Aurora 4x

VB6 Aurora => Bureau of Ship Design => Topic started by: 83athom on February 09, 2015, 12:30:50 PM

Title: Ships
Post by: 83athom on February 09, 2015, 12:30:50 PM
This area of the forum has been quiet recently, so I'm changing that. I'm hoping this will become like the "What Is Going On In Your Battlefield/Empire" topic. Just post your ship designs here. No designated topic restrictions here, just "I designed this, it is my baby.", no history, just ships and maybe some doctrine discussion. And no direct critique of ships unless asked for please, some (like me) like to design things differently than others. I really wan't to see what some of you are coming up with instead of examples for people asking questions. Since I started the topic I'll go first.

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Nelson class Frigate    29 550 tons     759 Crew     6181.3 BP      TCS 591  TH 2400  EM 4500
4060 km/s     Armour 6-85     Shields 150-300     Sensors 42/42/0/0     Damage Control Rating 150     PPV 81.8
Maint Life 8.5 Years     MSP 8537    AFR 139%    IFR 1.9%    1YR 211    5YR 3164    Max Repair 600 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 0    
Hangar Deck Capacity 2000 tons     Magazine 485    

1200 EP Magneto-plasma Drive (2)    Power 1200    Fuel Use 82.67%    Signature 1200    Exp 15%
Fuel Capacity 5 000 000 Litres    Range 36.8 billion km   (105 days at full power)
Epsilon R300/504 Shields (50)   Total Fuel Cost  1 050 Litres per hour  (25 200 per day)

Single Gauss Cannon R4-8 Light PD Turret (10x4)    Range 40 000km     TS: 100000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Twin Gauss Cannon R4-50 Deck Turret (3x8)    Range 40 000km     TS: 13200 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S01 30-32000 H70 (2)    Max Range: 60 000 km   TS: 32000 km/s     83 67 50 33 17 0 0 0 0 0
Fire Control S03 90-32000 H70 (1)    Max Range: 180 000 km   TS: 32000 km/s     94 89 83 78 72 67 61 56 50 44

Size 4 Missile Launcher (10)    Missile Size 4    Rate of Fire 30
Missile Fire Control FC100-R100 (70%) (1)     Range 100.8m km    Resolution 100
4-MPD/ASM1 (100)  Speed: 15 000 km/s   End: 74.1m    Range: 66.7m km   WH: 9    Size: 4    TH: 120/72/36

Active Search Sensor MR190-R200 (70%) (1)     GPS 19200     Range 190.1m km    Resolution 200
Active Search Sensor MR134-R100 (70%) (1)     GPS 9600     Range 134.4m km    Resolution 100
Active Search Sensor MR3-R1 (70%) (1)     GPS 24     Range 3.4m km    MCR 366k km    Resolution 1
Thermal Sensor TH3-42 (70%) (1)     Sensitivity 42     Detect Sig Strength 1000:  42m km
EM Detection Sensor EM3-42 (70%) (1)     Sensitivity 42     Detect Sig Strength 1000:  42m km

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 is my first frigate in my current game (non have been built yet as I'm still modifying the design slightly) as I am just now starting militaristic push.
Here is one very WIP
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Brazwell class Cruiser    71 550 tons     1693 Crew     13245.5 BP      TCS 1431  TH 4800  EM 9000
3354 km/s     Armour 8-153     Shields 300-300     Sensors 42/42/0/0     Damage Control Rating 200     PPV 300.4
Maint Life 5.54 Years     MSP 14570    AFR 409%    IFR 5.7%    1YR 799    5YR 11987    Max Repair 600 MSP
Intended Deployment Time: 36 months    Flight Crew Berths 2    
Hangar Deck Capacity 2000 tons     Troop Capacity: 2 Battalions    Drop Capacity: 2 Battalions    Magazine 1169    Cryogenic Berths 1000    

1200 EP Magneto-plasma Drive (4)    Power 1200    Fuel Use 82.67%    Signature 1200    Exp 15%
Fuel Capacity 10 000 000 Litres    Range 30.4 billion km   (105 days at full power)
Epsilon R300/504 Shields (100)   Total Fuel Cost  2 100 Litres per hour  (50 400 per day)

Twin Gauss Cannon R4-50 Deck Turret (5x8)    Range 40 000km     TS: 13200 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Single Gauss Cannon R4-8 Light PD Turret (30x4)    Range 40 000km     TS: 100000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Gauss Cannon R4-100 Main Turret (3x4)    Range 40 000km     TS: 6300 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Triple Gauss Cannon R4-33 Deck Turret (5x12)    Range 40 000km     TS: 13500 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
25cm C8 Plasma Carronade (2)    Range 160 000km     TS: 8000 km/s     Power 16-8     RM 1    ROF 10        16 8 5 4 3 2 2 2 1 1
Fire Control S02 240-8000 H70 (2)    Max Range: 480 000 km   TS: 8000 km/s     98 96 94 92 90 88 85 83 81 79
Fire Control S03 90-32000 H70 (1)    Max Range: 180 000 km   TS: 32000 km/s     94 89 83 78 72 67 61 56 50 44
Fire Control S01 30-32000 H70 (3)    Max Range: 60 000 km   TS: 32000 km/s     83 67 50 33 17 0 0 0 0 0

Size 4 Missile Launcher (30)    Missile Size 4    Rate of Fire 30
Missile Fire Control FC100-R100 (70%) (1)     Range 100.8m km    Resolution 100
Missile Fire Control FC10-R1 (70%) (1)     Range 10.1m km    Resolution 1
4-MPD/ASM1 (150)  Speed: 15 000 km/s   End: 74.1m    Range: 66.7m km   WH: 9    Size: 4    TH: 120/72/36
4-MDP/ASM-LR1 (106)  Speed: 15 000 km/s   End: 370.5m    Range: 333.5m km   WH: 9    Size: 4    TH: 90/54/27
1/AM-PD-1 Missile (100)  Speed: 20 000 km/s   End: 105m    Range: 126m km   WH: 1    Size: 1    TH: 186/112/56

Active Search Sensor MR3-R1 (70%) (1)     GPS 24     Range 3.4m km    MCR 366k km    Resolution 1
Active Search Sensor MR190-R200 (70%) (1)     GPS 19200     Range 190.1m km    Resolution 200
Active Search Sensor MR134-R100 (70%) (1)     GPS 9600     Range 134.4m km    Resolution 100
Thermal Sensor TH3-42 (70%) (2)     Sensitivity 42     Detect Sig Strength 1000:  42m km
EM Detection Sensor EM3-42 (70%) (2)     Sensitivity 42     Detect Sig Strength 1000:  42m km

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'm hopping to increase this design to at least 100k tons. Any input besides "remove this and that/make it smaller/balance/do something different" would be helpful. Note; Stuff is still missing since it is WIP ie AMM launchers, mines/torpedo launcher (yes I will have a few), ect.

So, what do you guys have/roll with?
Title: Re: Ships
Post by: mtm84 on February 09, 2015, 03:51:47 PM
My hobby? Shoehorning WW1 and WW2 ships into Aurora.   This one doesn't quite match up because I also was trying to shoehorn it with a common engine size system as well.   They tend to be totally worthless compared to NPCs and spoiler races, but the RP value is highly entertaining.

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South Carolina class Battleship    18 000 tons     528 Crew     2244.2 BP      TCS 360  TH 1080  EM 0
3000 km/s    JR 3-50     Armour 6-61     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 98.64
Maint Life 1.03 Years     MSP 623    AFR 324%    IFR 4.5%    1YR 590    5YR 8857    Max Repair 524 MSP
Intended Deployment Time: 3.5 months    Spare Berths 2   

J-420 mk 3     Max Ship Size 21000 tons    Distance 50k km     Squadron Size 3
B30-360 Ion Drive (3)    Power 360    Fuel Use 56%    Signature 360    Exp 10%
Fuel Capacity 1 150 000 Litres    Range 20.5 billion km   (79 days at full power)

12"/480 Dual Mount, mk 3 mod 0 Laser Turret (4x2)    Range 192 000km     TS: 3750 km/s     Power 48-2     RM 2    ROF 120        24 24 16 12 9 8 6 6 5 4
3"/20 mk 1 Gauss Cannon (18)    Range 20 000km     TS: 4000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
AN/SFC-96k4 (1)    Max Range: 192 000 km   TS: 4500 km/s     95 90 84 79 74 69 64 58 53 48
AN/SFC-12k3 (1)    Max Range: 24 000 km   TS: 3750 km/s     58 17 0 0 0 0 0 0 0 0
GCFR-2 Power Unit (4)     Total Power Output 9    Armour 0    Exp 5%

AN/SPQ-25C (1)     GPS 3200     Range 25.6m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes

83athom, are those . 5hs gauss turrets really 100k tracking speed?  doesn't that make them way heavier then they should be?
Title: Re: Ships
Post by: 83athom on February 09, 2015, 05:23:52 PM
83athom, are those . 5hs gauss turrets really 100k tracking speed?  doesn't that make them way heavier then they should be?
Yes, yes they are. But they aren't even 2 HS.
Title: Re: Ships
Post by: alex_brunius on February 10, 2015, 02:51:52 AM
Wow, that 30000 ton frigate in the first post is almost twice the size of the Battleship mtm84 posted  :o
Title: Re: Ships
Post by: laz on February 11, 2015, 01:55:46 PM
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F-1 Astrohawk class Fighter    480 tons     4 Crew     83.6 BP      TCS 9.6  TH 96  EM 0
10000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 4.51 Years     MSP 11    AFR 18%    IFR 0.3%    1YR 1    5YR 13    Max Repair 12 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   

F-1 Ion Drive (4)    Power 24    Fuel Use 392.02%    Signature 24    Exp 20%
Fuel Capacity 25,000 Litres    Range 2.4 billion km   (66 hours at full power)

10cm Prototype Laser (1)    Range 20,000km     TS: 10000 km/s     Power 3-3     RM 1    ROF 5        3 1 0 0 0 0 0 0 0 0
Fire Control Prototype (FTR) (1)    Max Range: 20,000 km   TS: 12000 km/s     50 0 0 0 0 0 0 0 0 0
Barnett Gas-Cooled Fast Reactor  (1)     Total Power Output 3.15    Armour 0    Exp 5%

Taking inspiration from the "Tie Fighter" thread I developed this design in my current game. Had x20 of them in one squadron. They did great against some precursor missile frigates got right up to them at point blank range and annihilated them in one alpha strike volley of lasers. The two precursor space station's/PDC managed to take the whole squadron down with a mixture of AMM's and their own energy weapons and took down all my missiles. Every single last one! I guess Ion Engine tech isn't ideal for missile designs

Might as well post the rest of my current designs. They are not the best ships I've designed I tend to start building a military when I get to Internal Fusion Engine era tech. Feel like I need to go back to the drawing board with all of them or build a new generation of ships. Especially need a new missile design the Blitzkrieg hasn't performed very well.

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Hyperion class Scout Frigate    6,000 tons     150 Crew     1069.8 BP      TCS 120  TH 480  EM 0
4000 km/s     Armour 6-29     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 5     PPV 8.85
Maint Life 3.35 Years     MSP 557    AFR 57%    IFR 0.8%    1YR 75    5YR 1126    Max Repair 320 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

Hyperion 1.5 Ion Drive (1)    Power 480    Fuel Use 170.01%    Signature 480    Exp 16%
Fuel Capacity 750,000 Litres    Range 13.2 billion km   (38 days at full power)

Twin 10cm Prototype Laser Turret (1x2)    Range 20,000km     TS: 20000 km/s     Power 6-6     RM 1    ROF 5        3 1 0 0 0 0 0 0 0 0
Holmes Advanced Defence Systems CIWS (1x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Point Defence Fire Control (1)    Max Range: 20,000 km   TS: 12000 km/s     50 0 0 0 0 0 0 0 0 0
Barnett Gas-Cooled Fast Reactor  (2)     Total Power Output 6.3    Armour 0    Exp 5%

North Engineering Active Search Sensor Mk1 (1)     GPS 25600     Range 171.7m km    Resolution 80
Standard Thermal Sensor Mk1 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Standard EM Detection Mk1 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km


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Khirghiz class Escort    8,000 tons     175 Crew     1255.2 BP      TCS 160  TH 480  EM 0
3000 km/s     Armour 4-35     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 14     PPV 20
Maint Life 2.76 Years     MSP 392    AFR 128%    IFR 1.8%    1YR 74    5YR 1113    Max Repair 240 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 620   

Hyperion 1.5 Ion Drive (1)    Power 480    Fuel Use 170.01%    Signature 480    Exp 16%
Fuel Capacity 1,450,000 Litres    Range 19.2 billion km   (74 days at full power)

Interceptor Missile Launcher (20)    Missile Size 1    Rate of Fire 10
Interceptor Missile Fire Control  (4)     Range 2.9m km    Resolution 1
Blitzkrieg Interceptor Missile V.1 (620)  Speed: 24,000 km/s   End: 0.6m    Range: 0.9m km   WH: 1    Size: 1    TH: 232/139/69

Missile Detection Active Search Sensor  (1)     GPS 80     Range 6.4m km    MCR 697k km    Resolution 1
Standard Thermal Sensor Mk1 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

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Illustrious class Carrier    50,000 tons     887 Crew     7477 BP      TCS 1000  TH 1800  EM 0
1800 km/s    JR 3-50     Armour 9-120     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 31     PPV 0
Maint Life 0.61 Years     MSP 2897    AFR 645%    IFR 9%    1YR 4778    5YR 71674    Max Repair 3160 MSP
Intended Deployment Time: 30 months    Flight Crew Berths 1   
Hangar Deck Capacity 10000 tons     

Illustrious Military Jump Drive     Max Ship Size 57000 tons    Distance 50k km     Squadron Size 3
Crawford Turbines Naval Ion Drive (4)    Power 450    Fuel Use 17.05%    Signature 450    Exp 7%
Fuel Capacity 6,600,000 Litres    Range 139.4 billion km   (896 days at full power)

Holmes Advanced Defence Systems CIWS (5x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Standard Thermal Sensor Mk1 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Standard EM Detection Mk1 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

Strike Group
20x F-1 Astrohawk Fighter   Speed: 10000 km/s    Size: 9.6

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Vanguard class Command Cruiser    30,000 tons     727 Crew     4646.52 BP      TCS 600  TH 1920  EM 0
3200 km/s     Armour 12-86     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 34     PPV 97.7
Maint Life 3.48 Years     MSP 2323    AFR 300%    IFR 4.2%    1YR 293    5YR 4390    Max Repair 320 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Flag Bridge    Magazine 480   

Hyperion 1.5 Ion Drive (4)    Power 480    Fuel Use 170.01%    Signature 480    Exp 16%
Fuel Capacity 4,700,000 Litres    Range 16.6 billion km   (59 days at full power)

Twin 10cm Prototype Laser Turret (2x2)    Range 20,000km     TS: 20000 km/s     Power 6-6     RM 1    ROF 5        3 1 0 0 0 0 0 0 0 0
Holmes Advanced Defence Systems CIWS (5x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Point Defence Fire Control (2)    Max Range: 20,000 km   TS: 12000 km/s     50 0 0 0 0 0 0 0 0 0
Barnett Gas-Cooled Fast Reactor  (8)     Total Power Output 25.2    Armour 0    Exp 5%

Size 2 Missile Launcher (40)    Missile Size 2    Rate of Fire 20
Discus Missile Fire Control  (2)     Range 61.4m km    Resolution 100
Discus Anti-ship Missile V.1 (240)  Speed: 15,300 km/s   End: 53.6m    Range: 49.2m km   WH: 3    Size: 2    TH: 107/64/32

North Engineering Active Search Sensor Mk1 (1)     GPS 25600     Range 171.7m km    Resolution 80
Standard Thermal Sensor Mk1 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Title: Re: Ships
Post by: laz on February 11, 2015, 02:00:19 PM
Ah whoops I meant the Discus missile sucks not the Blitzkrieg, although I'm sure there's room for improvement.
Title: Re: Ships
Post by: mtm84 on February 11, 2015, 06:29:19 PM
What is your engine multiplier, and how much space does the engine take up? 15k seems a bit low for ion tech.
Title: Re: Ships
Post by: Bryan Swartz on March 21, 2015, 09:00:14 PM
This is a good place for me to put a couple things.  As with others I welcome all comments and suggestions, but I also just think this thread is a good idea.  SPACE is in the middle of a mineral crunch and cannot really afford a combat navy yet.  The year is 2092(conventional start), but these designs are a bit older than that. 

The Guardian corvette is used as a jump point defense ship:

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Guardian class Missile Corvette    1 900 tons     85 Crew     278.9 BP      TCS 38  TH 12.6  EM 0
947 km/s     Armour 1-13     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 22.5
Maint Life 4.9 Years     MSP 92    AFR 28%    IFR 0.4%    1YR 6    5YR 95    Max Repair 31.5 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Magazine 60   

JPS ID 36 (1)    Power 36    Fuel Use 58.2%    Signature 12.6    Exp 10%
Fuel Capacity 50 000 Litres    Range 8.1 billion km   (99 days at full power)

Exorcist MLS-s (5)    Missile Size 6    Rate of Fire 120
CCH MFC 5-6.3.7 (1)     Range 4.6m km    Resolution 5
Exorcist 85i-S (10)  Speed: 17 500 km/s   End: 18.6m    Range: 19.6m km   WH: 9    Size: 6    TH: 110/66/33

Major colonies(right now Earth and Titan) are guarded by missile bases as well.

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Alaska 82 class Planetary Defence Centre    22 650 tons     709 Crew     3531.98 BP      TCS 453  TH 0  EM 0
Armour 10-71     Sensors 121/192     Damage Control Rating 0     PPV 150
Intended Deployment Time: 24 months    Spare Berths 1   
Magazine 1536   

CIWS '79 (4x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Defender MLS III-p (25)    Missile Size 6    Rate of Fire 30
RSJ MFC 56-60 (5)     Range 104.1m km    Resolution 60
Defender III (128)  Speed: 12 600 km/s   End: 94.8m    Range: 71.7m km   WH: 4    Size: 6    TH: 109/65/32
Defender '76 P (128)  Speed: 11 700 km/s   End: 99.8m    Range: 70.1m km   WH: 9    Size: 6    TH: 70/42/21

GEI SSS 128 (2)     GPS 7680     Range 79.3m km    Resolution 60
GEI MSS 192 (2)     GPS 192     Range 15.4m km    Resolution 1
SITG ThermoScan 121 (2)     Sensitivity 121     Detect Sig Strength 1000:  121m km
SITG Emdar-36 (2)     Sensitivity 36     Detect Sig Strength 1000:  36m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s


Title: Re: Ships
Post by: MarcAFK on March 22, 2015, 01:50:11 AM
I'll jump in here and show off my Tier 2 designs, it's December 2044 and we're about a year away from completing grav sensor and jump engine research, not bad for 19 years buildup, however there was a significant boost in productivity from the ruined city on Mars (space mastered in). I should note that I don't have enough fuel to complete training on most ships, nor enough fuel to fill their tanks, nor even enough to spare to refuel a single freighter. Gauss cannon research has recently been completed, the first CIWS designs should soon be developed, also I'm considering adding some high speed turreted gauss anti missile escorts to the fleet.

