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Jun Nagase

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About Jun Nagase

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  1. Jun Nagase

    New dropship?

    Yeah doors didn't work too well, also it's really big and was kinda bulky to use. The one posted flies a lot better, as for lag idk, doesn't lag in SP but then again what does Server seemed to handle the neurotec A-10 fine though (aside from the bugs neurotec itself introduced) I remember flying that beast on a prog drop with more enemy Ai than I could count (The a-10 shows you all enemies in a large radius) and it wasn't anymore lagfest than usual
  2. Jun Nagase

    New dropship?

    Well since it's a spacecraft it'd likely have to have small thrusters that'd allow for zero-g no-atmosphere maneuvering. Whether the ones placed on the underside would be strong enough for planet-side VTOL however, das a question to ponder on
  3. Jun Nagase

    New dropship?

    https://steamcommunity.com/sharedfiles/filedetails/?id=1622006977 A new dropship perhaps?
  4. Jun Nagase

    War Movies!

  5. Jun Nagase

    War Movies!

    Une list of koolaids war movies! All of these feature english subtitles and were meant for viewing by english audiences, despite some of their foreign productions. Tuntematon Solitas (The Unknown Soldier) 2017 Finnish movie about Finnish infantry between 1941-1944, about 2.5hrs long and pretty good. I'd say comparable to a finnish movie version of Band of Brothers. Also in quality and enjoyability. Under Sandet (Land of Mine) 2015 Danish movie (primarily in German, understandably) about post-war Denmark's use of German POWs to clear the ~2million mines placed along the Danish west coast. Surprisingly gripping for what the subject theme really is. Really good movie IMO. May be available for free on Netflix depending on region Fury (Fury) 2014 While not at all accurate to reality at least in terms of the actual combat, Fury still does work well as an action-packed WW2 tank film. (Even the short american 75mm would be able to penetrate the front of a Tiger if it's not angled and at close range, let alone a 76mm) Enemy at the Gates (Enemy at the Gates) 2001 This movie follows a Soviet sniper primarily in Stalingrad as he learns to become a legendary sniper. A classic to many. Letters from Iwo Jima (Letters from Iwo Jima) 2006 This movie follows the Japanese side of the battle for Iwo Jima. A not often depicted side of the war, Letters from Iwo Jima aims to show the audience what it might've been like to be on the Japanese side of the war for once. It's a companion piece to Flags of our Fathers. Flags of our Fathers (Flags of our Fathers) 2006 This is the companion piece of Letters from Iwo Jima, showing the American side of the same battle for Iwo Jima. One of the most brutal battles that were to take place during the second world war. Eine list of naisu war series! Band of Brothers (2001) A well known classic, seen by most and earned its spot as a true classic. A must, in my book. Available on HBO The Pacific (2010) The Pacific is the lesser known brother to Band of Brothers, taking place in the Pacific and following a similar theme to Band of Brothers. This series does well to show the contrast between the European and the Pacific theatres of war.(If you've seen BoB) While you were statistically more likely to return from the Pacific theatre, you were less likely to return as yourself. Available on HBO pls add your own in similar format if chu want
  6. Jun Nagase

    [IC] Incident Reports

    Patient Name: Chiyuki Asahi Patient Sex: Male Primary Care Physician and/or Medic: MSpc. Lisa Bennet Patient Injuries: Broken tibia and fibula Patient Vitals: Normal Treatment / Care Provided: Tourniquet applied, surgery successfully completed, cast applied. Time of Treatment: 23. Dec. 2298, 6-7AM Current Patient Status: 3-day Recovery period Drugs Administered: Anaesthetics Overview of Situation: Pfc. Asahi fell from the small catwalk leading to the marauder bay. Open fracture of his right tibia and fibula. Tourniquet applied, transported to medbay where surgery was immediately undertaken. Standard procedures completed, 1 day of standard cast followed by 2 days of biogel cast. Minor rehabilitation required once casts are removed. He has been confined to the medbay for the first day, allowed to walk throughout the ship via crutches for the two days with biogel cast. (72hr IC, 24hr OOC TK. Can move with crutches after 8 hours) Additional Notes: Asahi is a frequent patient in the medbay it seems.
  7. Jun Nagase

