Ship:flathead: Difference between revisions
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|+ style="caption-side:bottom; background-color:#21252a;padding: 10px"|''Cargo Feeders are small cargo ships designed to transport bulk materials from minor ports to major ones, where it can be loaded onto larger ships for long distance transport. The large amount of internal space in these ships means they have plenty of room for large weapons. Additionally, their small surface area means the refit shipyards were able to cover the hull in thick armor plates, something which would have been impractical on the larger lineships.'' | |+ style="caption-side:bottom; background-color:#21252a;padding: 10px"|''Cargo Feeders are small cargo ships designed to transport bulk materials from minor ports to major ones, where it can be loaded onto larger ships for long distance transport. The large amount of internal space in these ships means they have plenty of room for large weapons. Additionally, their small surface area means the refit shipyards were able to cover the hull in thick armor plates, something which would have been impractical on the larger lineships.'' | ||
|} | |} | ||
[[File:Flathead Game Model.png|thumb|Flathead Game Model]] | |||
== Modifiers == | == Modifiers == | ||
Missile Programming Channels: <span style="color: | Missile Programming Channels: <span style="color:#90EE90;">'''+1'''</span><ref>This stat is to enable the full offensive operation of the [[component:tals-2-talisman-launcher|'''TALS-2 'Talisman' Launcher''']]</ref> | ||
== Mounts == | == Mounts == | ||
[[File:Monitor Mounts.png|thumb|alt=Monitor Mounts|Monitor Mounts]] | [[File:Monitor Mounts.png|thumb|alt=Monitor Mounts|Monitor Mounts]] | ||
The Flathead has | The Flathead has | ||
* 1 Class 4 Spinal Mount | * 1 Class 4 Deep Spinal Mount | ||
* 2 Class 4 Mounts | * 2 Class 4 Mounts | ||
* 2 Class | * 2 Class 3 Mounts | ||
* 1 Class 1 Mount | * 1 Class 1 Mount | ||
Given the Flathead only has 1 Class 4 spinal mount and 2 Class 4 turrets, compared to the Marauder's 4 Class 4 spinal mounts per broadside or 8 potential Class 4 turrets, and as a hull costs significantly more than 37.5% of a Marauder and needs to buy more buff modules across multiple ships to get the same effect, it may appear that this hull is not worth bringing in comparison. And for a long time, when the Monitor was limited to taking the same spinal mounts as the Marauder, this was the case. But, in December 2023 in the great OSP rebalance, the [[component:c90-cannon|'''C90 Cannon''']] was added specifically to make frontline Monitors good. This change was wildly sucessful and the Flathead as been through some downs and ups since, but the combination of the [[component:c90-cannon|'''C90 cannon''']], the [[component:t30-cannon|'''T30 cannon''']], and the [[component:t81-plasma-cannon|'''T81 Plasma Cannon''']] have carried it through. | |||
== Compartments == | == Compartments == | ||
| Line 57: | Line 58: | ||
* 3 3x3 Modules | * 3 3x3 Modules | ||
* 2 2x2 Modules | * 2 2x2 Modules | ||
Speaking of compartments being clustered very close together for easy damage splitting, and Flathead survivability coming from stuffing as much HP per point into its hull as possible, the 3x3 Module slots 3 4 and 5 are perfect for this. It is usually recommended to place your [[component:light-civ|'''Light Civilian Reactors''']] and your choice of [[component:ithica-bridgemaster|'''Ithaca Bridgemaster''']] or [[component:bulwark-huntress|'''Bulwark Huntress''']] radar here for this purpose. | |||
The 2x2 Modules 6 7 in contrast are very safe deep in the back. This is where you put any fragile equipment like [[component:ae|'''Ammunition Elevators''']] or [[component:strob-core|'''Strobe Correlators''']]. | |||
For frontline Monitor formations, having 2 [[component:strob-core|'''Strobe Correlators''']] and a [[component:bulwark-huntress|'''Bulwark Huntress''']] in the formation is especially important, as it allows you to sustain a fight against any ANS skirmish fleet that is constantly jamming you without needing to duck in and out of cover as [[ship:marauder|'''Liners''']] do to reset the jam LOB's range memory data for bombshell. | |||
=== Drive Setup === | === Drive Setup === | ||
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! colspan="2" | [[component:yard|'''CHI-777 Yard Drive''']]-[[component:sundrive|'''Sundrive''']] | ! colspan="2" | [[component:yard|'''CHI-777 Yard Drive''']]-[[component:sundrive|'''Sundrive''']] | ||
|- | |- | ||
| Top Speed || 21.26 m/s (<span style="color: | | Top Speed || 21.26 m/s (<span style="color:#90EE90;">'''+18.09%'''</span>) | ||
|- | |- | ||
| Flank Speed || 31.88 m/s (<span style="color: | | Flank Speed || 31.88 m/s (<span style="color:#90EE90;">'''+18.09%'''</span>) | ||
|- | |- | ||
| Flank Damage Probability || 4% (<span style="color: | | Flank Damage Probability || 4% (<span style="color:#90EE90;">'''-20%'''</span>) | ||
|- | |- | ||
| Linear Thrust || 8.05 MN (<span style="color: | | Linear Thrust || 8.05 MN (<span style="color:#90EE90;">'''+15%'''</span>) | ||
|- | |- | ||
| - Side Thrusters || 75% | | - Side Thrusters || 75% | ||
| Line 117: | Line 124: | ||
| Acceleration Time || 13.44 s | | Acceleration Time || 13.44 s | ||
|- | |- | ||
| Angular Thrust || 1.17 MN (<span style="color: | | Angular Thrust || 1.17 MN (<span style="color:#90EE90;">'''+16.96%'''</span>) | ||
|- | |- | ||
| Theoretical Turn Rate || 10.38 deg/s (<span style="color: | | Theoretical Turn Rate || 10.38 deg/s (<span style="color:#90EE90;">'''+45%'''</span>) | ||
|- | |- | ||
| Actual Max Turn Rate || 2.64 deg/s (<span style="color: | | Actual Max Turn Rate || 2.64 deg/s (<span style="color:#90EE90;">'''+16.96%'''</span>) | ||
|- | |- | ||
| Estimated 180 deg Turn || 78 s (<span style="color: | | Estimated 180 deg Turn || 78 s (<span style="color:#90EE90;">'''-12.89%'''</span>) | ||
|- | |- | ||
| Estimated 180 deg Roll || 37 s (<span style="color: | | Estimated 180 deg Roll || 37 s (<span style="color:#90EE90;">'''-10.99%'''</span>) | ||
|} | |} | ||
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| Fore-Aspect Validated by THERM || <span style="color:red;">'''VALIDATED'''</span> | | Fore-Aspect Validated by THERM || <span style="color:red;">'''VALIDATED'''</span> | ||
|- | |- | ||
| Validated After Main Engine Shutoff || | | Validated After Main Engine Shutoff || 6.25 sec | ||
|} | |} | ||
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=== Multi-Mission Monitors: === | === Multi-Mission Monitors: === | ||
[[Category:Ships|OFla]] | |||
[[Category:OSP Ships|Fla]] | |||
Latest revision as of 05:31, 6 October 2026

