Author Topic: New combat fleet and first combat test.  (Read 2833 times)

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Offline GenJeFT (OP)

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New combat fleet and first combat test.
« on: April 01, 2013, 10:45:44 AM »
So I redesigned my fleet (and spelled the name right).

The active scanner ship.

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Deutchland class Heavy Cruiser    10,000 tons     189 Crew     1555.6 BP      TCS 200  TH 300  EM 0
2000 km/s     Armour 4-41     Shields 0-0     Sensors 1/40/0/0     Damage Control Rating 8     PPV 35.19
Maint Life 4.47 Years     MSP 778    AFR 100%    IFR 1.4%    1YR 63    5YR 943    Max Repair 160 MSP
Intended Deployment Time: 14 months    Spare Berths 1   

80 EP NP Engine (5)    Power 80    Fuel Use 63%    Signature 60    Exp 10%
Fuel Capacity 2,000,000 Litres    Range 57.1 billion km   (330 days at full power)

Single GC R3-100 Turret (1A) (3x3)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
S06 64-12000 H70 (1)    Max Range: 128,000 km   TS: 12000 km/s     92 84 77 69 61 53 45 37 30 22

Active Search Sensor MR151-R140 (1)     GPS 22400     Range 151.5m km    Resolution 140
Active Search Sensor MR10-R1 (70%) (1)     GPS 128     Range 10.2m km    Resolution 1
EM DS EM5-40 (70%) (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

This design is classed as a Military Vessel for maintenance purposes

The Missile Ship (it has no scanners). It does have some of the best engines I have designed yet. The missile is on way the slow side but did the job.

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Adam class Missile Cruiser    7,000 tons     163 Crew     962.44 BP      TCS 140  TH 282  EM 0
2014 km/s     Armour 2-32     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 36.56
Maint Life 3.11 Years     MSP 344    AFR 98%    IFR 1.4%    1YR 53    5YR 800    Max Repair 144 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 190   

70.4 EP NP Engine (4)    Power 70.4    Fuel Use 81.73%    Signature 70.4    Exp 11%
Fuel Capacity 1,350,000 Litres    Range 42.5 billion km   (244 days at full power)

Twin GC R3-50 Turret (NA) (2x6)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
S06 64-12000 H70 (1)    Max Range: 128,000 km   TS: 12000 km/s     92 84 77 69 61 53 45 37 30 22

Size 20 ML Mk1 (1)    Missile Size 20    Rate of Fire 300
MFC FC115-R100 (70%) (1)     Range 115.2m km    Resolution 100
Harpoon (Size 5) (38)  Speed: 8,600 km/s   End: 186.3m    Range: 96.1m km   WH: 3    Size: 5    TH: 51/31/15

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

And the main PD ship.

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County class Escort Cruiser    5,000 tons     89 Crew     822.6 BP      TCS 100  TH 211  EM 0
2110 km/s     Armour 3-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 16.56
Maint Life 2.59 Years     MSP 206    AFR 100%    IFR 1.4%    1YR 43    5YR 646    Max Repair 160 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

70.4 EP NP Engine (3)    Power 70.4    Fuel Use 81.73%    Signature 70.4    Exp 11%
Fuel Capacity 1,250,000 Litres    Range 55.1 billion km   (302 days at full power)

Twin GC R3-50 Turret (NA) (2x6)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
S06 64-12000 H70 (1)    Max Range: 128,000 km   TS: 12000 km/s     92 84 77 69 61 53 45 37 30 22

Active Search Sensor MR10-R1 (70%) (1)     GPS 128     Range 10.2m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

And my first FAC that I designed also joined in at the last minute.

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Rapido I class Fast Attack Craft    1,000 tons     25 Crew     146 BP      TCS 20  TH 60  EM 0
4000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Maint Life 4.27 Years     MSP 46    AFR 16%    IFR 0.2%    1YR 4    5YR 61    Max Repair 50 MSP
Intended Deployment Time: 3 months    Spare Berths 2   

80 EP NP Engine (1)    Power 80    Fuel Use 63%    Signature 60    Exp 10%
Fuel Capacity 100,000 Litres    Range 28.6 billion km   (82 days at full power)

GC R3-8 Maw Deuce 50 Cal (3x3)    Range 30,000km     TS: 4000 km/s     Accuracy Modifier 8%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Jeb Industries FFC S01 32-4000 (FTR) (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

Jeb Industries Active Search Scanner MR8-R40 (1)     GPS 640     Range 8.1m km    Resolution 40

This design is classed as a Military Vessel for maintenance purposes

The FACs did nothing but pepper the armor away and keep the enemy from running. All FACs were lost with 57 losses and 68 rescued.