    Funeral - Erae Errasti Bellic

    (OOC) The funeral for Erae Bellic will occur somewhere around 2PM Standard Mountain Time (-7 GMT), 9PM UK time (0 GMT) give or take a few hours depending on availabilities. (IC) The funeral for Erae Errasti Bellic will be held today in the hangar. Time will be announced along the day. Funeral is non-mandatory unless instructed otherwise at the time.
  8. Jun Nagase

    PAC4 Experimental Models guide/help thread

    Also feel free to contribute with anything not stated here, more info the merrier
  9. This thread will be about some of the things I've found around importing experimental models (aka higher quality, low impact models that sometimes bonemerge and contain bodygroups) into PAC. It will also go over some of the basics for the files contained within addons, and how you might be able to reduce filesizes for your imports. First, we'll go over some file types. .vmt A .vmt is a Valve Material.. Texture?, it isn't really a texture, rather it's a text file that directs some of the advanced options for textures such as bumpmaps, normal maps, reflections etc. A .vmt is useful for when you're preparing to import a single model from an addon that had multiple models in it. This is because a .vmt will often refer to a number of textures that it calls for A .mdl file does not generally call directly to a .vft (the normal texture files that -are- actually textures), but rather calls for a .vmt file that then adds multiple textures onto the one piece of the model with advanced texture settings applied. This means that when you want just a single model from an addon that has multiple models (and thus unnecessary, unused textures that just add filesize), you can use a .vmt to help determine which textures are and aren't necessary for the model you want. It's also useful to see -where- the textures are supposed to be. It'll show it as "models/assmunch/snaccgirl/face_n" for example. That means it wants to find a texture in "materials/models/assmuch/snaccgirl/" named "face_n.vtf" .vtf A .vtf is the standard valve texture file. These usually have a number of prefixes, such as "_n", "_d" and "_s" These are "_normal" for normalmap, aka the bump map (effectively the same). They create the finer details and 'bumps' in the texture, so for example with a cracked wall with normal maps applied, the cracks will react to lighting more realistically, creating the illusion of depth on an otherwise flat surface by applying dynamic shadows depending on where the light is compared to the texture. _specular for the specular map, aka the texture that directs how reflections are handled on the texture. For example if the model has glass or other highly reflective pieces on it, but you dont' want the -entire- texture to be as reflective as the one piece of glass, the specular map allows you to make only certain parts of a texture be reflective. It also helps to create look of wet or dirty textures. And lastly, _diffuse map, which is the standard texture that you see on a model. Diffuse maps are the most important, as they're what adds the actual texture while _s and _n are only there to compliment the diffuse map. Sometimes the files wont have any prefixes on them, often this is when there are only diffuse maps. There are a few model files as well, but you really wont be messing with these other than when deleting unnecessary model files. Basically, anything that's named after the model you want, regardless of file type, you'll want. So if there's ass.mdl, ass.dx90 and ass.dx90.vtx, you want -all- of the files named "ass.whatever" to be present. Now, organization. As far as I'm aware, you have to keep the original folder structure in your .zip, as mentioned in the vmt section. So if the model you want to import was located in "models/munchkin/cats/" when you extracted the .gma, then that's where it has to be located in the .zip file you'll eventually upload and load into PAC. Imported file type PAC4's experimental models aren't just imported as folders, or any old compressed file. In fact, it -has- to be a .zip file, and it -has- to be an uncompressed .zip file. If it isn't a .zip or it isn't uncompressed, PAC will bitch and moan at you about how it can't load the model. In order to make this specific requirement, I personally use 7zip. Once installed, I select both the models and materials folders, rightclick them and go "7zip > add to archive" or "add to file" or whatever it's called in english, then ensure the filetype is set to ".zip" in the popup that opens, and ensure the compression level (or whatever it's called) is set to none, or "save only" or whatever it's called in english. I really should set the language to english on 7zip.. If both of these are set correctly, PAC will recognize it as a usable file. Tools I use VTFedit to open and export/import .vtf and .vmt files. Once installed, you simply doubleclick a .vtf file to open it in vtfedit. You can then export the texture as a more common filetype like .jpg or .png which you can then edit in your photo editing tool of choice. You can also click "import" and import a common filetype, like .jpg or .png, which will then allow you to make it into a .vtf file. Useful if you want a neat piece of equipment but that bright orange isn't quite your fashion style. It will also open .vmt's and allow you to edit them like any normal text file. Useful if you want to check what textures are referenced, or if you want to edit what textures are referenced. Say, you don't want to bother with normal maps cos they're fucking 21mb per piece, you can remove the models dependency on said textures by editing them out of the .vmt so you can delete them from the .zip without PAC bitching about missing textures. gmad.exe In your common/garry's mod/bin/ folder (not