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Author Topic: Elysium Command: Elysium De La 12th Société  (Read 12650 times)

ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #45 on: August 03, 2021, 02:17:32 pm »

Wow, the fighter hanger turned out really well.  (Let's hope they hit hard enough in combat.)  The new hull turned out okay-ish.

So new on the todo list: some kind of revision to fix the durability of the Sabalier hull.

Still though, we need to operationalize a Gateship this turn.  With the rule-changes for how jumps work now, it would also be worthwhile to revise the Gatekey.

Revision: Gatekey (v3)

Ah, the Gatekey, a CPU intensive cryptographic wonder.  However, a 3rd party analysis of our current v2 model came to some startling conclusions.  For the amount of floating point operations per second (FLOPS) it performs, it's surprisingly ineffective.  Of further note, the v2 manufacturer is currently obsessed with "mining" the legendary "final Bitcoin."  It's increasingly likely the manufacturer rigged our Gatekeys to perform this futile endeavor as a background task.  We should finance this Third Party to revise our Gatekeys to use its FLOPS appropriately.  If necessary, refer evidence to Direction Dénérale de la Sécurité (DGS) for investigation.

Desired Values: Cost 8 (-1), PPC -4 (unchanged), Maintenance 2 (unchanged),  Jump 6 (+2)

Revision: Sabalier Hull - Localized Damage Panels

While the armor of the Sabalier is an improvement over the Rubik, the compartment layout is something of a regression in terms of surviveability.

Rather than rework the entire structure of the vessel, we shall enhance the localized damage control.  Easily accessible circuit breaker panels marked with high visibility reflective yellow stripes will added to each compartment.  Similarly, manual life support manifolds will be placed and marked with high visibility reflective blue stripes.  Both systems will allow localized isolation and potential rerouting of ruptured systems.  Naturally, existing fire extinguishers will be updated to this schema and marked with high visibility reflective red stripes.

Operationalized Hull: "Seine" class Gateship Frigate
The Seine is the new prototype of Gateship, trading gunnery systems for fighter hangers.  Primary armament are two sets of fighter hangers, with a token secondary armament of defensive autocannons.  With four HeA thruster blocks, it will have similar thrust-to-weight to our legacy Rubik corvettes despite its additional weight in armor.
Code: [Select]
[HeA]     [SBP]
[HeA][GA3][FLE]
[HeA][C5D][FLE]
[HeA]     [nAC]
« Last Edit: August 05, 2021, 10:16:50 pm by ConscriptFive »
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Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #46 on: August 06, 2021, 01:42:21 am »

Quote from: Votes
# Revisions
(1) Gatekey v3 : Kashyyk
(1) Sabalier Localised Damage Panels : Kashyyk

# Operationalize
(1) "Seine" Class : Kashyyk
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #47 on: August 12, 2021, 11:35:33 am »

Elysium Command Arms Race of Conquest: Design Phase
Turn 1


Revision: Gatekey (v3)

Ah, the Gatekey, a CPU intensive cryptographic wonder.  However, a 3rd party analysis of our current v2 model came to some startling conclusions.  For the amount of floating point operations per second (FLOPS) it performs, it's surprisingly ineffective.  Of further note, the v2 manufacturer is currently obsessed with "mining" the legendary "final Bitcoin."  It's increasingly likely the manufacturer rigged our Gatekeys to perform this futile endeavor as a background task.  We should finance this Third Party to revise our Gatekeys to use its FLOPS appropriately.  If necessary, refer evidence to Direction Dénérale de la Sécurité (DGS) for investigation.

Desired Values: Cost 8 (-1), PPC -4 (unchanged), Maintenance 2 (unchanged),  Jump 6 (+2)

Difficulty: Normal (0 mod)
2d4--> 2+3 [Average]
Before the gateway is lit, a process must be done in between the “thinking” system, and the gateway. We have found and named this “artifact” the Handshake Protocol. The Handshake Protocol is not done through channels of glass fibre or copper, because it does not enable information exchange through traveling electrons or photons. Nor does this protocol take place on the sylphine thinking matrices packed with billions of transistors, nor does it take place in augmented human minds. This protocol is a reverberation of higher energies fed through an aperture sliced into the Gate Network, a singing that even the crew perceives as a feeling of dread or anxiety during the prelude to the slice through the gate. We believe this protocol may even be etched onto reality, though if it was done by us, or it was simply there waiting for us, the answer is lost to us thanks to the war of our ancestors. We have little knowledge on the process of manipulating higher Gate protocols nor the functions of the gateway itself, so the only viable methodology of improving the Gatekey with a Revision is through creating more attuned computational metrics and processes, or, in this case, removing computational “drag”.

The computer chips are further dedicated to the odd sing-song processes of Gate Opening, to the point where lineages of chip production have been entirely dedicated to this process. Indeed, some of the produced chip-sets require a proximity to this higher resonation at the vorpal blade part of the Gate Key to function, as we may have stumbled into creating components with a higher-dimensional property through luck and blindly fumbling the various compositions that these chips can have.

They will no longer work for mundane tasks, these caste chips sing only to the gateways of mankind. For now, we can create no better Gate Key Systems without either  stomaching a higher production and maintenance cost, or allowing higher energy processes to occur with on-ship resources.



Gate Key v3 -- [GA3]
It resonates with a higher energy. It cuts an aperture with a Vorpal Blade, it screams to the Gate with the Handshake Protocol, and the Gate Network responds by opening the iris’s of two gates and connecting them for a brief time. The Gate Key is an expensive tool required to traverse the Gate Network. This one has the functions required to open the gate and allow other ships to traverse, provided they are equivalent or lesser in mass to the Gate Key-bearer. Part of the installation process entails esoteric banks of processing stratum that have been through cycles of engineering to perfect the process.
Values: Cost 8, PPC -4, Maintenance 2, Jump 6


Revision: Sabalier Hull - Localized Damage Panels

While the armor of the Sabalier is an improvement over the Rubik, the compartment layout is something of a regression in terms of survivability.

