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Star Wars RP: A Galaxy At War Forum » OOC (Out of Character) » Post a Request » RHE/Sienar Raider Design
RHE/Sienar Raider Design
Schmuel_KadramDate: Wednesday, 16 Jan 2013, 10:52 PM | Message # 1
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Two classes of "Strategic Defense" ships, a long and a short range one. I'd also like to request all the patents to the unique systems inbuilt. The first is relatively simple, a long range raider vulnerable to fighters but good for long range strikes and with viability as a craft for bounty hunters or private security. I imagine the cost would be similar to a Skipray Blastboat.

The Second is pretty much a submarine in Star Wars - it doesn't have a cloaking device but uses a number of star wars technologies to create a similar effect - albeit a vastly less effective one (there are workarounds for the stealth system possible with standard star wars tech, but for obvious reasons I don't want to make them too obvious at the outset). Just like a real submarine it's ideal for spying or delivering spies, deploying mines, raiding commerce or isolated bases etc. If it scans properly or fires while in stealth mode, it will easily be detected and targeted. It has little defense against capital ships except to flee, it lacks the high speed of a lot of Corvettes so just like real world subs are vulnerable to corvettes, so is this ship.

This is another extremely "high-end" product, for advanced navies that want sophistication and stealth without the even higher price tag of a true cloaking device (which we cant have in the RP anyway). The cost would be somewhat more than a Carrack-class cruiser, making this ship more expensive than a ship three times it's size. A law would be issued on Rothana (the civil jurisdiction RHE is located in) stating these are not available for public sale. The Empire would be passed the details of how to detect these vessels and be supplied with info on the best countermeasures.

______________________________________________________________________________________


I'd like to request the design below and also the production of three (3) of them for tests.

The Comet-class Strategic Raider




The Comet-class Raider is the first product produced in a collaboration between Sienar Fleet Systems and Rothana Heavy Engineering. The Comet is a craft designed for long range raids, especially against enemy docks and ground based installations. The Comet takes the agility famed at SFS and merges it with the compact design and efficiency of Rothana.

The Comet is able to travel further than normal strike ships thanks to it having a pair of bunks that allow two crew members to sleep while the other pilots (on the hyperspace approach). The ship is extremely well shielded thanks to efficient Rothana power management systems but in order to maintain the lightweight frame required for high speeds, the hull is relatively weak and can be destroyed by a well placed torpedo if not shielded.

Reflecting it's role as a strike craft that operates efficiently on planets it has wide wings that give it natural lift and agility when in atmosphere, unknown in the rest of the Sienar range which are notoriously clumsy within atmosphere.

Length
12m

Width
60m

Maximum speed
90 MGLT
2000 k/ph (Atmospheric, faster with shields powered), able to dive at up to 10,000 k/ph while making a vertical strafe.

Engine unit(s)
Sienar X-C2 ion drive array (1)

Hyperdrive rating
Class 1.5

Hyperdrive system
RHE LHS-X9 "Quickfire" - A hyperdrive system able to warm up 75% faster than standard.

Power plant
RHE MICRON CG

Shielding
Equipped (160 SBD)

Hull
Titanium Alloy (30 RU)

Sensor systems
SFS S-c3.8 multi-range TAG
SFS T-s8 targeting computer

Navigation system
RHE Minature Navicomp

Countermeasures
Sensor Jammers - Broadcasts the sensor image of a freighter to long range sensors.
Repulsor Beam Torpedo Deflector (rear)
Other advanced countermeasures

Armament
Wing mounted Rapid Firing Turbolasers (2)
Chin Mounted SFS L-s1 laser cannons (2)
Rear SFS L-s1 laser cannon (1)

Crew
Pilot (1)
Copilot/Captain (1)
Gunner (1)

Minimum crew
3 (1 to simply fly)

Passengers
2

Cargo capacity
1 metric ton

Consumables
30 days

Other systems
Hypercomm array and Medical equipment
Bunk bed (2 berths)
Refresher

The Meteor-class Long Range Stealth Attack Ship




I'd like one (1) of these built too - I'll be soliciting customers naturally.

