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I thought it was similar enough to plasma so I thought up a plasma set up. As you can see, I am not a physicist.Do you, uh, do you know how particle accelerators work? The smaller a ring is, the more power it takes to keep the particles moving at high speed. We're not using the main accelerator rings to produce exotic particles - the output is nanoscopic, and they tend to decay in moments anyway. We're using them to accelerate perfectly normal particles to high fractions of light speed and then shoot them at the enemy.
They don't have a whole lot in common. Producing plasma is easy. The hard part with plasma is keeping it from exploding while it's on its way from you to the enemy. (I'm not certain, but I believe canon 40k plasma weapons accomplish this through handwaving.) Particle accelerators, although they also produce high energy particles, do it in a much more orderly fashion. The key difference is, instead of moving every which way (as in plasma and other typical high-temperature substances), the particles are all at least initially moving in the same direction. This helps a lot getting them from point A to point B through empty space, but it means you need to keep them being orderly until you're ready to fire, which is not easy. (Particle accelerators also tend to bring far smaller amounts of matter to far higher energy levels, but that's less relevant to the matter at hand.)I thought it was similar enough to plasma so I thought up a plasma set up. As you can see, I am not a physicist.
Added to the list
We really do need to stop putting off building defense stations. And the freighter hull isn't nothing.Aargh, down by one. Come on, guys, is lances on the bulk hauler really more important than not cutting Yttreum off? (I mean, yes, there's the freighter hull, but let's be honest, that's almost nothing.)
My plan also builds a defense station, though? I didn't take the manufacturing for Yttreum out of the defense station, I economized on the auxiliary carrier (which is why my plan still has maybe half the support for Yttreum I'd like). And the freighter hull isn't literally nothing, but it's the next-worst thing.We really do need to stop putting off building defense stations. And the freighter hull isn't nothing.
Sorry, misremembered who made what plan. Still, I don't know what you're talking about with lances on the bulk carrier? My plan doesn't have lances on anything but the station... Anyway, I prefer my station layout.My plan also builds a defense station, though? I didn't take the manufacturing for Yttreum out of the defense station, I economized on the auxiliary carrier (which is why my plan still has maybe half the support for Yttreum I'd like). And the freighter hull isn't literally nothing, but it's the next-worst thing.
Edit:
By the way, @DaLintyGuy, you never did answer: Are we working with 300 manufacturing this turn, or 310? My plan uses 300, and plan Building The Bulwark... says it uses 302 but is spending 2 on medium walkers that we have for free from my omake bonus.Sorry, my mistake, I forgot how much industry it was to begin with.
Your plan does put the long-range sensors on it, though, and spends 32M this turn, which is probably overkill unless we're going to put lances on it.Sorry, misremembered who made what plan. Still, I don't know what you're talking about with lances on the bulk carrier? My plan doesn't have lances on anything but the station... Anyway, I prefer my station layout.
...No? It's a carrier, and one that will have minimal armament on top of being converted from a civilian hull. Long-range sensors means that it can hang back and isn't at as much risk of being ambushed. If we see the enemy coming sooner, we can also send out strikecraft to respond to them before they can close in. Detection capabilities are almost as vital to the use of a carrier as the actual strikecraft.Your plan does put the long-range sensors on it, though, and spends 32M this turn, which is probably overkill unless we're going to put lances on it.
I do agree that, in the absence of budget constraints, lances on the carrier would be better than macrocannons. However, we do have budget constraints to worry about, and given that cruiser-scale sensors cost quadruple for some reason, yet don't seem to have improved performance, there's a big incentive to put our good sensors on escorts instead of cruisers unless the cruisers need the range. And yeah, macrocannons won't get a lot of use in the ideal case, but if we're in a giant furball (which seems to happen a lot), they give the carrier a much better loadout for close in fighting....No? It's a carrier, and one that will have minimal armament on top of being converted from a civilian hull. Long-range sensors means that it can hang back and isn't at as much risk of being ambushed. If we see the enemy coming sooner, we can also send out strikecraft to respond to them before they can close in. Detection capabilities are almost as vital to the use of a carrier as the actual strikecraft.
So no, I don't consider the sensors overkill. And even if we were to mount a lance on it in the end, that's a weapon that pairs well with the ship regardless given the increased range to our lance armament.
Existing point defenses... yeah, uh, about that...Love this quest, so my first contribution will be this brainfart;
Hekatoncheiros-Pattern Point Defense Network
An outgrowth from the work done on recreating military-grade sensoriums by means of distributed sensors and networked cogitators, a group of junior Magi managed to put together a proposal for the point defenses to be fully tied into the network as well. This should significantly increase the effectiveness of existing point defences, which would in turn free up the strikecraft and interceptors to pursue more aggressive strategies against enemy ships...
... If successful, that is.
This seems too specific. We already have standard Imperial Guard flak cannons, which aren't all that different from point defense autocannons, so the easiest way to get point defense cannons would be to start there, not engineer a new gatling gun. The other easy option would be to start with the lascannons we're using on our interceptors.some one can probably come up with a better one but this is what I've got.
DPDT 36 Point Defense Cannon
This cannon is made up of 6 liquid cooled rotating barrels that fire 6000 rounds per minute, mounted on a turret capable 360' of rotation and also capable of fire straight up (relative to the mounting point) and adjusting their aim rapidly to track the target and acquire new targets.Due to the nature of these cannons intended target they cannot be used to manually, unless you are targeting large ships at very close range but considering the armor of such vessels this gun would have very little effect.The intended target of these cannons are enemy strike craft and munitions which move too fast for a normal human therefore a computer targeting system is necessary.
This seems like a regular las battery but with extra steps. Because having swappable capacitors mean that once the shot is fired, that capacitor is empty, so what will recharge it? the ship's reactor. Why not just hook the reactor to the Las weapon so it doesn't need to reload. It would be like converting a belt-fed heavy machine gun into a magazine fed machine gun with more time spent reloading than firing. Our problem we have is that we were more focused on kill ships rather than PD so Lances are the primary focus. Las Batteries will be good PD as they just blast any fighter craft out of the sky, but it would be a terrible ship-to-ship weapon because of its lower power output.