#61
Posted 19 June 2013 - 01:43 PM
#62
Posted 19 June 2013 - 02:32 PM
Just for everyone else, I'm not pushing on this AMS system, just providing reference info and images.
For reference the ammo belt guide is called a "feed chute". And is normally shaped similar to a flattened "C" with one end rounded and longer to allow for the various Ordinance types to be installed and fed.
Reference images follow:
A different design that includes the "link" return chute:
Another example: reference to size (see the human loaders arm in the image):
The rounds are linked and stacked in the drum [takes up least amount of room for high speed feed without jamming, links return to center of drum.] and feed out one end. (may want to use the back of the drum for your Mech, or not, it's your Mech) Since the Clan Warriors are not interested in Money, just glory, you may think about an 'eject drum" system for the reload? (them not being worried about the cost of replacement drums, as in real wartime. Ammo and fuel containers just get dumped.) image ref. follows:
All for now,
later,
9erRed
Edited by 9erRed, 19 June 2013 - 02:59 PM.
#63
Posted 20 June 2013 - 02:18 AM
9erRed, on 19 June 2013 - 02:32 PM, said:
Just for everyone else, I'm not pushing on this AMS system, just providing reference info and images.
For reference the ammo belt guide is called a "feed chute". And is normally shaped similar to a flattened "C" with one end rounded and longer to allow for the various Ordinance types to be installed and fed.
Reference images follow:
A different design that includes the "link" return chute:
Another example: reference to size (see the human loaders arm in the image):
The rounds are linked and stacked in the drum [takes up least amount of room for high speed feed without jamming, links return to center of drum.] and feed out one end. (may want to use the back of the drum for your Mech, or not, it's your Mech) Since the Clan Warriors are not interested in Money, just glory, you may think about an 'eject drum" system for the reload? (them not being worried about the cost of replacement drums, as in real wartime. Ammo and fuel containers just get dumped.) image ref. follows:
All for now,
later,
9erRed
Cool pictures.
#64
Posted 20 June 2013 - 09:00 AM
second picture's insanely cool! That's what I needed, when I was trying to understand, how it works! Anyway, hope you'll excuse me, but current ammo belt will suffice for it's really just a small detail, which can be seen from the left-back side only.
Almost finished with Left torso. Or at least I don't see, what else should be added.
Today's renders are all about Streak SRM.
Below is render of a 100 missiles compared to 'mech. It's done in orthographic view. It means that there's no perspective in it. So this pile's roughly a size of armor plates which cover AMS. Left torso itself has room for 200 missiles max. Predicting now shouts like "These are too big! how about 8 tons of ammunition?!" and things like that...
Anyone who thinks so I'll ask to be reasonable. The fact that 1 ton of ammunition for AC/20 means only 7 rounds and 1 ton of StreakSRMs means 100 missiles is just a matter of game balance. And I'm trying to be a bit realistic. So I had to create missiles small enough for being equipped in hundreds, but relatively large to be able to make some damage to a futuristic armored vehicle.
I haven't measured 'em precisely but they're somewhere 0,7m long.
Edited by Rubidiy, 20 June 2013 - 09:19 AM.
#65
Posted 20 June 2013 - 02:12 PM
#66
Posted 20 June 2013 - 11:28 PM
#67
Posted 21 June 2013 - 10:44 AM
#68
Posted 21 June 2013 - 11:01 AM
Rubidiy, on 17 June 2013 - 11:28 AM, said:
PropagandaWar
Referring to Sarna, Kodiak's claws are purely aesthetic. Paw itself is indeed an armored front cover for laser weaponry in the hand. So claws are just a decoration. They're not a close combat weapon.
Didn't even think that but makes sense beings there clan. Man this work is just getting more and more awesome. Love the streaks. Are we going to possibly get to see a little animation at the end?
#69
Posted 21 June 2013 - 11:28 AM
#70
Posted 21 June 2013 - 12:33 PM
Truly incredible!! I am not nearly as knowledgable re: the Batte Tech lore as a lot of the folks here, but the Kodiak has been one of my favorite mechs ever since watching the opening cut scene of MW2 Ghost Bear's Legacy. Your work on this is mind bogglingly (made that one up...) terrific!!! Congratulations! Like all others here, I will follow the thread and can't wait to see the final product.
#71
Posted 22 June 2013 - 01:16 AM
Quote
I haven't measured 'em precisely but they're somewhere 0,7m long.
This is something I have come up against before, one crit of ammo would have a different volume for different systems. 0.7m long sounds pretty sensible to me. I think I read in a TRO that at least one SRM system was 60mm bore and a list on Sarna mentioned a 90mm version. Maybe streaks are a bit fatter again to accomodate the guidance system.
Cool work all around anyway
#72
Posted 22 June 2013 - 12:36 PM
Fury9er, on 22 June 2013 - 01:16 AM, said:
This is something I have come up against before, one crit of ammo would have a different volume for different systems. 0.7m long sounds pretty sensible to me. I think I read in a TRO that at least one SRM system was 60mm bore and a list on Sarna mentioned a 90mm version. Maybe streaks are a bit fatter again to accomodate the guidance system.
Cool work all around anyway
60 mm? That's tiny, AC/5 bore tiny. 60mm for a rocket maybe. SRMs tend average around 240mm in diameter.