Rather than rework the entire structure of the vessel, we shall enhance the localized damage control.  Easily accessible circuit breaker panels marked with high visibility reflective yellow stripes will be added to each compartment.  Similarly, manual life support manifolds will be placed and marked with high visibility reflective blue stripes.  Both systems will allow localized isolation and potential rerouting of ruptured systems.  Naturally, existing fire extinguishers will be updated to this schema and marked with high visibility reflective red stripes.
Difficulty: Normal (0 mod)
2d4--> 2+4 [Above Average]
It is hard to engineer new solutions into a craft that have a real effect without making sacrifices. Sacrifices in performance,sacrifices in cost, sacrifice in crew count. It all has to add up. To that end, the sacrifices made by the engineering team have been deemed low enough to not be a real problem, with a low-level optimization of hull plate coverage as well as the addition of redundant internal systems. It doesn't quite compensate for the low compartmentalization, but the risk is significantly mitigated. The cost is in the additional tonnage as well as the materials in the modification. In addition, Simulacrum testing indicated that the craft’s internals seem particularly apt to handle minor gimabling for two slot long main weapons that would be otherwise non-standard in a design, if we had any two slot weapons outside of prototypes.

”Sablier" Hardened Spacefaring-S Variant Frigate:A second generation frigate lineage with hourglass shape and as of fabrication very heavy armor systems. Has an average thickness armor plate designed with general purpose protection against a wide variety of threats. It is incapable of any type of surface operation. It’s individual compartments and modules are awkwardly placed, but additional armor and internal systems have mostly mitigated the low compartmentalization, though damage is slightly apt to spill into surrounding systems. Two slot long weapon systems are more effective when installed into the Sabalier-S Variant.
Values:Cost 20, Internal 2, Armor 7
Tags:
Code: [Select]
[  ]    [  ]
[  ][In][  ]
[  ][In][  ]
[  ]    [  ]

Operationalized Hull: "Seine" class Gateship Frigate
The Seine is the new prototype of Gateship, trading gunnery systems for fighter hangers.  Primary armament are two sets of fighter hangers, with a token secondary armament of defensive autocannons.  With four HeA thruster blocks, it will have similar thrust-to-weight to our legacy Rubik corvettes despite its additional weight in armor.
Code: [Select]
[HeA]     [SBP]
[HeA][GA3][FLE]
[HeA][C5D][FLE]
[HeA]     [nAC]
Difficulty: Normal (0 mod)
2d4--> 3+4 [Superior Craftsmanship]
2d4--> 1+4 [Average]
2d4--> 4+4 [Unexpected Boon]

Simulacrum testing went through smoothly, and the first prototype of the Seine class Gateship Frigate has been produced.It has expansive engineering spaces for it’s engine and gate key, reducing it’s maintenance profile by a small margin. Interior storage systems have been set up for the onboard through specialized storage systems, allowing for a 33% increase in fighter number, totalling up to 48 fighters able to launch in two waves that require five minutes to set up after the first wave. Engineers used the Solar Battery Plant version 2 for production as the version one variant would not be able to handle the power requirements of the Gate Key.

Sabalier Hardened Spacefaring S variant ”Seine" Gateship Frigate
The Sablier is a fast carrier Frigate with 48 fighter craft that are deployed in two waves, six minutes apart. It is equipped with a NG autocannon array, a C-5 Deck and a third generation Gate Key. It has a hourglass shape, heavy medium thickness armor plate designed with a general protection factor. It has awkwardly placed internal systems that lower compartmentalization. Additional armor and internal systems have mostly mitigated this. It utilizes an ingenious internal storage solution to deploy 33% more fighters than otherwise possible. Has slight structural flaws due to being built with hangar bays without being built from the ground up for hangars. It has a below average maintenance footprint.
Format
[HeA]     [SB2]
[HeA][GA3][FLE]
[HeA][C5D][FLE]
[HeA]     [nAC]
Cost = 20 (Hull) + 20 HeA*4 + 8 Ga3 + 3 C5D + 5 SB2 + 12 FLE + 3 nAC= 72
Maintenance = 8 Hea*4 + 2 C5D + 2 GA3 + 4 FLE + 1 nAC = 17 -1 (Roll result)
Weight = 10 slots +7 Armor=17
Thrust = 4 / 17 = Thrust to Weight Ratio: 4/17
Combat Thrust = 8 / 17 = Thrust to Weight Ratio: 8/17

Values:Cost: 72 , Maintenance 16, Thrust 4(8) [[Thrust to Slot Ratio:4/17 | 8/17]] Jump 6
Tags:Fire Control 2, Gate Bearer

Please come up with an Operation Plan.

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Spoiler: Designs (click to show/hide)

Spoiler: Operationalized Ships (click to show/hide)
« Last Edit: August 17, 2021, 06:03:32 pm by Blood_Librarian »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #48 on: August 12, 2021, 01:47:59 pm »

Five for five on those dice.

Looks like everything is coming up Société!



On the downside, we did hit our budget cap.  It's dangerous to send out our new Gateship unarmed, but we now have three lanes.  Assuming a good escort, it should be relatively safe to do so on one of the side lanes.  I'd recommend sending the bulk of our navy down the middle to directly contest SUCK at Roses Star, while a small squadron of ours secures a flanking route at Vorpal Gun.

ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #49 on: August 13, 2021, 02:43:21 pm »

Okay, detailing out a strategy, but found some bookeeping errors.

To recap, last strategy phase we retired the Porcupine, finished the partially built "Picard" Griffon, built 1 FT Terra, and spent the remainder 11 points on starting a second FT Terra.

Then in battle, we lost two Griffons (Picard and Komodor), and crippled a third.

Somehow our assets still list the Porcupine and both Terras are absent?