| Flathead Class Monitor | |
|---|---|
| Point Cost | 200 |
| Mass | 5000 tons |
| Armor Thickness | 48 cm[1] |
| Internal Density | 0.75 cm/m |
| Component DR | 20% |
| Max Repair | 10% |
| Dimensions | 128x56x52 m |
| Crew Vulnerability | 60% |
| Structural Integrity[2] | 1000 |
| Radar Signature | 9869.06 m[math]\displaystyle{ ^2 }[/math] |
| Slots | 6 Mounts 6 Compartments 7 Modules |

Modifiers
Missile Programming Channels: +1[3]
Mounts

The Flathead has
* 1 Class 4 Deep Spinal Mount * 2 Class 4 Mounts * 2 Class 3 Mounts * 1 Class 1 Mount
Given the Flathead only has 1 Class 4 spinal mount and 2 Class 4 turrets, compared to the Marauder's 4 Class 4 spinal mounts per broadside or 8 potential Class 4 turrets, and as a hull costs significantly more than 37.5% of a Marauder and needs to buy more buff modules across multiple ships to get the same effect, it may appear that this hull is not worth bringing in comparison. And for a long time, when the Monitor was limited to taking the same spinal mounts as the Marauder, this was the case. But, in December 2023 in the great OSP rebalance, the C90 Cannon was added specifically to make frontline Monitors good. This change was wildly sucessful and the Flathead as been through some downs and ups since, but the combination of the C90 cannon, the T30 cannon, and the T81 Plasma Cannon have carried it through.
Compartments

The Flathead's compartments can be divided into 2 groups.
The Front-stack
Due to the Flathead's sub-par damage reduction, at only 20%, it gets limited benefit out of compartments and modules with sub-40 Damage Threshold. It also has a rather low structure HP pool, at only 1000 HP, the same as a Sprinter or Shuttle. To compensate for this, its compartments are all clustered very close together and all damage split with each other. Flathead survivability therefore comes from stuffing as much HP per point into its hull as possible. Compartments 2 and 3 will be Auxiliary Steerings. Compartment 5 should be a Citadel Magazine, who's Damage threshold of 50 provides the anchor for your internals. The small Compartment 4 behind the Auxiliary Steerings should be a Rapid DC Locker or Small DC Locker to add sufficient DC teams to compliment your Damage Control Complex.
The Rear-stack
Compartments 1 and 6 are the most survivable compartments; use these for your Reinforced CIC and your Damage Control Complex. These compartments are behind every other compartment and damage split with Module 1 and Compartments 4 and 5.
Modules

