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Messages - Lossmar

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Gallery / Re: Shipright's Fighting Ships, Sensors and Weapons
« on: September 17, 2017, 02:16:28 PM »
Hey guys! Not a lot of work on this over the past several months but I have one new weapon system.

(scale = x2)

The Mk 5 Mod 2 MMLS. This launcher is designed to be a modular bolt on anti-ship missile system suitable for installation on a broad range of vessels, both commercial and military. Like similar systems before it, the design was made to fit contemporary intermodal container mounts for the quick conversion of various cargo carriers into auxiliary cruisers. Displayed is a series of cutaways showing the various mechanisms of the launcher/magazine system. A rare follow on version, the Mod 5, included a basic active sensor package but was only used by special and clandestine forces and never saw recorded use. The system is reliant on third party targeting or a coincident MASS module. 

The launcher consists of an self contained drum with standard intermodal hardware for HEX-II container positions. The drum has positions of twenty-two missiles along a spiral rail magazine system, though in practice the last position inside the transfer box was left empty for safety. Missiles are back loaded through the central launch guides, with the first missile loaded being the last fired. There is no way to rearrange ordinance once loaded, making this MMLS unsuitable as a utility launcher.

The transfer box consist a pass through hoist to move missiles to the launch rails. The box is armored to prevent penetration while moving ordinance. After cycling missiles the carrier carts are reversed to be stored along the under side of the spiral rail. The aft section of the drum contains a fire suppression system consisting of a ring tank with a quick expanding foam designed to suppress the nuclear rocket engines of carried missiles. The drum is armored for and aft with conventional laminar facings, while the flanks are covered aerogel filled whipple shield tiles. 

Missiles used in this launcher require an ejection charge to jettison the missile out of the launcher and away from the ship before the missile engine engages. These charges are conventional and make the system resemble historic recoil less rifles. The drum is equiped with exhaust area hardening to withstand the significant energies of these charges. This is required due to most vessels using this launcher not being purpose built warships with armor that can handle the radioactive jet wash from military missiles. 

The launcher is fitted for size 3 standard configuration missiles. In practice only four ordinance types were designed for the ejection charge required for this launcher, all being ASM warshots, and only two of those were ever used in anger from this launcher (by state militarizes). The launcher here is shown with a Gladius B ASM, the most common ordinance used along with the eariler Gladius A. The Gladius series weapons are two stage intermediate range missiles designed for massed volley fire from unconventional platforms. Under powered and under charged compared to other contemporary ASMs, they made up for their poor performance by being cheap and easy to produce, giving TCN forces a ready way to multiply their forces quickly at the onset of hostilities. These launcher lived on in the secondary and black markets long after there retirement from both Earth and later Colonial military use, being regular fixtures of freehold settlements and rebel and terrorist forces over for over a hundred years using a variety of modified or home grown improvised missile types. There are even records of the launcher being used as conventional projectile weapon, irregular forces using the ejection charges to accelerate dumb slugs for asteroid bombardment. 
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Portable Launcher Utility / Re: [Win 7]Wrapper wont start.
« on: September 06, 2017, 03:39:43 PM »
Those DDLs should be delivered over Windows Update long time ago. They are part of Universal CRT.

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Gallery / Re: Shipright's Fighting Ships, Sensors and Weapons
« on: April 26, 2017, 11:07:59 AM »
They are just MS paint drawings.

Here is my work on an early warship, meant to exist in the 2300s our time. The armament is two size four missile launchers and two turreted laser mounts for PD. Very much a WIP as you can tell.

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Aurora Chat / Aurora Hard Mode
« on: March 05, 2017, 03:01:07 PM »
My personal house rules for increased challenge in Aurora :^)

Game Setup
Difficulty: 300%.
Sol system start
Human gravity variance should be set to 0.7g
Disaster: Cooling 2%.
Spoilers On
Swarm On
Invaders Off (you can turn them on later)

Note: Disasters only seem to apply to a Solar System created at game setup.

You may not use Terraforming Modules.
You may not Terraform Earth.
Terraforming Facilities must be built on-site and may not be moved.
VERY HARD: Terraforming Facilities may not be built. You can use TFs found through xenoarchaeology to terraform worlds on which they are found, but may not move them.

Conquered alien homeworlds should have their political status frozen after rising one level.
You may not loot the infrastructure from alien homeworlds, but use it in place.  (At 300% difficulty, the amount of alien equipment otherwise trivializes the game.)
VERY HARD: You may not colonize in the Solar System.

Ship & Systems Design
VERY HARD: All missiles must have at least 1 point of Armor or ECM. Yes, including AMMs.
VERY HARD: You may not use the Sorium Harvester module.

