Shepard Quest Mk IV, Under New Management (ME/MCU)

Hoyr said:
Because the Alliance has drones and drone systems already and the idea was to accommodate that. The idea was to have Tiger be readily plugged into the existing SA OrBat, but with some upgrades to account for changes to the OrBat and technological changes. Adding a drone flashhforging system is fine but its good to also accommodate existing drones. I know that if I was a soldier that I'd like the barrier drone protecting me to be a real one,
Pretty much what I was aiming at with my edits too, Flash forging I'd include to thicken the packs of drones available.
Hoyr said:
Frankly I put that down as a big hell if I know. I was thinking about it but then I realized that there are most likely a fixed set of crash harnesses, 12 was the number I gave for that, mostly because the powerplant is dinky (but strong), the mako's capacity was 8+extra room, and 12 is the nice round squadron number I like, comes from playing assorted star wars games really. I'm not sure the Legionary is all that larger then a soldier wearing ME heavy armor, that shits pretty bulky to. The QM is best qualified to comment on this.
Good point I'll revise that back up in a second to 10 and make a distinction between armour more clear, but I want to keep the Legionary in mind of the reader of the specs
Hoyr said:
Some of that ideas was covered in the fluff I had for the Drone Host Controller, mostly the sensor networking and assorted C3 functionality. Is it really called C3? I know that's the battletech thing but whats it called when it lives in RL? The distributed computing thing is new, it maybe useful I think is a ask the QM case. (Stealing ideas from the geth... :)) Having the crew being able to take over is just reasonable.
I got it from Battletech too but Command, Communication and Co-ordination take to long to write and aren't as catchy sounding : )

Also Parallel/Multistream/core processing is something we already do in RL : )
Hoyr said:
It a freaking hover VTOL it can Orbitally insert on anything that doesn't have more gees then the repulsors can produce and I think one calc put them at around 100g for just one moving a man sized object powered by a low quality AR. I think 8 of the one in your suggested design can point down? So that's around 80,000N (~69,914.88N from movie suit's Mach 2+ flight), Tiger tops at ~27578.4kg w/o its eezo core (mass of the US Bradley), so that what 2.5-2.9g of thrust. The Tiger should be able to land on most worlds w/o issue without the Eezo core. This of course doesn't include the increased power availability, (1 AR for 4 thrusters in Iron Man suit, vs 36 AR of power for 8 thrusters in Tiger) and the flack that I doubt the repulsors are the dinky infantry scale ones.
At max, though the side and rear mounts don't have full traverse down to keep them within the armour. So that's 4 straight down and 6 for manoeuvres that have limited downward angle, 30 degree at best so only about 33% effective thrust downward.

Still a nippy beast with an eezo core
Hoyr said:
ME has wireless power and shield projectors, so I'll raise you one and suggest a shield projector module that can go in the external hard points.
Sounds good.
Hoyr said:
Neat, I'm stealing some of that, 'kay?
Only fair I stole first : )
Hoyr said:
Edit: Also the AA version needs some integrated missile launchers, linking hardpoints to internal ammo is IIRC bad design as it screws up the hard point design and adds extra weak points. What did you think of the 4 turreted Pilum? I was thinking of swapping that for 2 turreted Pilum and 2 Hesta, leaving the two secondary hull mounts as well as the MM launcher.

Maybe back later with updated stuffs.
The AA still has it's standard hard points and turret mounts. It also has the rear mounted micro missile launcher that could be upgraded to a heavier variant

I made it a point to try and avoid impinging on the hard points for the varients as the idea was that the conversion kits would modify the cargo and personnel area.

You posted this just after I finished a round of edits, so you might want to have another look. Notable adds were NBC shielding and using the repulsors for underwater operation.

Anyhow, off to work and hope it's only 3/4 of a ton of catalogues I need to bag and shift this afternoon not more.
 
Madfish said:
I got it from Battletech too but Command, Communication and Co-ordination take to long to write and aren't as catchy sounding : )
C3 is a real military phrase but it means Command, Control and Communication. At least that's what I've seen in a ton of stuff and Wikipedia seems to back me up on it.
 
