Author Topic: Jump capable vs non-jump capable warships.  (Read 2948 times)

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Offline Starkiller (OP)

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Jump capable vs non-jump capable warships.
« on: April 10, 2009, 05:37:36 PM »
When I started, I determined to fit all my warships with jump drives so I wouldn't need purpose built jump ships. It does put a squeeze on space though.

Code: [Select]
Outreach Mod1 class Destroyer    9000 tons     893 Crew     2309.6 BP      TCS 180  TH 207.2  EM 360
3288 km/s    JR 3-200     Armour 2-38     Shields 12-240     Sensors 55/55/0/0     Damage Control Rating 13     PPV 24
Annual Failure Rate: 216%    IFR: 3%    Maintenance Capacity 481 MSP    Max Repair 462 MSP
Magazine 266    

J9000(3-200) Jump Drive     Max Ship Size 9000 tons    Distance 200k km     Squadron Size 3
Magneto-plasma Drive E5.7 (8)    Power 74    Efficiency 0.57    Signature 25.9    Armour 0    Exp 4%
Fuel Capacity 200,000 Litres    Range 70.2 billion km   (246 days at full power)
Gamma R240/12 Shields (6)   Total Fuel Cost  72 Litres per day

Single 10cm C5 Ultraviolet Laser Turret (2x1)    Range 120,000km     TS: 10000 km/s     Power 3-5     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Fire Control S03 60-12500 H50 (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-0.925 AR-1 (1)     Total Power Output 27.75    Armour 1    Exp 4%

Size 4 Missile Launcher Mk2 (4)    Missile Size 4    Rate of Fire 20
Missile Fire Control FC140-R500 (50%) (1)     Range 2,100.0m km    Resolution 500
Size 4 Anti-ship Missile Mk2 (66)  Speed: 32,000 km/s   End: 19.5m    Range: 37.5m km   WH: 4    Size: 4    TH: 224 / 134 / 67

Active Search Sensor S56-R500 (50%) (1)     GPS 28000     Range 280.0m km    Resolution 500
Thermal Sensor TH5-55 (50%) (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM Detection Sensor EM5-55 (50%) (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

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

After a while, I figured to try a few ships without jump capability, as they could be escorted by their jump capable counterparts. What a difference!
Faster, and much better armament.

Code: [Select]
Outreach Mod2 class Destroyer    8900 tons     941 Crew     2271.84 BP      TCS 178  TH 259  EM 360
4157 km/s     Armour 2-38     Shields 12-240     Sensors 55/55/0/0     Damage Control Rating 13     PPV 44
Annual Failure Rate: 211%    IFR: 2.9%    Maintenance Capacity 479 MSP    Max Repair 210 MSP
Magazine 354    

Magneto-plasma Drive E5.7 (10)    Power 74    Efficiency 0.57    Signature 25.9    Armour 0    Exp 4%
Fuel Capacity 200,000 Litres    Range 71.0 billion km   (197 days at full power)
Gamma R240/12 Shields (6)   Total Fuel Cost  72 Litres per day

Twin 12cm C5 Ultraviolet Laser Turret (2x2)    Range 120,000km     TS: 10000 km/s     Power 8-10     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Fire Control S03 60-12500 H50 (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-0.925 AR-1 (1)     Total Power Output 55.5    Armour 1    Exp 4%

Size 4 Missile Launcher Mk2 (6)    Missile Size 4    Rate of Fire 20
Missile Fire Control FC140-R500 (50%) (1)     Range 2,100.0m km    Resolution 500
Size 4 Anti-ship Missile Mk2 (88)  Speed: 32,000 km/s   End: 19.5m    Range: 37.5m km   WH: 4    Size: 4    TH: 224 / 134 / 67

Active Search Sensor S56-R500 (50%) (1)     GPS 28000     Range 280.0m km    Resolution 500
Thermal Sensor TH5-55 (50%) (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM Detection Sensor EM5-55 (50%) (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

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

Hopefully, I won't run into any nasties until the Mod 2's join the Fleet. :)

Eric

BTW, advice on weaknesses of this design, and on how to improve it is appreciated, as the nuances of ship design is still a new area for me. ^_-
 

