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Lubyak
Powerbroker
 
Posts: 9339
Founded: Oct 01, 2010
Ex-Nation

Postby Lubyak » Tue Mar 18, 2014 5:10 pm

Kassaran wrote:No need to go on and call me stupid here man, yes I know I'm being rather stubborn, but that is because I'm trying to build original vessels here, I don't want to simply say "This is my vessel, here is wiki link to RL counterpart: Link to Military Vessel." I understand what I'm doing is unfeasible, I'm trying to come to you guys to help me make it work, not to have me revert to something already established.


I don't believe I called you stupid. I said that taking away the ability of a carrier to do air traffic control for its own aircraft stupid. If I seem like I'm being condescending, I apologise. Now, if I may say here, I think we have found your problem. You want to be 'original' and hence, 'distinctive', which is perfectly understandable. Everyone wants that. However, you're going about it the wrong way, trying to be original by just changing things you see in RL military things to something that you feel is more aesthetically pleasing or 'cool'. Once again, that is fine too. In all honesty, if you: a) understand that your desire for aesthetic uniqueness is unfeasible, and b) are unwilling to change such things, then you are--quite frankly--wasting our time here. This is a realism thread, and we do exactly that: provide critique on the realism or lackthereof on the designs/ideas posted here. If you are coming in flat out saying that you're not going to be realistic, then you're missing the point. If you're going to be unrealistic, just accept it and run with it. Just say that this is how you do it, and write the story. As I said before, relatively few people on NS are going to start complaining about the kind of things we are here (though many will try and exploit your systems). If you want to do something Rule of Cool, then do something Rule of Cool. Don't try and pretend that your rule of cool is 'more realistic', when it has many issues.

Alright, if I have crossed landing approaches, why not stagger my inbound craft? Also the craft I launch are large in their own respect, think B-1B so when I say I have massive carriers, they quite literally are massive, even the super carriers only hold twelve of the PS-21's (my main-line engagement fighter) and yes I know I should probably default to some Lockheed "Insert remotely bird-like name here" or a Mig "Insert Russian numbers and Word for Polar Bear Here", but I'm trying to create something more than just a carbon copy of real-world crafts and vehicles.


This piles on to more of what I was saying. You want to be cool, interesting, and unique, but you're going about it in a bad way. I don't have anything to say on your choice to use fighters the size of strategic bombers other than it won't work, you know it won't work, so that's that. It wouldn't even be able to launch off a carrier in the first place, and you're overinvesting into building massive carriers. THis is completely unrealistic and pure rule of cool. There is no 'real' justification to it, and we can't make it more feasible, because the idea is--at its core--infeasible and unrealistic.

As for staggering your approaches, your making your problems worse. You have a carrier that is twice the size of a regular one, meant to operate twice the aircraft...but still has the same recovery rate. You're also introducing an additional point of failure. What if an air traffic controller messes up? Or someone doesn't talk to each other properly? Good engineering is about reducing the potential points of failure, not increasing them.

Yes, I understand lots of operations happen on the deck of a carrier, but when utilizing every craft onboard means you might have just over twenty-something planes in the air and perhaps two-to-three exotics (My name for VTOL Transports) at most. I realize that things pertaining to aircraft should stay with the Carrier, I never said to adjust where operations were being held, but rather I was hoping to change how things were happening on board by removing what I had thought was something superfluous, I came here wondering if removing or centralizing the tower was a possible idea.


You have your answer: no to both. The island is not superfluous, it is a vital piece of carrier operations.

In regards to the flight path problem, yeah, if I have crossing approach vectors for my planes that can be extremely dangerous and stupid, but what if all landing approaches were staggered and only two would be landing at a time because yes, stupid me is leaning towards a centralized tower alignment?


I've explained why even the 'staggered' approach is problematic above.

If I also made it so that the decks were separate (also note that as large as my carriers can be for holding their fighters, they would at most be slightly larger than a US Supercarrier), would the problem be solved with why you seem to think that I'm literally placing the structure in the middle of the runway? Perhaps utilizing a twin-hull design like the speculated soon-to-be-in-production Chinese supercarriers? In other words, catameran-type designs are what I've been wanting to use for the carrier if indeed I need a tower (and judging from the rather harsh response I've received, I assume I will need a tower).


Because catamaran/twin hulls are horrible for carriers, and I doubt China will actually be doing it. While they--theoretically--improve stability, the wide hull required reduces their speed by increasing drag, and having two seperate 'hulls' decreases your hangar capacity and flight deck area considerably when compared to a single hull carrier of the same size. Essentially, even if I used the same aircraft as you, I could match your capacity with a smaller more conventional design, and if I built a conventional design the same size as one of your double hulls, it would have more hangar capacity and flight deck area, that would thus be more capable of large scale air operations.

I'm not ignoring the advice given, but rather trying to find ways around the obstacles set in place by reality, and when I find I can't the alternate routes that do work, then yes, I'll go for RoC, but mostly I'm trying to create OC for usage by my nation.


Once again, here is our problem. You're trying to take something unrealistic because it is more original, and then introduce additional complexity trying to work around it, when the realistic solution is to default to the RL, unoriginal solution. There is a major disconnect here. We are almost always going to advise you go back to the realistic solution because that is what these kind of threads do.

Kassaran wrote:Why would I require maneuverability? Yes I understand that dogfights happen, but in PMT times, no one should actually be entering the same airspace as the enemy, most engagements would occur from BVR and then close to AAM fights if I remember enough from the "Your Nation's Airforce Thread MkII" Again, they also are Interceptors, meant to get airborne then move to engage as fast as possible in response to an attack, either that or I use them for extreme ground-strike missions, mostly because their projected speed cap is about Mach 5.4. That's beside the point though being that in PMT combat, dogfights shouldn't happen, or at least be a highly improbable statistic.


I get the feeling you're trying to go for the 'missile bus' idea, a strategic bomber carying loads of long range AAMs. You remember right that most engagement would involve BVR, but that's just the beginning. You would have cheaper fighters within visual range fighting each other with shorter ranged AAMs. In this kind of scenario, manuever is important for position yourself efficiently, suprising the enemy etc. Old school dogfights don't occur, but you're making a large scale jump from 'dogfights don't happen' to 'manueverability is unimportant'. Remember what happened when the US tried the same thing, and consider what happened from there. Oh yes, we kept some form of the heavy, BVR, air superiority fighters like the F-15, but we also developed fighters designed to be more manuverable and suitable for visual range enagement like the F-16.

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The Akasha Colony
Postmaster-General
 
Posts: 14157
Founded: Apr 25, 2010
Civil Rights Lovefest

Postby The Akasha Colony » Tue Mar 18, 2014 7:11 pm

Kassaran wrote:No need to go on and call me stupid here man, yes I know I'm being rather stubborn, but that is because I'm trying to build original vessels here, I don't want to simply say "This is my vessel, here is wiki link to RL counterpart: Link to Military Vessel." I understand what I'm doing is unfeasible, I'm trying to come to you guys to help me make it work, not to have me revert to something already established.