Madfish said:
Pretty much what I was aiming at with my edits too, Flash forging I'd include to thicken the packs of drones available.
A reasonable upgrade.
Madfish said:
Good point I'll revise that back up in a second to 10 and make a distinction between armour more clear, but I want to keep the Legionary in mind of the reader of the specs
Keeping PI products in mind is total a reasonable goal, why do you think I included that the armor could take Pilum shots in the fluff? :)
Madfish said:
At max, though the side and rear mounts don't have full traverse down to keep them within the armour. So that's 4 straight down and 6 for manoeuvres that have limited downward angle, 30 degree at best so only about 33% effective thrust downward.

Still a nippy beast with an eezo core
Yeah, that enough that considering we should be using larger then infantry scale repulsors and have more power (and possibly including the core), that we should be able to say meh, gravity who cares?
Madfish said:
The AA still has it's standard hard points and turret mounts. It also has the rear mounted micro missile launcher that could be upgraded to a heavier variant

I made it a point to try and avoid impinging on the hard points for the varients as the idea was that the conversion kits would modify the cargo and personnel area.
Problem is that the base designs hard points make for a damn shitty AA system. Most AA systems want Quad/Dual mounted weapons in a turret or missile launchers in a turret. (The the turret needs to spin fast! Remember that were talking about shooting things that move 680 m/s or more) It needs more turret hard points or turret integrated weapons. In this case the conversion kit will need to replace the turret other wise we'll be selling a rather sub-optimal AA system. One heavy weapon + one lighter weapon in a turret just won't cut it for AA work, esp in ME. (Or at least as far as I can tell) I do like the conversion kit idea, but sometimes it better to give a better product no? Also editing note you have the AA version with an AI, maybe that should be a VI? I don;t want to get fined/shut down :p.
Madfish said:
You posted this just after I finished a round of edits, so you might want to have another look. Notable adds were NBC shielding and using the repulsors for underwater operation.

Anyhow, off to work and hope it's only 3/4 of a ton of catalogues I need to bag and shift this afternoon not more.
I like the edits for the most part. Good luck at work!
UberJJK said:
C3 is a real military phrase but it means Command, Control and Communication. At least that's what I've seen in a ton of stuff and Wikipedia seems to back me up on it.
That's what it is in BT as well but its a pain to remember all those Cs.

Edit for an edit:
Madfish said:
Also Parallel/Multistream/core processing is something we already do in RL : )
And its a fucking pain in the ass, I've played with it myself, my U had an array of ten computer networked together connected to and array screen of twenty sub screens. I am so damn glad most of the library/diver work was done by a professor. But yeah its a RL thingy. I was pointing out that the dynamic linking of units for distributed processing was how the geth worked. The "new" bit was me say it wasn't part of my original ideas.
 
santtu1976 said:
Side weapons in standard model I put down there are must in APC/IFV if there is not firing ports, this limits infantry ability to flank the vehicle. Pilum is needed in most systems to give higher survivability if there is enemy armored unit around, turret is facing in just one direction.
The design does include a array of lasers that give 360 degree protection which also double as short range weapons, I believe they are as good or better then other side weapons. They'll give infantry and drone a hard time at least. I would have added two more weapon slots if those weren't present.
santtu1976 said:
All the other variants made by Madfish sound good, engineering variant just needs HE cannon system because wheeled vehicle is utterly useless as engineering vehicle otherwise.
A High explosive cannon yes? That could just go in the main mount right?
 
santtu1976 said:
Ah. if the laser array works that way, then it's good. I suggest adding smoke mortars in other slots then.
Scaled down version of the lasers warship use to take out fighters missiles and shot other warships at close range, wiki for you. Of course upgraded and modified for anti-missile, anti-drone, and anti-infantry work. Fired together the net may be able to mess with aircraft a bit.

I'm sorta waiting on the QM to tell us about what he considers a sane number of hard points, most vehicles in RL seem to have around 4 weapons.
 