to be confused with common/garry's mod/garry's mod/bin folder) there's an executable named "gmad.exe". If you drag a .gma file (which is what the workshop addon files for Gmod are) onto gmad.exe, it will extract the contents of the .gma into a folder it creates with the same name as the .gma So if you drag "mikuplayermodel.gma" onto gmad.exe, it will create a folder named "mikuplayermodel" with all the .gma's contents in your addons folder. (or wherever the .gma was located, which should be in your addons folder anyway) Bonemerging Bonemerging is unfortunately a relative uncommon thing for your model to be able to do. This is because two main criteria have to be met for it to properly bonemerge onto your model. First; It needs to have the correct bone names. The skeleton for your models have names, such as lefthand, finger11 etc. If the name for the left hand bone on your imported model isn't the same as the name for your playermodels left hand bone, it wont be able merge them together because it doesn't recognize that they're both left hands. Basically, it reads the names of all the bones on your imported model and attempts to pair them with bones on your playermodel with matching bone names. If these aren't the same, they won't merge. Second; If the -skeleton- is different, even if the names are the same, it will squish the imported model weirdly onto your playermodel. For example, if the names are the same, but the spine1 bone on the imported model exists 2feet below where it exists on your playermodel, it will -raise- up the spine1 bone on the imported model to be where it is on your playermodel, and suddenly your torso is weirdly very tall on the import. This -can- be fixed if you're importing -just- one model and all you want is a full body import. You do this by using PAC's 'bone' feature to edit the placement of the bones into correct locations. With enough fiddling, you can make it look natural. Finally, What's the advantage? Well, experimental models have a -much- more efficient rendertime compared to the old .obj imports. The rendertime for a single helmet .obj might be equal to that of an entire full-body experimental import, or even more. Not only that, but experimental imports retain their bodygroups (as is visible with the imported hairs I posted on the PAC Collective), and it retains the advanced textures so it will in general look better than any .obj import, while being less on the rendertime. Also jigglebones such as on hair is still present. It basically turns them into a standard gmod addon model, meaning anything you can do to a model in gmod with PAC you can do with the experimental import. Submaterials are also a thing. Feel free to post questions and ask for help here, I'll try to assist with any issues or curiosities you may have.
  10. The Morita Mark III The Morita Mark III is an assault rifle designed to replace the old Morita Mark I. It boasts a larger caliber round for similar recoil, giving more damage output with the similar controllability to it's older counterpart. It also features a new 10x50mm Caseless Round with improved long-range ballistics, increasing the common Trooper's maximum range out to ~1500m, far beyond the standard engagement ranges. To amplify that, it features a detachable scope system designed specifically for the Mark III, allowing for smart zoom functionality to allow a Trooper to fight effectively both at close and long range without needing to switch out their optics. It also features an integrated single-shot 30mm Grenade Launcher. Ammunition The Morita Mark III features a new 10x50mm Caseless electronic-pulse action round fit in a 50 round magazine, utilizing a system similar to the Morita Mark III SAW, but without any magnetic acceleration involved. The 10x50mm Caseless round boasts significantly improved ballistics compared to the old 7.62x51mm NATO round, extending the effective engagement range for a Mark III wielder out to ~900m and a maximum range of ~1500m and thus ensuring no Trooper will ever feel out-ranged by an opponent. It also boasts more preferable damage characteristics compared to the old 7.62 NATO round with extensive testing suggesting that the Mark III's smaller magazine still deals a slightly higher damage output than a full 75rnd Mark I magazine when facing arachnids. Prototype magazines were larger, containing 95-99 rounds per magazine. However, this was reduced after the Prototype Mark III was deemed too heavy and too bulky and that the increased magazine size was not necessary. The Mark III also features 30x71mm Grenade launching capabilities, featuring an integrated long-barrel 30mm grenade launcher fitted above the 10mm barrel. The 30x71mm Grenades are rescaled 40x53mm Grenades, made to be thinner but longer as to boast similar characteristics to the old 40mm grenades. They also feature the same grenade types, resulting in effectively no noticable difference between the old 40mm grenades and the new 30mm grenades in terms of damage, while retaining the same range. The grenadelauncher systems fitted on the Prototype Mark IIIs were able to fit up to 5 grenades at once, however due to problems with weight and bulkiness, as well as safety and simplicity, early production model Mark IIIs were reduced to a more traditional single-round launcher. This also allowed for the use of buck rounds for CQC. The prototype design also had a significantly reduced range of 200m for the IGL. Action The Morita Mark III utilizes a rotating-bolt electronic pulse action similar in function to that of the Morita Mark III SAW. It sends an electronic pulse into the loaded cartridge, detonating the powder charge in the caseless round and thus firing the weapon. An electronic pulse system allows for a simpler and more reliable action, requiring less moving