radiation Explosive) equivalent to ICE being released into the air. This may or may not be being tested in warheads to replace HE.

As a side note, DUC has effectively reached the end of this line of research. It's impossible to get more energy than this in a fuel unless you were folding space. Or using something other than GOFAST-line products. It's been a good run from our first product GOFAST.



For the M-LEG, I object to it only being electrical, light, and thermal. There are so many other energy interactions that could be discovered. Like what happens when we mess with N-Space.

Also, something to let us replace oil with other things. Depending on the roll, it may be better for when we get more region rating. At least it is powerful.
« Last Edit: January 24, 2020, 09:21:12 pm by TricMagic »
Logged
Pages: 1 ... 69 70 [71] 72 73 74