United federation of Earth Wall of battle: (Approximately 360,000 tons, counting obsolete support ships which aren't listed)
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Forrestal class Corvette 3000 tons     84 Crew     376.5 BP      TCS 60  TH 216  EM 0
3600 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 18
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 39 MSP
Spare Berths 2    

1HS 12 EP Nuclear Pulse Engine (18)    Power 12    Fuel Use 245.53%    Armour 0    Exp 15%
Fuel Capacity 90,000 Litres    Range 2.2 billion km   (7 days at full power)

Gauss Cannon R3-100 (3x3)    Range 30,000km     TS: 3600 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Chappuis Sensor Systems Fire Control S04.5 30-3750 (1)    Max Range: 60,000 km   TS: 3750 km/s     83 67 50 33 17 0 0 0 0 0

Sparano & Muth Active Search Sensor MR1-R1 (1)     GPS 20     Range 1,000.0k km     Resolution 1

This design is classed as a military vessel for maintenance purposes
8 In service, Gauss cannons are captured Martian relics.
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Forrestal (L) class Corvette 3000 tons     97 Crew     315.8 BP      TCS 60  TH 240  EM 0
4000 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 15
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 33 MSP
Spare Berths 3    

1HS 12 EP Nuclear Pulse Engine (20)    Power 12    Fuel Use 245.53%    Armour 0    Exp 15%
Fuel Capacity 130,000 Litres    Range 3.2 billion km   (9 days at full power)

Saborido & Kuechle 10cm C1 Infrared Laser (5)    Range 30,000km     TS: 4000 km/s     Power 3-1     RM 1    ROF 15        3 1 1 0 0 0 0 0 0 0
Chappuis Sensor Systems Fire Control S04.5 30-3750 (1)    Max Range: 60,000 km   TS: 3750 km/s     83 67 50 33 17 0 0 0 0 0
Gas-Cooled Fast Reactor PB-1 (2)     Total Power Output 6.30000019073486     Armour 0    Exp 5%

Sparano & Muth Active Search Sensor MR1-R1 (1)     GPS 20     Range 1,000.0k km     Resolution 1

This design is classed as a military vessel for maintenance purposes
8 in service.
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Forrestal (B) class Corvette 3000 tons     96 Crew     362.5 BP      TCS 60  TH 216  EM 0
3600 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 14
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 38 MSP
Spare Berths 2    

1HS 12 EP Nuclear Pulse Engine (18)    Power 12    Fuel Use 245.53%    Armour 0    Exp 15%
Fuel Capacity 90,000 Litres    Range 2.2 billion km   (7 days at full power)

Particle Beam-4 (2)    Max Range 60,000km     TS: 3600 km/s     Power 10-3    ROF 20        4 4 4 4 4 4 4 4 4 4
Chappuis Sensor Systems Fire Control S04.5 30-3750 (1)    Max Range: 60,000 km   TS: 3750 km/s     83 67 50 33 17 0 0 0 0 0
Pollack-Wendell Techsystems Pressurised Water Reactor PB-1 (6)     Total Power Output 6     Armour 0    Exp 5%

Sparano & Muth Active Search Sensor MR1-R1 (1)     GPS 20     Range 1,000.0k km     Resolution 1

This design is classed as a military vessel for maintenance purposes
4 In service, Martian Particle Beams
Code: [Select]
Forrestal (C) class Corvette 3000 tons     84 Crew     344.5 BP      TCS 60  TH 216  EM 0
3600 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 16
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 36 MSP
Spare Berths 2    

1HS 12 EP Nuclear Pulse Engine (18)    Power 12    Fuel Use 245.53%    Armour 0    Exp 15%
Fuel Capacity 90,000 Litres    Range 2.2 billion km   (7 days at full power)

25cm C3 Plasma Carronade (2)    Range 60,000km     TS: 3600 km/s     Power 16-3     RM 1    ROF 30        16 8 5 4 3 2 0 0 0 0
Chappuis Sensor Systems Fire Control S04.5 30-3750 (1)    Max Range: 60,000 km   TS: 3750 km/s     83 67 50 33 17 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 9     Armour 0    Exp 5%

Sparano & Muth Active Search Sensor MR1-R1 (1)     GPS 20     Range 1,000.0k km     Resolution 1

This design is classed as a military vessel for maintenance purposes
4 In service, Martian Carronades.
Code: [Select]
Belknap class Corvette 4000 tons     102 Crew     472.5 BP      TCS 80  TH 288  EM 0
3600 km/s     Armour 3-22     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 15
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 37 MSP
Magazine 240   Spare Berths 4    

1HS 12 EP Nuclear Pulse Engine (24)    Power 12    Fuel Use 245.53%    Armour 0    Exp 15%
Fuel Capacity 110,000 Litres    Range 2.0 billion km   (6 days at full power)

Swindoll & Drakes Size 1 Missile Launcher (15)    Missile Size 1    Rate of Fire 30
Missile Fire Control 10/5 FC4-R1 (1)     Range 4.5m km    Resolution 1
Super Sparrow MK III (240)  Speed: 15,600 km/s   End: 6.8m    Range: 6.4m km   WH: 1    Size: 1    TH: 52 / 31 / 15

Sparano & Muth Active Search Sensor MR1-R1 (1)     GPS 20     Range 1,000.0k km     Resolution 1

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
8 In service
Code: [Select]
Arleigh Burke class Corvette 4000 tons     112 Crew     511.2 BP      TCS 80  TH 288  EM 0
3600 km/s     Armour 3-22     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 18
Annual Failure Rate: 10%    IFR: 0.1%    Maintenance Capacity 40 MSP
Magazine 198   Spare Berths 2    

1HS 12 EP Nuclear Pulse Engine (24)    Power 12    Fuel Use 245.53%    Armour 0    Exp 15%
Fuel Capacity 120,000 Litres    Range 2.2 billion km   (7 days at full power)

Size 6 Missile Launcher (R2) (3)    Missile Size 6    Rate of Fire 90
Missile Fire Control 10/5 FC61-R120 (1)     Range 61.6m km    Resolution 120
Maverick Mk III (33)  Speed: 13,800 km/s   End: 84.2m    Range: 69.7m km   WH: 7    Size: 6    TH: 46 / 27 / 13

A.S.S 10/5 MR16-R120 (1)     GPS 3600     Range 16.4m km     Resolution 120

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
2 of 8 planned, in service.
Code: [Select]
Z Spruance class Frigate 7000 tons     215 Crew     734 BP      TCS 140  TH 250  EM 0
1785 km/s     Armour 3-32     Shields 0-0     Sensors 1/1/0/0     Damage Control 2     PPV 36
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 131 MSP
Magazine 216   Spare Berths 9    

Bohn Syndicate 62.5 EP Nuclear Thermal Engine (4)    Power 62.5    Fuel Use 157.22%    Armour 0    Exp 12%
Fuel Capacity 280,000 Litres    Range 4.6 billion km   (29 days at full power)

Jennett Advanced Defence Systems Size 6 Missile Launcher (6)    Missile Size 6    Rate of Fire 180
Missile Fire Control 10/5 FC61-R120 (1)     Range 61.6m km    Resolution 120
Maverick Mk III (36)  Speed: 13,800 km/s   End: 84.2m    Range: 69.7m km   WH: 7    Size: 6    TH: 46 / 27 / 13

Active Search Sensor 10/5 MR65-R120 (1)     GPS 14400     Range 65.7m km     Resolution 120

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
6 In service, the oldest ships in the navy,  Will be scrapped once the Portlands are finished construction.
Code: [Select]
Portland class Destroyer 9000 tons     256 Crew     1097.6 BP      TCS 180  TH 500  EM 0
2777 km/s     Armour 5-38     Shields 0-0     Sensors 1/1/0/0     Damage Control 2     PPV 42
Annual Failure Rate: 27%    IFR: 0.4%    Maintenance Capacity 191 MSP
Magazine 342   Spare Berths 7    

10HS 100 EP Nuclear Pulse Engine (5)    Power 100    Fuel Use 141.5%    Armour 0    Exp 12%
Fuel Capacity 360,000 Litres    Range 5.1 billion km   (21 days at full power)

Size 6 Missile Launcher (R2) (7)    Missile Size 6    Rate of Fire 90
Missile Fire Control 10/5 FC61-R120 (1)     Range 61.6m km    Resolution 120
Maverick Mk III (57)  Speed: 13,800 km/s   End: 84.2m    Range: 69.7m km   WH: 7    Size: 6    TH: 46 / 27 / 13

Active Search Sensor 10/5 MR65-R120 (1)     GPS 14400     Range 65.7m km     Resolution 120

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
2 of 8 planned in service
Code: [Select]
Oliver H Perry - 43 class Destroyer Escort 9000 tons     223 Crew     1093.6 BP      TCS 180  TH 500  EM 0
2777 km/s     Armour 5-38     Shields 0-0     Sensors 5/5/0/0     Damage Control 2     PPV 24
Annual Failure Rate: 149%    IFR: 2.1%    Maintenance Capacity 152 MSP
Magazine 564   Spare Berths 6    

10HS 100 EP Nuclear Pulse Engine (5)    Power 100    Fuel Use 141.5%    Armour 0    Exp 12%
Fuel Capacity 330,000 Litres    Range 4.7 billion km   (19 days at full power)

Size 1 Missile Launcher (R2) (24)    Missile Size 1    Rate of Fire 15
Missile Fire Control 10/5 FC4-R1 (3)     Range 4.5m km    Resolution 1
Super Sparrow MK III (564)  Speed: 15,600 km/s   End: 6.8m    Range: 6.4m km   WH: 1    Size: 1    TH: 52 / 31 / 15

Barbone-Dillenbeck Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Signature 1000: 5m km
Active Search Sensor 10/5 MR4-R1 (1)     GPS 90     Range 4.5m km     Resolution 1
Barbone-Dillenbeck EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Strength 1000: 5m km

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
8 In service
Code: [Select]
(S) Fletcher  - 43 class Light Carrier 6000 tons     113 Crew     702.8 BP      TCS 120  TH 300  EM 0
2500 km/s     Armour 2-29     Shields 0-0     Sensors 5/5/0/0     Damage Control 2     PPV 0
Annual Failure Rate: 1%    IFR: 0%    Maintenance Capacity 146 MSP
Parasite Capacity 2500 tons     Flight Crew Berths 21    

10HS 100 EP Nuclear Pulse Engine (3)    Power 100    Fuel Use 141.5%    Armour 0    Exp 12%
Fuel Capacity 370,000 Litres    Range 7.8 billion km   (36 days at full power)

Barbone-Dillenbeck Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Signature 1000: 5m km
Active Search Sensor 10/5 MR4-R1 (1)     GPS 90     Range 4.5m km     Resolution 1
Barbone-Dillenbeck EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Strength 1000: 5m km

This design is classed as a military vessel for maintenance purposes
3 In service: Fielding the following fighters:
Code: [Select]
Colonial Viper Mk2 class Interceptor 500 tons     1 Crew     46.4 BP      TCS 10  TH 60  EM 0
6000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 3
Annual Failure Rate: 92%    IFR: 1.3%    Maintenance Capacity 0 MSP
Spare Berths 9    

1HS 12 EP Nuclear Pulse Engine (5)    Power 12    Fuel Use 245.53%    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 1.5 billion km   (2 days at full power)

Saborido & Kuechle 10cm C1 Infrared Laser (1)    Range 20,000km     TS: 6000 km/s     Power 3-1     RM 1    ROF 15        3 1 0 0 0 0 0 0 0 0
Fire Control S00.5 10-1250 (FTR) (1)    Max Range: 20,000 km   TS: 5000 km/s     50 0 0 0 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 1.35000002384186     Armour 0    Exp 5%

This design is classed as a military vessel for maintenance purposes
16 in service
Code: [Select]
Colonial Viper MK2 (Scout) class Fighter-Scout 500 tons     1 Crew     77.4 BP      TCS 10  TH 60  EM 0
6000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Annual Failure Rate: 92%    IFR: 1.3%    Maintenance Capacity 0 MSP
Spare Berths 9    

1HS 12 EP Nuclear Pulse Engine (5)    Power 12    Fuel Use 245.53%    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 1.5 billion km   (2 days at full power)

Sparano & Muth Active Search Sensor MR1-R1 (1)     GPS 20     Range 1,000.0k km     Resolution 1
A.S.S. 10/5 MR3.4-R15 (1)     GPS 270     Range 3.5m km     Resolution 15

This design is classed as a military vessel for maintenance purposes
4 In service
Code: [Select]
Colonial Viper MK2 (Tanker) class Tanker 500 tons     1 Crew     76.4 BP      TCS 10  TH 60  EM 0
6000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Annual Failure Rate: 66%    IFR: 0.9%    Maintenance Capacity 0 MSP
Spare Berths 9    

1HS 12 EP Nuclear Pulse Engine (5)    Power 12    Fuel Use 245.53%    Armour 0    Exp 15%
Fuel Capacity 200,000 Litres    Range 29.3 billion km   (56 days at full power)

This design is classed as a military vessel for maintenance purposes
2 in service. These were designed so that the fighters could be refuelled while training, they were always running out short of earth.
Code: [Select]
Ticonderoga class Surveillance Frigate 4000 tons     109 Crew     659.2 BP      TCS 80  TH 288  EM 0
3600 km/s     Armour 3-22     Shields 0-0     Sensors 1/1/0/0     Damage Control 2     PPV 0
Annual Failure Rate: 14%    IFR: 0.2%    Maintenance Capacity 155 MSP
Spare Berths 3    

1HS 12 EP Nuclear Pulse Engine (24)    Power 12    Fuel Use 245.53%    Armour 0    Exp 15%
Fuel Capacity 110,000 Litres    Range 2.0 billion km   (6 days at full power)

A.S.S 10/5 MR29-R15 (1)     GPS 2250     Range 29.0m km     Resolution 15
Active Search Sensor 10/5 MR65-R120 (1)     GPS 14400     Range 65.7m km     Resolution 120
Active Search Sensor 10/5 MR4-R1 (1)     GPS 90     Range 4.5m km     Resolution 1

This design is classed as a military vessel for maintenance purposes
3 In service, these shall accompany the smaller vessels which lack powerful sensors.
Code: [Select]
(S) Lexington class Surveillance Frigate 6000 tons     162 Crew     868.6 BP      TCS 120  TH 300  EM 0
2500 km/s     Armour 4-29     Shields 0-0     Sensors 80/5/0/0     Damage Control 3     PPV 0
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 271 MSP
Spare Berths 6    

10HS 100 EP Nuclear Pulse Engine (3)    Power 100    Fuel Use 141.5%    Armour 0    Exp 12%
Fuel Capacity 370,000 Litres    Range 7.8 billion km   (36 days at full power)

Thermal Sensor TH16-80 (1)     Sensitivity 80     Detect Signature 1000: 80m km
A.S.S 10/5 MR29-R15 (1)     GPS 2250     Range 29.0m km     Resolution 15
Active Search Sensor 10/5 MR65-R120 (1)     GPS 14400     Range 65.7m km     Resolution 120
Active Search Sensor 10/5 MR4-R1 (1)     GPS 90     Range 4.5m km     Resolution 1
Barbone-Dillenbeck EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Strength 1000: 5m km

This design is classed as a military vessel for maintenance purposes
2 in service, Equipped with powerful Thermal sensors and a resolution 15 sensor which other capital ships lack.
Code: [Select]
(S) North Carolina - Mod B class Ammunition Transport 6000 tons     114 Crew     643.8 BP      TCS 120  TH 300  EM 0
2500 km/s     Armour 2-29     Shields 0-0     Sensors 1/1/0/0     Damage Control 2     PPV 0
Annual Failure Rate: 54%    IFR: 0.8%    Maintenance Capacity 1134 MSP
Magazine 915   Spare Berths 3    

10HS 100 EP Nuclear Pulse Engine (3)    Power 100    Fuel Use 141.5%    Armour 0    Exp 12%
Fuel Capacity 310,000 Litres    Range 6.6 billion km   (30 days at full power)

Super Sparrow MK III (573)  Speed: 15,600 km/s   End: 6.8m    Range: 6.4m km   WH: 1    Size: 1    TH: 52 / 31 / 15
Maverick Mk III (57)  Speed: 13,800 km/s   End: 84.2m    Range: 69.7m km   WH: 7    Size: 6    TH: 46 / 27 / 13

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
3 In service , 3 more planned. Fielding a full reload for both a destroyer and a destroyer escort, these ships are essential for any long running engagement.
And finally my missile base and current freighter design:
Code: [Select]
Z Grade 1 Missile base (r2) class Planetary Defence Centre    12,950 tons     407 Crew     1628.9 BP      TCS 259  TH 0  EM 0
Armour 9-49     Sensors 80/150     Damage Control Rating 0     PPV 67.5
Intended Deployment Time: 3 months    Spare Berths 2    
Magazine 1200    

PDC Size 1 Missile Launcher (75% Reduction) (30)    Missile Size 1    Rate of Fire 15
PDC Size 6 Missile Launcher (75% Reduction) (10)    Missile Size 6    Rate of Fire 90
Missile Fire Control 10/5 FC4-R1 (2)     Range 4.5m km    Resolution 1
Missile Fire Control 10/5 FC61-R120 (1)     Range 61.6m km    Resolution 120
Super Sparrow MK III (600)  Speed: 15,600 km/s   End: 6.8m    Range: 6.4m km   WH: 1    Size: 1    TH: 52/31/15
Maverick Mk III (100)  Speed: 13,800 km/s   End: 84.2m    Range: 69.7m km   WH: 7    Size: 6    TH: 46/27/13

A.S.S 10/5 MR29-R15 (1)     GPS 2250     Range 29.0m km    Resolution 15
Active Search Sensor 10/5 MR4-R1 (1)     GPS 90     Range 4.5m km    MCR 490k km    Resolution 1
Active Search Sensor 10/5 MR65-R120 (1)     GPS 14400     Range 65.7m km    Resolution 120
Thermal Sensor TH16-80 (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km
Barbone-Dillenbeck Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Barbone-Dillenbeck EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

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 Planetary Defence Centre and can be pre-fabricated in 6 sections
2 in service, one on Earth and one on Mars, a third is being constructed for the new colony on Titan.
Code: [Select]
# Space X - Wyvern class Freighter 116650 tons     511 Crew     1659.5 BP      TCS 2333  TH 2800  EM 0
1200 km/s     Armour 1-212     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 0
Maintenance Capacity 9 MSP
Cargo 75000   Spare Berths 7    Cargo Handling Multiplier 75  

25 HS 100 EP Commercial Nuclear Pulse Engine (28)    Power 100    Fuel Use 11.93%    Armour 0    Exp 5%
Fuel Capacity 2,180,000 Litres    Range 28.2 billion km   (271 days at full power)


This ship is classed as a commercial vessel for maintenance purposes
5 In service, These newly constructed ships have been idle while civilians are doing most shipping.
Title: Re: Ships
Post by: 83athom on March 22, 2015, 04:42:01 PM
Code: [Select]
King Louis class Heavy Cruiser    127 750 tons     2944 Crew     23811.9 BP      TCS 2555  TH 7000  EM 22500
2739 km/s     Armour 9-225     Shields 750-300     Sensors 42/42/0/0     Damage Control Rating 200     PPV 638
Maint Life 2.68 Years     MSP 16650    AFR 1305%    IFR 18.1%    1YR 3299    5YR 49482    Max Repair 700 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 2   
Hangar Deck Capacity 5000 tons     Troop Capacity: 1 Battalion    Drop Capacity: 1 Battalion    Magazine 1750   

1400 EP Magneto-plasma Drive (5)    Power 1400    Fuel Use 121.54%    Signature 1400    Exp 17%
Fuel Capacity 25 000 000 Litres    Range 29.0 billion km   (122 days at full power)
Epsilon R300/504 Shields (250)   Total Fuel Cost  5 250 Litres per hour  (126 000 per day)

Twin Gauss Cannon R4-50 Deck Turret (10x8)    Range 40 000km     TS: 13200 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Triple Gauss Cannon R4-33 Deck Turret (10x12)    Range 40 000km     TS: 13500 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Single Gauss Cannon R4-8 Light PD Turret (50x4)    Range 40 000km     TS: 100000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Gauss Cannon R4-100 Main Turret (4x4)    Range 40 000km     TS: 6300 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS-320-ECCM1 (8x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
25cm Railgun V5/C8 (8x4)    Range 250 000km     TS: 8000 km/s     Power 15-8     RM 5    ROF 10        5 5 5 5 5 4 3 3 2 2
25cm C8 Plasma Carronade (5)    Range 160 000km     TS: 8000 km/s     Power 16-8     RM 1    ROF 10        16 8 5 4 3 2 2 2 1 1
Fire Control S03 90-32000 H70 (3)    Max Range: 180 000 km   TS: 32000 km/s     94 89 83 78 72 67 61 56 50 44
Fire Control S01 30-32000 H70 (2)    Max Range: 60 000 km   TS: 32000 km/s     83 67 50 33 17 0 0 0 0 0
Fire Control S02 240-8000 H70 (2)    Max Range: 480 000 km   TS: 8000 km/s     98 96 94 92 90 88 85 83 81 79
Stellarator Fusion Reactor Technology PB-1/O30 (4)     Total Power Output 120    Armour 0    Exp 5%

Size 4 Missile Launcher (60)    Missile Size 4    Rate of Fire 30
Missile Fire Control FC395-R150 (2)     Range 395.0m km    Resolution 150
4-MDP/ASM-LR1 (438)  Speed: 15 000 km/s   End: 370.5m    Range: 333.5m km   WH: 9    Size: 4    TH: 90/54/27

Active Search Sensor MR134-R100 (70%) (2)     GPS 9600     Range 134.4m km    Resolution 100
Active Search Sensor MR3-R1 (70%) (2)     GPS 24     Range 3.4m km    MCR 366k km    Resolution 1
Active Search Sensor MR190-R200 (70%) (2)     GPS 19200     Range 190.1m km    Resolution 200
Thermal Sensor TH3-42 (70%) (3)     Sensitivity 42     Detect Sig Strength 1000:  42m km
EM Detection Sensor EM3-42 (70%) (3)     Sensitivity 42     Detect Sig Strength 1000:  42m km

ECM 10

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 is not as big as I want it. I was trying to go for something around the 200,000 ton range. If anyone could add input for what I could do despite just the generic advice that would be very appreciated. Just waiting a little to finish as the jump engines are in research queue.
Title: Re: Ships
Post by: Ostia on March 22, 2015, 06:19:02 PM
Question: How many missile tubes can you stick on a ship?
Answer: A lot.