There's a difference between saying "My navy is a clone of the US Navy using the exact same ships" and "I've designed my own navy using generally sound naval engineering principles, which unsurprisingly means that it is relatively similar but not identical to the US Navy, which also follows sound naval engineering principles." This thread respects the latter much more than the former, and much more than those who try to apply rather illogical and impractical 'differences' to their designs just to be 'unique' while also trying to justify their practicality. Right now, you're almost trying to say "I want 2 + 2 to equal 5, because everyone else says 2 + 2 equals 4 and that's boring."

Alright, if I have crossed landing approaches, why not stagger my inbound craft?


This doesn't solve the problem. They'd presumably be staggered anyway, since if they approached at the same time it'd be a guaranteed midair collision when their paths cross. But even if staggered, any error or miscalculation on the part of the landing aircraft will still result in a collision. It also doubles the workload on the air boss, who now has to coordinate not only twice the number of aircraft, but a stream of planes coming from different directions, and likely requiring different holding patterns as well. Which in turn will also increase the risk of collision while queuing for a landing. Given the number of aircraft you claim to have, you won't even benefit from a theoretical increase in landing capacity anyway.

Also the craft I launch are large in their own respect, think B-1B so when I say I have massive carriers, they quite literally are massive, even the super carriers only hold twelve of the PS-21's (my main-line engagement fighter) and yes I know I should probably default to some Lockheed "Insert remotely bird-like name here" or a Mig "Insert Russian numbers and Word for Polar Bear Here", but I'm trying to create something more than just a carbon copy of real-world crafts and vehicles.


That seems to be the root of the problem. The pursuit of difference for its own sake, not for any practical reason. Did it ever seem strange that the US, Europe, and USSR all tended to build similar aircraft, vehicles, and ships, despite being from different blocs? NATO certainly had no reason to emulate the Warsaw Pact, and vice versa.

It's almost as if the same common sense general engineering and tactical concepts happen to apply to all parties...

Yes, I understand lots of operations happen on the deck of a carrier, but when utilizing every craft onboard means you might have just over twenty-something planes in the air and perhaps two-to-three exotics (My name for VTOL Transports) at most. I realize that things pertaining to aircraft should stay with the Carrier, I never said to adjust where operations were being held, but rather I was hoping to change how things were happening on board by removing what I had thought was something superfluous, I came here wondering if removing or centralizing the tower was a possible idea.


Inasmuch as removing the tower will not destroy the ship's structural integrity, it is physically possible to construct a carrier without one. But this is pointless, as it impedes the carrier's functionality as an aircraft servicing and launch platform, which is the entire reason the carrier exists in the first place. You are impeding your multibillion dollar warship's ability to carry out its primary function all in the name of "uniqueness."

Strange as it may seem, when naval architects sit down to design a new warship, they don't ask themselves "How can we make this unique?" They ask themselves "How can we make the most effective and efficient platform to defend our nation and project force?" And if that happens to be a conventional design arrangement with maybe a few extra bells and whistles over the previous generation (Hint: it generally does), then that's what they design. The tower-less designs for United States and Forrestal weren't considered because they were unique, they were considered because at the time they were believed to serve a specific purpose, one that never ended up panning out.

That is why this thread tends to respect those who have put at least some effort into understanding the general principles of why ships are designed the way they are, in order to fulfill their functions efficiently, rather than just cramming together desired features and trying to come up with some after-the-fact justification with little attention to basic design.

In regards to the flight path problem, yeah, if I have crossing approach vectors for my planes that can be extremely dangerous and stupid, but what if all landing approaches were staggered and only two would be landing at a time because yes, stupid me is leaning towards a centralized tower alignment?


You could only attempt to solve it by having a single aircraft approach at one time, using just one landing path. Two aircraft are still a collision risk. That's the entire point; any number of aircraft (two or more) trying to use the separate landing paths will inherently run the risk of colliding. Of course, if you're just using one landing area, why bother adding the weight and space for a second?

If I also made it so that the decks were separate (also note that as large as my carriers can be for holding their fighters, they would at most be slightly larger than a US Supercarrier), would the problem be solved with why you seem to think that I'm literally placing the structure in the middle of the runway?


No. The approach paths will still cross, and this is the problem. Unless they are angled parallel, but then they will cross the takeoff path, and at least one landing path will be perilously close to the tower and will require significant widening of the ship.

The even bigger problem is that in order to service aircraft that weigh nearly ten times as much as a modern carrier fighter, you'd need a carrier much bigger than one only 'slightly' bigger than a Nimitz or Ford. Even just in terms of physical clearance, a B-1 requires 42 meters with wings extended (as they would be for landing and low-speed operations), while an F-18C/D requires only 12.3 meters. Even the F-14, big by carrier standards, had a maximum wingspan of less than 20 meters and an MTOW less than 1/6th of the B-1's. Thus, your landing, servicing, repair, and storage areas would all have to be much bigger than currently designed, and then you'd have to double it. That isn't possible on a 'slightly larger' hull.

Perhaps utilizing a twin-hull design like the speculated soon-to-be-in-production Chinese supercarriers? In other words, catameran-type designs are what I've been wanting to use for the carrier if indeed I need a tower (and judging from the rather harsh response I've received, I assume I will need a tower). However, I'll be keeping the tower further back and be also thinking of utilizing more than just RG's.


As Lubyak mentioned, this will severely impact your available space, which is already at a premium trying to service strategic bomber-sized aircraft. All of these ideas seem to drift farther and farther from what a carrier should be in order to accomplish its mission.

It's also not unique to begin with.

Yes, I understand they aren't hyper-efficient yet, but considering I'm not trying to make them the main-line engagement weapon, and rather a long-range artillery shell, I suppose I should keep their usage saved mostly for fringe engagements then on stationary targets or exceptionally large targets like other capital vessels. I will be looking to use missile tubes then seeing as how everyone seems to think they'll work best (not saying know because I'm simply being contrary and butt-hurt and mostly trollish, so stick it up yours if you got problem with it) and I will continue to stick with Thorium.


So if you've just eliminated most of the use for railguns, why bother retaining them?

The Thorium thing has already been dealt with and discussed, the major drawbacks being the inefficiencies in the design as of right now as we far as MT has developed them, but Akasha, when you joined the conversation, we had already skipped over much of that conversation so allow me to recap as far as I learned: Thorium= safer, cleaner, more abundant in the crust, but it also requires more space as of right now for the breeding and other functions that make it mostly non-applicable in naval situations. Uranium=not so safe, not as clean, not as abundant, but it can be more easily made into a nuke, so we use it out of a desire not to waste what we make and buy and considering how long we've been using them, we've made them EXTREMELY applicable in any situation given how small the actual reactor cores and other such devices can be and how long they've been n use, they've been made more efficient. I'm certain if Thorium had been what we had used in the beginning, we'd be at a similar place with it now and hence I utilize it, given the knowledge that it is more inefficient in comparison and thus will allow for such inequality to be present, but considering that this isn't RL, and how I've already said RoC applies mostly to this area, and I'm mostly using it as a half-assed means to have bragging rights about alternative fuel used for propulsion on my vessels, let's move past that.