The line of battle included.

4 Deutchland
7 Adams
5 County

and last minute.

5 Rapido Is

No losses in the main fleet. The Sri Tiga as it is apparently called had no weapons other then missiles and it was out of missiles. It rammed to death the entire FAC squad.

The entire inventory of 266 missiles were fired at the Sri Tiga scoring 107 hits and killed it before it could close and start ramming the main fleet. It was a tough ship.

Several problems noted. My FACs did not pack the punch required and they were deployed against an improper target (not a surprise really). Missiles are too slow for the role they are in. And most annoyingly, the Harpoons are size 5 missiles, those launchers are size 20. Yet they only fire one missile at a time, I figured a size 20 launcher would fire 4 of those things at once, or is it one launch per launcher regardless? If the latter thing is the case then the next target gets hit by some MASSIVE ordinance. Or I refit the ship.

The Barnards Star system is now open for colonization.
 

Offline SteelChicken

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Re: New combat fleet and first combat test.
« Reply #1 on: April 01, 2013, 11:21:45 AM »
1) Launchers is always one missile per, even if the launcher is bigger.   You want more size 5 launchers.
2) I like to include FAC/sized active sensors.  My main sensor platforms always have 3 sensors.  Ship (120) FAC (16-20), MSL (1) - this makes it harder for NMY FAC's to suddenly appear right up close.
3) do you need that much fuel?
3) your beam control seems a bit over ranged.  Conscious decision? I sometimes do the same thing with my Gauss ship as well, just to get higher accuracy at range.
4) if you can, give your missile fire control much more range than the missiles themselves, to counter enemy ECM and to allow for quicker missile upgrades later.  I generally go 30-50% more than I need right off the bat. 
5) you dont like thermal sensors? I usually include a tiny one in every ship, and one big one in my primary sensor platform.
« Last Edit: April 01, 2013, 11:24:04 AM by SteelChicken »
 

Offline GenJeFT (OP)

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Re: New combat fleet and first combat test.
« Reply #2 on: April 01, 2013, 11:43:42 AM »
1) Time for a refit then. And maybe have one ship launch size 20 missiles for the heck of it.
2) I can see any FAC or Fighter at just over 10m/km. Still out of range of any beam weapon anyway. If they launch missiles then they launch missiles, I will see those coming with plenty of time for PD to fire. I would rather use the space for a better PD scanner with longer range and for a better long range ship scanner.
3) Done by choice.
4) Yea, I noticed that against the Sri Tiga. The thing had a strength 40 ECM which caused problems.
5) There are no thermal sensors in this fleet because it was not needed. There was a science vessel that was in the system tracking the location of the enemy ship. It has a massive 1,000 ton thermal array. Also, this is mostly a defense fleet which would be responding to things detected by the sensors of a planet or science vessel. Its not really meant to find them on its own but could using active scanners if it wanted to broadcast its location to the system.

*EDIT*

How do I assign my officers medals. For RP reasons I want to give all involved officers medals for the action against the alien ship. I already noted it in the history of the involved ships.
 

Offline sublight

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Re: New combat fleet and first combat test.
« Reply #3 on: April 01, 2013, 12:28:53 PM »
If those are 0.5 HS gauss cannons, then the FAC looks to be is 7.5% weapons in mass.
By contrast, it looks like you are using a 2x range, 4x firing speed fire control that eats up 40% of your FAC mass. This is not an optimal ratio.

Since the GC R3-8 Maw Deuce 50 Cal is limited to a 4k km tracking speed most of the fire control mass is wasted. Downgrading the fire control to a 2x range, 1.5x firing speed still leaves the FAC future-proofed against the next Fire Control speed tech, and would allow either 333% more Maw Deuce cannons to be installed or allow the existing cannons to be upgraded to 33% accuracy. Either way should give each Rapido about four times the punch.


