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Siloship
Post Body

Siloship

Children of a Dead Earth is a hard science fiction space warfare simulator. It heavily, HEAVILY, emphasizes realistic physics and customization.

It is set in the relatively near future after a cataclysm made Earth uninhabitable and humanity has been colonizing the solar system.

The Siloship is a Republic of the Free People medium sized capitol ship built around a large payload of nuclear missiles.

Its primary purpose is long range (100 to >100,000km) missile attacks against enemies within the same sphere of influence as the Siloship.

While it does have some railguns, these are not anywhere near enough firepower to go toe to toe against dedicated close range ships without heavily damaging them with nukes first.

Internal layout.

Weapon layout.

Flare Launcher Locations (This is in the same area as the Striker Missile Launchers).


Meta Information

Generally speaking most relevant info on a non-text based page (like this one) will be on the left side. This particular one is color coded to show where the information is. Every other module and missile page will be similar.

If you don't know some specific term used in the RT, it might be defined in here.

In this RT there are a few sections about the material properties of the various armors the Siloship uses. If you don't know what stuff like "Young's modulus" or "Poisson's Ratio" means then look in this for the definitions.


Ship handling

Ship Handling Source (blue)
Delta-V 4.35 km/s with maximum fuel in combat configuration.
Wet Acceleration 216 milligravities or 2.12 m/s2
Dry Acceleration 415 milligravities or 4.07 m/s2
Total Burn Time 19 minutes 19 seconds.
Turnabout Time (180o rotation) 19.6 seconds
Rollabout Time (180o roll) 20.2 seconds

 

Miscellaneous Ship handling details

 


Armor/defenses/durability/endurence

Armor

Layer Thickness Material Purpose/Additonal notes
Outermost (Green) 5 mm Aluminum This layer is called whipple armor (for more details read this or this) and is spaced one meter away from the middle armor layer. it is an ablative armor layer designed primarily to deal with hypervelocity rounds.
Middle (Green) 6 cm Reinforced Carbon-Carbon Reinforced carbon-carbon is a variant of carbon fiber commonly used in aerospace for it's excellent strength to mass ratio. This layer is primarily for general protection (lasers, nuclear detonations, hypervelocity rounds and flack missile shrapnel).
Innermost, Crew Module 5 cm Reinforced Carbon-Carbon This layer is only around the crew modules.
Innermost, Propellant Tanks Thin Aluminum Zinc Magnesium This layer is what makes up the skin of the propellant tanks.

 

Miscellaneous

 

Flare Launcher

Flare Launcher Source
Launch Velocity 183 m/s
Total Distance Traveled Before Burnout 1830 m
Total launchers Per Siloship (Red) 4
Total Flairs Per Launcher 60
Launch Rate 1 per 6.04 ms or 166 per second*
Launcher Armor 25 cm Maraging Steelโ€ 
Flare Energy Output 103 MW
Flare Temperature 1708 K

 

13 MW 11mm Autofire Railgun

The 13 MW railguns can be used for point defense. But against anything smaller much smaller than drones (although this weapon isn't particularly effective against Children of a Dead Earth drones for a number of reasons), or missiles they will be extremely ineffective.

 


Weapons

The Siloship's primary weapons are its Devastator and Striker nuclear missiles.

Its secondary armament, the 11mm railguns, is would mostly be used for point defense against missiles and drones.

 

Missiles

The Siloship carries two types of missiles, Devastator and Striker Missiles.

Both use fission warheads though the Devastator is far more powerful than the Striker.

The missiles are guided by the Siloship's crew until they get within a ~10-50 kilometers of the target. After that they switch to heat seeking and will try to hit the largest heat source they can see.

These are usually deployed in pods of 10 or more missiles (depending on target). This is to so they can overwhelm the point defense of their target while also not firing so many missiles egregious numbers of them will be wasted due to the nuclear detonations mission killing nearby friendly missiles. These missiles are extremely safe in that it is extremely difficult to set them off without using the detonator. This of course has the downside that it is possible they can and will damage each other preventing the every missile in the pod from detonating on the target.

