Author Topic: Carrier and fighters  (Read 690 times)

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Offline Barkhorn

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Carrier and fighters
« on: June 01, 2017, 09:39:27 PM »
Just wanted some constructive criticism on my carrier and its fighters before I build it.  I'm playing with maintenance off btw.

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Lexington class Carrier    60 000 tons     1172 Crew     10591.4 BP      TCS 1200  TH 3750  EM 900
4166 km/s    JR 4-50     Armour 5-136     Shields 30-375     Sensors 1/1/0/0     Damage Control Rating 11     PPV 29.76
Maint Life 0.01 Years     MSP 2110    AFR 28800%    IFR 400%    1YR 147040    5YR 2205607    Max Repair 2451 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 53   
Flag Bridge    Hangar Deck Capacity 18000 tons     Troop Capacity: 1 Company    Magazine 1696    Cargo Handling Multiplier 10   

J60000(4-50) Military Jump Drive     Max Ship Size 60000 tons    Distance 50k km     Squadron Size 4
1000 EP Magneto-plasma Drive (5)    Power 1000    Fuel Use 52.41%    Signature 750    Exp 12%
Fuel Capacity 3 350 000 Litres    Range 19.2 billion km   (53 days at full power)
Delta R375/360 Shields (12)   Total Fuel Cost  180 Litres per hour  (4 320 per day)

Single Gauss Cannon R3-100 Turret (4x4)    Range 30 000km     TS: 12000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Gauss Turret Fire Control S02 40-12000 (4)    Max Range: 80 000 km   TS: 12000 km/s     88 75 62 50 38 25 12 0 0 0

Missile Detection Sensor MR15-R1 (1)     GPS 140     Range 15.4m km    MCR 1.7m km    Resolution 1

ECCM-1 (4)         ECM 10

Strike Group
1x Blackhawk Dropship   Speed: 12877 km/s    Size: 9.94
3x SkyEye Early Warning Craft   Speed: 12877 km/s    Size: 9.94
10x Hornet Torpedo Bomber   Speed: 12877 km/s    Size: 9.94
10x Tomcat Interceptor   Speed: 12877 km/s    Size: 9.94
10x Falcon Fighter   Speed: 12877 km/s    Size: 9.94
2x KC130 Fighter Support   Speed: 12877 km/s    Size: 9.94

This design is classed as a Military Vessel for maintenance purposes

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Blackhawk class Dropship    497 tons     2 Crew     169.2 BP      TCS 9.94  TH 44.8  EM 0
12877 km/s     Armour 3-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 32    5YR 475    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Drop Capacity: 1 Company   

128 EP S4 Parasite Magneto-plasma Drive (1)    Power 128    Fuel Use 325.84%    Signature 44.8    Exp 20%
Fuel Capacity 90 000 Litres    Range 10.0 billion km   (8 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
This is for boarding actions in case I disable any enemy ships.  I've never tried it before and thought it might be fun.

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Falcon class Fighter    497 tons     4 Crew     212.6 BP      TCS 9.94  TH 44.8  EM 0
12877 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 37    5YR 553    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   

128 EP S4 Parasite Magneto-plasma Drive (1)    Power 128    Fuel Use 325.84%    Signature 44.8    Exp 20%
Fuel Capacity 30 000 Litres    Range 3.3 billion km   (71 hours at full power)

10cm C1 Far Ultraviolet Laser (1)    Range 150 000km     TS: 12877 km/s     Power 3-1     RM 5    ROF 15        3 3 3 3 3 2 2 1 1 1
Fire Control S01.5 96-3000 (FTR) (1)    Max Range: 192 000 km   TS: 12000 km/s     95 90 84 79 74 69 64 58 53 48
Stellarator Fusion Reactor Technology PB-1.25 (1)     Total Power Output 3    Armour 0    Exp 20%

This design is classed as a Fighter for production, combat and maintenance purposes
This is my beam fighter, meant mainly for anti-FAC and fighter work.

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Hornet class Torpedo Bomber    497 tons     2 Crew     171.2 BP      TCS 9.94  TH 44.8  EM 0
12877 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.4
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 40    5YR 597    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Magazine 16   

128 EP S4 Parasite Magneto-plasma Drive (1)    Power 128    Fuel Use 325.84%    Signature 44.8    Exp 20%
Fuel Capacity 65 000 Litres    Range 7.2 billion km   (6 days at full power)

Size 16 Torpedo Tube (1)    Missile Size 16    Hangar Reload 120 minutes    MF Reload 20 hours
Torpedo Fire Control FC33-R20 (1)     Range 33.0m km    Resolution 20
Size 16 Torpedo (1)  Speed: 25 500 km/s   End: 25.3m    Range: 38.8m km   WH: 49    Size: 16    TH: 85/51/25

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 Fighter for production, combat and maintenance purposes
This is my anti-shipping fighter.  I figure with 49WH it should be able to kill just about anything.