parts and less complexity compared to older actions, notably with a lack of a firing pin. The 30mm Grenade launcher uses the same electronic pulse system to detonate the powder charge in the grenade casing. How to use Safety / Firemode There are sliding firemode selectors fitted on the right-hand side of the Mark III, slightly behind the pistol grip. The top slider controls the 10mm rifle firemode. Full back is safe, 2/4ths forward is Full Auto, 3/4ths forward is 3-round Burst, full forward is Semi Auto. The selector will noticably click with each firemode, and has grooves over the top of each firemode that indicates the selected firemode. The bottom slider selector is for the 30mm Grenade Launcher. Full back is safe, full forward is fire. In order to fire the IGL, a button is located toward the front of the righthand side of the rifle. If the safety for the IGL is off, the button will fire the IGL when depressed. Reloading Reloading the 10mm rifle part of the Mark III is as standard as it comes. Replacing the magazine is all that is required if a round is already chambered. The Mark III will lock open on empty, simply requiring a replacement of the magazine, then drawing back on the bolt handle until it unlocks, then releasing it, fully chambering a new round. Should a failure to feed occur, same principles as with the Mark I apply. Reloading the IGL requires pressing a button on the lefthand side of the rifle, just above the pistol grip. This will open the righthand side of the rifle slightly, allowing the closer end of the 30mm barrel to swivel out, allowing the user to replace the spent casing with a live 30mm grenade. Buck rounds are also accepted. Adoption The Morita Mark III had a long development and testing phase, beginning it's initial prototype testing during the Second Bug War before finally being revised and adopted in late 2298, early 2299. Following the ever aging design of the Morita Mark I, the Federal Armed Forces had been looking for a suitable replacement for the old, reliable Mark I rifle for some time. Naturally, they turned to the Morita company for a replacement, and soon the design for the Morita Mark III began. Specifications for the Mark III was to include an increased damage output, a simpler construction to allow for cheaper mass production, an integrated grenade launcher system, the ability to fit suppressors for silent operations and the ability to fit optics capable both of close-range and long-range engagements. In order to fill the increased damage output requirement, the Morita company decided to design their own round, eventually deciding upon the 10x50mm Caseless electronically-operated round, dubbed 10x50mm M3 Caseless, for 'Mark III', whose characteristics are still a trade secret. This round was found to have preferable ballistics compared to the old 7.62x51mm NATO round used in the Mark I, while doing significantly more damage against arachnid targets per round. This allowed them to extend the effective engagement range of the Mark III beyond standard combat engagement ranges. Prototype magazines held 95-99 rounds, however this was reduced to increase reliability, simplicity and reduce weight. It was not deemed necessary to have such a large pool of ammo considering the bulkiness that came with that. In order to achieve a simpler, more mass-producable construction, the Morita company decided to rely on an electric firing system to reduce the complexity of parts and number of moving parts. They used a system similar to what would be used in the Mark III SAW, using a small long-life battery fitted in the stock with a small electricity generator connected to the charging handle. When fired, the charging handle reciprocates which charges the battery, allowing it a life of several years before requiring replacement. Should the battery run dry, it can be charged by pulling back on the charging handle which, assuming the generator is operable, will provide enough charge in the battery to fire either the 10mm or the 30mm barrels. In order to fill the integrated grenade launcher system requirement, the Morita company looked to previously failed experiments such as the OICW and designed a 5-round 30mm grenade launcher system integrated on top of the 10mm rifle system. This was later changed into a single-round barrel to further simplify and reduce weight. Finally, in order to fill the requirement for a scope-capable rifle for close and far range, a simple electronic scope was designed that had both close-range and far-range zoom capabilities. In order to save on complexity and cost, no night vision or thermal vision capabilities were included. This was made detachable with a picatinny rail fitted ontop of the 10mm-30mm construction to allow for more traditional optics. A simple set of detachable, adjustable ironsights were also designed for fitting on said picatinny rail. Early adoption of the final Mark III non-prototype variant started with the 112th Morita Battalion, with the first issued rifles arriving without any of the specially designed scopes to accompany, instead arriving with just the iron sights. The picatinny rail was utilized to allow for temporary optics until the integrated scopes arrived in sufficient numbers to be fielded. Specifications Action: Electric-pulse operated, rotating bolt. Weight: 6.72 Kilograms (14.83 lb) fully loaded. Cyclic Rate: 900rpm Primary, ~15rpm Secondary IGL. Length: 755mm (29.72 Inches) Barrel Length: 362mm (14.25 Inches) Cartridge: 10x50mm Caseless primary, 30mm Grenade secondary, Feed System: 50 round box magazine primary, single-round 30mm barrel secondary. Accuracy: 1 MOA @ ~900m. Muzzle Velocity: 980 m/s Effective Range: ~900 meters primary, ~600m secondary GL. Maximum Range: ~1500 meters primary, ~500m secondary GL
  11. Jun Nagase