That's the point: You're 'convinced' that thorium could have panned out as uranium did historically if it had been invested in. But on what basis? Where's your evidence? Do you have any supporting studies? Theoretical concepts? All you've said so far is "I believe this will happen because OOC I want it to happen, because I want to be different." Which is not a logical or evidence-based justification for the underlying belief.

I'm not ignoring the advice given, but rather trying to find ways around the obstacles set in place by reality, and when I find I can't the alternate routes that do work, then yes, I'll go for RoC, but mostly I'm trying to create OC for usage by my nation.


It does mean you're ignoring the advice given. It means that you're either trying to find a way around it or outright dismissing it to rely on Rule of Cool anyway.

Kassaran wrote:Why would I require maneuverability? Yes I understand that dogfights happen, but in PMT times, no one should actually be entering the same airspace as the enemy, most engagements would occur from BVR and then close to AAM fights if I remember enough from the "Your Nation's Airforce Thread MkII" Again, they also are Interceptors, meant to get airborne then move to engage as fast as possible in response to an attack, either that or I use them for extreme ground-strike missions, mostly because their projected speed cap is about Mach 5.4. That's beside the point though being that in PMT combat, dogfights shouldn't happen, or at least be a highly improbable statistic.


Short-range combat is still very likely. PMT BVR missiles means PMT countermeasures to said missiles. The US thought the same would be true even as early as Vietnam, and got a rather rude surprise when they discovered it wasn't. This is why both the F-22 and the PAK FA both place a high emphasis on improved maneuverability, and why features like thrust vectoring are becoming more common. In a close-range engagement, superior maneuverability gives you far more options than your opponent, which is a key advantage.
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The Soodean Imperium
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Posts: 4859
Founded: May 10, 2013
Ex-Nation

Postby The Soodean Imperium » Tue Mar 18, 2014 7:31 pm

If I may step in here for a moment too...

First of all, I understand the situation you're in - here in NS you've been given a chance to let your imagination run wild, to build the military of your dreams, so why would you limit yourself to real-world designs or cheap rip-offs of them? This is something I can sympathize with, and it was something I put a lot of effort into when I first joined NS (ofc, at this point I'm back to using real-world equipment for most things, but that's another matter). Especially when it's a really poorly done copy, i.e., taking a real-world aircraft and claiming you designed it yourself.

However, it's a "false dichotomy" to say that your two choices are "adopt real-life equipment" and "adopt outlandish equipment" with nothing in-between. When the Germans wanted to make armored vehicles back in WWI, did they copy the British Mark I and call it the "Kaizertank?" When the US found out their early-war planes couldn't outfly the Japanese Zero back in WWII, did they capture a Zero and mass-produce it as the "F-0?" When China acquired its first aircraft carrier, did it copy the Russian Su-33 fighter and call it the "J-15?" (oh wait, never mind...) Basically, a new design doesn't have to be an exact clone of something that already exists, so long as it has all the same main features.

For comparison, imagine making a tank - it doesn't have to be an Abrams clone, but it should have an engine, a single 100-130mm gun in a single turret, a crew of 3-4, one tread on each side, sufficiently thick armor, and so forth. Nobody's ever going to say "I wanted to be unique, so I made a tank which has no targeting scopes and can't drive in reverse." Likewise, why should you say "I wanted to be unique, so I made a twin-hull carrier?"


So, where to go from there? An easy place to begin is by taking a real-world design and modifying it. While you're at it, try to learn more about the original: what do each of the parts do? What are its strengths, its weaknesses? What are the strengths and weaknesses of its counterparts? What changes can you make that will improve the way it performs, while still keeping it realistic and functional? I've done this for tanks, I've done it for ships, and I've done it for military organization. Even if you don't use the end result, you can learn a lot along the way.

If you want to be more original, start by taking a real-life design and listing the features it has. How long is the hull? How many planes does it carry? How many elevators are there? How fast can it travel? How many catapults, what kinds of defense systems, how many crewmen, etc, etc, etc. Then, all you have to do is build something along those general lines, and you'll be a good step closer to realism. I still recommend trying the above step before this, but it's up to you.

The final way to get closer: listen to advice. If everyone you talk to says X won't work, it's possible that X won't work. This is especially true for the people on the NS realism threads, who (with a few rare exceptions) know a lot more than you about the subject. So instead of trying to argue that X will work, simply ask what you should do instead. Why pick a fight with a giant when you can stand on its shoulders?
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Kassaran
Postmaster-General
 
Posts: 10871
Founded: Jun 16, 2013
Corrupt Dictatorship

Postby Kassaran » Tue Mar 18, 2014 9:36 pm

The Soodean Imperium wrote:If I may step in here for a moment too...

First of all, I understand the situation you're in - here in NS you've been given a chance to let your imagination run wild, to build the military of your dreams, so why would you limit yourself to real-world designs or cheap rip-offs of them? This is something I can sympathize with, and it was something I put a lot of effort into when I first joined NS (ofc, at this point I'm back to using real-world equipment for most things, but that's another matter). Especially when it's a really poorly done copy, i.e., taking a real-world aircraft and claiming you designed it yourself.

However, it's a "false dichotomy" to say that your two choices are "adopt real-life equipment" and "adopt outlandish equipment" with nothing in-between. When the Germans wanted to make armored vehicles back in WWI, did they copy the British Mark I and call it the "Kaizertank?" When the US found out their early-war planes couldn't outfly the Japanese Zero back in WWII, did they capture a Zero and mass-produce it as the "F-0?" When China acquired its first aircraft carrier, did it copy the Russian Su-33 fighter and call it the "J-15?" (oh wait, never mind...) Basically, a new design doesn't have to be an exact clone of something that already exists, so long as it has all the same main features.

For comparison, imagine making a tank - it doesn't have to be an Abrams clone, but it should have an engine, a single 100-130mm gun in a single turret, a crew of 3-4, one tread on each side, sufficiently thick armor, and so forth. Nobody's ever going to say "I wanted to be unique, so I made a tank which has no targeting scopes and can't drive in reverse." Likewise, why should you say "I wanted to be unique, so I made a twin-hull carrier?"


So, where to go from there? An easy place to begin is by taking a real-world design and modifying it. While you're at it, try to learn more about the original: what do each of the parts do? What are its strengths, its weaknesses? What are the strengths and weaknesses of its counterparts? What changes can you make that will improve the way it performs, while still keeping it realistic and functional? I've done this for tanks, I've done it for ships, and I've done it for military organization. Even if you don't use the end result, you can learn a lot along the way.