Am I the only one thinking you guys are going *way* overboard with the details on this one? Like the exact number and mountings of the repulsor-thrusters, rather than just saying "it's got repulsors for movement"?
 
Kelenas said:
Am I the only one thinking you guys are going *way* overboard with the details on this one? Like the exact number and mountings of the repulsor-thrusters, rather than just saying "it's got repulsors for movement"?
Well there's a reason I didn't include it in my draft. Most "It a technical detail that I don't understand, Revy'll figure it out". But then someone fluff'd that, so meh?

To a large degree I'm treating the QM's request as "write me an omake about your design". Basically write up design get points to auto finish project to design the thing you omaked. So details like that are there for flavor and don't actually do anything. But sometimes its best to use less details I agree.
 
Hoyr said:
To a large degree I'm treating the QM's request as "write me an omake about your design". Basically write up design get points to auto finish project to design the thing you omaked. So details like that are there for flavor and don't actually do anything. But sometimes its best to use less details I agree.
This was pretty much exactly my intention.

I have, as mentioned before, played a lot of Exalted which has the basic rule that the more awesomely the players describe their actions, the more likely they are to succeed. Even if this involves doing needlessly complicated (but also awesome!) things.

Also, I have no idea how to ideally design a tank or a fighter spacecraft, so your ideas are at least as good as mine, and I know a lot of people like tinkering with these things. At least it appears so.
 
Warning - Long, Long, Long post ahead
Hoyr said:
While I don't mind us having input on the design we most likely don't have any military vehicle designers in the thread (speak up if you are one). SB (and SV) has a minor issue with "must have the shinies", "everything and the kitchen sink", perceived hypercompetence and perfectionism syndrome.
Disclaimer 1: I'm an Engineer. Just, you know, a Software Engineer not a mechanical or electrical engineer. Pretty much everything that follows is stuff I learned online or at high school. So if we have any actual engineers, scientists or mathematicians willing to check over my stuff, great!

Disclaimer 2: There are a number of assumptions been made in this post, since there is a lot we just don't know, and while I'll try and list them all here in the assumptions section I'll possibly miss a couple since I'll be updating it as I write.
Assumptions
  1. The Repulsor is actually a Quantum vacuum plasma thruster rather then a particle beam emitter
    • My reasoning for this is that having the Repulsor be a particle beam just doesn't make sense to me and that having it be a super Q-thruster actually makes more sense.
    • One of the theoretical issues I remember seeing brought up with relation to Q-thrusters is that since they only exist for a short period of time where does the momentum imparted to them go? While there is likely a more realistic answer I'm going to say that it's emitted as a beam of pure kinetic energy. Mostly since it's the exact kind of pseudo-science that would fit in both Iron Man and Mass Effect and having a Repulsor effectively emit pure kinetic energy does seem to fit it a lot better then a particle beam.
    • Oh and there is actually more data and math for using a Q-thruster as an engine then there is for using a neutral particle beam, or at least that I could easily find.
  2. The standard palm Repulsor is 100mm in diameter
    • This is based off the average male hand palm been ~84mm and since it's in the Iron Man suit it's likely a bit bigger then Tony Stark's actual palm.
    • And of course 100mm is a nice number.
  3. The Iron Man suit from Iron Man 1's Arc Reactor produces 3GW of power and that 1GW of that power is used by the four Repulsors.
    • We don't really know the details of the second gen Arc Reactor so I'm just assuming it has the same power but is more stable with a longer life.
  4. The four Repulsors on the Iron Man Mk III suit have the same thrust and energy consumption.​
    • Otherwise I'd just have to make up a ratio.​
  5. The standard palm repuslor has a thrust of 25,000 newtons
    • I've seen calcs ranging from 700 newtons up to 24,000 newtons and given that we're using a lot more advanced materials and design techniques then Tony Stark had available it makes sense for Revy's repulsors to perform better.
    • That and it's yet another nice round number to play with.
  6. The Tiger has a Maximum mass, close to that of the M2 Bradley's​
    22,797kg, of 25,000kg.​
    • The Tiger has lighter (mass wise) armour but more gear.​
  7. The Mako's main gun delivers the same energy to target as the M107 projectile​
    • It's a 155mm cannon. Of course they use a Howitzer as a the reference.​
    • The m107 loaded with Composition B has an TNT equivalency of 7.6835kg or 32,147,764J (32.1MJ)
  8. Repulsors scale up based upon their area. So a 200mm Repuslor would have 4 times the area and hence 4 times the force.​
    • Simply because it makes the most sense of any approach I can think of.
  9. Repulsor weapons convert the input electricity into output raw kinetic energy at 100% efficiency. Or close enough not to matter​
    • I can't remember any instances of Repulsors burning anyone, be they the target or the user, and no mention of them overheating. Given that this is comic book tech having somewhere between 99.99999% and 100% efficiency isn't too surprisingly.​
Preparatory Calculations
So before I start on the actual designs I want to work out a bunch of numbers.​
Repulsor Power Consumption:
Going by the assumptions above a standard palm sized Repulsor consumes 700MW of power (2,800MW / 4 = 700MW) this gives it a power consumption of​
700,000 / 25,000 = 28KW per newton.​


