Welcome Guest [Log In] [Register]

If you're a returning member, no, your account has not been deleted, we've actually changed board since you were last here. just go ahead and register, PM one of the staff, let us know you're here, and we'll get right to work converting your information and post count from the old board.

Keep in mind that any RPs running on the old site are probably still there, so if you don't see them here, just check the 'Home' Page, and follow the link back to the old board.

Username:   Password:
locked Topic
Ships and Technology; Detailed Descriptions!
Topic Started: Jan 8 2008, 08:56 PM (986 Views)
~Scout~
Member Avatar
Diaphanous Visions
[ *  *  *  *  *  *  *  *  * ]
Hyperdrive Technology

Posted Image

The hyperdrive as developed by the Progenitors is not fully understood, even by the Bentusi, who originally reverse-engineered it from the wreckage of Progenitor ships. While people do not understand exactly how it works, the basics are fairly simple to explain. The hyperdrive generates an energy field known as the quantum waveform. This pulls the ship from realspace into hyperspace, manifested as a colored screen. The colored screen is the quantum wavefront, which opens in front of a ship and slides back, the cutaway appearing as a bright light. The wavefront's color depends on the design of the hyperdrive (i.e., blue for Kushan/Taiidan, yellow for Bentusi, red for Kadeshi).

Once within hyperspace, a ship may move at speeds faster than light. When the ship exits hyperspace, the quantum wavefront opens up again and slides back, revealing the ship as it goes. An automatic targetting system interrupts the quantum waveform when the ship has come near its destination. A ship, depending on the strength of the hyperdrive, may travel from as little a distance as a kilometer to as large of a distance as all the way across the galaxy.

The hyperdrive also has limitations. The most noteworthy is that while you can move very far, very quickly with a hyperdrive, the farther you travel, the more inaccurate it becomes. You can travel thousands of light years in a few minutes with a hyperspace jump, but due to the huge distances involved and the fact that space is so big, it is quite likely that you will be off by a few tens of lightyears when you emerge from the jump. This is solved normally by making a series of shorter, more accurate jumps, hopping in hyperspace from place to place.

Large gravity wells, such as those of large stars or black holes can also disrupt the quantum waveform, so people have to avoid those while in hyperspace. It is also possible to construct a hyperspace inhibitor field, such as those on the Kadeshi Motherships or those that the Mad Emperor Riesstiu IV placed around Hiigara. Such fields can be used as a trap if timed right or they can also be used defensively. While in hyperspace it is impossible to tell the nature of a gravity well other than its presence, so in order to investigate whether it is a star or an inhibitor the ship must exit hyperspace.

There are two kinds of hyperspace jumps. There are short jumps, or tactical jumps, that are employed within a very short range. There are also far jumps, which generally require a larger amount of power and some time to charge the jump. Short jumps generally only as far as needed to maneuver around in a battle, while far jumps can go on a scale of light years, with no limit except for power requirements.
Edited by Scout, May 5 2008, 07:07 PM.
Scout's Characters
Offline Profile Quote Post Goto Top
 
~Scout~
Member Avatar
Diaphanous Visions
[ *  *  *  *  *  *  *  *  * ]
Sar Kerith "Peacekeeper" Dreadnought