The Flathead has
* 2 Small Drive Modules * 3 3x3 Modules * 2 2x2 Modules
Speaking of compartments being clustered very close together for easy damage splitting, and Flathead survivability coming from stuffing as much HP per point into its hull as possible, the 3x3 Module slots 3 4 and 5 are perfect for this. It is usually recommended to place your Light Civilian Reactors and your choice of Ithaca Bridgemaster or Bulwark Huntress radar here for this purpose.
The 2x2 Modules 6 7 in contrast are very safe deep in the back. This is where you put any fragile equipment like Ammunition Elevators or Strobe Correlators.
For frontline Monitor formations, having 2 Strobe Correlators and a Bulwark Huntress in the formation is especially important, as it allows you to sustain a fight against any ANS skirmish fleet that is constantly jamming you without needing to duck in and out of cover as Liners do to reset the jam LOB's range memory data for bombshell.
Drive Setup
There are many ways to set up a Flathead's drive, and the best way will depend on the role you are building the ship for.
CHI-777 Yard Drives provide the best linear thrust (LT) and angular thrust (AT), allowing you to quickly accelerate in any direction; this is best for dodging. The AT allows you to orient your spinal mount faster.
Sundrives provide the best top speed, allowing you to reposition at reasonable speeds.
BW800-R Drives Is useful for tanking. This also allows you to swap the position of this drive and the Civilian Reactor/Boosted Reactor, further protecting the ship's internals.
BW800 Drives, to save costs.
Civilian Reactor/Boosted Reactors fit into the small drive slots, allowing you to reclaim 3x3 modules for other uses if needed, instead of those modules containing Light Civilian Reactor.
The best drive setup for Flatheads that want to move around and take part in battle is CHI-777 Yard Drives-Sundrives. It provides the speed and acceleration of a triple drived Axford.
Propulsion Stats
| Base Stats | |
|---|---|
| Top Speed | 18 m/s |
| Flank Speed | 27 m/s |
| Flank Damage Probability | 5% |
| Linear Thrust | 7 MN |
| - Side Thrusters | 75% |
| - Fore Thrusters | 80% |
| - Main Thrusters | 100% |
| Acceleration Time | 13.1 s |
| Angular Thrust | 1 MN |
| Theoretical Turn Rate | 7.16 deg/s |
| Actual Max Turn Rate | 2.25 deg/s |
| Estimated 180 deg Turn | 90 s |
| Estimated 180 deg Roll | 41 s |
| CHI-777 Yard Drive-Sundrive | |
|---|---|
| Top Speed | 21.26 m/s (+18.09%) |
| Flank Speed | 31.88 m/s (+18.09%) |
| Flank Damage Probability | 4% (-20%) |
| Linear Thrust | 8.05 MN (+15%) |
| - Side Thrusters | 75% |
| - Fore Thrusters | 80% |
| - Main Thrusters | 100% |
| Acceleration Time | 13.44 s |
| Angular Thrust | 1.17 MN (+16.96%) |
| Theoretical Turn Rate | 10.38 deg/s (+45%) |
| Actual Max Turn Rate | 2.64 deg/s (+16.96%) |
| Estimated 180 deg Turn | 78 s (-12.89%) |
| Estimated 180 deg Roll | 37 s (-10.99%) |
Radar Signature: 9869.06 m[math]\displaystyle{ ^2 }[/math]
| Detected by | Detection Range (km) |
|---|---|
| R400 'Bloodhound' LRT Radar | 14 km |
| R550 Early Warning Radar | 15.27 km |
| Bulwark Huntress | 10 km |
| Ithaca Bridgemaster | 8.27 km |
| RM50 'Parallax' Radar | 9.5 km |
| RS41 'Spyglass' Radar | 11.5 km |
| RS35 'Frontline' Radar | 7.68 km |
| Wake Signature Strength | 300 |
| Fore-Aspect Validated by THERM | VALIDATED |
| Validated After Main Engine Shutoff | 6.25 sec |
Builds
Frontline Monitors:
Cruise Missile Monitors:
Temu Sprinter Bombers:
Multi-Mission Monitors:
- ↑ With the maximum 2.5 angling multiplier, this reaches 120 cm
- ↑ Damage to Structure hitbox required to break structure
- ↑ This stat is to enable the full offensive operation of the TALS-2 'Talisman' Launcher