(OOC: A fusion of hunter-killer submarine (giving it a wartime application) and listening ship/scout it has an extremely long range which allows it to conduct lengthy patrols that allow it to act as a strategic deterrent to any who might attack it's home. It pulls out all the stops to do a lot of things cloaking devices do without actually being a cloaking device (i.e. It can be detected close up); although it does learn from the example of the cloaking device and has the convention that its main weapons can't be used in stealth mode. I think with it having hologram projectors it adds an interesting aspect allowing it to conceal itself as ships or celestial phenomena of the same map. The "crash dive" of the submarine is represented too with the quick hyperspace exit, but which leaves the ship helpless for some minutes afterward. Furthermore, it incorporates the world war 2 idea of submarine minelayers and I think it's a really good one, subtle ships like this really are ideal especially in star wars for laying mines especially when you want to deter trade in a region.)

Loss-Prevention System

In order to activate any of the Stealth Systems, the Emergency Hyperdrive or weapons systems the craft must have it's software activated. New software activation codes need to be reinserted every 90 days, if it is not reinserted within 24 hours of the 90 days expiring the ship will begin to beacon its location on all frequencies. These are supplied directly from Rothana Heavy Engineering and are keyed to the individual ship so cannot be used on others. A Quantum-Cryptographic system is used to assure the code is sufficiently random.

If an activation code is entered incorrectly three times, the ship will begin to beacon it's location on all frequencies and de-activate it's hyperdrive. If the ship is being boarded any pilot can pull the software deactivation tab (a mechanical system so unaffected by Ion weapons) which snaps the software verification board, rendering the ship inoperable and causing it to begin beaconing and it's hyperdrive to shut down also.

Thus it is almost impossible for the class to be captured by rebels or pirates. In the event the ship is captured it will cease to operate after it's registration key expires and will beacon until it is recovered - making it unviable in pirate hands.

Length
100m

Width
9m (average)

Maximum speed
500 k/ph in atmosphere - also submersible with a speed of 100 k/ph.

Engine unit(s) with speed listed for each

Non Stealth Drive - 50 MGLT
Sienar X-77 large ion drive array (1) - Main propulsion system allows high cruise speeds comparable to corvettes however it produces a trail of Ion residue which renders it unsuitable for use where the ship is avoiding detection. -

Variable Output Deception Drive - Up to 60 MGLT
Girodyne Ter58 high-output ion turbine engines fitted with filters and internal emission tanks, allowing the ship to appear to be producing more or less of an ion trail appropriate to the vessel they are masquerading as (4)

Silent Running Engines - Up to 5 MGLT
Girodyne SRB75 sublight engine - Fitted with a complete ion trail filter (which is then stored in the tanks that the "Deception Drive" may need to use to use in the event it is masquerading as a ship with higher emissions.

Hyperdrive rating
Class 1.0
Emergency Drive Class 5 (One lightyear range)

Hyperdrive systems

RHE X-Project "Hyper-dive motivator" - Intended for emergencies during silent running or if concealment fails. 5 Second warmup makes a random dive along an empty trajectory for approximately one lightyear. As an extremely clean drive designed to store not release emissions it is almost impossible to trace. Use of this system will drain the power storage cells requiring the main generator to be active for at least thirty minutes before silent running can be resumed.

Longe Voltrans tri-arc CD-3.2 hyperdrive - A standard long range hyperdrive, warmup at least one minute, requires Navicomputer uplink or connection to Astromech to make the jump

Power plant

RHE Proton-Ion Micro Hypermatter Drive - Normal use
Cryogenic reserve power cells - For use in Silent Running
Sienar emergency power generator - A low powered generator able to recharge the batteries which power the ship in silent running - takes around thirty minutes.

Computer Suite

RHE Primary Command Computer - The Primary Command computer is able to perform the roles of all the computers aboard completely adequately, with three high level droid brains it arguably approaches sentience but has no indpeendent control without regular human input. Reserve systems are maintained in the event of any damage to the Primary Computer - it should be noted that all other computers in the main suite can assume the role of Primary Command Computer although they will be less effective at doing so due to processing speeds optimized for specific tasks they were built for.
RHE Sensor and Tactical Management Computer - The
RHE Communications Computer - Scrutinizes onboard communication as well as processing, decrypting and transmitting when need be any info it is ordered to work with.
RHE Propulsion and Power Management Computer - Manages the many power systems aboard.
RHE Concealment Computer - Manages holograms, appropriate engine levels and advises the crew on the best way to remain concealed if they so require.
Covert Operations and Intelligence Management Computer - B2-X computer interface wired in
Data Security Computer - R3 Unit wired into the system equipped with detailed cryptography, firewall and anti-virus systems to assure that the ship itself isn't infected with malware or that it is being transmitted aboard. The Data Security Computer also acts as a buffer between the Intelligence Computer and Communications computer, forcing all their data through firewall buffers to assure no corruption is taking place.