Code: [Select]
Macross class Heavy Battlecruiser    184,950 tons     5212 Crew     39017 BP      TCS 3699  TH 12000  EM 9000
3244 km/s    JR 3-50     Armour 15-289     Shields 300-300     Sensors 1/1/0/0     Damage Control Rating 230     PPV 600
Maint Life 0.58 Years     MSP 17140    AFR 2105%    IFR 29.2%    1YR 29612    5YR 444181    Max Repair 10488 MSP
Intended Deployment Time: 6 months    Spare Berths 2   
Flag Bridge    Magazine 3840   

J185000(3-50) Military Jump Drive     Max Ship Size 185000 tons    Distance 50k km     Squadron Size 3
800 EP Magneto-plasma Drive (15)    Power 800    Fuel Use 30%    Signature 800    Exp 10%
Fuel Capacity 20,000,000 Litres    Range 64.9 billion km   (231 days at full power)
Beta R300/180 Shields (200)   Total Fuel Cost  1,500 Litres per hour  (36,000 per day)

CIWS-160 (4x4)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Size 6 Missile Launcher (100)    Missile Size 6    Rate of Fire 45
Missile Fire Control FC591-R20 (20)     Range 591.7m km    Resolution 20
Size 6 Anti-ship Missile (640)  Speed: 16,700 km/s   End: 303.4m    Range: 304m km   WH: 9    Size: 6    TH: 100/60/30

Active Search Sensor MR394-R20 (1)     GPS 12600     Range 394.4m km    Resolution 20

ECCM-2 (20)         ECM 20

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
Title: Re: Ships
Post by: MarcAFK on March 24, 2015, 01:10:41 AM
Code: [Select]
King Louis class Heavy Cruiser    127 750 tons     2944 Crew     23811.9 BP      TCS 2555  TH 7000  EM 22500
2739 km/s     Armour 9-225     Shields 750-300     Sensors 42/42/0/0     Damage Control Rating 200     PPV 638
Maint Life 2.68 Years     MSP 16650    AFR 1305%    IFR 18.1%    1YR 3299    5YR 49482    Max Repair 700 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 2    
Hangar Deck Capacity 5000 tons     Troop Capacity: 1 Battalion    Drop Capacity: 1 Battalion    Magazine 1750    

1400 EP Magneto-plasma Drive (5)    Power 1400    Fuel Use 121.54%    Signature 1400    Exp 17%
Fuel Capacity 25 000 000 Litres    Range 29.0 billion km   (122 days at full power)
Epsilon R300/504 Shields (250)   Total Fuel Cost  5 250 Litres per hour  (126 000 per day)

Twin Gauss Cannon R4-50 Deck Turret (10x8)    Range 40 000km     TS: 13200 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Triple Gauss Cannon R4-33 Deck Turret (10x12)    Range 40 000km     TS: 13500 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Single Gauss Cannon R4-8 Light PD Turret (50x4)    Range 40 000km     TS: 100000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Gauss Cannon R4-100 Main Turret (4x4)    Range 40 000km     TS: 6300 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS-320-ECCM1 (8x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
25cm Railgun V5/C8 (8x4)    Range 250 000km     TS: 8000 km/s     Power 15-8     RM 5    ROF 10        5 5 5 5 5 4 3 3 2 2
25cm C8 Plasma Carronade (5)    Range 160 000km     TS: 8000 km/s     Power 16-8     RM 1    ROF 10        16 8 5 4 3 2 2 2 1 1
Fire Control S03 90-32000 H70 (3)    Max Range: 180 000 km   TS: 32000 km/s     94 89 83 78 72 67 61 56 50 44
Fire Control S01 30-32000 H70 (2)    Max Range: 60 000 km   TS: 32000 km/s     83 67 50 33 17 0 0 0 0 0
Fire Control S02 240-8000 H70 (2)    Max Range: 480 000 km   TS: 8000 km/s     98 96 94 92 90 88 85 83 81 79
Stellarator Fusion Reactor Technology PB-1/O30 (4)     Total Power Output 120    Armour 0    Exp 5%

Size 4 Missile Launcher (60)    Missile Size 4    Rate of Fire 30
Missile Fire Control FC395-R150 (2)     Range 395.0m km    Resolution 150
4-MDP/ASM-LR1 (438)  Speed: 15 000 km/s   End: 370.5m    Range: 333.5m km   WH: 9    Size: 4    TH: 90/54/27

Active Search Sensor MR134-R100 (70%) (2)     GPS 9600     Range 134.4m km    Resolution 100
Active Search Sensor MR3-R1 (70%) (2)     GPS 24     Range 3.4m km    MCR 366k km    Resolution 1
Active Search Sensor MR190-R200 (70%) (2)     GPS 19200     Range 190.1m km    Resolution 200
Thermal Sensor TH3-42 (70%) (3)     Sensitivity 42     Detect Sig Strength 1000:  42m km
EM Detection Sensor EM3-42 (70%) (3)     Sensitivity 42     Detect Sig Strength 1000:  42m km

ECM 10

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 is not as big as I want it. I was trying to go for something around the 200,000 ton range. If anyone could add input for what I could do despite just the generic advice that would be very appreciated. Just waiting a little to finish as the jump engines are in research queue.
I question if you need so many different gauss turrets, I expect the triple 33's would be just as effective as the twin 50's, your PD turret has a tracking speed 3 times what your best fire control can manage, which I think means you can't take advantage of it.
Also I believe your resolution 100 and resolution 200 sensors are both the same size? If you make the resolution 100 sensor twice the size you should get around 200 million kilometres, which is better range and resolution than you're currently getting. I realise the research cost for that is rather extreme however.
It's very slow for magneto plasma too, and you could bump the missile fire control upto resolution 100 to take advantage of the new search sensors...
Oh and it looks like you have a lot of maintenance storage, while they do increase maintenance life they don't do much for failure rate, you're going to get a broken component every 3-4 weeks, which will be an annoying source of interrupts.
Remove most of the maintenance storage bays and replace them with extra engineering bays to get failure rate below a 300%.
Title: Re: Ships
Post by: 83athom on March 24, 2015, 07:52:54 AM
I question if you need so many different gauss turrets, I expect the triple 33's would be just as effective as the twin 50's, your PD turret has a tracking speed 3 times what your best fire control can manage, which I think means you can't take advantage of it.
RP purposes mostly. And its tracking is so high because I want to still use it when I get better fire control (as researching the next few fire controls in a row is faster than researching something that will warrant replacing my current turrets)
It's very slow for magneto plasma too, and you could bump the missile fire control upto resolution 100 to take advantage of the new search sensors...
Noted, however it is running on 5 size 50HS engines with 2.5x power that eats fuel like a mothertrucker. I will see what I can do, and that does include tankers and tugs (both of which I am already designing for other purposes)
Oh and it looks like you have a lot of maintenance storage, while they do increase maintenance life they don't do much for failure rate, you're going to get a broken component every 3-4 weeks, which will be an annoying source of interrupts. Remove most of the maintenance storage bays and replace them with extra engineering bays to get failure rate below a 300%.
Ok.

Also I have missiles that have 5x the range, however the ones on this have a higher hit chance, and I kind of wanted this class to be in the middle of an enemy formation and blast away at everything in sight.

As for the aforementioned purposes of the tug and tanker, here is a little sneak peak.
Code: [Select]
Scorpio WIP class Base    305 150 tons     5010 Crew     28715.5 BP      TCS 6103  TH 0  EM 22500
1 km/s     Armour 8-403     Shields 750-300     Sensors 42/42/0/0     Damage Control Rating 450     PPV 434
Maint Life 4.68 Years     MSP 24703    AFR 2979%    IFR 41.4%    1YR 1840    5YR 27606    Max Repair 150 MSP
Intended Deployment Time: 3 months    Flight Crew Berths 349   
Flag Bridge    Hangar Deck Capacity 100000 tons     Troop Capacity: 5 Battalions    Tractor Beam     
Recreational Facilities


Single Gauss Cannon R4-8 Light PD Turret (50x4)    Range 0km     TS: 100000 km/s     Power 0-0     RM 4    ROF 5        0 0 0 0 0 0 0 0 0 0
Triple Gauss Cannon R4-33 Deck Turret (20x12)    Range 0km     TS: 13500 km/s     Power 0-0     RM 4    ROF 5        0 0 0 0 0 0 0 0 0 0
Twin Gauss Cannon R4-50 Deck Turret (20x8)    Range 0km     TS: 13200 km/s     Power 0-0     RM 4    ROF 5        0 0 0 0 0 0 0 0 0 0
CIWS-320-ECCM1 (25x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR134-R100 (70%) (1)     GPS 9600     Range 134.4m km    Resolution 100
Active Search Sensor MR190-R200 (70%) (1)     GPS 19200     Range 190.1m km    Resolution 200
Active Search Sensor MR3-R1 (70%) (1)     GPS 24     Range 3.4m km    MCR 366k km    Resolution 1
Thermal Sensor TH3-42 (70%) (3)     Sensitivity 42     Detect Sig Strength 1000:  42m km
EM Detection Sensor EM3-42 (70%) (3)     Sensitivity 42     Detect Sig Strength 1000:  42m km

ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes
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Sunny WIP class Repair Yard    345 900 tons     5645 Crew     34997 BP      TCS 6918  TH 0  EM 0
1 km/s     Armour 1-438     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 200     PPV 0
Maint Life 5.1 Years     MSP 37647    AFR 4785%    IFR 66.5%    1YR 2414    5YR 36209    Max Repair 54.3 MSP
Intended Deployment Time: 3 months    Flight Crew Berths 5   
Hangar Deck Capacity 300000 tons     


CIWS-320-ECCM1 (10x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Cornwallis WIP class Maintenance Base    8 329 300 tons     52130 Crew     225700 BP      TCS 166586  TH 0  EM 0
1 km/s     Armour 1-3660     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 100     PPV 0
MSP 1694    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Cargo 625000    Habitation Capacity 500 000    Cargo Handling Multiplier 50    Tractor Beam     
Recreational Facilities
Maintenance Modules: 1000 module(s) capable of supporting ships of 200000 tons


CIWS-320-ECCM1 (10x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes

Code: [Select]
Rommel WIP class Fuel Harvester Base    775 750 tons     3160 Crew     21416 BP      TCS 15515  TH 0  EM 0
1 km/s     Armour 3-752     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 100     PPV 0
MSP 1725    Max Repair 54.3 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cargo 25000    Cargo Handling Multiplier 50   
Recreational Facilities
Fuel Harvester: 150 modules producing 4200000 litres per annum

Fuel Capacity 250 000 000 Litres    Range N/A

CIWS-320-ECCM1 (10x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes
I like building starbases, even though they are so expensive.
Title: Re: Ships
Post by: MarcAFK on March 24, 2015, 08:15:55 AM
Holy smeg that maintenance base though. :o
Title: Re: Ships
Post by: 83athom on March 24, 2015, 09:08:56 AM
Holy smeg that maintenance base though. :o
My said tug I am designing can tow it about 50km/s. Still working on both. It has poor fuel so I'll need a tanker to go along with it (they are Heavy Tugs the size of military frigates, with military drives).
Title: Re: Ships
Post by: MarcAFK on March 24, 2015, 09:29:45 AM
It's more the cost than anything else.
Title: Re: Ships
Post by: illrede on March 24, 2015, 09:56:40 PM
This works.   Pre-dreadnought railgun fleet sensibilities.    500 million populatuion, nothing extra, Full spoiler start.    Outright war against some ruin haunters in the first system surveyed at T1 (got called Sol Aliens).    Long campaign against certain fast corvette users at T2.    Homeworld defense against something nastier still (Not my homeworld.    X3 49,500 ton beamships, X3 16,500 ton missile ships) at T2.  

I'd prefer that the main armament were one size larger in all instances, but I was very strict in setup and miscalculated.  


T1

Doctrine- Point defense wall with railguns, decisive alpha-strike from extreme range, with the option of a followup point-blank missile launch at the commencement of energy-range engagement if non-decisive and opponent does not refuse engagement (designs lack speed to force engagements).    Squadron actions, minimum group size one Samradh, 3 Iascs, 4 Alainns.  

Code: [Select]
Iasc class Battleship    12 000 tons     278 Crew     1353.95 BP      TCS 240  TH 600  EM 0
2500 km/s     Armour 3-46     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 3     PPV 72
Maint Life 0.96 Years     MSP 212    AFR 384%    IFR 5.3%    1YR 220    5YR 3301    Max Repair 120 MSP
Intended Deployment Time: 6 months    Spare Berths 2   
Magazine 432   

Sibanyoni-Ndebele 200 EP Nuclear Pulse Engine (3)    Power 200    Fuel Use 60%    Signature 200    Exp 10%
Fuel Capacity 390 000 Litres    Range 9.8 billion km   (45 days at full power)

Mabuza-Sibanyoni 10cm Railgun (4x4)    Range 30 000km     TS: 4000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Mabuza-Sibanyoni 15cm Railgun (2x4)    Range 90 000km     TS: 4000 km/s     Power 9-3     RM 3    ROF 15        3 3 3 2 1 1 1 1 1 0
Hlanganani & Nkosi Extended Fire Control (1)    Max Range: 128 000 km   TS: 4000 km/s     92 84 77 69 61 53 45 37 30 22
Hlanganani & Ndebele Pebble Bed Reactor (6)     Total Power Output 18    Armour 0    Exp 5%

Silongo-Mhaule Torpedo Rack (24)    Missile Size 8    Rate of Fire 24000
Dlamini & Silongo Missile Fire Control (1)     Range 216.0m km    Resolution 100
Silongo-Mhaule Standard Torpedo (54)  Speed: 12 500 km/s   End: 273.2m    Range: 204.9m km   WH: 5    Size: 8    TH: 41/25/12

Dlamini & Silongo Particle Active Search Sensor (1)     GPS 60     Range 3.6m km    MCR 392k km    Resolution 1
Ndebele Thermal Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Ndebele EM Detection Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

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





Code: [Select]
Samhradh class Battleship    12 000 tons     296 Crew     1579 BP      TCS 240  TH 600  EM 0
2500 km/s     Armour 4-46     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 4     PPV 48
Maint Life 1.08 Years     MSP 329    AFR 288%    IFR 4%    1YR 286    5YR 4284    Max Repair 360 MSP
Intended Deployment Time: 6 months    Spare Berths 1   
Magazine 120    Cryogenic Berths 400   

Sibanyoni-Ndebele 200 EP Nuclear Pulse Engine (3)    Power 200    Fuel Use 60%    Signature 200    Exp 10%
Fuel Capacity 390 000 Litres    Range 9.8 billion km   (45 days at full power)

Mabuza-Sibanyoni 10cm Railgun (4x4)    Range 30 000km     TS: 4000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Mabuza-Sibanyoni 15cm Railgun (1x4)    Range 90 000km     TS: 4000 km/s     Power 9-3     RM 3    ROF 15        3 3 3 2 1 1 1 1 1 0
Hlanganani & Nkosi Extended Fire Control (1)    Max Range: 128 000 km   TS: 4000 km/s     92 84 77 69 61 53 45 37 30 22
Hlanganani & Ndebele Pebble Bed Reactor (5)     Total Power Output 15    Armour 0    Exp 5%

Silongo-Mhaule Torpedo Rack (15)    Missile Size 8    Rate of Fire 24000
Dlamini & Silongo Missile Fire Control (1)     Range 216.0m km    Resolution 100
Silongo-Mhaule Standard Torpedo (15)  Speed: 12 500 km/s   End: 273.2m    Range: 204.9m km   WH: 5    Size: 8    TH: 41/25/12

Dlamini & Silongo Particle Active Search Sensor (1)     GPS 60     Range 3.6m km    MCR 392k km    Resolution 1
Dlamini & Silongo Master Active Search Sensor (1)     GPS 36000     Range 216.0m km    Resolution 100
Ndebele Thermal Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Ndebele EM Detection Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

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




Code: [Select]
Leathphingin class Destroyer    7 500 tons     198 Crew     848.5 BP      TCS 150  TH 600  EM 0
4000 km/s     Armour 3-34     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 2     PPV 24
Maint Life 0.97 Years     MSP 141    AFR 225%    IFR 3.1%    1YR 146    5YR 2190    Max Repair 100 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

Sibanyoni-Ndebele 200 EP Nuclear Pulse Engine (3)    Power 200    Fuel Use 60%    Signature 200    Exp 10%
Fuel Capacity 260 000 Litres    Range 10.4 billion km   (30 days at full power)

Mabuza-Sibanyoni 15cm Railgun (2x4)    Range 90 000km     TS: 4000 km/s     Power 9-3     RM 3    ROF 15        3 3 3 2 1 1 1 1 1 0
Mabuza-Sibanyoni 10cm Railgun (4x4)    Range 30 000km     TS: 4000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Hlanganani & Nkosi Standard Fire Control (1)    Max Range: 64 000 km   TS: 4000 km/s     84 69 53 37 22 6 0 0 0 0
Hlanganani & Nkosi Extended Fire Control (1)    Max Range: 128 000 km   TS: 4000 km/s     92 84 77 69 61 53 45 37 30 22
Hlanganani & Ndebele Pebble Bed Reactor (6)     Total Power Output 18    Armour 0    Exp 5%

Dlamini & Silongo Particle Active Search Sensor (1)     GPS 60     Range 3.6m km    MCR 392k km    Resolution 1
Ndebele Thermal Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Military Vessel for maintenance purposes





Code: [Select]
Alainn class Escort    6 000 tons     171 Crew     711 BP      TCS 120  TH 400  EM 0
3333 km/s     Armour 3-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 24
Maint Life 1.4 Years     MSP 148    AFR 144%    IFR 2%    1YR 82    5YR 1230    Max Repair 100 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

Sibanyoni-Ndebele 200 EP Nuclear Pulse Engine (2)    Power 200    Fuel Use 60%    Signature 200    Exp 10%
Fuel Capacity 200 000 Litres    Range 10.0 billion km   (34 days at full power)

Mabuza-Sibanyoni 10cm Railgun (8x4)    Range 30 000km     TS: 4000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Hlanganani & Nkosi Standard Fire Control (2)    Max Range: 64 000 km   TS: 4000 km/s     84 69 53 37 22 6 0 0 0 0
Hlanganani & Ndebele Pebble Bed Reactor (8)     Total Power Output 24    Armour 0    Exp 5%

Dlamini & Silongo Particle Active Search Sensor (1)     GPS 60     Range 3.6m km    MCR 392k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes




T2 New builds

Doctrine retained with one addition- salvos of anti-missile missiles were included in battleship magazines, launched and guided from anti-ship missile systems (~15 sec engagement window against 40k km/s anti-ship missiles).    Four Seirbhis/Four Nollaig groups were altered to Six Seirbhis/Four Nollaig/Two Rhudry groups after multiple experiences.    Last-ditch anti-missile use a successful innovation, enabled a 4-BB/4-CL task group to survive an encounter with heavy losses (1 BB, 3 CL) instead of being wiped out.  

