Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: AtomikKrab on January 19, 2010, 08:32:16 PM
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For my Space Pirates Game here is the absolute largest ship they could jam a military jump drive into. It represents 75 years of focused research on jump drive efficency, plasma carronades, and aiming technology, and pretty much just those so it's really a giant glass cannon right now.
Rockstar class Superdreadnought 1250000 tons 191251 Crew 2147992.5 BP TCS 25000 TH 27750 EM 0
1110 km/s JR 3-50 Armour 10-1033 Shields 0-0 Sensors 250/250/5/5 Damage Control Rating 1235 PPV 13930
Annual Failure Rate: 10121% IFR: 140.6% Maintenance Capacity 1326413 MSP Max Repair 250000 MSP
Flag Bridge
J1250000(3-50) Military Jump Drive Max Ship Size 1250000 tons Distance 50k km Squadron Size 3
Internal Confinement Fusion Drive E6 (185) Power 150 Fuel Use 60% Signature 150 Armour 0 Exp 35%
Fuel Capacity 6,120,000 Litres Range 14.7 billion km (153 days at full power)
80cm Rockstar Plasma Carronade (10) Range 1,400,000km TS: 25000 km/s Power 168-25 RM 1 ROF 35 168 84 56 42 33 28 24 21 18 16
70cm Rockstar Plasma Carronade (20) Range 1,280,000km TS: 25000 km/s Power 128-25 RM 1 ROF 30 128 64 42 32 25 21 18 16 14 12
60cm Rockstar Plasma Carronade (40) Range 960,000km TS: 25000 km/s Power 96-25 RM 1 ROF 20 96 48 32 24 19 16 13 12 10 9
50cm Rockstar Plasma Carronade (80) Range 640,000km TS: 25000 km/s Power 64-25 RM 1 ROF 15 64 32 21 16 12 10 9 8 7 6
40cm Rockstar Plasma Carronade (160) Range 400,000km TS: 25000 km/s Power 40-20 RM 1 ROF 10 40 20 13 10 8 6 5 5 4 4
35cm Rockstar Plasma Carronade (320) Range 320,000km TS: 25000 km/s Power 32-16 RM 1 ROF 10 32 16 10 8 6 5 4 4 3 3
30cm Rockstar Plasma Carronade (640) Range 240,000km TS: 25000 km/s Power 24-25 RM 1 ROF 5 24 12 8 6 4 4 3 3 2 2
Fire Control S03 525-25000 (40) Max Range: 1,050,000 km TS: 25000 km/s 99 98 97 96 95 94 93 92 91 90
Fire Control S01.5 262.5-25000 (1120) Max Range: 525,000 km TS: 25000 km/s 98 96 94 92 90 89 87 85 83 81
Fire Control S02 350-25000 (80) Max Range: 700,000 km TS: 25000 km/s 99 97 96 94 93 91 90 89 87 86
Fire Control S04 700-25000 (30) Max Range: 1,400,000 km TS: 25000 km/s 99 99 98 97 96 96 95 94 94 93
Tokamak Fusion Reactor Technology PB-1.5 AR-0 (78) Total Power Output 28080 Armour 0 Exp 35%
Active Search Sensor S59.4-R4 (160) GPS 237.6 Range 2.4m km Resolution 4
Active Search Sensor S59.4-R2 (320) GPS 118.8 Range 1.2m km Resolution 2
Active Search Sensor S59.4-R8 (80) GPS 475.2 Range 4.8m km Resolution 8
Active Search Sensor S59.4-R16 (40) GPS 950.4 Range 9.5m km Resolution 16
Active Search Sensor S59.4-R30 (20) GPS 1782 Range 17.8m km Resolution 30
Active Search Sensor S59.4-R65 (10) GPS 3861 Range 38.6m km Resolution 65
Active Search Sensor S59.4-R1 (640) GPS 59.4 Range 594k km Resolution 1
Thermal Sensor TH50-250 (1) Sensitivity 250 Detect Sig Strength 1000: 250m km
EM Detection Sensor EM50-250 (1) Sensitivity 250 Detect Sig Strength 1000: 250m km
Phased Gravitational Sensors (1) 5 Survey Points Per Hour
Phased Geological Sensors (1) 5 Survey Points Per Hour
This design is classed as a military vessel for maintenance purposes
Note all the plasma carronades, it's anti-missile system is 640 plasma carronades. Also it is massively, massively redundant with fire control and search sensors, each gun mounting it's own dedicated one of each. Finally since these are pirates, they really don't care about SAFETY so both the engines and reactors have maximum power at the cost of fuel efficency and a 35% chance to boom, but it gets it to 1110 km/s and saves space with the overcharged reactors so it's a trade off.