 

Missile Type Devastator Striker
Yield 2.03 Mt 2.45 kt
Intensity Formula Devestator Striker
Delta-V 0.864 km/s 1.08 km/s
Wet Acceleration 5.38 g 6.02 g
Dry Acceleration 9.47 g 11.8 g
Total Burn Time 12.8 seconds 13.4 seconds
Turnabout Time 1.53 seconds 1.38 seconds
Missile Armor 6 centimeters of graphite 5 millimeters of graphite

 

Launcher Type Devastator Launcher Striker Launcher
Number Launchers per Siloship 4 6
Number of Missiles per Launcher 10 50
Rate of Deployment per Launcher 5.49 seconds 3.31 seconds
Launcher Armor 2 centimeters of titanium 5 centimeters of titanium

NOTE: The radiators for these launchers are located midship and a bit towards the stern (there are two on opposite sides of the ship, one provides cooling for the four Devestator Launchers and the other provides cooling for the six Striker Launchers) . If the launcher's radiator get damaged it will be unable to function. Additionally if the Siloship's power plant or power plant radiators (stern-most radiators) get sufficiently damaged the launchers will not have enough power to function.

 

 

13 MW 11mm Autofire Railgun

The Siloship's railgun is a hypervelocity weapon. Without getting too bogged down in the physics of what that means, the rounds instead of behaving like a solid object when they hit a target violently explode more like a high explosive.

The Siloship has a total of eight turrets but only one can fire continuously at any given moment due to the fact the railgun takes 13 MW of power and the Siloship's power plant can only supply 13.5 MW of power.

If the large aft radiators are damaged sufficently the Siloship's power plant will be unable to function. If that occurs then the Siloship will be unable to fire any of it's railguns.

 

13 MW 11mm Autofire Railgun .
Muzzle Velocity 6.47 kilometers per second
Muzzle Energy 209 kilojoules or 50 grams of TNT
Fire Rate 14.5 rounds per second
Muzzle Energy per Second 3.03 megawatts or 725 grams of TNT per second
Arc of Fire 91o
Rotation Speed 73o per second
Turret Armor 20 centimeters of boron carbide
Barrel Armor 4 centimeters of boron carbide

 

Accuracy:

  • Weapon Spread: .01o

    • This means if you image a cone projected outwards from the barrel with an angle of .01o at the vertex. Every round fired by the railgun will be within this cone. Most of these rounds will be grouped closer to the center than the edge.
    • At 4.72 km vs a 1m2 target approximately 50% of the rounds will hit.
    • At 12.3 km vs a 10 m2 target approximately 50% of the rounds will hit.
    • At 39.0 km vs a 1000 m2 target approximately 50% of the rounds will hit.
    • These are based on firing at non-accelerating targets.
    • Accuracy obviously improves with larger targets and closer ranges.

 


If you have any questions feel free to ask.

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A Siloship In Orbit Around Earth

Children of a Dead Earth is a hard science fiction space warfare simulator. It heavily, HEAVILY, emphasizes realistic physics and customization. It is set in the relatively near future after a cataclysm made Earth uninhabitable and humanity has been colonizing the solar system.

The Siloship is a medium sized Republic of the Free People capitol ship built around a large payload of nuclear missiles. Its primary purpose is long range (100 to >100,000km) missile attacks against enemies within the same sphere of influence as the Siloship. While it does have some railguns, these are not anywhere near enough firepower to go toe to toe against dedicated close range ships without heavily damaging them with nukes first.

Internal layout.

Weapon layout.


Meta Information

Generally speaking most relevant info on a non-text based page (like this one) will be on the left side. This particular one is color coded to show where the information is. Every other module and missile page will be similar.

NOTE: If you don't know some specific term used in the RT, it might be defined in here (if it isn't in here then please tell me).

NOTE: In this RT there are a few sections about the material properties of the various armors the Siloship uses. If you don't know what stuff like "Young's modulus" or "Poisson's Ratio" means then look in this for the definitions.


Ship handling

Ship Handling Source (blue)
Delta-V 4.35 km/s with maximum fuel in combat configuration.
Wet Acceleration 216 milligravities or 2.12 m/s2
Dry Acceleration 415 milligravities or 4.07 m/s2
Total Burn Time 19 minutes 19 seconds.
Turnabout Time (180o rotation) 19.6 seconds
Rollabout Time (180o roll) 20.2 seconds

 


Armor/defenses/durability/endurence

Armor

Layer Thickness Material Purpose/Additonal notes
Outermost (Green) 5 mm Aluminum This layer is called whipple armor (for more details read this or this) and is spaced one meter away from the middle armor layer. it is an ablative armor layer designed primarily to deal with hypervelocity rounds.
Middle (Green) 6 cm Reinforced Carbon-Carbon Reinforced carbon-carbon is a variant of carbon fiber commonly used in aerospace for it's excellent strength to mass ratio. This layer is primarily for general protection (lasers, nuclear detonations, hypervelocity rounds and flack missile shrapnel).
Innermost, Crew Module 5 cm Reinforced Carbon-Carbon This layer is only around the crew modules.
Innermost, Propellant Tanks Thin Aluminum Zinc Magnesium This layer is what makes up the skin of the propellant tanks.