Shielding

Equipped (300 SBD)

Hull

Rating is 200 SBD

Duralloy plate with a Photon Dampening Coat meaning no light reflects from the craft - paired with the Hologramatic projectors this amounts to effective invisibility to optics if the craft remains still or is more than five kilometers from the nearest vessel. This has little effect if the ship is moving faster than 5 MGLT but at low speeds it makes it invisible to anything outside of 1km unless it is a capital ship specifically targeting this vessel with active sensors directed directly at the Meteor-class in which case the effective invisibility is only useful outside of 5km no matter the speed. It should be noted that travelling within 100m of any ship (if you are moving at a low enough speed to notice a 100m long object black object against a black background (actually has to be quite slow) then you will see it as it will simply cause too much distortion up close to avoid detection.
Braced Durasteel, Bulkheaded Compartments
Due to selected sensor impervious alloys (under the outer coating of Sensor absorbent alloy) covering their locations and the fact that the weapon systems are generally powered down, it is impossible to detect the weaponary aboard without a military grade scanner and a ten second period stationary within 50m of the ship. While surface weapons might be discerned by this, the thickness of the hull itself renders it largely opaque to even the most intrusive scans.

Sensor systems
Siep-Irol passive sensor antenna
Sienar Fleet Systems active sensor pulse generator
Fabritech ANq-51 sensor array computer
LeGrange "Quickscan" targeting computer
Fabritech ANy-20 active sensor transceiver
Stellar navigation sensors

Navigation system
Microaxial HyD modular navigation computer
RHE ENC-1 backup navigational computer

Countermeasures
Sensor Jammer/Broadcasters - Broadcasts the sensor image of a desired vessel and feeds false info on shield/power levels to long range sensors from other craft.
Repulsor Beam Torpedo Deflector (one bow, one port, one starboard, one stern)
Electronic Slicing Countermeasure System - This system is able to engage up to six incoming smart projectiles a minute be accessing their avionics and misdirecting them away.
Advanced Tactical Countermeasure System "Hydra"
Universal jammer - Makes the ship appear completely invisible on all sensors except capital ship grade mass detectors when within 1km.

Communication Systems

Hypercomms

Sub-light Comms array

Communications Jamming Suite (can jam up to three ships of a similar size within one AU) - Obviously this is apparent and can't be used stealthily

High Bandwidth Comms Laser Array

Medium Range Direct Slicing Array (twice turbolaser range)- This can be used to establish an uplink beween it and any system not specifically secured with electronic security measures. For example a door control, an air conditioner, a standard terminal or B1 battle droid could be accessed but not say a NaviComp or Protocol Droid. It is most efficient against unshielded targets (1 post to get into unsecured systems on a planet or unshielded ship) and struggles with deflectors (taking 5 posts to reach inside a shielded ship) - all times are doubled if it is a secure system. Once a link has been established it is possible access and copy all data in that network or to transmit a virus to the local network which if another 3 posts elapse without the link being severed then the system will cease to work. NOTE: This system is almost unusable unless against an undefended world or crippled ship - as it uses a large slice of the processing power and would severely impede use in battle - where agility is key it would be almost impossible to maintain. Data copied from secure networks will often still require decrypting.

Armament (Note, discharging weapon systems will render the ship's disguise ineffective)

Warhead Tubes (4 Bow, 2 Starboard, 2 Port, 2 Rear) 40 Warheads carried aboard
Composite Beam Pop-up point defense lasers in concealed sponsons (one starboard, one port, one dorsal, one ventral)
Tractor Beam Projector (1 in nose cone, used to position deployed platforms etc)

Complement

Md-12 missile defense satellite platform (4) - Side blister compartments - not practical for use in combat unless deployed prior to the engagement as they require a one minute startup.
Mine deployer (2) - One per side at the Aft of the ship - 10 Proximity Mine Type A each.
Viper Probe Droid Pods (2)
Micro Computer Probe (4) - essentially a small black cube which is either able to passively relay information via various means by slicing into comms lines or slicing into systems within 1km directly, using low powered signals to tease viruses and control systems into it's target. These are cubes 6 inches by 6 inches across and can act as relays with a ship on silent running by using communication between the two either by simply broadcasting (if it is just the probe relaying data) or via comms laser if response is required.