Tiger IFV Repulsor Thruster Calcs:
So I've skimmed through the planet list on the wiki and the highest gravity I found was Aganju with 5.3g and most the planets had less then 1g with a few just a bit over. Which makes sense since humans don't operate that well at higher gravities. Still why not over do the Tiger?

Going with a maximum designed gravity of 6gs and requiring 3gs of acceleration on top of that, for manuevering/dodging/ect, gives a total acceleration required of 9gs.

Force = Mass * Acceleration
Force = 25,000 * 9*9.81
Force = 25,000 * 88.29
Force = 2,207,250 newtons

This would require 88.29 palm sized Repulsors. That's obviously impractical so lets scale them up. The Mako had 4 thrusters so keeping with that design each Repulsor would have to provide 551,812.5 newtons of thrust.

551,815.5 = 25,000 * (Scale Factor)^2
(Scale Factor)^2 = 551,815.5/25,000
(Scale Factor)^2 = 22.07262
Scale Factor = sqrt (22.07262)
Scale Factor = 4.70

That gives a diameter of of 470mm which isn't unreasonable given the size of the vehicle we're talking about here. By my estimates it's about the size of one of the tires. The question will be mounting. Preferably the thrust count be vectored but I'm sure Revy and her team of experts can figure out a way of dealing with it.

With a power consumption of 28KW per newton and a total force of 2,207,250 between the four Repuslors it's simple math to show that the Repulsors at 100% would consume 61.8GW or about twelve and a standard sized arc reactors.




Tiger IFV Main Gun Calcs

A Repuslor equivalent to the Mako's main gun would be absolutely tiny.

32,147,764 = 700,000,000 * (Scale Factor)^2
(Scale Factor)^2 = 32,147,764/700,000,000
(Scale Factor)^2 = 0.0459
Scale Factor = sqrt(0.0459)
Scale Factor = 0.21

For a Diameter of 21mm. For reference the Barrett XM109 sniper rifle is cambered in 25x59mm.That's before factoring in that the Repulsor can fire for hours, flight from US to Afghanistan, on end while the Mako's cannon can only shoot once ever couple seconds.

If we actually use a 155mm barrel the Tiger would be outputting 1.68GW or about 401kg of TNT equivalent every second. Again for reference the Tomahawk cruse missile 454kg of TNT equivalent.

Now that might sound like supreme overkill, and for most targets it is, however we know that Repulsors can be turned all the way down to at least 1% power and that they can increase power in at least 1% increments. So that actually gives the 155mm main gun a variable yield between 168,175,000J (40.19kg or 5x Mako) and 1,681,750,000J (401.95kg or 52x Mako).

Of course a serious issue here is the recoil. At 155mm it's enough to give the Tiger 0.24gs of acceleration. I have no idea how much recoil that is for a vehicle but it seems like quite a bit. Of course the Tiger could use it's Eezo core to dampen the recoil and the gun itself would likely have a lot of recoil dampening built into it.




