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Posted by: MarcAFK
« on: January 04, 2014, 05:57:06 PM »

You might want to consider using higher multiplier and more hull space for your ships engines also, for early system defence ships I generally give them *1.25 multiplier engines taking up 20-30% of hull space and barely enough fuel to get around sol, maybe 10 billion kilometers, if used in combat they'll drain your fuel reserves, but they are your last line of defence and will still be useful in that role a few tech levels later.
Posted by: Hydrofoil
« on: January 04, 2014, 04:23:51 PM »

What's your warhead tech? I'm guessing it's 3x MSP and you have 1MSP dedicated to warhead. Try 1.334 MSP for the warhead, a 3.5MSP engine with the maximum power multiplier, and 0.166MSP for fuel.

My warhead is on the second tier tech "levitated pit" or something along those lines I managed to get it down to a range of 20.9m Km it also has a strength 4 warhead now.
Posted by: joeclark77
« on: January 04, 2014, 04:18:53 PM »

What's your warhead tech? I'm guessing it's 3x MSP and you have 1MSP dedicated to warhead. Try 1.334 MSP for the warhead, a 3.5MSP engine with the maximum power multiplier, and 0.166MSP for fuel.
Posted by: 3_14159
« on: January 04, 2014, 01:42:04 PM »

I believe your problem lies in the tech level for maximum engine power multiplier.
While this increases your fuel consumption to very high levels (potentially; double the engine power mod means nearly six times the fuel consumption), it is really necessary for missiles.
I'd advise you to post your missile's MSP distribution (fuel, warhead, agility) together with the engine design specs. That'd be helpful for further advice.
Posted by: Hydrofoil
« on: January 04, 2014, 01:08:28 PM »

You can reduce the fuel your missile carries.

Okay managed to get it to get it down to a range matching my fire control with a little wiggle room beyond. Ive also upgraded it with my new Nuclear pulse missile engine tech to give it a grand speed of Speed: 7900 km/s

Striker Mk IV:
Code: [Select]
Missile Size: 4.95 MSP  (0.2475 HS)     Warhead: 3    Armour: 1.4     Manoeuvre Rating: 10
Speed: 7900 km/s    Engine Endurance: 62 minutes   Range: 29.6m km
Cost Per Missile: 1.5876
Chance to Hit: 1k km/s 79%   3k km/s 20%   5k km/s 15.8%   10k km/s 7.9%
Materials Required:    1.1x Tritanium   0.4876x Gallicite   Fuel x125
Posted by: Nightstar
« on: January 04, 2014, 12:11:07 PM »

You can reduce the fuel your missile carries.
Posted by: Hydrofoil
« on: January 04, 2014, 11:21:22 AM »

Your missile is still way out of line with your fire control. You have 20m km reach with the fire control, but 440m km reach with the missile. Reduce the endurance until you have 30m or so range (gives you a bit of wiggle room in engagements). Put the extra in engines and warhead.

Doing this increases the missile size above what my size 5 launcher can handle ill continue to play around with it but I cant seem to get the range down further than that.
Posted by: Erik L
« on: January 04, 2014, 09:28:21 AM »

Your missile is still way out of line with your fire control. You have 20m km reach with the fire control, but 440m km reach with the missile. Reduce the endurance until you have 30m or so range (gives you a bit of wiggle room in engagements). Put the extra in engines and warhead.
Posted by: Hydrofoil
« on: January 04, 2014, 06:48:30 AM »

I have Updated the OP with my new redesigned Ship
Posted by: joeclark77
« on: January 03, 2014, 08:29:41 PM »

Oh, I completely missed that the size of the missiles didn't match the launcher! One thing I like to do nowadays is use 75pct size launchers. It halves your rate of fire but you get bigger volleys or smaller ships, whichever you prefer.
Posted by: Erik L
« on: January 03, 2014, 07:19:47 PM »

Thanks for the Advice Im glad to hear I at least got some bits right, ill get to work on your suggestions really helped alot thanks.

