Author Topic: First 3.0 Ship Designs  (Read 3601 times)

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Offline Erik L (OP)

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First 3.0 Ship Designs
« on: April 20, 2008, 05:27:39 PM »
These ships are built on 240k RP, randomly assigned.

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Archer class Freighter    6950 tons     443 Crew     724.4 BP      TCS 139  TH 300  EM 0
2877 km/s     Armour 1-32     Shields 0-0     Sensors 1/8/0/0     Damage Control 0-0     PPV 0
Cargo 25000    Cargo Handling Multiplier 100    Replacement Parts 5    

Nuclear Pulse Engine E10 (10)    Power 40    Efficiency 1.00    Signature 30    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 77.7 billion km   (312 days at full power)

EM Detection Sensor EM1-8/50 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
This design is classed as a freighter for maintenance purposes
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Coontz class Planetary Defence Centre    45300 tons     3269 Crew     3742.2 BP      TCS 906  TH 0  EM 0
Armour 18-113     Sensors 5/10     Damage Control 0-0     PPV 432
Troop Capacity 4 Divisions    Magazine 1740    

Quad Gauss Cannon R3-100 Turret (4x4)    Range 30,000km     TS: 10000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
PDC Fire Control S16 60-6400 H50 (1)    Max Range: 120,000 km   TS: 6400 km/s     92 83 75 67 58 50 42 33 25 17

PDC Missile Launcher 24-360 (10)    Missile Size 24    Rate of Fire 360
Missile Fire Control FC10-R1/50 (1)     Range 300k km    Resolution 1
Chimaera Planetary Missile (72)  Speed: 10400 km/s   End: 72 minutes    Range: 44.9m km   Warhead: 16    MR: 15    Size: 24

Active Search Sensor S10-R40/50 (1)     GPS 400     Range 4.0m km    Resolution 40
Thermal Sensor TH1-5/50 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Detection Sensor EM1-8/50 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km


This design is classed as a Planetary Defence Centre
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Enterprise class Command Cruiser    9850 tons     999 Crew     982.8 BP      TCS 197  TH 300  EM 300
2030 km/s     Armour 1-40     Shields 10-300     Sensors 5/8/0/0     Damage Control 0-0     PPV 88
Flag Bridge    Replacement Parts 5    

Nuclear Pulse Engine E10 (10)    Power 40    Efficiency 1.00    Signature 30    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 9.1 billion km   (52 days at full power)
Alpha R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

12cm C2 Near Ultraviolet Laser (4)    Range 80,000km     TS: 2030 km/s     Power 4-2     RM 3    ROF 10        4 4 4 3 2 2 1 1 0 0
Ion Torpedo R6 C2 (4)    Range 60,000km     TS: 2030 km/s     Power 7-2    ROF 20        3 3 3 3 3 3 0 0 0 0
Quad Gauss Cannon R3-100 Turret (1x4)    Range 30,000km     TS: 10000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
PD Fire Control S04 10-6400 H50 (1)    Max Range: 20,000 km   TS: 6400 km/s     50 0 0 0 0 0 0 0 0 0
Fire Control S16 40-6400 H50 (1)    Max Range: 80,000 km   TS: 6400 km/s     88 75 62 50 38 25 12 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (1)     Total Power Output 15    Armour 0    Exp 5%

Active Search Sensor S10-R40/50 (1)     GPS 400     Range 4.0m km    Resolution 40
Thermal Sensor TH1-5/50 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Detection Sensor EM1-8/50 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
The quad Gauss Cannon turret provides point defense for this ship. I am unsure if this is a bug or not, but Gauss Cannons take no power.
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Essex class Destroyer    6150 tons     573 Crew     841 BP      TCS 123  TH 180  EM 150
1951 km/s     Armour 3-29     Shields 5-300     Sensors 5/8/0/0     Damage Control 0-0     PPV 14
Replacement Parts 5    

Nuclear Pulse Engine E10 (6)    Power 40    Efficiency 1.00    Signature 30    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 43.9 billion km   (260 days at full power)
Alpha R300/10 Shields (5)   Total Fuel Cost  50 Litres per day

12cm C2 Near Ultraviolet Laser (2)    Range 80,000km     TS: 1951 km/s     Power 4-2     RM 3    ROF 10        4 4 4 3 2 2 1 1 0 0
Gauss Cannon R3-100 (1)    Range 30,000km     TS: 1951 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S16 40-6400 H50 (1)    Max Range: 80,000 km   TS: 6400 km/s     88 75 62 50 38 25 12 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (1)     Total Power Output 15    Armour 0    Exp 5%