At some point the whole Terra design got mangled in the 'Operationalized Ships' spoiler too.  It should be:
Quote
Combat Capable Shuttle Aero: Fleet Transport “Terra” Variant
A troop transport shuttle. It has catalyzed afterburning engines that increase its speed in a combat situation, but require maintenance after. One of its engines has a doubled speed when in atmospheric conditions. It has an extensive hangar bay system that is able to handle large amounts of ground troops, including heavy weapon emplacements, and medium sized vehicles. With a component-thrust ratio that varies depending on the situation, it is most suited for fights around planets with atmospheres. Its light armament of Elysium Autocannons are secondary to its purpose of entering worlds and dropping off its many warriors.
Format
[HeA][Trp][Trp]
[HeA][Wng][nAC]
Values:Cost 27, Aerodynamic 4, Maintenance 5, Thrust 2(4)/3(6)
Tag:

So...

CC “Aura” Aura Class
Orders: Decontaminated, Standing by
Traits: Maint 9
FC “Slayer” Slayer Class
Orders: Standing by
Traits: Maint 9
CT “Griffon” Griffon Class
Orders: MAJOR SYSTEMIC DAMAGE, Operational by 2->3 Fight
Traits: Maint 15
CT “Borzoi” Griffon Class
Orders: Standing by
Traits: Maint 15
CT “Briard” Griffon Class
Orders: Decontaminated, Standing by
Traits: Maint 15
FT "Terra" Terra Class
Orders: Standing by
Traits: Maint 5
FT "Terra-02" Terra Class
Orders: (11/27) 16 resources to complete.
Traints: Maint 5 (Unfinished doesn't take maint)


9 + 9 + 15 + 15 + 15 +5 = 68 Maint, modified by *.75 = 51 Maint pre-prototyping.

120 total production - 51 Maint = 69 (nice!)

GF “Seine” Seine Class
Orders: (69/72) 3 Resources to finish Assembly. (ALMOST!)
Traits: Maint 16, Jump 6 (Unfinished doesn't take maint)

So that's what I think our fleet is supposed to be at.  Can I get a confirmation on that?
« Last Edit: August 13, 2021, 02:50:43 pm by ConscriptFive »
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #50 on: August 17, 2021, 05:57:03 pm »

Right, this seems correct at face value, updating internal bookeeping stuffs, thanks for the help.
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #51 on: August 17, 2021, 10:52:34 pm »

Okay, so plan time.

So, bad news first.

We still can't go toe-to-toe with the SUCK laserships.  We know they have three of them, one of them being the super-speedy Starbolt.  Unless they really want to throw a curveball, they're certain to put 2-3 laserships at Rose's Star, plus maybe a new prototype.
(The Aura and Slayer gateships only have autocannons, only two Griffons are available, and the Sabalier is incomplete.)

The good news is that the side lanes opened up.

In terms of pure manuever, the first stop on the bottom lane, Vorpal Gun, is very interesting.  If you count the jumps, flanking through Vorpal Gun to Rose's Star is 25% faster than pushing through the direct center route.  You'd also think a future pincer attack through both lanes would be strategically devastating against SUCK in Rose's Star.  If we could establish freedom of maneuver through there this turn, we're set to pull that off next battle.  PvE-wise, it's supposedly abandoned, and it looks like we could learn how to make some kind of Death Star weapon.

The top lane looks tricky for us.  The first stop, Abyss Watcher, also has a hostile guardian.  But the AI guards the ruins of a strategic surveillance system, so that could be fruitful.

It sucks to let SUCK take Rose's Star this turn, but next turn we'll have our parasite fighters up, and they'll have no idea that's coming.

Quote from: Plan Fringe
Avoiding certain enemy contact Rose's Star, our fleet shall split into two squadrons to pursue other routes.  Primary emphasis is to secure the Vorpal Gun.  A secondary squadron will survey the Abyss Watcher.

"Squadron Bas"
Utilizing marines on the FT "Terra," Squadron Bas will secure the Vorpal Gun.  Merchant Marine staging should be prepared in this system for advancing on Rose's Star.  Should serious opposition present itself, force preservation should be prioritized.

Vessels:
GF "Seine"
CT "Borzoi"
FT "Terra"

"Squadron Haut"

Squadron Haut will perform a survey of the Abyss Watcher.  Safe space lanes should be mapped, and contact with the AI should be made.  Should serious opposition present itself, the Squadron should be prepared to withdraw from the system and support more critical efforts.

Vessels:
CT "Briard"
CC "Aura"
FC "Slayer"

Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #52 on: September 04, 2021, 10:40:59 pm »

Elysium Command Arms Race of Conquest: Design Phase
Turn 2


The increasing losses of our merchant marine forces have become concerning. Internal intelligence has begun to rectify this. In the meantime, Navy Command is waiting for the next tool they need to shatter the SUCK doctrine.

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« Last Edit: September 04, 2021, 10:53:02 pm by Blood_Librarian »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #53 on: September 07, 2021, 01:07:45 am »

Okay, so the MGS is under-performing and our modified Sabalier hull gives a bonus to twin slot weapons...

Design: 160mm Vorpal Gun Battery (VGB)
Quote
Our last gen workhorse, 160mm MGS was a mediocre weapon system whose lackluster combat performance only emphasizes the need for a replacement.

The 160mm Vorpal Gun Battery (VGB) is a fore mounted four gun battery occupying two slots (vs the two gun MGS in one slot).  Shell production has been upgraded to use plentiful Vorpal Gun materials.  In addition to standard HE shells, armor piercing depleted uranium (APDU) shells have been developed.  APDU shells consist of a sabot encased sharpened ultra-dense DU projectile.  Inherent to DU, the penetrator sharpens itself as it passes through armor plating.