If you want to be more original, start by taking a real-life design and listing the features it has. How long is the hull? How many planes does it carry? How many elevators are there? How fast can it travel? How many catapults, what kinds of defense systems, how many crewmen, etc, etc, etc. Then, all you have to do is build something along those general lines, and you'll be a good step closer to realism. I still recommend trying the above step before this, but it's up to you.

The final way to get closer: listen to advice. If everyone you talk to says X won't work, it's possible that X won't work. This is especially true for the people on the NS realism threads, who (with a few rare exceptions) know a lot more than you about the subject. So instead of trying to argue that X will work, simply ask what you should do instead. Why pick a fight with a giant when you can stand on its shoulders?


This is actually all I have been looking for, yes I have done some research on Catamerans, nothing too extensive and considering I am an idiot 18 year old, I have plenty to learn, but with the increasing failure and deterioration of the quality of the RP's, I've been looking to try and revamp everything I had built to be distinctive. First it was submersive capabilities, something which now I willingly have dropped, also there was the Thorium and Uranium discussion where I also was looking to separate myself, now while I had no actual knowledge of any of the fields, I still was trying to find something to make unique. I thought I was making that clear, but apparently it was only an antagonistic approach that I was taking. I also was unaware that this was such a hardcore realism thread, which was partly why I was taken aback, it would help to have something like that in a new Thread given that this:
Yes,its this thread again.

Anyways, as of 2/24/13 I have changed the OP.

This thread is for any warships of your nation, regardless of role, type, or medium on which the ship travels. Anything goes, be it a spaceship,or a naval vessel. Landships should be taken over to the military ground vehicles thread. Airships should be taken here. And, do try to stay somewhat on topic. Other than that, discussion on naval warfare is fine.

Fightercraft and massive death star-sized lolships are not allowed. Posting some variant of "lolololo its classfied !!!1111!111111" or some variant thereof is looked down upon. It also tends to indicate laziness, and an unwillingness to make some sort of stats, as well.
is quite literally the Op. I'd honestly recommend the formation of a newer Thread in which it is specifically stated we can expect heavier amounts of realism to be in the criticisms... and that space navies would be considered not what the thread is for. I'll be back soon, little brother needs to use the computer again :\ .
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Triplebaconation
Senator
 
Posts: 3940
Founded: Feb 22, 2013
Ex-Nation

Postby Triplebaconation » Tue Mar 18, 2014 11:38 pm

Kassaran wrote:
Yes,its this thread again.

Anyways, as of 2/24/13 I have changed the OP.

This thread is for any warships of your nation, regardless of role, type, or medium on which the ship travels. Anything goes, be it a spaceship,or a naval vessel. Landships should be taken over to the military ground vehicles thread. Airships should be taken here. And, do try to stay somewhat on topic. Other than that, discussion on naval warfare is fine.

Fightercraft and massive death star-sized lolships are not allowed. Posting some variant of "lolololo its classfied !!!1111!111111" or some variant thereof is looked down upon. It also tends to indicate laziness, and an unwillingness to make some sort of stats, as well.
is quite literally the Op. I'd honestly recommend the formation of a newer Thread in which it is specifically stated we can expect heavier amounts of realism to be in the criticisms... and that space navies would be considered not what the thread is for. I'll be back soon, little brother needs to use the computer again :\ .


The OP doesn't matter. "Your Nations [sic] <whatever>" threads inevitably become "realism" threads.

The reason is simple. Three types of people (a simplification, it's more accurately a spectrum ;) ) post in these types of threads. People who don't care about realism, people who care a little, and people who really really care.

Because they really really care, the third type tends to dominate. The first two types either post once or twice and lose interest, or receive so much "advice" (usually unsolicited) that they leave.
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Pharthan
Minister
 
Posts: 2969
Founded: Feb 18, 2012
Ex-Nation

Postby Pharthan » Wed Mar 19, 2014 1:27 am

Kassaran wrote:
The Thorium thing has already been dealt with and discussed, the major drawbacks being the inefficiencies in the design as of right now as we far as MT has developed them, but Akasha, when you joined the conversation, we had already skipped over much of that conversation so allow me to recap as far as I learned: Thorium= safer, cleaner, more abundant in the crust, but it also requires more space as of right now for the breeding and other functions that make it mostly non-applicable in naval situations. Uranium=not so safe, not as clean, not as abundant, but it can be more easily made into a nuke, so we use it out of a desire not to waste what we make and buy and considering how long we've been using them, we've made them EXTREMELY applicable in any situation given how small the actual reactor cores and other such devices can be and how long they've been n use, they've been made more efficient.

If you're going to Rule of Cool it, fine, close enough.

As far as your concerns in the realm of Uranium plants:
Safety - Not so much a concern. First off, the plants are literally sitting on their own heat sink, and aren't going to have to worry about tsunamis, earthquakes, et cetera unless you just really suck at picking piers for them. Second, odds are the only meltdowns you've ever heard of were on plants that were designed in the '50s and '60s. Heck, Fukushima's disaster could be been prevented had TEPCO shelled out the billion-dollar upgrades that GE recommended. We're talking about brand-spanking new reactors here. Heck, we're talking about reactor plants that are safer than the ones that already exist, since you're PMT, and the modern reactor plants are ridiculously safe. Heck, my profession is reactor-safety for a uranium nuclear power plant and the only way I've figured out how to melt it down requires pretty much everyone in my department of 400 people to simultaneously mutiny and try to get the f'r to meltdown, and it was designed in the '80s.

Abundance - a somewhat valid point, but considering your nation uses thorium for civilian plants, you'll have reason enough to have plenty of uranium for naval plans.

Not as clean - Using proper controls, again, not really an issue.

Easily made into a nuke - or more fuel.
Kassaran wrote:I'm certain if Thorium had been what we had used in the beginning, we'd be at a similar place with it now and hence I utilize it, given the knowledge that it is more inefficient in comparison and thus will allow for such inequality to be present, but considering that this isn't RL,

Hold your horses. As I said before, much of your issues aren't in design, but in operation. First off, you haven't even said what type of Thorium reactor you're using, which will largely play into what you're restricted with. Seeing as we're dealing with waterborne reactors, using a water-cooled reactor is generally accepted as the best idea, unless you really want to waste that much extra space with spare coolant.

The issues we're talking about aren't those which can be waved away by more tech; they're inherent to thorium.