Active Search Sensor S10-R40/50 (1)     GPS 400     Range 4.0m km    Resolution 40
Thermal Sensor TH1-5/50 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Detection Sensor EM1-8/50 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Cloaking Device: Hostile active sensors reduced to 25% Range
More of a scout/escort than anything else. Again, armed with GC for punch.
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Fletcher class Colony Ship    6950 tons     468 Crew     1174.4 BP      TCS 139  TH 300  EM 0
2877 km/s     Armour 1-32     Shields 0-0     Sensors 1/8/0/0     Damage Control 0-0     PPV 0
Colonists 50000    Cargo Handling Multiplier 100    Replacement Parts 5    

Nuclear Pulse Engine E10 (10)    Power 40    Efficiency 1.00    Signature 30    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 77.7 billion km   (312 days at full power)

EM Detection Sensor EM1-8/50 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
This design is classed as a freighter for maintenance purposes
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Lexington G class Survey Ship    6000 tons     576 Crew     1146.4 BP      TCS 120  TH 300  EM 0
3333 km/s    JR 3-50     Armour 1-29     Shields 0-0     Sensors 1/8/0/4     Damage Control 0-0     PPV 0
Replacement Parts 5    

J6000(3-50) Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Nuclear Pulse Engine E10 (10)    Power 40    Efficiency 1.00    Signature 30    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 105.0 billion km   (364 days at full power)

EM Detection Sensor EM1-8/50 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Improved Geological Sensors (2)   4 Survey Points

This design is classed as a non-combatant for maintenance purposes
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Lexington R class Survey Ship    6000 tons     576 Crew     1146.4 BP      TCS 120  TH 300  EM 0
3333 km/s    JR 3-50     Armour 1-29     Shields 0-0     Sensors 1/8/4/0     Damage Control 0-0     PPV 0
Replacement Parts 5    

J6000(3-50) Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Nuclear Pulse Engine E10 (10)    Power 40    Efficiency 1.00    Signature 30    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 105.0 billion km   (364 days at full power)

EM Detection Sensor EM1-8/50 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Improved Gravitational Sensors (2)   4 Survey Points

This design is classed as a non-combatant for maintenance purposes
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North Carolina class Fighter    365 tons     34 Crew     45.3 BP      TCS 7.3  TH 18  EM 0
3287 km/s     Armour 1-4     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0     PPV 2
Replacement Parts 1    

Fighter Nuclear Pulse Engine E1000 (1)    Power 24    Efficiency 100.00    Signature 18    Armour 0    Exp 25%
Fuel Capacity 20,000 Litres    Range 1.0 billion km   (3 days at full power)

Gauss Cannon R3-8 (4)    Range 20,000km     TS: 3287 km/s     Power 0-0     RM 3    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S02 10-3200 H50 (FTR) (1)    Max Range: 20,000 km   TS: 12800 km/s     50 0 0 0 0 0 0 0 0 0

This design is classed as a fighter for production and combat purposes
I had a hard time keeping this one under 500 tons until I replaced the fuel and engineering with small versions. The GC in this one have their chances to hit multiplied by .08, so at 10,000km, they have a 4% chance, barring other effects.
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Portland class Carrier    9800 tons     543 Crew     1003.2 BP      TCS 196  TH 270  EM 150
1836 km/s     Armour 4-40     Shields 5-300     Sensors 1/0/0/0     Damage Control 0-0     PPV 0
Hangar Deck Capacity 100     Replacement Parts 5    

Nuclear Pulse Engine E10 (9)    Power 40    Efficiency 1.00    Signature 30    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 9.2 billion km   (57 days at full power)
Alpha R300/10 Shields (5)   Total Fuel Cost  50 Litres per day

Strike Group
13x North Carolina Fighter   Speed: 3287 km/s    Size: 7.3
Carrier for the North Carolinas. Designed to drop the fighters and stay out of the way. This design also cannot operate without fleet support (as shown by the fuel). I was attempting to keep the ships under 10,000 ton based on shipyards.
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Spruance class Cruiser    10000 tons     840 Crew     1029 BP      TCS 200  TH 300  EM 300
2000 km/s     Armour 5-41     Shields 10-300     Sensors 5/8/0/0     Damage Control 0-0     PPV 52
Magazine 224    Replacement Parts 5    