Having been developed mostly parallel to the C5 Deck, legacy MGS systems did not fully utilize the full capabilities of integrated fire control.  The VGB features an updated two-way datalink, keeping the Captain fully apprised of weapon & ammunition status, and allowing the bridge to independently execute most gunnery functions.  Meanwhile, each VGB gun retains an optical crosshair sight for manual gun-laying in contingent circumstances (electronic warfare disruption, network failures, or even catastrophic battle damage to the C5 Deck.)

As an added bonus, due to use of plentiful Vorpal Gun materials, and the efficiency of unifying twice as many guns into a single system, logistical costs are relatively low despite the technological advances of the VGB.

Estimated Values: Cost 9, Maint 5
Estimated Tags: Two Parallel External Front Slots

Design: Curie Shipboard Fission Reactor (CFR)
Quote
To say the Becquerel Fission Reactors were a disaster would be an understatement.  Some would say this was destined to be the fate of apes striving to be angels.  Others would say such tortured metaphors have no place in technical writing.

Regardless of this dispute, splitting the atom is fundamental science we must rediscover.  We shall attempt to construct shipboard fission reactors.  By doing so, we can avoid the additional mass and volume of massed solar arrays, keeping the tight form factor of our vessels.

Estimated Values: PPC 10, Cost 10, Maint 1

Design: Combat Coolant Reservoir and Radiator Assembly (CCRaRA)
Quote
As any layman who grew up on the Torus knows, habitability in the void is reliant upon constant mechanical cooling via heat pumps.  Space stations, satellites, and voidcraft are constantly baked by the unfiltered cosmic rays of the stars.  Air conditioning heat pump systems must gather heat from the insulated interior of craft, pump it to an exterior heat-sink array.  Without the benefit of atmospheric convection, these heat sink arrays slowly radiate heat back into the void.

And this all has has worked well for us for generations.  And all our current voidcraft utilize this kind of system, which has continued to work well.

...until the moment SUCK decided to melt our with a high energy laser weapon.

Our current radiative heatsink arrays weren't designed to absorb so much thermal energy and then safely discharge it.  The CCRaRA is an addon package to our existing heat pump systems.  The external radiator assembly is substantially larger, and of particular innovation has small 'sweat pores.'  In damage control situations, the radiator can now sweat heated ammonia-based refrigerant, directly expelling heated mass from the ship.  The other major addition of the system is a large auxiliary reservoir of ammonia-based refrigerant.  As the CCRaRA sweats heated refrigerant, the auxiliary reservoir is tapped by the heat pump system to refill the expelled refrigerant.  The reservoir is large enough that as a yellow line procedure, the CCRaRA can rapidly flush ALL its circulating refrigerant out the sweat pores, creating a sizeable spaceborne ammonia cloud.  While this is intended as a limited capability for rapid cooling, the resulting ammonia cloud may have some tactical use as an obscurant, and may diffuse/disrupt some hostile energy weapons or other signals as well.

Estimated Values: Cost 4
Estimated Tag: Yellow-Line Feature

Quote from: Votebox (Pick Two)
(1) 160mm Vorpal Gun Battery (VGB): ConscriptFive
(0) Curie Shipboard Fission Reactor (CFR):
(1) Combat Coolant Reservoir and Radiator Assembly (CCRaRA): ConscriptFive
« Last Edit: September 09, 2021, 02:43:59 pm by ConscriptFive »
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #54 on: September 16, 2021, 03:27:19 pm »

Elysium Command Arms Race of Conquest: Operationalization Phase
Turn 2

Design: 160mm Vorpal Gun Battery (VGB)
Our last gen workhorse, 160mm MGS was a mediocre weapon system whose lackluster combat performance only emphasizes the need for a replacement.

The 160mm Vorpal Gun Battery (VGB) is a fore-mounted four gun battery occupying two slots (vs the two gun MGS in one slot).  Shell production has been upgraded to use plentiful Vorpal Gun materials.  In addition to standard HE shells, armor piercing depleted uranium (APDU) shells have been developed.  APDU shells consist of a sabot encased sharpened ultra-dense DU projectile.  Inherent to DU, the penetrator sharpens itself as it passes through armor plating.

Having been developed mostly parallel to the C5 Deck, legacy MGS systems did not fully utilize the full capabilities of integrated fire control.  The VGB features an updated two-way datalink, keeping the Captain fully apprised of weapon & ammunition status, and allowing the bridge to independently execute most gunnery functions.  Meanwhile, each VGB gun retains an optical crosshair sight for manual gun-laying in contingent circumstances (electronic warfare disruption, network failures, or even catastrophic battle damage to the C5 Deck.)

As an added bonus, due to use of plentiful Vorpal Gun materials, and the efficiency of unifying twice as many guns into a single system, logistical costs are relatively low despite the technological advances of the VGB.

Estimated Values: Cost 9, Maint 5
Estimated Tags: Two Parallel External Front Slots

Difficulty: Easy (+1 mod)
2d4--> 3+3+1 [Superior craftsmanship]

We have a singular mastery over traditional ballistic weapons.  The acceleration powder is the finest it can get; We cannot improve velocities without the use of more exotic  acceleration schemas. The projectile heads are as complicated and vastly engineered as our own warships. Automated systems reduce the crew footprint while also emplacing electronically hardened autoloaders. It is designed with a fine gunnery system that allows for accurate fire, but requires a data link to external ballistic computational engines to fully use this capability. Backup onsite gunners can aim the gun in case of network outage.

The projectile heads in particular are pieces of art.  Two doctrines of thought have been  emplaced: the first doctrine is blunt, a directness that invokes the image of a knife in the dark: The sheer focus on kinetic damage has resulted in Hammerhead rounds, which are Armor Piercing Discarding Sabot Uranium shot. Simulacrum testing indicates that these weapons are very effective against heavily armored craft that use first generation armoring techniques. The second doctrine utilizes the first generation of incredibly durable sub-kilogram computational engines: “Slicer” rounds utilizes payload explosives to maximized effect, with an onboard simple logic and sensory system hooked up to a detonator on the Shaped Charge round.  The round is targeted to aim as close as possible to the engine bells of a targeted craft, and to detonate in proximity to the enemy craft, causing both rocket exhaust to back pressure into the rocket motor (Unlikely to occur with higher fuel efficiency engines) and gouge the engine bell with specially designed penetrator shrapnel.

