Starship Grudge Match
Posted: 2007-04-15 10:25pm
Not sure if this should go here or in Testing.
I spent this evening whipping up a little program to support a versus thread I plan to start, but it's sufficiently generic that it should be useful for other sci-fi versus arguments too. It's an applet that simulates a simple fleet engagement; one or more defenders clustered in the centre, with a loose shell of attackers flying around trying to take them out. I was thinking of the borg cube versus Fed fleet battle from First Contact when I visualised it, but starfighters versus most cap ships or the Executor-class versus Borg cubes battle in Wong's fanfic fit the bill. The whole project was actually inspired by the scene in 'Conquest' where the defeated Fed commander says 'we've worked out some strategies for use if we engage (the Imperials) with equal numbers' - I felt compelled to work out exactly what flavour of crack that Feddie was smoking.
Anyway, you can take a look here, but the main code's not done so it's just the GUI and field descriptions (there are a little over 100 ship definition fields ATM). If it doesn't load you probably need to turn on Java and/or update your plugin. I'd appreciate it if people could;
* Check my basic assumptions are reasonable.
* Suggest any easy realism/feature improvements, before I finalise some of the more complex stuff.
* Suggest values for the initial ship templates; particularly the Galaxy Class and ISD, and to a lesser extent the Executor, Sovereign, X-Wing and tactical cube.
Stuff I've already though of adding;
* Wall of battle style fleet engagements - probably needs more AI than I have time to put in given the limited time available for to this project.
* Fancy GUI - waste of (limited) time. I'll put the source code up if anyone else wants to do it.
* Tractor beams - not sure how to model these (and the necessary controlling AI).
* Mines - no canon evidence for tactical use in any of the major franchises.
* Warp strafing - ditto but moreso.
* Weapon damage dropoff with range - relatively useful, but I'd have to make the interface tabbed and generally more complicated.
* Shuttles and parasite fighters - ditto.
* Complex shield modelling (particularly interaction with various weapon types) - generally the canon evidence isn't there to do this with a useful accuracy.
* Semi-accurate armour spalling - plus generally treating KE separately from other energy and a load of other minor damage modelling stuff - maybe I'll eventually have time to do it, otherwise anyone who cares can download the source and add it.
I should have time to finish it within the next week.
P.S. I'd like to use the numbers from the main site for the GCS template, but I'm dubious about things like;
I spent this evening whipping up a little program to support a versus thread I plan to start, but it's sufficiently generic that it should be useful for other sci-fi versus arguments too. It's an applet that simulates a simple fleet engagement; one or more defenders clustered in the centre, with a loose shell of attackers flying around trying to take them out. I was thinking of the borg cube versus Fed fleet battle from First Contact when I visualised it, but starfighters versus most cap ships or the Executor-class versus Borg cubes battle in Wong's fanfic fit the bill. The whole project was actually inspired by the scene in 'Conquest' where the defeated Fed commander says 'we've worked out some strategies for use if we engage (the Imperials) with equal numbers' - I felt compelled to work out exactly what flavour of crack that Feddie was smoking.
Anyway, you can take a look here, but the main code's not done so it's just the GUI and field descriptions (there are a little over 100 ship definition fields ATM). If it doesn't load you probably need to turn on Java and/or update your plugin. I'd appreciate it if people could;
* Check my basic assumptions are reasonable.
* Suggest any easy realism/feature improvements, before I finalise some of the more complex stuff.
* Suggest values for the initial ship templates; particularly the Galaxy Class and ISD, and to a lesser extent the Executor, Sovereign, X-Wing and tactical cube.
Stuff I've already though of adding;
* Wall of battle style fleet engagements - probably needs more AI than I have time to put in given the limited time available for to this project.
* Fancy GUI - waste of (limited) time. I'll put the source code up if anyone else wants to do it.
* Tractor beams - not sure how to model these (and the necessary controlling AI).
* Mines - no canon evidence for tactical use in any of the major franchises.
* Warp strafing - ditto but moreso.
* Weapon damage dropoff with range - relatively useful, but I'd have to make the interface tabbed and generally more complicated.
* Shuttles and parasite fighters - ditto.
* Complex shield modelling (particularly interaction with various weapon types) - generally the canon evidence isn't there to do this with a useful accuracy.
* Semi-accurate armour spalling - plus generally treating KE separately from other energy and a load of other minor damage modelling stuff - maybe I'll eventually have time to do it, otherwise anyone who cares can download the source and add it.
I should have time to finish it within the next week.
P.S. I'd like to use the numbers from the main site for the GCS template, but I'm dubious about things like;
For one thing it references the TNG tech manual, which people here seem to react violently to (can't say I blame you considering some of the fuckups in there but if so the 2.4TJ figure is worthless). Secondly 'used in Starship hulls' doesn't directly imply 'all Fed hulls are solid tritanium' I'm considering modelling the GCS hull as a layer of uranium (i.e. 'duranium') over a layer of titanium. Both ST and SW hulls should probably have a higher than typical level of thermal conductivity, but I'm not sure exactly how much (definitely not superconducting, judging by the damage patterns).The TM states that 2.4TJ is sufficient to vaporize one cubic metre of tritanium which is used in starship hulls, so if phasers were equivalent to 30,000 TW of EM radiation they would vaporize 12,500 cubic metres of Federation tritanium starship armor every second! This obviously doesn't happen- phasers appear to destroy less than 5 cubic metres of starship armor per second of continuous impact, so they seem to be tactically equivalent to 1-10 TW lasers.