Offline Brian Neumann

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Re: Jump capable vs non-jump capable warships.
« Reply #1 on: April 10, 2009, 08:21:07 PM »
I often find myself using the jump ships as the command or sensor platforms for a fleet.  If I take out all offensive weapons and increase thier passive deffensive weapons they survive better in a contested warp point assult.  Usually there is room for larger sensors as well.  The total package makes the jump ship almost helpless without escorts, but it can be a good force multiplier that does not stand out from the rest of the fleet.  One thing I am very carefull is to make them the identical size as a common class that they are supposed to be escorting through a jump point, with preferably the same active sensors and shield strength.  This makes identification as my jump ships more difficult untill someone is actually in close.  It also means that if there are 6 ships, with two of them being the jump ships that missiles from long range, especially if under self guidance, are going to spread themselves out over all of the targets.  There is no obvious target to take out the jump ships.

As a note for your ship designs I noticed that the new ships are significantly faster.  I usually shy away from that as it makes the identification much easier at longer ranges by passive sensors.  Save the space from those two engines to increase the armor belt of the ship.  They will be significantly harder to kill if you do that at any range.

Brian
 

Offline Hawkeye

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Re: Jump capable vs non-jump capable warships.
« Reply #2 on: April 11, 2009, 12:42:02 AM »
Quote from: "Starkiller"

quoted design in blue
comments in red

After a while, I figured to try a few ships without jump capability, as they could be escorted by their jump capable counterparts. What a difference!
Faster, and much better armament.

Outreach Mod2 class Destroyer    8900 tons     941 Crew     2271.84 BP      TCS 178  TH 259  EM 360
4157 km/s     Armour 2-38     Shields 12-240     Sensors 55/55/0/0     Damage Control Rating 13     PPV 44
Annual Failure Rate: 211%    IFR: 2.9%    Maintenance Capacity 479 MSP    Max Repair 210 MSP
Magazine 354    

Magneto-plasma Drive E5.7 (10)    Power 74    Efficiency 0.57    Signature 25.9    Armour 0    Exp 4%
Fuel Capacity 200,000 Litres    Range 71.0 billion km   (197 days at full power)
Gamma R240/12 Shields (6)   Total Fuel Cost  72 Litres per day

Twin 12cm C5 Ultraviolet Laser Turret (2x2)    Range 120,000km     TS: 10000 km/s     Power 8-10     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Fire Control S03 60-12500 H50 (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-0.925 AR-1 (1)     Total Power Output 55.5    Armour 1    Exp 4%


As with your CE, the turret tracking speed is a little low, given your 12500 FC tracking speed and as with your initial CE design, the reactor is massivly overkill. You only need a power output of 16 with the two turrets, so you can cut down the reactor to 1/3 the current size

Size 4 Missile Launcher Mk2 (6)    Missile Size 4    Rate of Fire 20
Missile Fire Control FC140-R500 (50%) (1)     Range 2,100.0m km    Resolution 500
Size 4 Anti-ship Missile Mk2 (88)  Speed: 32,000 km/s   End: 19.5m    Range: 37.5m km   WH: 4    Size: 4    TH: 224 / 134 / 67


Holy moly, your MFC is way over-ranged, but whoefully under-resolutioned (now this is creative wordcreation :)

Eric

BTW, advice on weaknesses of this design, and on how to improve it is appreciated, as the nuances of ship design is still a new area for me. ^_-


Edit: I forgot to mention. As your design is a little light on armor, I´d put any saved mass on armor. My combat designs will have a minimum of armor 3, preferably more

Edit 2: Also, you might consider putting a flag bridge on your combat jumpships, giving you the ability to form new taskforces for offensive operations. Yes, you´ll have more "flagships" than you realy need, but I consider this better than having a shipyard tied down to build 2 or three flagships and another one to build the regular jumpcruisers. This, of course, is just a personal preference.
Ralph Hoenig, Germany
 

Offline sloanjh

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Re: Jump capable vs non-jump capable warships.
« Reply #3 on: April 11, 2009, 10:43:24 AM »
Quote from: "Hawkeye"
Edit 2: Also, you might consider putting a flag bridge on your combat jumpships, giving you the ability to form new taskforces for offensive operations. Yes, you´ll have more "flagships" than you realy need, but I consider this better than having a shipyard tied down to build 2 or three flagships and another one to build the regular jumpcruisers. This, of course, is just a personal preference.