    Concerns About Marauders

    First as a response to Joe, a 7.62x51mm NATO round doesn't pack quite enough punch to penetrate what the Marauder's armor is supposed to be, and even then there are people who've taken 7.62x54R (the russian 7.62 round) to their chestplates without penetration, and surely they get winded and knocked about a bit, but they don't go flying. They get a nasty bruise from the few thousand joules that was just punched into their chest, but that's about it. Meanwhile, I suspect a Marauder armor -isn't- directly connected to the Marauder pilot like a chest-plate is, but rather sits on the suit's exoskeleton, meaning if and when they get shot by something like a 7.62 round, most if not all of the felt energy goes into the exoskeleton. I reckon they'd feel a light thud or vibration from wherever their body connects to the exoskeleton directly, but that's about as much as they'd feel, realistically. Even if the chest plate is fit directly against the users chest, as long as it's held in place by the exoskeleton rather than the person's body, the felt force is significantly reduced. Also unlike a flail, the felt recoil of shooting a 7.62 is ~ equal to the amount of energy put into the round itself. As mentioned in PMs, a ~10gram 7.62 round carries about ~3.4kJ. The same amount of force required to propel this 10gram piece of mixed metals is exerted back into the gun and the wearer in some way, only the pressure is something the weapon is created to withstand, and the felt recoil is dispersed over your entire torso, a few dozen kilograms of weight at least, as opposed to the mere 10 grams of the bullet. Point being that in the end, it's the same ~3.4kJ that's exerted into the armor as was exerted into the person who shot said round. That's a Churchill, I reckon that might be from some larger caliber weapon btw, not just a 7.92mm MG42 or similar. But I can't confirm either way, maybe it really was just small-arms fire. Edit: Source says it was used as target practice by the Canadians after it broke down and was deemed unrepairable. Doesn't mention what weapons were used on it for target practice. Certainly with enough rounds, they'd start to chip away slowly at the integrity of the armor piece, hence why they aren't invincible (with enough rounds you could -eventually- defeat a Tiger 1 from the front with just 7.62 but, good luck), but it really does require a substantial amount of small-arms fire to begin to erode the integrity of what's probably equivalent to some modern APCs' armor values. My point isn't so much to argue against Marauders becoming more squishy, but rather hoping that some sort of IC, RP justification is given for the gameplay change. After all, RP and gameplay are intertwined, and a change in one will inevitably cause a change in the other as well. A change I'd like justified or explained on both ends. Marauders will inevitably play differently now that they're not as tough; they'll play more conservatively and their thought process and how they go about doing things will change due to this reduction in toughness. Something that wouldn't make sense if ICly nothing has changed. We wouldn't suddenly start using different tactics if the ones we used previously worked with the same equipment against the same foes. Why change something that works, from an IC perspective? That's all I'm hoping to get some closure on on this topic.
  12. Jun Nagase