Class: Super-capital class heavy dreadnought.
Shape: This.
Decks: 132.
Length: 4,216 meters.
Width: 2,147 meters.
Height: 484 meters.
Weapons: Two massive EMP coils, twenty-four heavy 400mm railguns, fifty-two 200mm railguns, eighty 100mm railgun turrets, twelve heavy missile banks and eight hundred sixty-five point defense minigun batteries.
Engines: Ten massive fusion drives and forty-four large maneuvering thrusters.
Reactor: Numerous fusion reactors.
Armor: Very heavy armor. Matrix steel, ceramics, carbon fiber and crystaline lattices are abundant.
Shields: A fairly strong particle and electromagnetic shield protects the ship, but the armor is far more durable.
Sensors: Excellent sensors, as many sensors arrays dot the ship's surface.
Docking Capacity: Ten fighter wings and thirty-five corvettes.
Crew: TBA.
History and Description: The Peacekeeper dreadnoughts are ancient vessels, all crafted over a hundred years ago. The massive project took ten unique shipyards and six months to complete. Peacekeepers are the ultimate expression of power in Sar Kerith space. They are often seen patrolling, or simply looming, docked in special berths on space stations. Peacekeepers possess massive EMP coils, and any ship hit directly by one is sure to suffer from overloaded shields, circuitry, sensors and engines, often completely disabling the ship. Peacekeepers are commanded by the most prestigious of Sar Kerith military officers. Each major Sar Kerith state possesses a Peacekeeper, but several belong to the Sar Kerith nation as a whole.
Edited by Scout, May 13 2009, 11:00 PM.
Scout's Characters
Offline Profile Quote Post Goto Top
 
+Aiko+
Member Avatar
Roffel House!

For those of you in Twilight's RP, Adam's small ship is very similar to THIS, although about a third of that size.
Posted Image
Courtesy of EP
Offline Profile Quote Post Goto Top
 
+CEMP+
Member Avatar
SUPER SHELL BATTLE MODE 3!

(OOC: I might have made another bio like this before, but in anycase, this is a revised version. I will post more info on the gauntlets' specifications later)

Technology: Prototype Bio-suit CU X10

Manufacture: Confederation Military

Owner (Of the last Prototype): Jenosa Arma

Physical Description: The bio-suit resembles a blur a between a HAZMAT, wetsuit and combat armor, appearing sleek but light armored without any kind of helmet wear. The material making up the suit an almost rubber, yet stiff-looking blue material. Covering the chest, however, is a pure white, sleek breast plate, and made up up of the same material as the breast plate are armaments on both the arms and bottom part of the legs. Both forearms are surrounded by an oval device bearing two crystals on each side of them; with a pad going over the back hand, a spherical crystal imbedded in the center, characterizing the device as a gauntlet. Similarly, the armor boots surrounded all of the forelegs, and no doubt bare their own mechanical devices.

The blue material is laced with light blue lines, some of them baring resemblance to circuitry, that separate the material like they were armored plates. Two of these lines pass through the chest plate vertically and meet with the arms. Most of all, small, horizontal lines parallel with one another can be seen going down where the spine is.

Characteristics: The bio-suit CU X10 is a prototype model that’s a combination between body armor, environmental and weapons platform; as could be distinctly seen in it’s architecture. It was developed distinctly as a lab suit for working with specimen gamma # 74 and its virulent nature, the suit acting almost like an “immune system” as well as a containment field against the virus; though it was hoped through the research done on the specimen, the suit would be used in a wider range of fields, including full force combat. It was, after all, made very flexible for various add-ons and upgrades; unfortunately, the prototypes were only able to slow down the virus’s infection, though it did provide an interface for machinery to cleanse it.

The suit is primarily made up of a flexible, rubber-like material that, while not bearing any cellular structure, has some interesting organic characteristics. Aside from the electrical circuitry that can be weaved through it, the suit can allow bio-electric or ‘bio-energy’ to flow through itself and even have it’s molecular structure affected by this energy. The suit itself intakes the surrounding energy particles – sucked in through the light blue lines, as if they were pores – to not only help power it’s systems, but create a synthetic bio-energy within it, almost like a normal organisms generates does in their body. The trait eliminates the need for neural implants or needles to attune the suit to the person’s nervous system, as simply upon donning the suit, the synthetic energy harmlessly floods the wearer’s body, synchronizing with his own and causing them to both flow through suit and body.