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Tomcat class Interceptor    497 tons     2 Crew     156.4 BP      TCS 9.94  TH 44.8  EM 0
12877 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 14    5YR 203    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Magazine 24   

128 EP S4 Parasite Magneto-plasma Drive (1)    Power 128    Fuel Use 325.84%    Signature 44.8    Exp 20%
Fuel Capacity 65 000 Litres    Range 7.2 billion km   (6 days at full power)

Sidewinder Hardpoint (24)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Fighter Missile Fire Control FC2-R5 (3)     Range 2.0m km    Resolution 5
Size 1 Anti-fighter Missile (24)  Speed: 19 200 km/s   End: 1.2m    Range: 1.4m km   WH: 4    Size: 1    TH: 76/46/23

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 Fighter for production, combat and maintenance purposes
This is another anti-fighter/anti-FAC design, this time using missiles.  They have amazing DPS, 24 4WH missiles each, with 3 fire controls.

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SkyEye class Early Warning Craft    497 tons     3 Crew     227.6 BP      TCS 9.94  TH 44.8  EM 0
12877 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 50    5YR 745    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   

128 EP S4 Parasite Magneto-plasma Drive (1)    Power 128    Fuel Use 325.84%    Signature 44.8    Exp 20%
Fuel Capacity 75 000 Litres    Range 8.3 billion km   (7 days at full power)

Active Ship Sensor MR41-R20 (1)     GPS 1680     Range 41.3m km    Resolution 20

This design is classed as a Fighter for production, combat and maintenance purposes
This is my AWACS, meant to follow the strike groups and keep targets painted.

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KC130 class Fighter Support    497 tons     2 Crew     171.2 BP      TCS 9.94  TH 44.8  EM 0
12877 km/s     Armour 3-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 37    5YR 557    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

128 EP S4 Parasite Magneto-plasma Drive (1)    Power 128    Fuel Use 325.84%    Signature 44.8    Exp 20%
Fuel Capacity 190 000 Litres    Range 21.1 billion km   (18 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
This is a fighter-sized tanker, to give my strike groups extra range if they need it.

Anything I need to tweak?
 

Offline Sleepymoon

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Re: Carrier and fighters
« Reply #1 on: June 01, 2017, 10:21:32 PM »
You may want slightly more MSP than Max repair in case your carrier takes battle damage.
I don't think you need ECCM on a carrier at your current tech level and your fire controls well outrange your weapons.

Your dropship probably doesn't need a lot of range.
You should have level 3 capacitors on your laser.

How do you intend to find ships further than 40m km.
 

Offline Barkhorn

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Re: Carrier and fighters
« Reply #2 on: June 01, 2017, 11:03:38 PM »
I put the ECCM on because I was worried about missiles with ECM.  That's also why the sensors are as strong as they are.

I have the level 1 capacitors on my fighter lasers because I didn't see a difference.  10cm lasers with lvl1 capacitors fire just as fast as 10cm lasers with lvl3 capacitors, unless I'm missing something.

Would I be better off cutting the range of the dropship and adding another marine company?

Thanks for pointing out that I don't have a good way to find enemy ships.  I need to come up with something.
 

Offline El Pip

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Re: Carrier and fighters
« Reply #3 on: June 02, 2017, 02:21:58 AM »
The dropship is going to be pretty limited in what it can safely board. The 'ideal' speed advantage is 20 times faster than the target, that way you lose no marines getting on board, at anything much below 10 times faster you risk losing most of your marines just getting into the target.

If you are going to tweak it, go for speed. Strip of all the armour and most of the fuel and try to fit a larger engine in if you can.
 

Offline Michael Sandy

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Re: Carrier and fighters
« Reply #4 on: June 02, 2017, 03:02:21 AM »
Yee gads, size 60000 military jump drive?  Ouch, that took a lot to research.  But since you have already researched it...

I would have gone with commercial MP drives, you can get to over 4k comfortably with them.  You get a somewhat smaller payload, but at a much lower cost that requires less fuel.

I don't see much reason for having a military jump drive unless you are doing opposed transits.  It is a bit short ranged in terms of fuel, so you will need tankers.  But you can have commercial ships that can keep up with it.

The drop ships, I use size 1 engines for fighters so that I can more easily adjust them.  I would use an additional HS for engines and take it out of fuel, as without an engineering system, you aren't building a long ranged drop ship.

The reason you didn't get a rate of fire improvement going to 3 capacitor is you didn't increase the power to the weapons, I am guessing.
 

Online chrislocke2000

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Re: Carrier and fighters
« Reply #5 on: June 02, 2017, 06:09:31 AM »
My only thought is do you really need that many different types of fighters there. For an 18k hanger you are not actually packing that much offensive punch - ie with a volley of just ten torps most opposing forces will be able to shoot those down easily. Sticking to one type of fighter should give you far bigger volleys to deliver that might overwhelm the point defence.
 

Offline DuraniumCowboy

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Re: Carrier and fighters
« Reply #6 on: July 23, 2017, 12:57:32 PM »
For the interceptor, I recomend changing the fire control to resolution 1 and adding a tiny res 1 active sensor. That way, you can actually provide missile defense as well.
 

 

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