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Non-spam and Anime things that don't fit in C&C. Also where talk that you don't want to turn into spam goes. So No Spam allowed

Postby CRBWildcat » Thu Aug 16, 2007 2:39 pm

A friend of my brother's had sent us the shareware versions of the first two games, and I got hooked almost immediately. Freespace I thought about for a little bit, but interest in it never really got past that point.
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Postby Lord Aries Greymon » Thu Aug 16, 2007 2:55 pm

Yeah, I never could get past the Mercury Boss Bot.
Didn't play II much, but I liked it.
Loved 3, especially on one of the Lunar levels, where the entire first mine from the first game is there, though destroyed.
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Postby CRBWildcat » Thu Aug 16, 2007 3:01 pm

I've played both games, but getting to the final boss---let alone beating it---was a major pain. I've never played the games on anything past Rookie level, because I'd get toasted pretty quickly otherwise.

I know it's weird, but I actually had this dream years ago where I was flying around inside the destroyed mine. As for 3 itself, I didn't have the right hardware at the time most stores were selling it, so I never bought it.
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Postby Lord Aries Greymon » Tue Feb 12, 2008 9:01 pm

"A new ship class has finally entered service."
"Before anyone says anything about the look, it was made with a LEGO game, so it's gonna be jagged."

"The Neo-Miranda-class."
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LENGTH: 280 Meters
WIDTH: 253 Meters
HEIGHT: Approximately 75 Meters. (my calculations may be wrong on this)
CREW: 220 officers and crew; 500 personal evacuation limit.
HYPERDRIVE RATING: Class 6 motivator.
POWERPLANT: 2 Greymon Light Industries (GLI) "StarFire" Nuclear Fusion core.
ENGINES: 4 Greymon Heavy Industries (GHI) "WarpDrive" nacelles. 2 Cygnus Spaceworks Gemon-4 ion engine.
CRUISING SPEED (Cochrane revised Warp Scale): 5.6
MAXIMUM SPEED (Cochrane revised Warp Scale): 8.8 for 40 hours.
ARMOR: 1.7 meter Durasteel-Calcite weave.
SHIELDS: 2 Helifatch Armories "Guardian" Deflector/Ray Generators, powering 300 shield emitters.
4 forward facing "Deflector dish" arrays.
ARMAMENT: 8 Auriok Technologies "Type G" Dual phasers. 8 GHI "Antioch" Torpedo Launchers with 60 assorted torpedoes. 6 Taim & Bach dual-barrel turreted turbolasre cannon. 2 Junkers & Co. "Hailstorm" turreted Missile launchers with 200 missiles.
CARGO SPACE: Approximately 50 Cubic Meters.
SUPPLEMENTARY CRAFT: 4 Heavy Tanks. 8 VF-1D"Valkyrie" Variable Starfighters.
STANDARD CARGO: 1 Conversion kit for VF-1 series to VEFR-1 Electronic Warfare Valkyrie. Replacement parts for VF-1 series. Replacement treads and engines for heavy tanks.
NOTES: the Torpedo and missile launchers are divided between the two 'rollbar pods' 4 torp tubes and 1 missile launcher per pod. Ammunition is likewise divided.
[[the second ship in the screenshots is the small scale concept model.]]

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[[OOC: As far as the Game rules I'm working on are concerned, this is the most expensive light Cruiser I've yet built, and, in game, the Fightercraft don't exist.]]
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Postby Spokavriel » Tue Feb 12, 2008 10:11 pm

That ship looks almost like a Reliant class (Technically Reliant is Miranda Class but my RP materials designate it Reliant Class.) with 2 drive and weapons arcs instead of one with them placed symmetrically.

It has 4 drive units like the Constellation class AKA Picards Stargazer.

Would you like me to pass on any Trek specs to help augment your vessel?
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Postby Lord Aries Greymon » Tue Feb 12, 2008 11:37 pm

"Sure! It can't hurt afterall. And aye, I've liked the Reliant since I first saw it. The reason for the quad nacelles is sheer pulling power. It will, due to have 4x the thrust, out accelerate most other ships. Doesn't turn too well though, and while it has lower top speed than the rest of the fleet, it can maintain it's speed far longer."

"I was kinda inspired by the Soyuz class (Bozeman), in doing it, because one thing I didn't see (on what everything I can find for free claims to be a patrol ship or super-destroyer) was torpedoes. Since I'd wanted the extra engines anyway, I just played around untill I managed to fit a pair of weapon/sensor pods."
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Postby Spokavriel » Wed Feb 13, 2008 12:52 am

You do know that in the Original design the reason they slung weapon/sensor pods on the opposing sides of the saucer section was to give both wider sensor coverage and keep the Nacells from narrowing the targeting area of the photon torpedo bays. I think that is part of why Stargazer had the ships engines on an armature putting them further back.

Miranda Class Starship Wikipedia.