(@TBN, this goes largely into a previous discussion we had, I recently realized one of the issues with using reactors that have very high temperatures in Naval applications)
Kassaran, Using a Thorium reactor, especially those that use very-high temperatures, you're making yourself predictable. Your ships can't pull out quickly at all; if you want to do any extensive maintenance, you have to shut down, cool down (not a quick process), do the maintenance, and then heat back up. Sure, you could wave the PMT flag for that, but on thing you can't wave it for is breeding the fuel. You either lose a lot of vital space and make your carrier less effective, as well as requiring a larger crew in order to be able to maintain the vessel and make it more prone to breaking down and needing to pull back in, or you lose one day in every week shutting down and realigning your instrumentation and rod programming, then starting back up. If you use three reactors or more (I wouldn't recommend more than that) you gain the ability to keep operating, but what this amounts to is a massive reactor-department. That means lots of guys that it takes a lot of money to train that you can't keep around without paying them large sums of money to keep them in. They're well trained, and if your nation is capitalist there are a lot of companies who can pay them a lot more for their intellect and experience. (Example: What's happening in America right now. Few military jobs get bonuses for anything, whereas Navy Nukes can get up to $90K for reenlisting.)

So I'm going to tell you what Triplebaconation told me when I was trying to make similar arguments to what you're making now, as I flailed about trying to rationalize how the design concept would work:
Just use uranium.
As I flailed about and finally came up with ideas that would work, I realized that if someone had designed a plant in those ways and I myself had to operate that plant, I'd probably want to kill that individual.
Last edited by Pharthan on Wed Mar 19, 2014 1:33 am, edited 3 times in total.
HALCYON ARMS STOREFRONT

"Humanity is a way for the cosmos to know itself." - Carl Sagan
"Besides, if God didn't want us making glowing fish and insect-resistant corn, the building blocks of life wouldn't be so easy for science to fiddle with." - Dracoria

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Rich and Corporations
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Postby Rich and Corporations » Wed Mar 19, 2014 1:51 am

Triplebaconation wrote:The reason is simple. Three types of people (a simplification, it's more accurately a spectrum ;) ) post in these types of threads. People who don't care about realism, people who care a little, and people who really really care.

people are not trinary!


Dornier-class Escort Ship

Planned: 12
Completed: 4
Retired: 1

Displacement: 30,000 tonnes
Length: 190 meters
Beam: 30 meters
Draft: 8 meters

Engine: 3x Sodium fast reactors turbo-electric, 4x screws (260,000 shp total)
Speed: 37 knots
Armor: 12 cm minimum
Crew: 600 enlisted, 120 officers & NCOs

Aircraft: 4x UAVs, 6x small UAVs, EMALS
Armament: 2x 15 cm Advanced Gun Systems, 10x Harpoons, 4x 32 cm torpedo tubes, 150 cell VLS


Hull painted with anti-fouling paints.
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Pharthan
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Postby Pharthan » Wed Mar 19, 2014 1:59 am

Rich and Corporations wrote:
Triplebaconation wrote:The reason is simple. Three types of people (a simplification, it's more accurately a spectrum ;) ) post in these types of threads. People who don't care about realism, people who care a little, and people who really really care.

people are not trinary!


Dornier-class Escort Ship

Planned: 12
Completed: 4
Retired: 1

Displacement: 30,000 tonnes
Length: 190 meters
Beam: 30 meters
Draft: 8 meters

Engine: 3x Sodium fast reactors turbo-electric, 4x screws (260,000 shp total)
Speed: 37 knots
Armor: 12 cm minimum
Crew: 600 enlisted, 120 officers & NCOs

Aircraft: 4x UAVs, 6x small UAVs, EMALS
Armament: 2x 15 cm Advanced Gun Systems, 10x Harpoons, 4x 32 cm torpedo tubes, 150 cell VLS


Hull painted with anti-fouling paints.

Let me put it this way:
The US Navy started out with their first naval reactor being a sodium-reactor... and then realized it was such an atrocious idea they actually spent the money to remove the entire reactor and replaced it with a PWR.

Also, a reactor is not an "engine" That's separate, unless you're actually using convection currents from the heat generated by the core to spin a turbine, and I don't see that ever being a good idea.
Further, for a ship like that, I'd stick with one single, larger reactor, and generally thermal reactors tend to be better for naval applications than fast reactors.
HALCYON ARMS STOREFRONT

"Humanity is a way for the cosmos to know itself." - Carl Sagan
"Besides, if God didn't want us making glowing fish and insect-resistant corn, the building blocks of life wouldn't be so easy for science to fiddle with." - Dracoria

Why haven't I had anything new in my storefront for so long? This is why. I've been busy.

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Kassaran
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Postby Kassaran » Wed Mar 19, 2014 2:13 am

Pharthan wrote:-le snip-



Alright, that was primarily my concern being the whole meltdown situations I've heard of, so yeah, also considering it is mandatory that all ships in service for longer than five years be either retired or completely overhauled and updated to remain relevant in combat (we keep people in business that way, no public works, only massive ship building, and rebuilding, and repairing. Against everyone else's better judgement and advice, I'm sticking with the catameran design, but the hull design is only to allow for submarine docking and some other operations. I assume it would be better to use Uranium simply because no one will think twice about it, but I am curious, what various types of Thorium reactors are there, and what would be best for powering a city? I suppose that's something we can take to TG's but no matter. Also settling for four Naval reactors, two per hull since I like symmetry, but I will be delegating specific tasks to specific decks, to the starboard, it will deal with VTOL operations and the portside deck will deal with STOL craft, when I said B1-B, I forgot how big the f'rs are, sorry, our PS-21c's are about twenty meters long, which I think is about the same length as the aircraft that led me to develop the "Raven" originally, the F-111 Aardvark. For air superiority, meh, I understand the issues with not having extremely good maneuverability, but I envision the craft as literally barreling through an engagement that get's too close for comfort and simply deploying either AAL-86 Short-Range Engagement Anti-Aircraft Missiles or it's singular nose mounted 30mm gun.
Last edited by Kassaran on Wed Mar 19, 2014 2:14 am, edited 1 time in total.
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Zarkenis Ultima wrote:Tristan noticed footsteps behind him and looked there, only to see Eric approaching and then pointing his sword at the girl. He just blinked a few times at this before speaking.

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bloody hell, mate.
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Pharthan
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Postby Pharthan » Wed Mar 19, 2014 2:29 am

Kassaran wrote:Alright, that was primarily my concern being the whole meltdown situations I've heard of, so yeah, also considering it is mandatory that all ships in service for longer than fiveyears be either retired or completely overhauled and updated to remain relevant in combat (we keep people in business that way, no public works, only massive ship building, and rebuilding, and repairing.
That's excessive. Doing a maintenance period with updates being done whenever time allows is more than adequate. Doing as much as you're suggesting is ridiculous and will actually hurt your ability to fight - training is more important, and if you're overhauling everything every five years you kill a good portion of gained knowledge and require things to be relearned. When some big issue is found, sure, overhaul. But follow the rule of "if it ain't broke, don't fix it." Certain components that are known to break, sure, replace them, but overhaul periods are taxing on your crew and result in loss of knowledge. Every 5 years is too frequent. 10 would be better. They'll remain "relevant for combat."
Kassaran wrote:Against everyone else's better judgement and advice, I'm sticking with the catameran design, but the hull design is only to allow for submarine docking and some other operations. I assume it would be better to use Uranium simply because no one will think twice about it, but I am curious, what various types of Thorium reactors are there, and what would be best for powering a city? I suppose that's something we can take to TG's but no matter. Also settling for four Naval reactors, two per hull since I like symmetry

As for powering a city, Thorium's absolutely fine. Wonderful, even. Civilian plants don't have to deal with the operational concerns and can deal with the space issues.