    Concerns About Marauders

    On regards as to what Marauders are, should be and what they're trying to be, while I can understand wanting to perhaps change them into more of a utility and support role, both logistically and firepower-wise, I personally find it difficult to.. Justify I suppose, Marauders losing their armor and becoming basically Fallout 4 Power Armor frames without any pieces attached. Most of the playerbase's experience with the Marauders has for the longest time been that of a heavy trooper who holds the front line against the enemy, doing so because their mobility frame allows them to pack on a thick layer of armor -as well- as significantly increased strength and integrated weapons systems. From a logical standpoint, and a lore standpoint, it makes little sense to have such a powerful frame easily capable of packing on armor that could stop a hail of 7.62 NATO with no sweat (not that metal can sweat), and simply deciding not to do so. Perhaps if some form of argument was made to justify why armor should be left off a Marauder, an argument that was convincing, I'd see this as less of an issue of believability. Or perhaps that's a miscommunication in it's own right, and ICly Marauders still have the same armor as they've always had? In which case it baffles me that the choice was made to remove their health and armor buffs entirely, since at that point the IC and OOC no longer correlate; ICly they still wield the same armor as always, capable of stopping most of the common small-arms fire and arguably best suited to be on the front line to hold off bugs with their increased survivability and significantly higher firepower. However OOCly, they're about just as squishy as your normal Trooper, so while this armor and toughness may be present ICly, the gameplay completely contradicts this if their armor and health buffs are removed. And gameplay certainly plays a role too, even if this is a primarily roleplay-oriented server, because at the end of the day the health of the bugs and our own health displayed in the corner of our screens is not an RP element and is not controlled by the RP environment we create. It is entirely gameplay related, and yet what happens to said health bar directly ties into what happens in the RP environment; if we die in the gameplay, we roll, and then we either get a close call, an injury or we die in the RP environment. That is the main concern I have about Marauders at the moment. In short, how to justify their lack of gameplay toughness if their IC toughness is supposed to be the same or, how to justify the sudden lack of IC toughness if they -aren't- as tough anymore. I recognize I've never been a part of the Marauders nor particularly close with their workings, so perhaps these are things already set in stone and I've merely missed them or misinterpreted them, but I'd like some light shone onto this. Edit: I'm not saying I dislike the change or idea that Marauders shouldn't be armored shields for the MI that soaks damage, just trying to express how it might not make much sense, and hoping to get some insight and elaboration on the hows and whys and general thoughts that went into making these changes.
  13. Jun Nagase

