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krag123
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Capital Ship Weapons Systems


I have a qusetion about capital ship weapons, or large weapons for any class ship. But to keep it simple i will only ask about the Turbo Lasers.

What kind of supporting structure is needed to support the turret mechanisim, and also counter any of the weapons kickback (if any for laser based weapons)?

On the Deathstar the Turbo Laser cannons were mounted in large towers that seemed to be about 5 story buildings. In the ISD they did not have the towers, so just the laser turret was visible from the surface of the ship. Does that mean the equivalint 5 story structure is imbeded into the hull of the ISD to support that gun?

On moddern ships of today, and Battleships of the of yesterday (as there really are no longer any active duity Battleships), have massive structures and reinforced housing to support the weight of the gun, and the kickback that firing the shells produces.

Any information on the kind of structural support needed for these guns would be nice to have.

Thanks in advance.

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“All hail the immortal emperor, for with out him all is lost” – Adeptus Astartes -
5/30/2006, 3:50 pm  
 
The VOID
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Re: Capital Ship Weapons Systems


quote:

krag123 wrote:

Does that mean the equivalint 5 story structure is imbeded into the hull of the ISD to support that gun?



Yes.

You should check the Star Wars - Incredible Cross Sections book for details on that.

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"The sand people are easily startled, but they will soon be back, and in greater numbers." — Obi-Wan Kenobi

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5/30/2006, 4:02 pm  
 
krag123
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Re: Capital Ship Weapons Systems


Will do, i have some of the books, but not all of them (so dang costly).

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“All hail the immortal emperor, for with out him all is lost” – Adeptus Astartes -
5/30/2006, 4:07 pm  
 
Lucas P
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Re: Capital Ship Weapons Systems


bear in mind that the reason that the old world battleships had such large structures was due to keeping distance between the turrets and the loading and magazine room.

With energy weapons, I think that there is a different reason...we should try to determine a plausible reason for that.

Last edited by Lucas P, 6/2/2006, 6:51 am


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5/30/2006, 8:40 pm  
 
Grtak
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Re: Capital Ship Weapons Systems


 Heat.

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6/1/2006, 11:28 pm  
 
The VOID
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Re: Capital Ship Weapons Systems


Turbolasers need:

HUGE energy banks to store the power for the shot (condensers), generators to reduce recharge time, massive cooling systems to get rid of excess heat, redundancy cooling systems to kick in if main cooling system fails, energy control systems, shield systems (internal shielding to protect the gun from its own devastating power), blaster gas storage, blaster gas pumps, cleaning systems, the actual laser cannon itself, trajection system, targeting systems, rangefinders, control stations, monitoring stations, maintenence access crawlways...

They will take up as much space as a conventional cannons (cannon, turret, loading systems, ammo storage) and most sources indicate they actually do. If the prequels are considered a source, there are also gas catridges needed as ammo, which serve the same purpose conventional ammo catridges served. I don't accept the prequels, however. In this aspect, they just contradict themselves.

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"The sand people are easily startled, but they will soon be back, and in greater numbers." — Obi-Wan Kenobi

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6/2/2006, 4:02 am  
 
krag123
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Re: Capital Ship Weapons Systems


Thanks for the replies, this is very helpful. Based off of what has been descussed here i am trying to build the crew needed to operate the gun.

So far this is what i have come up with:

Gun captain: Runs the crew, and gives the command to fire when all is set.

Targeter: Selects the targests to be fired upon
Energy Flow Tech: Responsible for making sure the guns have all the power they need, and regulates the power so there are no overloads.

Cryo Tech: Responsible for making sure that the guns are being cooled correctly. Responsible for regulating cryo gases so the gun does not over heat or get to cold.

Blaster Gas Tech: Responsible for blaster gas flow, regulates pressure to prevent build ups.

Now some positions there would only need to be one of, other positions would require more based on the number of barrels the turret had.

you only need 1 Captain per gun, and 1 Targeter per gun as a turret can only shoot at one object reguardless of how many barrels it has. But the techs should be a 1:1 ratio with barrels. So if you have a Twin Turrt you have 2 of each type of tech, 3 barrels, 3 of each tech, and so on.

Since most Turbolaser cannons only come in Dual turret configurations or greater, a typical gun crew would have 8 men. Perhaps my gun crew is to small, and im open to discuss that as well.

Last edited by krag123, 6/6/2006, 10:32 am


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“All hail the immortal emperor, for with out him all is lost” – Adeptus Astartes -
6/5/2006, 12:15 pm  
 
Grtak
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Re: Capital Ship Weapons Systems


quote:

krag123 wrote:

 Responsible for blaster bass flow, regulates pressure to prevent build ups.




  WHat is a "Blaster Bass? Is it like the Laser Cats on SNL??? And should I take a rifle when I go fishing for them?
 emoticon

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"You can call me GR" -GRtak

If people read this, they would not use more than two letters when addressing me.
6/6/2006, 10:26 am  
 
krag123
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Re: Capital Ship Weapons Systems


They are an extremly rare fish that can only be found in the amazon. They can get to be about 7ft long and weigh anwere from 300-500lbs. Not very colorful, but still a rather interesting fish to look at. A typical deepsea pole is used with 9gauge piano wire. Once you get it to the surface you would typically beat it to death, with either an ore, or a bat.





yeah that was ment to be Blaster Gas

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“All hail the immortal emperor, for with out him all is lost” – Adeptus Astartes -
6/6/2006, 10:32 am  
 


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