For reactor plants: If each hull is the size of a Nimitz or thereabouts, four works fine. Still perhaps a bit excessive, but fine.
If they're smaller, go for two. Two is, generally speaking, just fine.
HALCYON ARMS STOREFRONT

"Humanity is a way for the cosmos to know itself." - Carl Sagan
"Besides, if God didn't want us making glowing fish and insect-resistant corn, the building blocks of life wouldn't be so easy for science to fiddle with." - Dracoria

Why haven't I had anything new in my storefront for so long? This is why. I've been busy.

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Anemos Major
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Postby Anemos Major » Wed Mar 19, 2014 3:13 am

New Vihenia wrote:And naturally i will ask how you size it ? Is there any reference of submarine design you can share here :3 ?

another question is of course whether this submarine is single hull or double hull design.


Alas, it's been quite a while - I've forgotten most of what I used!

Double hull.

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Triplebaconation
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Postby Triplebaconation » Wed Mar 19, 2014 3:26 am

Rich and Corporations wrote:
Triplebaconation wrote:The reason is simple. Three types of people (a simplification, it's more accurately a spectrum ;) ) post in these types of threads. People who don't care about realism, people who care a little, and people who really really care.

people are not trinary!


speak for yourself bub
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Things are a bit larger than you appear to think, my friend.

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Kassaran
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Postby Kassaran » Wed Mar 19, 2014 4:09 pm

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Zarkenis Ultima wrote:Tristan noticed footsteps behind him and looked there, only to see Eric approaching and then pointing his sword at the girl. He just blinked a few times at this before speaking.

"Put that down, Mr. Eric." He said. "She's obviously not a chicken."
The Knockout Gun Gals wrote:
The United Remnants of America wrote:You keep that cheap Chinese knock-off away from the real OG...

bloody hell, mate.
that's a real deal. We just don't buy the license rights.


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Dragomere
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Postby Dragomere » Wed Mar 19, 2014 4:26 pm

I recently designed a warship that essentially a mobile rail gun that is about 1 km in length. Some stats is that it can propel objects up to 2 km/s and has low maneuverability. It could take up to 3 minutes to aim it at a long distance target. (I would put some more stats on it here at a later time, as I am late to diner.
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Anemos Major
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Postby Anemos Major » Wed Mar 19, 2014 4:28 pm

Dragomere wrote:I recently designed a warship that essentially a mobile rail gun that is about 1 km in length. Some stats is that it can propel objects up to 2 km/s and has low maneuverability. It could take up to 3 minutes to aim it at a long distance target. (I would put some more stats on it here at a later time, as I am late to diner.


1, 2... 3?

There are less obvious ways to pull statistics out of thin air - surely you realise this?

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Dragomere
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Postby Dragomere » Wed Mar 19, 2014 4:50 pm

Anemos Major wrote:
Dragomere wrote:I recently designed a warship that essentially a mobile rail gun that is about 1 km in length. Some stats is that it can propel objects up to 2 km/s and has low maneuverability. It could take up to 3 minutes to aim it at a long distance target. (I would put some more stats on it here at a later time, as I am late to diner.


1, 2... 3?

There are less obvious ways to pull statistics out of thin air - surely you realise this?

Actually, I had those written down and calculated. I did not even realize that funny coincidence.
Senator Draco Dragomere of the NSG Senate
DEFCON 1=Total War
DEFCON 2=Conflict
DEFCON 3=Peace Time
CURRENT LEVEL=DEFCON 2
The Great Dragomerian War
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Dragomere
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Postby Dragomere » Wed Mar 19, 2014 4:55 pm

Dragomere wrote:
Anemos Major wrote:
1, 2... 3?

There are less obvious ways to pull statistics out of thin air - surely you realise this?

Actually, I had those written down and calculated. I did not even realize that funny coincidence.

Also, I checked my factbook and it is 1/2 km long, not 1 km long...heh heh heh, my mistake.
Senator Draco Dragomere of the NSG Senate
DEFCON 1=Total War
DEFCON 2=Conflict
DEFCON 3=Peace Time
CURRENT LEVEL=DEFCON 2
The Great Dragomerian War
War on Dragomere- MT
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The Soodean Imperium
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Postby The Soodean Imperium » Wed Mar 19, 2014 7:29 pm

A wild Dragomere appeared? Quick, let's get into a critique of something more reasonable before the thread turns into a firestorm!

Sujigumo-class AA Destroyer

Image
(click here for full-size image)

Statblock:
- Length: 136m overall, 126m waterline
- Draft: 6.1m overall
- Maximum speed: 29 knots (55 km/h)
- Powerplant: two 26MW gas turbine engines
- Aircraft Carried: 1x Ka-31 airborne early warning helicopter

Armament:
- 2x Shtil 6x6 VLS system (total 72x 9M317ME Surface-to-Air Missiles)
- 2x Kashtan Missile/Gun CIWS
- 2x AK-630 30mm CIWS
- 1x AK-100 100mm dual-purpose gun
- 2x RBU-6000 anti-submarine MLRS

Description:
Conceived as an "Anti-Aircraft Destroyer," the ISS Sujigumo (Cirrus Cloud) serves as a radar picket or area defense ship for larger fleets, acting as a force multiplier against enemy aircraft and anti-ship missiles. For this role, it is armed with two 36-tube "Shtil" VLS systems, armed with the formidable 9M317ME missile (naval counterpart to the Buk-M2 system). Anti-surface armament is provided by a single 100mm gun, and anti-submarine armament by two RBU-6000 depth-charge launchers. However, these two systems are fairly weak, and are treated mainly as a last resort for emergency self-defence.

At a glance, this vessel represents the Imperial Soodean Navy's boldest flirtation yet with more modern features. Its superstructure was originally laid out in a more angular fashion to reduce radar cross-section, though the addition of new external equipment quickly countered this advantage. Equally notable is the advanced command-and-control system, allegedly patterned after the Aegis Combat System. This is reflected in the pale plates on the sides of the forward superstructure, which are experimental Passive Electronically Scanned Arrays. Data from the command-and-control system is also used to coordinate the targeting radars for the SAMs, CIWS systems, and 100mm gun.

