Fine tuned:
(snip)
Added Scoops and Collapsible tanks so it can scoop and transport a little fuel.(snip)
pp27 CT Book 5 1980 said:Unrefined fuel, when used in starship drives and power plants, can result in equipment malfunctions and misjumps. This can be avoided with the use of a fuel purification plant which allows refining of the raw gas before it is used in the drives.
pp83 MT Referee's manual said:Fuel Purification Plant
If the ship is jump capable and uses hydrogen fuel and if a fuel purification plant is desired, select one from the table.
Small craft don't need refined fuel, even in CT (HG, p34).
The scoops are basically intended to refuel a ship in orbit, without risking fire from the planet: The gig scoops some fuel, deliver it to the ship, the ship refines it and distributes it.
pp34 pp27 CT Book 5 1980 said:Fuel: Fuel tankage required equals one percent of the ship tonnage times the power plant number. It may never be less than one ton.
Fuel scoops for small craft are automatically assumed to be provided in streamlined or partially streamlined designs. The drives do not require fuel purification plants to allow use of the unrefined fuel.
CRAFT ID: TL: 14
MCr80.411 (Gunboat)
HULL: 9/22, Displacement=10, Config=1A,
Armour=43G (1), Loaded=120.82, Unloaded=73.86
POWER: 0/0, Fusion-E=126.Mw Duration=24hrs/1 days
Extended Endurance=30hrs/1 days
Scoops
No purifiers
EM Mask
ExtEnd excludes: Maneuver (5g) Sensors Commo
EMMask Weapons & Screens
DRIVES: Jump=0 0/0, Avionics-21 450kph
Maneuver=6G 0/1 Agility=1
Speeds:
ATMOSPHERE MAX CRUISE
Vacc: 4,200kph/2,625mph 3,150kph/1,969mph
Standard: 3,780kph/2,363mph 2,835kph/1,772mph
Thin: 5,670kph/3,544mph 4,253kph/2,658mph
Dense: 2,835kph/1,772mph 2,126kph/1,329mph
Very dense 945kph/591mph 709kph/443mph
COMMUNICATIONS: Radio-Syst x 2
Radio Jammer-Syst x 1
Laser-Syst x 1
Maser-Syst x 1
SENSORS: A-EMS (FrOb) x 1
A-EMS Jammer (FrOb) x 1
P-EMS (IntPlnt) x 1
Low-Dnst-E (100m) x 1
Hi-Dnst-E (250m) x 1
Neutrino-E (10 Kw) x 1
Radar (FrOb) x 1
Radar Jammer (FrOb) x 1
Ladar (FrOb) x 1
Sensor scans: AOS=R AOP=R POS=R POP=R PES=S PEP=R
WEAPONS: 1 hardpoints; 0 occupied; batteries bearing 100 %
Missile magazine: HE=50 b/r
Total=0 missiles. 1 b/r=0 missiles
SCREENS: DefDM= 5
CONTROL: Computer=Model 2 x 3, Panels=Holographic Linked x 482
HUD holo x 2
Basic Env(heat/light
Basic LS (air/water)
Ext LS (food/recyc)
Airlock x 1
Grav plates
Inertial Comp
CREW: Crew=22
Bridge=1 Gunners=1 Troops=20
ACCOMMODATION:
OTHER: Cargo=46Kl/3 tons, EMLevel=Faint
Fuel=1 Kl/0 tons, ObjSize=Average
Anti-hijack:
HIGH GUARD: 0106522-100000-00000-0
TCJMPCC-ASMNGR-LEPMI-F Weapons reflected are highest values.
Designed by SHIPS for Windows III v 17.14 on 28 May 2020
The magazine seems to be specified in battery-rounds, i.e. all the missiles you can launch in a single round. Since you have no missile launchers, you can't launch any missiles and 50 rounds of missiles is still 0 missiles.Now, it does need some tweaking here and there; while I specified a 50 HE Missile magazine, it seems there may be a glitch in the s/w, as the 50 rounds appear to have been omitted.
I would not use that software... It uses TL-21 components (avionics), miscalculates needed control panels, uses an M-drive in a hull that is too small.Further, the ground weapons, as mentioned above, will have to be added by hand. Aside from that, it looks pretty much good to go as the smaller Hind-D that I wanted.
The magazine seems to be specified in battery-rounds, i.e. all the missiles you can launch in a single round. Since you have no missile launchers, you can't launch any missiles and 50 rounds of missiles is still 0 missiles.
I would not use that software... It uses TL-21 components (avionics), miscalculates needed control panels, uses an M-drive in a hull that is too small.
It has no crew accommodations, you need to add Crew Stations. There is space since the cargo hold is large.
The power plant is too small to support ground scale fusion guns. It certainly does not have power enough for Agility 1. Note that Agility is only used in space combat, so not much use for a ground oriented craft.
I can't get even close to the cost or mass of the craft, so something seems off...
Note that you have selected much less armour than I used on my craft. That is perhaps appropriate for a Hind, but it will be vulnerable to medium weapons that my version shrugged off.
I added what I thought was a +1 armour modifier. Guess not![]()
Quite, it has armour 43, which is armour DM +1 in space combat.
My version used armour 70 (DM +10 in space).
The ground combat system uses the armour value directly and compares it with weapon penetration.
Armour 70 stops everything but the heaviest fusion guns and space weapons. Armour 40 is only proof against infantry weapons such as FGMPs. Even current anti-tank weapons could probably penetrate.
Ship: ZN Number
Class: Hind-D
Type: Assault gig
Architect: Roger Stenning
Tech Level: 14
USP
GS-0104511-130000-20002-0 MCr 13.660 20 Tons
Bat Bear 1 1 1 Crew: 18
Bat 1 1 1 TL: 14
Cargo: 0.400 Crew Sections: 1 of 18 Fuel: 1 EP: 1 Agility: 0 Pulse Lasers
Fuel Treatment: Fuel Scoops
Architects Fee: MCr 0.137 Cost in Quantity: MCr 10.928
Detailed Description
(High Guard Design)
HULL
20.000 tons standard, 280.000 cubic meters, Needle/Wedge Configuration
CREW
1 Pilot, 1 Gunner, 16 Troops
ENGINEERING
Jump-0, 4G Manoeuvre, Power plant-5, 1.000 EP, Agility 0
AVIONICS
Bridge, Model/1 Computer
HARDPOINTS
1 Hardpoint
ARMAMENT
1 Triple Mixed Turret with: 1 Pulse Laser (Factor-2), 1 Missile Rack (Factor-2).
DEFENCES
1 Sandcaster in the Mixed Turret, organised into 1 Battery (Factor-3),
Armoured Hull (Factor-1)
CRAFT
None
FUEL
0.036 Tons Fuel (0 parsecs jump and 1 days endurance)
On Board Fuel Scoops, No Fuel Purification Plant
MISCELLANEOUS
18 Acceleration Couches, 0.400 Ton Cargo
USER DEFINED COMPONENTS
None
COST
MCr 13.797 Singly (incl. Architects fees of MCr 0.137), MCr 10.928 in Quantity
CONSTRUCTION TIME
11 Weeks Singly, 9 Weeks in Quantity
Nice and cheap, but with almost no armour, agility, or computer it’s more of a victim than an assault heli.
I would ditch the bridge and replace it with maximum armour, it’s the same tonnage. It gives it some survivability.
Don’t forget some collapsible tanks to give it some extra utility.
Note: less than one Dton fuel is not allowed in HG.
The bridge contains two seats for the crew, you only need 16 couches for the troops.
I'd seen that; what would it do to the pilot and gunner cockpit?
Without a bridge the crew needs an acceleration couch each.