Crew
Captain (1)
XO (1)
Pilots (6)
Security Officer (1)
Comms Officers (2)
Engineering (12)
Weapons System Operators/Analysts (6)
Doctor (1)
Nurses (2)
Catering (1)
Sanitation/Custodial (2)
Sensor Suite Specialists (3)
Counter Measure Suite Specialists (4)
Holographic Concealment Specialists (2)

Droids
M-3PO specifically coded for knowledge of the detection avoidance strategies most effective for the craft.
R-3 Units (4)

Minimum crew
48 + 5 droids for effective operation
For simple short term piloting only 2 crew are required.

Passengers
12

Cargo capacity
100 metric ton

Consumables
5 years

Other systems
Medical bay
In-Bunk Entertainment System
Provided Sedatives and Stimulants as required (in some fleets)
Vac-Suits
Berthing for all aboard plus 12 passengers
Refreshers

Exclusive Cutting Edge Systems


The Hydra Multi-Layered Combat Avoidance Concealment Suite

Layer One - Minimizing enemy sensor results

Sensor Absorbent Hull at long ranges the absorbent alloy coating the hull of the ship that allows it to appear invisible to long distance scans and as scanning beams/waves move at the speed of light, at long range the sensors in the absorbent hull are able to inform the ships computer that further evasion techniques must be employed.

Layer Two - Disguise

If a ship detects long range scanners (which can naturally identify little more than the approximate mass of such a small ship) it will be able to tell from the time the sensor pulse takes to travel into the hull how far away the scanning ship is. At long distances (as sensor pulses often operate at lightspeed) this means that the ship will have at least the time the pulse takes to return (if it wasn't completely absorbed) before more accurate sensors (such as optics) can be trained on the ship -again limited by the constraint of lightspeed.

The Meteor-class is fitted fitted with holoprojectors across it's minimalist shape, allowing it to project almost any ship around it (meaning simple optical scans will show up only the ship you wish to appear to be.

The only weakness in this system is that most ships also have mass detectors in their sensor arrays, thus it is inadvisable to attempt to project an image of a vessel which is not a similar mass to the Meteor-class itself.

A random selection of vessels tested and available as standard in the factory issued database are
The CEC Class IV Bulk Freighter
The CEC CR90 Corvette
The Allegra Enterprise Systems Modular Conveyor

Layer Three - Deception

In addition to simply providing the mass and visual image of the ship in question it is possible also to mimic their engine emissions and even thanks to the sophisticated hologram suite scratches and battle damage if it exists on the ship who's hull you are replicating in hologram.

Any vessel is possible so long as it is of a similar mass -and- the Meteor-class is able to fit within it's hologram.

WARNING: While the ship may appear identical visually and on sensors to that which it is masquerading it it should be noted that this cover will be quickly blown if a ship using the Hydra Concealment Suite takes any of the following actions:

- Opens fire - while the holograms may be projecting the images of weapons it will be apparent on all sensor bands that the fire originated from an area where no weapons are visible.
- Allows it's engines to release insufficient or excessive emissions which are not in line with that which it is pretending to be.
- Allows itself to become what is known in the Star ship trade as "Inspected" this is where a craft approaches within around ten to fifty meters of the ship and conducts highly detailed and close up scans in a process which takes around ten seconds.
- Deploying any items from the ships complement.

The "Silent Running" Concealment Suite


The Silent Running suite is relatively simple. The ship switches it's engines to it's a low powered engines designed for purpose. It also powers down it's main generators. Powering down to "Silent Running" can be done in as little as a minute (known as a "Crash Silence") but it is advised to slowly power down over five minutes. Returning from Silent Running can be effected in two minutes so long as the storage cells have over 50% power by draining them to prime the main generator, otherwise it usually takes around ten minutes to re-warm the generator back up to full output.

Note that during silent running the following systems should be powered down.
Torpedo Tubes
Main Engines
Active Sensors
Comms
All other power-hungry sub-systems (such as all computers not required)

NOTE: The automated point defense lasers aboard may be powered up within 5 seconds due to having independent generators in each. This should only be done in extreme emergencies as powering these let alone firing will make things apparent.

There are three variants of Silent Running available to the Meteor-class - All involve closing down comms, active sensors and powering down weapon systems. Ships silent running can still deploy complement vessels without attracting attention to the ship itself - this isn't advised as even if the ship's own stealth is not compromised the deployed craft (except tiny probes such as Computer Probes which are too small to appear on Sensors).

