#New APS Modules

8 messages · Page 1 of 1 (latest)

viscid wave
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**New Indirect Fire APS Modules
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Ever since CRAM mortars were added, I have always wanted to create APS mortars, however I have always come up disappointed. Indirect fire APS systems require a very low shell velocity for them even to work - otherwise the shells will disappear before they hit the ground. But even if and when they do hit the ground, even targets like the Marauder have the ability to outmaneuver APS artillery shells, making APS indirect fire useless.

CRAM shells have a much longer projectile life, making them always able to reach their targets, providing the shell does not hit space. Most importantly however, CRAMs have a 'self guiding' capability, where they will complete minor course corrections in their trajectory to ensure a shell can still hit a minimally maneuvering target. APS shells do not have this capability at all, this is what these additional shell modules aim to accomplish

(Discord wont let me publish this in one message so bear with me)

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Casings

  • Artillery Casing - Artillery casings would perform very similarly to the conventional Gunpowder Casing, however they would allow an APS firing piece to adjust the propellant fraction in the casing via a laser targeter. The cannon can be set up to have a 'maximum height' which the shells trajectory mustn't exceed, in which the APS is able to adjust the propellant fraction to avoid exceeding this height. This would also be helpful to limit flight time of shells for close targets, as less propellant would be needed for closer, and more for further.
  • Railgun Artillery Casing - Performs the same as above, but with rail draw. Allows the firing piece to alter rail draw depending on the desired shell trajectory between a preset minimum and maximum.

Shell Middle
Regulator - Has similar properties to a Solid warhead body, operates the same as a missile. Increases the effective range and lifetime of the shell by 50%
Flight Computer - A computer module which provides guidance to a shell. Strength of shell maneuvering is dependant on the number of stabiliser fin modules (already present ingame), like a missile. Presence of this module would reduce speed and shell health.
Remote Guidance - Allows the remote guidance of an artillery shell via the use of GPP, same as that found on missiles.

Shell Nose
Laser Guided Head - Allows the shell to lock on and guide into laser targets from both the parent ship, and other friendly laser designators.
Radar Guided Head - Guides the shell based on Active Radar, Same as a missile, with the same limitations
Infra-Red Guided Head - Guides the shell based on Infra-Red signatures, Same as a missile, with the same limitations

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These guided modules could also be used in course correction for conventional munitions, however the required presence of a guided head balances them, as well as GPP being required for being able to use shell heads. These artillery pieces could have great use ingame, for example an IR guided HEAT artillery shell, able to top attack engine exhausts in the hope of destroying an engine.

teal vine
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Cram mortars are kinda just bad, and aps mortars would be worse. However the best use of a cram mortar would be to pack a shell full of health and use it to distract enemy defenses

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But this suggestion kinda just feels like missiles but aps?

wraith hearth
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the final form of homing weapon suggestions is just 'missiles without thrust'

bold dove
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Any version of this that would be any different than "missiles without thrust" would simply be a rod of god technique.

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Shell shoots upwards, floats a bit, then, presumably, a secondary explosive propellant shoots it straight down