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September 25th, 2002, 11:13 PM
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Lieutenant General
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Re: full coverage armor
using the actual ship tonnage for mass in the formulas below generates rediculously high numbers, so i am using mass/500 instead, which is essentially the same as increasing density.
edit: i actually ended up with mass/20, using 500KT armor components.
[ September 25, 2002, 23:44: Message edited by: Puke ]
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September 26th, 2002, 12:46 AM
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Re: full coverage armor
To keep calculations easier I'd suggest using Cubes for calculating surface area.
So it would be
Length X Height X Width X 6
Then decide The Weight of the Armor per cubic unit
This way you could apply Heavy armor to an Escort if you wanted to or Light armor to a Battle Crusier
My understanding of Proportions is this would allow a trade off in Number of Engines / Speed / Amount of Armor
Or: have I over simplyfied?
2nd Edit: What I meant to say the first time.
Final Edit:
As ships got longer and higher wider the calcs would be easy, (I think).
I guess this means making an "Armor Weight class" for each hull size
[ September 25, 2002, 23:57: Message edited by: Gryphin ]
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September 26th, 2002, 01:25 AM
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Re: full coverage armor
to late, i already put the real formulas into a excel spreadsheet, and rounded off the final answer to the second decimal point, and plugged that into my components enhancement file.
im glad to say that it works gloriously, although there is now a need for small (1kt) space filling components to account for all the oddball armor sizes. i think that reinforcing bulkheads will answer the call, as i am having a hard time justifying bringing cargo and supply niches down to the 1kt size.
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September 26th, 2002, 01:29 AM
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Re: full coverage armor
1kt components? Small suplimental ECM or Sensors?
Maybe they would add 1/2 what an equivelent size ECM would generate?
[ September 26, 2002, 00:30: Message edited by: Gryphin ]
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September 26th, 2002, 03:21 AM
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National Security Advisor
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Re: full coverage armor
I think any of those three would be appropriate for the 1kt components. All three of those make perfect sense to me as "filler space" on the ship.
Geoschmo
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September 26th, 2002, 03:36 AM
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Re: full coverage armor
And for the role-player in all of us:
How about 1kt "luxury" components? You know, high quality officer's quarters, an on-ship bar, civilian quarters, observation decks, heck, maybe even a Zee-Gee pool.
Maybe even a brig, or diplomatic quarters, or something that wouldn't need a whole lot of space, might not have a practical in-game use, but would at least give us the satisfaction that not a single kiloton of potential space is going to waste in any of our ship designs. 
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September 26th, 2002, 03:40 AM
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Captain
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Re: full coverage armor
"im glad to say that it works gloriously, although there is now a need for small (1kt) space filling components to account for all the oddball armor sizes. i think that reinforcing bulkheads will answer the call, as i am having a hard time justifying bringing cargo and supply niches down to the 1kt size."
(from Deathstalker's Mount Mod 1.3-Gold)
Long Name := Ship Armor Plating
Short Name := Plate Armor
Description := Small units of armor added to reinforce critical areas of a ship or unit.
Code := Plt
Cost Percent := 10
Tonnage Percent := 10
Tonnage Structure Percent := 10
Damage Percent := 10
Supply Percent := 10
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 0
Comp Family Requirement := 10
Weapon Type Requirement := None
Vehicle Type := Ship/Base/Satellite/Weapon Platform
Number of Tech Req := 2
Tech Area Req 1 := Armor
Tech Level Req 1 := 2
Tech Area Req 2 := Physics
Tech Level Req 2 := 1
or in other words, 1kt armor 'patches'
[ September 26, 2002, 02:41: Message edited by: Deathstalker ]
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