    [IC] Christmas

    MSpc. Bennet
  14. Jun Nagase

    Helms Station

    This post details the basics that the Helms station should know and goes through. The Helms Station The Helms station is the station responsible for piloting the ship, anywhere from actively taking control and flying around in local space to plotting out interstellar courses and utilizing the ships faster-than-light devices to travel across the galaxy. Local-Space Thrusters The Grant is among the fastest ships in the Federation's arsenal. Utilizing modern gimballed thrusters, the Grant is a fairly agile and significantly fast ship when in combat. It fits full 3D motion RCS thrusters, allowing it to finely adjust its trajectory in any direction, as well as full 3-degree rotational thrusters to assist with fine adjustments to angle and with additional agility. Day to Day Duties The Helmsman is responsible for the everyday use of the thrusters. From the fine, meticulous maneuvering required for docking to dodging and weaving through asteroid fields, the Helmsman is often the first and last line of defense against everyday hazards by avoiding the frequent hazardous areas of space all together, and by actively dodging the hazards when facing them is inevitable. The Grant is fitted with emergency thrusters that can be used to pull hard evasive maneuvers alongside the main thrusters for forward and backward propulsion and the standard large-scale RCS thrusters for fine maneuvering. All of these are directly connected to the ships reactor, and their output depends on how much of the reactor's power is directed towards them. Combat Duties Helms will be taking advantage of all of these to maneuver the Grant around enemy ships and avoiding return fire while allowing Weapons to blast at them in combat, doing so by utilizing the Grant's evasive maneuvering matrixes alongside their own skill with their hands on the yoke. As a Helmsman acquires more knowledge, familiarity and skill with his hands on the yoke, he will learn to read the situations and pull maneuvers that the Grant's defensive matrixes would struggle to predict, allowing him to dodge attacks that the Grant would otherwise struggle to avoid. Interstellar Travel Helms also deals with plotting and initiating Slipspace travel, finding the most efficient route and setting the Grant underway across the Galaxy. The Grant is fitted with a modern, experimental slipspace drive that utilizes a new method for achieving speed in slipspace, allowing the Grant to zip across large distances in the Galaxy far faster than any other Federation ship. Day to Day Duties The everyday duties of the Helmsman also includes plotting courses across the Galaxy, taking the Grant wherever it needs to be to serve the Federation. They are also responsible for aligning the Grant with the jump vector and manually initiating the Slipspace jump by pushing forward their large slipspace lever, as well as adjusting the slipspace speed according to fuel efficiency versus jump speed. Combat Duties The Helmsman will occasionally find himself in a situation where continued engagement is unwise, or where the enemy decides to flee from the conflict. In these circumstances, it is up to the Helmsman to quickly charge the Slipspace drive and either align for an escape vector, or align with a pursuit vector given from the Warfare station. In dire situations, the Helmsman can even charge a double-jump, allowing the Grant to jump from one location to another, and then immediately initiate a second jump to a second location, skipping the otherwise usually required cooldown and recharge. This will show on pursuing ships' scanners as the Grant exiting slipspace, only to find that once they arrive, the Grant has already jumped to a second location. However, a double jump has significant power requirements, usually pulling power away from much of the ships other systems in order to fully charge two jumps at once. It also has significant wear on the slipspace drive. As such, a double-jump is not encouraged unless it is a necessity, as to preserve the Slipspace drive's, and the Grant's as a whole, ability to function. Cross-Station Cooperation Day to Day Duties During the Helmsman day to day duties, they are often in communication with the Engineering and Warfare stations. Warfare provides useful information on local space, allowing the Helmsman to make informed decisions on their course, as well as relaying orders from deep-space communications to the Helmsman. Warfare also assists in determining the best orbital solutions for planets, and relies on the Helms station to take them into a position where they can survey upcoming dropzones. Engineering often communicates with Helms to perform maintenance, informing them of the condition of the ship's thrusters and working out potential anomalies that may occur within the Grant's network of systems. They also perform software diagnostics and updates and helps the Helmsman implement improvements and calibration of the Grant's evasive matrix. Combat Duties While Helms works with every station on the Bridge during combat, they are especially intertwined with the Weapons station as Weapons relies on Helms to properly angle the ship to keep the Grant's weaponry on target and within range, and Helms relies on Weapons in order to not be, well, just a fancy flying metal bucket. In fact, while the Weapons station controls and aims almost every weapon, the most powerful integrated weapon that the Grant carries; The MAC Cannon, is entirely aimed by the Helmsman. The MAC Cannon is spine mounted and completely stationary, firing directly where the Grant happens to be pointing when the trigger is pulled. As such, it falls on the Helmsman to be able to predict the trajectory of the MAC shell and aim accordingly to score a hit. (Helmsman is entirely responsible for the roll when the MAC is fired, not the Weapons stationeer, seeing as the Helmsman is essentially the one aiming the MAC by aiming the entire Grant at the target) They also work with Warfare to keep situational awareness of the battlefield to plan out their course of action, avoiding pockets of heavy resistance. Other Duties As Helmsman it is also your duty to know your ship well, and it is highly encouraged that Helmsmen work closely with the maintenance crews and learns to perform maintenance on the ship alongside the maintenance crews so they can gain a better understanding of how the ship responds to the stresses endured by an active warship in times of conflict. Helmsmen are also encouraged to get auxiliary small-craft piloting licenses so that, if required, they can pilot a Viking on low-risk flights, such as ferrying between ships or dropping onto planets and moons outside of combat. Their natural flying abilities and understanding of flight makes them prime candidates for auxiliary small-craft pilots. This is not mandatory, and is something a Helmsman can contact their superior about receiving. This is more of a utility than anything, and receiving such training and certification should not warrant expectations of exciting combat-drops.
  15. Jun Nagase

    Elisabeth Winters

    If you don't hurry up it'll be 2299 before more is added!!!