Nuclear Pulse Engine E10 (10)    Power 40    Efficiency 1.00    Signature 30    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 36.0 billion km   (208 days at full power)
Alpha R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

Quad Gauss Cannon R3-50 Turret (1x4)    Range 30,000km     TS: 10000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
15cm C2 Plasma Carronade (1)    Range 60,000km     TS: 2000 km/s     Power 6-2     RM 1    ROF 15        6 3 2 1 1 1 0 0 0 0
Fire Control S16 40-6400 H50 (1)    Max Range: 80,000 km   TS: 6400 km/s     88 75 62 50 38 25 12 0 0 0
PD Fire Control S04 10-6400 H50 (1)    Max Range: 20,000 km   TS: 6400 km/s     50 0 0 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (1)     Total Power Output 15    Armour 0    Exp 5%

Missile Launcher 06-180 (4)    Missile Size 6    Rate of Fire 180
Missile Fire Control FC10-R1/50 (1)     Range 300k km    Resolution 1
Arachne Small Missile (25)  Speed: 5000 km/s   End: 262.5 minutes    Range: 78.7m km   Warhead: 4    MR: 12    Size: 4
Basilisk Fast Missile (20)  Speed: 12500 km/s   End: 40 minutes    Range: 30m km   Warhead: 4    MR: 12    Size: 6

Active Search Sensor S10-R40/50 (1)     GPS 400     Range 4.0m km    Resolution 40
Thermal Sensor TH1-5/50 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Detection Sensor EM1-8/50 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

Long-medium range ship. Again utilizing the GC in a PD role. Starting missile launcher tech blew goats on this setup, but I wanted to try missiles. I have the feeling the missiles are overengineered for the launch platforms.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Steve Walmsley

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« Reply #1 on: April 21, 2008, 12:01:15 PM »
Its not a bug that gauss cannon require no power. I wanted them to be reasonably straightforward to add as PD systems. They aren't really an energy weapon and are classed as kinetic weapontry for research purposes.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Charlie Beeler

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Some notional fighters
« Reply #2 on: April 23, 2008, 07:25:01 AM »
Been playing around with designing fighters under 3.0  

Code: [Select]
Essex class Fighter    235 tons     22 Crew     44 BP      TCS 4.7  TH 12.6  EM 0
7659 km/s     Armour 1-3     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0     PPV 0.5

GB Ion Engine E1000 (sig 35%) (1)    Power 36    Efficiency 100.00    Signature 12.6    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.8 billion km   (27 hours at full power)

Gauss Cannon R3-8 (1x3)    Range 30,000km     TS: 7659 km/s     Accuracy Modifier 8%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 20-3200 H40 (FTR) (1)    Max Range: 40,000 km   TS: 12800 km/s     75 50 25 0 0 0 0 0 0 0

Active Search Sensor S10-R1/100 (1)     GPS 10     Range 100k km    Resolution 1

This design is classed as a fighter for production and combat purposes
The role of the Essex figher could be interceptor or strike escort.

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Lexington class Fighter    290 tons     26 Crew     120.75 BP      TCS 5.8  TH 12.6  EM 0
6206 km/s     Armour 1-3     Shields 0-0     Sensors 5/0/0/0     Damage Control 0-0     PPV 1.5
Magazine 6    

GB Ion Engine E1000 (sig 35%) (1)    Power 36    Efficiency 100.00    Signature 12.6    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.6 billion km   (27 hours at full power)

Missile Launcher 01-750 (6)    Missile Size 1    Rate of Fire 750
Missile Fire Control FC21-R4/40 (1)     Range 2.5m km    Resolution 4

Active Search Sensor S21-R100/40 (1)     GPS 2100     Range 21.0m km    Resolution 100
Thermal Sensor TH0.5-5/40 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

This design is classed as a fighter for production and combat purposes

The Lexington fighter is intented as anti-shipping/strike.

