Request Stealth destroyer mesh

Urwumpe

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(Moved from the Container ship thread)

I need eventually a stealth destroyer ship, looking like a three times as large Sea Shadow with more weapons.

The already known details:


  • Sea Shadow like SWATH Hull shape
  • 183 m long (Waterline)
  • Truncated pyramid shaped radar mast on top, with four AESA. Optical/FLIR sensor "Cyclops Mk 1" on top
  • Side bastions on each side, each forming a flat platform next to two of the four UNREP doors.
  • Helicopter deck aft, completely enclosed by a light fairing if not in use. Hangar for two helicopters or one helicopter and 4 UAVs.
  • Buried into the top plateau, between the four forward VLS cells, satellite communications antennas protected by a EM window.
  • 2 x 8 ARCM launchers each side.
  • 6 x 16 VLS cells (4 forward, 2 aft)
  • 2 RAM launchers, each is retracting into side bastion.
  • 4 automated MK-30 30mm cannons for counter-boarding and anti-piracy, retracting into side bastion.
  • 2 automated MK-30 30mm cannons at the astern face, behind manually operated stealth doors if not in use.
  • 16 twin-countermeasure launchers in top plateau.
  • 2 Dinghies in enclosed bay open to below.
  • Inflatable life-rafts on the outside of the SWATH struts (above the threat of typical waves), protected by light stealth doors.
  • 6 surveillance cameras on Pan-Tilt units below bow, bastions and astern, retracted when the ship moving.
  • All lights retract into top plateau, if not needed.
  • All fittings for berthing are hidden by (lightly) armored, stealth doors.
Wanted as extras:

  • VC meshes for
    • Bridge,
    • CIC,
    • Air Control Station,
    • Engineering and
    • ARCM handling room.
  • Other VC meshes for other locations in the ship are accepted with extreme gratitude.
  • Crew meshes
  • Dinghy mesh
What is not yet known:


  • Nuclear or CODELAG propulsion
  • ASW armament, yes or no
  • Mission specific equipment bays?
I will make a small technical drawing in Inkscape today, but don't expect too many details.

EDIT: Also I could use a good name for the leading ship of the class.
 
Here is a small preview of the main drawing, I hope I have it look better later this evening.

Shadow Destroyer preview.png
 
I would say, this one already gives a good idea what I want:

Shadow-Destroyer-2000px.png
 
Project folder created, drawings downloaded, now I'm completing photos of armament & aux. systems.
 
Project folder created, drawings downloaded, now I'm completing photos of armament & aux. systems.

The ARCM is a custom development (A cruise missile using the Deltaglider SCRAMJet as propulsion):

ARCM-wip1.jpg


ARCM-wip2.jpg


ARCM-wip3.jpg


A launcher for this will be looking pretty much like a modern version of the old gun port, one large torpedo tube like launcher (AFAIR I used 21"/533mm as diameter, but could also have been 65 cm, will check this with the meshes) elevated 15° up. It is covered by a sawtooth rimmed cover that opens up. Each launch tube is surrounded by ________ (insert number bigger than 6) two-port steam nozzles, one port pointing in launch direction and the other 15° off the launch vector. (detail, would be only a matter of texturing)

I think, the launch method will be a cold launch for them as well as for the VLS, but at 15° elevation up - I will have to do a test to make sure the launching works (10° is the optimal angle for booster ignition bringing the missile to supersonic speed with minimal altitude gain). Since scorched stealth coating is pretty annoying the rocket has to fly a few meters away from the ship before the booster can ignite, the steam system will disperse any exhaust near the ship by creating a local overpressure bubble around the launcher for a fraction of a second.

But I didn't test such a launch yet, the missile was designed to be either launched by a submarine, aircraft or by an external launcher on the deck of a ship, but such an internal launch tube has too many advantages to ignore it. Will do a test if the 5° angle more is enough after a cold launch ejection to let it fly for a moment before the booster can ignite (8° instead of 10° could do it then because of the higher altitude, meaning 7° of gravity turn). One advantage could be, that such a launch mode would permit loading the tubes from inside the ship, instead of using a crane.

I'll try to make a launcher prototype in anim8or, but it would be up to you to make it look beautiful. :lol:

The handling room is for completing the missiles for loading, like installing booster and warhead. The dangerous parts can thus be stored in separate magazines, also there is the option to make the cruise missile nuclear on demand (nuclear warheads are stored in a special magazine deeper inside the ship). Only a second salvo (8 missiles) is maximal stored in each handling room ready for loading. The newly arrived missile bodies are also fueled there, before storing them in the magazine (So they are lighter when handling them during UNREP).

---------- Post added at 12:51 AM ---------- Previous post was at 12:13 AM ----------

The small guns would look like that one:

Autocannon_MLG27.jpg


But be using the BK-30/ABM of the Puma tank as gun (because it is a bit more modern)

https://secure.wikimedia.org/wikipedia/en/wiki/Puma_(IFV)

---------- Post added 02-08-11 at 12:48 AM ---------- Previous post was 02-07-11 at 12:51 AM ----------

Small update: ARCM is properly tested under Orbiter 2010 (The AP needs some serious rework, it is even more unstable now than it was under 2006), the launcher test vessel is currently getting coded.

