Before you embark on reading this somewhat of a wall-of-text, I'd like to say I'd VERY MUCH appreciate
feedback on this idea, as I want this to be useful a system as possible to allow people to more easily
incorporate preexisting turret designs into new ships, or to refit new turrets into old ships. The idea is that
turret makers could design a turret and name it according to this proposal, and the end user could easily
figure out if it would fit a given ship, and if it would suit the intended purpose.
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TuFiN - pronounced like "tough-in" - Turret Fitment Name
What is this?
A proposed method for uniquely and informatively naming turret designs.
But why?
I was finding my previous method of naming turrets rather uninformative. I especially wanted information in
the name that would tell me whether or not an existing turret would fit on a ship, or if a new design would
need to be created, as well as tell me what kind of weaponry it possessed.
Format:
MID-TMP-Size-Weapons-Features-UID
Example:
WTF-PIA-11.17.16-CCO-A-1
MID:
Manufacturer ID (for example: WTF for WizTech Fleetworks))
TMP:
TMP = Type, Mount, Power
Types:
Mount:
Power
Size:
Weapons:
Features:
UID:
Unique ID
This is a number just used to uniquely identify a turret that meets all the same specifications otherwise.
Generally this number is just iterated, as there's no reason to jump over numbers.
feedback on this idea, as I want this to be useful a system as possible to allow people to more easily
incorporate preexisting turret designs into new ships, or to refit new turrets into old ships. The idea is that
turret makers could design a turret and name it according to this proposal, and the end user could easily
figure out if it would fit a given ship, and if it would suit the intended purpose.
-----------------------------------------------------------------------------------------------------------------------------
TuFiN - pronounced like "tough-in" - Turret Fitment Name
What is this?
A proposed method for uniquely and informatively naming turret designs.
But why?
I was finding my previous method of naming turrets rather uninformative. I especially wanted information in
the name that would tell me whether or not an existing turret would fit on a ship, or if a new design would
need to be created, as well as tell me what kind of weaponry it possessed.
Format:
MID-TMP-Size-Weapons-Features-UID
Example:
WTF-PIA-11.17.16-CCO-A-1
MID:
Manufacturer ID (for example: WTF for WizTech Fleetworks))
TMP:
TMP = Type, Mount, Power
Types:
B - Ball
Exactly what it sounds like, a turret design based off a ball in a socket.
P - Panel
Generally a flat turret that has a "panel" shapped barrel section that lifts out.
Sometimes this can be derived from a ball design by cutting the ball in half.
X - Box
Generally a turret design more resembling traditional naval guns where there is
a box that the barrel protrudes from. Sometimes this can also be derived from
a ball design by having the ball encompased by a surface box instead of an inset
socket. While a box turret can be inset, it is most usefully applied when some
degree of self-powering is desired, but the turret must be surface mounted.
N - None of the above.
A catch all for a turret design not accounted for.
Exactly what it sounds like, a turret design based off a ball in a socket.
P - Panel
Generally a flat turret that has a "panel" shapped barrel section that lifts out.
Sometimes this can be derived from a ball design by cutting the ball in half.
X - Box
Generally a turret design more resembling traditional naval guns where there is
a box that the barrel protrudes from. Sometimes this can also be derived from
a ball design by having the ball encompased by a surface box instead of an inset
socket. While a box turret can be inset, it is most usefully applied when some
degree of self-powering is desired, but the turret must be surface mounted.
N - None of the above.
A catch all for a turret design not accounted for.
Mount:
I - Inset
Whenever the turret is mounted inside of the ship instead of on the surface, usually
to allow for a large cylinder shapped base to supply power and sometimes shields
to a turret while maintaining a smaller external profile.
S - SMT (Surface Mount Turret)
While going out of style, this is still a very common design due to ease of design
and installation, requiring no circules to be calculated in the hull to allow for
rotation, and no internal space sacrificed, which would detract from ship systems
or interiors. While this design is becoming less common for primary naval guns,
it is and will likely remain the preffered option for anti-missile turrets.
Whenever the turret is mounted inside of the ship instead of on the surface, usually
to allow for a large cylinder shapped base to supply power and sometimes shields
to a turret while maintaining a smaller external profile.
S - SMT (Surface Mount Turret)
While going out of style, this is still a very common design due to ease of design
and installation, requiring no circules to be calculated in the hull to allow for
rotation, and no internal space sacrificed, which would detract from ship systems
or interiors. While this design is becoming less common for primary naval guns,
it is and will likely remain the preffered option for anti-missile turrets.
Power
A - Active
This denotes a turret that generates all of its own power. This design is becoming
increasingly popular as it makes power management easier.
S - Semi-active
This denotes a turret that generates some portion of its own power. While sometimes
used due to lack of space for inset turrets, or improper design, this design is
probably less favored than the other two due to potential low power issues.
P - Passive
This denotes a turret that requires all of its power from the main ship. While
becoming less popular for primary naval guns, this option is still a feasable way of
minimizing the footprint of anti-missile turrets, as they use very little power.
This denotes a turret that generates all of its own power. This design is becoming
increasingly popular as it makes power management easier.
S - Semi-active
This denotes a turret that generates some portion of its own power. While sometimes
used due to lack of space for inset turrets, or improper design, this design is
probably less favored than the other two due to potential low power issues.
P - Passive
This denotes a turret that requires all of its power from the main ship. While
becoming less popular for primary naval guns, this option is still a feasable way of
minimizing the footprint of anti-missile turrets, as they use very little power.
Size:
There are a couple different formats, depending on the mounting type.
