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Poke my Frigate
2017-09-02, 09:40 AM (This post was last modified: 2017-09-02 08:59 PM by CommanderHardtide.)
Post: #1
Poke my Frigate
[Image: yD1DKEG.jpg]

[Image: 2Y2e8fM.jpg]

[Image: YjfQQ1V.jpg]

This is the Lindhom Class Assault frigate. Really it is too big to be frigate, but too awesome to be a light destroyer.

Length : 133m
Beam : 19m

It has 3 turrets, with four barrels each. It shoots 250mm HEAT, at around 12 per second. It also has some missiles with an EMP focus.

If your asking yourself, 'that looks a lot like a Thyr,' you would be correct. The super structure is a clone from the Thyr, albeit slightly shortened. I also implemented the propeller stabilizers to negate roll.

There a few improvements I know I need to make. I'll probably utilize the shield colorers to make them transparent. The aft end of the ship is very vulnerable. Armor is thin, and the propellers always seem to get taken out together. Thankfully it has some aft offense, but it is really meant to be in broadside as much as possible. I'm not too concerned about the armor as that is an easy change, but the prop problem is the biggest concern. I also know that it is completely lacking in torpedoes. Again something I'm not too concerned about the torpedoes, as that is an easy fix.

Also from time to time, the detection equipment will see an enemy, but nothing will fire. I'm not quite sure what is going on with that. Huh

One question about the torpedoes; does a torpedo turret mounted onto the bottom of the hull, like the Thyr, impact drag and therefore speed? Otherwise, I'd mount the torpedoes on a turret at the negative space on the aft deck.

I know it is expensive for it's size, but I want it to be able to take down expert, similarly sized ships from the remaining opponents in the campaign. Steel Striders, Scarlet Dawn, Onyx Watch(not really a concern), Twin Guard, and Grey Talons. As a fleet, my ships combine to do well, and I try to engage and remain at maximum distances.

I also utilize the prop mod so I don't need to spam props to get an acceptable speed, and it is critical for this design, otherwise it will flounder.

Let me know what I can do to for my diet Thyr.

Edited:
It now has decent aft armor, shielded propellers, a belly mounted torpedo turret, anti-torpedo torpedoes(work in progress), passive sonar, and moar ammo producers.

Still to come:
Shield Colorers

New question:
Since I utilize a lot of emp warheads on the missiles, would it be a better idea to replace the HEAT shells on one, or all, turrets with ap/kinetic rounds?

Updated Version below


Attached File(s)
.blueprint  Lindhom Class Assault Frigate.blueprint (Size: 468.29 KB / Downloads: 10)
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2017-09-02, 10:49 AM
Post: #2
RE: Poke my Frigate
*poke*
also, maybe post some pics?

Once in a while I decide to do something stupid and try to perfect it. That is how some of my strongest designs were created.
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2017-09-02, 01:06 PM (This post was last modified: 2017-09-02 01:21 PM by Richard Dastardly.)
Post: #3
RE: Poke my Frigate
Anything on a turret has no drag. You don't need to mount torpedos on turrets at all though, I just fire them out the sides of the ship.

The first thing your ship did was capsize - I don't have the prop mod, presumably you're using anti-roll props somewhere I can't see... ( iirc you don't actually need a mod; you at least used to be aboe to overdrive props by making a prefab with a prop, editing the prefab file to set the prop's power % to 8 instead of 1, and then using the prefab to place props. Dunno if it still works ).

Also, most navies would call it a cruiser - think this is a bit big for an escort vessel.

Poke my boat! mostly pre-2.0 learning & catalogue thread - Heavy & light tanks 18/11/17. 6 ships made 2.0 aware. If it's not AotE I can't do it regularily - sea -> post processing -> eyestrain.
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2017-09-02, 06:00 PM (This post was last modified: 2017-09-02 06:01 PM by BlitzkriegBob.)
Post: #4
RE: Poke my Frigate
I like the "Baby Thyr" aspect and the turrets distribution. Definitely, this is more a light/heavy cruiser than a frigate!

For the issue about weapons don't firing at the target, this is because of the settings of the weapon controllers. You set "0" as min altitude to enage, but mainframes of vessels are usually bellow waterline, thus with negative altitude. I set usually to -5, works in most case.

For the issue with propellers: I had same problem as you, it can be solved by making a pseudo-hydrojet, encasing propellers with metal and drawing a "grid" at the end. Just leave openings in line with every propeller axis.
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2017-09-02, 07:17 PM (This post was last modified: 2017-09-02 07:19 PM by CommanderHardtide.)
Post: #5
RE: Poke my Frigate
(2017-09-02 01:06 PM)Richard Dastardly Wrote:  The first thing your ship did was capsize

I would definitely assume it wouldn't work without the prop mod. That super structure is all metal and would probably be a better keel. That's interesting about the prefab prop. I'll have to investigate. The mod allows the props to go to 10x with an applicable engine cost. There are 8 props on the bottom of the hull that, with the prop mod, negate almost all the roll. I'll have to look into why the Thyr can get away with vanilla props for it's anti roll.

(2017-09-02 06:00 PM)BlitzkriegBob Wrote:  I like the "Baby Thyr" aspect and the turrets distribution. Definitely, this is more a light/heavy cruiser than a frigate!

With my design philosophy, the only classifier is length of aft. <75 Cutters/Corvettes, 76 - 125 Frigates, 126-175 Destroyers, 176 to 225 Cruisers, and if it has guns and is larger than 225 then it is a battleship, with a special consideration of dreadnaught if it can take down godlys. I also really like the assault frigates in homeworld, so I had to find a use for them here.

(2017-09-02 06:00 PM)BlitzkriegBob Wrote:  You set "0" as min altitude to enage, but mainframes of vessels are usually bellow waterline, thus with negative altitude. I set usually to -5, works in most case.


Doh! Can't believe I did that for every weapon.

(2017-09-02 06:00 PM)BlitzkriegBob Wrote:  For the issue with propellers: I had same problem as you, it can be solved by making a pseudo-hydrojet, encasing propellers with metal and drawing a "grid" at the end. Just leave openings in line with every propeller axis.

Another excellent suggestion. I think on the Thyr there are the 'pseudo-hydrojets' at the bow for turning.

(2017-09-02 10:49 AM)CubeMaster_1 Wrote:  *poke*
also, maybe post some pics?

Will do, I'm loading up the game now to implement some changes to the design.
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2017-09-02, 08:09 PM
Post: #6
RE: Poke my Frigate
(2017-09-02 07:17 PM)CommanderHardtide Wrote:  Another excellent suggestion. I think on the Thyr there are the 'pseudo-hydrojets' at the bow for turning.

Actually, Richard Dastardly gave me the idea; all credit goes to him Smile.
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2017-09-02, 08:17 PM
Post: #7
RE: Poke my Frigate
(2017-09-02 07:17 PM)CommanderHardtide Wrote:  That's interesting about the prefab prop. I'll have to investigate. The mod allows the props to go to 10x with an applicable engine cost. There are 8 props on the bottom of the hull that, with the prop mod, negate almost all the roll. I'll have to look into why the Thyr can get away with vanilla props for it's anti roll.

Definitely still works, doesn't magic thrust from anywhere either - still consumes the right engine power. Have to reload the game after you edit the prefab though.

Poke my boat! mostly pre-2.0 learning & catalogue thread - Heavy & light tanks 18/11/17. 6 ships made 2.0 aware. If it's not AotE I can't do it regularily - sea -> post processing -> eyestrain.
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2017-09-02, 09:00 PM
Post: #8
RE: Poke my Frigate
Updated version in op.
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