There is no real "right" answer. There are effective answers ;)
Posted by: Nightstar
« on: January 03, 2014, 06:36:08 PM »

22 HS armor ($108)
40 HS engine ($100)
16 HS fuel ($160 + fuel)
30 HS mag ($150 + ammo)
25 HS launcher ($100)
13? HS sensors ($80?)
+ MFC, CIWS, engineering, and crew.

Your first problem is that the size of your missiles and the size of your launchers do not match. Your missiles are only HALF the size of the launchers! Use smaller launchers, or bigger missiles.

Second, that missile is sloooow. At this tech, I'd use a 1.5 MSP max engine power modifier missile engine, 1 MSP of warhead, whatever fuel you need, rest agility, for a 3 MSP missile. Then I'd switch to using size three launchers. You probably want an integer size missile one way or another, to fit your launchers.

Your active sensors have the same resolution, and so are redundant. That's not ALWAYS bad, but in this case, it is. Use one active sensor.

Your MFCs do not match your sensors. Generally, you want MFCs with the same range and resolution as your active sensor(s). I'd put both sensor and MFC at 30 mkm range or so, but higher is fine. 100 res is actually a fair default.

Passive thermal sensors are pretty useless at this stage of the game. Ditch it.

The CIWS is junk at this tech. Seriously. Add more armor instead.

You seem to be using an additional maintenance storage module. Don't. Add more engineering spaces instead.

I personally would give up on the idea of speed and use a commercial engine, but I don't know your particular situation. The engines aren't wrong as is, just maybe not worth the cost.

Um, I think that's most of the major mistakes.  Let us see what you refit it to.  :)
Posted by: Hydrofoil
« on: January 03, 2014, 06:10:41 PM »

Thanks for the Advice Im glad to hear I at least got some bits right, ill get to work on your suggestions really helped alot thanks.
Posted by: joeclark77
« on: January 03, 2014, 05:46:13 PM »

Also, you should probably drop the CIWS and replace it with a gauss cannon turret and fire control.  That will be slightly more tonnage, but it will defend other ships in the fleet.  If more than one ship are going to be flying together, mutual protection from gauss turrets is better than each ship having a CIWS that doesn't cover the others.
Posted by: joeclark77
« on: January 03, 2014, 05:42:57 PM »

Some things are very good here -- good range for an early ship, good maintenance life, good magazine size.
A few things I notice:  your Striker missile goes VERY slow, and flies up to 500 million kilometers, but you can't sight targets more than 10mkm away with your larger sensor.  You have two active sensors with the same resolution.  The MR5 does nothing for you.  You have a resolution 3 missile fire control... presumably intended for anti-fighter or anti-missile use, but you have no active scanner to detect these targets, nor are you carrying an anti-missile.  (This would usually be a size 1 or smaller, warhead 1 missile with very high speed.)  If you really want to use anti-missile missiles, you should have an active sensor and a missile fire control with resolution 1.  If you don't intend to shoot at fighters or missiles, then drop the second fire control.  (A second fire control with resolution 16-20, however can be useful for targeting FACs.)

So, my recommendations:
1. Design an active sensor with resolution 160.  Make it size 4 or more, and see what kind of range you can get from it.
2. Make a missile fire control, also resolution 160, and whatever size you need to have the same max range as your sensor.
3. Redesign your missile.  It should be about half engines (2.5MSP), and they should have the highest power multiplier you have the tech for.  Only add enough fuel to reach the maximum range of your sensor and fire control.  The rest of the MSP should be mostly warhead.  With a size 5 missile you should be able to get WH4 easily, and maybe WH9 (squares are best).  Only allocate agility points to round the missile out to size 5.
4. Repeat the above steps with a resolution 1 sensor if you want to carry anti-missiles.  The AMMs should be size 1, warhead 1, pretty short range, and lots of speed.