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We decided to give you guys a taste of some recent Contact RPG art, for those that can't make it to the livestreams. There's a lot of art not posting to DA these days, just to save some content for those who purchase the book when it goes to print. Still, all of it can be seen in progress in my livestream.

Here's another you guys have probably seen before, remastered for the book. Thanks goes to ~Stigmartyr762 for commissioning the original design, and to ~biometal79 for funding it all the way to color.

Contact designs are not for personal or commercial use, no derivative works please.
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Another sketch commission, likely the first of many in a set as my queue cycles through.

For :iconbankruptstudios: ~bankruptstudios
A drop ship used to transport infantry, powered suits, and light vehicles between ground and space positions.
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Every scifi specialist team needs themselves a tilt rotor, so here is the Contact incarnation. Used the same process as the other vehicles so far, 3D prep work being key to the finish.

For :iconbiometal79: ~biometal79

Contact designs are not for personal or commercial use, no derivative works please.
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Dropship with gunship support, just some exploration, external mech transport with internal troop transport
cheers for looking
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some more production design fun
thanks for looking guys
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helldiver hellhound gunship final
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The Veridian Roofvalk VTOL (Vertical Take Off and Landing) Gunship is very similar to the V22 Osprey. The perspective shot here was the inspired from several pen sketches I've been working on before going digital. I think it turned out okay even though it might need some additional detail.

Backstory:

Armed with a chin mounted tachyon gattling gun, side mounted grenade launchers (2x) and up to 4 weaponpods (missiles/gunpods/rocketpods), the Roofvalk is devastating as well as agile.

Powered by two heavy pulse engines for hovering as well as normal flight it has also a mkIV thruster for additional speed.
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A WIP that I am currently thinking of scrapping due to overdrawing it. Will use it as a base though
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Another Chronicles of Man design in this case a small private plane with limited orbitable capabilities used by either wealthy civilians or company CEO's.

This means that it can get from the surface of a planet into the planet's orbit to a waiting larger spacecraft on which it can land and be carried to further distances to be used as a re entry vehicle at the point of arrival.
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Game concept >_<
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Simple Strike Fighter. Сlassic )
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RTS game concept -_-

Photoshop \ Google SketchUp

Heavy Cruiser Sieger (Осадник;)

Размер 320 м.

Корабль воплощение огневой мощи. Обладая дальнобойными орудиями, держится на значительном расстоянии, не сближаясь с целью. Стрельба ведется бортом, как на Auger. Мощный генератор. Ради максимальной огневой мощи конструкторам пришлось пожертвовать остальными параметрами. Корабль медленный, имеет средний щит, и довольно слабое бронирование.

Вооружение:
1 Heavy Ion Cannon - тяжелое ионное орудие, дальнобойное, значительное рассеивание.
3 Heavy Blaster Cannon - тяжелые бластерные орудия, дальнобойные, значительное рассеивание, высокое повреждение щитам, низкая проникающая способность, высокое повреждение корпусу, низкая бронебойность.
2 Torpedo Launcher - пара торпедных аппаратов средней мощности, большой радиус поражения, разрушительные повреждения устройствам.
1 Laser Defense - защита от бомбардировщиков.
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AH-240C Javelin Gunship

Manufacturer:
Kainan Wings company

Crew:
1 Pilot
1 gunner
Maximum of 6 passengers or 4 haze/2 armor

Powerplant:
2x General Electric T2XB Engine
1x Armex Portable reactor

Armament:
4x AGM-C23 Anti Armor missile
1x M230-A2 30mm Chaingun
10x AG310 JDAM (tactical bombardment variant only)

Kainan Wings Company was commissioned by Kainan Federation to create a versatile aircraft capable of VTOL and joint operation. working from their existing project of XH-200, they used the basic concept of twin rotor and employed it onto this aircraft. Kainan Wings company was competing with Grima Aerospace for the contract and this aircraft won the title as Kainan army's new joint strike aircraft.
Equipped with varying degree of armament, it can double as transport aircraft to deliver small squad of soldiers in the battlefield. The aircraft itself, being heavily armed, was very effective at this role as they could give the soldiers supporting fire once they have landed.
Later versions modified the personnel space with bomb bay and can deliver a significant payload of JDAM


MASSIVE EDIT
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HA/AWP Mk. 1
Heavy armored/Armored weapon platform mark 1

In an attempt to fill in a niche between Haze combat exoskeleton and a combat vehicle, a new type of combat armor was developed for the military worldwide. Developed by Vickers Defense, the suit allows the wearer to be 85% as mobile while providing maximum defensive capability. The joints have been reinforced with synthetic muscle system which aids in heavy lifting and endurance of the wearer.
The armor plating is Cobham composite armor used for Tanks and other armored combat vehicles. The entire suit is powered by Mk.5 Mevium Generator which lasts for 2 months before requiring replacement.