Like all Soodean destroyers, the Sujigumo also includes a helicopter - in this case, a Ka-31 with airborne early warning radar. Used correctly, this asset can substantially improve the ship's detection abilities, especially against low-flying targets that may be over the horizon. When not in use, the helicopter is stored inside of a rear hangar, which - unlike similar hangars on other Soodean destroyers - does not make use of a telescoping cover or recessed floor to improve storage space. Helicopter reconnaissance is supplemented by an electronic warfare data-collection system, which searches for enemy radar scanning and radio activity.



My main questions about this design are as follows:
- My naval doctrine at present is based on specialized destroyers (an ASuW class, an ASW class, and the AA class seen here). Is this acceptable, or would it be way more trouble than it's worth?
- If I do stay with the specialized destroyers concept, should I retain the depth-charge MLRS (which is still present on modern Russian destroyers) as an emergency defense against subs? Or is it not worth the space?
- What exactly is the reason why Western warships' superstructures tend to look "blocky" and angular, while Soviet ones look similar to those seen in World War II? I assume RCS (radar cross-section) has something to do with it, but I could be wrong.
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Dragomere
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Postby Dragomere » Wed Mar 19, 2014 8:11 pm

The Soodean Imperium wrote:A wild Dragomere appeared? Quick, let's get into a critique of something more reasonable before the thread turns into a firestorm!

Sujigumo-class AA Destroyer

(Image)
(click here for full-size image)

Statblock:
- Length: 136m overall, 126m waterline
- Draft: 6.1m overall
- Maximum speed: 29 knots (55 km/h)
- Powerplant: two 26MW gas turbine engines
- Aircraft Carried: 1x Ka-31 airborne early warning helicopter

Armament:
- 2x Shtil 6x6 VLS system (total 72x 9M317ME Surface-to-Air Missiles)
- 2x Kashtan Missile/Gun CIWS
- 2x AK-630 30mm CIWS
- 1x AK-100 100mm dual-purpose gun
- 2x RBU-6000 anti-submarine MLRS

Description:
Conceived as an "Anti-Aircraft Destroyer," the ISS Sujigumo (Cirrus Cloud) serves as a radar picket or area defense ship for larger fleets, acting as a force multiplier against enemy aircraft and anti-ship missiles. For this role, it is armed with two 36-tube "Shtil" VLS systems, armed with the formidable 9M317ME missile (naval counterpart to the Buk-M2 system). Anti-surface armament is provided by a single 100mm gun, and anti-submarine armament by two RBU-6000 depth-charge launchers. However, these two systems are fairly weak, and are treated mainly as a last resort for emergency self-defence.

At a glance, this vessel represents the Imperial Soodean Navy's boldest flirtation yet with more modern features. Its superstructure was originally laid out in a more angular fashion to reduce radar cross-section, though the addition of new external equipment quickly countered this advantage. Equally notable is the advanced command-and-control system, allegedly patterned after the Aegis Combat System. This is reflected in the pale plates on the sides of the forward superstructure, which are experimental Passive Electronically Scanned Arrays. Data from the command-and-control system is also used to coordinate the targeting radars for the SAMs, CIWS systems, and 100mm gun.

Like all Soodean destroyers, the Sujigumo also includes a helicopter - in this case, a Ka-31 with airborne early warning radar. Used correctly, this asset can substantially improve the ship's detection abilities, especially against low-flying targets that may be over the horizon. When not in use, the helicopter is stored inside of a rear hangar, which - unlike similar hangars on other Soodean destroyers - does not make use of a telescoping cover or recessed floor to improve storage space. Helicopter reconnaissance is supplemented by an electronic warfare data-collection system, which searches for enemy radar scanning and radio activity.



My main questions about this design are as follows:
- My naval doctrine at present is based on specialized destroyers (an ASuW class, an ASW class, and the AA class seen here). Is this acceptable, or would it be way more trouble than it's worth?
- If I do stay with the specialized destroyers concept, should I retain the depth-charge MLRS (which is still present on modern Russian destroyers) as an emergency defense against subs? Or is it not worth the space?
- What exactly is the reason why Western warships' superstructures tend to look "blocky" and angular, while Soviet ones look similar to those seen in World War II? I assume RCS (radar cross-section) has something to do with it, but I could be wrong.

Your vessel lacks any real offensive capabilities.
Senator Draco Dragomere of the NSG Senate
DEFCON 1=Total War
DEFCON 2=Conflict
DEFCON 3=Peace Time
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The Great Dragomerian War
War on Dragomere- MT
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Lubyak
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Postby Lubyak » Wed Mar 19, 2014 8:22 pm

The Soodean Imperium wrote: -snip-

My main questions about this design are as follows:
- My naval doctrine at present is based on specialized destroyers (an ASuW class, an ASW class, and the AA class seen here). Is this acceptable, or would it be way more trouble than it's worth?


It could be worth it, especially on smaller hulls. Destroyers and frigates generally have a 'focus', as they can't mount all the sensors and weapons they'd need to be fully multipurpouse, so what you've got here should be perfectly fine. Remember though that specialisation can mean that while a ship may be better at its specific job than a more multirole ship, losing even one of those more specialised ships can severely cripple your abilities in that area.

- If I do stay with the specialized destroyers concept, should I retain the depth-charge MLRS (which is still present on modern Russian destroyers) as an emergency defense against subs? Or is it not worth the space?


The Russian depth charge MLRSs are interesting. They aren't as useful, especially against nuclear subs, but I don't think they're particularly damning. I get the feeling they're just kinda 'eh'.

- What exactly is the reason why Western warships' superstructures tend to look "blocky" and angular, while Soviet ones look similar to those seen in World War II? I assume RCS (radar cross-section) has something to do with it, but I could be wrong.


If you look at older US ships (e.g. before the Arleigh Burke), such as the Kidd and Spruance classes, you'll notice they're more aesthetically similar to RUssian ones. Remember that most Russian ships are quite old at this point, with the Sovremenny's being launched since the 1980 whereas the Burke itself was launched nearly 10 years later. The Burke's and the Zummwalt definitely include RCS reducing features, which is a big part of the reason for their current shape, and the steady reduction of masts.

Dragomere wrote:Your vessel lacks any real offensive capabilities.


It's an AA destroyer. It's meant for defending the fleet against air attack, a job for which it is perfectly well equipped for a ship of its size and role.
Last edited by Lubyak on Wed Mar 19, 2014 8:22 pm, edited 1 time in total.

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The Akasha Colony
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Posts: 14157
Founded: Apr 25, 2010
Civil Rights Lovefest

Postby The Akasha Colony » Wed Mar 19, 2014 8:29 pm



The article itself points out the flaws in relying either system. Enemy catches you in a rainstorm (gee, those never happen at sea) and your fleet will be commiserating with Davy Jones pretty quickly. And there's literally no information on railguns in the article aside from some vague 'in a few years, we'll test them' statement, which the Navy has been putting out for years. That isn't exactly a vote of confidence in the technology, nor does it actually shed any real light on the present state of development and feasibility (78 MW of power incidentally is peanuts for a 'medium-sized city;' Maui and the Big Island of Hawaii both produce 290 MW for 70,000-80,000 customers, and Honolulu produces 1,800 for 295,000 customers).

