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Re: Federation Battlestar

Posted: Wed Apr 28, 2010 8:41 pm
by Captain Seafort
A bit out of context though - you should have used Silver Spar or Blue Leader.

Re: Federation Battlestar

Posted: Wed Apr 28, 2010 8:45 pm
by Mark
:whack:

Its not even 10 am here yet, and I haven't had coffee yet. Don't pick on me. :P

Re: Federation Battlestar

Posted: Wed Apr 28, 2010 8:47 pm
by DarkMoineau
I think Star Wars indicative are more well known than Galactica indicative ;)

Re: Federation Battlestar

Posted: Wed Apr 28, 2010 10:07 pm
by Reliant121
Very true. I've never watched a single BSG episode of either series so :P

Re: Federation Battlestar

Posted: Wed Apr 28, 2010 10:13 pm
by Mark
I strongly reccomend them little bro. The original is a bit campy, but I still love it. nBSG is much darker and a great show, but I really didn't care for the religious overtones. The space battles were awesome.

I wish they'd do a movie FEATURING the annialation of the fleet......or even more action from the first war.

Re: Federation Battlestar

Posted: Wed Apr 28, 2010 10:31 pm
by Mark
DarkMoineau wrote:Well, a little bigger than Colonial Viper.

I was trying to do that on purpose. We are packing alot more into these birds than they did. A total of three phaser banks, two micro torp launchers, and room for cap ship ordinance. Plus shield generators, armor, thrusters and impusle drive not to mention a warp drive system.

We'd almost HAVE to have a bigger ship.

Re: Federation Battlestar

Posted: Wed Apr 28, 2010 10:55 pm
by DarkMoineau
yes indeed.

But, this ship need to enter in the launch tube ;)

Re: Federation Battlestar

Posted: Wed Apr 28, 2010 11:11 pm
by Mark
It's all proportionate. Our Battlestar is a lot bigger, so bigger launch tubes shouldn't be a problem.

I'll start work on our "Raptors" if needed, but wouldn't SF Shuttles and Runabouts fill that role perfectly anyway?

Re: Federation Battlestar

Posted: Wed Apr 28, 2010 11:34 pm
by DarkMoineau
I think a more shielded and armed Scout can fit.

Re: Federation Battlestar

Posted: Thu Apr 29, 2010 2:44 am
by Mark
Hmm....I can manage that.

Re: Federation Battlestar

Posted: Thu Apr 29, 2010 3:06 am
by Mark
Raptor class Multirole Interstellar craft (Scout, Mobile Base, Heavy Bomber, Rescue Ship)

Length 23.1m
Beam 14m
Height 6m
Decks 1
Crew 2 - 6 (depending on mission op, max evacuation limit 40)

Armament:

6 Type IV phaser arrays
Total output 1000 Terrawatts

2 Mirco photon torpedo launchers with 24 rounds each

Underbelly mountings for heavy anti-starship ordinance

Defense:

Regenerative Shield System
Total Capacity 75,000 TeraJoules
Light Duranium/Tritanium Hull
Low Level SIF

Warp Speed
Normal Cruise: Warp 9.5
Maximum Cruise: Warp 9.9
Emergency Speed: Warp 9.95 for twelve hours

Re: Federation Battlestar

Posted: Thu Apr 29, 2010 6:16 am
by DarkMoineau
Well, good spec, but the shield is weaker than the Viper shied?

Re: Federation Battlestar

Posted: Thu Apr 29, 2010 2:01 pm
by Deepcrush
I would give the Raptor the same shield system as the Viper. Makes service and repair easier.

Re: Federation Battlestar

Posted: Thu Apr 29, 2010 3:40 pm
by Sionnach Glic
Mark wrote:I strongly reccomend them little bro. The original is a bit campy, but I still love it. nBSG is much darker and a great show, but I really didn't care for the religious overtones. The space battles were awesome.

I wish they'd do a movie FEATURING the annialation of the fleet......or even more action from the first war.
Have you seen The Plan? That focuses more on the destruction of the Twelve Colonies.

Re: Federation Battlestar

Posted: Thu Apr 29, 2010 5:10 pm
by BigJKU316
Captain Seafort wrote:
Mark wrote:I think the key point is gunners (plural) SF has this annoying habit of having one officer trying to fire all the ship/stations weapons all at once. I actually think that a team of six gunners with the tactical officer overseeing them would be more effective considering the sheer amount of firepower we are fielding.
I'd go further than that and abandon the dependency on centralised fire control altogether. It's certainly useful, and should be used as the primary means of fire control due to the importance of coordinated action (i.e. avoiding one ship being hit by half a dozen shots and another being ignored), but each turret should also have a local control station in case damage knocks out the centralised control or there are too many targets to deal with. In the latter case, split the sky into sections and have each turret worry about their section of it (with overlaps to avoid anything slipping through the cracks).
By all rights fire control should be so heavily automated that the ship nearly fights itself with the battle staff simply prioritizing the targets as needed. The AEGIS system was doing this in the 1970's with computing power that is less than a high end laptop you can buy today so really it should not be that hard. Hell, the USN put a couple of pretty neat systems out there in WWII that used mechanical computers and optics that basically let one main train and fire all of the guns (except light AA) on a ship and it made sure they did not fire in such a way as to damage the ship itself.

There should be individual backups for sure, but your central fire control system, given the technology avaliable to them, should be able to effectively handle spiltting the sky and de-conflicting targeting without having to resort to any local control.

So I guess my point is that having one person designate targets should be well within the ability of ships of that time. Why they are so bad at doing it and so slow to respond is beyond me but technically there is no real reason they could not do far better.

A ship this big with this many weapons should be able to do all sorts of neat things to help it kick ass. I just don't think most trek writers are terribly grounded in modern military technology.