Author Topic: ship design  (Read 8285 times)

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Offline Beersatron

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Re: ship design
« Reply #75 on: November 10, 2009, 09:08:45 AM »
Quote from: "WHCnelson"
Thanks...  

    Also, like I said most of these vessels came from the ship design and I modified them.   I do have space so for the Baltimore I'll add more armor and Shields.
  In addition, how do you get the vessel description to appear in a Moveable table.   I used the Code button but as you can see it hasn't really worked.  Also,
  here is my fixed collier:

Code: [Select]
Collier class Collier    10000 tons     416 Crew     1224.4 BP      TCS 200  TH 480  EM 120
2400 km/s     Armour 5-41     Shields 4-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 400%    IFR: 5.6%    Maintenance Capacity 153 MSP    Max Repair 40 MSP
Magazine 2340    Cargo Handling Multiplier 5    

Magneto-plasma Drive E7 (6)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 51.4 billion km   (248 days at full power)
Beta R300/10.5 Shields (3)   Total Fuel Cost  32 Litres per day

Pelthaas  Anti-ship Missile (180)  Speed: 25,600 km/s   End: 33.5m    Range: 51.4m km   WH: 10    Size: 5    TH: 85 / 51 / 25
Mojokassa Anti-ship Missile (180)  Speed: 18,300 km/s   End: 93.7m    Range: 102.9m km   WH: 11    Size: 7    TH: 61 / 36 / 18
Battle Anti-missile Missile (180)  Speed: 44,800 km/s   End: 9.6m    Range: 25.7m km   WH: 1    Size: 1    TH: 149 / 89 / 44

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

I would take out the shields entirely and drop the armor to 4 then fit in more engines and Engineering Spaces unless you are playing with maintenance disabled?

My game style means that I do not have the Colliers on the front line, so they do not need heavy armor, just enough to survive a few hits and also to help when navigating nebulas. This means that they need to be faster than the ships which they are designed to provide reloads too.

A 400% annual failure rate will mean some hefty malfunctions rather quickly - engineering spaces decrease the failure rate and also adds more spare parts.

This ..
Code: [Select]
Mojokassa Anti-ship Missile (180)  Speed: 18,300 km/s   End: 93.7m    Range: 102.9m km   WH: 11    Size: 7    TH: 61 / 36 / 18
.. is a Size 7 missile but I do not see any Size 7 missile launchers? So you could probably remove that from the default loadout.

BBCode can be enabled by:
Top left hand of forum - 'User Control Panel'
-> Board Preferences tab
-> Edit Posting Defaults section
 

Offline Hawkeye

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Re: ship design
« Reply #76 on: November 10, 2009, 09:34:29 AM »
Quote from: "WHCnelson"
Father Time,

  How?   I have selected "
Code: [Select]
Place my design here"    and it doesn't seem to work
If you can explain then thanks...

Click on "User Control Panel" (top left of the page)
Click on "Board preferences"
Select "Edit posting defaults"
Select "BBCode enabled"
Ralph Hoenig, Germany
 

Offline waresky

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Re: ship design
« Reply #77 on: November 10, 2009, 10:14:09 AM »
WHCnelson.

Pay ATTENTION on "Maintenance" rating!!! or ur ships laid down and crack on few millions kilometer:))))))))))))