While the suit itself proved to be superior to the HAZE armor, the reduced mobility was criticized by many armed divisions and only managed to start the mass production 4 years after its appearance in the public.

Added strength to individual soldiers meant that the soldiers can carry heavier weapons and still be effective with them. Most weapons utilizing intermediate cartridges have been dropped from the suit's standard loadout and instead, heavier caliber weapons that uses 7.62x51mm and .50 BMG rounds have become a common sight in a battlefield where these suits are present.


Post edit note:
ended up putting more details on the alternative view than the original. not sure how I feel about this

gun design fixed
anatomy concern addressed via muscle suit thing..
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nuke away
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Havoc Legion Assault Dropship. Uses Pioneer technology in the form of the Ion Pulse engines (body) as well as Thrust Jet engines (wings).

Indicated here with cockpit Glass Shields open.

Everything you see is modeled in Solidworks 2010, I don't texture anything. Even the lines on the body are modeled.

Indicated Load-Out:
2 x 15mm Vulcan Guns.
6 x Hazard Anti Tank Missiles.
24 x Wolf Pack Multipurpose Missiles.

Additional views:

Landing Gear [link]
Back View [link]
Full View [link]
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Havoc Legion Assault Dropship. Uses Pioneer technology in the form of the Ion Pulse engines (body) as well as Thrust Jet engines (wings).

Indicated here with Left hand intake open. Right hand closed. Cockpit Glass Shields open.

Everything you see is modeled in Solidworks 2010, I don't texture anything. Even the lines on the body are modeled.

Indicated Load-Out:
2 x 15mm Vulcan Guns.
6 x Hazard Anti Tank Missiles.
24 x Wolf Pack Multipurpose Missiles.

Additional views:

Landing Gear [link]
Back View [link]
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Thunderhawk Heavy Dropship

The Thunderhawk is an Atmospheric Intermediate Range Assault Transporter (AIRAT) with a MAUW of 180 tons. Designed in 2054 by the UTN. Has hard-points for up to 5 turrets (gatling gun depicted here). Alongside the Thunderhawk is the Firewolf MBT. [link]

Another view here
[link]

And here [link]

Im getting tired of my pc suffering so much, so I've stopped working on this one for a while but its basically complete.
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Concept art © 2012 Sony Online Entertainment LLC. SOE. All Rights Reserved.

---------------------------------------------------------
Planetside 2 is out soon! Watch the trailer here: [link]
---------------------------------------------------------

---------------------------------------------------------
Current Planetside 2 design, and Planetside 1 design.
[link]
---------------------------------------------------------

So, with the new trailer out, and the tonnes of beta footage, concept art and media floating about I think its safe to release some of my pre-viz work I did for SOE from 2009-2010. I will be releasing in the order of what is only out already in the media, and then finally once the game is 'gold' then the rest will follow in updates to come.

Planetside ([link]) was, and is, an unimaginably amazing true-MMOFPS franchise that should have taken the world by storm 9 years ago. It was the only game back then that could hold my attention for more than 7 minutes. Defending a hard-earned facility, Mass Gal drops, MAX Raids had me rushing home from school and logging on and doing my part for the TR/Vanu. Most of the defining moments of my life's gaming experience is credited to Planetside and its open-world 'sandbox' nature, allowing hundreds of players to wage epic freaking war in a 24-hour long persistent world server. The network connectively was surprisingly sharp, and the frenetic gameplay, camaraderie and immersion to be had was nothing short of exhilarating.

I eventually left the game due to the introduction of BFRs (Don't get me wrong it was fun as a Collosus killing shit and acting out my Mechwarrior fantasies on live human opponents, being a troll even before it became a popular meme, but the entire battlefield dynamic just changed too drastically for comfort. I mainly enjoyed the combat with 50% infantry, 30% armour, 20% air vehicle mix...)