This is a very good general point.  Especially when surveying, it's very difficult with single-role ships to get the right ship in the right place at the right time.  This usually results in a lot of "waiting around" for e.g. a jump ship to show up to probe new WP, or for survey ships to show up to probe a newly surveyed system.  I tend to dual-role my jump ships so that they're also grav survey ships - the suggestion to dual-role them as command ships is also a good one.

The flip side of this, of course, is jamming all of the tonnage needed to fill multi roles into the same hull.  As you've seen, jump engines are so huge (at least at low tech) that they seriously cut into weapons tonnage.  So maybe a better way to say the above is that it's a good idea to look for a secondary role for jumpships, that can be used to "fill out" the tonnage needed for the jump ship.

One thing I just remembered that a lot of people trip over.  The size of a ship which can be escorted through a WP by a particular jump ship is the MINIMUM of the jump ship's size and its jump engine capacity.  In other words, a 10,000 ton jump ship with a 12,000 ton engine is a waste - it will only be able to escort 10,000 ships through the WP.  Another 2,000 tons should be added to the jump ship, through fuel tanks if nothing else (although this would give the jump ship so much fuel capacity that filling it up would probably drain your entire civ's reserves).

John

John
 

Offline waresky

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Re: Jump capable vs non-jump capable warships.
« Reply #4 on: April 11, 2009, 11:07:06 AM »
Off-Topic:
I love the "MegaTRaveller" system to name TF as "Fleet" and inside the single Fleet are some Squadroon (Task group on aurora)..so for Strategical and over all logistical pourpouse the Task Force with a Flag ship are a BEST choice ur made.
A lonely Squadroon (TG) are very PUNY for patrol or siege effort on a whole Solar System,an damned single Squadroon can manage a SINGLE jump point or planet..not a Torabillions square miles on an System..
So Logistical,supply,missiles reserve,fuel and Courier,scout,geosurvey patrol,Strike and Assault are a hard pourpouse for a Single GOOD Fleet.

In-topic:
ive been fought 4 wars around the different campaign,and sure a non-jump Warship are a better weapon,BUT in some situations a StrikeJump Group are the KEY for victory.
 

Offline Starkiller (OP)

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Re: Jump capable vs non-jump capable warships.
« Reply #5 on: April 11, 2009, 04:26:22 PM »
The problem, of course, is having the jump ship damaged or destroyed in battle, trapping the rest of the fleet. It's why I was too paranoid, at first, not
to put jump drives on every ship. The radar and MFC problem was solved via the ship design forum. The problem was that I simply did not understand
what all those settings were for, so I assumed bigger was better. The lasers also need to be changed, though I'm still not to sure if I understand THEM
yet. :)

Eric
 

Offline Brian Neumann

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Re: Jump capable vs non-jump capable warships.
« Reply #6 on: April 11, 2009, 10:16:48 PM »
Quote
The lasers also need to be changed, though I'm still not to sure if I understand THEM
yet.
The way that all the energy weapons work is the same.  In the design screen there is a line that list the total power that the weapon needs.  The capaciters are rated by how much power can be put in them every 5 seconds.  If your capaciter tech is up to a 4, then you can charge a weapons capaciters by 4 points of power each 5 second turn.  The problem comes in if you design the weapon with a capaciter that is larger than you actually need.  At this point the weapon will require extra power, but the extra power does no good.  Here is an example using an early meson gun.
Quote
Max Range 20,000 km     Rate of Fire: 10 seconds     Focus Modifier: 1
Meson Cannon Size: 4 HS    Meson Cannon HTK: 2
Power Requirement: 4    Power Recharge per 5 Secs: 2
Cost: 4    Crew: 40
Materials Required: 0.8x Duranium  0.8x Boronide  2.4x Corundium

Development Cost for Project: 500RP
This weapon takes 4 power total.  If I put in a capaciter 3 then it will take 10 seconds to charge as 3 is not enough for the 5 second cycle.  However the weapon is now pulling 3 points of power from my reactors.  If I have less than 3 available the weapon will actually take longer to charge.  The computer is not actually looking at what is the minimum required, but what the capaciters are set for.  In this case having a capaciter 2, like what is in the design means that I only need the 4 points of power over 10 seconds.  If I had a capaciter 4 then I could get a 5 second cycle time.