The result is more than just a relay that allows the brain to manipulate a device with their mind consciously, but a connection that allows the body and suit to interact with one another very biological fashion. In other words, they theoretically become one and the same, the suit acting very much like a part of the wearer’s body; although in reality, not everything in the suit’s synchs with the body, such as the data compartment and sensors. What does get affected in a very biological manner is the armor and weapons systems; as explained before, the bio-energy can have an affect on the suit’s molecular structure, thus giving it a type of biological-integrity-field; what isn’t explained is that the energy also handles the efficiency and input power of the gauntlets (This does not mean the person’s own bio-energy is used as fuel for the weapon, but rather acts as a metaphysical muscle to handle the regular energy that is employed by the gauntlet).

However, a regular person’s bio-energy is very mundane and, alone, it doesn’t change these attuned traits like an evolving organism would, no matter how much ‘exercise’ you did with it. Due to this attunement, many scientists thought at first that the suit would only be a lab suit, the stiff but ill-battle approved gear being the only Scurge-resistant protection for them. This changed when they noticed how the Scurge bio-energy, different from ours as it condenses visibly whenever a variant is killed, being taken into the body via the same light blue lines that power the suit – and bonding with the person’s own energy. The affect appeared to make the person’s energy more complex, essentially evolving it and strengthening the weapons and armor.

It was this that made several scientists realized there could be more potential fields to the suit than they suspected, and it was on of the reasons why the Scurge were being researched – to find a way to make the human bio-energy, in a sense, evolve. So far, no has been able to actively attain the method for this, although the trait is subsequently active in one human being: Jenosa Arma.

Possibly because of the Scurge virus’s mutation, her physiology has changed in a way that evolves in its own without making any drastic changes to her physical body. Not only that, but she has a much deeper connection with rest of her suit and it’s systems, unlike any other suit who’s sensors, for example remain separate from the wearer’s mind. Most of all, the profound connection has profoundly changed the internal structure of the suit; even when it isn’t worn, the suit can register much like a real, living organism to most sophisticated scans. The suit no longer produces the synthetic version but real bio-energy, as if it had an invisible organ system in it; and this energy matches Jenosa, making an indication that the suit will only work for her.

And to think this had evolved much like Jenosa had, despite it being a menial prototype much like the rest of the others…
Edited by CEMP, Jul 19 2009, 01:37 PM.
"To look for a shipwreck is at best a crapshoot, and to launch and fund a search, it helps to be the headmaster of the village idiot school or else the kind of stubborn lunatic who tries walk through walls simply because they're in the way. I probably fall in the latter group." - Clive Cussler, The Sea Hunters II
Posted Image
Posted Image
Offline Profile Quote Post Goto Top
 
~Jedi~
Member Avatar
Anthropomorphically Awesome Jedi Knight
[ *  *  *  * ]
Posted Image


Ship Name: Claymore

Affiliation: None

Commanding Officer: Tidus M. Kaviori

Size: Intermediate Light Cruiser, Approx. 2.9 Kilometers long, 0.6 Kilometers high, 1.4 Kilometer wingspan

Weapons: Four Single-Barrel, heavy calibur Guass cannons (Two above, two below), Two 35-round missle silos (One under each wing), two dozen anti-ship gattling guns, six short-range laser batteries (the port, three starboard).

Equipment: Mark IV Positron shields (good against energy-based weapons, not as good against ballistics), Steel-titanium nannite armor, small ship bay (8 fighter, two transports, extra room), advanced sensors (including gravimetric).

Crew: 113

Reactor: One dense-element fusion reactor.

Engines: Two fusion drives, four small afterburners.

Hyperspace: Military-grade hyperdrive, takes approximately 5 minutes to charge for jump. (More time required for longer jumps)

Support Vessels: 10
Edited by Jedi, Sep 10 2009, 06:29 PM.
Posted Image

"Fatalis Maximus"
 
Hope you have fun, you anthropomorphic savior of the galaxy far far away, you.
Offline Profile Quote Post Goto Top
 
~Jedi~
Member Avatar
Anthropomorphically Awesome Jedi Knight
[ *  *  *  * ]
Posted Image

Ship Name: Reaver

Affiliation: Claymore Support Ship (Fighter/Bomber)

Size: 24 meters long, 5 meters tall, 11 meter wingspan

Weapons: Two 50-calibur chainguns located underneath the chin, one rocket pod containting 16 short-range ballistic rockets. Up to four bombs can be attatched (two under each wing)

Equipment: Minimal shielding, protective against projectiles, weak against energy-based weaponry. 3.5 inch thick titanium-nannite armor plating.