Comments? although the number and class of weapons will not change
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Other ships I have designed are
a 2500 ton gunboat mounting a single 80 cm carronade,
Hellhound class Gunboat 2500 tons 354 Crew 3658.5 BP TCS 50 TH 300 EM 0
6000 km/s Armour 1-16 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 25
Annual Failure Rate: 50% IFR: 0.7% Maintenance Capacity 915 MSP Max Repair 2625 MSP
GB Internal Confinement Fusion Drive E60 (1) Power 300 Fuel Use 600% Signature 300 Armour 0 Exp 105%
Fuel Capacity 250,000 Litres Range 30.0 billion km (57 days at full power)
80cm Rockstar Plasma Carronade (1) Range 1,400,000km TS: 25000 km/s Power 168-25 RM 1 ROF 35 168 84 56 42 33 28 24 21 18 16
Fire Control S04 700-25000 (1) Max Range: 1,400,000 km TS: 25000 km/s 99 99 98 97 96 96 95 94 94 93
Tokamak Fusion Reactor Technology PB-1.05 AR-0 (1) Total Power Output 25.2 Armour 0 Exp 7%
Active Search Sensor S59.4-R1 (1) GPS 59.4 Range 594k km Resolution 1
Active Search Sensor S59.4-R4 (1) GPS 237.6 Range 2.4m km Resolution 4
This design is classed as a military vessel for maintenance purposes
or the fighter which mounts a 15cm carronade and weighs under 400 tons
Chirp class Fighter 386.5 tons 60 Crew 304 BP TCS 7.73 TH 90 EM 0
11642 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Annual Failure Rate: 11% IFR: 0.2% Maintenance Capacity 49 MSP Max Repair 164 MSP
FTR Internal Confinement Fusion Drive E600 (1) Power 90 Fuel Use 6000% Signature 90 Armour 0 Exp 175%
Fuel Capacity 20,000 Litres Range 1.6 billion km (37 hours at full power)
15cm Rockstar Plasma Carronade (1) Range 60,000km TS: 25000 km/s Power 6-6 RM 1 ROF 5 6 3 2 1 1 1 0 0 0 0
Fire Control S00.2 43.75-25000 (FTR) (1) Max Range: 87,500 km TS: 100000 km/s 89 77 66 54 43 31 20 9 0 0
Tokamak Fusion Reactor Technology PB-1.5 AR-0 (1) Total Power Output 6 Armour 0 Exp 35%
Active Search Sensor S59.4-R1 (1) GPS 59.4 Range 594k km Resolution 1
This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes
More than likely I'll need to build a 1.25m ton mothership for these and maybe some assault shuttles so I can board other ships
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Massive class Construction Ship 9375000 tons 53247 Crew 382464 BP TCS 187500 TH 18800 EM 0
100 km/s JR 2-25(C) Armour 5-3960 Shields 0-0 Sensors 1/1/0/50 Damage Control Rating 100 PPV 0
Maintenance Capacity 2550 MSP Max Repair 250000 MSP
Cargo 5000000 Colonists 1000000 Passengers 25000 Cargo Handling Multiplier 4000
Fuel Harvester: 100 modules producing 2000000 litres per annum
Terraformer: 100 module(s) producing 0.1 atm per annum
JC9375K Commercial Jump Drive Max Ship Size 9375000 tons Distance 25k km Squadron Size 2
Internal Confinement Fusion Drive E0.15 (100) Power 188 Fuel Use 1.5% Signature 188 Armour 0 Exp 0%
Fuel Capacity 23,770,000 Litres Range 303.4 billion km (35121 days at full power)
Phased Geological Sensors (10) 50 Survey Points Per Hour
This design is classed as a commercial vessel for maintenance purposes
I might as well show off the supersuper massive maximum commerical jumpdrive construction ship, it build entire colonys, but I have no shipyard big enough to build one yet
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I was going to suggest troop bays on the construction ship because dumping that much population onto a planet could cause some mighty unrest!