Code: [Select]
Seirbhis class Battleship    30 000 tons     694 Crew     5121.9 BP      TCS 600  TH 2400  EM 0
4000 km/s     Armour 6-86     Shields 0-0     Sensors 11/140/0/0     Damage Control Rating 15     PPV 160
Maint Life 1.46 Years     MSP 1601    AFR 480%    IFR 6.7%    1YR 831    5YR 12468    Max Repair 700 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 912   

Sibanyoni-Ndebele Ion Drive (4)    Power 600    Fuel Use 30%    Signature 600    Exp 10%
Fuel Capacity 1 530 000 Litres    Range 30.6 billion km   (88 days at full power)

Nkosi Foundation 10cm Railgun (8x4)    Range 40 000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Nkosi Foundation 20cm Railgun (4x4)    Range 160 000km     TS: 5000 km/s     Power 12-4     RM 4    ROF 15        4 4 4 4 3 2 2 2 1 1
Sibanyoni-Mabuza Fire Control (1)    Max Range: 160 000 km   TS: 5000 km/s     94 88 81 75 69 62 56 50 44 38
Nkosi-Silongo Master Fire Control (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Sibanyoni-Shabangu Gas-Cooled Fast Reactor (4)     Total Power Output 36    Armour 0    Exp 5%
Sibanyoni Technology Gas-Cooled Fast Reactor (1)     Total Power Output 4.5    Armour 0    Exp 5%

Silongo Weapon Systems Torpedo Rack (54)    Missile Size 8    Rate of Fire 6000
Mabena-Mhaule Foundation Missile Fire Control (1)     Range 644.1m km    Resolution 120
Ietlzhdrzhdrkre  Anti-missile Missile (48)  Speed: 41 000 km/s   End: 28.4m    Range: 70m km   WH: 1    Size: 1    TH: 533/319/159
Silongo-Mhaule Torpedo (108)  Speed: 30 000 km/s   End: 130.2m    Range: 234.4m km   WH: 9    Size: 8    TH: 100/60/30

Mabena-Mhaule Foundation Particle Active Search Sensor (1)     GPS 140     Range 19.6m km    MCR 2.1m km    Resolution 1
Mabena-Mhaule Foundation System Search Sensor (1)     GPS 84000     Range 1 073.5m km    Resolution 120
Shabangu-Sibanyoni Thermal Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Mabena-Mhaule Foundation Master EM Detection Sensor (1)     Sensitivity 140     Detect Sig Strength 1000:  140m km

ECCM-2 (1)         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




Code: [Select]
Seirbhis (J) class Battleship    30 000 tons     743 Crew     5173.9 BP      TCS 600  TH 2400  EM 0
4000 km/s    JR 3-50     Armour 6-86     Shields 0-0     Sensors 11/140/0/0     Damage Control Rating 18     PPV 80
Maint Life 1.46 Years     MSP 1940    AFR 399%    IFR 5.6%    1YR 1014    5YR 15215    Max Repair 700 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 672   

Hlanganani Techsystems J30000 Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3
Sibanyoni-Ndebele Ion Drive (4)    Power 600    Fuel Use 30%    Signature 600    Exp 10%
Fuel Capacity 1 520 000 Litres    Range 30.4 billion km   (87 days at full power)

Nkosi Foundation 10cm Railgun (6x4)    Range 40 000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Nkosi Foundation 20cm Railgun (2x4)    Range 160 000km     TS: 5000 km/s     Power 12-4     RM 4    ROF 15        4 4 4 4 3 2 2 2 1 1
Sibanyoni-Mabuza Fire Control (1)    Max Range: 160 000 km   TS: 5000 km/s     94 88 81 75 69 62 56 50 44 38
Nkosi-Silongo Master Fire Control (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Sibanyoni-Shabangu Gas-Cooled Fast Reactor (3)     Total Power Output 27    Armour 0    Exp 5%

Silongo Weapon Systems Torpedo Rack (24)    Missile Size 8    Rate of Fire 6000
Mabena-Mhaule Foundation Missile Fire Control (1)     Range 644.1m km    Resolution 120
Ietlzhdrzhdrkre  Anti-missile Missile (96)  Speed: 41 000 km/s   End: 28.4m    Range: 70m km   WH: 1    Size: 1    TH: 533/319/159
Silongo-Mhaule Torpedo (72)  Speed: 30 000 km/s   End: 130.2m    Range: 234.4m km   WH: 9    Size: 8    TH: 100/60/30

Mabena-Mhaule Foundation System Search Sensor (1)     GPS 84000     Range 1 073.5m km    Resolution 120
Mabena-Mhaule Foundation Particle Active Search Sensor (1)     GPS 140     Range 19.6m km    MCR 2.1m km    Resolution 1
Shabangu-Sibanyoni Thermal Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Mabena-Mhaule Foundation Master EM Detection Sensor (1)     Sensitivity 140     Detect Sig Strength 1000:  140m km

ECCM-2 (1)         ECM 20

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





Code: [Select]
Eagla class Battleship    20 000 tons     488 Crew     3715.95 BP      TCS 400  TH 1800  EM 0
4500 km/s     Armour 5-65     Shields 0-0     Sensors 11/14/0/0     Damage Control Rating 18     PPV 80
Maint Life 1.16 Years     MSP 929    AFR 400%    IFR 5.6%    1YR 709    5YR 10630    Max Repair 300 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 432   

Sibanyoni-Ndebele Ion Drive (3)    Power 600    Fuel Use 30%    Signature 600    Exp 10%
Fuel Capacity 1 030 000 Litres    Range 30.9 billion km   (79 days at full power)

Nkosi Foundation 20cm Railgun (2x4)    Range 160 000km     TS: 5000 km/s     Power 12-4     RM 4    ROF 15        4 4 4 4 3 2 2 2 1 1
Nkosi Foundation 10cm Railgun (6x4)    Range 40 000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Nkosi-Silongo Master Fire Control (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Sibanyoni-Mabuza Fire Control (1)    Max Range: 160 000 km   TS: 5000 km/s     94 88 81 75 69 62 56 50 44 38
Sibanyoni-Shabangu Gas-Cooled Fast Reactor (3)     Total Power Output 27    Armour 0    Exp 5%

Silongo Weapon Systems Torpedo Rack (24)    Missile Size 8    Rate of Fire 6000
Mabuza Techsystems Anti-Torpedo Boat Missile Fire Control (2)     Range 157.8m km    Resolution 20
Mabena-Mhaule Foundation Missile Fire Control (1)     Range 644.1m km    Resolution 120
Silongo-Mhaule Torpedo (54)  Speed: 30 000 km/s   End: 130.2m    Range: 234.4m km   WH: 9    Size: 8    TH: 100/60/30

Mabena-Mhaule Foundation Master Search Sensor (1)     GPS 33600     Range 429.4m km    Resolution 120
Mabena-Mhaule Foundation Particle Active Search Sensor (1)     GPS 140     Range 19.6m km    MCR 2.1m km    Resolution 1
Mabuza Techsystems Anti-Torpedo Boat Search Sensor (1)     GPS 5600     Range 175.3m km    Resolution 20
Shabangu-Sibanyoni Thermal Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Mabena-Mhaule Foundation Standard EM Detection Sensor (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-2 (2)         ECM 20

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




Code: [Select]
Eagla (J) class Battleship    20 000 tons     491 Crew     3470.95 BP      TCS 400  TH 1800  EM 0
4500 km/s    JR 3-50     Armour 5-65     Shields 0-0     Sensors 11/14/0/0     Damage Control Rating 21     PPV 36
Maint Life 1.47 Years     MSP 1193    AFR 290%    IFR 4%    1YR 615    5YR 9218    Max Repair 300 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 336   

Hlanganani Techsystems J20000 Military Jump Drive     Max Ship Size 20000 tons    Distance 50k km     Squadron Size 3
Sibanyoni-Ndebele Ion Drive (3)    Power 600    Fuel Use 30%    Signature 600    Exp 10%
Fuel Capacity 1 070 000 Litres    Range 32.1 billion km   (82 days at full power)

Nkosi Foundation 10cm Railgun (4x4)    Range 40 000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Sibanyoni-Mabuza Fire Control (1)    Max Range: 160 000 km   TS: 5000 km/s     94 88 81 75 69 62 56 50 44 38
Sibanyoni-Shabangu Gas-Cooled Fast Reactor (2)     Total Power Output 18    Armour 0    Exp 5%

Silongo Weapon Systems Torpedo Rack (12)    Missile Size 8    Rate of Fire 6000
Mabuza Techsystems Anti-Torpedo Boat Missile Fire Control (1)     Range 157.8m km    Resolution 20
Mabena-Mhaule Foundation Missile Fire Control (1)     Range 644.1m km    Resolution 120
Silongo-Mhaule Torpedo (42)  Speed: 30 000 km/s   End: 130.2m    Range: 234.4m km   WH: 9    Size: 8    TH: 100/60/30

Mabena-Mhaule Foundation Particle Active Search Sensor (1)     GPS 140     Range 19.6m km    MCR 2.1m km    Resolution 1
Mabuza Techsystems Anti-Torpedo Boat Search Sensor (1)     GPS 5600     Range 175.3m km    Resolution 20
Mabena-Mhaule Foundation Master Search Sensor (1)     GPS 33600     Range 429.4m km    Resolution 120
Shabangu-Sibanyoni Thermal Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Mabena-Mhaule Foundation Standard EM Detection Sensor (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-2 (1)         ECM 20

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




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Nollaig class Light Cruiser    7 000 tons     173 Crew     1165.4 BP      TCS 140  TH 600  EM 0
4285 km/s     Armour 4-32     Shields 0-0     Sensors 11/14/0/0     Damage Control Rating 4     PPV 38
Maint Life 2.06 Years     MSP 416    AFR 98%    IFR 1.4%    1YR 131    5YR 1963    Max Repair 300 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 80    Cryogenic Berths 200   

Sibanyoni-Ndebele Ion Drive (1)    Power 600    Fuel Use 30%    Signature 600    Exp 10%
Fuel Capacity 530 000 Litres    Range 45.4 billion km   (122 days at full power)

Nkosi Foundation 10cm Railgun (4x4)    Range 40 000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Nkosi Foundation 15cm Railgun (1x4)    Range 120 000km     TS: 5000 km/s     Power 9-5     RM 4    ROF 10        3 3 3 3 2 2 1 1 1 1
Sibanyoni-Mabuza Fire Control (1)    Max Range: 160 000 km   TS: 5000 km/s     94 88 81 75 69 62 56 50 44 38
Sibanyoni-Shabangu Gas-Cooled Fast Reactor (2)     Total Power Output 18    Armour 0    Exp 5%

Silongo Weapon Systems Torpedo Rack (10)    Missile Size 8    Rate of Fire 6000
Mabena-Mhaule Foundation Standard Missile Fire Control (1)     Range 257.6m km    Resolution 120
Silongo-Mhaule Torpedo (10)  Speed: 30 000 km/s   End: 130.2m    Range: 234.4m km   WH: 9    Size: 8    TH: 100/60/30

Mabena-Mhaule Foundation Standard Sensor MR42-R120 (1)     GPS 3360     Range 42.9m km    Resolution 120
Mabena-Mhaule Foundation Defensive Search Sensor (1)     GPS 28     Range 3.9m km    MCR 427k km    Resolution 1
Shabangu-Sibanyoni Thermal Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Mabena-Mhaule Foundation Standard EM Detection Sensor (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

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





Code: [Select]
Rhudry class Escort    7 000 tons     235 Crew     1236.8 BP      TCS 140  TH 600  EM 0
4285 km/s     Armour 2-32     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 36
Maint Life 2.21 Years     MSP 442    AFR 98%    IFR 1.4%    1YR 122    5YR 1834    Max Repair 300 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Sibanyoni-Ndebele Ion Drive (1)    Power 600    Fuel Use 30%    Signature 600    Exp 10%
Fuel Capacity 550 000 Litres    Range 47.1 billion km   (127 days at full power)

Nkosi Foundation 10cm Railgun (12x4)    Range 40 000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Sibanyoni-Mabuza Fire Control (3)    Max Range: 160 000 km   TS: 5000 km/s     94 88 81 75 69 62 56 50 44 38
Sibanyoni-Shabangu Gas-Cooled Fast Reactor (4)     Total Power Output 36    Armour 0    Exp 5%

Mabena-Mhaule Foundation Standard Sensor MR42-R120 (1)     GPS 3360     Range 42.9m km    Resolution 120
Mabena-Mhaule Foundation Defensive Search Sensor (1)     GPS 28     Range 3.9m km    MCR 427k km    Resolution 1

ECCM-2 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes




T2 Refits

All T1 units had engines, sensors, and fire control refit and doctrine was retained.    All surviving units were eventually gathered into a single defense fleet.  

(These and a Tabhair II did the Homeworld defense, 16 Iasc II's and 11 Alain II's.    It came down to a gun battle right around the planet against two damaged 50kt beamships, 14 Iascs and 8 Alains surviving.   )

Code: [Select]
Iasc II class Light Battleship    15 000 tons     348 Crew     2451.15 BP      TCS 300  TH 1200  EM 0
4000 km/s     Armour 5-54     Shields 0-0     Sensors 11/14/0/0     Damage Control Rating 8     PPV 72
Maint Life 1.7 Years     MSP 817    AFR 225%    IFR 3.1%    1YR 341    5YR 5119    Max Repair 300 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 432   

Sibanyoni-Ndebele Ion Drive (2)    Power 600    Fuel Use 30%    Signature 600    Exp 10%
Fuel Capacity 900 000 Litres    Range 36.0 billion km   (104 days at full power)

Mabuza-Sibanyoni 10cm Railgun (4x4)    Range 30 000km     TS: 5000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Mabuza-Sibanyoni 15cm Railgun (2x4)    Range 90 000km     TS: 5000 km/s     Power 9-3     RM 3    ROF 15        3 3 3 2 1 1 1 1 1 0
Sibanyoni-Mabuza Fire Control (2)    Max Range: 160 000 km   TS: 5000 km/s     94 88 81 75 69 62 56 50 44 38
Hlanganani & Ndebele Pebble Bed Reactor (6)     Total Power Output 18    Armour 0    Exp 5%

Silongo-Mhaule Torpedo Rack (24)    Missile Size 8    Rate of Fire 24000
Mabena-Mhaule Foundation Missile Fire Control (1)     Range 644.1m km    Resolution 120
Ietlzhdrzhdrkre  Anti-missile Missile (48)  Speed: 41 000 km/s   End: 28.4m    Range: 70m km   WH: 1    Size: 1    TH: 533/319/159
Silongo-Mhaule Torpedo (48)  Speed: 30 000 km/s   End: 130.2m    Range: 234.4m km   WH: 9    Size: 8    TH: 100/60/30

Mabena-Mhaule Foundation Master Search Sensor (1)     GPS 33600     Range 429.4m km    Resolution 120
Mabena-Mhaule Foundation Particle Active Search Sensor (1)     GPS 140     Range 19.6m km    MCR 2.1m km    Resolution 1
Shabangu-Sibanyoni Thermal Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Mabena-Mhaule Foundation Standard EM Detection Sensor (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-2 (1)         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









Code: [Select]
Alainn II class Escort    6 000 tons     176 Crew     1023 BP      TCS 120  TH 600  EM 0
5000 km/s     Armour 3-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 24
Maint Life 1.58 Years     MSP 320    AFR 96%    IFR 1.3%    1YR 148    5YR 2225    Max Repair 300 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Sibanyoni-Ndebele Ion Drive (1)    Power 600    Fuel Use 30%    Signature 600    Exp 10%
Fuel Capacity 390 000 Litres    Range 39.0 billion km   (90 days at full power)

Mabuza-Sibanyoni 10cm Railgun (8x4)    Range 30 000km     TS: 5000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Sibanyoni-Mabuza Fire Control (2)    Max Range: 160 000 km   TS: 5000 km/s     94 88 81 75 69 62 56 50 44 38
Hlanganani & Ndebele Pebble Bed Reactor (8)     Total Power Output 24    Armour 0    Exp 5%

Mabena-Mhaule Foundation Particle Active Search Sensor (1)     GPS 140     Range 19.6m km    MCR 2.1m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes











PDCs


Code: [Select]
Tabhair class Missile Base    20 000 tons     411 Crew     2419.4 BP      TCS 400  TH 0  EM 0
Armour 5-65     Sensors 1/700     Damage Control Rating 0     PPV 346
Intended Deployment Time: 3 months    Spare Berths 5   
Magazine 1384   

Silongo-Mhaule Torpedo Rack (173)    Missile Size 8    Rate of Fire 24000
Mabena-Mhaule Foundation Missile Fire Control (1)     Range 644.1m km    Resolution 120
Silongo-Mhaule Standard Torpedo (173)  Speed: 12 500 km/s   End: 273.2m    Range: 204.9m km   WH: 5    Size: 8    TH: 41/25/12

Mabena-Mhaule Foundation System Search Sensor (1)     GPS 84000     Range 1 073.5m km    Resolution 120

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 Planetary Defence Centre and can be pre-fabricated in 8 sections







Code: [Select]
Tabhair II class Missile Base    25 000 tons     567 Crew     4994 BP      TCS 500  TH 0  EM 0
Armour 5-76     Sensors 1/700     Damage Control Rating 0     PPV 392
Intended Deployment Time: 3 months    Spare Berths 1   
Magazine 1568   

Silongo Weapon Systems Torpedo Rack (196)    Missile Size 8    Rate of Fire 6000
Mabuza Techsystems Anti-Torpedo Boat Missile Fire Control (5)     Range 157.8m km    Resolution 20
Mabena-Mhaule Foundation Missile Fire Control (2)     Range 644.1m km    Resolution 120
Silongo-Mhaule Torpedo (196)  Speed: 30 000 km/s   End: 130.2m    Range: 234.4m km   WH: 9    Size: 8    TH: 100/60/30

Mabuza Techsystems Anti-Torpedo Boat Search Sensor (1)     GPS 5600     Range 175.3m km    Resolution 20
Mabena-Mhaule Foundation Particle Active Search Sensor (1)     GPS 140     Range 19.6m km    MCR 2.1m km    Resolution 1
Mabena-Mhaule Foundation System Search Sensor (1)     GPS 84000     Range 1 073.5m km    Resolution 120
Mabena-Mhaule Foundation Master EM Detection Sensor (1)     Sensitivity 140     Detect Sig Strength 1000:  140m km

ECCM-2 (2)         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 Planetary Defence Centre and can be pre-fabricated in 10 sections


Windfall munitions availble in functionally infinite quantities

Code: [Select]
Ietlzhdrzhdrkre  Anti-missile Missile (48)  Speed: 41 000 km/s   End: 28.4m    Range: 70m km   WH: 1    Size: 1    TH: 533/319/159
Code: [Select]
Medas Anti-ship Missile (1)  Speed: 23 000 km/s   End: 48.5m    Range: 67m km   WH: 5    Size: 4    TH: 76/46/23

Successful Homeworld Defense windfall, one unit

Code: [Select]
Kullervo II class Battleship    36 950 tons     920 Crew     14111.76 BP      TCS 739  TH 7392  EM 0
10002 km/s     Armour 18-98     Shields 0-0     Sensors 96/32/0/0     Damage Control Rating 20     PPV 192.5
Maint Life 1.17 Years     MSP 2387    AFR 1092%    IFR 15.2%    1YR 1791    5YR 26859    Max Repair 518 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 400   

352 EP Inertial Fusion Drive (21)    Power 352    Fuel Use 28.55%    Signature 352    Exp 11%
Fuel Capacity 2 120 000 Litres    Range 36.2 billion km   (41 days at full power)

40cm C10 Far X-Ray Laser (8)    Range 600 000km     TS: 10002 km/s     Power 42-10     RM 8    ROF 25        42 42 42 42 42 42 42 42 37 33
Boshoff-Neethling  Weapon Systems 10cm Railgun (24x4)    Range 50 000km     TS: 10002 km/s     Power 3-3     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Fire Control S02 300-10000 (3)    Max Range: 600 000 km   TS: 10000 km/s     98 97 95 93 92 90 88 87 85 83
Solid-core Anti-matter Power Plant Technology PB-1 (10)     Total Power Output 160    Armour 0    Exp 5%

Delport Aerospace Anti-Torpedo Torpedo Launcher (98)    Missile Size 1    Rate of Fire 600
Els-Smellekamp Anti-Torpedo Torpedo Fire Control (1)     Range 19.4m km    Resolution 1
Ietlzhdrzhdrkre  Anti-missile Missile (400)  Speed: 41 000 km/s   End: 28.4m    Range: 70m km   WH: 1    Size: 1    TH: 533/319/159

Dlamini Engineering Company Particle Sensor (1)     GPS 360     Range 64.8m km    MCR 7.1m km    Resolution 1
Mabena-Mhaule Foundation Defensive Search Sensor (1)     GPS 28     Range 3.9m km    MCR 427k km    Resolution 1
Thermal Sensor TH3-96 (1)     Sensitivity 96     Detect Sig Strength 1000:  96m km
EM Detection Sensor EM1-32 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

ECCM-6 (3)         ECM 60

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







T4 (early) patches


Code: [Select]
Siongo-Mhaule mk3 Torpedo  Speed: 30 000 km/s   End: 235.5m    Range: 424m km   WH: 16    Size: 8    TH: 110/66/33


Code: [Select]
Ahto A class Battlecruiser    20 000 tons     531 Crew     4552 BP      TCS 400  TH 4000  EM 0
10000 km/s     Armour 7-65     Shields 0-0     Sensors 11/18/0/0     Damage Control Rating 20     PPV 64
Maint Life 1.19 Years     MSP 1422    AFR 320%    IFR 4.4%    1YR 1037    5YR 15554    Max Repair 500 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

