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#spaceship #warship
Published: 2019-12-09 20:00:02 +0000 UTC; Views: 3129; Favourites: 139; Downloads: 0
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Description
The Zukeron is a large battle monitor, roughly the size of a large cruiser and very close to battleship sized. Indeed in some ways the zukeron functions more like a small battleship than a monitor. Its gun firepower and protection is comparable to many smaller battleships and in the right circumstances it can even beat some battleships in a fight. However unlike battleships the Zukeron lacks long range fire control sensors, so it cannot make full use of long range anti ship missiles. On the plus side this does mean it is slightly cheaper to build and maintain than most ships its size. Typically all its missile modules are loaded with anti fighter missiles instead.Its lack of reach very much makes it a brawling ship, however it is not a popular ship in the fleet. For its size many would just prefer to spend the extra to get a full battleship, and it is not cheap enough to be built in the same numbers as smaller battle monitors. Battle monitors are often acquired by small system defense forces where costs are a big issue, preventing such forces from acquiring full battleships. Smaller minitorscare much more popular than the near battleship sized Zukeron. As such the ship is rare outside of independent fleets. This of course can make the Zukeron sad, as she is not the popular ship.
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Comments: 12
Eaglestorm27 [2020-02-02 09:28:30 +0000 UTC]
Very interresting concept in shape and global form . The texture is good and typical for a military human ship : the grey but i'm still wondering why you put the thruster , the one who are behind of the communication tower . Why you put it close to the hull since that would maybe heat the hull . An another thing i think you should upgrade is why you put the bridge command in exterior . Military navy ship have their CIC inside the ship not on the exterior
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Ryuukei8569 In reply to Eaglestorm27 [2020-02-06 14:41:08 +0000 UTC]
Well, the superstructure does not contain the primary command center. The bridge like section is mostly an observation deck and it houses a helm station that is used when passing through jump gates or when docking. But under combat operations, the entire superstructure is unmanned, since it isn't armored. The actual command section, along with the crew combat stations are buried deep within the armored hull.
Also the ship is not a human design. The design is Akurian in origin, which the vast majority of character drawings on my account are Akurians. I do have human ships planned, but I haven't started making any yet.
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das-kommander [2020-02-01 11:06:51 +0000 UTC]
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Ryuukei8569 In reply to das-kommander [2020-02-01 21:16:43 +0000 UTC]
Not with the way Space combat works in my setting, its not that big of a liability.
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LUCAS-REDESIGN [2019-12-13 14:47:48 +0000 UTC]
Hi there Mr Ryuukei that's a fair size of cruiser you got there.
Hey you wanna little glimpse of my fleet? here's my latest render, check it out below.
Now it's your turn to critique me, off the record of course
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Ryuukei8569 In reply to LUCAS-REDESIGN [2019-12-15 03:44:49 +0000 UTC]
My ship isn't a cruiser, it is actually a battle monitor, which serves in a different role. While it's volume and tonnage is similar to a large cruiser, it is much slower than an actual cruiser, but conversely wields much larger battleship grade guns and heavier frontal protection. It also lacks some of the long range fire control sensors and long range antiship missiles compared to a cruiser. So it is a much more specialized and slower brawler ship while cruisers are faster, general purpose all rounders.
Now for your ships, artistically they are solid I have got no complaints there. From an engineering and practical design standpoint, well I cant make a full judgement since I dont know how your universe works. The gun turret design I dont care for so much, mainly because from a mechanical standpoint, I'm not sure if a turret like that would even work. But I haven't seen a close up shot of them either. I always look at real world designs first when I design a lot of my tech, hence why my gun turrets often have real world inspiration.
More personal taste stuff, but I dont see any noticeable Sensor or communications systems. You can have all the guns you want, but if you dont have the sensor and fire control equipment to direct them, they wont do much good. Also I would have made the hulls a little more sloped, and make sure the turrets at a higher elevation can cleanly fire over the lower ones, and allow the ship to direct most of it's fire forward if it needed too.
And my final subjective opinion is on the placement of the windows. Now yes I know windows in space are not realistic, but they do add a good aesthetic. But for me, I always place them in non vital area's such as the unarmored superstructure, which would never be occupied in combat. That way so a hit to a section with windows is just going to cause superficial damage and not impair the function of the ship. Now this is not an issue if in your setting shields are the main protection and weapons are powerful enough that physical armor is useless and any hit on an unshielded ship is always going to lead to a catastrophic kill anyway. In that case, the vulnerability of windows is completely moot. Or another way is if your ships armor protection is reliant on spaced armor, and the outer hull is just a thin skin to break up shots, while the main armor is below the outer hull, or the windowed sections are unimportant areas outside of the main armor protection, again its not an issue.
