Supertrain

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Initial Design Considerations for Supertrain

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  • Very nice plans, If we are taking worst case scenarios into account, then I believe a Dungeon Car should be included, in the event a banjo player gets picked up by the Claw.
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  • All good suggestions.

    I like the idea of rail guns, but they are a bit on the cutting edge side. I was trying to stay toward the proven tech side of things.

    You're right about the gas turbines. I wonder what kind of sound it would make.
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  • -Electromagnetic rail guns are currently being developed for shipboard use. Consider adding a rail gun car for long range kinetic strikes though it will probably require a second car just to hold the capacitor bank. The inert projectiles and sabots can be machined from reforged materials collected by the Claw.
    -Recommend a box car hidden armed scout helicopter. Its gas turbine engines can burn bio-diesel or reclaimed plastics derived fuel. When post-help biosphere reconstruction requires more precision and range than the standard Genesis grenade, Hellfire missiles modified with Genesis warheads can be launched from the helicopter.
    -Consider adding megawatt-class Directed InfraRed Counter Measures turrets and Phalanx Close-In Weapon Systems for pop-up short-range missile and artillery defense.
    -For backup or surge electrical power generation, consider gas turbine engines in combination with or instead of reciprocating diesel engines. Gas turbines used in modern tanks, industrial, and shipboard applications are usually multi-fuel and can burn gasoline, diesel, kerosene, and various jet fuels.

    ...and thank you for spelling ordnance correctly
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Supertrain

  1. 1. SupertrainInitial Design Considerations v 0.1 Michael ‘Cruftbox’ Pusateri
  2. 2. Caveat
  3. 3. Scope
  4. 4. Conceptualization
  5. 5. Power
  6. 6. Defense
  7. 7. Recycling/Reclamation
  8. 8. Reclamation
  9. 9. Food & Water
  10. 10. Communications
  11. 11. Manufacturing
  12. 12. Partial Car Listing
  13. 13. Expansion

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