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KFY Hyuga Space Fighter

Zakalwe

Inactive Member
Ketsurui Fleet Yards
Ke-V4-1a Hyuga


1. About the Hyuga

The Hyuga is a fighter designed to be a valuable weapon against other fighters and power armour sized opponents and as such is designed to be fast, maneuverable and carry relatively heavy fire power – including the innovative turret system in order to provide far greater versatility. It is also more compact that the earlier Uriko to make sure that it can fit in most ships shuttle bays.

2. History and Background

The development of the Hyuga was largely motivated by the Mishhuvurthyar weapon pods and the new generation of Mishhuvurthyar power armours. In addition to this the Hyuga was developed to fill a niche that had been left open by the increase in power armours and the development of the powerful "Uriko" Torpedo Bomber – that of a simple anti-armour and anti-fighter fighter. Also, given that the Uriko was too large to fit into many Star Army ships strorage bays a fighter had to be developed that could actually fit.

3. Dimensions and Crew Complement

Organizations Using This Vessel:
Star Army of Yamatai
Type: Space Fighter
Class: Hyuga Ke-V4-1a
Designer:
Ketsurui Fleet Yards
Manufacturer: Ketsurui Fleet Yards

Crew: 1.
Maximum Capacity: 1.
Appearance: The appearance of the Hyuga is largely similar to that of the Uriko, however it is somewhat bigger, there is a second compartment a little way behind the pilots compartment, a turret and the entire craft is somewhat more sleek and fluid.

Length: 9.87m
Width: 5.93m
Height: 3m

4. Performance Statistics

Speed (STL): 0.82c
Speed (FTL) CDD: 5,000c
Hyperspace (Optional Attachment): 1LY/minute.
Speed (Aerial): With the use of forcefields Mach 16 as a maximum. Cruising speed considerably lower (around Mach 10).

Range (Distance): Theoretically unlimited, practically limited only by the pilots sustenance.
Range (Support): The ship can supply two weeks worth of food and two months of water for the pilot. Air can be recycled for three months.
Lifespan: 30 years.
Refit Cycle: Frequent - modifications made through PANTHEON system.

5. Inside the Hyuga

Cockpit: The cockpit consists of a laid back chair made out of form fitting foam like substance which molds to the pilots body in a way that is not only comfortable but actually good for the back and spine. Fittingly it is also what contains the SPINE unit for Nekovalkyrja pilots. In front of the chair is a console which comes out once the pilot is seated (or reclined). To the pilots left there are two small compartments, one which contains a Type 28 pistol and the other in to which food and water is placed. The colour scheme of the Cockpit is Silver (dominant), blue and red (in the minority). The roof of the Cockpit can slide back and forth, is composed of transparent Zesuaium and is the entrance. While transparent it relies upon a system of cameras on the exterior of the craft and volumetric projectors on the inside can provide the illusion of having nothing but glass (or nothing at all) above the pilots head. The image can be changed in order to be more useful, including the option of casting the illusion that the gunner is simply seated in space without a fighter around them.

6. Ship Systems

Hull: This ship's armor is composed of titanium carbine plates coated with Zesuaim which cover the more essential areas. The rest of the armour is composed of Andrium. While the ship doesn't actually have windows (regarded as an unnecessary weakness) a network of cameras are on the outside of the pilots compartment and gunners compartment, and combined with a volumetric projection system gives the illusion of being a transparent glass pane.

Air Recycling System: The air of the Hyuga is filtered through a Hemosynthetic fluid which purifies it with great efficiency.

Combined Field System:The Hyuga uses a combined field system. In effect, the CFS sustains a small "pocket universe" around the vessel by nesting electrogravitic and electrostatic fields. Objects inside the bubble are protected from both solid and beam weaponry, because the projectiles or beams pass through the curved space and around the armor. The combined field can serve a number of purposes, including propulsion, defence, and stealth; for this reason, it is almost always on to some extent.