Other than that, that's probably all I can comment on
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LUCAS-REDESIGN In reply to Ryuukei8569 [2019-12-16 10:38:01 +0000 UTC]
Thanks for all your constructive comments looks like you really have made a thorough inspection on this and that's fine because i asked for it.
Now iv'e got some explaining to do.
1. GUNS
I can see that you take guns from naval battle ships, real world gun design works perfectly here on Earth in atmosphere with an up and down environment but in the vacuum of space things are very different with no up or down etc.
In space the mechanics of your guns would be somewhat restricted because when you raise the gun barrels up to a vertical position you will have to rotate the turret around to bring the barrels back down to the other side, this to me is clunky and ineffective.
In space, guns need full fluidic motion to cover every possible angle with smooth ease.
Now, my guns are designed around the Ball and Socket joint (eye ball movement) the barrels are fixed to the turret so the whole unit moves as one, allowing all guns to track all targets with full fluidic 180 degree movement and without any clunky mechanical restrictions.
The turrets motion is designed around the magnetic linear theory (please don't ask me how) A gun sensor is placed the middle of all fore barrels on every gun to give the gunner a full 180 view from his or her own perspective.
Long hours have been used to come up with the ball cannon approach.
2. ANTENERS ETC.
Antener masts are mostly placed discretely at the bow, others at the top and bottom of every spine, they are placed so as not to attract too much attention, i did a good job on this as you have not yet discovered them.
3. WINDOWS
Well windows will always give a ship scale, the windows along the sides are located at the bottom of every segment hopefully away from immediate danger.
The Bridge is the large bunch of windows at the bow of the ship situated at the 12.00 position, dropping the bridge inside the hull makes it a less vulnerable target.
The ships bow bridge is well protected i can assure you.
Well that covers most of your questions i think.
The whole idea of the ship design came from a simple WWII hand grenade, it was stretched and stripped of the handle and pin then guns were assigned to every segment.
Basically it's an octagonal scifi zeppelin.
Because the ship has eight gun decks she can fire all her guns on ALL angles simultaneously with great ease and in the space war theater this ship most certainly has the upper hand.
This concept has hardly been exploited and i have not yet seen anything remotely like this on the net.
Because of the design they do look very organic and they have been labeled space cucumbers, flying turds, even scifi dildo's ha ha.
Strange or not they are big bad ass powerful ships and i love em.
Hope this has answered all your points.
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Ryuukei8569 In reply to LUCAS-REDESIGN [2019-12-21 22:02:06 +0000 UTC]
Well i will point out on the issue of the guns, this is only a problem if you are taking a different unrealistic concession, that is that combat occurs at very close ranges, thus requiring a specialized tracking mechanism. But at more realistic combat distances, ie thousands of kilometers and up, A conventional turret design with 90 degree gun elevation capability would work just fine, as the relative movement of the target at such distances would not require super fast tracking, and give the turret plenty of time to turn around. Take for example a Jet airliner, which can travel over 800 kilometers per hour, but from an observer on the ground, it doesn't appear to move very fast at all, due to how high up it is, roughly about 8 to 10 kilometers. And if you where to track it with an anti aircraft gun, the gun doesn't need to train very fast to maintain a lock. Yes a spaceship could easily be moving a hundred times faster, but combat distances can easily be a thousand times greater. This is made even less of an issue if the guns fire guided ammunition, thereby making super precise aiming unnecessary and you only need to barrels to point in the general vector and allow the guidance system to take care of the rest. The fact that ships are also firing at each other from such distances means a ship can very easily rotate to keep the most number of weapons and best armor pointed to the greatest threat, and the opposing ship wont have the speed to get around to a less protected flank.
Also I will also point out that the ability to fire in all angles is not always the winning design. There are always advantages and tradeoffs. Take two ships with equal tonnage, firepower, and protection, but one ship is designed for all round fire, while the other can concentrate all its firepower in a single direction, but has a few blindspots. At realistic combat distances, the ship that can concentrate all its firepower is going to win, because there is no such thing as maneuver into the enemy's blind-spots unless your fighting at napoleonic engagement ranges. in fleet actions you can always have ships covering eachothers blind spots. For example, my ship designs are designed so that they can concentrate all gun firepower forward, while also be able to fire off about to half their weapons on any broadside angle, with about a 30 degree blind cone to the rear. But since my ships have rear facing and forward facing thrusters, two ships can cover all angles and still travel in the same direction if one ship points its bow rearwards and uses its forward facing thrusters to accelerate in the same direction as the first ship.
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Ryuukei8569 In reply to AngelisGoodwen [2019-12-09 23:00:08 +0000 UTC]
oh its far from the biggest in my fleet, though most of my bigger designs aren't going to be posted for a while yet.
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