Tiger IFV Micro Missile Capacity:

The M2 Bradley carries 2,200 rounds of 7.62x51mm for it's M240 machine gun.

A 7.67x51mm round as a rim diameter of 12mm and an overall length of 69.9 mm giving it a rough volume of:

V = Pi * (0.5*12)^2 * 69.9
V = Pi * 6^2 * 69.9
V = Pi * 36 * 69.9
V = Pi * 2516.4
V = 7,905.5mm^3

The Micro Missile is about the same size as the 10mm Auto which has a rim diameter of 10.80mm and an overall length of 32mm giving it a rough volume of:

V = Pi * (0.5 * 10.8)^2 * 32
V = Pi * 5.4^2 * 32
V = Pi * 29.16 * 32
V = Pi * 933.12
V = 2931.5mm^3

So for each 7.62x51mm round you can fit:

Ratio = 7,905.5/2931.5
Ratio = 2.70

Giving a rough number of rounds for the same size area as using in the Bradley at:

Rounds = 2,200 * 2.70
Rounds = 5,940

So lets just round it up and call it 6,000 Micro-Missiles.



Tiger Design Specifications
PI-IFV-01A
Role - Rapid Insertion, Infantry Support and Autonomous Operation​
Weaponry:
  • Primary Weapon - Paragon Industries 155mm turret mounted Repulsor cannon
  • Secondary Weapon - Paragon Industries 10mm Coaxial mounted Repulsor cannon.
  • Secondary Weapon - 6x Paragon Industries Micro Missile VLS (6,000 missiles)
  • Other - 4x Paragon Industries IFC Class Variable Equipment Mounts
Defensive Systems:
  • Paragon Industries Advanced Ceramic Armour
  • Paragon Industries Castra Kinetic Barrier Projector Network+
Power System:
  • 17x Paragon Industries Arc Reactors (5GW)
Motive System
  • 4x Paragon Industries 470mm Repulsor thrusters
  • 6 Wheel All Terrain Drive System
  • Paragon Industires Light Duty Eezo Core Mass Nullification System
Complement:
  • 1x Driver/pilot (Optional)
  • 1x Gunner (Optional)
  • 6x Passengers
Additional Systems:
  • Vacuum rated with full hostile environments package.
  • Neural interface control system
  • Communications Relay
  • Battle Network
  • Advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation.
  • Heat resistant underbelly with deployable wheel shields allowing for high speed atmosphere entry.
The Paragon Industries 01A is a revolutionary design combining top of the line technology with an inspired design to create the most advanced and capable Infantry Fighting Vehicle in Citadel space and beyond.

The Tiger carries seventeen of our patented Arc Reactors which gives her a previously unheard of eighty five gigawatts of power at her disposal. Combined with the our never before seen Repulsor technology gives the Tiger a stunning two point two meganewtons of thrust.

Not only does this allow the Tiger to operate in full hovercraft mode it also means she's capable of not only reaching orbit but combing back down all on her own. The specially designed heat resistant underbelly means she can make high speed entries as well as low speed powered entries giving you the choice of a rapid but noticeable entry or a slow but stealthier approach. Remarkably she is capable of all this without even activating her Eezo core. Allowing it to be best put to use in other ways so as lowering the strain of the rapid acceleration on the crew.

However our Repulsors are limited to simply providing the Tiger with ludicrous levels of thrust, no, they are capable of a lot more. I'm sure many of you are familiar with the Kzinti Lesson, in application if not by name, the better the engine is as a drive the better it is as a weapon.

The 155mm Repulsor Cannon is capable of putting out a sustained beam of over one and a half gigawatts of golden destruction to anything unfortunate enough to get in it's way. The best thing is that it's fully adjustable. There will be times when you want to blast an enemy tank without vaporising the building behind it and that is why the Repulsor Cannon is capable of easily and rapidly shifting from one hundred percent power all the way down to one percent power and back up again at a moments notice.

