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Naval Railgun Mk.IV (Triple) [RR] Fancy

4,167 Formula350  2.9 years ago

FUNCTION: Warship Main Gun Turret / Fortification Long Range Defense
MODEL: TR-150 "Cerberus"
TYPE: Railgun
CALIBER: 150mm (700mm equivalency)
PROJECTILE:
- 100 X Kinetic Explosive High Penetration Fin Stabilized Discarding Sabot
- [CLASSIFIED] X LLNL W§§-§ Configurable (§.§-§§ §§) §§§§§§§§§§§§§ Guided AFAP
RATE of FIRE: 40R/m (0.666R/s)
MUZZLE VELOCITY: 1250M/s
RECOIL: None (zero)

TURRET:
- Elevation: 26deg
- - - Method: Hinge Rotator (functionally) + Piston and Rollers (visual)
- - - NOTE: Piston CAN work if Hinge set to Floppy; bouncy and unreliable.
- Depression: 1.5deg
- - - Method: Rotator
- - - NOTE: Gyro included but disabled, but can be used instead if Rotator set to Floppy; does not self-stop, causing targeting drift.
- Rotation: 180deg L / R
- Speed: Elevate 5% / Traverse 5%
- Weight: Configurable (semi-realistic currently)
- Interior: MODELED! (to an extent; Pic 3 is just a teaser...)

CONTROLS:
- Elevation: Trim UP to Raise Barrels / Trim DOWN to Lower Barrels
- Traverse: VTOL UP to Rotated Left / VTOL DOWN to Rotate Right
- Change to Air to Air or Air to Ground to Fire (configured as Multirole)

PREFAB NOTES:
- The Pink colored are intended to be REMOVED before installing it wherever you plan to. They are there ONLY as a firm platform to test it out at Wright Field.
- Included is what we'll call a "Targeting Camera", which is mounted atop a giant 'pole' on top of the turret. It is there if you want it, but I purposefully left it visible so that you can see it and grab it if you want to delete it! (Collision is disabled on them both so it shouldn't hurt to leave it there.)
- Barrels are colored Red, Green, Blue to coincide with their Tracer color, because why not.
- Enabling the Chase Camera on the barrels is unfortunately rotated 90Deg to match the cannon's orientation. So I disabled them.
- Originally had lots of recoil, but ended up disabling it because it'd make everything wobbly and ruin accuracy. You can re-enable it if you want to balance it's overpowered rounds. I set the Recoil to 100% and then the Force to around 2000% (XML), which seemed about adequate.
- Downside of the Gyro traverse (not enabled by default), as mentioned, is the turret drifts a little since you have to manually 'stop' it. Adding a wheel under the rotator or to the side, and setting its traction high, would give you the ability to Brake to prevent this.
- Upside of the Gyro traverse, is that you are free to rotate 360deg, as there's no "max". (Alternatively you could set the Rotator's Min and Max to some absurd number, but then the VTOL slider would be almost useless.)
- All the ""spare ammo"" are set to AG9 so that you can't accidentally launch them! (I made sure to test, and they don't show up in Air to Air menu, either.)

UNIMPORTANT RAMBLINGS OF A MADMAN...

This is my first actual to-be-used weapon -- unlike my 'model' Gauss Rifle.
Involved lots of trial and error, which was expected. The main issue I had to overcome was the rotation being insanely bouncy while traversing the turret. In the end I had to download a ship to see how this was being addressed, which it turns out the damperMultiplier I was using WAS the ticket... I just was not using anywhere CLOSE to the correct values!

I went for semi-realistic speeds on rotations (I hope), given it's intention to be used as a main-gun. Though I admit the Rate of Fire is... a little fast. However, the reason I stuck with that was mostly technical, as I had gotten things to KIND OF play out how I wanted, so I didn't want to go through all "21" Barrels to change settings. Though it only uses 3 for launching projectiles, the other 6-per-gun are used for their visual Flash effect.

On that note: The other 6 barrels per gun did not work out exactly how I wanted, nor did having 3 barrels for that matter, which I wanted to fire simultaneously instead of salvo, but I digress. What happens is you go to fire and get a "dud", or "No Fire Condition", as the game tries to cycle through the barrels till it hits one that actually fires. After that it's mostly fine, although some of the flashes get out of sequence, but that doesn't impact functionality!

I wanted to make it a 155mm but by the time I got to that I realized that increasing the caliber also increases the physical cannon's diameter and I didn't want to monkey with scaling. All of this gets filed under Lessons Learned! Adjust caliber, THEN scale it :D

Filename decoding, for those curious: Triple for barrel count, [RR] because that version used Rotator+Rotator (elev+trav), and Fancy because I modeled inside the turret, so it has way more parts than it needs. Even the additional engines slapped on the back aren't needed since the ended up being covered by the turret housing.

Like all my weapons, I test it. If your graphics are set high enough to see USS Beast from Wright, then you can kill it. Takes 2 or 3 hits to sink it or the escorts. USS Tiny takes just one shot. Radar distance is irrelevant: As long as the pipper dot turns gray, then the game recognizes it as a target and you can still hit it... IF your aim is good (the 1.5sec between shots helps!)
Lastly... It may be classified here, but it is included in the model, and those redacted marks (the§§§) do replace words I typed! It's all based on something real, and something intended for a 155mm gun. ;) ;)

ENJOY

General Characteristics

  • Created On Windows
  • Wingspan 33.0ft (10.1m)
  • Length 85.5ft (26.0m)
  • Height 265.8ft (81.0m)
  • Empty Weight 2,187,525lbs (992,246kg)
  • Loaded Weight 2,187,525lbs (992,246kg)

Performance

  • Power/Weight Ratio 0.058
  • Wing Loading N/A
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 50676

Parts

  • Number of Parts 269
  • Control Surfaces 0
  • Performance Cost 1,454
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    4,167 Formula350

    @Clutch I saw that I was at 1030 just today when getting back online (been on vacation at the cabin since mid-July). :D
    Either way, thanks!
    .
    I'll have to think of a Silver Trophy to make, to commemorate it, as that seems to be the thing folks do when achieving new ranks! lol

    2.8 years ago
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    @Formula350 it would be hard for someone to make such a advanced system like yours in such a small timeframe after my Cerberus was posted.

    +1 2.9 years ago
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    4,167 Formula350

    @AvalonIndustries Not a problem! :P It was such a wild coincidence that it was worth mentioning heh
    That, and admittedly, I didn't want anyone to think I shamelessly copied you.... :}

    +1 2.9 years ago
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    Hey! I just wanted to say that it was real cool of you to mention my Cerberus in your bio. Thank you!

    2.9 years ago