Stealth- The ship proceeds with Silent Running Engines at a speed no greater than 5 MGLT, it relies on it's sensor and light absorbent hull. This mode can be maintained for up to two weeks. Lowering the speed makes it less likely the ship will be detected. Silent running can also be executed while drifting allowing complete shutdown rendering the craft functionally invisible to long range sensors. If it is felt that it is required and that the hull plating is not sufficient, the ship can use it's shipwide universal jammer which will render the ship completely invisible to sensors - this can only be maintained on backup power cells for around twelve hours at a stretch. This mode is useful for approaching close-in to opposition facilities or ships when seeking to slice into their systems - naturally if this is attempted it should certainly be via Computer Probes and certainly not by direct transmission. Using the Universal Jammer will blind all passive and active sensors except optics, considerably weaning the crafts ability to sense its environment.

Asteroid Running

Sneaky running is a newly developed strategem where the Meteor-class moves stealthily into an asteroid belt and then using it's hologram projectors it takes the appearance and sensor profile of a rock of a similar size and mass. As asteroids regularly impact eachother and drift, this can be an ideal way to approach many worlds. It is possible to Asteroid Run with or without the Universal Jammer active - bear in mind that doing so will leave your own vessel with little outside input.

Running behind the skirttails

Running behind the skirt-tails is a technique which involves riding inside the Ion trail of a larger ship, using it's ion trail to mask the Meteor's own and trusting in the ships armour to allow the damage from the engine wash to be minimized. This tactic can be extremely effective but owing to the size of the Meteor-class this will only prove effective around larger ships. When riding skirt-tails it is usually safe to rely upon the properties of the hull and not use the Sensor Jammer as this will cause an odd reading for the ship in whos wake you are following that will cause the engineer aboard to wonder why his engine wash has an invisible section.

WARNING: It is not advised to power deflector shields above 25% while silent running, even in an ion wash which ought to largely conceal the power emission.

WARNING: Remember that Universal Sensor Jammers jam your Sensors as well as everybody elses, although some passive sensors such as optics may still operate with a universal jammer on they will certainly cease to do so in the event that the holographic fields are also projected.


Schmuel Kadram
Governor of Rothana
Junior Vice President of Operations KDY


Message edited by Schmuel_Kadram - Thursday, 17 Jan 2013, 11:52 PM
 
JaronDate: Saturday, 26 Jan 2013, 2:39 PM | Message # 2
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On the Comet, my personal opinion is that the cockpit is simply too small for any passengers or a third crewmember; merely a pilot and gunner; and a one berth rack. I'm also going to say only one countermeasure system due to inclusion of the hyperdrive. And... let me review the Meteor further.

Jaron Park
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Pre-2009 Archives
 
JaronDate: Monday, 04 Feb 2013, 7:42 PM | Message # 3
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I'm on the fence with the Meteor. While I like the idea, and the immense amount of effort brought into it; I'm not sure mimicking the mass of something is possible in the Star Wars universe through holograms. Holograms have consistently, in every medium and every era, with every source, portrayed as a mass-less entity. While it is short-sighted and naive to presume that just because we don't see it that it doesn't exist, I feel like this should probably be an exception to that. While offensively, at least in regards to weaponry, it is weak enough for me to want to force myself to ignore my other concerns with the design, I am too conflicted to make a decision in regards to the design. I'd like to hear from Karth and Jace first on the design, before making my decision. Waiting on you, in regards to the Comet.

Jaron Park
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Schmuel_KadramDate: Monday, 11 Mar 2013, 10:29 AM | Message # 4
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Well the mass is easily resolved by a small gravity generator. I am willing to add a caveat that a vessel scanning intensively for 4 posts or multiple capital ships for 2 posts would reveal the ship's false identity by throwing up discrepancies.

Better?


Schmuel Kadram
Governor of Rothana
Junior Vice President of Operations KDY
 
Jace_VaritekDate: Friday, 05 Apr 2013, 10:42 AM | Message # 5
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Don't read anything into this, just a simple housekeeping question before I post; Do you want to continue with this request?

Jace Varitek
Manager/Administrator from January 2003 to Present
My recent posts here, pre-2009 archives here

"When my information changes, I change my opinion. What do you do, sir?"
—John Maynard Keynes

Furthermore, a dancing Wookiee:
 
Jamie_the_HuttDate: Sunday, 14 Apr 2013, 6:50 PM | Message # 6
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That'd be a yes.