Of course there are times when even one percent is too much and for that we have the 10mm Repulsor coaxially mounted, allowing for energies as low as 70KW. For even more functionally the Repulsor isn't limited to just sustained beam mode. No it's capable of of rapid pulses, some lasting just fractions of a second.

Still for all it's amazing capabilities the Repulsor isn't well equipped to deal with some of the more precise tasks needed. Like taking out hostage takers without harming the hostage, a problem I myself ran into during the Batarian raid on Mindor. At the time I didn't have a solution but now I do.

The Paragon Industries Micro Missiles are capable of rapidly and effectively taking out enemy infantry without harming any civilian or allied forces in close quarters. The Tiger carries six thousand

This is all pretty impressive but we haven't gotten to the best bit yet. Thanks to our never before seen neural interfaces the Tiger's crew can control her not through haptic interfaces, or even buttons, but through their very minds. Combined with our revolutionary VI this means the Tiger can literally respond at the speed of thought.

Speaking of our new VIs that brings me to the final part of my presentation, Autonomous Control. Yes, you heard right, the Tiger is fully capable of independent operation. Facing heavy Anti-Air and not willing to risk your soldiers lives trying to make an entry? Well now you can send down a Tiger in Autonomous Control mode and have it track down and destroy the Anti-Air and clear an LZ for a manned landing.

To wrap up; the Tiger contains a number of revolutionary and and wholly unique technologies that alone would make it an attractive choice but together make the Tiger into the most advanced Infantry Fighting Vehicle in existence.




End Notes
Yeah. I was planning on doing up the Gladius as well but at 2,268 words and 8 I think this is more then long enough.​
 
Silver sun 17 said:
I would have the coxail mount be an autocannon. normally that mount is a suppression weapon which means rate of fire is king
Not sure that suppression is really needed when the primary weapon can blast through basically anything with sweeping death beams and infantry targets can easily be taken out by micro-missiles.

That aside while I didn't get a chance to go into it, it is something I'll be discussing with the Gladius write-up, but something that I don't think is ever stated is how fast a Repulsor can cycle on-off-on.

While I doubt you can get it anywhere near as high as assault rifles out of a normal repulsor, although I think high speed pule repulsors should be a future tech project, I figure you can probably get it firing at least a dozen times a second which considering that on minimum power it's 50x more powerful then an AK round, it's about half as powerful as an AP mine, should be scary enough to keep people down.

Or to put it another way it can easily be set to fire the equvilant energy per pulse of a hand grenade. So think of it as a fully automatic grenade launcher with unlimited ammo.
 
UberJJK said:
No GARDIAN network? Or repulsor GARDIAN network? Or did you intend for the MM launchers to fill that role?

Other then that we all are mostly differing on weapons numbers/types and a few fiddly bits/fluff. I'd argue for less weapons as modern systems seem to have four or less weapons systems vs your seven. But I guess that's just fiddly stuff.

Also I'm feeling more and more that we might want to re-think the use of Repulsors as weapons, the repulsor seems to have a very short range in iron man (movies) and the utility we're getting out of a 150 point tech seems to much, maybe have a few tech for properly weaponizing repulsors? But that's something for the QM.

Also with the Gladius write up something to consider any tech we use in it will be in the hands of Cerberus. In addition the tech we finished this turn can't be included in the design as the design was finished last turn and we technically finished the techs this turn (unless the QM is feeling permissive). Basically we're stuck with stuff from 2172-Q3 or before. Though we don't know what CHA added to the deal. So no MM or repulsors, maybe lasers if CHA added those to the table.
 
Hoyr said:
No GARDIAN network? Or repulsor GARDIAN network? Or did you intend for the MM launchers to fill that role?
It's mentioned in the Fire Control text that a combination of the autocannon and MM are used for PD so that works.

I found the whole idea of a GARDIAN network on the Tiger frankly silly.

The only land based laser system we see, IIRC, is those massive GARDIAN defense towers. All the others are on ships for a reason. The atmosphere heavily weakens the power of lasers through a combination of blooming and beam absorption.

