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| Meet the Gyrfalcon https://www.runestorm.com/forums/viewtopic.php?f=71&t=35771 |
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| Author: | Corsair114 [ Sat May 05, 2007 7:50 pm ] |
| Post subject: | Meet the Gyrfalcon |
I have been working on the concept for this vehicle for awhile, and recently rewrote the description for it. At the bottom of this post is some (poor) concept art of the vehcile. I will have new concept art of this vehicle up soon. While I plan on modelling this vehicle myself (soon, hopefuly) I think the concept would fit quite well with Ballistic and figured I'd share it to see what Runestorm could do with it(plus anything inspired by the Hind is sweet). Please feel free to use the ideas on this page in any fashion you see fit, as well as reply/comment on them. I'm just a budding modeler with little programming skill, so it's likely to be a long time before I get this done. Gyrfalcon Multi-Role Troop Transport/Gunship The Gyrfalcon is a single seat, multi-role, combat vehicle; capable of fulfilling a myriad of roles, though its primary role is as a troop transport. The Gyrfalcon’s versatility comes from its ability to quickly be refitted in the field to carry out whichever of four different tasks are required of it. These roles most loosely fall into the categories armed troop transport, landing zone (LZ) / suppression and insertion extraction, all-purpose gunship, and medical evacuation. The Gyrfalcon has been likened to the UH-1 Huey used by the United States during the disastrous Vietnam War of the mid-to-late 20th century, though it is far closer in design and versatility to Russian made Mi-24 Hind of approximately the same time frame. The Gyrfalcon possesses excellent range and loiter time over battle, even without the extra fuel tanks (this means that the Gyrfalcon must periodically return to and land at a completely secured friendly power node for approximately 8-10 seconds before it can go out and fly around again, making it very important to employ them in a way that they are always available to a team, this also reloads the limited ammo of the Gyrfalcon, as well as repairing it, though repairs take much longer than re-arming and refueling). The nose houses the FLIR pod and laser designator/rangefinder. The pilot/gunner sits in the cockpit in the lower forward area of the fuselage, situated behind the nose sensors and between and slightly above the two gun barbettes (originally the design called for the carriage of two machine guns mounted on hardpoints that were capable of traversing vertically only, recent improvements in fire control system technology have made the slightly more aerodynamic barbettes better suited to house the machine guns [or whatever weapon has been selected for the barbettes], however). The barbettes themselves form the ends of the lower fuselage, are capable of accommodating multiple types of weapons, and are located just ahead of the forward canards (each of which has a single hardpoint capable of mounting several different weapons). Behind and above the forward canards is one of the two engines (it’s a common misconception that there are two engines located here, however, the intake/exhaust rotating nozzles on each side are slaved to the same single engine, located in the center of forward fuselage ahead of the troop cabin). The exhaust nozzles have baffles on them to reduce their IR signature, as well as to protect troops who are embarking or disembarking while the craft is in a hover (these prevent troops from taking any damage, though the exhaust gasses are still quite hot and unpleasant to be exposed to for more than a few moments). The troop cabin is capable of accommodating as many as six fully armed and armored soldiers in its normal troop transport configuration (the seats are three to a side and back-to-back). Other configurations include converting the middle seat on each side into seats, each with a built-in mounted machine gun (the Enravion M353 is the weapon of choice) for added ability to cover troops as they deploy to each side, the replacement of the forward most seat of each side with armored ammo drums to enhance the ammunition supply of the weapons mounted in the barbettes (this is a rather common replacement made when the Gyrfalcon is being utilized to drop and extract four-man teams of special forces soldiers), or the replacement of four of the six seats (the middle seats are replaced with pods that are contain various medical chemicals and the computer engines that work these pods) with pods that enclose anyone able to crawl into (or be placed into) them within a chamber capable of carrying out several emergency medical procedures capable of repairing many severe injuries (this is reflected in game as quickly refilling a player’s health to 120 hit points, but strips the player of everything but one sidearm and one melee weapon as there is not room to accommodate anything else in the chamber). Sticking out to the left and right of the main cabin above the entrances are the main winglets. These winglet each provide a fair bit of lift during forward flight as well as providing a combined four of the six weapon stations on the Gyrfalcon (not counting the barbettes, of course), one under each winglet near the wingtip as well as the wingtips themselves (which are plumbed for fuel tanks). What weapons are carried depend entirely upon the role which the Gyrfalcon is being employed in. Mounted behind the main cabin is the second engine, which is for all intents and purposes identical to the one in the forward fuselage. The baffles on the rear engine’s exhaust nozzles do the exact same thing as those of the forward engine. Extending out beyond the rear engine is the tail boom, which contains the tail fins (two canted at about 40 degrees, and mounted ahead of the aft-most one, which is mounted on the centerline and points straight down). Armaments: This is a list of the most commonly carried armaments for Gyrfalcon in its various configurations. Armaments are arranged in order of role, then hardpoint; the “[…]†|
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