This info is from the Reliant's Card in the Ship combat supplement Book 3: Starship Data and Combat Charts.
It might not be that useful without the rest of the info on starship combat but it's still some data. (On the warp speeds don't worry too much it has the same data on all Pre and post Refit Enterprise including -A too so I'm guessing the game makers didn't watch all of the series episodes and don't care about the TNG warp scale.)

RELIANT CLASS RESEARCH CRUISER United Federation of Planets wrote:Engines And Power Data:
. . Total Power Units Available - 48 TAC: 16
. . Movement Point Ratio - 4/1 TAC: 4/3
. . Warp Engine Type - FWF
. . . . Number - 2
. . . . Power Units Available - 20 each
. . . . Stress Charts - G/L
. . . . Maximum Safe Cruising Speed - Warp 6
. . . . Emergency Speed - Warp 8
. . Impulse Engine Type - FIE
. . . . Power Units Available - 8
Weapons and Firing Data:
. . Beam Weapon Type - FH-10 Phaser
. . . . Number - 4, mounted in 2 banks of 2
. . . . Firing Arcs - 2 fwd/port, 2fwd/stbd
. . . . Firing Chart - W
. . . . Power Range - 0-7 TAC: 0-2
. . . . Damage Modifiers -
. . . . . . +3(1-10) +2(11-17) +1(18-20)
. . . . . . . . TAC: +2(1-10) +1(11-17)
. . Missile Weapon Type - FP-4 Photon Torpedo
. . . . Number - 2
. . . . Firing Arcs - 1 fwd, 1 aft
. . . . Firing Chart - S
. . . . Power to Arm - 1
. . . . Damage - 20 TAC: 7
Shields and Damage Data:
. . Superstructure Points - 22 TAC: 7
. . Damage Chart - C
. . Shield Type - FSL
. . . . Shield Power Ratio - 1/3
. . . . Maximum Shield Power - 14 TAC: 5
. . Crew 336
Retyping is a pain in the arse. This is the Configuration of the Reliant as taken by Kahn Singh.

Edit: Note on the Crew Compliment. The current number is the amount needed for 2 people to man all stations including research labs medical and security on all shifts. Divide the Number by 6 and you have a healthy Refit or Skeleton crew count. In this case 56 people could handle all the ships functions including repair crews during the kind of combat that new thread in Spamville is looking to have.
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Postby Lord Aries Greymon » Wed Feb 13, 2008 4:48 pm

Coooool.

And meh on the Warp scale. I only use it because it's the one I'm the most familliar with. I've yet to find a more detailed speed scale.

I did notice the crew, and I'm aware that mine is technically a Light complement. But then, Mine doesn't have nearly as many, or as varied Science bays as a standard Miranda-class (Reliant sub-class). Thus, not as much need. (and most of the Excess crew are machinists, mechanics and the like. This is, at the moment, to make final adjustments and fix anything that suddenly stops working.
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Postby iiradned » Thu Feb 14, 2008 2:07 am

Lord Aries Greymon wrote:POWERPLANT: 2 Greymon Light Industries (GLI) "StarFire" Nuclear Fusion core.
ENGINES: 4 Greymon Heavy Industries (GHI) "WarpDrive" nacelles. 2 Cygnus Spaceworks Gemon-4 ion engine.


As far as I know fusion reactors are not enough power warp nacelles in Star Trek. All warp capable vessels (even the small shuttles from Voyager) use a matter/anti-matter intermix reactor to power the warp drive.

According to the ST tech manual, the resulting plasma from the matter/anti-matter reaction is channeled to the warp nacelles where the energy is released and interacts with the special alloys in the nacelles to generate the warp field for faster-than-light travel.
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Postby Spokavriel » Thu Feb 14, 2008 2:13 am

Many vessels ran off of just the energy from Dylithium and for speeds up to warp 5 (TOS Scale) it can be sustained that way. Matter + Antimatter isn't the only way to generate the plasma needed to drive the engines. In fact before the DS9 Runabouts I don't remember any vessel small enough to be considered a shuttle having more than batteries much less a M&AM Warp Core.
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Postby iiradned » Thu Feb 14, 2008 3:00 am

Spokavriel wrote: Many vessels ran off of just the energy from Dylithium and for speeds up to warp 5 (TOS Scale) it can be sustained that way. Matter + Antimatter isn't the only way to generate the plasma needed to drive the engines. In fact before the DS9 Runabouts I don't remember any vessel small enough to be considered a shuttle having more than batteries much less a M&AM Warp Core.