Not to mention that the smallest thing we know of GARDIANs been equipped on are Frigates which are dozens of times larger then an IFV.

I really doubt we'd be able to fit them until we have miniaturized lasers.
Other then that we all are mostly differing on weapons numbers/types and a few fiddly bits/fluff. I'd argue for less weapons as modern systems seem to have four or less weapons systems vs your seven. But I guess that's just fiddly stuff.
Well I just put three on, one increase from the canon Mako. The hardports are something I took from our improved Mako since it's mentioned that Revy slapped on "several" of them.
Also I'm feeling more and more that we might want to re-think the use of Repulsors as weapons, the repulsor seems to have a very short range in iron man (movies) and the utility we're getting out of a 150 point tech seems to much, maybe have a few tech for properly weaponizing repulsors? But that's something for the QM.
Repulsors are one of those really fundamentally revolutionary technologies, like the Arc Reactor which we got for free, so it's not that surprising.

That said I have put a lot of thought into how to keep Repulsors as they are without rendering the whole Laser branch of the tech tree pointless. This was something that was going to go into the Gladius write-up, since Lasers are far more practical in space.

The best I could come up with was power output density.

The 700MW to 100mm figure is fixed. Want to increase the energy output? Then the size must go up.

Meanwhile with Revy's lasers the power is not connected to the size.

So in theory as long as they had a large enough power supply soldiers could be running around with Terawatt laser rifles while a Repulsor rife would be limited to (assuming 10mm barrel) at most 7MW.
Also with the Gladius write up something to consider any tech we use in it will be in the hands of Cerberus. In addition the tech we finished this turn can't be included in the design as the design was finished last turn and we technically finished the techs this turn (unless the QM is feeling permissive). Basically we're stuck with stuff from 2172-Q3 or before. Though we don't know what CHA added to the deal. So no MM or repulsors, maybe lasers if CHA added those to the table.
Yep. That's why I planned on a couple variations for people to think about.
 
santtu1976 said:
My suggestion is to take the Hoyr/Madfish vehicle and models. Add in several turret systems for military to choose if they want, put in single use smoke launchers on side of the turret, which modern armored vehicles use to put out smoke around it in need. Lastly give few secondary slot choices but not too many slots so it will not become porcupine.
It's why I (and I suspect Hoyr in the original write up) went with a hard point system so that the vehicle is easily adjustable to mission parameters and profiles by quick weapon changes and slower and more extensive Kit Conversions.

Also a quick wiki and google search suggests strongly, though doesn't confirm modernly, that the Repulsor is short ranged (in the order of a few yards) making it infeasible as a primary armament.

Given your suggested power requirements though I will be upping the power availability on my version
 
santtu1976 said:
Which would be quite waste and still doesn't take away the recoil problem.

Oh UberJJK, recoil in regular and rail gun should be quite same really, math and laws of physic doesn't change. Does the eezo help with inertial dampener way to use 155mm in light vehicle? Probably yes.
It still can be used as pure kinetic energy weapon, but bullets are more practical in most cases.

Repulsor Cannon is indeed wasted in a light vehicle, since the way its power scales, makes it more useful in larger scale, like on frigate, but if it not a lot more expensive than a similar MA cannon, we can just use it as well.

Also the repulsors in the Tiger can counter the recoil, but this puts stress on the vehicle itself.
 
Back-of-the-envelope calculations are nice, thank you for those, UberJJK. That said, "pure kinetic energy" is not a statement that makes any sense. Energy is a property that a particle has, it is not something that anything can be made out of. See this blog post for details.
 
UberJJK said:
I found the whole idea of a GARDIAN network on the Tiger frankly silly.

The only land based laser system we see, IIRC, is those massive GARDIAN defense towers. All the others are on ships for a reason. The atmosphere heavily weakens the power of lasers through a combination of blooming and beam absorption.

Not to mention that the smallest thing we know of GARDIANs been equipped on are Frigates which are dozens of times larger then an IFV.