Another example might be the 15cm weapons.  They need 6 points of power generally.  A capaciter 3 would allow me to fire every 10 seconds.  A capaciter 4 or 5 would do the same thing, but with wasted energy.  A capaciter 6 or greater would allow me to fire every 5 seconds, but anything larger than a 6 would actually be wasting power.  If I had a capaciter 5 on the weapon, but could only supply 3 points of power my recharge rate would be 3/5 normal or 16.66 seconds, which would become 20 seconds as it rounds up to the next 5 second interval.  By putting the wrong size capaciter on I have actually allowed the weapon to double is charging time if I had insufficient power for the capaciter 5.  This is even though the reduced output would have actually been enough to fire every 10 seconds anyway based on how much power was actually required.

Hope this helps and does not confuse the issue.

Brian
 

Offline Starkiller (OP)

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Re: Jump capable vs non-jump capable warships.
« Reply #7 on: April 12, 2009, 01:14:10 PM »
No, that actually helps. I got it now, and have redone all the lasers accordingly. The only one that actually needs the C5 is the 20cm laser, which needs 10
power, so the C5 lets it fire every 10 seconds without wasting power. I changed the 15cm lasers to C3 for the reasons you suggested. The 12 cm needs
4 power, so the C4 gives it a 5 second ROF without power loss, and the 10 cm, 3 power - C3 for a 5 second ROF with no power loss. I think that does
it with lasers. Thanks for the help. :)

Eric
 

Offline Brian Neumann

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Re: Jump capable vs non-jump capable warships.
« Reply #8 on: April 12, 2009, 10:06:07 PM »
No problem, glad I could be of assitance.

Brian
 

Offline Starkiller (OP)

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Re: Jump capable vs non-jump capable warships.
« Reply #9 on: April 20, 2009, 01:21:28 PM »
AAAAAHHH! Precursors here, Precursors there, I'm seeing Precusors everywhere! :) I'm currently
exploring the free systems so far, but have designed my first Dreadnaught for when I'm ready to take them.
It'll be some time before I'm ready to build this monster, as I need to colonize, mine, and upgrade my way
to a stronger economy to support a much larger Battle Fleet than I can currently afford. This is the Yugoslavia
class dreadnaught, and the Yugoslavia-JP, her jumpdrive equiped sister. Let me know if I need to make any
changes to improve the design. It'll be some time before I can build her, so I'll be changing it as tech improves
anyway. :)

Code: [Select]
Yugoslavia class Dreadnought    20000 tons     2048 Crew     5596.92 BP      TCS 400  TH 644  EM 600
4600 km/s     Armour 4-65     Shields 20-300     Sensors 44/44/0/0     Damage Control Rating 12     PPV 110
Annual Failure Rate: 1600%    IFR: 22.2%    Maintenance Capacity 350 MSP    Max Repair 630 MSP
Magazine 972    

Magneto-plasma Drive E6.5 (20)    Power 92    Efficiency 0.65    Signature 32.2    Armour 0    Exp 12%
Fuel Capacity 600,000 Litres    Range 83.1 billion km   (209 days at full power)
Delta R300/12.5 Shields (8)   Total Fuel Cost  100 Litres per day

Triple 12cm C4 Ultraviolet Laser Mk2 Turret (4x3)    Range 160,000km     TS: 12500 km/s     Power 12-12     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Fire Control S04 80-12500 H50 (2)    Max Range: 160,000 km   TS: 12500 km/s     94 88 81 75 69 62 56 50 44 38
Stellarator Fusion Reactor Technology PB-0.925 AR-1 (1)     Total Power Output 55.5    Armour 1    Exp 4%

