Author Topic: Ships  (Read 10304 times)

0 Members and 1 Guest are viewing this topic.

Offline Michael Sandy

  • Commander
  • *********
  • Posts: 308
  • Thanked: 2 times
    • View Profile
Re: Ships
« Reply #105 on: February 12, 2017, 03:13:04 AM »
Also, at that high a tech level, you probably should have SOME armor on your fighters.  Otherwise, even a single missile can take out your 800 BP fighter.  A fighter that costs as much as early game cruisers, to keep things in mind.
 

Offline RavenStormcaller

  • Able Ordinary Rate
  • Posts: 2
    • View Profile
Re: Ships
« Reply #106 on: February 12, 2017, 12:34:13 PM »
the magazine is the loadout of missiles for the box launchers.  4 size 6 box launchers is 4 size 6 missiles.  :D

its suppost to be a homeworld defense craft.  the deployment time i was admittadly being lazy and just put it the same as my officer time thingy
 

Offline baconholic

  • Warrant Officer, Class 2
  • ****
  • Posts: 59
  • Thanked: 2 times
    • View Profile
Re: Ships
« Reply #107 on: February 14, 2017, 04:54:10 PM »
Pulling up an old save, I decided to update a Battlecruiser design with some new ideas I have.

I heard you can make a self-jump drive of any size and the ship can jump itself even if it's too small, so I decided to test it out. If that doesn't work, it's only 1 HS of wasted space.

Here's my updated BC design:

Code: [Select]
Arcana Imperii class Battlecruiser    50,000 tons     1550 Crew     43435.6 BP      TCS 1000  TH 18000  EM 36000
18000 km/s    JR 1-750     Armour 10-120     Absorption 1200-160     Sensors 1/1/0/0     Damage Control Rating 20     PPV 468.8
Maint Life 1.2 Years     MSP 10859    AFR 1000%    IFR 13.9%    1YR 7766    5YR 116496    Max Repair 2795 MSP
Intended Deployment Time: 3 months    Spare Berths 10   
Flag Bridge   

Florian Marine Mini Jump     Max Ship Size 1050 tons    Distance 750k km     Squadron Size 1
Florian Marine PC-M0360EP 120-16 (50)    Power 360    Fuel Use 23.98%    Signature 360    Exp 12%
Fuel Capacity 6,457,500 Litres    Range 96.9 billion km   (62 days at full power)
Mkveneer Strength 1200 Absorption Shield (1)   Total Fuel Cost  1,920 Litres per hour  (46,079 per day)

Gunnar 800mm C16 Laser (6)    Range 800,000km     TS: 18000 km/s     Power 168-16     RM 9    ROF 55        168 168 168 168 168 168 168 168 168 151
Gunnar 1200mm C16 ASM Laser (1)    Range 800,000km     TS: 18000 km/s     Power 377-16     RM 9    ROF 120        377 377 377 377 377 377 377 377 377 339
Malephar R48/C16 High Power Microwave (3)    Range 480,000km     TS: 18000 km/s     Power 16-16     RM 48    ROF 5        1 1 1 1 1 1 1 1 1 1
Quad Gunnar Gauss Cannon R6V4 Turret (8x24)    Range 40,000km     TS: 60000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Hephaestus BFC 400-15000 (4)    Max Range: 800,000 km   TS: 15000 km/s     99 98 96 95 94 92 91 90 89 88
Vulkan PDFC 50-60000 (8)    Max Range: 100,000 km   TS: 60000 km/s     90 80 70 60 50 40 30 20 10 0
Florian Marine BCAM 24P (7)     Total Power Output 168    Armour 0    Exp 35%

Balian Central Array MR4525-R50 (1)     GPS 80000     Range 4,525.5m km    Resolution 50
Balian Central Array MR96-R1 (1)     GPS 240     Range 96.0m km    MCR 10.5m km    Resolution 1

Compact ECCM-6 (4)         ECM 70

This design is classed as a Military Vessel for maintenance purposes

I am also thinking of replacing all the giant lasers with particle beams. Giant lasers will one shot any ship, but their reload is too slow and I need to charge into 100,000 km to be effective.
« Last Edit: February 14, 2017, 04:56:06 PM by baconholic »
 

Offline iceball3

  • Commander
  • *********
  • Posts: 318
  • Thanked: 20 times
    • View Profile
Re: Ships
« Reply #108 on: February 16, 2017, 04:33:39 PM »
the magazine is the loadout of missiles for the box launchers.  4 size 6 box launchers is 4 size 6 missiles.  :D

its suppost to be a homeworld defense craft.  the deployment time i was admittadly being lazy and just put it the same as my officer time thingy
Funfact: Launchers have their own missile capacity, can hold up to one of any kind of missile up to the launcher size.
So magazines are redundant, because all the missiles you'd need to fire would be stored in the launchers, any others left in the magazine will not be able to reload.
 

Offline Erik Luken

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 4964
  • Thanked: 67 times
    • View Profile
    • Arkayn Game Design
Re: Ships
« Reply #109 on: February 16, 2017, 04:51:47 PM »
Funfact: Launchers have their own missile capacity, can hold up to one of any kind of missile up to the launcher size.
So magazines are redundant, because all the missiles you'd need to fire would be stored in the launchers, any others left in the magazine will not be able to reload.

He could spend the 7.5 hours to reload them in the field...
 

Offline DIT_grue

  • Sub-Lieutenant
  • ******
  • Posts: 125
  • Thanked: 14 times
    • View Profile
Re: Ships
« Reply #110 on: February 17, 2017, 12:14:39 AM »
Funfact: Launchers have their own missile capacity, can hold up to one of any kind of missile up to the launcher size.
So magazines are redundant, because all the missiles you'd need to fire would be stored in the launchers, any others left in the magazine will not be able to reload.

*cough*
It would have been more helpful to address the person who actually got that wrong in their critique: as Raven says, there is no magazine component on that ship, and the "Magazine 24" Sandy saw is simply the launchers themselves.
 

Offline Michael Sandy

  • Commander
  • *********
  • Posts: 308
  • Thanked: 2 times
    • View Profile
Re: Ships
« Reply #111 on: February 17, 2017, 12:27:53 AM »
Oops.  Didn't realize the magazine stat included the on mount loads.
 

 

Sitemap 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51