Slicer rounds are only effective in danger close engagements, so the ratio has been set to a 80-20 in favor of the Hammerhead rounds.

The four gun configuration design makes ample use of the space by reducing the logistical burdens of maintenance protocols, and provides ample engineering space for the weapon set. The barrels are lengthened such that they massively protrude out of the ship, while structural members have been placed on rotating and sliding mechanisms across the ship to handle their bulk in accelerations without deforming. 

160mm Vorpal Gun --[VGB]
 Battery````````````````--[VGB]
A fore-mounted traditional ballistic main cannon weapon design schema that calls to place four guns across two slots. These huge cannons utilize extremely fast burning powder formulas, an average bore length for the calliber and exotic alloys to extract every ounce of acceleration possible per kilogram.  Two rounds types are carried, Second Generation APDSDU “Hammerhead”  rounds and Combination radar and thermal proximity detonator shaped charge “Slicer rounds. Slicer rounds are designed to be fired at enemy engines and disable them, and are more effective against low fuel efficiency engines. It requires a fire control system to fully utilize its functions, but it comes with onsite gunner back up systems. It utilizes Electronically hardened Autoloaders.
Values: Cost 10, Maint 4
Tags: Two Parallel External Front Slots, Fire Control -2

Design: Combat Coolant Reservoir and Radiator Assembly (CCRaRA)
As any layman who grew up on the Torus knows, habitability in the void is reliant upon constant mechanical cooling via heat pumps.  Space stations, satellites, and voidcraft are constantly baked by the unfiltered cosmic rays of the stars.  Air conditioning heat pump systems must gather heat from the insulated interior of craft, pump it to an exterior heat-sink array.  Without the benefit of atmospheric convection, these heat sink arrays slowly radiate heat back into the void.

And this all has worked well for us for generations.  And all our current voidcraft utilize this kind of system, which has continued to work well.

...until the moment SUCK decided to melt our with a high energy laser weapon.

Our current radiative heat sink arrays weren't designed to absorb so much thermal energy and then safely discharge it.  The CCRaRA is an add-on package to our existing heat pump systems.  The external radiator assembly is substantially larger, and of particular innovation has small 'sweat pores.'  In damage control situations, the radiator can now sweat heated ammonia-based refrigerant, directly expelling heated mass from the ship.  The other major addition of the system is a large auxiliary reservoir of ammonia-based refrigerant.  As the CCRaRA sweats heated refrigerant, the auxiliary reservoir is tapped by the heat pump system to refill the expelled refrigerant.  The reservoir is large enough that as a yellow line procedure, the CCRaRA can rapidly flush ALL its circulating refrigerant out the sweat pores, creating a sizeable spaceborne ammonia cloud.  While this is intended as a limited capability for rapid cooling, the resulting ammonia cloud may have some tactical use as an obscurant, and may diffuse/disrupt some hostile energy weapons or other signals as well.

Estimated Values: Cost 4
Estimated Tag: Yellow-Line Feature
Difficulty: Normal (0 mod)
2d4--> 3+4 [Superior Craftsmanship]

Although most of the thermal upkeep structure is built into the support infrastructure of each slot, They are designed mostly in the ship formation steps, and are thus difficult to upgrade on an intrinsic level. The Combat Coolant Reservoir and Radiator Assembly project represents a series of upgrades to the internal systems of warships to defeat secondary effects of enemy laser weapons. The primary effect, the abballation of thermal impact sites, would require a re-engineered plate composition to defeat and is beyond the scope of the design. The secondary effect, the distribution of unmanageable thermal waste heat into the ship interior, is defeated by the designed system. In addition, these systems act as a significant upgrade to the ton to waste heat output of the radiator as high density pressurized ammonia tanks allows for more efficient cooling.

This system prevents crematorium drifts, as termed by our salvage engineers. Expanded radiator systems, secondary radiator systems as well as emergency doctrines set in place to rapidly expel thermally ruinous temperatures from the ship for short periods of time thanks to the generous coolant it is equipped with. The expulsion rate is high enough to act  as an obscurant around the radiators and some portions of the craft, totally reducing visibility for half second pulses as the pump works. It is estimated to reduce total on coming thermal energy in the infrared and visible bands by as much as 35%.

Combat Coolant Reservoir and Radiator Assembly (CCRaRA)
A add-on package to radiative systems that expands its mass as well as several internal upgrades that reduce impact of induced thermal waste by enemy firepower. Damage Control can initiate the expulsion of heated coolant through sweat pores built into the radiators while cycling in secondary coolant tanks, which rapidly reduces temperatures and prevents crematorium drift situations. The expulsion of ammonia coolant induces short duration clouds of obscuring clouds around the radiator and some portions of the craft. They reduce oncoming thermal damage in the infrared and visible bands by roughly 35%. More efficient cooling systems are installed, allowing for a Thermal rating to be appended to the craft.
Values: Cost 5, Thermal 2
Tag: Yellow-Line Feature,

Work on 2 Revisions as well as any ships you want prototyped for production.

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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #55 on: September 17, 2021, 11:23:33 pm »

Very nice.  I was expected to need to spend a revision to fix either design, but it looks like we have full license to innovate here.

Still only revisions, but modifications to our fighter craft should count.  Why not specialize them and make a full on Carrier Air Group/Wing?

Revision: "Lagrange" Reconnaissance Squadron
Quote
As first-time voidfarers soon find out, once you get away from the light pollution of the torus, you can see every single star in the void.  In deepspace, even more so.  Sit yourself in a Fléchette Parasite far away from your carrier, and your eyes won't be the only passive sensor excused from friendly interference.