Combat Rules
You are strongly encouraged to avoid the use of beam ships that barely outrange & outspeed the enemy to cut down infinity enemy beam ships. 
VERY HARD: You may not use the Final Fire PD mode on Beam Fire Controls. (You may use Final Fire Self Only.)
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Gallery / Re: Largest Asteroid Fields?
« on: February 23, 2017, 12:58:26 PM »
Lol, if Aurora had an accurate representation of the Sol system, I would never leave! As it is, I'm 50 years into my current game and haven't explored a single JP.  Too much to do in Sol first :P
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Aurora Chat / Re: Do you keep a log?
« on: February 13, 2017, 12:04:36 AM »
I keep an Excel document with the following worksheets in it:

-Ship registry
-Ship classes
-Fleet OOB
-Class names
-Requirements (Tech components for specific Fleet needs/vessels)
-Maintenance (this is per individual unit of each class)
-Fighter Squadrons

This enables me to get straight back into a game even after a long break plus makes things easy if I write a little RP/story around something.

Naval OOB:

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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: February 01, 2017, 09:02:45 AM »
New personal best in my latest game. The empire now spans 250 systems with over 25Bn population. 6 alien races have been conquered.

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Game/Book Reviews / Re: Civilization 6
« on: November 14, 2016, 11:56:15 PM »
Are you talking about civilizations beyond earth? What I heard of it was it's basically civ 5 with an Alpha centauri flavour.

Beyond Earth doesn't exists, I refuse to recognize it's existence. Civ 5 Brave New World was the last Civ made until Civ 6.
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Portable Launcher Utility / Re: Portable release - comments
« on: November 11, 2016, 03:21:26 AM »
These flags? UNSC in the bottom left for comparison. If so: here.

Updated links since Dropbox changed its rules.
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C# Aurora / Re: Aurora C# Screenshots
« on: October 08, 2016, 08:54:38 AM »
No screenshot but a big milestone.

The first successful movement order in C# Aurora was just completed. A small Argentine survey ship, the Rio Quequen, was assigned an order, moved across the 58 Eridani system, arrived at the correct destination and consumed fuel en route.

With the orders framework now in place (including the whole of the order creation process on the naval organisation window), I am working through the execution code for the various order types. While there is still a huge distance to go, I am getting closer to the point where it will be possible to start a test game.
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Gallery / Re: Shipright's Fighting Ships, Sensors and Weapons
« on: December 14, 2015, 01:34:41 AM »
Conveyor II - class

From the beginning the Conveyor-class was designed for Thermal Nuclear Propulsion (NTR). Orbital construction preparations for the keel and main structure of the first vessels preceded the development of the NERVA NTRs which were to be built planet side and boosted into orbit. Consequently the first six vessels were designed for NTR but built with conventional Hydrogen-Oxygen propulsion. This was considered adequate for the first phase of exploration and colonization which called for regular traffic to Mars but only limited exploration missions out to the Jovian moons. In reality NTR development fell behind and the first 13 vessels were built with conventional rocket propulsion. When the first NTR hulls were laid they were designated the "Conveyor II - class." Though eventually all but five of the Conveyor-class would be upgraded to Conveyor II standard configuration, the upgrades were long delayed as the conventional powered versions proved surprisingly economically efficient inside the Martian orbit due to easily exploitable fuel sources on Phobos. The final upgrade took place 18 years after the first built from scratch Conveyor II was christened.

The Conveyor II used a single NERVA NTR engine that roughly tripled the performance from its predecessor. The engine is mounted at the end of a service module that was integral to the hull vice outboard mounted like the three rocket motors of the previous configuration. A torus made up of reaction mass tanks is then fitted around the service module to complete the engineering section. This made mission turn around significantly easier but required a slight rearrangement of the communications setup was required to prevent masking by the torus. Spare toruses were transported to and refueled at transit hubs to facilitate long range missions.  The engine configuration is bi-modal providing ample electric power. The abundant on board power and intended primary operating area between Jupiter and Saturn led to the inclusion of additional radiators in place of solar panels.

Due to the increased engine performace the overall vessel was lengthened to allow for a 25% increase in inter modal container berths. This proved crucial in establishing the first Jovian colonies and later the push to Titan.

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Gallery / Re: Shipright's Fighting Ships, Sensors and Weapons
« on: December 13, 2015, 11:14:43 PM »
Mk3 Mod 1 GMLS

(Scale = x2)

The Mk 3 Mod 1 GMLS. The launcher is designed to shoot any size 4 standard configuration missile. It consists of a magnetic rail launcher fed from a double carousel magazine encased in an armored drum. The magazine can hold twenty four missiles but typically the outer pass through bay is left empty to allow access to the inner carousel. Warshots are usually carried on the outer carousel while specialty ordinance (atmospheric probes, sensor buoys, communications relays, etc.) on the inner though any combination can be loaded. The launcher acts as a low power rail gun to eject ordinance via a missile sled which sloughs off after launch. This allows the missiles to achieve a greater intercept velocity without the need to carry extra fuel.

