Terran Trade Confederation

Show dem ships!

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Ensign
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Post Fri Dec 21, 2012 3:57 pm

Re: Terran Trade Confederation

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I'll update this upon completion of my first dreadnaught.

Spoiler:
Battlestar
Built in a time when a 500 meter ship was considered massive, this 1200m ship was truly a sight to behold. Constructed halfway into the Robotic Revolt, the Columbia Class Battlestar was intended to lumber into the middle a battlefield and lay waste to all the vessels that dared to stand against it. Since we learned of HE3 powered fusion drives from the robots, the Columbia Class featured a state of the art Fusion Drive.


Spoiler:
Protector
Built during the final years of the Robot Revolt, the Protector Class Gunstar was made to be a more economical alternative to the Columbia class Battlestar. While it featured the same Fusion Drive as the Columbia, it was only 2/3s of its mass, allowing the Protector to have much higher acceleration speeds and be more agile.
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Last edited by Laserbilly on Thu Dec 04, 2014 2:14 am, edited 4 times in total.
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Post Fri Dec 21, 2012 10:33 pm

Re: Terran Trade Confederation

Laserbilly wrote:Infantry (for now) Also question, what color do you like best?
Spoiler:
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Use the pink waaaay in the back.
Also, nice engineering mech.
Spoiler:
Have you ever as so much as tried to even know for sure when even so much as not to do?
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Post Sat Dec 22, 2012 2:43 am

Re: Terran Trade Confederation

I like how you move people in containers :P . Srsly you could put a little more finances in a more humane way of transportation :) .
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Ensign
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Post Sat Dec 22, 2012 9:56 am

Re: Terran Trade Confederation

Iv121 wrote:I like how you move people in containers :P . Srsly you could put a little more finances in a more humane way of transportation :) .


Oh come on now, that's more space than they have on a submarine! Also, who cares? They're soldiers, not civilians. The Infantry Containers are designs to bring as many soldiers to battle as possible. If we waste money by building some unnecessary "troop carrier" then we're being irresponsible with our taxpayers' money! The TTC takes resource management very seriously!
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Post Sat Dec 22, 2012 10:30 am

Re: Terran Trade Confederation

Take good care of your soldiers and they will do their job. I have shops, bars, computer rooms, basically a tinny city on board my Destroyers, you will see the same on real US carriers BTW. This helps the soldiers during the long flights.
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Post Sat Dec 22, 2012 12:10 pm

Re: Terran Trade Confederation

or just use combat droids, combat droids don't care if you stick them in a container, that also do not experience fear.
Spoiler:
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This isn't rocket science, *!
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Spoiler:
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Post Sat Dec 22, 2012 12:32 pm

Re: Terran Trade Confederation

They also cost quite a bit. and are less versatile.
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Ensign
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Post Sat Dec 22, 2012 4:46 pm

Re: Terran Trade Confederation

Iv121 wrote:Take good care of your soldiers and they will do their job. I have shops, bars, computer rooms, basically a tinny city on board my Destroyers, you will see the same on real US carriers BTW. This helps the soldiers during the long flights.

Some of that stuff IS important, but not on a transport. I think that's what you're missing here. The troops don't live in these crates, they're just for transport and temporary barracks planetside. It will all make more sense in a day or two when I get around to showing off my unit packages (companies, battalions, brigades, ect...).
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Post Sat Dec 22, 2012 8:29 pm

Re: Terran Trade Confederation

I like some of these concepts. I'd go with the plain-grey coloured soldiers.

Anyway, those mechs look pretty good, but not very inventive. I like innovative looking mechs.
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Ensign
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Post Sat Dec 22, 2012 10:11 pm

Re: Terran Trade Confederation

I just saw The Hobbit. As expected, the production value was amazing!

@ Mac

I was wondering when you'd pop in. Most of my mechs are inspired by movies and shows we've all seen but are too small to put enough detail in them. I am proud of how small I was able to make them and still get the feel of a mech/walker out of them! What I'm going for here is making an army that can be moved from world to world as efficiently as possible. While the mechs and trucks and whatnot may not look pretty, what they can do is fit a LOT of them inside a small container. The individual mechs aren't the product I'm showing here, the army is!
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Ensign
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Post Sat Dec 22, 2012 10:12 pm

Re: Terran Trade Confederation

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Reckoning Class Fleet Carrier

Spoiler:
Class: Reckoning
Type: Fleet Carrier
Main Weapons: Fifty-Six (56) 100/8x2 Mark VII Mod 0 STS Guns
Secondary Weapons: Twenty-Four (24) 50/6 Mark I Mod 0 AA Guns
Fighter Capacity: 360 (120 Sally Class, 240 Quip Class)
Dimensions: L = 503 m, W = 97 m, H = 142 m (not including communications whip)
Role: Carrying/Delivering Fighters, Light Supporting Fire

