Battlespace conversion project

Archives for ships and fleets. 'nuff said. Most of the ships here are very very old and will not work in current versions of BSF or SM. You have been warned!

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Satanic Mechanic
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Battlespace conversion project

Post by Satanic Mechanic »

Hey all, quite new to this, but it's been fun, I'm somewhat obsessive about the battletech universe, so of course my first thought was "Cool, hell yeah, I can make battletech warships and dropships in this" :P

Initial results, whilst fun, due to the damage mechanics for battleships forever haven't quite performed as expected, mostly due to the fact that battletech as a whole likes to have an armour and an internal structure value for each location.

Then, this evening, it hit me.

Image

This is the superstructure for the McKenna class warship, including the compact Kerney Fuchida drive (like a jump drive) just aft of the fusion reactor (core section) and the massive system transit drive at the very aft.

All weapons and systems will be mounted on the superstructure, as well as the vast amounts of armour required to both seal and protect the superstructure and the ships vital components, here's hoping it works : )

(The smaller vessel above was my original mckenna design, pre superstructure, just for reference, you'll note I've gone up in scale, battletech warships mount a massive amount of weaponry at the conventional and naval scale, I just didn't have enough room on the old model and had to use single turrets to represent batteries of weapons)
If you make it idiot proof, they'll just build a better idiot.
Savilian
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Post by Savilian »

Wow.A zwei battler!
Satanic Mechanic
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Post by Satanic Mechanic »

Savilian wrote:Wow.A zwei battler!
Lol, only in the image, the top ship was what the bottom superstructure is loosely based on.

... although it could be fun to have an unarmed transport with an escort who sticks to it like glue :P

Would obviously be a samurai esque warrior culture, lose the transport and you have no reason to live, hari kari time :P
If you make it idiot proof, they'll just build a better idiot.
Syngyne
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Post by Syngyne »

When I'm building a ship from source material, that's usually how I go about it. I build some sort of internal structure first, and then plate armor around it to match the original's design.
Lizzie
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Post by Lizzie »

Well well, a fellow CBT player on these boards.
Though your the first to try to translate CBT into BSF. :lol:
Image
Satanic Mechanic
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Post by Satanic Mechanic »

Hehe :)

It's challenging, playing with custom weapon settings for naval autocannons at the moment, thought I had a good solution for ammo limitations, but turns out the maximum reload time is 3000, at least, that's what my 90000 is being reported as in game :P, need to test against something that will survive an entire salvo yet to see what the down time is like :P
If you make it idiot proof, they'll just build a better idiot.
Da_Higg
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Post by Da_Higg »

Try one of the asteroids on the map. they have lots of health
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upon reading this:
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HighComedy
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Post by HighComedy »

Or you can do what I did and slap together a target ship with an arbitrarily high amount of hp, then load it in the sandbox.
TormakSaber
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Post by TormakSaber »

but turns out the maximum reload time is 3000, at least, that's what my 90000 is being reported as in game Razz,
Shipmaker reports reload, fire rate, and etc in frames, the game reports them in seconds. 30 freames to a second, so your conversion of 90,000 freams to 3,000 seconds is correct.
Natch
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Post by Natch »

Satanic Mechanic wrote:Hehe :)

It's challenging, playing with custom weapon settings for naval autocannons at the moment, thought I had a good solution for ammo limitations, but turns out the maximum reload time is 3000, at least, that's what my 90000 is being reported as in game :P, need to test against something that will survive an entire salvo yet to see what the down time is like :P
Set the reload time as nine "9"s.

999999999

I did for my Sidwes Dartross. It's reload time amounts to about 25.7 years.
Satanic Mechanic
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Post by Satanic Mechanic »

Heya Tormak and Natch, thanks for the pointers, much appreciated :)
If you make it idiot proof, they'll just build a better idiot.
The Boz
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Post by The Boz »

..or a year and three weeks...
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Satanic Mechanic
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Post by Satanic Mechanic »

Well then, if you can weather 4 minutes of fire from the frontal AC batteries, you get a 50 minute breather with all the Naval Grade Lasers and Particle Cannon broadsides to worry about :twisted:
If you make it idiot proof, they'll just build a better idiot.
Natch
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Post by Natch »

A year and 3 weeks? Really? Lemme check.

Frames->Seconds
999,999,999/30=33,333,333.3

Seconds->Minutes
33,333,333.3/60=555,555.555

Minutes->Hours
555,555.555/60=9259.25924

Hours->Days(Oh yeah, I forgot this part)
9259.25924/24=385.8024688

Yep, considering 3 weeks is 21 days, and 385-21=364, that makes more sense. Looks like I forgot days. Oh well.

Anyways, that's still long enough to simulate limited ammo.
Satanic Mechanic
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Post by Satanic Mechanic »

After extensive design and testing, all weapon and auxilliary systems are now installed and the McKenna is ready for armour design and placement before being given the production green light.

Image

The designs primary weapon system is a massive complement of 48 Heavy Naval Grade Particle Projector cannons, with massive range and damage output, these beasts will ensure the McKenna is capable of dominating in any engagement, installed in banks of 12 weapons, one is dedicated to each broadside, with an additional bank covering broadside to the aft quarter.

Unfortunately the massive heat and energy requirements of these weapons required the ROF to be scaled back to one burst every 40 seconds.

Particle Cannons firing during weapons testing

Image

Secondary weapon systems feature :

12 Naval Autocannon, featuring a rof of 225 massive shells per minute, and large ammunition magazines provided for each weapon. (Frontal turrets may maintain almost 4 minutes of sustained fire, the aft approximately 2 and a half minutes). A system of conveyors and lifts provide the endurance minded captain the option of restocking depleted magazines from the ships cavernous quarter million ton cargo hold, though caution should be taken to avoid this measure during an engagement, as the process even with a well drilled and motivated crew takes just under an hour.

12 Naval Laser systems, with long range and adequate damage properties, these babies let the enemy know the McKenna is still there whilst she waits for the PPC batteries to cycle back on again.

3 Tactical Weapon systems, each including two AR 10 naval missile Launchers and a point defence system. (In battletech terms, the AR-10's are the only weapon system on the McKenna capable of easily targetting objects below 500 tons, the additional pd (flak cannons) is intended to represent this in Battleships Forever terms)

Also of tactical note, the latest innovations in star league navi com technology, coupling with the already existing lithium fusion battery technology, has allowed the desperate or wily captain the option of rejumping to a slight deviation of his current co-ordinates. (Dieterling device, I made the recharge slow as possible, but you should keep in mind that for a canon btech vessel to recharge her jump drives/lithium fusion batteries can take around a week sitting pretty with an extremely fragile and vulnerable solar sail deployed)

Coming in at 1,930,000 tons, the McKenna will be the largest combat jumpship deployed in the navies of the star league, in order to protect this expensive asset and her cargo of 6 Dropships, launch and storage facilities have been installed for 8 squadrons of escort fighters (Fighter capacity is 48 to 50, 5 demeter launchers cover this aspect)

Well, 2 thirds of the way there, all the weapons are performing as I would like them to, though writing this has made me consider playing with the custom stats on the demeter launchers to see if I can make ver fighters as much of a threat as their battletech versions. She doesn't like asteroid fields, but that's to be expected on a vessel almost one and a half kilometers long massing almost 2 million tons, if you put this baby through an asteroid field and survive, you deserve the damn performance review :P Anyhow, back to it : Full speed ahead, and damn the torpedoes!
:)
If you make it idiot proof, they'll just build a better idiot.
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