The "Lagrange" Reconnaissance Squadron is an 18 craft Fléchette Parasite squadron modified for long range reconnaissance missions.  To extend mission range, the two missile hardpoints are instead loaded with detachable fuel drop tanks.  Meanwhile, the autocannons in the nose have been replaced by a bulbous radome and sensor assembly.  This new sensor assembly can passively detect emissions across the various bands of the electromagnetic spectrum, but especially IR and RF.  The datalink of the craft has also been upgraded, to maintain communications and sensor relay back to the carrier's C5 Deck at longer operational ranges.

Tactically, the "Lagrange" Reconnaissance Squadron is envisioned as low profile picket element to a carrier.  Extending sensors far beyond the noise of the fleet, they can isolate signals that would otherwise be lost.  With multiple craft in a wide formation, suspect signals can be triangulated and located.  For less sophisticated tactics, a singular Lagrange Fléchette Parasite craft provides a fast-moving expendable low-cost solution to chase and inspect suspect contacts.  Similarly, Lagrange craft outriding in a spherical fleet picket formation will prove difficult for an enemy to bypass unnoticed, preventing devastating close ambushes upon the fleet.

While technically unarmed, Lagrange craft feature an easily armed self destruct circuit.  As a Black Line procedure, Lagrange pilots are trained to plot a suicide heading and arm the self-destruct circuit prior to ejecting.

Between the removal of expensive munitions, salvaged Vorpal Gun materials, and less system attrition wear from a support role, "Lagrange" squadrons are forecast to cost less to maintain than other Fléchette Parasite squadrons.

On a final note, the name "Lagrange" drew some scrutiny amongst us in the Division.  Is it a tribute to the legendary astronomer/mathematician, "Lagrange?"  Or a garble of the Anglicized craft role, "long range?"  We eventually cornered the lead engineer on this.  "Why not both?"

Estimated Values: Cost 4 (-2), Maint 1 (-1)
Estimated Tags: Black Line

Revision: "Intrépide" Bomber Squadron
Quote
There's a saying by aviators of old that an unguided "dumbfire" munition couldn't hit the broadside of a barn.  We not exactly sure what they meant by this, but inertial bombs and dumb-fire rockets do seem to take extraordinary skill to hit small or fast moving targets.  Good thing SUCK doesn't make smaller or fast moving targets.

The "Intrépide" Bomber Squadron is an 18 craft Fléchette Parasite squadron modified for inertial and dumb-fire rocket bombing sorties.  On the missile hardpoints, the two heat-seeking missiles have been replaced with four dumb-fire rocket bombs.  With the guidance system and maneuver avionics removed, these rocket bombs have larger warheads and are dramatically cheaper than their guided predecessors.  But the true piece de resistance is the addition of a ventral center-line hardpoint to the craft.  This new hardpoint is armed with the oversized payload of a single inertial bomb.  The nose hardpoint retains the base Fléchette Parasite's autocannons.

Of course, this radical change in armament accordingly alters the craft's performance.  Fully laden with all five munitions, an Intrépide bomber has rough 2/3 the TWR of the base Fléchette Parasite fighter (6 vs 9.)  Likewise, maneuver thrusters are unmodified, so the additional mass also compromises agility in that regard.  (A fully armed Intrépide bomber is simply not built for dogfighting compared to its peer.)  However, once fully "Winchester" after delivering its weighty payload, the parasite regains nearly the full agility of the base Fléchette Parasite fighter (6 to 8.)

With replacement of guided munitions and additional salvage material from the Vorpal Gun, cost is projected to be similar to the base fighter squadron despite the increase in mass and lethality.

Tactically, the "Intrépide" Bomber Squadron provide a harder hitting parasite option against large slow targets.  Relatively fast, with a tiny target cross-section, they are difficult to detect and target; yet they can deliver a tremendous amount of high explosives in a single bombing run.  After delivering their payload, they can perform limited dogfighting or strafing, but should preferably return to their hanger for re-arming for the next sortie.

On a final note, the parasite's targeting computer has been updated support these new unguided systems.  While this will likely prove far from perfect, pilots are advised not to turn off the targeting computer in some ill-advised scheme to rely upon their supposed cosmic intuition.

Estimated Values: Cost 6 (unchanged), Maint 2 (unchanged)

So yeah, we still have the Fléchette as a multi-role, but now we also have scout/recon birds to find the enemy, and then a bomber squadron hit them hard.
« Last Edit: September 18, 2021, 10:13:30 pm by ConscriptFive »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #56 on: September 21, 2021, 08:11:17 pm »

Good talk.

As tempted as I am to throw another prototype out there, the Rubik hull is obsolete and Sabalier a major investment.  I'd like to see how the revisions go, and maybe do a new Corvette hull next turn.

Quote from: Revision Votebox (Pick Two)
(1) Lagrange Recon Squad: ConscriptFive
(1) Intrépide Bomber Squad: ConscriptFive

Jilladilla

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Re: Elysium Command: Elysium De La 12th Société
« Reply #57 on: September 22, 2021, 02:57:35 am »

Sorry for more or less throwing it all on you, Conscript. I've been... A bit burnt out lately.

Said I would do this, and though it is late, here it goes:

Vorpal Gun Battery Rail Addon
The Vorpal Gun is truly a museum to the subject of 'how to gun'. Every method we've theorized, and even many we haven't even considered in our wildest dreams is present on the assembly as a live example. It would be, frankly, the work of generations to work out all the various systems, let alone how our predecessors managed to allow them to work together harmoniously. So we've taken only to working out the things we felt we were close to rediscovering already, like the field of utilizing magnetics to help propel a projectile.