Description: The Reckoning Class Fleet Carrier is the first true capital ship produced by the Terran Trade Confederation.
While it is 503 meters from bow to stern, that number isn't the truest measure of this ship. The Reckoning is massive. The TCC ignored their smaller, sleeker frigates and corvettes, and instead designed a towering bow section, capable of carrying hundreds of light and medium fighters to the battlefield. In turn, this ungainly bow section needed an equally large thruster section capable of accelerating such bulk at acceptable military speeds. Coupling both the bow and the stern, the command tower contains the ship's giant engine, shield emitter, and a communications suite strong enough to pierce the din of battle and deliver the admiral's orders.
As is already stated, the Reckoning Class carries 120 Sally Class fighters, and 240 Quip Class light fighters. But this is not strictly true. The carrier's fighter bays are built in a modular fashion so that, if necessary, it can easily be refitted to carry as little as 200 Sally Class Fighters or as many as 600 Quip Class fighters!
The Reckoning Class Fleet Carrier's role is closer to that of a support ship rather than a front line battleship. It is lightly armed for a ship of its size, but don't let that fool you, the Reckoning Class has a broadside of twenty-eight 100/8x2 Mark VII Mod 0 STS Gun Turrets, each having two 100/8 (100cm wide by 8m long) barrels. With this fire-power, it overwhelm the shields of most light cruisers and below. If, by chance, a ship is able to withstand its broadsides for long enough to return fire, the Reckoning Class is encased in a three meter thick armor carapace and includes a dreadnaught class shield emitter, both of which are able to absorb damage long enough for relief to come. But it's defenses don't stop there. It has Twenty-Four 50/6 Mark I Mod 0 AA Guns to take care of any fighter or pinnace foolish enough to close with it.
All that being said, the Reckoning Class has two major blind spots that it cannot easily cover with its own guns: the rear and the front. This is why this class is almost really seen without an escort of at least one corvette to cover the aft flank, while it usually will rely on its fighters to cover its front.
All in all, the Reckoning Class Fleet Carrier is everything the Terran Trade Confederation hoped to get out of its main battlecarrier.

Spoiler:
Exteriors

Blueprint
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Minimap Overhead (edited to one image)
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Broadside
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Spoiler:
Bridge

Command Center. Facing aft, this shows both the captain and the executive officer's crash couches, the central holo-table, star chart on the right, the large tactical display on the left, and the DRADIS console coming down from the ceiling.
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View of the bridge from the Captain's crash couch.
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Pilot's Holoroom. Located directly behind the captain and XO's crash couches, facing the bow. It shows the surrounding area from the ship's perspective, giving the pilot a 240 degree panoramic view.
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Communications. Located on the port side of the Pilot's Holoroom, it is a hub of ship-to-ship communications during fleet actions.
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Damage Control. Located on the starboard side of the Pilot's Holoroom, it allows engineering officers to receive up-to-date ship information and coordinate mid-battle repair efforts.
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Astrometrics. Located just aft of Communications, it provides at-a-glance positioning data to the commanding officers (includes awesome see-through galactic star-chart!).
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Fighter Coordination and Command. Located just aft of Damage Control, it acts a command hub for fighter operations in the area, and provides useful tactical data to the commanding officers (includes awesome see through Tactical Map!).
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Gunnery Command. Located just aft of the Command Center, it provides DRADIS information for the ten gun commanders who command eight guns each.
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Starboard Gun Pit
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Port Gun Pit.
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Spoiler:
Flight Operations


Launch Tube.

The operation starts here. The fighter is inserted into its repective launch tube and awaits permission to launch.
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Launch, Assignment, and Recovery.

Once permission is given, the launch tube is activated and accelerates the fighter down a 30 meter track. Once clear of the launch tube, the fighter continues to accelerate up to speed under the power of its own thrusters. The fighter is then ready to perform its assignment.
Once the assignment is over and the fighter is ready for recovery. It reenters the carrier via one of the two landing hangars, depending on the landing officers' orders.
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Landing Track.

When the fighter penetrates the outer hangar ossmossis shield, it makes contact with one of the three landing strips and deccelerates down to the end of the track. If the fighter is in the central or starboard track, it merges with the port track at the end of the strip.
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Repair Bays, Shuttle Bay, and Elevator

The fighter then follows the track aft past the shuttles toward the elevaters. If the fighter is a quip class and has been damaged, it diverges and is sent to one of the six quip class repair bays. If the fighter is a sally class and has been damaged, it is sent to the larger repair bays at the end of the track. If the fighter has not been damaged, it continues on the track to the elevators. Here the fighter pilots disembark from their fighters. The fighters are then sent up (or down) the evelator shaft to one of the five storage decks.
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Storage and Launch Decks.

Once the fighter has reached its storage deck, it is attached to the track and sent forward to its repective storage slot. In these slots the fighters are automatically refueled and rearmed. As the photo shows, Sally class fighters (12m long) are stored one ship deep and quip class fighters (6m long) are stored two ships deep. Here the fighters await reassignment.
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Launch Tube Lobby then back to the Launch Tube.

Once the fighter is needed for another assignment, it is brought forward to the launch tube lobby. Here the pilots board their planes and are once again put into the launch tubes.
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Spoiler:
Fighter Organization

The Terran Trade Confederation into three formations: Squadrons, Groups, and Wings.
A squadron is comprised of three fighters, a group made of four squadrons, and a wing is comprised of five groups; totaling at sixty fighters to the Fighter Wing.

Since the Reckoning has a 2:1 Quip to Sally class fighter ratio, the Reckoning's standard fighter squadron is made of two Quips escorting one Sally.
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Here is a fighter group, as you can see, it contains four squadrons flying in formation.
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Here is one of the Reckoning's fighter wings, of which, the Reckoning carries six (360 fighters / 60 per wing = 6 wings). Once again, it's comprised of five fighter groups.
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Last edited by Laserbilly on Mon Jan 28, 2013 7:40 pm, edited 2 times in total.
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Post Sat Dec 22, 2012 10:13 pm

Re: Terran Trade Confederation

Laserbilly wrote:With that said, here's one of the smaller mobile units in the Terran Trade Confederation:

o_O
;.'.;'::.;:".":;",,;':",;

(Kzinti script, as best as can be displayed in Human characters, translated roughly as "For the Patriarchy!")
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Post Sat Dec 22, 2012 10:17 pm

Re: Terran Trade Confederation

nanobot?
[spoiler]Image[/spoiler]
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Ensign
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Post Sat Dec 22, 2012 10:39 pm

Re: Terran Trade Confederation

I fixed it, look again
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Post Sat Dec 22, 2012 11:01 pm

Re: Terran Trade Confederation

Impressive.
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