Fast forward 6 years, and right after finishing up my Space Vagabonds commission and wanting to take a holiday, a phonecall came in from SOGA Taiwan. It was for a project titled Planetside Next. I think I screamed a bit. A combination of self-doubt, horror, and eventually facemelting joy followed by a frantic followup email and a test and the job was awarded to us at IFS! :) (Helped to be a fan and swearing on my life that I'd do my best to homage Planetside and update it respectfully, too.) It was then supposed to be just a revamp of Planetside, a sort of Planetside reimagined. Explains why you don't see glass cockpits on my vehicle concepts, that was an early creative decision when they weren't sure they wanted to show off the characters or not due to engine limitations (IIRC they wanted to vastly increase the player count with the same engine or something, so something had to give). I also chimed in saying it was fantastic idea, because we'd be able to create a truly hard-sci fi futuristic look where high end optics were commonplace, removing the need for fragile transparent components. A cold, hardened look that is reminiscent of drones. I still think its a great meaningful look, and I always feel kinda broken-hearted when I see how in the current iterations the cockpit areas of my designs got carved up into glass, because it was a real labour of love for myself, and the early team members (GM John Laurence, Programmer/PM Steve Wang, AD William B. Yeatts) that went into designing all that stuff.

While I may not agree aesthetically with those changes, I can definitely appreciate and understand why they went the direction of showing off glass cockpits and crew especially now that the project has the brilliant Forgelight engine to bring that world to life. (Don't get me wrong, if its an open canopied jeep or ATV by all means uncover it all, show the crew, the rawness and exposure has beauty too... just that my design approach at the time was simply based around the original principle of being a hardened cockpit coffin and the pilot buried behind layers of protection. To my mind, it is very hard to just swap a part out and change the context and expect the design to carry the same meaning anymore. Players might not ever care, but I just felt the need to say my peace on that tiny matter. :) )

So anyways, I spent almost an entire year (2009-2010) on the project. It was one of the most transformational periods of my life professionally and testing in my personal life as well; the relationships forged and artistic growth, the incredible brain drain endured along with the soaring creative highs, no money can buy any of that. I will forever be grateful for the opportunity to have experienced it all and especially to have worked on the project of my dreams alongside some amazing people (credited above!), the game that made me a gamer. Can't wait to show more when I can and I sincerely hope my efforts have added to the joy of fans worldwide! Long live Planetside! :)

More on this piece:
-Credit to Steve Wang/John Laurence for the copy writing and backstory unless stated otherwise.
-Concept presented in 'Nanite Grey' since its a common pool vehicle. (NS Logo designed by me)
-The Brief was to give Nanite Systems a rather ironic 'corporate sleekness' to the design, since it is an arms manufacturer to the three factions, branding would be important to showcase its presence on the battlefields of Auraxis and beyond. I had lots of fun working in the curves and contrast between what could be made 'pretty' and what had to be left functional.
-Massive homage to the Apache of course, and the twin feed on my favourite ATE updated Super Hind. Planetside players will know of the ammunition system, so the twin feed would probably be an interesting addition that allows gunrunners to stock mixed feeds to deal with secondary threats and return alive.
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Concept art © 2012 Sony Online Entertainment LLC. SOE. All Rights Reserved.

---------------------------------------------------------
Planetside 2 is out soon! Watch the trailer here: [link]
---------------------------------------------------------

---------------------------------------------------------
Current Planetside 2 design, and Planetside 1 design.
[link]
---------------------------------------------------------

So, with the new trailer out, and the tonnes of beta footage, concept art and media floating about I think its safe to release some of my pre-viz work I did for SOE from 2009-2010. I will be releasing in the order of what is only out already in the media, and then finally once the game is 'gold' then the rest will follow in updates to come.

Planetside ([link]) was, and is, an unimaginably amazing true-MMOFPS franchise that should have taken the world by storm 9 years ago. It was the only game back then that could hold my attention for more than 7 minutes. Defending a hard-earned facility, Mass Gal drops, MAX Raids had me rushing home from school and logging on and doing my part for the TR/Vanu. Most of the defining moments of my life's gaming experience is credited to Planetside and its open-world 'sandbox' nature, allowing hundreds of players to wage epic freaking war in a 24-hour long persistent world server. The network connectively was surprisingly sharp, and the frenetic gameplay, camaraderie and immersion to be had was nothing short of exhilarating.

I eventually left the game due to the introduction of BFRs (Don't get me wrong it was fun as a Collosus killing shit and acting out my Mechwarrior fantasies on live human opponents, being a troll even before it became a popular meme, but the entire battlefield dynamic just changed too drastically for comfort. I mainly enjoyed the combat with 50% infantry, 30% armour, 20% air vehicle mix...)