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Spruance class Fighter    195 tons     16 Crew     71.5 BP      TCS 3.9  TH 12.6  EM 0
9230 km/s     Armour 1-2     Shields 0-0     Sensors 5/0/0/0     Damage Control 0-0     PPV 0

GB Ion Engine E1000 (sig 35%) (1)    Power 36    Efficiency 100.00    Signature 12.6    Armour 0    Exp 25%
Fuel Capacity 50,000 Litres    Range 4.6 billion km   (5 days at full power)

Active Search Sensor S21-R100/40 (1)     GPS 2100     Range 21.0m km    Resolution 100
Thermal Sensor TH0.5-5/40 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

This design is classed as a non-combatant for maintenance purposes
This design is classed as a fighter for production and combat purposes


Sprunace is a light scout for the carrier.
« Last Edit: December 31, 1969, 06:00:00 PM by Charlie Beeler »
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Charles Fox

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Re: First 3.0 Ship Designs
« Reply #3 on: May 09, 2008, 07:41:59 PM »
Quote from: "Erik Luken"
Code: [Select]
Spruance class Cruiser    10000 tons     840 Crew     1029 BP      TCS 200  TH 300  EM 300
2000 km/s     Armour 5-41     Shields 10-300     Sensors 5/8/0/0     Damage Control 0-0     PPV 52
Magazine 224    Replacement Parts 5    

Nuclear Pulse Engine E10 (10)    Power 40    Efficiency 1.00    Signature 30    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 36.0 billion km   (208 days at full power)
Alpha R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

Quad Gauss Cannon R3-50 Turret (1x4)    Range 30,000km     TS: 10000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
15cm C2 Plasma Carronade (1)    Range 60,000km     TS: 2000 km/s     Power 6-2     RM 1    ROF 15        6 3 2 1 1 1 0 0 0 0
Fire Control S16 40-6400 H50 (1)    Max Range: 80,000 km   TS: 6400 km/s     88 75 62 50 38 25 12 0 0 0
PD Fire Control S04 10-6400 H50 (1)    Max Range: 20,000 km   TS: 6400 km/s     50 0 0 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (1)     Total Power Output 15    Armour 0    Exp 5%

Missile Launcher 06-180 (4)    Missile Size 6    Rate of Fire 180
Missile Fire Control FC10-R1/50 (1)     Range 300k km    Resolution 1
Arachne Small Missile (25)  Speed: 5000 km/s   End: 262.5 minutes    Range: 78.7m km   Warhead: 4    MR: 12    Size: 4
Basilisk Fast Missile (20)  Speed: 12500 km/s   End: 40 minutes    Range: 30m km   Warhead: 4    MR: 12    Size: 6

Active Search Sensor S10-R40/50 (1)     GPS 400     Range 4.0m km    Resolution 40
Thermal Sensor TH1-5/50 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Detection Sensor EM1-8/50 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Long-medium range ship. Again utilizing the GC in a PD role. Starting missile launcher tech blew goats on this setup, but I wanted to try missiles. I have the feeling the missiles are overengineered for the launch platforms.


Am I right in reading that this ship has missiles that can reach out to 30,000,000 kilometers and missile guidance that only reaches to 300,000 kilometers? I'm seeing the same kind of thing on my missile ships, and I had to dilute the fire controls resolution quite a lot to stretch it to the missiles maximum range.
« Last Edit: December 31, 1969, 06:00:00 PM by Charles Fox »
 

Offline Steve Walmsley

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Re: First 3.0 Ship Designs
« Reply #4 on: May 10, 2008, 08:16:14 AM »
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline simon

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« Reply #5 on: September 05, 2008, 01:37:44 PM »
Anyone got schematics for their Jump gate construction ships.
« Last Edit: December 31, 1969, 06:00:00 PM by simon »
 

Offline Cassaralla

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« Reply #6 on: September 05, 2008, 02:16:01 PM »
Code: [Select]
Manticore class Construction Ship    21750 tons     1006 Crew     1659 BP      TCS 435  TH 720  EM 0
1655 km/s     Armour 1-69     Shields 0-0     Sensors 90/90/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 4350%    IFR: 60.4%    Maintenance Capacity 0 MSP
Cargo 125000    Cargo Handling Multiplier 50    
Jump Gate Construction Ship: 180 days

Rolls Royce Magneto-Plasma E-80 (9)    Power 80    Efficiency 0.60    Signature 80    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 69.0 billion km   (482 days at full power)

Krantz TS-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
Makele EMS-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km


That's my Construction Ship.  A little heavy but leaves my freighters free to support my colonies.  Also I use no maintenance in that game, otherwise would be a little bigger still.
« Last Edit: December 31, 1969, 06:00:00 PM by Cassaralla »
 