 

Miscellaneous

  • All other components also have some additional armor. The specifics depend on the component.

 

Flare Launcher

Flare Launcher Source
Launch Velocity 183 m/s
Total Distance Traveled Before Burnout 1830 m
Total launchers Per Siloship (Red) 4
Total Flairs Per Launcher 60
Launch Rate 1 per 6.04 ms or 166 per second*
Launcher Armor 25 cm Maraging Steel
Flare Energy Output 103 MW
Flare Temperature 1708 K
  • *The launcher's full launch rate will never be used in practice. Flares are normally deployed in small groups of 5-10 as enemy missiles are within 10 seconds of intercepting the Siloship.

 


Weapons

The Siloship's primary weapons are its Devastator and Striker nuclear missiles.

Its secondary armament, the 11mm railguns, is would mostly be used for point defense against missiles and drones.

 

Missiles

The Siloship carries two types of missiles, Devastator and Striker Missiles.

Both use fission warheads though the Devastator is far more powerful than the Striker.

The missiles are guided by the Siloship's crew until they get within a ~10-50 kilometers of the target. After that they switch to heat seeking and will try to hit the largest heat source they can see.

These are usually deployed in pods of 10 or more missiles (depending on target). This is to so they can overwhelm the point defense of their target while also not firing so many missiles egregious numbers of them will be wasted due to the nuclear detonations mission killing nearby friendly missiles. These missiles are extremely safe in that it is extremely difficult to set them off without using the detonator. This of course has the downside that it is possible they can and will damage each other preventing the every missile in the pod from detonating on the target.

 

Missile Type Devastator Striker
Yield 2.03 Mt 2.45 kt
Intensity Formula Devestator Striker
Delta-V 0.864 km/s 1.08 km/s
Wet Acceleration 5.38 g 6.02 g
Dry Acceleration 9.47 g 11.8 g
Total Burn Time 12.8 seconds 13.4 seconds
Turnabout Time 1.53 seconds 1.38 seconds
Missile Armor 6 centimeters of graphite 5 millimeters of graphite

 

Launcher Type Devastator Launcher Striker Launcher
Number Launchers per Siloship 4 6
Number of Missiles per Launcher 10 50
Rate of Deployment per Launcher 5.49 seconds 3.31 seconds
Launcher Armor 2 centimeters of titanium 5 centimeters of titanium

 

13 MW 11mm Autofire Railgun

The Siloship's railgun is a hypervelocity weapon. Without getting too bogged down in the physics of what that means, the rounds instead of behaving like a solid object when they hit a target they violently explode more like a high explosive.

The Siloship has a total of eight turrets but only one can fire continuously at any given moment due to the fact the railgun takes 13 MW of power and the Siloship's power plant can only supply 13.5 MW of power.

If the large aft radiators are damaged sufficently the Siloship's power plant will be unable to function. If that occurs then the Siloship will be unable to fire any of it's railguns.

 

13 MW 11mm Autofire Railgun .
Muzzle Velocity 6.47 kilometers per second
Muzzle Energy 209 kilojoules or 50 grams of TNT
Fire Rate 14.5 rounds per second
Muzzle Energy per Second 3.03 megawatts or 725 grams of TNT per second
Arc of Fire 91o
Rotation Speed 73o per second
Turret Armor 20 centimeters of boron carbide
Barrel Armor 4 centimeters of boron carbide

 

Accuracy:

  • Weapon Spread: .01o

    • This means if you image a cone projected outwards from the barrel with an angle of .01o at the vertex. Every round fired by the railgun will be within this cone. Most of these rounds will be grouped closer to the center than the edge.
    • At 4.72 km vs a 1m2 target approximately 50% of the rounds will hit.
    • At 12.3 km vs a 10 m2 target approximately 50% of the rounds will hit.
    • At 39.0 km vs a 1000 m2 target approximately 50% of the rounds will hit.
    • These are based on firing at non-accelerating targets.
    • Accuracy obviously improves with larger targets and closer ranges.

If you have any questions feel free to ask.

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