Propulsion: The fighter propels itself at speeds many times the speed of light by generating continuum distortions in the CFS and nesting them to create asymmetric peristaltic fields. This allows the armor to travel thousands of times the speed of light. Distortion based systems allow the armor to stop or move nearly instantly because the armor has not "moved" in the traditional sense.

Primary Defense: The shields are automatically modulated and phased by the CIES Integrated Electronics System. Most frequencies, planes and dimensions are covered but the modulation enable extra power to be routed to the bands, planes and requiencies in which enemy weapons operates - decreasing the possibility of a shield overload and rendering enemy weapons less effective. The CFS also protects the ship from collisions during high-speed space flight and can be used to facilitate ramming other vessels. The CFS can protect against up to a petawatt worth of damage per each 1 square metre area in either kinetic or engergy form (equivelant to Class 3 Shielding).

Secondary Shielding: An independant shielding system is used to fascilitate the fighters flight at Mach 12 and above in atmosphere and serve a secondary defensive measure. The shield functions through projecting a barrier strong enough to withstand these forces and whose shape makes the fighter vastly more aerodynamic.

Conformal PSC Device: The PSC (Psionic Signal Control) is a form of psionic and telepathic protection, capable of nullifying all such activity. The device can selectively allow channels to permit secure telepathic operation and to maintain communication even under psionic attack. The PSC devices also negate 'magical' attacks and effects. This PSC is safe enough to remain active at all times, unlike older "ADN" devices. The field generated by the PSC protects the entire Hyuga, and extends only two inches out past the surface of the armor (thus, it will not create an obvious psionic "dead zone".

Kessaku Electronics Corporation Compact Integrated Electronics System: The CIES system, based on the Megami concept, is a network of sensors, communications, and fire control all built around a small centralized computer system. CIES was originally built for small escort ships - frigates, corvettes, and gunboats. EIES is a subordinate system; it operates as part of a larger command hierarchy of computers. Above CIES is EIES (for cruisers, destroyers, and escort carriers), WIES (Warship Integrated Electronics System, for battleships, assault ships, and carriers), MEGAMI, and KAMI).

The CIES can be divided into several subsystems, which are distributed throughout the fighter: The System Core, which consists of the power management system, processor, and central memory system; the inner layer, which includes the environmental control subsystems, force stabilizer (inertial dampener) control, unidirectional sensors, and cockpit interfaces; and the outer layer, which holds the majority of the ship non-vital electronic systems: mapping and navigation system, weapons control system, ship defensive systems, omnidirectional Sensors, telepathic communications, translator system, and common control interfaces.

The heart of the integrated electronics suite is a tiny, but advanced, quantum computer, capable of performing super-high-speed data-churning and possessing untold memory. Quantum computers, unlike old computers which could only process 1 and 0, can process an effectively infinite range of digits, making them awesomely powerful. In addition, the system's sub-particle memory system allows for truly magical storage and access speeds. Data processing is further assisted by an electrogravitational temporal distortion field which can increase the processor and memory signal speeds to many times that of light, for use during continuum distortion travel. CIES computers usually share the name of the ship they are on, and if necessary, can run two other CIES ships. (frigates, corvettes, gunboats). CIES ships can remote control up to 10 sprites at one time. The systems were designed by Kessaku Anri and are now by her company, Kessaku Electronics.
CIES is compatible with the PANTHEON system.

Unidirectional sensors included in the CIES include variable wide-band imaging clusters and short-range gravimetric and magnetic resonance and distortion sensors, These sensors face the front of the ship and have a range up to parallax second (parsec).

Omnidirectional sensors of the CIES include aetheric field/differential/particle/wave sensors, scalar field sensors and unified field mass/energy sensors. These sensors have a range of one light-year.

The Integrated Electronics Package is so fast, that the ship can attack faster than many ships can comprehend, doing a faster-than-light drive-by-shooting.

Communications: Any CIES ship is equipped with a multi-channel wide-band array that gives both security and versatility. Among the types of communication supported are radio, laser, subspace, and hyperspace. Communications can be secured using Quantum Encryption technology, which (due to the Heisenberg Uncertainty Principle) allows the system to detect any monitoring attempts and counter them.