Looks like the steam nozzles aren't needed anymore, after some paper calculations, the following first order estimates are around for the launcher, as by the new launch sequence:

  1. The launcher has two hatches, one pressure tight open to inboard, a simple "wave watertight" one outboard.
  2. The cruise missile booster carries seals for expelling the missile.
  3. The pressure for ejecting the missile is produced by a gas generator inside the ship, next to each launch tube.
  4. The gas generator produces between 10 and 12 atm pressure (1-1.26 MPa) inside the launch tube behind the cruise missile. That is about the same pressure as a torpedo tube of the same diameter would have to tolerate in 100m depth, so essentially the same technology can be used there.
  5. Using 10m long launch tubes, this means at exit of the tube, the missile + booster is between 25 m/s (1 MPa) and 27.5 m/s (1.26 MPa) fast.
  6. The missile flies ballistic until it is reaching almost level flight. This means between 15 m and 20 m clearance between tube exit and booster. The rocket does not gain much altitude in that time (Max 2.5m after 0.7 seconds).
  7. The booster fires and pushes the rocket to supersonic speed, separates, fins and wings unfold, etc etc etc. All like known.
So, a lot of the stuff will be much simpler. 15m should be enough clearance to prevent damage of the stealth coating.
 
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Update from the design front:

The first Navigation bridge design:



The very early deck plan of this can be seen already here... I doubt the many corridors and rooms will ever appear in a mesh, this is for development and documentation only.

 
The underwater ship can be left away, it is only interesting for the vessel DLL...I would know a way to add a ocean surface to the ship so a underwater ship could work, but the problem is, that this could mean a lot of extra effort that is just for the drooling of players.

On the other hand, with a underwater ship, we could also have wave motion and ballast management... Any problems with a 2.0 version later?

A bigger problem are the side walls of the flight deck - these are also part of the stealth cover. The sidewalls and the ceiling of the cover are pushed up and forward for flight operations, the aft wall is rotated back into the horizontal to form a small extra work platform (There should also be a small railing around the flight deck, that can be manually lowered into horizontal for launch/landing)
 
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Flight deck with cover open

sd06.jpg
 
Looks great :)

The drawing with the weapon locations and details is slowly getting done, just mess with some mechanic details -.-

---------- Post added at 09:01 PM ---------- Previous post was at 07:58 PM ----------

The weapon locations - other than the VLS, which you should already have:

 
Here is a set of drawings of the revised VLS, now it is a peripheral VLS, a more modern approach.





---------- Post added at 01:21 AM ---------- Previous post was at 12:03 AM ----------

I just noticed, because of some lack of sleep induced space time warps, I used 140 cm as overhead for the decks. A bit low. Now I use 220 cm, with 200 cm ceiling height... means that the bridge is at Deck 5 now, did only move down by 10 cm though by using already the top deck as reference when I draw it.
 
When something hits the VLS we're toast.
 
D'you think the Urwumpe class destroyers can withstand secondary ammo explosions? How much explosive, TNT-wise is packed into a canister?

EDIT: Re-read what you wrote and it does make sense, provided fire mains and electricity are double- or triple-redundant and cross-linked.
 
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EDIT: Re-read what you wrote and it does make sense, provided fire mains and electricity are double- or triple-redundant and cross-linked.

Of course they are. :lol: Also it has four low pressure air supply systems (15 atm) and four sprinkler water circuits. Pretty much just standard warship technology. Also the ship wouldn't be completely dead, even if all nuclear reactors are shut down, it will still have a pair of Diesel Generators below the flight deck as back-up, so pumps and damage control can still function.

The only thing I will not fix is that the "two islands" concept of damage control is not properly implemented by having only a single main mast. Having two masts would be better, but consume a lot of space then for also getting proper radar power output - and I wanted to have this ship also affect units in space up to geostationary orbit (if the target is large enough).

I personally prefer German warship design doctrine: Weapons, Sensor and Ammo can be replaced, hull and crew not.

EDIT: Also, every canister would contain maximal 600 kg TNT equivalent, if you include rocket fuel as low explosive. The typical missile would be around 450 kg, since it has a small warhead but a relatively large rocket motor. The explosion hazard is pretty low by the rocket fuel, it burns slowly, but it is a major fire hazard of course that requires proper damage control.

But you could also put a short range missile with a large warhead into it... one alternative design for the rockets had been an artillery missile that in this context can be used against targets which are not valuable enough for a ARCM. Had a 500 kg warhead and about 30 km range, with a cheap IR seeker.
 
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What is the avg. power of the radar? (not ERP) Remember, you'll be dealing with many stealthy threats (e.g. Chinese ASBMs in hordes, and stealthy ASCMs in droves).
 
What is the avg. power of the radar? (not ERP) Remember, you'll be dealing with many stealthy threats (e.g. Chinese ASBMs in hordes, and stealthy ASCMs in droves).

Depends on the situation, since it is of course using LPI. The maximum power at the transmitters (without any antenna gain etc) is 2.5 MW (for all four), X-Band. So, you can have effectively have either one face of the radar emit at full 2.5 MW power (time shared), or share this power simultaneous giving each face 625 kW.

This means each face is approximately equivalent to the Sea-borne X-Band Radar currently in use, and has just a few tricks more on the transmitter side from other radar installations (And around 30% more power, if the description is right). The design is mostly from the safeguard description, with a bit of guessing, modernized with AESA capabilities of the more recent Aegis ships. Every transmitter/receiver element of the radar face could be in theory doing a different task at the same time... something that you will likely never notice inside Orbiter.
 
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SBX-analogue is a v.neat radar for a destroyer...
 
SBX-analogue is a v.neat radar for a destroyer...

Well, it was the most recent space tracking capable radar I was able to find. :lol:

Not all is carefully designed and balanced. Since Orbiter also has no support for submarines, I also removed ASW from the specs. :lol:
 
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