Detection protocol (tried to simplify)


Chapter 1 - Stealth Mode.

This is for when using "Stealth" (Sensor jamming itself to appear like empty space, broadcasting a hologram of what you can see behind it toward every direction (imperfect at extremely close distances). Stealth is not designed for close up work but for avoiding detection in emergencies and silent observation.

Above 1AU, the ship running full stealth is invisible (holographic graininess blurred out at distance) visually and to sensors (naturally this is long out of weapons range for anyone anyway). Unless the ship is travelling at high speed using non-silent running engines when the emissions make it possible to lock on in the times detailed here (but it's out of range anyway if over 1AU), these faster engines help quicker escapes and increase agility but are not as quiet as the Silent Running Engines.

Eight capital ships searching in a cube formation all using full sensor time can detect the craft's trail in 5 posts and location in 10 within 5AU if running Stealth with Silent Running Engines, if multi tasking with sensors (scanning other things too) it will double the time.

At 20 AU, the ship is Invisible if running Stealth (long range sensors lack the detailed focused scan ability) and not running faster engines than it's "Silent Running" drive.

The ship is invisible to Deep Space Sensor Arrays and other extremely long range Sensors, unless it approaches within 1 AU when normal things apply.

Stages for detecting the ship at Short Range (>1AU) with Tactical Sensors:
    Locking on track scanner
    Scanning with track scanner
    Lock on (required for weapons lock)
    Open fire on the ship



Time to lock track scanner (main sensors) on the ship's proximity if in Stealth and within one au.
Disengaged on red alert, on active sensor patrol etc: 1 Post
Disengaged in a more normal active sensor mode: 2 Posts
In dock, coming to patrol readiness: 3 Posts
In battle (If fire ongoing in between the two or sensor jammed effectively by a third party): Undetectable

This allows for a full Track Scanner Evaluation if within 1 AU.

After two more full rounds of of scanning have elapsed using main sensors, the ship will become trackable as any other ship for friendly ships of the scanner (on the third post.. e.g. Area scan, area scan, Track Scan, Track Scan, Lockon) while lock is maintained, forcing it to flee. This is called having it in lock on. The lock may be transferred to other friendly capital ships who can maintain it.

Evading a lock on

If locked in main sensors, the ship's only hope is a third party vessel jamming the lock, or the ship being forced to use it's main sensors to confront a greater danger. Lock on is required for accurate firing of weapons. Ion discharges in between the two craft will break weapons lock but not main sensor lockon IF it is focused only on the stealthy ship.

If the ship powers down all systems aside from stealth systems (even it's "Silent Running" engines running at only 5MGLT) before track scanner is locked onto the area (takes one full post to power down or up again) around the ship, then subsequent scanning time is doubled.

Chapter 2: Obvious problems with using stealth/the ship using stealth systems

Anything within 500m can see the ship and fire at it manually, meaning fighters aren't necessarily reliant upon Capship sensors to find this (wide sweeps have potential just using optics), this is due to that even broadcasting universal jamming and also a hologram of empty space distortions are visibly apparent to the human eye or eyepieces this close.

Stealth is next to useless in circumstances where the ship's own mass or magnetism cause an effect about it's hull (some atmospheres).

Stealth is also useless in many celestial phenomena (asteroids, ion storms, solar flares and coronas etc) as it involves the powering down of shields which is deadly, not to mention that large energy discharges will knock out the systems.

The ship is not intangible at any point. If you fired a projectile at it (say threw a can, laser blast or dumped waste and the ship was in it's route and unable to move). Basically it means if something bounces off it when it's being scanned, scanning times half. So asteroid fields, dust clouds etc make the ship immediately suspicious and while difficult to lock on to still, you know where to point scanners. It is a creature of deep space and empty systems, it is ill fitted to hiding in a busy traffic lane where it would quickly get struck by a freighter or automated cargo pod.

Chapter 3 - We've reviewed the setting named "Stealth" so lets go on to simply explain the "Masquerade" Mode.

Well, modern destroyers are often extremely hard to detect on radar. In order to avoid issues with people wandering up ("What is that blob on the radar? Is it a whale? Let's go look at it..") or wondering, it is documented that they use a system that allows their radar absorbent hull to be basically invisible, but as they're not actively hiding still maintain a profile.