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Ticonderoga class Dreadnought 9511550 tons 833157 Crew 1515423.9981 BP TCS 190231 TH 250000 EM 0
1314 km/s Armour 100-3998 Shields 0-0 Sensors 120/120/0/0 Damage Control Rating 30040 PPV 73500
Annual Failure Rate: 48118% IFR: 668.3% Maintenance Capacity 1497751 MSP Max Repair 420 MSP
Flag Bridge Troop Capacity: 10 Battalions Magazine 805500
Internal Confinement Fusion Drive E0.8 (1000) Power 250 Fuel Use 8% Signature 250 Armour 0 Exp 1%
Fuel Capacity 75,000,000 Litres Range 177.4 billion km (1562 days at full power)
Size 24 Box Launcher (5000) Missile Size 24 Hangar Reload 180 minutes MF Reload 30 hours
Size 24 Missile Launcher (2000) Missile Size 24 Rate of Fire 120
Size 12 Missile Launcher (500) Missile Size 12 Rate of Fire 60
Size 1 Missile Launcher (1500) Missile Size 1 Rate of Fire 5
Missile Fire Control FC168-R14 (10) Range 70.6m km Resolution 14
Missile Fire Control FC147-R1 (5) Range 4.4m km Resolution 1
Active Search Sensor S420-R1 (10) GPS 420 Range 4.2m km Resolution 1
Active Search Sensor S420-R100 (10) GPS 42000 Range 420.0m km Resolution 100
Active Search Sensor S420-R14 (10) GPS 5880 Range 58.8m km Resolution 14
Thermal Sensor TH20-120 (10) Sensitivity 120 Detect Sig Strength 1000: 120m km
EM Detection Sensor EM20-120 (10) Sensitivity 120 Detect Sig Strength 1000: 120m km
This design is classed as a military vessel for maintenance purposes
Currently twice the size of my largest military shipyard though. It is also using 70 year old military technology, however as no aliens threats have appeared I haven't been developing new weapons.
If ever built it will be able to shoot 30 years of missile production in its first volley alone. Each fully volley of size 1 AMMs would take 8 years for each 5 seconds of firing. Logistical nightmare. Though considering it will probably never need to fire all of its missiles at once it will probably be ok. It will only need to fire 2-5 AMMs per incoming enemy missile which will hopefully won't be 500 per volley. Also the AMMs double as fighter smackers with 4.2m range. That way they don't waste a bomb pumped x-ray bomb on a fighter.
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This tread r the most funny ive been read before....
1 millions tons..9 millions tonn..eheh seem as a StarWars Era or Megatraveller naval Shipyard Vilani Empire Class:DD
So..am curious..HOW cost a SINGLE ships to maintain,manage AND repair?:D
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well we updated before production it's now much more armored and replaces the final defensive carronades with CIWS, it's also faster
Rockstar class Superdreadnought 1250000 tons 147635 Crew 1433486 BP TCS 25000 TH 145324 EM 0
5812 km/s JR 3-50 Armour 20-1033 Shields 0-0 Sensors 250/250/5/5 Damage Control Rating 1754 PPV 8170
Annual Failure Rate: 7127% IFR: 99% Maintenance Capacity 1265003 MSP Max Repair 250000 MSP
Flag Bridge
J1250000(3-50) Military Jump Drive Max Ship Size 1250000 tons Distance 50k km Squadron Size 3
Magnetic Confinement Fusion Drive E2 (773) Power 188 Fuel Use 20% Signature 188 Armour 0 Exp 35%
Fuel Capacity 69,980,000 Litres Range 503.8 billion km (1003 days at full power)
CIWS-1000 (640x20) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
60cm Rockstar Plasma Carronade (40) Range 960,000km TS: 25000 km/s Power 96-25 RM 1 ROF 20 96 48 32 24 19 16 13 12 10 9
35cm Rockstar Plasma Carronade (320) Range 320,000km TS: 25000 km/s Power 32-16 RM 1 ROF 10 32 16 10 8 6 5 4 4 3 3
40cm Rockstar Plasma Carronade (160) Range 400,000km TS: 25000 km/s Power 40-20 RM 1 ROF 10 40 20 13 10 8 6 5 5 4 4
50cm Rockstar Plasma Carronade (80) Range 640,000km TS: 25000 km/s Power 64-25 RM 1 ROF 15 64 32 21 16 12 10 9 8 7 6
70cm Rockstar Plasma Carronade (20) Range 1,280,000km TS: 25000 km/s Power 128-25 RM 1 ROF 30 128 64 42 32 25 21 18 16 14 12
80cm Rockstar Plasma Carronade (10) Range 1,400,000km TS: 25000 km/s Power 168-25 RM 1 ROF 35 168 84 56 42 33 28 24 21 18 16
Fire Control S04 700-25000 (30) Max Range: 1,400,000 km TS: 25000 km/s 99 99 98 97 96 96 95 94 94 93