Offline simon

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Re: First 3.0 Ship Designs
« Reply #7 on: February 10, 2009, 12:49:58 PM »
Do you have a pinnace  design armed or recon as well as a pinnace carrier design. Would also love to see any more Aegis-type ship that can provide a fleet wide anti- missile\fighter umbrella along the lines of Steve's scharnhorst II class Destroyer assault capable most welcome.
« Last Edit: February 10, 2009, 12:55:28 PM by simon »
 

Offline Erik L (OP)

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Re: First 3.0 Ship Designs
« Reply #8 on: February 10, 2009, 12:52:53 PM »
I've not played around with 3.2 enough to design a parasite ship/carrier yet.

Offline simon

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Re: First 3.0 Ship Designs
« Reply #9 on: February 10, 2009, 12:56:37 PM »
What do you have then doing your comat recon.
 

Offline simon

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Re: First 3.0 Ship Designs
« Reply #10 on: February 10, 2009, 12:57:09 PM »
What do you have then doing your combat recon.
 

Offline SteveAlt

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Re: First 3.0 Ship Designs
« Reply #11 on: February 10, 2009, 10:22:37 PM »
Quote from: "simon"
What do you have then doing your combat recon.
Ideally some type of dedicated scout is best, with good passive sensors, a large active sensor and perhaps a launcher for recon probes. In my own campaign at the moment I don't have one so am I filling the role with corvette scouts, jump ships with decent sensors and occasionally warships firing recon drones.

Steve
 

Offline waresky

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Re: Maintenance change ALL game:) Strategy
« Reply #12 on: February 11, 2009, 10:45:04 AM »
Quote from: "Cassaralla"
Code: [Select]
Manticore class Construction Ship    21750 tons     1006 Crew     1659 BP      TCS 435  TH 720  EM 0
..........................


That's my Construction Ship.  A little heavy but leaves my freighters free to support my colonies.  Also I use no maintenance in that game, otherwise would be a little bigger still.

i love the "maintenance trouble and logistic" in this game.Raise very high the difficult and the Naval Strategy,Design,dedicated ships and at last the longevity.
maintenance in naval design make very hard to balance weapons,speed,maintenance,and Operational Range in Warship.

hard to design,better enjoy when ur ship become a "State-of-the-art" and satisfaction.
 

Offline waresky

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Re: First 3.0 Ship Designs
« Reply #13 on: February 11, 2009, 10:48:33 AM »
BattleStar Galactica II class Heavy Carrier    180000 tons     15974 Crew     28827.2 BP      TCS 3600  TH 1740  EM 1620
483 km/s     Armour 29-283     Shields 54-400     Sensors 30/30/0/0     Damage Control Rating 1147     PPV 76
Annual Failure Rate: 259%    IFR: 3.6%    Maintenance Capacity 105817 MSP    Max Repair 588 MSP
Flag Bridge    Hangar Deck Capacity 14500 tons     Magazine 5074    
Fuel Harvester: 8 modules producing 480000 litres per annum
Maintenance Modules: 2 module(s) capable of supporting ships of 400 tons

GE Ion Engine H2  E5 HighPower (29)    Power 60    Efficiency 0.50    Signature 60    Armour 0    Exp 5%    Hyper Capable
Fuel Capacity 7,250,000 Litres    Range 144.9 billion km   (3472 days at full power)
Gamma R400/10 Shields (27)   Total Fuel Cost  270 Litres per day

20cm Railgun V2/C3 (6x4)    Range 80,000km     TS: 4000 km/s     Power 12-3     RM 2    ROF 20        4 4 2 2 1 1 1 1 0 0
Fire Control S05 64-3000 H40 (6)    Max Range: 128,000 km   TS: 3000 km/s     92 84 77 69 61 53 45 37 30 22
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 24    Armour 0    Exp 5%
Stellarator Fusion Reactor Technology PB-1 AR-0 (5)     Total Power Output 30    Armour 0    Exp 5%