Fast forward 6 years, and right after finishing up my Space Vagabonds commission and wanting to take a holiday, a phonecall came in from SOGA Taiwan. It was for a project titled Planetside Next. I think I screamed a bit. A combination of self-doubt, horror, and eventually facemelting joy followed by a frantic followup email and a test and the job was awarded to us at IFS! :) (Helped to be a fan and swearing on my life that I'd do my best to homage Planetside and update it respectfully, too.) It was then supposed to be just a revamp of Planetside, a sort of Planetside reimagined. Explains why you don't see glass cockpits on my vehicle concepts, that was an early creative decision when they weren't sure they wanted to show off the characters or not due to engine limitations (IIRC they wanted to vastly increase the player count with the same engine or something, so something had to give). I also chimed in saying it was fantastic idea, because we'd be able to create a truly hard-sci fi futuristic look where high end optics were commonplace, removing the need for fragile transparent components. A cold, hardened look that is reminiscent of drones. I still think its a great meaningful look, and I always feel kinda broken-hearted when I see how in the current iterations the cockpit areas of my designs got carved up into glass, because it was a real labour of love for myself, and the early team members (GM John Laurence, Programmer/PM Steve Wang, AD William B. Yeatts) that went into designing all that stuff.

While I may not agree aesthetically with those changes, I can definitely appreciate and understand why they went the direction of showing off glass cockpits and crew especially now that the project has the brilliant Forgelight engine to bring that world to life. (Don't get me wrong, if its an open canopied jeep or ATV by all means uncover it all, show the crew, the rawness and exposure has beauty too... just that my design approach at the time was simply based around the original principle of being a hardened cockpit coffin and the pilot buried behind layers of protection. To my mind, it is very hard to just swap a part out and change the context and expect the design to carry the same meaning anymore. Players might not ever care, but I just felt the need to say my peace on that tiny matter. :) )

So anyways, I spent almost an entire year (2009-2010) on the project. It was one of the most transformational periods of my life professionally and testing in my personal life as well; the relationships forged and artistic growth, the incredible brain drain endured along with the soaring creative highs, no money can buy any of that. I will forever be grateful for the opportunity to have experienced it all and especially to have worked on the project of my dreams alongside some amazing people (credited above!), the game that made me a gamer. Can't wait to show more when I can and I sincerely hope my efforts have added to the joy of fans worldwide! Long live Planetside! :)

More on this piece:
-Credit to Steve Wang/John Laurence for the copy writing and backstory unless stated otherwise.
-Concept presented in 'Nanite Grey' since its a common pool vehicle. (NS Logo designed by me)
-The Brief was to give Nanite Systems a rather ironic 'corporate sleekness' to the design, since it is an arms manufacturer to the three factions, branding would be important to showcase its presence on the battlefields of Auraxis and beyond. I had lots of fun working in the curves and contrast between what could be made 'pretty' and what had to be left functional.
-Full interior bay and multiple access points can accept the largest tank designed at the time, the TR Prowler. The bay was designed to be modular and can store 2 lightnings, full standard complement of 12 troops(Planetside 1 squad scale).
-AWACS dish can be mounted on tail boom
-Side cabin door mounts can install 'AC-130' style gunship weapon stations, transforming the Gal into a circling killer.
-My favourite of the lot, this is in my opinion the one vehicle that I have 'updated' which closest matches to the original Planetside's version. Most changes were to the cockpit to reflect the 'drone' hardened canopy as well as the muscular back to create a more powerful and graceful view from 3rd person chasecam. I think thematically it speaks to the Galaxy's nature as workhorse airship! It definitely had to command a majestic silhouette when viewed from below, like some kind of avenging angel with its 'angelic' curvy canards and wings, rear slats extended and front loading 'mouth' opening, gunners firing from all ports while soaring down into the battlefield.
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Done for Space Vagabonds [ [link] ] © Gregor Theado 2009

Once in a while you get those crazy passionate clients that actually have vision and know what they want. Gregor is certainly one of them and it was a blast doing these characters and mechanicals for his RPG universe.

This is the dropship used by the Colonial Defence Squadron. They are basically zero G trained rapid response/SWAT teams.

