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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 >10,000 km) missile strikes 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.
Flare Launcher Locations (This is in the same area as the Striker Missile Launchers).
Meta Information
Most non-text based pages will have color coding like this.
Red box: Where the relevant information is.
Red: Weapons and launched objects.
Blue: Ship/missile manuvering
Green: Armor and observability
Uncolored: Miscellaneous information
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 |
---|---|
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
The Siloship's total missile armament makes up close to 10% of it's mass. Expending missiles will noticeably increase the Siloship's maximum acceleration and delta-V.
Taking battle damage, for instance getting the ship cut in half, can also improve maximum acceleration as long as the engines are not damaged.
Armor/defenses/durability/endurence
Layer | Thickness | Material | Purpose/Additonal notes |
---|---|---|---|
Outermost | 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 | 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 flak 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. |
All other components also have some additional armor. The specifics depend on the component.
The ship has enough supplies to last for at least six months if not more before needing to restock.
The crew is prepared and likely trained to deal with boarding actions.
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 |
*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.
-
- If the enemy capitol ships are closing into gun range it can be a good strategy to launch all the flares before entering close quarters combat (20-1000 km depending on enemy fleet configuration) as that will prevent a cook off.
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.
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.
Additional Details
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 | Source |
---|---|
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 |
Additional Details
If you have any questions feel free to ask.
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