Loading is accomplished via a external hull door adjacent to the launcher as well as a door through the armored drum. Missiles are placed in a protective magazine box that is couched inside the carousel bays to prevent catastrophic runaway damage should issues arise with other ordnance inside the magazine. Inside the box the missile is encased in a sled that provides mating to the launcher and protects the missile's internals from the magnetic launcher mechanism.

The anti-ship missile displayed has a main interception burn stage and a secondary maneuver burn stage. Long range guidance is provided by a separate fire control not shown.


Mk 3 Mod 3 GMLS

This is a different version of the previous launcher but modified for center fire for use by vessels with different configurations. Specifically ships that require the launcher to be installed more internally.

( Scale = x2)

The launcher works in basically the same way except the center is occupied by the magnetic rail launcher. Due to its internal location the launcher is surrounded by a dedicated armored drum to both 1.) isolate the magnetic forces from the ship during launch and 2.) contain launcher fires from exploding or hung ordinance (the previous externally mounted launcher version could more easily vent to space). The launcher is fed by a single carousel ring via a pass through hoist.

Reloading is accomplished by back feeding the missiles through the launcher. This is a somewhat more involved process than launchers with the a dedicated magazine loading door and also made underway loading from replenishment vessels prohibitively difficult though technically possible.

Displayed is a series of cutaways showing the various mechanisms of the launcher/magazine system. The launcher was typically used as the primary battery for frigate/destroyers or as a utility launcher for larger vessels. With the introduction of quad packed and lager octuple packed anti-missile missiles (AAMs) large ships generally dedicated these launchers to point defense to great effect.
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Gallery / Shipright's Fighting Ships, Sensors and Weapons
« on: December 13, 2015, 11:07:15 PM »
Hey gents. I have been drawing up ships and systems for a couple years now. I am going to start sharing them with my current play through. These concepts come from many different games but I have a roughly consistent play style that yields similar designs more often than not. Eventually I'd like to string all of this together into a narrative history but for now I will start posting as I play.

So below is the Conveyor-class in system cargo transport. This is the first successful commercial cargo vessel capable of regular manned missions produced and the three versions of this class served as the backbone of the colonial support missions that maintained Mars, Europa and her sisters and Titan during their long and arduous pioneer era. This class also has an infamous place in Terran history from is use in the first Colony War, but more on that later.

Shown is the first version using the smaller standard containers used by the first Earth space elevators. It also features conventional rocket motors as opposed to the nuclear rockets of the follow on types. Three large solar arrays are present to provide electrical power. Solar power was abandoned on later versions due to limited utility beyond the orbit of Jupiter and the arrays were replaced with expanded radiators in future hulls, the conventional solar powered vessels being relegated to resource runs to the automated mines of Mercury and Venus as well as service to Ceres when its mines came online. It was the first non experimental vessel to feature simulated gravity, slightly predating the contemporary Prospector-class geological survey vessels.

Conveyor vessels were built and operated extensively by both the Earth Confederation (via CASA) and multiple commercial shipping outfits. They were retired from government service shortly after the formation of the Terran Confederation in favor of the more capable Star-class freighters though they remained active in limited civilian service from many more decades. Most were converted to unmanned automated bulk resource runners before their final deactivation.

This is the conventional rocket version, so the forward module in the engine assemply is the rocket fuel, the after module is the rocket itself. The fuel module would be swapped out for a full one for the return (or further should that be the case) journey. This conventional version rarely traveled further out than Mars which had fuel production facilities on Phobos to recycle modules. These were not particularly fast, I don't remember the game speed off the top of my head but it was a long journey to get to Mars assuming favorable orbital positions.

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Portable Launcher Utility / Aurora v7.1 - All-In-One/Portable release
« on: November 27, 2012, 03:33:25 PM »

I compiled a little package that should make starting the game easier.

Package contain:
  • Vanilla Aurora
  • My wrapper
  • Race Image Pack by Treebiter
  • Planet Image Pack by Tarran and MarcAFK
  • Flag Image Pack by nadia911
  • Soundtrack - Light Years by Stellardrone

Download - 7.1 - Wrapper 2.4:

  • Handling problems with OCX/DLL files.
  • Music support.
  • Automatic switch of decimal and thousand separator.
  • Automatic backup and optimization of game database.
  • Handling Logs directory. Work only on NTFS filesystem.

  • Install/Unpack
  • Start using: Aurora_Wrapper.exe
  • Click wrapper icon on taskbar and press M to disable music. , and . control volume.

--- WARNING! ---
This release of Aurora require administrator rights to edit language settings.
It might not work correctly on computers where accounts are very limited.

- Install this package if portable version crash due missing DLLs -
- Wrapper source code -

Tested on:
  • Windows 10
  • Windows 8.1
  • Windows 7

Header image is very nice icon for Steam Grid View :)
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