By attaching a pair of rails consisting of powerful electromagnets to our gun barrels, we can improve the muzzle velocity of our weaponry. Though this being said, due to the assembly being Rail Assisted instead of a true 'railgun', the projectile itself is not the thing intended to be accelerated; that would cause it to begin outpacing the propellant gasses and losing power gained from that aspect. Instead, the casing itself is the thing being accelerated down the barrel, shrinking the space in which the propellant gasses has to occupy and as such increasing the pressure placed upon the projectile, as well as the everything else. As the rails are not an essential part of firing, the system should still be able to function normally as before in the event of loss of power or the rails being destroyed.

(Estimated Costs: +? Maintenance: +? PPC: +1? 2?)



(Is the rationale for why this'll work realistic? I don't know! It seems like it'd work. You may yell at me if you wish.)

EDIT:
Quote from: Revision Votebox (Pick Two)
(2) Lagrange Recon Squad: ConscriptFive, Nemonole
(1) Intrépide Bomber Squad: ConscriptFive
(1) Vorpal Gun Battery Rail Addon: Nemonole
« Last Edit: September 22, 2021, 08:04:47 pm by Jilladilla »
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Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #58 on: September 25, 2021, 04:03:10 am »

I had a similar idea for improving the Vorpal further, but via a different method. Not sure if either of these would be better served as a Design though...

Vorpal Gun Liquid Fuel Conversion
We have reached the limit of solid-fuel in the Propulsion of our cannon payloads. So instead we turn to Liquid Fuel, and use a technique referred to as ElectroThermal-Chemical, which is really just a fancy way of describing the principle used in combustion engine to drive the pistons. A highly combustible fuel is injected behind the round and ignited with a "plasma cartridge". Basically a souped up spark plug.

First, this should allow for a simplification in the weapon design, as the propellant us monger packaged with the shell, and thus casings can be eliminated. It's primary purpose though, is in the even control of the Propellant reaction itself.

In our standard propellants, the initial detonation imparts most of the energy, with the force from the expanding gas dropping off over distance. The difference with an ETC weapon is that additional energy can be added to the propellant constantly, quickly converting it to plasma that chases the round up the barrel.

This constant acceoration can easily match the initial detonation of a solid propellant,  allowing us to achieve much bigher velocity before the round leaves the barrel.

Quote
(3) Lagrange Recon Squad: ConscriptFive, Nemonole, Kashyyk
(2) Intrépide Bomber Squad: ConscriptFive, Kashyyk
(1) Vorpal Gun Battery Rail Addon: Nemonole


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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #59 on: October 02, 2021, 11:33:29 pm »

Elysium Command Arms Race of Conquest: Operationalization Phase
Turn 2

Revision: "Lagrange" Reconnaissance Squadron
As first-time voidfarers soon find out, once you get away from the light pollution of the torus, you can see every single star in the void.  In deepspace, even more so.  Sit yourself in a Fléchette Parasite far away from your carrier, and your eyes won't be the only passive sensor excused from friendly interference.

The "Lagrange" Reconnaissance Squadron is an 18 craft Fléchette Parasite squadron modified for long range reconnaissance missions.  To extend mission range, the two missile hardpoints are instead loaded with detachable fuel drop tanks.  Meanwhile, the autocannons in the nose have been replaced by a bulbous radome and sensor assembly.  This new sensor assembly can passively detect emissions across the various bands of the electromagnetic spectrum, but especially IR and RF.  The datalink of the craft has also been upgraded, to maintain communications and sensor relay back to the carrier's C5 Deck at longer operational ranges.

Tactically, the "Lagrange" Reconnaissance Squadron is envisioned as low profile picket element to a carrier.  Extending sensors far beyond the noise of the fleet, they can isolate signals that would otherwise be lost.  With multiple craft in a wide formation, suspect signals can be triangulated and located.  For less sophisticated tactics, a singular Lagrange Fléchette Parasite craft provides a fast-moving expendable low-cost solution to chase and inspect suspect contacts.  Similarly, Lagrange craft outriding in a spherical fleet picket formation will prove difficult for an enemy to bypass unnoticed, preventing devastating close ambushes upon the fleet.

While technically unarmed, Lagrange craft feature an easily armed self destruct circuit.  As a Black Line procedure, Lagrange pilots are trained to plot a suicide heading and arm the self-destruct circuit prior to ejecting.

Between the removal of expensive munitions, salvaged Vorpal Gun materials, and less system attrition wear from a support role, "Lagrange" squadrons are forecast to cost less to maintain than other Fléchette Parasite squadrons.

On a final note, the name "Lagrange" drew some scrutiny amongst us in the Division.  Is it a tribute to the legendary astronomer/mathematician, "Lagrange?"  Or a garble of the Anglicized craft role, "long range?"  We eventually cornered the lead engineer on this.  "Why not both?"

Estimated Values: Cost 4 (-2), Maint 1 (-1)
Estimated Tags: Black Line
Difficulty: Easy(+1 mod)
2d4-->1+2+1 [Below Average]

The Lagrange Lineage is a flechette squadron to be outfitted with craft that utilize high-bearing  ship grade multispectral sensory systems focussing on active and passive infrared and radio frequencies. The modification sinks incredibly deep, with almost every facet of the craft from the drive to the life support to the shape of the hull  rebuilt to carry high yield sensors while isolating them from the energies of fighter sized craft.

The chemical rocket has been replaced with a low-thrust high efficiency engine fueled by liquid hydrogen reservoirs, however the small ship mass still puts a limit to the projection envelope. However, it allows a sensor envelope projection across moon systems and the outer edges of solar systems.

The sensors are only just barely able to fit into the mountings, with the support systems requiring bulky, difficult to handle equipment and antennae that extrude out of the frame. It is slow to store and move out from the hangar bay.

