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FFW (CT/MT): Zhodani equivalent to the Hind-D concept?

OK, updated diagram, blurb unchanged :)

Merihem-c_strike_gig_v2.png
 

While I think about it, what spreadsheet is that, that you were using to build the designs? (Yes, I know I said I hate maths, but I can't find anything remotely like Shipyard of Ships3 for MT design work, and I really need to find SOMETHING that simplifies things even a little for me!)
 
Right, hopefully, the final final FINAL (!) version of the Merihem-D plan layout.

Changes this version:

  • Added engineering, avionics, fuel etc spaces to diagram (in black).
  • Dotted lines either side of middle fuselage indicate where the roof-mounted engineering spaces overhand the top of the side-fitted seal hatch doors (red and orange stripes are pained on the overhang underside as a 'Mind your head' warning!)
  • Changes cockpit to provide actual room, and not a straw, for the crew to get into the cockpit from inside the ship.
  • Increased overall cockpit height to reflect seat height, also raised the level of the pilot's plinth.
  • Changes colour of cockpit glass to more easily realise the extent of 'glass'.
  • Changed the symbol for seal hatch doors. Note that both side and rear doors camshell open, so that the lower 'halves' act as either steps (like the Hind-D) or a ramp (as in the Chinook).
  • Added a couple of dimension notations.

Merihem-D.png
 
Fine tuned:

(snip)

Added Scoops and Collapsible tanks so it can scoop and transport a little fuel.(snip)

I can't believe I didn't notice this before. We forgot the darned Fuel Purification system :eek:

There is some disagreement between CT Book 5 and the MT Referee's manual, however:

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.

MT seems to indicate that a purification plant is not required for non-jump-capable craft, whereas CT sugests all fuel must be purified.

Which do we use?
 
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.
 
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.

Yep, found it now, thanks. Have no idea how I missed it the first time :eek:

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.

Thanks again :)
 
OK, check me on this; the Merihem-D is, size-wise, about the size of a Chinook, but with teeth.

The Hind-D is about half the size of a Chinook, but with similar capabilities, all be it lesser capacities; Conclusion: we need a smaller craft, dammit.

I've messed about with Ships III, and arrived at a ten-ton hull design, using a model 2 computer, and an honest-to-god agility of 1 (rather than the more usual zero), however the limitations of Ships III means I can't stick on the bolt-on ground attack weapons, so I'm going to have to do that by hand.

So, we're going to wind up with TWO ships here, a Chinook, and a Hind. Can't say I'm unhappy ;) It also gives me much more scope to play with an adventure idea I've been working on recently :devil:

In the interim, here's the rough output thus far...

Code:
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

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. Likewise, there doesn't appear to be facility to add a magazine for the sandcaster. 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.

So, two Zhodani assault craft for the price of one, so to speak :D
 
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.
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.


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.
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.
 
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.

Bugger.

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.

The avionics is likely my fault, I'll check that. I'd noticed the number of panels, though.

It has no crew accommodations, you need to add Crew Stations. There is space since the cargo hold is large.

I was under the impression it did that automatically. Plainly, that isn't the case. Thanks.

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.

Good point on agility. Huh. Yeah, looking at the MT charts in the Ref's Manual, no kidding, they're HUNGRY :eek:

I can't get even close to the cost or mass of the craft, so something seems off...

...interesting...

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 :(

OK, have to update the copy of LibreOffice Calc, (I'll do the entire damn L.O. suite while I'm at it), and then I'll have another go with the spreadsheet :)

TTFN :D
 
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.
 
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.

Riiiiiight. Gotta get my head around this if I'm to do it right ;) Thanks :)
 
Thanks to my maths problems (it's called Dyscalculia, and I make no apologies for it. I'm cursed with it), this is going to revert to a CT Book 5 design, using High Guard Ship v3.


Code:
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.
 
Nice and cheap, but with almost no armour, agility, or computer it’s more of a victim than an assault heli.

This was a Q&D job, refinements/alterations to follow. I may wind up increasing the tonnage to 25 or 30 tons, or downsizing it a bit to 10 tons to a more Hind-like size, rather than a Chinook ;) We'll see.

I would ditch the bridge and replace it with maximum armour, it’s the same tonnage. It gives it some survivability.

I'd seen that; what would it do to the pilot and gunner cockpit?

Don’t forget some collapsible tanks to give it some extra utility.

Not just yet; I want to get the firm aspects up first, I can fiddle with dismountables later ;)

Note: less than one Dton fuel is not allowed in HG.

Yeah, that's a PITA, and no mistake. No real way around it in HG, sadly. I'll just have to live with it.

The bridge contains two seats for the crew, you only need 16 couches for the troops.

I might reduce that further. The specs for the Hind-D give room for what we in the UK call a Section (2 x 4-man fire teams). I may reduce it to that. See https://en.wikipedia.org/wiki/Mil_Mi-24#Specifications_(Mi-24)
 
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