Inset:
S1.S2.S3.S4
--OR--
S1.S2.S3.S4.S5
Where:
S1 - Inset Diameter
The diameter of the (presumably cylindrical) base inset into the hole. The hole
in the hull must be wider than this (usually by +2 diameter) in order for the
turret to be able to rotate.
S2 - Surface Diameter
The diameter of the surface mount of the turret, especially immediately above the
hole in the ship's hull (and not including the barrel, if it extends further).
This is mainly needed to ensure that the hole in the hull will not be visible.
S3 - Inset Hight
The hight of the turret from docker to the block level with the surface hull.
This is used to calculate how deep the turret rail needs to be.
S4 - Surface Hight
The hight of the part of the turret on the outside of the ship, i.e. the first block
outside the hull to the very top of the turret.
S5 - Barrel Sweep Diameter (optional)
Not required, but useful when the barrel extends past S2, this is the diameter of
the circle created by the tip of the barrel when the turret is rotated 360'.
You will likely have to use a small bit of geometry to calculate this.
(If people want, I can create a graphic and provide a formula for calculating
this when I have free time.)
SMT:
S1.S2
Where:
S1 - Same as Inset S4
S2 - Same as Inset S5, except required (due to no other useful diameter measurements)
Inset:
S1.S2.S3.S4
--OR--
S1.S2.S3.S4.S5
Where:
S1 - Inset Diameter
The diameter of the (presumably cylindrical) base inset into the hole. The hole
in the hull must be wider than this (usually by +2 diameter) in order for the
turret to be able to rotate.
S2 - Surface Diameter
The diameter of the surface mount of the turret, especially immediately above the
hole in the ship's hull (and not including the barrel, if it extends further).
This is mainly needed to ensure that the hole in the hull will not be visible.
S3 - Inset Hight
The hight of the turret from docker to the block level with the surface hull.
This is used to calculate how deep the turret rail needs to be.
S4 - Surface Hight
The hight of the part of the turret on the outside of the ship, i.e. the first block
outside the hull to the very top of the turret.
S5 - Barrel Sweep Diameter (optional)
Not required, but useful when the barrel extends past S2, this is the diameter of
the circle created by the tip of the barrel when the turret is rotated 360'.
You will likely have to use a small bit of geometry to calculate this.
(If people want, I can create a graphic and provide a formula for calculating
this when I have free time.)
SMT:
S1.S2
Where:
S1 - Same as Inset S4
S2 - Same as Inset S5, except required (due to no other useful diameter measurements)
Weapons:
This is where the information needed for actually fitting a turret ends, and where the fun begins.
PST:
I'm sure everyone already knows how weapon combos work, so I won't bother to explain further
than to say that P = Primary, S = Secondary, and T = Tertiary. Additionally, S and T can be
followed immediately and optionally by a number representing the ratio of S/P or T/P in the
form of a percentage. It is recommended to omit the number if the percentage is 100%.
Primary/Secondary:
C - Cannon
M - Missile
B - Beam
P - Pulse
Tertiary:
E - EMP
X - Explosive
I - Ion
O - Overdrive
R - Piercing
U - Punch-Through
H - Push
L - Pull
S - Stop
PST:
I'm sure everyone already knows how weapon combos work, so I won't bother to explain further
than to say that P = Primary, S = Secondary, and T = Tertiary. Additionally, S and T can be
followed immediately and optionally by a number representing the ratio of S/P or T/P in the
form of a percentage. It is recommended to omit the number if the percentage is 100%.
Primary/Secondary:
C - Cannon
M - Missile
B - Beam
P - Pulse
Tertiary:
E - EMP
X - Explosive
I - Ion
O - Overdrive
R - Piercing
U - Punch-Through
H - Push
L - Pull
S - Stop
Features:
There is no set order or limit to how many characters can be here, as this section is used to describe optional
features the designer may choose to include, and will possibly be expanded as new ideas are proposed.
A - AI Toggleable
Simply indicates that a wireless block is connected to the AI module to allow logic toggling. This is
useful if you want the turret to aim at your designated target, but also want to be able to "target"
something without the risk of your turrets deciding to open fire.
L - Targetting Laser
Indicates that a 0 damage weapon is present so that the AI can still aim the turret, even without a
true weapon available. Generally created by pairing a primary, such as a Beam, !00% with a no-damage
tertiary, such as Stop. Very useful if you want the actual weapon of a turret to be logic-driven.
M - Manual firing
Indicates that a wireless block is provided and required for operation of the weapon on the turret.
This could be useful if you have a superweapon on a turret that would cripple your ship if an AI
were to fire it when you weren't ready... Is STRONGLY recommended to couple this feature with A and L
features the designer may choose to include, and will possibly be expanded as new ideas are proposed.
A - AI Toggleable
Simply indicates that a wireless block is connected to the AI module to allow logic toggling. This is
useful if you want the turret to aim at your designated target, but also want to be able to "target"
something without the risk of your turrets deciding to open fire.
L - Targetting Laser
Indicates that a 0 damage weapon is present so that the AI can still aim the turret, even without a
true weapon available. Generally created by pairing a primary, such as a Beam, !00% with a no-damage
tertiary, such as Stop. Very useful if you want the actual weapon of a turret to be logic-driven.
M - Manual firing
Indicates that a wireless block is provided and required for operation of the weapon on the turret.
This could be useful if you have a superweapon on a turret that would cripple your ship if an AI
were to fire it when you weren't ready... Is STRONGLY recommended to couple this feature with A and L
UID:
Unique ID
This is a number just used to uniquely identify a turret that meets all the same specifications otherwise.
Generally this number is just iterated, as there's no reason to jump over numbers.