VB6 Aurora > Bureau of Ship Design

Utility Carrier

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Seolferwulf:
I've designed a multi-purpose carrier for surveying, scouting, and removing light threats like smaller groups of enemy ships.
What's your opinion on this?


--- Code: ---Hound Lord II class Light Carrier    50 000 tons     1100 Crew     12340.5 BP      TCS 30  TH 192  EM 1200
3200 km/s    JR 3-50     Armour 7-120     Shields 40-300     Sensors 1/1/0/0     Damage Control Rating 100     PPV 16
Maint Life 2.29 Years     MSP 10829    AFR 284%    IFR 4%    1YR 2800    5YR 41994    Max Repair 3528 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 328   
Hangar Deck Capacity 15000 tons     Magazine 1600   

Hound Lord Jump Drive II     Max Ship Size 50400 tons    Distance 50k km     Squadron Size 3
Hound Lord Solid Core AM Drive (4)    Power 800    Fuel Use 0.81%    Signature 48    Exp 4%
Fuel Capacity 1 000 000 Litres    Range 444.4 billion km   (1607 days at full power)
Sigma Shields (5)   Total Fuel Cost  64 Litres per hour  (1 536 per day)

CIWS III (2x12)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Size 1 Missile Launcher (16)    Missile Size 1    Rate of Fire 5
AMM MFC III (4)     Range 19.2m km    Resolution 1
AMM II (808)  Speed: 120 000 km/s   End: 0.2m    Range: 1.6m km   WH: 1    Size: 1    TH: 3800/2280/1140
Cerberus ASM II (132)  Speed: 45 100 km/s   End: 73.9m    Range: 200m km   WH: 49    Size: 6    TH: 616/369/184

Hound Lord ASS II (1)     GPS 32000     Range 2 862.2m km    Resolution 20
AMM ASS III (1)     GPS 40     Range 16.0m km    MCR 1.7m km    Resolution 1
Cloaking Device: Class cross-section reduced to 3% of normal

Strike Group
6x Shuttle II Shuttle   Speed: 16000 km/s    Size: 5
44x Cerberus III Fighter   Speed: 39735 km/s    Size: 6.04

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
--- End code ---

And the fighters:

--- Code: ---Cerberus III class Fighter    302 tons     2 Crew     446.5 BP      TCS 6.04  TH 14.4  EM 0
39735 km/s     Armour 3-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Maint Life 14.04 Years     MSP 185    AFR 3%    IFR 0.1%    1YR 2    5YR 26    Max Repair 180 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Magazine 12   

Fighter Solid Core AM Drive (2)    Power 120    Fuel Use 246.92%    Signature 7.2    Exp 30%
Fuel Capacity 50 000 Litres    Range 12.1 billion km   (3 days at full power)

Size 6 Box Launcher (2)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Cerberus MFC II (1)     Range 339.4m km    Resolution 50
Cerberus ASM II (2)  Speed: 45 100 km/s   End: 73.9m    Range: 200m km   WH: 49    Size: 6    TH: 616/369/184

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
--- End code ---


--- Code: ---Shuttle II class Shuttle    250 tons     6 Crew     149.5 BP      TCS 5  TH 4.8  EM 0
16000 km/s    JR 1-50     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 20.99 Years     MSP 75    AFR 2%    IFR 0%    1YR 0    5YR 5    Max Repair 60 MSP
Intended Deployment Time: 0.57 months    Spare Berths 0   
Cryogenic Berths 200   

Shuttle Jump Drive     Max Ship Size 300 tons    Distance 50k km     Squadron Size 1
Fighter Scout Solid Core AM Drive (2)    Power 40    Fuel Use 15.84%    Signature 2.4    Exp 10%
Fuel Capacity 30 000 Litres    Range 136.4 billion km   (98 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes

--- End code ---


--- Code: ---Terror Hound II class Fighter-Scout    500 tons     16 Crew     383 BP      TCS 10  TH 4.8  EM 0
8000 km/s     Armour 1-5     Shields 0-0     Sensors 1/240/0/0     Damage Control Rating 0     PPV 0
Maint Life 3.65 Years     MSP 96    AFR 10%    IFR 0.1%    1YR 11    5YR 167    Max Repair 240 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

Fighter Scout Solid Core AM Drive (2)    Power 40    Fuel Use 15.84%    Signature 2.4    Exp 10%
Fuel Capacity 50 000 Litres    Range 113.6 billion km   (164 days at full power)

Hound EM Detection Sensor III (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km
This design is classed as a Fighter for production, combat and maintenance purposes
--- End code ---


--- Code: ---Blood Hound II class Fighter-Scout    500 tons     16 Crew     383 BP      TCS 10  TH 4.8  EM 0
8000 km/s     Armour 1-5     Shields 0-0     Sensors 240/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 3.65 Years     MSP 96    AFR 10%    IFR 0.1%    1YR 11    5YR 167    Max Repair 240 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

Fighter Scout Solid Core AM Drive (2)    Power 40    Fuel Use 15.84%    Signature 2.4    Exp 10%
Fuel Capacity 50 000 Litres    Range 113.6 billion km   (164 days at full power)