In terms of effectiveness, simulacrum testing has shown merit in the design. In strategic combat, the general location of vessels are known so far as bright thermally active signatures that are mostly impossible to stealth. The identification of these vessels from the background automata that we ignore and vice versa, are more difficult. Every system has dozens to hundreds of thousands of unidentified flying objects that we do not have the manpower to commandeer and investigate, with a disquieting portion of them being the equivalent of space mines or cruise missiles that are waiting for a target to approach. The Lagrange is less effective for this purpose.  The isolating factor simply cannot defeat the mass ratios that a slot dedicated to sensory systems would allow.

This changes drastically in tactical engagements.

With a fully operational sensor net, complete information capacity is gained. The only reason our ships would miss is due to mechanical constraints. Iit is a massive advantage, but one that is vulnerable. A slot dedicated to sensory systems would also have complete information capacity, but would be more expensive, more prone to whole body disabling by weapons fire. The sensory craft are still vulnerable, but to different tactics, especially those that eliminate the mobility of small craft.

"Lagrange" Reconnaissance Squadron -- [FLE]
The "Lagrange" Reconnaissance Squadron details the installation of 18 small parasite stored in hangar bays with launch capabilities. Each Parasite craft is equipped with high-tempo multispectral sensory systems focussing on active and passive infrared and radio frequencies. .It has the acceleration profile of a speed 5 in combat, but has the fuel efficiency to project across moon systems and the outer edges of solar systems with its mother craft. It’s inherits the durable design of the Flechette, its systems are bulky and difficult ot stow and launch from hangar bays.. Hangar modules induce slight structural weaknesses to the craft unless the craft is specifically engineered for it.
Values:Cost 5, Maintenance 1
Tags:

Revision: "Intrépide" Bomber Squadron
There's a saying by aviators of old that an unguided "dumbfire" munition couldn't hit the broadside of a barn.  We not exactly sure what they meant by this, but inertial bombs and dumb-fire rockets do seem to take extraordinary skill to hit small or fast moving targets.  Good thing SUCK doesn't make smaller or fast moving targets.

The "Intrépide" Bomber Squadron is an 18 craft Fléchette Parasite squadron modified for inertial and dumb-fire rocket bombing sorties.  On the missile hardpoints, the two heat-seeking missiles have been replaced with four dumb-fire rocket bombs.  With the guidance system and maneuver avionics removed, these rocket bombs have larger warheads and are dramatically cheaper than their guided predecessors.  But the true piece of resistance is the addition of a ventral center-line hardpoint to the craft.  This new hardpoint is armed with the oversized payload of a single inertial bomb.  The nose hardpoint retains the base Fléchette Parasite's autocannons.

Of course, this radical change in armament accordingly alters the craft's performance.  Fully laden with all five munitions, an Intrépide bomber has rough 2/3 the TWR of the base Fléchette Parasite fighter (6 vs 9.)  Likewise, maneuver thrusters are unmodified, so the additional mass also compromises agility in that regard.  (A fully armed Intrépide bomber is simply not built for dogfighting compared to its peers.)  However, once fully "Winchester" after delivering its weighty payload, the parasite regains nearly the full agility of the base Fléchette Parasite fighter (6 to 8.)

With replacement of guided munitions and additional salvage material from the Vorpal Gun, cost is projected to be similar to the base fighter squadron despite the increase in mass and lethality.

Tactically, the "Intrépide '' Bomber Squadron provides a harder hitting parasite option against large slow targets.  Relatively fast, with a tiny target cross-section, they are difficult to detect and target; yet they can deliver a tremendous amount of high explosives in a single bombing run.  After delivering their payload, they can perform limited dogfighting or strafing, but should preferably return to their hanger for rearming for the next sortie.

On a final note, the parasite's targeting computer has been updated to support these new unguided systems.  While this will likely prove far from perfect, pilots are advised not to turn off the targeting computer in some ill-advised scheme to rely upon their supposed cosmic intuition.

Estimated Values: Cost 6 (unchanged), Maint 2 (unchanged)

Difficulty: Normal (0 mod)
2d4-->4+2 [Above Average]
Dumb rockets are not really effective outside of ranges similiar to autocannons. In the pursuit of ever more powerful payloads with easier-to-produce avionic systems, wire-guided rockets were produced instead of outright dumb fire packages. Wire guided missile achieve all the requests by high command for cheaper, but effective weapon systems, even though they limit engagements to very close in stellar engagements These rockets use modern rocket fuels that allow for explosive, incredible speed at knife fighting short ranges, which are perfect for the massive payload warheads that take up a full third of the munitions mass. These are direct, brutal weapons with the technical elegance of a grounder’s slug thrower, but are effective. The wire guided missiles are controlled by either the pilot in a manual fashion or the onboard computer. New  advances in nanomaterial lathing allows for kilometers long spooling which allow for these weapons to be used up to short ranges.

The intrepide Bomber frame has had several adjustments to it’s frame. All the added explosive payload decreases speed by just about 33%, from 9 to 6. Each wing has the capacity to devastate all but the most hardy of warships.


"Intrépide"  Parasite Bomber Squadron -- [PBS]
The “Intrépide '' Parasite Bomber Squadron details the installation of 18 small fighter craft patterned from the Flechette stored in hangar bays with launch capabilities. Each Parasite craft is equipped with 4 wire guided General High Yield payload  missiles, one upscaled centerline inertial bomb payload, dual front mounted dual 40mm cannons with 20 degrees of gimballing. The explosive ordinance has technically adept payloads and weak electronics. The spooling for the wire guided missiles utilize nanolathed materials that allow for short range engagements It has the acceleration profile of a speed 6 craft when loaded, 9 unloaded, and is limited by the unaugmented pilots down to a profile of 8. It inherits the Flechettes' durability. Hangar modules induce slight structural weaknesses to the craft unless the craft is specifically engineered for it.
Values:Cost 7, Maintenance 3
Tags: Hangar


Work on an operation plan.
assets continued in the next post.
« Last Edit: December 01, 2021, 02:53:09 pm by Blood_Librarian »
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