Sibanyoni-Silongo Internal Fusion Drive (4)    Power 1000    Fuel Use 30%    Signature 1000    Exp 10%
Fuel Capacity 1 135 000 Litres    Range 34.1 billion km   (39 days at full power)

de la Rey-Dippenaar 25cm Railgun (8x4)    Range 250 000km     TS: 10000 km/s     Power 15-5     RM 5    ROF 15        5 5 5 5 5 4 3 3 2 2
Ndebele Foundation LRHS Fire Control (1)    Max Range: 320 000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Botha-Barnard Stellarator Fusion Reactor (7)     Total Power Output 42    Armour 0    Exp 5%

Dlamini Engineering Company Particle Sensor (1)     GPS 360     Range 64.8m km    MCR 7.1m km    Resolution 1
Shabangu-Sibanyoni Thermal Sensor (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Mhaule-Mabuza Techsystems EM Detection Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECCM-2 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes



Code: [Select]
Tabhair III class Missile Base    39 100 tons     631 Crew     8228 BP      TCS 782  TH 0  EM 0
Armour 24-102     Sensors 275/540     Damage Control Rating 10     PPV 450
Intended Deployment Time: 3 months    Spare Berths 3   
Magazine 1800   

Delport Aerospace Anti-Torpedo Torpedo Launcher (200)    Missile Size 1    Rate of Fire 600
Erasmus Corporation Torpedo Launcher (200)    Missile Size 8    Rate of Fire 4800
Dlamini Engineering Company ER Missile Fire Control (4)     Range 1 064.8m km    Resolution 120
Mabuza Techsystems Anti-Torpedo Boat Missile Fire Control (1)     Range 157.8m km    Resolution 20
Els-Smellekamp Anti-Torpedo Torpedo Fire Control (4)     Range 19.4m km    Resolution 1
Ietlzhdrzhdrkre  Anti-missile Missile (200)  Speed: 41 000 km/s   End: 28.4m    Range: 70m km   WH: 1    Size: 1    TH: 533/319/159
Siongo-Mhaule mk3 Torpedo (200)  Speed: 30 000 km/s   End: 235.5m    Range: 424m km   WH: 16    Size: 8    TH: 110/66/33

Dlamini Engineering Company Particle Sensor (1)     GPS 360     Range 64.8m km    MCR 7.1m km    Resolution 1
Dlamini Engineering Company Active Search Sensor (1)     GPS 64800     Range 1 064.8m km    Resolution 120
Shabangu-Sibanyoni Master Thermal Sensor (1)     Sensitivity 275     Detect Sig Strength 1000:  275m km
Mabena-Mhaule Foundation Master EM Detection Sensor (1)     Sensitivity 140     Detect Sig Strength 1000:  140m km

ECCM-2 (4)         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 Planetary Defence Centre and can be pre-fabricated in 16 sections




Code: [Select]
Ejdle  class Missile Base    18 600 tons     287 Crew     3999 BP      TCS 372  TH 0  EM 0
Armour 16-62     Sensors 1/540     Damage Control Rating 0     PPV 250
Intended Deployment Time: 3 months    Spare Berths 0   
Magazine 1000   

Erasmus Corporation Torpedo Launcher (100)    Missile Size 8    Rate of Fire 4800
Delport Aerospace Anti-Torpedo Torpedo Launcher (200)    Missile Size 1    Rate of Fire 600
Els-Smellekamp Anti-Torpedo Torpedo Fire Control (1)     Range 19.4m km    Resolution 1
Dlamini Engineering Company ER Missile Fire Control (1)     Range 1 064.8m km    Resolution 120
Ietlzhdrzhdrkre  Anti-missile Missile (200)  Speed: 41 000 km/s   End: 28.4m    Range: 70m km   WH: 1    Size: 1    TH: 533/319/159
Siongo-Mhaule mk3 Torpedo (100)  Speed: 30 000 km/s   End: 235.5m    Range: 424m km   WH: 16    Size: 8    TH: 110/66/33

Dlamini Engineering Company Particle Sensor (1)     GPS 360     Range 64.8m km    MCR 7.1m km    Resolution 1
Dlamini Engineering Company Active Search Sensor (1)     GPS 64800     Range 1 064.8m km    Resolution 120

ECCM-2 (2)         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 Planetary Defence Centre and can be pre-fabricated in 8 sections

Gathis was designed to deal with Anti-missile missile swarms. 

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Gathis class Point Defence Base    22 250 tons     1039 Crew     3267 BP      TCS 445  TH 0  EM 0
Armour 9-70     Sensors 1/360     Damage Control Rating 20     PPV 307.2
Intended Deployment Time: 3 months    Spare Berths 1   

Quad Dlamini Ordnance R1.5/C3 Meson Cannon Turret (16x4)    Range 15 000km     TS: 20000 km/s     Power 12-12     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
Smuts-van Blerk PDC Fire Control (4)    Max Range: 120 000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17
Botha-Barnard Stellarator Fusion Reactor (32)     Total Power Output 192    Armour 0    Exp 5%

Boje-Reitz Backup Active Search Sensor (1)     GPS 36     Range 6.5m km    MCR 706k km    Resolution 1
Dlamini Engineering Company Particle Sensor (1)     GPS 360     Range 64.8m km    MCR 7.1m km    Resolution 1

ECCM-2 (4)         
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 9 sections





T4 (late) patches

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De Plessiy Mk1 3KK Dart  Speed: 40 000 km/s   End: 1.2m    Range: 3m km   WH: 4    Size: 1    TH: 186/112/56
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Hiisi A class Battleship    30 000 tons     785 Crew     7422 BP      TCS 600  TH 3000  EM 0
5000 km/s     Armour 9-86     Shields 0-0     Sensors 275/18/0/0     Damage Control Rating 34     PPV 175.5
Maint Life 1.41 Years     MSP 2165    AFR 514%    IFR 7.1%    1YR 1193    5YR 17894    Max Repair 540 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 822   

Sibanyoni-Silongo Internal Fusion Drive (3)    Power 1000    Fuel Use 30%    Signature 1000    Exp 10%
Fuel Capacity 2 030 000 Litres    Range 40.6 billion km   (93 days at full power)

Terblanche-Smellekamp 12cm Railgun (6x4)    Range 100 000km     TS: 5000 km/s     Power 6-6     RM 5    ROF 5        2 2 2 2 2 1 1 1 1 1
Barnard-du Randt 30cm Railgun (4x4)    Range 320 000km     TS: 5000 km/s     Power 21-6     RM 6    ROF 20        7 7 7 7 7 7 5 5 4 4
Boshoff-Neethling  Weapon Systems 10cm Railgun (8x4)    Range 50 000km     TS: 5000 km/s     Power 3-3     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Sibanyoni-Mabuza Fire Control (3)    Max Range: 160 000 km   TS: 5000 km/s     94 88 81 75 69 62 56 50 44 38
Nkosi-Silongo Master Fire Control (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Botha-Barnard Stellarator Fusion Reactor (14)     Total Power Output 84    Armour 0    Exp 5%

Delport Aerospace Anti-Torpedo Torpedo Launcher (22)    Missile Size 1    Rate of Fire 600
Erasmus Corporation Torpedo Launcher (40)    Missile Size 8    Rate of Fire 4800
Els-Smellekamp Anti-Torpedo Torpedo Fire Control (1)     Range 19.4m km    Resolution 1
Dlamini Engineering Company ER Missile Fire Control (1)     Range 1 064.8m km    Resolution 120
Ietlzhdrzhdrkre  Anti-missile Missile (22)  Speed: 41 000 km/s   End: 28.4m    Range: 70m km   WH: 1    Size: 1    TH: 533/319/159
Zenzontle Anti-ship Missile (40)  Speed: 42 000 km/s   End: 113.4m    Range: 285.8m km   WH: 10    Size: 4    TH: 140/84/42
Siongo-Mhaule mk3 Torpedo (80)  Speed: 30 000 km/s   End: 235.5m    Range: 424m km   WH: 16    Size: 8    TH: 110/66/33

Dlamini Engineering Company Particle Sensor (1)     GPS 360     Range 64.8m km    MCR 7.1m km    Resolution 1
Dlamini Engineering Company Active Search Sensor (1)     GPS 64800     Range 1 064.8m km    Resolution 120
Shabangu-Sibanyoni Master Thermal Sensor (1)     Sensitivity 275     Detect Sig Strength 1000:  275m km
Mhaule-Mabuza Techsystems EM Detection Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECCM-2 (1)         ECM 20

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
Title: Re: Ships
Post by: JacenHan on May 29, 2015, 12:50:45 AM
Some of you should get this reference:
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Daedalus (Pre Asgard) class Battlecruiser    60 000 tons     1422 Crew     10277.2 BP      TCS 1200  TH 4800  EM 3750
4000 km/s    JR 3-50     Armour 4-136     Shields 125-300     Sensors 1/1/0/0     Damage Control Rating 43     PPV 206.8
Maint Life 1.5 Years     MSP 4603    AFR 669%    IFR 9.3%    1YR 2308    5YR 34621    Max Repair 2065 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 1   
Hangar Deck Capacity 8000 tons     Magazine 660   

Hyperdrive     Max Ship Size 60000 tons    Distance 50k km     Squadron Size 3
Primary Sublight Drive (15)    Power 320    Fuel Use 48%    Signature 320    Exp 10%
Fuel Capacity 4 035 000 Litres    Range 25.2 billion km   (72 days at full power)
Shield Generator (50)   Total Fuel Cost  750 Litres per hour  (18 000 per day)

Light Railgun Turret (6x6)    Range 30 000km     TS: 16670 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Medium Railgun (8x4)    Range 40 000km     TS: 4000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Heavy Railgun (4x4)    Range 160 000km     TS: 4000 km/s     Power 12-4     RM 4    ROF 15        4 4 4 4 3 2 2 2 1 1
Light Railgun Fire Control (3)    Max Range: 64 000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0
Primary Railgun Fire Control (3)    Max Range: 256 000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Primary Naquadah Generators (3)     Total Power Output 72    Armour 0    Exp 5%

Missile Tube (50)    Missile Size 8    Hangar Reload 60 minutes    MF Reload 10 hours
Missile Fire Control (10)     Range 21.9m km    Resolution 10
Mark IX Missile (82)  Speed: 45 000 km/s   End: 4.6m    Range: 12.5m km   WH: 16    Size: 8    TH: 165/99/49

Anti-Missile Sensor Array (1)     GPS 42     Range 4.6m km    MCR 503k km    Resolution 1
Primary Sensor Array (1)     GPS 12800     Range 102.4m km    Resolution 100
Anti-Fighter Sensor Array (1)     GPS 256     Range 10.2m km    Resolution 4

ECM 10

Strike Group
16x F-302 Interceptor   Speed: 12000 km/s    Size: 10

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
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F-302 class Interceptor    500 tons     3 Crew     133.2 BP      TCS 10  TH 120  EM 0
12000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.4
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 10    5YR 153    Max Repair 21 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   
Magazine 16   

Fighter Drive (3)    Power 40    Fuel Use 587%    Signature 40    Exp 25%
Fuel Capacity 15 000 Litres    Range 0.9 billion km   (21 hours at full power)

Fighter Railgun (1x3)    Range 30 000km     TS: 12000 km/s     Accuracy Modifier 33%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fighter Fire Control (1)    Max Range: 64 000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

Missile Tube (2)    Missile Size 8    Hangar Reload 60 minutes    MF Reload 10 hours
Missile Fire Control (1)     Range 21.9m km    Resolution 10
Mark IX Missile (2)  Speed: 45 000 km/s   End: 4.6m    Range: 12.5m km   WH: 16    Size: 8    TH: 165/99/49

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
They aren't a completely accurate representation, but it's good enough for my standards. Maybe a post-Asgard version or possibly a Ha'tak coming soon.

Also: Really liked your designs, illrede. I've used that doctrine several times myself and I find it very fascinating. Close range combat is my favorite part of the game, so all my ships generally have some kind of secondary beam weapon armament.

Edit: Created a preliminary design for a Ha'tak:
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Ha'tak class Mothership    100 000 tons     2766 Crew     18773 BP      TCS 2000  TH 8000  EM 6750
4000 km/s    JR 3-50     Armour 4-191     Shields 225-300     Sensors 1/1/0/0     Damage Control Rating 89     PPV 448
Maint Life 1.07 Years     MSP 9269    AFR 1012%    IFR 14.1%    1YR 8151    5YR 122265    Max Repair 5179 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 1   
Flag Bridge    Hangar Deck Capacity 12500 tons     

Ha'tak Hyperdrive     Max Ship Size 100000 tons    Distance 50k km     Squadron Size 3
Primary Sublight Drive (10)    Power 800    Fuel Use 25%    Signature 800    Exp 10%
Fuel Capacity 5 025 000 Litres    Range 36.2 billion km   (104 days at full power)
Shield Generator (75)   Total Fuel Cost  1 125 Litres per hour  (27 000 per day)

Medium Staff Cannon (32)    Range 160 000km     TS: 4000 km/s     Power 16-5     RM 1    ROF 20        16 8 5 4 3 2 2 2 1 1
Heavy Staff Cannon (16)    Range 256 000km     TS: 4000 km/s     Power 40-5     RM 1    ROF 40        40 20 13 10 8 6 5 5 4 4
Primary Fire Control (6)    Max Range: 256 000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Naquadah Generator Bank (8)     Total Power Output 240    Armour 0    Exp 5%

Fighter Detection Array (1)     GPS 630     Range 31.0m km    Resolution 5
Ship Detection Array (1)     GPS 21000     Range 231.0m km    Resolution 100

ECM 10

Strike Group
48x Deathglider Fighter   Speed: 15384 km/s    Size: 5.2

This design is classed as a Military Vessel for maintenance purposes
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Deathglider class Fighter    260 tons     3 Crew     88 BP      TCS 5.2  TH 80  EM 0
15384 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 0 Years     MSP 0    AFR 52%    IFR 0.7%    1YR 9    5YR 141    Max Repair 40 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   

Fighter Drive (1)    Power 80    Fuel Use 484.22%    Signature 80    Exp 25%
Fuel Capacity 10 000 Litres    Range 1.4 billion km   (25 hours at full power)

Fighter Staff Cannon (1)    Range 32 000km     TS: 15384 km/s     Power 3-1.25     RM 4    ROF 15        3 3 3 0 0 0 0 0 0 0
Fighter Fire Control (1)    Max Range: 32 000 km   TS: 16000 km/s     69 37 6 0 0 0 0 0 0 0
Small Naquadah Generator (1)     Total Power Output 1.8    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes
Title: Re: Ships
Post by: Vandermeer on May 29, 2015, 09:22:57 AM
I was surprised to find that my old 6.3 save of my Goa'uld game was still loadable in 6.4, so I could extract some classes. ...But I don't think I need to post them, as I thought I had them more accurate to the lore, but some things are still pretty off. Mine were 2.2mts heavy in order to accommodate recreation and as much as 240 500t Death Gilders (four wings of 60) + 3 30kt Al'kesh. How I came to those numbers of craft, I have no idea anymore. Wiki states 3 wings of Al'kesh and 12 wings of Death Gilders, but not what a wing is for them (if it is really 60, then the Al'kesh are simply impossible to fit in).
Then I had drop capacity for 116 Battalions, despite Wiki only speaking about 2000 troops. I had the 60 staff cannons though, so that is correct. And also a Naquadah bomb sluice. I took freedom to interpret the extra "anti fighter" staff cannons as another 32 beam turrets of different fast firing calibers.
..Some other illegal stuff like turning the pyramidion on top into a axial super-weapon and adding 8 size 32 torpedo tubes. Also I did not include the crazy 700kt cargo bay that they officially had. Ha'taks really are motherships with ultimate multi-role capability... .

The Al'kesh seems pretty exact, but ends up pretty heavy with 30kt. Both the Gilders and Al'kesh got shields in my designs though. I think the story was that the Goa'uld here came from ancient egypt time (earth start after all), and they managed to assimilate ancients technology, thus their maximized tech level and some changes.
Title: Re: Ships
Post by: MarcAFK on May 30, 2015, 01:06:07 PM
This isn't really on topic, but kind of is, I've been trying to replicate Aurora trans-Newtonian level technology into my Kerbal Space Program ship designs, however I'm having trouble with things exploding at greater than 2km/s acceleration. :(
In order to replicate the 0-full speed within a 5 second increment I would need something like 400 km/s acceleration, It's likely the game engine can't handle it but even so I might see if I can build a good physical analogue of an Aurora style FAC or corvette, even if I would need to cheat and use a warp drive to actually get 'realistic' speed out of it.
Title: Re: Ships
Post by: JacenHan on June 12, 2015, 10:23:11 PM
Code: [Select]
Frederick the Great class Cruiser    32 000 tons     767 Crew     4769 BP      TCS 640  TH 1920  EM 3450
3000 km/s     Armour 4-89     Shields 115-300     Sensors 1/1/0/0     Damage Control Rating 20     PPV 111
Maint Life 1.31 Years     MSP 931    AFR 819%    IFR 11.4%    1YR 573    5YR 8594    Max Repair 126 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 23   
Hangar Deck Capacity 5000 tons     Magazine 696    Cryogenic Berths 200   

MTU N240 Standard Ion Drive (8)    Power 240    Fuel Use 48%    Signature 240    Exp 10%
Fuel Capacity 3 195 000 Litres    Range 37.4 billion km   (144 days at full power)
Delta Energy Shield Generator (46)   Total Fuel Cost  690 Litres per hour  (16 560 per day)

Rheinmetall 200mm Railgun V4/C4 (9x4)    Range 160 000km     TS: 4000 km/s     Power 12-4     RM 4    ROF 15        4 4 4 4 3 2 2 2 1 1
Airbus Group BFC-128-4000 (1)    Max Range: 256 000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
MTU P18-S4 Gas-Cooled Fast Reactor (2)     Total Power Output 36    Armour 0    Exp 5%

Rheinmetall GMLS-4-30 (12)    Missile Size 4    Rate of Fire 30
Thales Group MFC-124-20 (2)     Range 124.0m km    Resolution 20
SSM-4-2 Puma (174)  Speed: 21 600 km/s   End: 108m    Range: 140m km   WH: 6    Size: 4    TH: 115/69/34

Thales Group AGS-124-80 Active Sensor (1)     GPS 10080     Range 124.0m km    Resolution 80
Thales Group MDS-1000 Anti-Missile Sensor (1)     GPS 84     Range 9.2m km    MCR 1.0m km    Resolution 1

ECM 10

Strike Group
18x AG-36 Donner Fighter   Speed: 8727 km/s    Size: 5.5

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

Design for a cruiser in my latest game. Very generalist, with railguns, missiles, and fighters. Only thing I don't like about it is it's relatively light defenses. The next heavy warship I build (probably a 48000 ton heavy cruiser) will definitely have much better armor and shields. The fighters are 275 tons with 3 size 4 box launchers.

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Saarbrücken class Frigate    4 000 tons     90 Crew     712 BP      TCS 80  TH 240  EM 0
3000 km/s     Armour 2-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 30
Maint Life 1.53 Years     MSP 111    AFR 128%    IFR 1.8%    1YR 54    5YR 812    Max Repair 126 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Magazine 160   

MTU N240 Standard Ion Drive (1)    Power 240    Fuel Use 48%    Signature 240    Exp 10%
Fuel Capacity 160 000 Litres    Range 15.0 billion km   (57 days at full power)

Rheinmetall 100mm Railgun V4/C3 (2x4)    Range 40 000km     TS: 4000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Airbus Group BFC-128-4000 (1)    Max Range: 256 000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
MTU P4.5-S1 Gas-Cooled Fast Reactor (2)     Total Power Output 9    Armour 0    Exp 5%

Rheinmetall VLS-4 (40)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Thales Group MFC-124-20 (1)     Range 124.0m km    Resolution 20
SSM-4-2 Puma (40)  Speed: 21 600 km/s   End: 108m    Range: 140m km   WH: 6    Size: 4    TH: 115/69/34

Thales Group AGS-124-80 Active Sensor (1)     GPS 10080     Range 124.0m km    Resolution 80

ECM 10

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

Light defense frigate. Short ranged, but with a heavy alpha strike and light railgun PD.

Edit: Vandermeer has inspired me to make some larger ship designs, so here's some lower end as yet unbuilt classes from a new game (I'm only three years in, so shipyards aren't big enough yet, but they should be ready soon enough). It's 100 systems,  and no real stars, with a starting NPR, so I'm hoping for lot's of action in this game.