For medals go to the Officer Assignment window, find the 'create medal' button on the bottom, and create the appropriate badge of honor with whatever associated promotion score value and graphic icon you desire. Once you have a medal designed, select the worthy officer and click the award medal button.
 

Offline GenJeFT (OP)

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Re: New combat fleet and first combat test.
« Reply #4 on: April 01, 2013, 12:46:55 PM »
If those are 0.5 HS gauss cannons, then the FAC looks to be is 7.5% weapons in mass.
By contrast, it looks like you are using a 2x range, 4x firing speed fire control that eats up 40% of your FAC mass. This is not an optimal ratio.

That is actually a 1HS fire control. I do not know why the stats are at 2x range and 4x firing speed because it is not set for that and only takes up 1HS.

The component summery has the following.

80 EP NP Engine 1 50% of total size.
Fuel Storage 2     10% of total size.
HD Duranium Armour  7.5% of total size.
50 Cal 3              7.5% of total size
Bridge 1              5% of total size.
Jeb Industries FFC  5% of total size.
Jeb Industries Active Search Scanner 5% of total size.
Crew quarters     4% of total size.
Engineering Space  2.5% of total size.

Its bugged somehow. On the bright side it got me a REALLY good fire control. (there is no shrug emote).
 

Offline davidb86

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Re: New combat fleet and first combat test.
« Reply #5 on: April 02, 2013, 10:41:16 AM »
That is actually a 1HS fire control. I do not know why the stats are at 2x range and 4x firing speed because it is not set for that and only takes up 1HS.
Its bugged somehow. On the bright side it got me a REALLY good fire control. (there is no shrug emote).
The fire control has 4x tracking speed since you set it as a FTR model.  I did not think FTR FC would work on an FAC, if it does then you can reduce the size to match the FC tracking speed to the FAC speed of 4000 (or a little higher)
 

Offline GenJeFT (OP)

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Re: New combat fleet and first combat test.
« Reply #6 on: April 02, 2013, 11:27:05 AM »
The fire control has 4x tracking speed since you set it as a FTR model.  I did not think FTR FC would work on an FAC, if it does then you can reduce the size to match the FC tracking speed to the FAC speed of 4000 (or a little higher)

It might be a bug. But it seems to that it can be mounted to it.
 

Offline Charlie Beeler

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Re: New combat fleet and first combat test.
« Reply #7 on: April 02, 2013, 12:01:56 PM »
It might be a bug. But it seems to that it can be mounted to it.
You should get an error on the class design screen if the ship size is greater than 10 hullspaces.  And you should not be able to lock the design with the error present.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline GenJeFT (OP)

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Re: New combat fleet and first combat test.
« Reply #8 on: April 02, 2013, 05:25:39 PM »
You should get an error on the class design screen if the ship size is greater than 10 hullspaces.  And you should not be able to lock the design with the error present.

Perhaps, but I built 5 of the suckers so... something is not working right.
 

Offline sublight

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Re: New combat fleet and first combat test.
« Reply #9 on: April 02, 2013, 06:23:20 PM »
Perhaps, but I built 5 of the suckers so... something is not working right.

Either a bug or a database corruption error in your favor. I've experienced a few glitches that let me add PDC components to my ships, but this is the first one I've heard of with a fighter component.


Anyway, back to the FAC. The general rule of thumb is speed, range, or payload. Pick two.
I think you have 100% power engine at 0.7 fuel. I'd suggest shrinking to engine to at least an 8HS 125% thrust model. That, combined with dumping the bridge (unnecessary on ships 1000 tons or smaller), frees up 3HS needed for adding +200% more firepower while still keeping nearly 20m km in range. Using an even larger power modifier, if researched, would make it even more effective at system defense but at some point the resulting cut to range makes a tanker escort or carrier required to move the FAC to a different system.
« Last Edit: April 02, 2013, 06:24:53 PM by sublight »
 

Offline Charlie Beeler

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Re: New combat fleet and first combat test.
« Reply #10 on: April 03, 2013, 07:20:17 AM »
Perhaps, but I built 5 of the suckers so... something is not working right.

There is nothing in the code that stops you from building anything that has a class design.  Even if there are design errors.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley