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Posted by: Steve Walmsley
« on: February 13, 2010, 04:47:06 PM »

Quote from: "Venec"
Hello everyone!

I've been browsing forum for quite some time, found most answers I've been looking for, but just one thing bugs me: can you spy on precursors? So far my attemps with espionage teams on their listening posts have proven ineffective. Do espionage require population present on the colony?

Great game btw, thumbs up Steve :)
If a population is less than ten million, the number of espionage points is modified by the size of the population/10. For a zero population that means no espionage points, so you are correct that you can't spy on precursors.

Steve
Posted by: Venec
« on: February 11, 2010, 05:14:19 AM »

Hello everyone!

I've been browsing forum for quite some time, found most answers I've been looking for, but just one thing bugs me: can you spy on precursors? So far my attemps with espionage teams on their listening posts have proven ineffective. Do espionage require population present on the colony?

Great game btw, thumbs up Steve :)
Posted by: Erik L
« on: February 07, 2010, 12:25:14 PM »

Here are the first two fighter designs in my current game.
Code: [Select]
FA-1 Lancer class Fighter    430 tons     44 Crew     120 BP      TCS 8.6  TH 27  EM 0
4186 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 3
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 174 MSP    Max Repair 35 MSP    Est Time: 25.43 Years

FTR Ion Engine E700 (1)    Power 36    Fuel Use 7000%    Signature 27    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.6 billion km   (39 hours at full power)

Gauss Cannon R3-50 (1x3)    Range 30,000km     TS: 4186 km/s     Accuracy Modifier 50%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S01 32-4000 H70 (FTR) (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

Active Search Sensor S28-R85 (70%) (1)     GPS 2380     Range 23.8m km    Resolution 85

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes
The Lancer is a CAP/PD design.

Code: [Select]
FB-1 Shrike class Fighter    499 tons     38 Crew     131.1 BP      TCS 9.98  TH 27  EM 0
3607 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 4.95
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 164 MSP    Max Repair 35 MSP    Est Time: 21.19 Years
Magazine 15    

FTR Ion Engine E700 (1)    Power 36    Fuel Use 7000%    Signature 27    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.5 billion km   (39 hours at full power)

SF-5 Launcher (3)    Missile Size 5    Rate of Fire 600
Missile Fire Control FC9.24-R85 (70%) (1)     Range 23.6m km    Resolution 85
SS-5-B Wight (3)  Speed: 36,000 km/s   End: 8.3m    Range: 18m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S28-R85 (70%) (1)     GPS 2380     Range 23.8m km    Resolution 85

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
This design is classed as a fighter for production and combat purposes
The Shrike is "bomber", meant to perform in an anti-ship role.
Posted by: waresky
« on: February 07, 2010, 10:16:05 AM »

Yeah,my Drive and sensors are most advance rather than others in my Research plan-field.

Just because r from many battle experience: speed-sensors are main weapon in Missiles tactic.
And sure are from 90 years in campaign.
Posted by: Charlie Beeler
« on: February 07, 2010, 09:13:11 AM »

Keep in mind that Waresky's design is using very advanced tech.

This design is from the game I'm currently working up.

Code: [Select]
F1 class Strikefighter    213 tons     16 Crew     42.9 BP      TCS 4.26  TH 15.05  EM 0
10093 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Annual Failure Rate: 3%    IFR: 0.1%    Maint Capacity 13 MSP    Max Repair 12 MSP    Est Time: 7.23 Years
Magazine 12    

FTR Ion Engine E840 (1)    Power 43    Fuel Use 8400%    Signature 15.05    Armour 0    Exp 80%
Fuel Capacity 10,000 Litres    Range 1.0 billion km   (27 hours at full power)

Size 2 Box Launcher (6)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC6.93-R100 (1)     Range 20.8m km    Resolution 100
FM-2-1 (6)  Speed: 18,000 km/s   End: 2.8m    Range: 3m km   WH: 5    Size: 2    TH: 114 / 68 / 34

Active Search Sensor S6.93-R100 (1)     GPS 693     Range 6.9m km    Resolution 100

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
This design is classed as a fighter for production and combat purposes

Most of the tech is 3rd level of research only.  

The design concept was to be able to launch missiles from the expected outer edge of missile intercept (3mkm).  Other requirements: speed of at least 10k/kps, basic load of maint supplies for pick duty, organic active sensors for independent sorties/pick duty, engage 5k ton or greater ships from 3mkm.

The small TCS means that most active sensors will not see then at thier intended engagement range and the reduced TM means that even large Thermal sensors will have a tuff time with detection.

By no means is this a perfect design.  A defense optimized to counter smallcraft swarms will eat these for lunch.  They are next to useless in nebula's, etc.