So they broadcast the radar reflection of another (usually a boring trawler) ship back to avoid being inspected by the curious. It's simple to take something's radar profile, tape it and have a radar transmitter fire it back so it looks like the initial ship is getting it's own radar pulses back.

So! In this inventive version, the same system exists.

The ship broadcasts the sensor readings of other ships of comparable masses (avoiding being caught out by mass detection sensors which are tricker to fool (but it could be done with work..)) , also broadcasting holographic images of whatever they're pretending to be. It also has engines able to mimic those of most other corvettes by adjusting output and the exact trails produced. Essentially it can convincingly pretend to be anything from a BFF-1 to a small frigate (due to high mass) effectively.

Transponders and whatnots are also simulated naturally.

Chapter 4: Detecting Masquerading ships - Time taken
If anything passes through it's hologram or strikes it- Immediately easy to lock onto if within 1AU, otherwise the protocol is to hit the stealth key meaning locking on will take 2 posts for a capital ship focusing full sensors. At over 20AU sensors not accurate enough to notice.
If approaching within inspection distance (50m) - 1 post for a normal ship, immediate ability to lock for capital or specialist dedicated sensor craft/space stations.
If approaching close (<500m) - Distortions may be noticed in one post, allowing a lock on in one post.
If approaching at normal weapons range/short range tac sensor range (10km-1000km - considered effective normal turbolaser range with general crews) - Sensors actively scanning on combat levels will pick up discrepancies in the second post, may lock on third. Clearly at longer ranges or when not in a warzone this will be about half to one quarter the speed as full sensors aren't often on and darting about - expensive outlay.
If approaching 1AU<1000km in distance - 3 posts scanning by capital ships or specialist sensor units will reveal faults in the sensor replies, during this time the ships computer realizes there's something amiss allowing a long range lock on (not awfully accurate).
If approaching 1AU+ The disguise is seamless and requires closer approach to detect unless it drops the disguise.

Chapter 5 on Asteroids

The ship can hide in asteroid belts by pretending to be an asteroid of the same mass as it's own hull (using holograms to look suitably rocky), obviously this is great in docile stable fields but is extremely high risk as cover will be blown by this.

Chapter 6 Part 1 On Sensors, Perks and Modifiers

Just too darn tricky for small arrays (at a distance anyway)
Fighters sensors, civilian censors and other non high end military devices will struggle to be effective countermeasures to this suite unless as stated it's within inspection distance ideally or 500m at most (unless they see something fly through a hologram or bounce back out of one after hitting the sleek ship inside). What is key here too is that military crews train to find issues in hardware constantly and so are vastly better trained for this. As such military grade sensors are best for this, with military grade crews. Even the fanciest civilian sensors lack the constant attention of those on military vessels of war and as such small ship sensors have the difficulty mentioned.

Chapter 6 Part 2: Modifiers relating to detection

Negative Modifiers

Less than elite crews (all Rim Militaries etc) suffer a 1 post delay in all cases (as it's doubtful they have the database of odd occurences or Experience of tracking difficult targets that the Empire does) unless they sucessfully lock on to one twice with the same vessel (after which lessons can be learned)

Mercenaries, Pirates, Brigands, Non-Professional Military, etc Disadvantage Drilling, maintenance and constant vigilance are rarely seen outside professional forces. Every non-professional group (professional soldier meaning - not soldier of fortune etc) is considered both less than elite and green.

Green crew disadvantage: This applies to all navies who haven't met this ship save owners of it and the Imperial forces until one of their ships has encountered this class and detected it (or got close). A 1 post delay in all cases in identifying the ship.

Over-reliance on technology: Ships designed to be mostly automated, dedicating a large amount of sensor control to machines/computers. Thus any ship described as using any form of words synonymous to "mechanization reducing crew requirements" will take 50% longer to detect the ship in all cases. Why? Because KDY is notoriously a corporate saboteur and has massive experience with digital systems. As such it's designed it's system to be difficult to detect using even the most modern computers and thus subtly bolstering the reliance for trained Sensor Operators (a skilled position) over automation (something the Empire likes).

Does... not... compute: Completely automated vessels lack the "human hand" designed to be required to help break the sensor jamming and cover of this ship. Thus it is indetectable while using any stealth or jamming systems to droid ships of all sorts unless it strikes one or approaches within inspection distance. This is especially true of older fighters like the Vulture and others using it's brain, as well as some automated miners etc. Completely sentient AIs should have less problem, but suffer the above caveat instead and require human assistance.