Wanted to go for a menacing look, but still somehow reserved as well, in line with the CDS aesthetic. (they are police, not military) Gave the front profile a 'gaping maw' look when the cargo ramp is lowered, I was thinking a hound of hell unloading her precious babies onto the battlefield (right..). I felt the rotating neck segment could make her seem even more animalistic, on top of giving it a functional purpose, which is namely for balance and better vision for the pilots in confined urban zones.

Ramp opens to the rear too, for more versatility during unloading. Usually that's where the Battlesuit is parked though, so it might be a really tight squeeze trying to get out the back. *shrugs*
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Update to the Warhawk/Skyhawk with landing gear illustrated.
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Update to the ADS (Assault DropShip) 38. Skyhawk/Warhawk. Included now are 3 new (2 front in tandem, 1 aft) pulse gatling guns that fire either rapid rate 10mm rounds or high velocity explosive 20mm rounds.
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A design by Lawson Aeronautics, the HDS-47 Starmaster is the alliance standard heavy dropship. Carried on everything from battlecruisers to landing ships, these massive haulers are capable of a relatively slow speed of Mach 3 and are limited to near-planet operations, with their fusion cores needed relatively regular reaction mass refueling.
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The ARES Group's Avocet medium/heavy (TBD) helicopter. Uses a set of side-by-side intermeshing rotors. This is the gunship version although not quite finished. The final version would have a rear ramp gun as well as a nose or underbody mounted gun or AGL.

The non-gunship version is virtually identical except for the nose-mounted sensor package and some of the countermeasure systems.
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SAH/OI-33A Svyatogor Advanced Attack Helicopter for Nationstates. Did this one awhile ago, before I started going more in depth, but this is my best helicopter lineart. A few flaws, like usual but oh well. Below is the technical specifications, it looks alot nicer in its formated version with bolded sections, etc.


Role: Attack Helicopter [General/Heavy]; Close Air Support
Design: No Tail Rotor – Utilizes Coanda Effect + Direct Thrust Assistance to Counter Torque; Tandem Cockpit
Designer: PanGen MoK Collaborative [Armed Republic components]; October Alliance cooperative
Crew: Two [Pilot (Above/Aft); Gunner/WSO (Below/Forward)]
Length: 57.50 ft.
Main Rotor Diameter: 53 ft.
Height: 18.50 ft.

Powerplant: 2x Hishnik VAK-AH3 Turbines [3800 HP per]
Maximum Speed [At ~1200 ft.]: <250 MPH [Sprint; Internal Stores ONLY]; ~230 MPH [Sprint; W/ External Load]; ~210 MPH [Maximum Cruise; Advised Less]

Initial Climb Rate: 1,650 ft. per minute
Hover Ceiling: 14,500 ft.
Service Ceiling: 18,900 ft.
Range: 430 nm [Maximum Range; Internal Fuel; Maximum Payload]; 860 nm [Self Deployment Range; Maximum Payload]

Armament/Hardpoints [Maximum Payload – 6050.00 lbs.]:
-Internal Hardpoints [3x Internal Bays (Side {2x Air-to-Air}, Side {2x Air-to-Air}, Underside {2x ATGM w/ fold-flat doors; 4x ATGM w/ adapter and drop-away cover})]
-2x Hardpoints for Stub Wing Attachment [4x Hardpoints per Stub Wing]
-1x External Underside Hardpoint [Technology Attachment; Adapter for 2x ATGMs (+ capability for drop-away low-RCS cover); or other (such as 250lb. or smaller bomb)]
-1x SQB-37A2 Twin-Barreled 30mm Automatic Cannon [See SQB-37A2 Specifications] + 350 rds.



Systems [Combined into the CHASE System (Combined Helicopter Situational Awareness and Electronics System)]:
-Battlefield Management and Communication System
-Enhanced Threat Detection Suite
-PEDR [Photon Emission, Detection, and Ranging; LIDAR/LADAR] Pulsed Laser Focal Plane Array
-TIDS [Thermal and Infrared Detection Suite] + IRST [Infrared Search and Track]
-ARMS [Auxiliary Radar Management System; Millimeter Wave RADAR]
-Radar and Laser Warning Receivers
-Enhanced Optical [Camera/Television; Low-Light/Night-Vision]
-Countermeasures Deployment Systems
-Electronic Countermeasures
-Fiber optic, computer aided flight control system