Dilithium is what is used to control and channel the energy of the matter/anti-matter reaction.
http://en.wikipedia.org/wiki/Dilithium_%28Star_Trek%29
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Postby Lord Aries Greymon » Thu Feb 14, 2008 5:40 am

Spokavriel wrote: Many vessels ran off of just the energy from Dilithium and for speeds up to warp 5 (TOS Scale) it can be sustained that way. Matter + Antimatter isn't the only way to generate the plasma needed to drive the engines. In fact before the DS9 Runabouts I don't remember any vessel small enough to be considered a shuttle having more than batteries much less a M&AM Warp Core.
iiradned wrote:Dilithium is what is used to control and channel the energy of the matter/anti-matter reaction.
http://en.wikipedia.org/wiki/Dilithium_%28Star_Trek%29


While this is true. Remember one key thing. FANMAKE.
Thus, I could actually be drawing plasma from miniature stars.
The Romulans are proven to use miniature Black Holes, why couldn't I use a Mini-star?

In my universe, magic is very real, and works with most technology. I just sell the reactors as Nuclear Fusion Generators.
The inner workings are magitech, thus, freakishly small size, and near-infinite fuel supply. The "magic" part merely draws plasma from a star, usually uninhabited ones.

And yes, there is a crystal regulating everything, though I've yet to decide what kind it is. (modern watches use Quartz, I'm thinking of using Emerald or Tiberium* [[Tiberium is from the Command & Conquer game series, and greatly resembles Emerald]]


It's kinda funny, because, the both of you are correct.
In The Original Series, I think, they never even mentioned antimatter reactors.
Whereas in The Next Generation, Riker, for his Captaincy test, was given a ship with no Dilithium, and I believe they mentioned that it had no antimatter. I may be wrong on the last bit.
It clearly had power, thus only the warp drive needs Dilithium. (even if only as a regulator for matter/antimatter annihilation)
But then they replaced the Dilithium with a "science project" to generate power, not to control the reactor. Which tells us that the drives don't even need antimatter, just something damn strong.
Spokavriels is right about the Shuttles too, but then, most of those never went Warping anywhere. And In TOS, there was a thing called a "Warp-sled" that was attached to shuttles so they could use warp.

Thus, you are both right, cause the series is full of holes one could drive a Death-Star through.

iiradned, I like you. You keep me thinking, and thinking is good. It means less plot-holes.
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Postby Spokavriel » Thu Feb 14, 2008 11:51 am

Before the Animated Series it was shown quite a few times that they were not using the matter antimatter reaction. I'd have to run through the whole series... Maybe that should be my next Marathon. But the use of Antimatter as far as I can remember does not show up in the engineering aspect until the Animated Series episode "One of Our Planets is Missing".
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Postby lwf58 » Fri Feb 15, 2008 10:13 am

Spokavriel wrote: Before the Animated Series it was shown quite a few times that they were not using the matter antimatter reaction. I'd have to run through the whole series... Maybe that should be my next Marathon. But the use of Antimatter as far as I can remember does not show up in the engineering aspect until the Animated Series episode "One of Our Planets is Missing".


Not true. In the original Star Trek series (TOS), the matter/antimatter engines are mentioned a number of times. Here are a few of the specific references, and the episodes in which they are mentioned.


startrek.com wrote:Matter-antimatter integrator
Episode: 69 - That Which Survives

Part of the warp drive system of Constitution-class starships, among others. The Kalandan Losira fused the emergency bypass control valve of the integrator on the U.S.S. Enterprise NCC-1701 in 2268, causing the ship to accelerate up to warp 14.1 (old scale) before repairs brought it back under control.


Matter/antimatter reaction chamber
Episode: 7 - The Naked Time

The actual intermix chamber at the heart of a warp propulsion system, as designed in Federation vessels, where matter and antimatter are safely allowed to react in the most efficient manner. The residual energy, regulated by a dilithium matrix and a series of warp field coils, then creates a subspace field about the vessel for faster-than-light travel. The use of antimatter requires than a series of safety interlocks and magnetic fields protect the entire warp core.


Intermix formula
Episode: 7 - The Naked Time

Mathematical equation used to determine the proper mix of matter and antimatter in the warp core reaction chamber among starship propulsion systems. Artificial wormholes could result if the mix is applied incorrectly. In 2266, Science Officer Spock and Chief Engineer Scott accomplished an emergency restart of their starship's warp engines by creating a new formula based on a theoretical time/antimatter relationship. Although it saved the ship, the emergency move prompted a negative temporal shift of three days. Later, some of the warp drive upgrades supposedly being performed by Kosinski in 2364 called for varying the formula to improve engine performance.

Antimatter converter assembly
Episode: 2 - Where No Man Has Gone Before

Part of the warp drive system of Federation starships, including the U.S.S. Enterprise NCC-1701 and other Constitution class vessels.


Dilithium
Episode: 44 - Journey to Babel

Crystalline substance used in warp propulsion systems to regulate the matter/antimatter reactions that provide the energy necessary for faster-than-light speed.

Naturally occurring dilithium is extremely rare and is mined on only a few planets, such as Coridan, Troyius and Rura Penthe.
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Postby Spokavriel » Fri Feb 15, 2008 10:40 am

Yep I definitely need another marathon but not so soon. I'll pull the scripts from the box in the back, for now, but I'm going to have to watch all of those again soon.
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