Crew: 1


Engines: Two rear-mounted, high-octain engines. Afterburners can burn for up to 12 seconds at a time for a significant speed boost.

Hyperspace: None. Must return to the Claymore.

There are 8 Reavers stationed aboard the Claymore
Posted Image

"Fatalis Maximus"
 
Hope you have fun, you anthropomorphic savior of the galaxy far far away, you.
Offline Profile Quote Post Goto Top
 
~Shin-Ra~
Member Avatar
The Other Guy
[ *  *  *  *  *  * ]
Lightbringer

Class: Modified fire support ship, scout cruiser.
Affiliation: The Second Commonwealth
Shape: [url]lord-shinra.deviantart.com/art/Kingmaker-class-gun-platfom-114564655[/url]
Decks: 26
Length: 488 meters
Width: 130 meters
Height: 90 meters
Weapons (offensive): Multiple KEW (kinetic energy weapon) cannons, concussion and plasma torpedo launchers, two heavy ion cannons.
Weapons (defensive): Multiple interceptor drone batteries, Flack cannon defence grid.
Engines: Multiple main drive engines fixed to port, starboard and aft of the ship, FTL ‘Gate’ drive, maneuvering thrusters.
Maximum sub-light speed: 150,300,225 meters per second
Reactor: Multiple fusion and two anti-matter reactors,
Armor: Medium-heavy, Ceramic outer shell over Denzium/Maldium armour.
Shields: None
Sensors: Short range tracking sensors.
Docking Capacity: Capable of carrying 12 single man attack craft and a further 8
Crew: 19 (AI Shin, Ra and multiple slaved AI units.)
History and Description: The Lightbringer is one of the oldest ship’s of it’s class still in service and while still more than capable of participating in active operations it is quickly becoming obsolete in favor of new designs. After the return of the Commonwealth to the Milky Way it was one of a number of older ships chosen to scout out the Federation and search for any technological advancements which could be used to their benefit.
Despite being equipped with energy based weapons and a far jump Gate Drive the ship is usually heavily outgunned and forced to flee rather than fight.

Talyn

Class: Gunship/Armed Shuttle
Affiliation: The Second Commonwealth
Shape: *TBF*
Decks: 2
Length: 15 meters
Width: 7 meters
Height: 4 meters
Weapons (offensive): Twin plasma cannon turrets (both disabled), missile assault battery (devoid of all missiles).
Weapons (defensive): Chaff mines.
Engines: Several main drive engines taken from far larger ships.
Maximum sub-light speed: Unknown
Reactor: Two fusion micro-reactors
Armor: Very Light
Shields: ‘Ablative’ light shielding.
Sensors: Multiple military and combat tracking sensors, targeting computers and optical scanner arrays combined with various long range guidance systems.
Docking Capacity: N/a
Crew: 1 (pilot)
History and Description: Originally an older model assault gunship by the Federation Navy the Talyn looks almost nothing like it’s original design. Being made only a short while before the series was scrapped a large number of the still flight worthy vessels were purchased by a number of private investors, collectors or in the case of the Talyn criminal groups.
After being purchased by a group of smugglers the ship was taken apart and redesigned with a heavy emphasis upon speed, using it for high speed cargo collection or drops.

It came into the possession of Shin and Ra only recently when said smuggler group were killed in an ambushed trying to deal stolen Federation heavy weapons to them, Ra stole the ship after escaping and has used it in often for planetary drops since then.
Edited by Shin-Ra, Sep 26 2009, 03:32 AM.
"You can live forever or die trying."

Posted Image Posted Image Posted Image Posted Image Posted Image
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Sci-Fi RP Reference Info · Next Topic »
locked Topic