Positive modifiers

Human intuition - Humans are actually great at picking up things and investigating them in an overly suspicious manner. Thus all human crews take one less post to lock-on (if the total process is over 4 posts inc area scanning).

Find that bastard! - Sentients get very cross if fired upon by an illusive target. One less post to lock on in these circumstances. Note only if fired upon by the stealth ship.

I've seen these types before: The Empire can lock on to these ships as normal in a single post for capital vessels (if they wish to be indiscrete and reveal they have data on the class) alternatively, the experienced officers onboard will likely have searched for stealth ships in the Clone Wars and since so invariably take 1 post to scan one to lock onto ships of this class. However! In order to do this they must have configured their array explicitly to search for a ship of this class, reducing general gunnery accuracy by 50% against other ships for the duration of the battle or until the modifications are reversed (losing the stealth tracking to improve gunnery).

There's gotta be a way around this? If a ship has detected a Stealth ship twice, that ship shaves 1 post off finding it in future. Also, if one is captured (or more plausibly is inspected while not jamming and with Masquerade field on) it is possible (if requested) to modify capital ship ion cannons (while rendering them ineffective against other targets) to be excellent at breaching Masquerade fields.

Beginners luck - A lone corvette size capital vessel with a Captain under 30, with a green crew of humans suffers no negative modifier for being green the first time it attempts to detect this class.

Prospectors advantage - Any stealth ship hiding as an asteroid will automatically be seen by any experienced prospector in a ship designed for prospecting or scouting if using sensors to scan around and so may inform other ships that "That asteroid ain't an asteroid". Noone knows why the perfect projections of rocks are distinguishable from rocks by prospectors, but for some reason they are.

Chapter 7: Countermeasures to be sold

Free now
Firing lasers or arcs of energy in random directions has a small chance of detecting the craft. Not awfully effective.

Initial market countermeasure

KDY Defensive Sensor Grid: To be marketed once and only once the product is officially known to the public. Until further notice it will remain classified and buyers will be required to sign non disclosure agreements regarding anything more than it being a 100m corvette. This is a chain of micro satellites for the "cheap cost" of a billion you can run around your world's gravity well. Problem is they're sensitive but not detailed in feedback so likely to cause false alarms. Cuts one post off the time required to lock on and to general scan (so 2 total) if capital ship is within 1000km of the cause of the Grid showing an unexplained object or signal otherwise simply 1 off general scanning.

"Pulse sats"
Cheaper than the above, but providing less detail. Basically cutting off the time to scan upto 1AU around and able to pinpoint areas for track scanners themselves, cutting one post off general scanning time within 1AU. Sexed up sensor beacons militarized with armour. Cheaper than putting a half million micro sats around your world though (and also leaves you seeming less paranoid to peers).

KDY - Deepsearch Multi Band Triangulator
Extremely expensive sensor array to be brought out for capships. Instantly allows track scanning skipping out requirement for area scanning as it scans an area in detail in half a second. Unfortunately three months after use software patches on the stealth corvette will render this advantage moot, requiring another costly upgrade to keep pace. Basically a very high speed 3d sensor at military grade imaging upto 50 light minutes in all directions at the same time, high power usage and makes a ship visible on everyone elses very long range sensors for a lightyear, not one for anyone but militaries.

Chapter Whatever: Patents

All of this, and all of the countermeasure systems to be released and the fundamental designs and individual systems of all of them would be precisely and effectively patented. To represent KDY getting more legalistic since the sluis thing. The trick is thus that other people's countermeasures are based purely on conjecture not from owning the suite they are trying to counter, and many of the systems they could use to counter effectively would thus already be patented. This includes all arrangements of weapon systems, sensors and other tech and original ideas or permutations of ideas not otherwhere seen in the canon previously.
 
Jace_VaritekDate: Sunday, 14 Apr 2013, 10:28 PM | Message # 7
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Ka-DekDate: Monday, 15 Apr 2013, 10:36 AM | Message # 8
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It's really very straight forward. The modifiers also allow crews to have an "upgrade" or "skill" which has a real use in the RP smile

Mostly though just explaining how they would work and demonstrating they can be scanned for and detected within a reasonable number of posts, illustrated with examples. Think of this as the "Go-to" manual for any questions regarding time taken to detect as it's all laid out here.

Also, patentses are all ours forever.. We don't want those thieveses nasties Sluissi sssstealing our nice ideas.


Ka-Dek

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