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Apache class Destroyer    32 000 tons     849 Crew     5464 BP      TCS 640  TH 1920  EM 6450
3000 km/s     Armour 5-89     Shields 215-300     Sensors 1/1/0/0     Damage Control Rating 29     PPV 128
Maint Life 1.22 Years     MSP 960    AFR 910%    IFR 12.6%    1YR 670    5YR 10053    Max Repair 168 MSP
Intended Deployment Time: 12 months    Spare Berths 2   
Flag Bridge    Magazine 928    Cryogenic Berths 400   

N20-E240 Ion Drive (8)    Power 240    Fuel Use 48%    Signature 240    Exp 10%
Fuel Capacity 3 255 000 Litres    Range 38.1 billion km   (147 days at full power)
Delta R300/360 Shields (86)   Total Fuel Cost  1 290 Litres per hour  (30 960 per day)

250mm Railgun V4/C4 (8x4)    Range 200 000km     TS: 4000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
Beam Fire Control S02 128-4000 (1)    Max Range: 256 000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
S4-P18 Gas-Cooled Fast Reactor (1)     Total Power Output 18    Armour 0    Exp 5%
S1-P4.5 Gas-Cooled Fast Reactor (3)     Total Power Output 13.5    Armour 0    Exp 5%

GMLS-4-30 Missile Launcher (16)    Missile Size 4    Rate of Fire 30
Missile Fire Control FC154-R20 (2)     Range 155.0m km    Resolution 20
SS-N-1 Supernova (232)  Speed: 24 000 km/s   End: 87m    Range: 125.4m km   WH: 4    Size: 4    TH: 168/100/50

AGS-234-160 Active Search Sensor (1)     GPS 26880     Range 233.8m km    Resolution 160
AGS-165-80 Active Search Sensor (1)     GPS 13440     Range 165.3m km    Resolution 80
AGS-55-16 Active Search Sensor (1)     GPS 2016     Range 55.4m km    Resolution 16
AGS-5-1 Missile Detection Sensor (1)     GPS 42     Range 4.6m km    MCR 503k km    Resolution 1

ECM 20

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
The Apache class is going to be the backbone of my navy for the near future, along with larger amounts of my 12 thousand ton frigates, until I can start mass producing larger ship classes.

Code: [Select]
Fearless class Light Cruiser    72 000 tons     1783 Crew     11054 BP      TCS 1440  TH 4320  EM 12000
3000 km/s     Armour 6-154     Shields 400-300     Sensors 1/1/0/0     Damage Control Rating 40     PPV 288
Maint Life 1.23 Years     MSP 1919    AFR 2073%    IFR 28.8%    1YR 1313    5YR 19702    Max Repair 168 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 1   
Hangar Deck Capacity 6000 tons     Magazine 1872    Cryogenic Berths 600   

N20-E240 Ion Drive (18)    Power 240    Fuel Use 48%    Signature 240    Exp 10%
Fuel Capacity 7 190 000 Litres    Range 37.4 billion km   (144 days at full power)
Delta R300/360 Shields (160)   Total Fuel Cost  2 400 Litres per hour  (57 600 per day)

250mm Railgun V4/C4 (18x4)    Range 200 000km     TS: 4000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
Beam Fire Control S02 128-4000 (2)    Max Range: 256 000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
S4-P18 Gas-Cooled Fast Reactor (4)     Total Power Output 72    Armour 0    Exp 5%

GMLS-4-30 Missile Launcher (36)    Missile Size 4    Rate of Fire 30
Missile Fire Control FC154-R20 (3)     Range 155.0m km    Resolution 20
SS-N-1 Supernova (468)  Speed: 24 000 km/s   End: 87m    Range: 125.4m km   WH: 4    Size: 4    TH: 168/100/50

AGS-55-16 Active Search Sensor (1)     GPS 2016     Range 55.4m km    Resolution 16
AGS-234-160 Active Search Sensor (1)     GPS 26880     Range 233.8m km    Resolution 160
AGS-5-1 Missile Detection Sensor (1)     GPS 42     Range 4.6m km    MCR 503k km    Resolution 1
AGS-165-80 Active Search Sensor (1)     GPS 13440     Range 165.3m km    Resolution 80

ECM 20

Strike Group
24x F-26F Thunderbird Fighter   Speed: 11162 km/s    Size: 4.3
3x F-28S Hawk Fighter-Scout   Speed: 8571 km/s    Size: 5.6

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
The Fearless has a lower magazine to launcher ratio than the Apache, but it also has more defenses and is capable of launching fighter strikes.
Title: Re: Ships
Post by: TheDeadlyShoe on July 29, 2015, 12:34:09 PM
Re: Frederick the Great & Apache class: I would advise having two beam controls and (for the Frederick) splitting the power plant into two units.  Between the threats of meson cannons and shock damage, it's plausible for a very large very expensive warship to rendered combat ineffective via minimal damage.  Just recently I had a 70,000 ton battle carrier lose all three of its beam fire controls after suffering only 15-20 points of meson damage; these things happen!

Also, personal preference perhaps, but you could stand to lose a layer of armor or some shielding in favor of more engineering spaces.
Title: Re: Ships
Post by: GreatTuna on August 11, 2015, 01:01:28 PM
ZemSoy *finally* invented Gas Core Antimatter Drives. This asks for a major upgrade of every ship out there, and I'll be showing some here.
Survey ships
First survey ship to show is Kresta-class gravsurvey vessel. Starting from sixth generation it started to use cloaking devices along with thermal dampened engines, allowing it to become very hard to spot, increasing ship's survivability.

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Kresta VIII class Gravsurvey Ship    3 000 tons     72 Crew     559.0875 BP      TCS 1.8  TH 10  EM 0
2083 km/s    JR 1-50     Armour 1-18     Shields 0-0     Sensors 1/1/5/0     Damage Control Rating 7     PPV 0
Maint Life 20.51 Years     MSP 815    AFR 10%    IFR 0.1%    1YR 4    5YR 55    Max Repair 300 MSP
Intended Deployment Time: 300 months    Spare Berths 0   

Sidorov & Popov J3K-U2 Prizhkoviy dvigatel     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 1
Aelith Silent Drive (1)    Power 125    Fuel Use 0.05%    Signature 10    Exp 1%
Fuel Capacity 50 000 Litres    Range 5999.0 billion km   (33333 days at full power)

ExpAI Backup Sensor System-4 (1)     GPS 800     Range 32.0m km    Resolution 100
Phased Gravitational Sensors (1)   5 Survey Points Per Hour
Cloaking Device: Class cross-section reduced to 3% of normal

This design is classed as a Military Vessel for maintenance purposes

Next ship is Udaloy, using 0.1x power engines to allow for extremely long voyages.
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Udaloy VI class Geosurvey Ship    3 000 tons     59 Crew     702.65 BP      TCS 60  TH 125  EM 0
2083 km/s    JR 1-50     Armour 5-18     Shields 0-0     Sensors 50/40/0/5     Damage Control Rating 6     PPV 0
MSP 878    Max Repair 300 MSP
Intended Deployment Time: 300 months    Spare Berths 0   
Cryogenic Berths 200   

Sidorov & Popov J3K-U2 Prizhkoviy dvigatel     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 1
Ivanov Aeroengineering 125 EP Commercial GCAMD (1)    Power 125    Fuel Use 0.05%    Signature 125    Exp 1%
Fuel Capacity 225 000 Litres    Range 26995.7 billion km   (150000 days at full power)

ExpAI Backup Sensor System-2 (1)     GPS 360     Range 6.5m km    Resolution 100
Ratters Thermal Detector S50\Sz1 (1)     Sensitivity 50     Detect Sig Strength 1000:  50m km
Ratters EM Detector S40\Sz1 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

Third design is Infinity, equipped not only with (less) efficient engine, but with fuel harvester, which can refill fuel tanks in 6 months.
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Infinity II class Geological Survey Vessel    6 300 tons     61 Crew     643.9 BP      TCS 126  TH 750  EM 0
5952 km/s    JR 3-50     Armour 1-30     Shields 0-0     Sensors 50/1/0/5     Damage Control Rating 1     PPV 0
MSP 64    Max Repair 300 MSP
Intended Deployment Time: 300 months    Spare Berths 0   
Fuel Harvester: 1 modules producing 100000 litres per annum

Sidorov & Popov J6K-U3 Prizhkoviy dvigatel     Max Ship Size 6300 tons    Distance 50k km     Squadron Size 3
Ivanov Aeroengineering 750 EP Commercial GCAMD (1)    Power 750    Fuel Use 0.49%    Signature 750    Exp 3%
Fuel Capacity 50 000 Litres    Range 291.5 billion km   (566 days at full power)

Ratters Thermal Detector S50\Sz1 (1)     Sensitivity 50     Detect Sig Strength 1000:  50m km
Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

QRT
Quick Response Team became even faster, and now they have decent range along with good speed, but cost 50% more than previous generation, and still lack ECCM systems.
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Slava VI class Cruiser    5 000 tons     183 Crew     2981.7 BP      TCS 100  TH 3375  EM 0
33750 km/s     Armour 5-26     Shields 0-0     Sensors 50/40/0/0     Damage Control Rating 7     PPV 12
Maint Life 4.03 Years     MSP 2609    AFR 28%    IFR 0.4%    1YR 257    5YR 3858    Max Repair 1687.5 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

Korolyov Turbines 3375 EP MilGCAMD (1)    Power 3375    Fuel Use 21.18%    Signature 3375    Exp 13%
Fuel Capacity 450 000 Litres    Range 76.5 billion km   (26 days at full power)

Browning Meson Cannon 90K\12R (4)    Range 90 000km     TS: 33750 km/s     Power 3-3     RM 9    ROF 5        1 1 1 1 1 1 1 1 1 0
Fire Control S01.5 150-25000 (1)    Max Range: 300 000 km   TS: 25000 km/s     97 93 90 87 83 80 77 73 70 67
Shaw-Banks SCAMR PB-1 (1)     Total Power Output 16    Armour 0    Exp 5%

Ratters Ship Detector R100\Sz2\T7 (1)     GPS 16000     Range 640.0m km    Resolution 100
Ratters Thermal Detector S50\Sz1 (1)     Sensitivity 50     Detect Sig Strength 1000:  50m km
Ratters EM Detector S40\Sz1 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

This design is classed as a Military Vessel for maintenance purposes
Microwave and gauss versions exist too.

Non-Fleet Military Ships
The ships that aren't designed to be a part of big fleet.

Guanajuato, this ship has impressive shields and armor, and can take one full volley from 500mm laser cannons of wormholers harmlessly.
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Guanajuato III class Battlecruiser    30 000 tons     885 Crew     21464.8 BP      TCS 600  TH 8750  EM 28800
14583 km/s     Armour 29-86     Shields 960-300     Sensors 32/40/0/0     Damage Control Rating 84     PPV 128
Maint Life 2.68 Years     MSP 10732    AFR 300%    IFR 4.2%    1YR 2126    5YR 31896    Max Repair 2187.5 MSP
Intended Deployment Time: 36 months    Spare Berths 0   

Korolyov Turbines 4375 EP MilGCAMD (2)    Power 4375    Fuel Use 40.51%    Signature 4375    Exp 17%
Fuel Capacity 1 350 000 Litres    Range 20.0 billion km   (15 days at full power)
Aelith Sigma Weapon Pacifier (120)   Total Fuel Cost  1 920 Litres per hour  (46 080 per day)

Shaw-Banks 50cm C12 Extreme X-ray Laser (8)    Range 800 000km     TS: 14583 km/s     Power 65-12     RM 9    ROF 30        65 65 65 65 65 65 65 65 65 58
Fire Control S02 400-12500 (2)    Max Range: 800 000 km   TS: 12500 km/s     99 98 96 95 94 92 91 90 89 88
Shaw-Banks SCAMR PB-1 (11)     Total Power Output 176    Armour 0    Exp 5%

Ratters Ship Detector R100\Sz2\T7 (1)     GPS 16000     Range 640.0m km    Resolution 100
Ratters Thermal Detector S32\Sz1 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
Ratters EM Detector S40\Sz1 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

ECCM-7 (1)         ECM 70

This design is classed as a Military Vessel for maintenance purposes

Jenner, now actually has ECCM, which allows it to fire at ECM-equipped enemies without closing in.
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Jenner IV class Istrebitel'    5 000 tons     148 Crew     3481.9 BP      TCS 100  TH 3375  EM 0
33750 km/s     Armour 10-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 12
Maint Life 2.14 Years     MSP 1741    AFR 50%    IFR 0.7%    1YR 509    5YR 7628    Max Repair 1687.5 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

Korolyov Turbines 3375 EP MilGCAMD (1)    Power 3375    Fuel Use 21.18%    Signature 3375    Exp 13%
Fuel Capacity 300 000 Litres    Range 51.0 billion km   (17 days at full power)

Shaw-Banks Particle Beam-20 (400K) (1)    Range 400 000km     TS: 33750 km/s     Power 40-10    ROF 20        20 20 20 20 20 20 20 20 20 20
Fire Control S02 400-12500 (1)    Max Range: 800 000 km   TS: 12500 km/s     99 98 96 95 94 92 91 90 89 88
Shaw-Banks SCAMR PB-1 (1)     Total Power Output 16    Armour 0    Exp 5%

ECCM-7 (1)         This design is classed as a Military Vessel for maintenance purposes

Osa carrier, has two HPM cannons to disable attackers in melee, but not much else. Very cheap for its purpose.
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Osa V class Carrier    10 000 tons     215 Crew     2413.925 BP      TCS 200  TH 1875  EM 0
9375 km/s    JR 3-50     Armour 5-41     Shields 0-0     Sensors 40/40/0/0     Damage Control Rating 40     PPV 6
Maint Life 3.79 Years     MSP 1509    AFR 80%    IFR 1.1%    1YR 165    5YR 2473    Max Repair 703.125 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 1   
Hangar Deck Capacity 3000 tons     Magazine 255   

Sidorov & Popov J10K-U2 Prizhkoviy dvigatel     Max Ship Size 10800 tons    Distance 50k km     Squadron Size 3
ExpAI 1875 EP Gas Core AM Drive (1)    Power 1875    Fuel Use 4.87%    Signature 1875    Exp 7%
Fuel Capacity 500 000 Litres    Range 184.8 billion km   (228 days at full power)

Browning HPM 45K\12R (2)    Range 45 000km     TS: 12500 km/s     Power 3-3     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S01.5 112.5-20000 (1)    Max Range: 225 000 km   TS: 20000 km/s     96 91 87 82 78 73 69 64 60 56
Solid-core Anti-matter Power Plant Technology PB-1 (2)     Total Power Output 6.4    Armour 0    Exp 5%

Size 24 Anti-ship Torpedo-4 (4)  Speed: 100 000 km/s   End: 22.7m    Range: 136.1m km   WH: 90    Size: 24    TH: 733/440/220
Size 5 Anti-ship Missile-4 (22)  Speed: 120 000 km/s   End: 5.6m    Range: 40.7m km   WH: 20    Size: 5    TH: 640/384/192
Size 24 MIRV-3 (2)  Speed: 33 300 km/s   End: 1166.7m    Range: 2343.1m km   WH: 0    Size: 24    TH: 111/66/33

Ratters Missile Detector R1\Sz2\T7 (1)     GPS 160     Range 64.0m km    MCR 7.0m km    Resolution 1
ExpAI Active Search Sensor MR123-R15 (1)     GPS 1200     Range 123.9m km    Resolution 15
Ratters Thermal Detector S40\Sz1 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
Ratters EM Detector S40\Sz1 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

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

The Fleet
They retain the same speed as previous generation of ships in exchange for reduced size of engines (=more space).

F-Addroc now sees it's meson cannons turreted in case of fighters or something equally bad.
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F-Addroc III class Cruiser    5 000 tons     175 Crew     2335.9 BP      TCS 100  TH 1600  EM 0
16000 km/s     Armour 8-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 40     PPV 14.7
Maint Life 9.17 Years     MSP 2920    AFR 20%    IFR 0.3%    1YR 63    5YR 938    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 1   

Izmaylov Foundation 1600 EP Gas Core AM Drive (1)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 475 000 Litres    Range 125.7 billion km   (90 days at full power)

Quad Browning Meson Cannon 90K\12R Turret (1x4)    Range 90 000km     TS: 40000 km/s     Power 12-12     RM 9    ROF 5        1 1 1 1 1 1 1 1 1 0
Fire Control S01.5 150-25000 (1)    Max Range: 300 000 km   TS: 25000 km/s     97 93 90 87 83 80 77 73 70 67
Shaw-Banks SCAMR PB-1 (1)     Total Power Output 16    Armour 0    Exp 5%

ExpAI Backup Sensor System-4 (1)     GPS 800     Range 32.0m km    Resolution 100

ECCM-7 (1)         ECM 70

This design is classed as a Military Vessel for maintenance purposes

F-Airthimble now turned into multi-purpose ship with addition of ECCM system. Now it can shoot down ships and missiles alike.
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F-Airthimble II class Area Defence Cruiser    15 000 tons     463 Crew     9987.6 BP      TCS 300  TH 4800  EM 0
16000 km/s     Armour 8-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 49     PPV 92.25
Maint Life 4.48 Years     MSP 7907    AFR 94%    IFR 1.3%    1YR 638    5YR 9574    Max Repair 3000 MSP
Intended Deployment Time: 48 months    Spare Berths 0   

Izmaylov Foundation 1600 EP Gas Core AM Drive (3)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 725 000 Litres    Range 64.0 billion km   (46 days at full power)

Quad ExpAI Area Point Defence 200mm C10 X-Ray Laser Turret (3x4)    Range 700 000km     TS: 50000 km/s     Power 40-40     RM 7    ROF 5        10 10 10 10 10 10 10 8 7 6
Fire Control S08 400-50000 (1)    Max Range: 800 000 km   TS: 50000 km/s     99 98 96 95 94 92 91 90 89 88
Shaw-Banks SCAMR PB-1 (8)     Total Power Output 128    Armour 0    Exp 5%

Ratters Missile Detector R1\Sz2\T7 (1)     GPS 160     Range 64.0m km    MCR 7.0m km    Resolution 1

ECCM-7 (1)         This design is classed as a Military Vessel for maintenance purposes

F-Apollo has more maintenance supplies and fuel now.
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F-Apollo III class Support Vessel    15 000 tons     304 Crew     3814.9 BP      TCS 300  TH 4800  EM 0
16000 km/s     Armour 5-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 37     PPV 0
Maint Life 14.94 Years     MSP 14882    AFR 48%    IFR 0.7%    1YR 125    5YR 1874    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   

Izmaylov Foundation 1600 EP Gas Core AM Drive (3)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 4 325 000 Litres    Range 381.6 billion km   (276 days at full power)

This design is classed as a Military Vessel for maintenance purposes

F-Arethusa has a quad laser turret now to deter attackers.
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F-Arethusa III class Carrier    30 000 tons     649 Crew     10253.6 BP      TCS 600  TH 9600  EM 9600
16000 km/s    JR 3-50     Armour 6-86     Shields 320-300     Sensors 1/1/0/0     Damage Control Rating 35     PPV 30.75
Maint Life 3.08 Years     MSP 7477    AFR 205%    IFR 2.9%    1YR 1185    5YR 17773    Max Repair 918 MSP
Intended Deployment Time: 48 months    Flight Crew Berths 0   
Hangar Deck Capacity 6000 tons     

Sidorov & Popov J30K-U Prizhkoviy dvigatel     Max Ship Size 30600 tons    Distance 50k km     Squadron Size 3
Izmaylov Foundation 1600 EP Gas Core AM Drive (6)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 3 300 000 Litres    Range 145.6 billion km   (105 days at full power)
Aelith Sigma Weapon Pacifier (40)   Total Fuel Cost  640 Litres per hour  (15 360 per day)

Quad ExpAI Area Point Defence 200mm C10 X-Ray Laser Turret (1x4)    Range 200 000km     TS: 50000 km/s     Power 40-40     RM 7    ROF 5        10 10 10 10 10 10 10 8 7 6
Fire Control S02 100-50000 (1)    Max Range: 200 000 km   TS: 50000 km/s     95 90 85 80 75 70 65 60 55 50
Shaw-Banks SCAMR PB-1 (3)     Total Power Output 48    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

F-Chaika is a new ship to fleet, equipped with very long-range torpedo launchers. Note that missiles aren't upgraded yet.
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F-Chaika II class Torpedo Ship    30 000 tons     935 Crew     9866.5 BP      TCS 600  TH 9600  EM 2400
16000 km/s     Armour 5-86     Shields 80-300     Sensors 1/1/0/0     Damage Control Rating 24     PPV 184
Maint Life 2.31 Years     MSP 4933    AFR 300%    IFR 4.2%    1YR 1251    5YR 18759    Max Repair 800 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Magazine 1372   