Until the prototypes have actually gone to sea and seen testing (and reports released), everything is speculation. The Israelis and US developed a land-based laser for point defense in the early 2000s, and even deployed it. But the project was cancelled because the technology was not expected to pan out far enough to be effective at the role it was intended for.

Once again, we're moving into the realm of uniqueness for uniqueness' sake, not for practical reasons. Which is fine, but attempting to logically justify it clearly isn't working.



Dragomere wrote:Your vessel lacks any real offensive capabilities.


The Soodean Imperium wrote:Conceived as an "Anti-Aircraft Destroyer," the ISS Sujigumo (Cirrus Cloud) serves as a radar picket or area defense ship for larger fleets, acting as a force multiplier against enemy aircraft and anti-ship missiles.




The Soodean Imperium wrote:- My naval doctrine at present is based on specialized destroyers (an ASuW class, an ASW class, and the AA class seen here). Is this acceptable, or would it be way more trouble than it's worth?


IMO, the development of standardized VLS makes multi-roles more attractive, since they can basically hold a ship's entire armament. Need SAMs? Store them in the VLS. Land-attack missiles? VLS. AShMs? VLS. ASW? ASROC in the VLS. Thus, it really comes down to sensors. I consider the advantage of flexibility worth it, especially once you're already paying for a full ship with a full crew, a full CIWS complement and deck gun, etc. Presumably if you're carrying ASW weapons, you have at least basic ASW sensors, so you've already paid for a full suite of air, surface, and underwater sensors, and may as well include the weapons necessary to engage the targets detected in these spaces. Otherwise your AAW destroyer will get to just sit and watch that enemy surface ship it's spotted that remains beyond gun range. With a multipurpose VLS, you could easily add some basic AShMs in to provide longer-ranged defense, especially if you're bolstering your detection range with the Ka-31 onboard.
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Antarticaria
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Posts: 1774
Founded: Sep 03, 2013
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Postby Antarticaria » Wed Mar 19, 2014 9:00 pm

The Soodean Imperium wrote:A wild Dragomere appeared? Quick, let's get into a critique of something more reasonable before the thread turns into a firestorm!

Sujigumo-class AA Destroyer

(Image)
(click here for full-size image)

Statblock:
- Length: 136m overall, 126m waterline
- Draft: 6.1m overall
- Maximum speed: 29 knots (55 km/h)
- Powerplant: two 26MW gas turbine engines
- Aircraft Carried: 1x Ka-31 airborne early warning helicopter

Armament:
- 2x Shtil 6x6 VLS system (total 72x 9M317ME Surface-to-Air Missiles)
- 2x Kashtan Missile/Gun CIWS
- 2x AK-630 30mm CIWS
- 1x AK-100 100mm dual-purpose gun
- 2x RBU-6000 anti-submarine MLRS

Description:
Conceived as an "Anti-Aircraft Destroyer," the ISS Sujigumo (Cirrus Cloud) serves as a radar picket or area defense ship for larger fleets, acting as a force multiplier against enemy aircraft and anti-ship missiles. For this role, it is armed with two 36-tube "Shtil" VLS systems, armed with the formidable 9M317ME missile (naval counterpart to the Buk-M2 system). Anti-surface armament is provided by a single 100mm gun, and anti-submarine armament by two RBU-6000 depth-charge launchers. However, these two systems are fairly weak, and are treated mainly as a last resort for emergency self-defence.

At a glance, this vessel represents the Imperial Soodean Navy's boldest flirtation yet with more modern features. Its superstructure was originally laid out in a more angular fashion to reduce radar cross-section, though the addition of new external equipment quickly countered this advantage. Equally notable is the advanced command-and-control system, allegedly patterned after the Aegis Combat System. This is reflected in the pale plates on the sides of the forward superstructure, which are experimental Passive Electronically Scanned Arrays. Data from the command-and-control system is also used to coordinate the targeting radars for the SAMs, CIWS systems, and 100mm gun.

Like all Soodean destroyers, the Sujigumo also includes a helicopter - in this case, a Ka-31 with airborne early warning radar. Used correctly, this asset can substantially improve the ship's detection abilities, especially against low-flying targets that may be over the horizon. When not in use, the helicopter is stored inside of a rear hangar, which - unlike similar hangars on other Soodean destroyers - does not make use of a telescoping cover or recessed floor to improve storage space. Helicopter reconnaissance is supplemented by an electronic warfare data-collection system, which searches for enemy radar scanning and radio activity.



My main questions about this design are as follows:
- My naval doctrine at present is based on specialized destroyers (an ASuW class, an ASW class, and the AA class seen here). Is this acceptable, or would it be way more trouble than it's worth?
- If I do stay with the specialized destroyers concept, should I retain the depth-charge MLRS (which is still present on modern Russian destroyers) as an emergency defense against subs? Or is it not worth the space?
- What exactly is the reason why Western warships' superstructures tend to look "blocky" and angular, while Soviet ones look similar to those seen in World War II? I assume RCS (radar cross-section) has something to do with it, but I could be wrong.



As far as specialization it is good but only to a point in my opinion, as others have said sensors are a big part & VLS's are prime for various roles all whats needed is a different missile similar in size so it could be usable *in multiple roles* anyways.

Depth charges are fine but perhaps a more modernized anti sub armaments (Perhaps a "Squid" based launch system? ) might be desirable, its one of those over the fence things.

I cannot provide a reasonable answer or complete on about the ships structure.

*Edited~2*
Last edited by Antarticaria on Wed Mar 19, 2014 9:02 pm, edited 3 times in total.
Just a average person! Is that too straight forward?

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Rich and Corporations
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Postby Rich and Corporations » Thu Mar 20, 2014 2:11 am

The Akasha Colony wrote:Enemy catches you in a rainstorm (gee, those never happen at sea) and your fleet will be commiserating with Davy Jones pretty quickly.

most of the ocean is a desert

yes, I know, boggling
Corporate Confederacy
DEFENSE ALERT LEVEL
PEACE WAR

Factbook [url=iiwiki.com/wiki/Corporate_Confederacy]Wiki Article[/url]
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New Vihenia
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Postby New Vihenia » Thu Mar 20, 2014 2:29 am

Rich and Corporations wrote:
The Akasha Colony wrote:Enemy catches you in a rainstorm (gee, those never happen at sea) and your fleet will be commiserating with Davy Jones pretty quickly.

most of the ocean is a desert

yes, I know, boggling


say hello to our desert battleship :3

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