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    TCN PDT MKIV (AMS) 4

    Terran Colonial Navy
    Point Defence Turret MKIV

    tcn_pdt_mkiv.png


    This is the standard point defence turret used by the Terran Colonial Navy. When I had developed this, it was game changing for me. All of my missile based ships became useless without the use of non swarm based anti-point defence systems.

    A lot of design and testing has gone into this turret to make it extremely effective in shooting down missiles, as well as a simple but not eye gouging appearance. Main features:
    * High precision cannon designed to maximize the amount of 'cannon shot' being sent as the missile per shot
    * Capable to taking out a missile swarm single handedly deployed at 4km away.
    * Explosive effect allows it to take out clusters of missiles
    * Secondary cannon/missile weapon for target rich environments

    Design

    The primary cannon on this turret is built in a backward spiral. This is because the AI fires it's shots to all converge at a single point (where it thinks this missile will be). With that it means that the only axis that one can add outputs to and add to the effective size of the shot is in the forward and backward direction when considering that point. One method to deal with this would be a line saw like design like so (C for main cannon module - for slave cannon module:
    C-C-C-C-C
    This design, however offers holes in the shot. Therefore I have went with a backward spiral causing all shots to have no spacing between them when reaching the target, as well as providing some spread for before and after reaching the target point. Here's the weapons outputs:

    tcn_pdt_outputs.png


    Secondarily, The cannon uses explosive effect on it's main cannon. Though the explosive range is only 10m, when being fired upon by swarm missiles, they tend to get closer together as they approach their target. At the beginning, a hit on one of the cluster rockets will only take out 2-3 missiles, but as they get closer to their target, the cluster rockers will get closer together allowing for more to be taken out in a single shot. This also helps if your opponent is foolish enough to have multiple outputs on their missile launcher that are less than 10m apart :)

    The third consideration is the use of a cannon/missile secondary. This is the least effective bit of the turret, as they rarely hit anything of note. Mostly this was to add a very different mechanism to shoot missiles down. It mostly helps in very close quarters battles when firing at missiles that are very close to the turret.

    Other considerations:
    When designing this turret I tested out a few other possibilities, and found them to be more harmful than helpful.

    Adding a cannon-beam tertiary weapon to increase the range at which the turret would acquire targets, so it would be pointing the correct direction when the missiles came within range. From testing I generally found that this hindered the turret more than it helped as the turret would sometimes go after targets that where out of range instead of attacking things that where within weapons range.

    Increasing the barrel length. Though it would make it look a bit dorky, the thought was that the longer the spiral cannon, the more effective it would be. I did not find any benefit to increasing the length of the barrel in it's ability to destroy missiles(seems to be at a pretty good length as is).

    logic delayed cannon/missile. The thought here was that firing off separate cannon/missile groups every .5 seconds might offer more destructive capability when used in addition to cannon/cannon aiming by increasing the amount of cannon spray in the area. The thing couldn't hit the broad side of a barn.
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    Author
    Jeryia
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    Incredibly average. Good all around.