Izmaylov Foundation 1600 EP Gas Core AM Drive (6)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 2 350 000 Litres    Range 103.7 billion km   (74 days at full power)
Aelith Sigma Weapon Pacifier (10)   Total Fuel Cost  160 Litres per hour  (3 840 per day)

Heavy Torpedo Launch System (1)    Missile Size 40    Rate of Fire 135
Torpedo Launch System (6)    Missile Size 24    Rate of Fire 80
ExpAI Missile Fire Control FC4800-R100 (1)     Range 4 800.0m km    Resolution 100
Size 24 Aimed Torpedo-4 (5)  Speed: 100 000 km/s   End: 22.7m    Range: 136.1m km   WH: 70    Size: 24    TH: 633/380/190
Size 24 Anti-ship Torpedo-4 (25)  Speed: 100 000 km/s   End: 22.7m    Range: 136.1m km   WH: 90    Size: 24    TH: 733/440/220
Size 24 MIRV-3 (15)  Speed: 33 300 km/s   End: 1166.7m    Range: 2343.1m km   WH: 0    Size: 24    TH: 111/66/33
"Annihilator" Size 40 Heavy Torpedo (5)  Speed: 30 000 km/s   End: 1.2d    Range: 3181.9m km   WH: 150    Size: 40    TH: 220/132/66
"Last Hope" Size 40 Heavy Torpedo (1)  Speed: 60 000 km/s   End: 1.1m    Range: 4.1m km   WH: 250    Size: 40    TH: 440/264/132

ExpAI Backup Sensor System-4 (1)     GPS 800     Range 32.0m km    Resolution 100

ECCM-7 (1)         ECM 70

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

F-Class 1000 is just slightly better now.
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F-Class 1000 III class Jump Tender    30 000 tons     640 Crew     7718.6 BP      TCS 600  TH 9600  EM 2400
16000 km/s    JR 8-1000     Armour 6-86     Shields 80-300     Sensors 1/1/0/0     Damage Control Rating 61     PPV 0
Maint Life 5.95 Years     MSP 9810    AFR 118%    IFR 1.6%    1YR 474    5YR 7110    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 1   

ExpAI J30600(8-1000) Military Jump Drive     Max Ship Size 30600 tons    Distance 1000k km     Squadron Size 8
Izmaylov Foundation 1600 EP Gas Core AM Drive (6)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 10 000 000 Litres    Range 441.2 billion km   (319 days at full power)
Aelith Sigma Weapon Pacifier (10)   Total Fuel Cost  160 Litres per hour  (3 840 per day)

This design is classed as a Military Vessel for maintenance purposes

F-Cornmeat can now fire one sensor buoy or mine.
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F-Cornmeat III class Survey Support    10 000 tons     244 Crew     5901.6 BP      TCS 200  TH 3200  EM 0
16000 km/s     Armour 12-41     Shields 0-0     Sensors 500/400/0/0     Damage Control Rating 15     PPV 7.5
Maint Life 5.73 Years     MSP 5533    AFR 53%    IFR 0.7%    1YR 286    5YR 4283    Max Repair 1200 MSP
Intended Deployment Time: 48 months    Spare Berths 0   
Magazine 50   

Izmaylov Foundation 1600 EP Gas Core AM Drive (2)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 1 050 000 Litres    Range 139.0 billion km   (100 days at full power)

Mine Launch Rail (1)    Missile Size 50    Hangar Reload 375 minutes    MF Reload 62.5 hours
ExpAI Mine Launcher Add-On (1)     Range 7.7m km    Resolution 1
Survelliance Mine-2 (1)  Speed: 0 km/s   End: 0m    Range: 0m km   WH: 0    Size: 50    TH: 0/0/0

Ratters Ship Detector R100\Sz15\T7 (1)     GPS 120000     Range 4 800.0m km    Resolution 100
Ratters Missile Detector R1\Sz15\T7 (1)     GPS 1200     Range 480.0m km    MCR 52.3m km    Resolution 1
Ratters Thermal Detector S500\Sz10 (1)     Sensitivity 500     Detect Sig Strength 1000:  500m km
Ratters EM Detector S400\Sz10 (1)     Sensitivity 400     Detect Sig Strength 1000:  400m km

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

F-Dellyn now reaches very far, allowing to beam straight through any defenses from distance.
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F-Dellyn III class Cruiser    15 000 tons     681 Crew     5659.5 BP      TCS 300  TH 4800  EM 0
16000 km/s     Armour 6-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 46     PPV 90
Maint Life 4.17 Years     MSP 3773    AFR 112%    IFR 1.6%    1YR 347    5YR 5209    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   

Izmaylov Foundation 1600 EP Gas Core AM Drive (3)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 690 000 Litres    Range 60.9 billion km   (44 days at full power)

Shaw-Banks R96/C12 Meson Cannon (10)    Range 800 000km     TS: 16000 km/s     Power 24-12     RM 96    ROF 10        1 1 1 1 1 1 1 1 1 1
Fire Control S02 400-12500 (1)    Max Range: 800 000 km   TS: 12500 km/s     99 98 96 95 94 92 91 90 89 88
Shaw-Banks SCAMR PB-1 (8)     Total Power Output 128    Armour 0    Exp 5%

ExpAI Backup Sensor System-4 (1)     GPS 800     Range 32.0m km    Resolution 100

ECCM-7 (1)         ECM 70

This design is classed as a Military Vessel for maintenance purposes

F-Gimcheon has 500mm cannons now, which deal extreme damage and shock damage.
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F-Gimcheon IV class Battlecruiser    30 000 tons     892 Crew     18891.4 BP      TCS 600  TH 9600  EM 9600
16000 km/s     Armour 15-86     Shields 320-300     Sensors 50/40/0/0     Damage Control Rating 28     PPV 144
Maint Life 3.29 Years     MSP 11021    AFR 257%    IFR 3.6%    1YR 1541    5YR 23118    Max Repair 870 MSP
Intended Deployment Time: 48 months    Spare Berths 2   
Flag Bridge   

Izmaylov Foundation 1600 EP Gas Core AM Drive (6)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 2 000 000 Litres    Range 88.2 billion km   (63 days at full power)
Aelith Sigma Weapon Pacifier (40)   Total Fuel Cost  640 Litres per hour  (15 360 per day)

Shaw-Banks 50cm C12 Extreme X-ray Laser (9)    Range 800 000km     TS: 16000 km/s     Power 65-12     RM 9    ROF 30        65 65 65 65 65 65 65 65 65 58
Fire Control S02 400-12500 (2)    Max Range: 800 000 km   TS: 12500 km/s     99 98 96 95 94 92 91 90 89 88
Shaw-Banks SCAMR PB-1 (9)     Total Power Output 144    Armour 0    Exp 5%

Ratters Ship Detector R100\Sz2\T7 (1)     GPS 16000     Range 640.0m km    Resolution 100
Ratters Thermal Detector S50\Sz1 (1)     Sensitivity 50     Detect Sig Strength 1000:  50m km
Ratters EM Detector S40\Sz1 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

ECCM-7 (1)         ECM 70

This design is classed as a Military Vessel for maintenance purposes

F-Grim Reaper has spinal mount 750mm laser cannon instead of plasma carronade, for massive damage.
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F-Grim Reaper III class Corvette    5 000 tons     163 Crew     2940.2 BP      TCS 100  TH 1600  EM 1200
16000 km/s     Armour 5-26     Shields 40-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 24
Maint Life 3.85 Years     MSP 1838    AFR 40%    IFR 0.6%    1YR 195    5YR 2930    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 2   

Izmaylov Foundation 1600 EP Gas Core AM Drive (1)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 325 000 Litres    Range 86.0 billion km   (62 days at full power)
Aelith Sigma Weapon Pacifier (5)   Total Fuel Cost  80 Litres per hour  (1 920 per day)

Endoso-Someya 750mm C12 Alpha Strike Laser Cannon (1)    Range 300 000km     TS: 16000 km/s     Power 147-12     RM 5    ROF 65        147 147 147 147 147 122 105 91 81 73
Fire Control S01.5 150-25000 (1)    Max Range: 300 000 km   TS: 25000 km/s     97 93 90 87 83 80 77 73 70 67
Shaw-Banks SCAMR PB-1 (1)     Total Power Output 16    Armour 0    Exp 5%

ExpAI Backup Sensor System-4 (1)     GPS 800     Range 32.0m km    Resolution 100

ECCM-7 (1)         ECM 70

This design is classed as a Military Vessel for maintenance purposes

All three F-Konigsberg designs were redesigned with largest caliber weaponry available. Railgun version has 400mm cannons, and particle beam carries advanced particle cannons, which deal 20 units of damage.
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F-Konigsberg III class Frigate    15 000 tons     486 Crew     9455.8 BP      TCS 300  TH 4800  EM 1200
16000 km/s     Armour 10-54     Shields 40-300     Sensors 1/1/0/0     Damage Control Rating 49     PPV 80
Maint Life 5.02 Years     MSP 7683    AFR 92%    IFR 1.3%    1YR 509    5YR 7632    Max Repair 870 MSP
Intended Deployment Time: 48 months    Spare Berths 1   

Izmaylov Foundation 1600 EP Gas Core AM Drive (3)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 1 100 000 Litres    Range 97.1 billion km   (70 days at full power)
Aelith Sigma Weapon Pacifier (5)   Total Fuel Cost  80 Litres per hour  (1 920 per day)

Shaw-Banks 50cm C12 Extreme X-ray Laser (5)    Range 800 000km     TS: 16000 km/s     Power 65-12     RM 9    ROF 30        65 65 65 65 65 65 65 65 65 58
Fire Control S02 400-12500 (1)    Max Range: 800 000 km   TS: 12500 km/s     99 98 96 95 94 92 91 90 89 88
Shaw-Banks SCAMR PB-1 (4)     Total Power Output 64    Armour 0    Exp 5%

ExpAI Backup Sensor System-4 (1)     GPS 800     Range 32.0m km    Resolution 100

ECCM-7 (1)         ECM 70

This design is classed as a Military Vessel for maintenance purposes

F-Morning Star now has fire controls for every turret out of four, allowing to fire at different salvos (or targets).
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F-Morning Star III class Escort    15 000 tons     364 Crew     7543.6 BP      TCS 300  TH 4800  EM 0
16000 km/s     Armour 8-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 11     PPV 123
Maint Life 2.59 Years     MSP 3458    AFR 163%    IFR 2.3%    1YR 723    5YR 10844    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   

Izmaylov Foundation 1600 EP Gas Core AM Drive (3)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 550 000 Litres    Range 48.5 billion km   (35 days at full power)

Quad Browning Gauss Machine Gun 50K\60R Turret (4x20)    Range 50 000km     TS: 50000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Fire Control S02 100-50000 (4)    Max Range: 200 000 km   TS: 50000 km/s     95 90 85 80 75 70 65 60 55 50

Ratters Missile Detector R1\Sz2\T7 (1)     GPS 160     Range 64.0m km    MCR 7.0m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

F-Selket now has (sligthly) more launchers and (much) more missiles in magazines.
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F-Selket III class Gvardeysky Raketnyy Kreyser    30 000 tons     773 Crew     8888.9 BP      TCS 600  TH 9600  EM 0
16000 km/s     Armour 9-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 32     PPV 110
Maint Life 3.54 Years     MSP 5926    AFR 225%    IFR 3.1%    1YR 726    5YR 10885    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   
Magazine 2486   

Izmaylov Foundation 1600 EP Gas Core AM Drive (6)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 2 040 000 Litres    Range 90.0 billion km   (65 days at full power)

Browning Missile Gun (110)    Missile Size 1    Rate of Fire 5
Ratters AMM Launcher Assistant-3 (3)     Range 96.0m km    Resolution 1
Size 1 Anti-missile Missile-3 (1710)  Speed: 120 000 km/s   End: 1.4m    Range: 10.2m km   WH: 1    Size: 1    TH: 1360/816/408

Ratters Missile Detector R1\Sz2\T7 (1)     GPS 160     Range 64.0m km    MCR 7.0m km    Resolution 1

ECCM-7 (1)         ECM 70

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

F-Settembrini has double the capacity of missiles, now it can fire ~5.5 salvos.
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F-Settembrini III class Raketnyy Kreyser    15 000 tons     301 Crew     4400.5 BP      TCS 300  TH 4800  EM 0
16000 km/s     Armour 6-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 12     PPV 66.25
Maint Life 2.97 Years     MSP 2200    AFR 150%    IFR 2.1%    1YR 372    5YR 5583    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 1   
Magazine 1453   

Izmaylov Foundation 1600 EP Gas Core AM Drive (3)    Power 1600    Fuel Use 13.6%    Signature 1600    Exp 10%
Fuel Capacity 1 250 000 Litres    Range 110.3 billion km   (79 days at full power)

Hit-and-Run ASM System Mk. 3 (53)    Missile Size 5    Rate of Fire 1670
Ratters ASM Launcher Assistant R100\Sz1\T5 (1)     Range 194.4m km    Resolution 100
Ratters AMM Launcher Assistant R1\Sz1\T5 (1)     Range 19.4m km    Resolution 1
Size 5 Anti-ship Missile-4 (290)  Speed: 120 000 km/s   End: 5.6m    Range: 40.7m km   WH: 20    Size: 5    TH: 640/384/192

ExpAI Backup Sensor System-4 (1)     GPS 800     Range 32.0m 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

I wanted to show off my beautiful fighters too, but this post is becoming a bit too large.
Title: Re: Ships
Post by: TheDeadlyShoe on August 11, 2015, 03:03:44 PM
Impressive technology.   :)

I note that the Cornmeat is (unless I missed something) the only class that mounts powerful EM/thermal sensors.  But it's classed as Survey Support.  Do they tend to accompany battlefleets, or only survey groups?

Title: Re: Ships
Post by: GreatTuna on August 11, 2015, 03:25:36 PM
I note that the Cornmeat is (unless I missed something) the only class that mounts powerful EM/thermal sensors.  But it's classed as Survey Support.  Do they tend to accompany battlefleets, or only survey groups?
Cornmeat is used both independently and as part of battlefleets, but the primary purpose is to provide sensor coverage for the fleet.
Also, the powerful passive sensors aren't exactly cheap, so I limit their usage.
Title: Re: Ships
Post by: 83athom on September 23, 2015, 12:20:05 PM
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Floreal class Surveillance Frigate    13 200 tons     345 Crew     2349.2 BP      TCS 264  TH 1000  EM 0
3787 km/s    JR 3-50     Armour 4-49     Shields 0-0     Sensors 16/16/0/0     Damage Control Rating 35     PPV 8.63
Maint Life 9.4 Years     MSP 2781    AFR 55%    IFR 0.8%    1YR 57    5YR 852    Max Repair 250 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Alcubierre Sytems MJD14000(3-50)     Max Ship Size 14000 tons    Distance 50k km     Squadron Size 3
500 EP 25HS Magneto-plasma Drive (2)    Power 500    Fuel Use 78.61%    Signature 500    Exp 12%
Fuel Capacity 4 000 000 Litres    Range 69.4 billion km   (212 days at full power)

Twin 100mm R4 UV Cannon Turret (1x2)    Range 120 000km     TS: 10000 km/s     Power 6-8     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Lee Advanced Defence Systems 200R3 CIWS (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 80-10000 H70 (1)    Max Range: 160 000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
GT Industrial TFRP8S1 (1)     Total Power Output 8    Armour 0    Exp 5%

MFC153-R50 (70%) (1)     Range 152.7m km    Resolution 50

MR5.8-R1 (70%) (1)     GPS 72     Range 5.8m km    MCR 627k km    Resolution 1
MR72R100 (1)     GPS 9000     Range 72.0m km    Resolution 100
MR32R20 (1)     GPS 1800     Range 32.2m km    Resolution 20
THS2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EMDS2-16(70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
So this is a design I am working on as my first warship. I want this similar to the Surveillance Frigate that is is named after (but upgraded in size and used in aurora).  I plan to add several box launchers to this (researching now) with missiles planed to be similar to Exocets. Also on that note, I need a little assistance for that.
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Missile Size: 5.37 MSP  (0.2685 HS)     Warhead: 9    Armour: 0.1     Manoeuvre Rating: 10
Speed: 18600 km/s    Engine Endurance: 84 minutes   Range: 93.7m km
Active Sensor Strength: 0.54   Sensitivity Modifier: 80%
Resolution: 25    Maximum Range vs 1250 ton object (or larger): 210 000 km
ECM Level: 0.3
Cost Per Missile: 4.539
Chance to Hit: 1k km/s 186%   3k km/s 60%   5k km/s 37.2%   10k km/s 18.6%
Materials Required:    2.275x Tritanium   0.324x Boronide   0.69x Uridium   1.25x Gallicite   Fuel x1000
(The active sensor is size 0.3 msp). I want for this to either drop to 5MSP or go up to 6MSP. I also want this to be a bit faster, higher hit chance, and/or have a slightly longer range.
Title: Re: Ships
Post by: CharonJr on September 23, 2015, 01:49:12 PM
Hard to say anything about the missile without details, but using a single engine 0.5 larger than what you are currently using for engines and the rest for fuel should help, due to the fairly large jumps in fuel efficiency even 0.6 or 0.7 might work.
Title: Re: Ships
Post by: Iranon on September 23, 2015, 02:18:23 PM
Unless you plan to use this as a very overengineered tanker, you'd be better off with efficient engines and less fuel. Try 100HS in 0.75 engines and 30HS of fuel. You should get a faster and longer-ranged craft that's much cheaper to operate.

The (EDIT: R20 and R100) actives are too close in resolution imo, using a single big sensor with intermediate resolution would be better. Alternatively, widen the gap, depending on your observed/projected needs.

For the missile... give me your relevant tech, requirements and sensor+reactor size, and I'll try to come up with something. As it is, it seems incomplete (no agility). Also, I'm not sure about the sensor. The ones I tend to use are either less powerful (just sufficient to avoid wastage in overkill) or more powerful (for an attempt at blind fire capability).
Title: Re: Ships
Post by: 83athom on September 23, 2015, 02:38:35 PM
Unless you plan to use this as a very overengineered tanker, you'd be better off with efficient engines and less fuel. Try 100HS in 0.75 engines and 30HS of fuel. You should get a faster and longer-ranged craft that's much cheaper to operate.
I can't really do this as my jump drive is only a 14k ton max and I still plan on adding missiles. OK, I see what you mean.
The actives are too close in resolution imo, using a single big sensor with intermediate resolution would be better. Alternatively, widen the gap, depending on your observed/projected needs.
There is a reason for this, there is a HUGE gap of detection as you get smaller ships/fighters/missiles compared to the resolution.
For the missile... give me your relevant tech, requirements and sensor+reactor size, and I'll try to come up with something. As it is, it seems incomplete (no agility). Also, I'm not sure about the sensor. The ones I tend to use are either less powerful (just sufficient to avoid wastage in overkill) or more powerful (for an attempt at blind fire capability).
Yes I do realize it has no agility, but at the point it was even adding 0.1 agility brought the chance to hit down. Sensor size was stated at 0.3, and the reactor is 0.27 as a result.
Title: Re: Ships
Post by: Iranon on September 23, 2015, 03:24:43 PM
Aren't you currently using 130HS on propulsion anyway, 50 in engines, 80 in fuel? That's a very inefficient split, 100/30 would be faster and longer-ranged at about a third of the running costs, on the same tonnage.

*

I know how sensors scale. Which is why the "intermediate" sensor would still have a resolution in the twenties (to match the total range of the coarse one if desired), and give you strictly better coverage.

*

Agility itself doesn't affect hit rage, Manoever Rating does... which is 10+agility/size.
Because of rounding, you want to just exceed a multiple of (missile size+0.5) agility, otherwise you run afoul of granularity. Doubly so if adding that point of agility slowed your missile down.

Optimal fuel:engine ratio is around 0.32 (unless we want fast short-ranged missiles and haven't research the optimal multiplier tech yet)
Agility tonnage for best chance to hit is (engine tonnage)-(10*missile size/agility per MSP). In the real world that's the upper limit: More engine makes the thing more fuel-efficient and harder to shoot down.