In an environment that leans towards cruiser v cruiser missile duals these can tip the balance.
Posted by: waresky
« on: February 07, 2010, 05:21:53 AM »

Code: [Select]
F-92 B class Fighter-bomber    380 tons     24 Crew     290.6 BP      TCS 7.6  TH 36  EM 0
19736 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Annual Failure Rate: 11%    IFR: 0.2%    Maint Capacity 48 MSP    Max Repair 180 MSP    Est Time: 1.65 Years
Magazine 24    

FTR Solid Core Anti-matter Drive E375 (1)    Power 150    Fuel Use 3750%    Signature 36    Armour 0    Exp 100%
Fuel Capacity 20,000 Litres    Range 2.5 billion km   (35 hours at full power)

FTR Sidewinder-2 WingBox (12)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
AS FTR Missile Fire Control FC120-R18 (50%) (1)     Range 64.8m km    Resolution 18
AS Sidewinder 2 T2 (12)  Speed: 80,000 km/s   End: 30m    Range: 144m km   WH: 8    Size: 2    TH: 533 / 320 / 160

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
This design is classed as a fighter for production and combat purposes

This dastardly swift silence boat r most deadly around into space ever see.
12 Sidewinder with Warhead 8 are a huge power in a single shot.And when u launch 30 fighters are very hard to beat'em.
Posted by: plugger
« on: February 07, 2010, 02:30:50 AM »

Goodaye,

O.K, that makes sense. Fighters are essentially sneaky creepy stealth missile launch platforms. Thanks for the info.

Cheers,
Plugger
Posted by: Hawkeye
« on: February 07, 2010, 12:47:45 AM »

Well, my two cents.

Fighters are _very_ small. This, in turn, means they are _very_ hard to detect at longer range. To see a 300t fighter at a distance of 25 million km, you need a 2.000t, res-6 active sensor (at sensor strength 10, about half that at sensor strength 21). Arming fighters with long range missiles is deadly to most opponents (they´ll never see it coming)
Fighters are build by your industry, freeing the shipyards for other ships
Fighters are easy to replace (you need a carrier to bring them to the front lines though)
While the fighters do battle, your carrier can sit at a safe distance instead of being in the thick of it an risk them being shot.

When they _do_ get shot at, they tend to die in droves
The salvo an individual fighter can launch is pathetic, so you have to have a lot of them.
Fighters usually use box launchers, therfore no staying power
In a prolonged war, fuel may become an issue
Posted by: plugger
« on: February 06, 2010, 04:38:59 PM »

Goodaye,

This is a very enlightening thread. Is somebody able to say a few words on where fighters fit into the combat matrix. Eg. In a missile dominanted combat environment why and where would I want fighters?

Cheers,
Plugger
Posted by: Erik L
« on: February 04, 2010, 01:35:05 PM »

Quote from: "Anteep"
i feel like a right noob considering my first frigate is 11 490 tons and you guys are talking about 10 000 battleships

It is all a matter of perspective. Some people call 12k tons a frigate. To me, that is a cruiser. A frigate is in the 4500 ton range. There is no "right" way to designate a specific tonnage to a ship class.
Posted by: Anteep
« on: February 04, 2010, 01:12:56 PM »

i feel like a right noob considering my first frigate is 11 490 tons and you guys are talking about 10 000 battleships
Posted by: sloanjh
« on: January 23, 2010, 12:29:11 PM »

Quote from: "Steve Walmsley"
EDIT: I see you got there first this time :-)

John
Posted by: Steve Walmsley
« on: January 23, 2010, 03:28:17 AM »

Quote from: "mrwigggles"
What is the techno babble reason for rail guns and gauss weaponry to be poo?

I get why meson, microwave and laser are poo at long ranges, they loose cohesion with distance. A rail and gauss shouldn't be loosing velocity, and the mathematical interception models shouldn't be to hard to do, especially if they can calculate them for missiles.
It is a physics reason rather than a  techno babble reason. If a target is at 300,000 kilometers then even if the projectile was moving at light speed it will still take 1 second to arrive at the target. If the target is moving at 3000 km/s then by the time the projectie arrives the target could be anywhere in a 6000 km diameter sphere. If anything, the current targeting is extremely generous. Missiles are using continuous semi-active radar homing and are capable of mid-course corrections.

EDIT: I see you got there first this time :)

Steve
Posted by: Hawkeye
« on: January 23, 2010, 12:32:59 AM »

Quote from: "mrwigggles"
What is the techno babble reason for rail guns and gauss weaponry to be poo?

I get why meson, microwave and laser are poo at long ranges, they loose cohesion with distance. A rail and gauss shouldn't be loosing velocity, and the mathematical interception models shouldn't be to hard to do, especially if they can calculate them for missiles.

I don´t realy know, but my guess would be: Effective range, not range per se (they don´t loose damage over distance, just have shorter range than lasers)

Both, gauss and railguns use a "bullet" which moves at less than lightspeed, so hitting a target over several lightseconds is just so much harder. Missiles, on the other hand, have their on-board-guidance. They follow the target like our fire-and-forget missiles today (think Hellfire or Harpoon) so they can compensate for the targets manouver during the flight.

Say, you are shooting at a target two lightseconds (600.000km) out.
Your target is a spherical spaceship 100m in diameter.
Your target can accelerate at 100g.

If you are using a laser, it takes the beam 2 seconds to reach the target.
After those 2 seconds, your target can be anywhere in a "circle" with a radius of 2000m, so a single shot has a chance to hit of 1 to (2000m / 100m)^2 = 1/400
If a railgun "bullet" moves at 50% lightspeed, the chance is only 1/4th of this.

Hm, thinking of this, realisticly, we probably shouldn´t be able to hit anything at 1+ lightsecond without internal guidance  :)
Posted by: mrwigggles
« on: January 22, 2010, 07:41:22 PM »

What is the techno babble reason for rail guns and gauss weaponry to be poo?

I get why meson, microwave and laser are poo at long ranges, they loose cohesion with distance. A rail and gauss shouldn't be loosing velocity, and the mathematical interception models shouldn't be to hard to do, especially if they can calculate them for missiles.