#73
Posted 23 June 2013 - 09:11 AM
#74
Posted 23 June 2013 - 09:22 AM
#75
Posted 23 June 2013 - 11:37 PM
Nathan Foxbane, on 21 June 2013 - 10:44 AM, said:
glad, you've noticed. I was kinda afraid people would thnk "why did he post this picture again? We already saw that part".
Well, now left torso has:
1. integrated StreakSRM6 launcher with tracking system
2. extendable missile slot containing another StreakSRM6 launcher.
3. Heatsink container. Heatsinks still can be placed above it but this one represents ability to put additional heatsinks directly linked to the engine, for LT has a room for XL engine part right above it.
4. coolant recharging system
5. C.A.S.E.
6. Free space enough to contain 200 streak missiles (that did required some work indeed )
7. Firestorm (ballistic) AMS capable of firing 180 rounds at a time and then recharging. This choise (while proving itself as a very effective anti-missile system) explains why it won't shoot down a big pack of missiles entirely. Another benefit is the fact that Firestorm's bullets are being ignited electronicly which makes them relatively save from explosion.
8. Antenna
9. Couple of additional access shafts.
Now I really don't know what else should be added.
HanaYuriko
Thanks! It really means a lot!
Edited by Rubidiy, 23 June 2013 - 11:41 PM.
#76
Posted 23 June 2013 - 11:40 PM
Main goal is to create it completely. And I mean it.
Thing is, that every Battletech fan has it's own favourite 'mech or faction. But I think, we all have our weapon preferences as well. As for me, I'm a huge AC/20 fan. So UltraAC/20 for me is something like "OMG I don't care how much it weights, costs, generates heat. I want one of those!!!"
So I started creating every single weapon carried by Kodiak. First you saw series 2A ER medium lasers, then ballistic AMS and StreakSRM launchers. Now it's ultraAC/20's turn.
A big part of it is ready. And it's more like an artillery system, not a rapid firing cannon more usual for aviation or anti-air emplacements.
While creating it, I had to make it operate twice more rapidly than standart AC/20, being able to jamm and have a cycle of operations to remove jammed shell. Sounds easy, doesn't it?
At first a jamming part went a lot better than others... It was a bit upsetting to find out that entire system, that you initially created, does not work because some parts just keep intersecting each other, no matter how you recreate them...
After a bit of suffering and coupla hours of nothing but stupidly staring at the failed attempt I've finally realized how to make it work properly.
So here's the schematic.
Due to a powerfull round this weapon needed several barrels, so here they are, marked as grey circles. there's a rail around them that serves as a track for 5 delivery trams.
1. 1-2-3 trams grabbed new shells, 4th tram follows them, 5th one awaits.
2. 1-2-3 trams delivered new shells one by one, so third barrel fires while second is being loaded and third just recieved it's shell.
3. 1st tram is now empy so it moves forward to wait with the 5th one. 2nd tram moved forward to wait untill it can recieve empty shell from third barrel, 3rd tram waits before second barrel as well. 4th tram does the same before first barrel.
4. 2nd, 3rd and 4th trams did their job well and now are moving foward to get rid of empty shells. This gives the opportunity for 1st and 5th tram to grab new shells. Thus they can start delivering new shells immediately while trams 2,3,4 are doing their dirty job.
5. Something went wrong. Empty shells weren't extracted from barrels, but trams 2,3,4 should free a room for extracting systems opposite to barrels so their only option is to move forward for the next phase. In this case trams 1 and 5 don't grab new shells, they place themselves before jammed barrels and grab empty shells when extracting system did it's job and shoved 'em into those trams. If all three barrels are jammed, there's nothing terrible in it 'cause all five trams are empty and ready for an extraction run.
Entire process is fluid, so that barrels shoot one after another. If one or several barrels jammed, entire delivery system goes through phase 5 instead of phase 4. This situation creates a delay before trams can deliver new shells to barrels again.
Edited by Rubidiy, 24 June 2013 - 08:09 AM.
#77
Posted 24 June 2013 - 03:25 AM
Below are couple of renders that have not been shown yet.
#78
Posted 24 June 2013 - 07:00 AM
#79
Posted 24 June 2013 - 08:00 AM
I didn't try to decide upon it's loadout with every little detail, 'cause not every canon specification is good enough to be implemented. So I cann't name exact quantity of double heatsinks or engine classification. Although I wrote previously that I'm trying to make quantity of armor on specific parts of the 'mech visible. Weaponry's also been introduced. It's 8 ER medium lasers inside of it's hands, 2 StreakSRM6 launchers, 1 UltraAC/20 and 1 ER Large Laser. I've added ballistic AMS too. So it's more like Kodiak-1 but with several minor changes.
Edited by Rubidiy, 24 June 2013 - 12:52 PM.
#80
Posted 24 June 2013 - 11:49 AM
Rubidiy, on 24 June 2013 - 08:00 AM, said:
I didn't tried to decide upon it's loadout with every little detail, 'cause not every canon specification is good enough to be implemented. So I cann't name exact quantity of double heatsinks or engine classification. Although I wrote previously that I'm trying to make quantity of armor on specific parts of the 'mech visible. Weaponry's also been introduced. It's 8 ER medium lasers inside of it's hands, 2 StreakSRM6 launchers, 1 UltraAC/20 and 1 ER Large Laser. I've added ballistic AMS too. So it's more like Kodiak-1 but with several minor changes.
Ok thanks my fault i should asked weapons instead of loadout.
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