I really doubt we'd be able to fit them until we have miniaturized lasers.
See I assumed miniaturized lasers was the infantry scale tech, you know the sort of BS that allows the Iron Man suit to stick a high powered laser in the back of the gauntlets (see IM2), and that basic DEWs would cover Vehicle scale. ME has been playing with lasers for years, I understood the issue to be power not scaling, recall that the QM said that the Gigajoule laser tech includes vehicle scale miniaturization. (Post) Time to ask the QM

Additional: past QM comment on repulsor cannons http://forums.spacebattles.com/thre...anagement-me-mcu.301862/page-54#post-14761906 seems they take a lot of power.
Esbilon said:
So what range does the Basic DEWs tech cover? It would seem to cover everything from Megajoule lasers to bigger then what ever Miniaturized lasers gives us, but it be nice to know what that meant exactly. Particularly how small of a laser it lets us make.
 
Esbilon said:
Back-of-the-envelope calculations are nice, thank you for those, UberJJK. That said, "pure kinetic energy" is not a statement that makes any sense. Energy is a property that a particle has, it is not something that anything can be made out of. See this blog post for details.
Yeah I understand all that. Thing is. Comic Book Science.

Well technically the Repulsor and Arc Reactor are all based off the same core technology which is in turn based off studies Howard Stark did of the Tesseract which is (IIRC) in turn actually one of the infinity gem.

So in actuality the Repulsor and Arc Reactor literally run off Magic. So not even the Psuedo-Science you normally see.

At some point you have to accept that you can't reasonably explain the capabilities of fictional technology created by people who no nothing about physics and are instead plot devices that run off plotanium.

Emitting beams of pure kinetic energy is perfectly acceptable technobabble for a setting that literally runs off Space Magic!

I'll write up a response to the rest of the stuff tomorrow.


Sorry if I come off as a bit snappy (irony) but I just had ten teeth built up from basically nothing without anesthetic.
 
Lagrange said:
That had a really interesting quote at around 2:15 - right before he lifts off, he says "we'll start it off at one percent thrust".

So we know that 1% of the original thrusters is enough to provide about 1G of acceleration to a body that weighs about 100kg... which means ignoring the armor weight, those could potentiall give him 100G of acceleration, or could hover an object weight 10,000kg.

The IFV we've been talking about was estimated at 25,000kg, which means an amazing 10 palm sized repulsors powered by 2.5 arc reactors would make the tank hover. Amazingly, this is still consistent with the calcs done earlier - 90 of these repulsors would allow the tank to accelerate at 9G.

I wonder if the guys behind the movie actually calculated out consistent numbers for this stuff.
It generally better to run the calcs of the super sonic speed of the suit in the dogfight seen a little later in the move, Its generally accepted that the suit hit mach 2 during that scene and it gives high out put specs for the repulsors. This gives a value of about 69,914.88N for the four repulsors and the stable arc-reactor (about the same as our mark I AR). I used a cross sectional area of .18 m^2 and a drag co-efficient of .7 (same as a head first sky diver).

Surrounding scenes also so a definite difference between trust mode and weapon mode for repulsors as well as a ~1 second charge time between target lock and firing (that time when the repulsor whines), I imagine that a charged repulsor is a bit unstable, so it wouldn't be allowed to hold a charge for safety reasons. Weapon mode produces a defined beam while trust mode produces a plume.
 
Hoyr said:
So what range does the Basic DEWs tech cover? It would seem to cover everything from Megajoule lasers to bigger then what ever Miniaturized lasers gives us, but it be nice to know what that meant exactly. Particularly how small of a laser it lets us make.
1) LASERs have their general level measured in watts (joules/second), so let's change the relevant names accordingly.

2) The basic size is like the ones the US Navy is currently building; that is suitable for ship or possibly semi truck mounting.

Since Revy is a genius, she could probably scale it down to fit on the back of a pick up truck without too much effort. Miniaturization is more for making guns and things that fit into the power armor. The version you can buy could be mounted on your fancy new IFV, but it'd be bigger than any of your other options.
 
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