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Featuring, A Siloship (Children of a Dead Earth)
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A Siloship In Orbit Around Earth

Children of a Dead Earth (CoaDE) 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 human caused cataclysm makes Earth uninhabitable and humanity is forced to colonize 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 >100,000 km) 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 inflicting heavy damage with nukes from range first.

Internal layout.

Weapon layout.


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 maneuvering

  • Green: Armor and observability

  • Uncolored: Miscellaneous information

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
Delta-V 4.05 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/endurance

Armor

Layer Thickness Material Purpose/Additional 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 flack missile shrapnel).
Innermost, Crew Module 5 cm Reinforced Carbon-Carbon This layer is only around the crew modules.

 

Flare Launcher

Flare Launcher Source
Launch Velocity 183 m/s
Total Distance Traveled Before Burnout 1830 m
Total launchers Per Siloship 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
Full Launch Demonstration NOTE: this isn't how flares are usually used, they are normally deployed in small groups every few seconds.

 


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 for terminal approach.

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 explode not unlike 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 sufficiently 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
Weapon Spread .01o
Arc of Fire 91o
Rotation Speed 73o per second
Turret Armor 20 centimeters of boron carbide
Barrel Armor 4 centimeters of boron carbide
Visual From a Wide Angle Fun fact: The golden colored tracers move at 1370 m/s which is only around 100-200 m/s less than a modern armor piercing tank round)
Visual From Siloship Notice how the engines regularly flick on for a moment to counteract the recoil from the gun.
Visual From Target Fun fact: The radiators on these ships are the same size as football fields)

 


Usage on WWW and Usual Combat Strategy

Usual Method of Battle

The Siloship will always open up with waves of missiles. The exact mix and number of Devastator and Striker missiles would be dependent on the Captain. One limitation they can not get around is these missiles will mission kill each other up if they detonate too close together effectively wasting missiles (this is not as much of a problem for the Strikers but it is a problem for the Devastators). So the Captain will try to fire waves which are sufficiently large that they can saturate their opponent's point defense but small enough there isn't a lot of missiles wasted from destroying each other.

Only after the Siloship's magazines are empty, or it knows it's opponent is mostly disabled, would it even think about closing with it's target to enter gun range.

 

Missile Usage

After launch missiles have three phases they go through, the Boost Phase, Midcourse Phase and Terminal Phase.

In the Boost Phase the missile accelerates generally using around 50-70% of it's Delta-V (so in the case of a Striker Missile that would be 540-758 m/s). The idea with this is to get a high relative velocity and a low time to intercept so the target has less time to dodge or deploy longer ranged counter measures.

In Midcourse Phase the missile coasts unpowered towards the target. Remember CoaDE missiles only have around a dozen seconds of fuel. They can't burn constantly unless it is fired ~14 seconds away from intercept (when accounting for the missile's acceleration).

In the Terminal Phase the Missile makes any final corrections to it's trajectory trying to get as close to the target as possible. CoaDE missiles will detonate on closest approach. While that could be directly in contact with the target it does not need to be. If the missile misses by a few dozen meters it will detonate as it passes by.

 

Using the Siloship on WhoWouldWin

The Siloship is best put against spacecraft or surface targets on small atmosphereless celestial bodies. Of course, keep in mind while it's firepower does let it hit somewhat out of it's weight class, it still is on the lower end of SF ships. You probably shouldn't throw anything too fancy at it. Although due to the massive inconsistency in many softer SF settings (Examples, 1, 2), a lot of these settings have ships can actually be decently matched against the Siloship as long as you specify in the prompt to use low end feats.


If you have any questions feel free to ask.

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