Size 2 Missile Launcher Mk2 (20)    Missile Size 2    Rate of Fire 10
Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC28-R105 (50%)mk2 (4)     Range 88.2m km    Resolution 105
Missile Fire Control FC140-R1 (50%) (2)     Range 4.2m km    Resolution 1
Size 1 Anti-missile Missile mk4 (260)  Speed: 33,300 km/s   End: 2.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 299 / 179 / 89
Size 2 Anti-ship Missile mk2 (356)  Speed: 22,400 km/s   End: 67m    Range: 90m km   WH: 2    Size: 2    TH: 149 / 89 / 44

Active Search Sensor S84-R105 (50%)mk2 (1)     GPS 8820     Range 88.2m km    Resolution 105
Active Search Sensor S420-R1 (50%) (1)     GPS 420     Range 4.2m km    Resolution 1
Thermal Sensor TH4-44 (50%) (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km
EM Detection Sensor EM4-44 (50%) (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km

ECCM-2 (1)         ECM 10

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

Code: [Select]
Yugoslavia-JP class Dreadnought    20000 tons     1912 Crew     6681.32 BP      TCS 400  TH 644  EM 450
4600 km/s    JR 5-50     Armour 3-65     Shields 15-300     Sensors 44/44/0/0     Damage Control Rating 1     PPV 50
Annual Failure Rate: 3200%    IFR: 44.4%    Maintenance Capacity 209 MSP    Max Repair 2304 MSP
Magazine 972    

J20000(5-50) Jump Drive     Max Ship Size 20000 tons    Distance 50k km     Squadron Size 5
Magneto-plasma Drive E6.5 (20)    Power 92    Efficiency 0.65    Signature 32.2    Armour 0    Exp 12%
Fuel Capacity 600,000 Litres    Range 83.1 billion km   (209 days at full power)
Delta R300/12.5 Shields (6)   Total Fuel Cost  75 Litres per day

Size 2 Missile Launcher Mk2 (20)    Missile Size 2    Rate of Fire 10
Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC140-R1 (50%) (2)     Range 4.2m km    Resolution 1
Missile Fire Control FC28-R105 (50%)mk2 (4)     Range 88.2m km    Resolution 105
Size 1 Anti-missile Missile mk4 (260)  Speed: 33,300 km/s   End: 2.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 299 / 179 / 89
Size 2 Anti-ship Missile mk2 (356)  Speed: 22,400 km/s   End: 67m    Range: 90m km   WH: 2    Size: 2    TH: 149 / 89 / 44

Active Search Sensor S420-R1 (50%) (1)     GPS 420     Range 4.2m km    Resolution 1
Active Search Sensor S84-R105 (50%)mk2 (1)     GPS 8820     Range 88.2m km    Resolution 105
Thermal Sensor TH4-44 (50%) (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km
EM Detection Sensor EM4-44 (50%) (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km

ECCM-2 (1)         ECM 10

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

Eric
 

Offline Brian Neumann

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Re: Jump capable vs non-jump capable warships.
« Reply #10 on: April 20, 2009, 02:38:02 PM »
These both look like good designs.  I tend to like specialist designs more than this.  I might remove the offensive launchers on the jump ship and add the same number of defensive launchers.  The rest of the space could go to armor.  In general at this level a couple more levels of armor will make a bigger difference than the extra shields would.  This will make the jump ship more survivable, and help defend the fleet it is with at the same time.  If you do this, make a missile with a longer range for anti-ship use that the size 1 launchers can still use.  see below for my design.
Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 2    Armour: 0     Manoeuvre Rating: 13
Speed: 32000 km/s    Endurance: 8 minutes   Range: 15.0m km
Cost Per Missile: 1.1083
Chance to Hit: 1k km/s 416%   3k km/s 130%   5k km/s 83.2%   10k km/s 41.6%
Materials Required:    0.5x Tritanium   0.3633x Gallicite   Fuel x125
I think this is about the tech you are at.  While no where near as effective as the larger missiles they will give you some ability for the jump ship to defend itself.

You also might think about changing how many missiles your ships carry.  In general you will need about 4 counter missiles for each incomming missile.  It looks like you are a little light on the point defense to fight an equal oponent.

The other option if you think that your fleet has enough anti-missile missile's is to replace the entire missile battery with massed energy weapons.  You could probably put in 5 tripple 10cm laser turrets, or 20-25 10cm railguns.  It looks like your fire control speed is 3200km/s  As your ship is moving significantly faster than that the railguns will give you more up close point defense.  

Brian
 

Online Andrew

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Re: Jump capable vs non-jump capable warships.
« Reply #11 on: April 20, 2009, 02:45:17 PM »
The Armour and shields on these things are very poor for comparison
Code: [Select]
Champion class Battleship    30000 tons     2828 Crew     5886.2 BP      TCS 600  TH 1200  EM 2100
2666 km/s     Armour 10-86     Shields 70-300     Sensors 55/55/0/0     Damage Control Rating 50     PPV 176
Annual Failure Rate: 720%    IFR: 10%    Maintenance Capacity 1226 MSP    Max Repair 252 MSP
Flag Bridge    Magazine 1402    

Magneto-plasma Drive E6 (20)    Power 80    Efficiency 0.60    Signature 60    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 40.0 billion km   (173 days at full power)
Delta R300/15 Shields (28)   Total Fuel Cost  420 Litres per day

Single Gauss Cannon R3-100 Turret (4x3)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Triple Gauss Cannon R3-50 Turret (2x9)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
25cm Railgun V4/C4 (3x4)    Range 200,000km     TS: 5000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
Fire Control S08 128-8000 (1)    Max Range: 256,000 km   TS: 8000 km/s     96 92 88 84 80 77 73 69 65 61
Fire Control S04 32-16000 (2)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (4)     Total Power Output 12    Armour 0    Exp 5%

Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 10
Size 8 Missile Launcher (10)    Missile Size 8    Rate of Fire 50
Missile Fire Control FC84-R60 (1)     Range 151.2m km    Resolution 60
Missile Fire Control FC63-R1 (5)     Range 1.9m km    Resolution 1
Size 1 Anti-missile Missile (442)  Speed: 32,000 km/s   End: 4.7m    Range: 9m km   WH: 1    Size: 1    TH: 288 / 172 / 86
Size 8 Anti-ship Missile (90)  Speed: 25,600 km/s   End: 70.3m    Range: 108m km   WH: 8    Size: 8    TH: 111 / 66 / 33
Size 8 Anti-ship Missile Hardened (30)  Speed: 24,000 km/s   End: 28.1m    Range: 40.5m km   WH: 8    Size: 8    TH: 104 / 62 / 31

Active Search Sensor S189-R1 (1)     GPS 189     Range 1.9m km    Resolution 1
Active Search Sensor S252-R60 (1)     GPS 15120     Range 151.2m km    Resolution 60
Thermal Sensor TH5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM Detection Sensor EM5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

ECCM-1 (3)         ECM 10

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

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Dreadnought class Dreadnought    30000 tons     2599 Crew     6228 BP      TCS 600  TH 1560  EM 3000
3466 km/s     Armour 15-86     Shields 100-300     Sensors 55/55/0/0     Damage Control Rating 50     PPV 160
Annual Failure Rate: 720%    IFR: 10%    Maintenance Capacity 1298 MSP    Max Repair 252 MSP
Flag Bridge    

Magneto-plasma Drive E6 (26)    Power 80    Efficiency 0.60    Signature 60    Armour 0    Exp 5%
Fuel Capacity 480,000 Litres    Range 48.0 billion km   (160 days at full power)
Delta R300/15 Shields (40)   Total Fuel Cost  600 Litres per day

Single Gauss Cannon R3-100 Turret (4x3)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Triple Gauss Cannon R3-50 Turret (4x9)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
25cm Railgun V4/C4 (9x4)    Range 200,000km     TS: 5000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
Fire Control S04 32-16000 (4)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0
Fire Control S08 128-8000 (3)    Max Range: 256,000 km   TS: 8000 km/s     96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor Technology PB-1 AR-0 (12)     Total Power Output 36    Armour 0    Exp 5%

Active Search Sensor S252-R60 (1)     GPS 15120     Range 151.2m km    Resolution 60
Active Search Sensor S189-R1 (1)     GPS 189     Range 1.9m km    Resolution 1
Thermal Sensor TH5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM Detection Sensor EM5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