Fire Control S03 525-25000 (40) Max Range: 1,050,000 km TS: 25000 km/s 99 98 97 96 95 94 93 92 91 90
Fire Control S02 350-25000 (80) Max Range: 700,000 km TS: 25000 km/s 99 97 96 94 93 91 90 89 87 86
Fire Control S01.5 262.5-25000 (480) Max Range: 525,000 km TS: 25000 km/s 98 96 94 92 90 89 87 85 83 81
Magnetic Confinement Fusion Reactor Technology PB-1.5 AR-0 (27) Total Power Output 12150 Armour 0 Exp 35%
Active Search Sensor S59.4-R30 (20) GPS 1782 Range 17.8m km Resolution 30
Active Search Sensor S59.4-R4 (160) GPS 237.6 Range 2.4m km Resolution 4
Active Search Sensor S59.4-R1 (320) GPS 59.4 Range 594k km Resolution 1
Active Search Sensor S59.4-R16 (40) GPS 950.4 Range 9.5m km Resolution 16
Active Search Sensor S59.4-R65 (10) GPS 3861 Range 38.6m km Resolution 65
Active Search Sensor S59.4-R8 (80) GPS 475.2 Range 4.8m km Resolution 8
Thermal Sensor TH50-250 (1) Sensitivity 250 Detect Sig Strength 1000: 250m km
EM Detection Sensor EM50-250 (1) Sensitivity 250 Detect Sig Strength 1000: 250m km
Phased Gravitational Sensors (1) 5 Survey Points Per Hour
Phased Geological Sensors (1) 5 Survey Points Per Hour
This design is classed as a military vessel for maintenance purposes
it's actually not all that bad once you get things together... although I have 312.5 million workers on my facilities to keep it maintained once I build it. but thanks to production levels of minerals I can get more minerals faster than I can produce one, and since it doesn't need missiles it's cheaper in the long run against missile spammers
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My 750 thousand ton missile cruiser doesn't take that much to maintain once I got enough maintenance facilities to overhaul it.
It is much much harder to get enough missiles for the thing to fire for any amount of time. It takes years to build SECONDS of fire. That said, it hasn't run into anything that has needed a entire volley to take out so as long as you try to conserve missiles your alirght. This goes against the grain of how I see my navy though, I think they would fire everything possible the second there was any danger to the crew.
"I'm not going to lose a single damn crewman because of some bean-counter on earth!"
"But, sir...that's thirty years of missile production!"
"Fire!!!"
Heh...that's why I've made the captain of the missile frigate a R5 post. Gotta have a high rank with a cool head. Also captains with high political rating tend to get the job because they are more likely to consider the effects of launching earth's entire supply of missiles on their career.
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This tread r the most funny ive been read before..:D
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Finally got a big enough shipyard together to build it... it will take another 10 years and just sent my racial income into the negative to build, time to expand the civilian economy.
I have also created a new task force: System Defense Fleet: Every jump point will be picketed by at least 1 ship and every planet colony will have at least 1 spaceworthy defender is my goal, PDCs will also go with this fleet.
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Finally got a big enough shipyard together to build it... it will take another 10 years and just sent my racial income into the negative to build, time to expand the civilian economy.
I have also created a new task force: System Defense Fleet: Every jump point will be picketed by at least 1 ship and every planet colony will have at least 1 spaceworthy defender is my goal, PDCs will also go with this fleet.
If you put PDCs in your fleet don't forget that the list of available commands will be reduced. i can't remember exactly what options are removed but you may find your ships suddenly can't be given every order you want.
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PDCs will have their own task groups in the task force so that problem won't arise.
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PDCs will have their own task groups in the task force so that problem won't arise.
Sorry, eyes read task force, brain translated that to task group