Stealth:
-Radio wave scattering design from the front, sides, and forward underside
-Carbon fiber rotor blades
-RAM-coated armament systems and pylons to reduce RCS
-Removable main gun to reduce RCS in stealth missions
-Internal armament capability + drop-away covers to expand ATGM bay
-Infrared suppressive paint + slits to allow for natural temperature of outer skin
-Liquid and air cooled rotor hub assembly and exposed engine elements
-Air and dissipater cooled exhaust and thrust vectoring systems
-Advanced flight control systems to allow for low-altitude flight where aircraft skin-temperature and RCS are far-less visible and detectable

Survivability:
-Fire-retardant foam filled fuel tanks and self-sealing
-Ballistic foam void fillers
-Redundant primary structure providing ‘get home’ capability
-Ejection system [Rotor assembly ejects followed by the entire crewed section]
-Bullet- and shatter-proof computer displays to prevent shattering
-Twin powerplants
-Armored crew compartment w/ anti-spalling layers
-Armored and separated engine compartments
-Critical systems protected and enveloped by non-critical systems
-Triple redundant flight control systems
-Halon fire extinguishing systems
-Automatic deploying wheel struts to soften hard landings
-Designed, in a slow-speed crash, for the underside to crumple in and tilt the aircraft back, letting the tail absorb a majority of crash-impact forces.


COST: $39.50 Million USD [Actual Production Cost Estimate; May Change]



SQB-37A2 Twin-Barreled 30mm Automatic Cannon
Caliber: 30mm
Operation: Gast Principle
Weight: 350 lb. [Estimated; Includes Housing and Imaging Equipment]
Length: 6.05 ft. [Barrel]; 9.10 feet [Full unit/firing apparatus, excluding housing]
Rate of Fire: One to 2,700 RPM Maximum [Limited to ~2200 RPM to increase barrel life]
Muzzle Velocity: 3050 fps. [Varies Pending Ammunition]
Maximum Range: ~4 mi.
Effective Range: ~1.4 mi.
Notes: The SQB-37A2 automatic cannon system was specifically designed to provide a reliable, accurate, and powerful cannon system for the Next Generation Helicopter Program. The design of the weapon offers incredibly rugged performance and a relatively high barrel life [if rate of fire is limited] yet still offers the accuracy and power to destroy targets at ranges of in excess of one mile with anywhere from three to seven rounds [against thin/light-skinned targets or materiel]. Higher rates of fire provide the mass necessary to destroy thicker skinned vehicles. However, through-out it’s testing, a repetitive problem was discovered: high recoil. The recoil of the weapon was enormous, and after its first live fire trials, it sheared from its mount. Some changes were made; however, recoil is still horrendous. Subsequently, in-the-field test operators have complained of the weapon’s capability to steer the platform by firing in opposite directions [tested on the comparatively light-weight SAH-11P test platform]. In testing aboard the SAH-33/OI-33 airframe, the same problem was revealed albeit at a reduced frequency and power. In actual scenarios with combat personnel, the flight crews have taken a likening to the hefty nature and raw power of the cannon system, often referring to it simply as the ‘boxer’ [not only for its hefty nature and strength, but for its two barrels: the proverbial 'one-two punch']. Unlike testing personnel, actual combat operators have praised the unit’s tremendous strength and capability while additionally praising its recoil as ‘the proof that the gun is doing its job well.’ Overnight, it seemed, the entirety of the helicopter pilots and officers corps sung the praise of the weapon system, especially over its meek ancestor, the SQB-32 [the two are incredibly common and weigh, almost precisely, the same, including nearly identical dimensions, however, they ironically differ greatly in performance although sharing the same caliber]. Requests were issued to every major materiel command, including the Dedicated Logistical Service of the Armed Republic, to adapt the SAH-27 airframe to the SQB-37A2. The repeated requests were turned down due to the lighter nature of the SAH-27’s forward air frame which would require extensive remodeling to fit the weapon system, especially its ferocious recoil.

Armed Republic helicopter flight personnel have learned to readily adapt themselves to a cannon, and helicopter, which they deem as not having a single ‘flaw’, but instead only an ‘assurance that everything is being done correctly.’
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OI-36A Burun Attack Helicopter. This will likely supplement the OI/SAH-33A helicopter in active service and replace it in most dedicated attack positions (especially in air cavalry units). The OI-36A was designed as an "attack helicopter's attack helicopter" and with its more powerful powerplants can carry more munitions with more fuel further and faster than a similar AH. Its electronics will be derived from those on the OI/SAH-33A with new updates and additional functionality. The Burun will also be able to be adapted to different situations.

I did this with Paint.net
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concept for a Wanzer transport vehicle
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