Hound Thermal Sensor III (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

This design is classed as a Fighter for production, combat and maintenance purposes
--- End code ---


--- Code: ---Graviton Hound III class Fighter-Scout    500 tons     14 Crew     457.4 BP      TCS 10  TH 4.8  EM 0
8000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/5/0     Damage Control Rating 0     PPV 0
Maint Life 4.53 Years     MSP 114    AFR 10%    IFR 0.1%    1YR 9    5YR 135    Max Repair 300 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

Fighter Scout Solid Core AM Drive (2)    Power 40    Fuel Use 15.84%    Signature 2.4    Exp 10%
Fuel Capacity 95 000 Litres    Range 215.9 billion km   (312 days at full power)

Phased Gravitational Sensors (1)   5 Survey Points Per Hour

This design is classed as a Fighter for production, combat and maintenance purposes

--- End code ---


--- Code: ---Ore Hound II class Fighter-Scout    500 tons     14 Crew     457.4 BP      TCS 10  TH 4.8  EM 0
8000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/5     Damage Control Rating 0     PPV 0
Maint Life 4.53 Years     MSP 114    AFR 10%    IFR 0.1%    1YR 9    5YR 135    Max Repair 300 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

Fighter Scout Solid Core AM Drive (2)    Power 40    Fuel Use 15.84%    Signature 2.4    Exp 10%
Fuel Capacity 95 000 Litres    Range 215.9 billion km   (312 days at full power)

Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a Fighter for production, combat and maintenance purposes

--- End code ---

The last design is pretty new and hasn't seen any action yet.
Opinions here welcome as well.

--- Code: ---Dead-Eye class Stealth Scout    497 tons     4 Crew     777.4 BP      TCS 0.2982  TH 14.4  EM 0
24144 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 4.52 Years     MSP 196    AFR 9%    IFR 0.1%    1YR 16    5YR 234    Max Repair 400 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   

Fighter Solid Core AM Drive (2)    Power 120    Fuel Use 246.92%    Signature 7.2    Exp 30%
Fuel Capacity 25 000 Litres    Range 3.7 billion km   (42 hours at full power)

Dead-Eye ASS (1)     GPS 8000     Range 715.5m km    Resolution 20
Cloaking Device: Class cross-section reduced to 3% of normal

This design is classed as a Fighter for production, combat and maintenance purposes
--- End code ---

Michael Sandy:
I certainly like 'utility carriers', but 50,000 tons is not a utility anything.

Just considering the survey component, I use 800 ton grav survey LACs, and I can't imagine wanting more than 4 in a system.  It just wouldn't be efficient to have more.  And for Geosurvey, most people prefer long endurance commercial geosurvey ships, which can survey everything from massive moon systems to outer system asteroids without micromanaging.  Small geosurvey craft are kind of a nuisance.

The Cerberus fighters have a bit of a mismatch, 3 days crew endurance and 14 years for maintenance?  I suppose those are good for patrolling a colony world for a long time.  If the MSP is intended to do combat repairs, because the MSPs are a close match for the Max Repair, I am pretty sure that Combat repairs cost twice the MSPs of mere maintenance failures.

I like the Deadeye scout.  3% of cross-section of 487 tons is approximately 15 tons, or 6 MSP, the smallest signature that Aurora acknowledges.

I am impressed with the capabilities of really high tech survey fighters, but they seem to have equal mass for engines as fuel.  Going with 3 somewhat more efficient engines and less fuel would make them significantly more effective, because with 5 survey points an hour, they spend more time travelling than surveying, even at their high speed.

Michael Sandy:
Also, fuel efficient is nice, but that is excessive for a military ship, in my opinion.  Have the carrier travel with a commercial tanker, maybe an armored tanker with CIWS, but unless fuel is a serious problem for your empire, go for a bit more speed over logistical issues that could be solved by adding a support ship.

Seolferwulf:
Thanks for your input.

I'm not sure, maybe I just use the word wrong D:
Well, I do like big carriers and I intend to make even bigger ones.

Regarding the 14 years of maintenance life, I was trying to match the max repair with with maintenance storage.
I wasn't even thinking about combat, just that it would be nice if they could repair their engines and not get stranded somewhere.
But they already have two engines for such unlucky occasions.
This will be something I address with the next Cerberus generation.

As for the survey fighters, not sure what happend for them to turn out like that.
I guess I was simply modifiying them so they can run for a longer time without actually looking at the engine and the ratio to fuel storage.
I'll have to take another look at the carrier's engines, too.
Them being commercial somehow interferes with the fighter's jump capability - every squadron jump attempt fails.
Exchanging the carrier's engines for military ones should fix this.

As stealth technology advances I also intend to make the stealth scouts bigger.
A 1k tons stealth scout could carry a much larger active search sensor.

Michael Sandy:
No, the carriers being commercial means they can make use of Commercial Jump Engines if their fighters are on board.  If you are going as a squadron with the fighters not having LANDED, then it won't work, even with a military jump engine, because there will be TOO MANY ships for a jump.

A commercial jump engine, especially for a big ship, will be easier to research and much cheaper.  It will also be bigger because its jump efficiency isn't as good, it will jump 1 fewer ship and jump half as far from the jump point, so it will NOT be good for a Jump Assault.

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