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DD1 Galahad A Request for a Critique

#1
[Image: uEVpK4z.jpg]

Been a while since I've been on the forums with a design, figured I'd get back into the swing of things with something on the small side. This destroyer is more meant to be built in number, with a capability to support and escort larger ships, mainly by serving as a platform for the heavy missile launcher and the CIWS. However, in the test runs that I've put it through to make sure the AI behaves correctly, it is certainly a potent force by itself.
  • Two twin mount 179mm gun turrets
  • One twin mount heavy missiles launcher. This was a fun one, built it on an extending piston that lifts the missile turret up and out of its little housing that goes into the deck.
  • One six barrel 30mm CIWS turret. Uses AP capped shells with tracer bases. Tests show promising intercept rate, of about 2/3 of incoming missiles shot down, although this was achieved on a stationary test bed.
  • Capable of achieving ~34 m/s with two steam engines each turning a 3m propeller.
Would like to know what people think about my design, how it could be improved and such. I will acknowledge that aesthetically it is poor, but that's more on me not being particularly artistic.


Attached Files
.blueprint   DD1 Galahad.blueprint (Size: 154.42 KB / Downloads: 11)
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#2
If you're interested in really stress-testing the CIWS I can help with that.  The biggest influencing factors are the following:
-The size, speed/maneuverability, and guidance type of the missiles you are trying to kill
-How it was tested (# of missiles, their size, guidance, and general characteristics, distance btw launcher and platform)
-stats of the CIWS itself.  This being a Kinetic kill model it tends to do better if you can boost the shell velocity and the accuracy while keeping a decent rate of fire.
-Do not bring forth an argument as fact that can be disproven with a 10 minute Google search.
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#3
(2019-05-04, 02:40 PM)Lincrono Wrote: If you're interested in really stress-testing the CIWS I can help with that.  The biggest influencing factors are the following:
-The size, speed/maneuverability, and guidance type of the missiles you are trying to kill
-How it was tested (# of missiles, their size, guidance, and general characteristics, distance btw launcher and platform)
-stats of the CIWS itself.  This being a Kinetic kill model it tends to do better if you can boost the shell velocity and the accuracy while keeping a decent rate of fire.

It's essentially 3 twin barrel 30mm auto-cannons put into a single mounting. Managed to get the turret tetris figured out to have three belt fed auto-loaders and the coolers to fit on a 3x3 turret. In the testing, I had four platforms each with one medium missile launcher firing at the CIWS turret. The missiles themselves were 8 modules long. The CIWS usually got two or three missiles out of a wave of four.
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#4
that's actually fairly good.  The issue with CIWS is they have a tendency to lose quite a bit of performance when they saturate.  on a ship like this, replacing the CIWS with a compact LAMs hub and turning it to kill clumps of small and medium size missiles at 3-5 blocks would probably be better.  you can then pair that with 2-4 decoy pods and get significantly better coverage.  Alternately, you might try experimenting with a flak CIWS but those can be difficult on a mount that size.

The primary issue you're going to have is this:
-against swarms of missiles CIWS generally performs better if you have multiple guns and the guns are slightly larger.  This lets them keep up constant fire and gives you more options with shells and whatnot to deal with swarms. You simply don't have the space to really make CIWS work under these circumstance and simultaneously most of your opponents will probably carry these missiles.
-Alternately, against a small number of large missiles I still consider Kinetic CIWS king because they generally have an easy time getting a hit, and their damage can stack very quickly.  They're also a bit more forgiving than interceptors.  However, anything you go up against that's packing Large size missiles or longer mediums probably has enough to overwhelm this system.  getting 75% is actually really good, but I would expect an 8 block missile to seriously damage this ship with even a single strike.

on a ship like this I would not generally suggest CIWS because you can't really get good anti-swarm performance and at the same time anything firing larger missiles at you probably has enough to simply ignore your defenses.

All that said.  I would pick a size and number of small missiles that it seems likely you will face, and a size/# of medium missiles  and see if you can tune the gun to down enough without sustaining serious damage.  playing around with the gun settings, sabot shells, light rail draw, extending the gun down (to give you a few more loaders/coolers) you may get some very reliable performance.  in particular, the engagement settings on a CIWS can have an enormous effect on the actual performance.  Good settings can very much make a poor gun work or squeeze good performance in a bad situation whilst poor settings can wreck a good gun.
-Do not bring forth an argument as fact that can be disproven with a 10 minute Google search.
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#5
Thank you for your advice, I really appreciate it, as I always have had to guess and fumble around when making CIWS turrets. I realize that on such a small platform, I can only make so good of a system though. On another note, what do you think of the rest of the design?
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#6
(2019-05-08, 04:02 AM)BulletAngel1 Wrote: Thank you for your advice, I really appreciate it, as I always have had to guess and fumble around when making CIWS turrets. I realize that on such a small platform, I can only make so good of a system though. On another note, what do you think of the rest of the design?

I love the cheeky heavy missile. 

The hull is a little on the thin side and a bit bland, but that's not too much of a knock, it will mainly hurt stability but obviously more beam = more cost.  The guns could use work, but guns can always use work.  I spend inordinate amounts of time tinkering with mine, the medium calibers just always seem lackluster for meta builds and more efficient campaign builds.
It could also benefit from more spread out detection with a few backup types to better ping different types of craft.
-Do not bring forth an argument as fact that can be disproven with a 10 minute Google search.
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#7
Genuinely very cool design. You should consider adding decoy flares with radar spoofing as they're a very cheap way to reduce the load on your CIWS by about half.
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