ECCM-1 (3)         ECM 10

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Temeraire class Jump Dreadnought    30000 tons     2563 Crew     8544 BP      TCS 600  TH 1560  EM 3000
3466 km/s    JR 4-100     Armour 15-86     Shields 100-300     Sensors 1/1/0/0     Damage Control Rating 50     PPV 92
Annual Failure Rate: 720%    IFR: 10%    Maintenance Capacity 1780 MSP    Max Repair 3660 MSP

J30000(4-100) Jump Drive     Max Ship Size 30000 tons    Distance 100k km     Squadron Size 4
Magneto-plasma Drive E6 (26)    Power 80    Efficiency 0.60    Signature 60    Armour 0    Exp 5%
Fuel Capacity 440,000 Litres    Range 44.0 billion km   (146 days at full power)
Delta R300/15 Shields (40)   Total Fuel Cost  600 Litres per day

Triple Gauss Cannon R3-50 Turret (2x9)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Single Gauss Cannon R3-100 Turret (2x3)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
25cm Railgun V4/C4 (6x4)    Range 200,000km     TS: 5000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
Fire Control S08 128-8000 (2)    Max Range: 256,000 km   TS: 8000 km/s     96 92 88 84 80 77 73 69 65 61
Fire Control S04 32-16000 (2)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (8)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor S189-R1 (1)     GPS 189     Range 1.9m km    Resolution 1

ECCM-1 (1)         ECM 10

I give my 12000 ton cruisers 5 armour and 20 shields. The Dreadnoughts above are designed for hostile transits of warp points, the Battleship for open space combat. In the last warp point transit I took enougth armour damage to penetrate your armour to one of the Dreadnoughts , the Jump Dreadnought and a Battleship. NPR's seem to picket their Jump points with 90% of their fleets . Most of that damage came from Torpedo's or Antimissiles.
 

Online Andrew

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Re: Jump capable vs non-jump capable warships.
« Reply #12 on: April 20, 2009, 02:54:59 PM »
Quote from: "Brian"
These both look like good designs.  I tend to like specialist designs more than this.  I might remove the offensive launchers on the jump ship and add the same number of defensive launchers.  The rest of the space could go to armor.  In general at this level a couple more levels of armor will make a bigger difference than the extra shields would.  This will make the jump ship more survivable, and help defend the fleet it is with at the same time.  If you do this, make a missile with a longer range for anti-ship use that the size 1 launchers can still use.  see below for my design.
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Missile Size: 1 MSP  (0.05 HS)     Warhead: 2    Armour: 0     Manoeuvre Rating: 13
Speed: 32000 km/s    Endurance: 8 minutes   Range: 15.0m km
Cost Per Missile: 1.1083
Chance to Hit: 1k km/s 416%   3k km/s 130%   5k km/s 83.2%   10k km/s 41.6%
Materials Required:    0.5x Tritanium   0.3633x Gallicite   Fuel x125
I think this is about the tech you are at.  While no where near as effective as the larger missiles they will give you some ability for the jump ship to defend itself.

Brian
After recent experience I will be fitting all my ships with Size 1 launchers with similar missiles to these as I was forced into close range combat repeatedly and had to use my antimissiles offensively
 

Offline Starkiller (OP)

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Re: Jump capable vs non-jump capable warships.
« Reply #13 on: April 20, 2009, 03:23:45 PM »
Nice designs. The problem is that my tech level is not yet up to such high shields and armour, especially armour. I'm afraid I've been not paying much
attention to armour research, now I'm paying for it. :) But you are right about the smaller missles often being used as offense rather than defense. In one of those systems, the Precursors
chased my Huns all the way to the warp point. I'm sure they're sitting in it, so when I go through, it'll be a fight. I checked the armour. Each level of armour
is around 700 tons or so. To have the shields and armour on your ships, at my current tech, would leave me little room for anything else. Shields are not
hard as they are only 1 HS, but I think I better get cracking on armour research. :)

Eric
 

Online Andrew

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Re: Jump capable vs non-jump capable warships.
« Reply #14 on: April 20, 2009, 03:53:31 PM »
Your shields are the same pretty much , the armour is pretty massive the dreadnoughts carry 6450 tons of armour. You will notice my ships are slower than yours with similar engines it is all compromises but I find these things to expensive to lose