Titan 3 Launcher 10-100 (3)    Missile Size 10    Rate of Fire 100
Arbalest 3 Launcher 01-010 (4)    Missile Size 1    Rate of Fire 10
Arbalest Anti-Missile FC70-R1/100 (4)     Range 2.1m km    Resolution 1
Titan PDB FC336-R20/200Mkm (1)     Range 201.6m km    Resolution 20
Arbalest II 1 (2500)  Speed: 18200 km/s   End: 3.3 minutes    Range: 3.6m km   Warhead: 3    MR: 19    Size: 1
TITAN II  (160)  Speed: 12000 km/s   End: 175 minutes    Range: 126m km   Warhead: 18    MR: 18    Size: 10
A.M.C.R. 1 (590)  Speed: 18700 km/s   End: 3.2 minutes    Range: 3.6m km   Warhead: 1    MR: 42    Size: 1

Arbalest Active Sensor S60-R1/100 (1)     GPS 60     Range 600k km    Resolution 1
PDB AntiShip Sensor S200Mkm-R2500t (1)     GPS 20000     Range 200.0m km    Resolution 40
Thermal Sensor TH5-30/40 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM5-30/100 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

Strike Group
40x F-Arbalest Mk2 Fighter-bomber   Speed: 4615 km/s    Size: 7.15
_______________________________________________________________________________--

A little example (ive 1 in my Fleet right now)
 

Offline Erik L (OP)

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Re: First 3.0 Ship Designs
« Reply #14 on: February 11, 2009, 11:24:26 AM »
Quote from: "waresky"
BattleStar Galactica II class Heavy Carrier    180000 tons     15974 Crew     28827.2 BP      TCS 3600  TH 1740  EM 1620
483 km/s     Armour 29-283     Shields 54-400     Sensors 30/30/0/0     Damage Control Rating 1147     PPV 76
Annual Failure Rate: 259%    IFR: 3.6%    Maintenance Capacity 105817 MSP    Max Repair 588 MSP
Flag Bridge    Hangar Deck Capacity 14500 tons     Magazine 5074    
Fuel Harvester: 8 modules producing 480000 litres per annum
Maintenance Modules: 2 module(s) capable of supporting ships of 400 tons

GE Ion Engine H2  E5 HighPower (29)    Power 60    Efficiency 0.50    Signature 60    Armour 0    Exp 5%    Hyper Capable
Fuel Capacity 7,250,000 Litres    Range 144.9 billion km   (3472 days at full power)
Gamma R400/10 Shields (27)   Total Fuel Cost  270 Litres per day

20cm Railgun V2/C3 (6x4)    Range 80,000km     TS: 4000 km/s     Power 12-3     RM 2    ROF 20        4 4 2 2 1 1 1 1 0 0
Fire Control S05 64-3000 H40 (6)    Max Range: 128,000 km   TS: 3000 km/s     92 84 77 69 61 53 45 37 30 22
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 24    Armour 0    Exp 5%
Stellarator Fusion Reactor Technology PB-1 AR-0 (5)     Total Power Output 30    Armour 0    Exp 5%

Titan 3 Launcher 10-100 (3)    Missile Size 10    Rate of Fire 100
Arbalest 3 Launcher 01-010 (4)    Missile Size 1    Rate of Fire 10
Arbalest Anti-Missile FC70-R1/100 (4)     Range 2.1m km    Resolution 1
Titan PDB FC336-R20/200Mkm (1)     Range 201.6m km    Resolution 20
Arbalest II 1 (2500)  Speed: 18200 km/s   End: 3.3 minutes    Range: 3.6m km   Warhead: 3    MR: 19    Size: 1
TITAN II  (160)  Speed: 12000 km/s   End: 175 minutes    Range: 126m km   Warhead: 18    MR: 18    Size: 10
A.M.C.R. 1 (590)  Speed: 18700 km/s   End: 3.2 minutes    Range: 3.6m km   Warhead: 1    MR: 42    Size: 1

Arbalest Active Sensor S60-R1/100 (1)     GPS 60     Range 600k km    Resolution 1
PDB AntiShip Sensor S200Mkm-R2500t (1)     GPS 20000     Range 200.0m km    Resolution 40
Thermal Sensor TH5-30/40 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM5-30/100 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

Strike Group
40x F-Arbalest Mk2 Fighter-bomber   Speed: 4615 km/s    Size: 7.15
_______________________________________________________________________________--

A little example (ive 1 in my Fleet right now)

Biggest problem I see is the range on your Arbalest Active Sensor, which I assume is used for anti-missile work. Your missiles have 6 times the range of the sensor. Plus you only have 1. So you can only direct your AM to one salvo at a time.

And for the tech level, the speed is just... way bad. :(