Radio: Full spectrum, Dual-Modulation, range theoretically unlimited except by interference. Practical range is short, since the waves only travel at light-speed.

Laser: For close-range transmissions, it is more difficult for the enemy to intercept, because they have to be in the area of the beam. Also limited to light-speed.

Subspace/Hyperspace: Allows faster-than-light transmission. A standard means of communication.

Fire Control: The CIES does not use an independent Fire Control System per se, but operates a sub-system of itself dedicated to fire control operations. CIES compensates for all movement of the ship and of target ships, and can track upwards of a million targets ranging from pebble-sized shrapnel to planets. CIES-FCS is a balanced system, and works for the ship's defense, as well as offense. Weapons under CIES's control automatically: target sensitive areas of enemy ships; identify friendly assets; optimize beam power and range; guide missiles and torpedoes, assign (and reassign, if necessary) targets in real-time; and control ECM, and ECCM functions. CIES-FCS usually controls all point weapons systems but the GWB (which the tactical specialist controls). Control of torpedoes is shared between the pilot and CIES. The pilot fires, and CIES takes over tracking the target, creating a "fire and forget" system.

Weapons:

Aether Cannon: The ‘central' weapon of the fighter this aether beam is only capable of firing forewards and although limited by this it remains a highly effective way of destroying that which is in front of the fighter.

Location: Built in to the nose/main body of the craft.
Primary Purpose: Anti-fighter.
Secondary Purpose: Anti-Mecha.
Damage: Total annihilation in a ten inch area.
Area of Effect: Ten inches.
Range: 350,000.
Rate of Fire: A three second beam every five seconds.
Payload: Effectively unlimited while power generator exists.

Turret: The turret is the most versatile of the weapons on the fighter due to the fact it can be fired with a very large arc, not limited like most fighter weapons are. The turret is behind the cockpit and has 180 degree by 180 degree firing capacity with its twin-linked aether cannons.

Location: Behind gunners compartment.
Primary Purpose: Anti-fighter.
Secondary Purpose: Anti-mecha, anti-starship.
Damage: Total annihilation in two 8-inch areas.
Area of Effect:
Beam of one to eight inches in diameter.
Range: 300,000 miles.
Rate of Fire: A two second beam every one and a half seconds.
Payload: Effectively unlimited while power generator exists.

Wing Weapons: For some more close range frontal fire power plasma cannons were built in to the wings of the fighter. The fire super-heated plasma at extremely high speeds combining high kinetic power with high temperatures to great effect.

Location: In each wing.
Primary Purpose: Close range anti-fighter weapon.
Secondary Purpose: Anti-mecha.
Damage: Light - Medium.
Area of Effect: Two metres squared.
Range: 200 miles.
Rate of Fire: 3000 rpm.
Payload: 25,000 rounds in each wing. Restores slowly.

Missiles Salvos (2): These are built in to the wings of the craft and fire dangerous tracking and superluminal aether missiles.

Warhead: Aether.
Purpose: Destruction.
Damage: Medium (5).
Range: 1000 miles
Rate of Fire: Volleys of 1 or 2 each. Volleys can be combined.
Payload: 10 missiles each.
 
Sorry about getting on your case yesterday, Zak.

Drinking and Tech clearly don't mix.

My point was that at such speeds, the biggest engineering issue is having an air-form which can actually ride the compression and not be crushed.

Every single one of these high speed scramjets you see has to have it's internals triped and inspected between every flight and a good number of the parts are swapped.

I'm not worried about your form staying in one piece so much as I'm worried about the hull being compromised by easily 1000's of PSI against every part producing drag.


After a lot of thinking, I came up with a viable solution, actually.

The air that does the damage is disruptive flow that moves in compression waves against your hull, like a child poking at a fly with a razor blade in slow but very strong sweeps as my physics teacher put it.

Super-sonic and hyper-sonic aircraft are designed to reduce the disruptive turbulant flow and promote what's known as "Laminar" or ideal flow.

If you could theoretically force Laminar Airflow over the air-body, you dramatically rise lift and reduce drag.

One method I can see is using a device to compress air against the hull and distribute the force across a greater surface area. NASA are experimenting with something similar on the F15 ACTIVE by placing picoscopic holes across strategic areas of the hull and having the air travel into these tiny ducts and route back into the engine systems.

The result is that engine efficiency rises some 60% to 90% and it's flight envolope is dramatically increased because of the fuel efficiency.


Again, sorry for my blatant trolling but I still insist your weapon sounds better suited for assault than traditional fighter roles.

No hard feelings.
 
Just to point something out, a Force field cannot remove the power of inertia. Which is a property of motion.

Every body perseveres in its state of being at rest or of moving uniformly straight ahead, except insofar as it is compelled to change its state by forces impressed.

A standard law of physics can't be ignored just to make something go fast.
 
Cora said:
A standard law of physics can't be ignored just to make something go fast.

Chris, I will actually defy that statement.

Ketsueki = Mach 20 with shields
Nozomi = Mach 15 with shields
Sakura = Mach 5 with shields
Irim = Mach 2 with shields

Hoplite = MACH 30+ without shields

Granted, several ships seem to either 1) not fly with shields and reach Mach 1 - 3 or 2) be incapable of flying in atmosphere at all. But those four ships -- two of them very major plotships -- seem to justify using shields to go really fast. And the Yui 4 and 5 should be in there too.
 
Macross dude. Macross. VF-17 hits Mach 21+, and it wasn't even the last model. I assume that's where the Hoplite comes from.
 
Macross dude. Macross. VF-17 hits Mach 21+, and it wasn't even the last model. I assume that's where the Hoplite comes from.

Mach 1 (670 mph/1072 kmph) max speed at 10,000 meters or less above sea level. Mach 4 (2680 mph/4288 kmph) max speed at 10,000-30,000 meters above sea level. Mach 21+ (14,070 mph/22,512 kmph) max speed at 30,000+ meters above sea level. The Nightmare is capable of achieving orbit over an Earth-class planet without additional rocket assistance. Maximum rate of ascent is 42,500 meters/minute. G limits are +33.5 to -18.0 standard Earth gravities.

If you take into consideration the speed needed to leave the atmosphere, it seems to merit itself.
A G-limit of 33.5 for the hull, though?

I've tried in YSFlight to perform a 10 degree turn at mach 12 in the Hanueb and you hit 30Gs at the faintest flinch of the stick.

The idea they were trying to convey was that in a straight line, this thing is frighteningly fast but has to rapidly slow before it can engage a target without falling apart.

It's a bit poor to look at the speeds of a machine and not the G-Limits the hull can endure.

This raises another issue: If the pilot is the big weakness, why don't you do away with them entirely? The AI seems sufficiently advanced.
 
Players want computers to help them with the flying so they can actually fight, not have the computers do it for them.

Besides, nekos do have a computer-like mind and are pretty resistant to intertia du eto their own anti-gravity capabilities (and plain resilience).
 
Wo do not know that for sure Fred. So please, can you refrain from stating something that isn't a fact as one.

(I am refering to "Besides, nekos do have a computer-like mind and are pretty resistant to intertia du eto their own anti-gravity capabilities (and plain resilience)." Since it hasn't been proven they are resistant to it in the least. Besides, AG doesn't mean they're capable of shaking off inertia forces that are fully capable of melting most things due to sheer friction.)
 
Before lecturing me, Cora, why don't consider that I bothered to tell you guys about it because I knew and that I suspected you didn't? (fact? I worked on making the NH-29, the Sylph and I'm on the Mindy 2 right now: I think I might know a thing or two about nekos by now) I have a pretty good idea of what I'm talking about when dealing with neko inertia.

I had to inform myself when I wanted to know how to accurately play a sky dancing nekovalkyrja character and how that character would handle herself in regard to gravity (and in power armor too). If you have a creature capable of withstanding the rigors of space and only dying due to lack of oxygen rather than being harmed by the pressure change (and that for hours at least!) along with having control over anti-gravity, I think it's pretty damn obvious nekos are resilient to high-G forces, amongst other things.

