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Scifiwarships — CDB Centauri perspective view

Published: 2011-04-26 09:52:19 +0000 UTC; Views: 1642; Favourites: 12; Downloads: 94
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Description Well, the guns are in place. 50 main turrets and 200 CIWS, should be enough. Next up is panelling.
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Comments: 12

Diaboy [2011-04-27 23:42:48 +0000 UTC]

What powers this thing!? Looks awesome!

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Scifiwarships In reply to Diaboy [2011-04-28 12:49:30 +0000 UTC]

Thanks! It has 12 anti matter fusion reactors (six per side), and is propelled by pivoting AM beam core rockets. Lots of power, lots of speed. Improbable.. Bullshit really but hey, that's what makes scifi so much fun he he.

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Diaboy In reply to Scifiwarships [2011-04-29 13:38:36 +0000 UTC]

Also on a side note, do the CIWS turrets fire missiles? I like the design of them, looking cool.

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Scifiwarships In reply to Diaboy [2011-05-01 00:28:56 +0000 UTC]

Sort of. All the guns fire the same types of rounds. They are stacked components, like traffic cones, to build up a series of different types of munitions, that can be guided, or homing. I.e, kinetic rounds for armour penentration, em rounds to knock out enemy CIWS guidance. HE rounds to tear holes in enemy armour bigger and area denial rounds to take out large quantities of incoming enemy rounds. the only difference between main and secondary armament is size. This is on purpose, to make munitions production as standardized and efficient as possible, because very large quantities are needed to make a battleship like this combat effective. or something like that, he he..

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Diaboy In reply to Scifiwarships [2011-04-29 13:36:50 +0000 UTC]

12?!



Insane. I like how your RCS thrusters are more powerful than anything we can manage today... ^-^ Awesome. Its all part of the fun really! It's also nice to see when people think about how their designs work.

I think, perhaps part of being British and self deprecating, all my designs have some sort of technological limit on them!

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Scifiwarships In reply to Diaboy [2011-05-01 00:03:27 +0000 UTC]

Can't have enough power in a battleship, he he.. It's big, 2.4km long if i remember, and it needs a shitload of electrecity to power all of it's systems. Guns, doors, air, transport. they all rely on linear maglev engines. As do joints, pivots, etc. This is to have frictionless movement of all components.

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Diaboy In reply to Scifiwarships [2011-05-02 10:27:07 +0000 UTC]

Wow, 2.4km? That makes more sense! For some reason I was thinking it was smaller but looking at it now I understand.

The logistics you've thought of are great, it makes a lot of sense - I think it's a bit of a shame when you see all these fantastic designs in the general media, but a lot of the background detail that the original designer thought of gets a bit lost and the ship seems flat and unconvincing, but this is cool! It's a bit like the Bofors cannon, I guess ^_^

I've always wanted to do like a cutaway of one of my ship designs, I think that would look really interesting, but I have now realised there is a lot more to think about, haha.

Can't wait to see more!

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Scifiwarships In reply to Diaboy [2011-05-06 16:09:44 +0000 UTC]

I'll see about making a shot or more of the bridge, as I have done some work on it. Thing is, with this ship people move/live/operate on either side of a central gravity deck, so there is no "down" on it. The decks ate stacked ontop of this gravity plate and both halves are symmetrical, because space is omidirectional. The bridge cuts across this central deck via dropshafts that you dive headfirst into, and reemerge head first on the other side. Essentially the ship has two bridges, and the idea here is that they both operate together, but with the captain on on side. In the advent of a massive hit to the bridge, the surviving officers retreat to the other side and continue the fight.

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Diaboy In reply to Scifiwarships [2011-05-26 07:40:28 +0000 UTC]

I seeee! That makes a lot of sense, now. Especially in terms of how it's almost mirrored along that axis. Haha, like two ships in one, almost!

I always end up stacking my ships up and down like skyscrapers, but I ran into problems working out where to put everything - trying to work out whether the bridge/crew quarters/damage control was most important was a bit difficult.
Anyhow, its a neat solution to the problem, and solving artificial gravity like that feels convincing.

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Marian87 [2011-04-26 13:29:18 +0000 UTC]

This is coming along nicely.

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Scifiwarships In reply to Marian87 [2011-04-26 13:46:48 +0000 UTC]

thanks mate!

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Marian87 In reply to Scifiwarships [2011-04-26 14:13:28 +0000 UTC]

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