Nekos are very likely to have a their resistance have a certain threshold, of course, but if the Hoplite could be piloted by a neko and that neko pilots survived it... it almosts shouts that they could cope with Mach 30. The practicallity of flying at that kind of speed for some purpose other than transatmospheric maneuvers eludes me though.
 
More often then not big numbers means 1337 kool, among simpletons. (Not saying anyone here is one.)

Generally, some people defer to large scale numbers to show how powerful something is or how dangerous, aka, cool something is.

That grand fuckup of an anime series called Dragon Ball Z started the trend.
 
Faster speeds could serve a purpose in aerospace battles -- namely, allowing a fighter to escape a slower but more maneuverable power armor. Now there's something that takes some mega Gs.
 
Cora: POWER LEVEL ONE SQUILLION!

Kotori gave us the Neko (a chance for players to lose their vanity and self-respect in return for some physical strength and a chance to kick ass in a physics defying leather jacket).

And Zakalwe... You need to evaluate your specifications. Riding the very edge of physics is fun for some designers but boring for most players.


It surprises even me.
I sound like House.
 
I made nekos all girls to keep them from being played by everyone.
 
I'm defenitely not the one whom came up with the nekovalkyja. Foxgirls are much cuter. XD

Back to this submission:

I'm on the opinion that the craft shouldn't exceed 5000c and should have its atmospheric speed top at Mach 13. The air speed is just to give a good showing compared to power armors and ships in the atmosphere without being totally insane (I think Mach 13 is more than fast enough compared to armors. There's no need for higher in the atmosphere considering how fast the craft is once it is in vaccuum).

Appearance needs to be looked over: it seems to be only a turreted weapon and not an actual gunnery pod now. Also check your writing here and there to remove 'ship' and 'armor' mentions. This is a fighter, after all.

Also, I think you should consider how this craft would be deployed. What sort of ship could carry it around and service it. It's nice to make a fighter, but if it won't see the light of day, then, that's just sad. Any thoughts on that?

What was your inspiration for the name 'Hyuga'? Or was it 'Higuga'? You have two instances of the name popping up in the entry. Please correct for consistancy.

Idea: Why not give the fighter two weapon pods instead of the turret? That could look cool, still give it all around coverage, allow for a part of its weapons to be mission adaptable and it would avoid having a turret mess up the aerodynamic shape of the craft (I'm not fond of turrets). I think the mobile weapon pod, considering the fighter has a CFS bubble, would give the craft a more SAoY feel.

Cockpit canopy could be made of transparent zesuaium? That would allow a pilot to see what was going on outside if the sensors were totalled.
 
Fine, I'll reduce the FTL speed.

Hoplite goes 30+, I don't see any reason to reduce it below this given that this is a far more modern piece of weaponary.

I hate appearances, I officially give it over to anyone who thinks they can do it well.

*shrugs* I don't really like the idea of weapon pods. There's something meaty and attractive to me about the fixed twin-linked aether-beams.

Zesuaium: Good idea, I'll work it in in a minute.
 
I'll give you a good reason for the atmospheric speed: your fighter is considerably smaller than the Hoplite. Its engines can't be as large or performant to reach that kind of speed. Furthermore, pushing the enveloppe to more than Mach 10 isn't really needed (hence Mach 13 being more than acceptable) since nothing currently in use in term of fighter craft or mecha/power armors goes to that speed anyways.

Your fighter is recent, but it doesn't mean its innovations need to be superior to what popped up in the past: some part of successful designing when in a high tech setting include being efficient and not adding more than you need to have. This is one instance where this shines; plus, there was more than one forum member - including myself - whom have reservations about the unfeasability of going to those extremely high atmospheric speed, which will, anywyas, not be of that much use in atmospheric combat. When aerospace crafts need to go faster, they take a transatmosheric flight path and use thier STL speed to get to the area they need to go faster.

Ketsurui Fleet Yard don't make things be meaty... they make things be agile and graceful. If you want to do something meaty, you should consider making Nepleslian hardware.
 
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