I think your warhead+sensor overhead is a bit large for a balanced size 5 missile. My MSP allocation would be

1.5 Warhead
2.4 Engine
0.57 Sensor+Reactor
0.891 Agility
0.639 Fuel
Title: Re: Ships
Post by: 83athom on September 24, 2015, 12:10:11 PM
Finished up my design.
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Floreal class Surveillance Frigate    14 000 tons     346 Crew     2261 BP      TCS 280  TH 1200  EM 720
4285 km/s    JR 3-50     Armour 4-51     Shields 24-300     Sensors 16/16/0/0     Damage Control Rating 25     PPV 14.03
Maint Life 7.61 Years     MSP 2523    AFR 62%    IFR 0.9%    1YR 77    5YR 1150    Max Repair 225 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 36   

Alcubierre Sytems MJD14000(3-50)     Max Ship Size 14000 tons    Distance 50k km     Squadron Size 3
600EP 50HS MPD (2)    Power 600    Fuel Use 14.61%    Signature 600    Exp 7%
Fuel Capacity 2 010 000 Litres    Range 176.9 billion km   (477 days at full power)
E300S3 (8)   Total Fuel Cost  144 Litres per hour  (3 456 per day)

Twin 100mm R4 UV Cannon Turret (1x2)    Range 120 000km     TS: 10000 km/s     Power 6-8     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Fire Control S02 80-10000 H70 (1)    Max Range: 160 000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
GT Industrial TFRP8S1 (1)     Total Power Output 8    Armour 0    Exp 5%

Size 6 Box Launcher (6)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
MFC153-R50 (70%) (1)     Range 152.7m km    Resolution 50
Exocet  X1S6 MPASM (6)  Speed: 18 300 km/s   End: 136.8m    Range: 150.2m km   WH: 9    Size: 6    TH: 103/62/31

MR5.8-R1 (70%) (1)     GPS 72     Range 5.8m km    MCR 627k km    Resolution 1
MR72R100 (1)     GPS 9000     Range 72.0m km    Resolution 100
MR32R20 (1)     GPS 1800     Range 32.2m km    Resolution 20
THS2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EMDS2-16(70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

ECM 10

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 know that it isn't the best ship I can do, but this is needed as I have no intel on my enemy and this is a (relatively) cheap ship I can mass produce to scout out my enemy's system. The components and other ships will have refinements in the future but I need something right now that can see what the enemy is actually doing. I am also starting the process of designing a Littoral Combat Ship to patrol my system and the nearby ones. EDIT;
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Independence class Littoral Combat Ship    15 000 tons     369 Crew     3222.2 BP      TCS 300  TH 1200  EM 1800
4000 km/s     Armour 6-54     Shields 60-300     Sensors 16/16/0/0     Damage Control Rating 45     PPV 37.66
Maint Life 8.27 Years     MSP 3356    AFR 72%    IFR 1%    1YR 87    5YR 1310    Max Repair 600 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 2   
Hangar Deck Capacity 250 tons     Magazine 80   

600EP 50HS MPD (2)    Power 600    Fuel Use 14.61%    Signature 600    Exp 7%
Fuel Capacity 1 505 000 Litres    Range 123.6 billion km   (357 days at full power)
E300S3 (20)   Total Fuel Cost  360 Litres per hour  (8 640 per day)

Twin 120mm R4X4 UV Cannon Turret (2x2)    Range 160 000km     TS: 10000 km/s     Power 8-2     RM 4    ROF 20        4 4 4 4 3 2 2 2 1 1
200mm R4 UV Cannon Turret (1x1)    Range 320 000km     TS: 20000 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Lee Advanced Defence Systems 200R3 CIWS (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 80-10000 H70 (1)    Max Range: 160 000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
Fire Control S08 160-20000 H70 (1)    Max Range: 320 000 km   TS: 20000 km/s     97 94 91 88 84 81 78 75 72 69
GT Industrial TFRP8S1 (1)     Total Power Output 8    Armour 0    Exp 5%

Size 6 Box Launcher (10)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Size 10 Box Launcher (2)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
MFC153-R50 (70%) (2)     Range 152.7m km    Resolution 50
Exocet  X1S6 MPASM (10)  Speed: 18 300 km/s   End: 136.8m    Range: 150.2m km   WH: 9    Size: 6    TH: 103/62/31
Stingray S10 MPLT (2)  Speed: 11 000 km/s   End: 239.3m    Range: 157.9m km   WH: 25    Size: 10    TH: 55/33/16

MR5.8-R1 (70%) (1)     GPS 72     Range 5.8m km    MCR 627k km    Resolution 1
MR72R100 (1)     GPS 9000     Range 72.0m km    Resolution 100
THS2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EMDS2-16(70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

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 do not plan on adding a jump drive so I can increase it to 15k tons. I think this is pretty much as fleshed out as I want to make it.
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Missile Size: 10 MSP  (0.5 HS)     Warhead: 25    Armour: 1     Manoeuvre Rating: 15
Speed: 11000 km/s    Engine Endurance: 239 minutes   Range: 157.9m km
ECM Level: 1
Cost Per Missile: 9.399
Chance to Hit: 1k km/s 165%   3k km/s 45%   5k km/s 33%   10k km/s 16.5%
Materials Required:    6.5x Tritanium   0.5x Uridium   2.399x Gallicite   Fuel x1325
While looking for a name for it it found something that made me LOL (https://en.wikipedia.org/wiki/Malafon), and something to name a mine with a torp (https://en.wikipedia.org/wiki/Mark_60_CAPTOR).
Title: Re: Ships
Post by: 83athom on September 29, 2015, 01:00:10 PM
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Tomcat class Fighter    400 tons     2 Crew     179.8 BP      TCS 8  TH 48  EM 0
12000 km/s     Armour 2-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Maint Life 5.07 Years     MSP 28    AFR 12%    IFR 0.2%    1YR 2    5YR 27    Max Repair 81 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8   
Magazine 12   

32EP 1HS MPFD (3)    Power 32    Fuel Use 336.02%    Signature 16    Exp 20%
Fuel Capacity 20 000 Litres    Range 2.7 billion km   (62 hours at full power)

Size 2 Box Launcher (6)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
MFC69-R20 (70%) (1)     Range 69.5m km    Resolution 20
Sidewinder S2V1 MPALM (6)  Speed: 32 000 km/s   End: 33m    Range: 63.4m km   WH: 4    Size: 2    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 Fighter for production, combat and maintenance purposes
I think this would be a decent strike fighter for my carriers (when I get around to designing them).
Code: [Select]
Rodney class Frigate    18 400 tons     526 Crew     3366.8 BP      TCS 368  TH 1200  EM 2250
3260 km/s     Armour 5-62     Shields 75-300     Sensors 16/16/0/0     Damage Control Rating 110     PPV 43.89
Maint Life 14.82 Years     MSP 5718    AFR 54%    IFR 0.8%    1YR 49    5YR 731    Max Repair 225 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 69   

600EP 50HS MPD (2)    Power 600    Fuel Use 14.61%    Signature 600    Exp 7%
Fuel Capacity 2 500 000 Litres    Range 167.4 billion km   (594 days at full power)
E300S3 (25)   Total Fuel Cost  450 Litres per hour  (10 800 per day)

Twin 120mm R4X4 UV Cannon Turret (1x2)    Range 160 000km     TS: 10000 km/s     Power 8-2     RM 4    ROF 20        4 4 4 4 3 2 2 2 1 1
Twin 100mm R4 UV Cannon Turret (2x2)    Range 120 000km     TS: 10000 km/s     Power 6-8     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Lee Advanced Defence Systems 200R3 CIWS (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 80-10000 H70 (1)    Max Range: 160 000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
GT Industrial TFRP8S1 (4)     Total Power Output 32    Armour 0    Exp 5%

Size 6 Box Launcher (10)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Size 1 Missile Launcher (9)    Missile Size 1    Rate of Fire 10
MFC153-R50 (70%) (2)     Range 152.7m km    Resolution 50
AMMFC10-R1 (70%) (3)     Range 10.4m km    Resolution 1
Exocet  X1S6 MPASM (10)  Speed: 18 300 km/s   End: 136.8m    Range: 150.2m km   WH: 9    Size: 6    TH: 103/62/31

MR72R100 (1)     GPS 9000     Range 72.0m km    Resolution 100
THS2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EMDS2-16(70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
Still working on this one. And I am not sure that either I should try to get it down to frigate size (15k tons) or bump it up to destroyer size (30k-40k tons). And yes I do know that there isn't a magazine on it, they (yes multiple kinds) are in research queue.
Plus, here is something about 2/3-3/4 done;
Off-Topic: show
Neptune class Battlecruiser    85 700 tons     2661 Crew     17286.8 BP      TCS 1714  TH 4800  EM 13500
2800 km/s     Armour 8-173     Shields 450-300     Sensors 16/16/0/0     Damage Control Rating 300     PPV 361.96
Maint Life 13.05 Years     MSP 25214    AFR 293%    IFR 4.1%    1YR 275    5YR 4127    Max Repair 600 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 1   
Flag Bridge    Hangar Deck Capacity 1500 tons     Magazine 504   

600EP 50HS MPD (8)    Power 600    Fuel Use 14.61%    Signature 600    Exp 7%
Fuel Capacity 5 000 000 Litres    Range 71.9 billion km   (297 days at full power)
E300S3 (150)   Total Fuel Cost  2 700 Litres per hour  (64 800 per day)

Twin 120mm R4X4 UV Cannon Turret (4x2)    Range 160 000km     TS: 10000 km/s     Power 8-2     RM 4    ROF 20        4 4 4 4 3 2 2 2 1 1
Twin 100mm R4 UV Cannon Turret (8x2)    Range 120 000km     TS: 10000 km/s     Power 6-8     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
200mm R4 UV Cannon Turret (6x1)    Range 320 000km     TS: 20000 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
CPA240-6R4 (14)    Range 240 000km     TS: 5000 km/s     Power 15-4    ROF 20        6 6 6 6 6 6 6 6 6 6
Lee Advanced Defence Systems 200R3 CIWS (8x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 80-10000 H70 (4)    Max Range: 160 000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
Fire Control S08 160-20000 H70 (2)    Max Range: 320 000 km   TS: 20000 km/s     97 94 91 88 84 81 78 75 72 69
Fire Control S02 160-5000 H70 (7)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
GT Industrial TFRP8S1 (25)     Total Power Output 200    Armour 0    Exp 5%

Size 1 Missile Launcher (24)    Missile Size 1    Rate of Fire 10
Size 6 Box Launcher (80)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
MFC153-R50 (70%) (8)     Range 152.7m km    Resolution 50
AMMFC10-R1 (70%) (4)     Range 10.4m km    Resolution 1
Exocet  X1S6 MPASM (80)  Speed: 18 300 km/s   End: 136.8m    Range: 150.2m km   WH: 9    Size: 6    TH: 103/62/31

THS2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EMDS2-16(70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

ECCM-1 (5)         ECM 10

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
Title: Re: Ships
Post by: 83athom on September 30, 2015, 04:46:30 PM
As the site getting back up is a big thing I shall post an about equally big thing.
Code: [Select]
Nelson class Battleship    154 700 tons     5384 Crew     31637.2 BP      TCS 3094  TH 4800  EM 22500
1551 km/s     Armour 9-256     Shields 750-300     Sensors 16/16/1/1     Damage Control Rating 700     PPV 813.48
Maint Life 21.34 Years     MSP 63914    AFR 382%    IFR 5.3%    1YR 268    5YR 4021    Max Repair 600 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 1   
Hangar Deck Capacity 2000 tons     Troop Capacity: 2 Companies    Cryo Drop Capacity: 3 Battalions    Magazine 2286   

600EP 50HS MPD (8)    Power 600    Fuel Use 14.61%    Signature 600    Exp 7%
Fuel Capacity 7 500 000 Litres    Range 59.7 billion km   (445 days at full power)
E300S3 (250)   Total Fuel Cost  4 500 Litres per hour  (108 000 per day)

100mm R4 UV Cannon Turret (48x1)    Range 120 000km     TS: 10000 km/s     Power 3-4     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
200mm R4 UV Cannon Turret (6x1)    Range 320 000km     TS: 20000 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Twin 120mm R4X4 UV Cannon Turret (12x2)    Range 160 000km     TS: 10000 km/s     Power 8-2     RM 4    ROF 20        4 4 4 4 3 2 2 2 1 1
Twin 100mm R4 UV Cannon Turret (24x2)    Range 120 000km     TS: 10000 km/s     Power 6-8     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Lee Advanced Defence Systems 200R3 CIWS (12x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S08 160-20000 H70 (2)    Max Range: 320 000 km   TS: 20000 km/s     97 94 91 88 84 81 78 75 72 69
Fire Control S02 80-10000 H70 (15)    Max Range: 160 000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
GT Industrial TFRP8S1 (60)     Total Power Output 480    Armour 0    Exp 5%

Size 6 Box Launcher (120)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Size 1 Missile Launcher (30)    Missile Size 1    Rate of Fire 10
Size 4 Missile Launcher (24)    Missile Size 4    Rate of Fire 30
AMMFC10-R1 (70%) (10)     Range 10.4m km    Resolution 1
MFC69-R20 (70%) (6)     Range 69.5m km    Resolution 20
MFC153-R50 (70%) (12)     Range 152.7m km    Resolution 50
MPD-4-ASM (204)  Speed: 15 000 km/s   End: 35m    Range: 31.5m km   WH: 10    Size: 4    TH: 80/48/24
Exocet  X1S6 MPASM (120)  Speed: 18 300 km/s   End: 136.8m    Range: 150.2m km   WH: 9    Size: 6    TH: 103/62/31
Aster M1S1 MPAMM (570)  Speed: 30 000 km/s   End: 1.3m    Range: 2.3m km   WH: 1    Size: 1    TH: 150/90/45
Sidewinder S2V1 MPALM (90)  Speed: 32 000 km/s   End: 33m    Range: 63.4m km   WH: 4    Size: 2    TH: 149/89/44

MR72R100 (2)     GPS 9000     Range 72.0m km    Resolution 100
MR32R20 (2)     GPS 1800     Range 32.2m km    Resolution 20
MR5.8-R1 (70%) (2)     GPS 72     Range 5.8m km    MCR 627k km    Resolution 1
THS2-16 (70%) (2)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EMDS2-16(70%) (2)     Sensitivity 16     Detect Sig Strength 1000:  16m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

ECM 10

Strike Group
5x Tomcat Fighter   Speed: 12000 km/s    Size: 8

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 am waiting for a couple new research things to finish such as some sensors and a new missile.
Title: Re: Ships
Post by: Barkhorn on September 30, 2015, 10:17:47 PM
I think the Tomcats are a poor choice for the battleship's parasites.  Unless they're supported by something fast and with a search sensor, they're limited to hanging around the battleship, staying well within the BB's search sensor range.  This sacrifices a big advantage of fighters, which is the versatility brought by huge ranges.  They'll be good at anti-FAC or fighter work, given the 4WH missiles, but without a dedicated search sensor fighter to come with them, they're limited to flying Combat Air Patrol around the BB.  If that's what you're going for, that's fine, but I think you can get more bang for your buck for that hangar space.  I'd bring dropships instead of the Tomcats.  Your BB has some wicked firepower, which should mean lots of crippled ships.  If you brought dropships instead of the fighters, you could capture these crippled ships.

You're already bringing ground troops too, so the drop ships aren't a huge detour as far as the design goes.  As far as dropship design goes, I'd have just 1 of the smallest combat drop module, 1-2 tiny fuel tanks, and the rest of the HS be engines.  The faster the dropship the better.

Oh, why does the laser turret with the largest lasers have the best TS?
Title: Re: Ships
Post by: 83athom on October 01, 2015, 02:53:02 PM
Some previous designs more "completed";
Code: [Select]
Independence class Littoral Combat Ship    15 000 tons     366 Crew     3192.2 BP      TCS 300  TH 1200  EM 1800
4000 km/s     Armour 6-54     Shields 60-300     Sensors 16/16/0/0     Damage Control Rating 26     PPV 37.66
Maint Life 8.32 Years     MSP 3459    AFR 69%    IFR 1%    1YR 89    5YR 1333    Max Repair 600 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 5   
Hangar Deck Capacity 250 tons     Magazine 116   

600EP 50HS MPD (2)    Power 600    Fuel Use 14.61%    Signature 600    Exp 7%
Fuel Capacity 1 505 000 Litres    Range 123.6 billion km   (357 days at full power)
E300S3 (20)   Total Fuel Cost  360 Litres per hour  (8 640 per day)

Twin 120mm R4X4 UV Cannon Turret (2x2)    Range 160 000km     TS: 10000 km/s     Power 8-2     RM 4    ROF 20        4 4 4 4 3 2 2 2 1 1
200mm R4 UV Cannon Turret (1x1)    Range 320 000km     TS: 20000 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Lee Advanced Defence Systems 200R3 CIWS (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S08 160-20000 H70 (1)    Max Range: 320 000 km   TS: 20000 km/s     97 94 91 88 84 81 78 75 72 69
Fire Control S02 80-10000 H70 (1)    Max Range: 160 000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
GT Industrial TFRP8S1 (1)     Total Power Output 8    Armour 0    Exp 5%

Size 6 Box Launcher (10)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Size 10 Box Launcher (2)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
MFC153-R50 (70%) (2)     Range 152.7m km    Resolution 50
Exocet  X1S6 MPASM (10)  Speed: 18 300 km/s   End: 136.8m    Range: 150.2m km   WH: 9    Size: 6    TH: 103/62/31
Stingray S10 MPLT (2)  Speed: 11 000 km/s   End: 239.3m    Range: 157.9m km   WH: 25    Size: 10    TH: 55/33/16

MR5.8-R1 (70%) (1)     GPS 72     Range 5.8m km    MCR 627k km    Resolution 1
MR72R100 (1)     GPS 9000     Range 72.0m km    Resolution 100
THS2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EMDS2-16(70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

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
Code: [Select]
Neptune class Battlecruiser    90 000 tons     2973 Crew     17887.64 BP      TCS 1800  TH 4200  EM 13500
2333 km/s     Armour 8-178     Shields 450-300     Sensors 16/16/0/0     Damage Control Rating 325     PPV 361.96
Maint Life 15.25 Years     MSP 27949    AFR 288%    IFR 4%    1YR 225    5YR 3381    Max Repair 600 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 60   
Flag Bridge    Hangar Deck Capacity 1500 tons     Troop Capacity: 1 Company    Magazine 684   

600EP 50HS MPD (7)    Power 600    Fuel Use 14.61%    Signature 600    Exp 7%
Fuel Capacity 5 005 000 Litres    Range 68.5 billion km   (339 days at full power)
E300S3 (150)   Total Fuel Cost  2 700 Litres per hour  (64 800 per day)

200mm R4 UV Cannon Turret (6x1)    Range 320 000km     TS: 20000 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Twin 120mm R4X4 UV Cannon Turret (4x2)    Range 160 000km     TS: 10000 km/s     Power 8-2     RM 4    ROF 20        4 4 4 4 3 2 2 2 1 1
Twin 100mm R4 UV Cannon Turret (8x2)    Range 120 000km     TS: 10000 km/s     Power 6-8     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
CPA240-6R4 (14)    Range 240 000km     TS: 5000 km/s     Power 15-4    ROF 20        6 6 6 6 6 6 6 6 6 6
Lee Advanced Defence Systems 200R3 CIWS (8x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S08 160-20000 H70 (2)    Max Range: 320 000 km   TS: 20000 km/s     97 94 91 88 84 81 78 75 72 69
Fire Control S02 80-10000 H70 (4)    Max Range: 160 000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
Fire Control S02 160-5000 H70 (7)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
GT Industrial TFRP8S1 (25)     Total Power Output 200    Armour 0    Exp 5%

Size 1 Missile Launcher (24)    Missile Size 1    Rate of Fire 10
Size 6 Box Launcher (80)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
AMMFC10-R1 (70%) (4)     Range 10.4m km    Resolution 1
MFC153-R50 (70%) (8)     Range 152.7m km    Resolution 50
Exocet  X1S6 MPASM (80)  Speed: 18 300 km/s   End: 136.8m    Range: 150.2m km   WH: 9    Size: 6    TH: 103/62/31
Aster M1S1 MPAMM (96)  Speed: 30 000 km/s   End: 1.3m    Range: 2.3m km   WH: 1    Size: 1    TH: 150/90/45

THS2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EMDS2-16(70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

ECCM-1 (26)         ECM 10

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
Code: [Select]
Rodney class Heavy Frigate    20 000 tons     567 Crew     3744.4 BP      TCS 400  TH 1200  EM 2250
3000 km/s     Armour 5-65     Shields 75-300     Sensors 16/16/0/0     Damage Control Rating 72     PPV 69.35
Maint Life 14.64 Years     MSP 6084    AFR 61%    IFR 0.9%    1YR 53    5YR 797    Max Repair 225 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Magazine 172   

600EP 50HS MPD (2)    Power 600    Fuel Use 14.61%    Signature 600    Exp 7%
Fuel Capacity 2 525 000 Litres    Range 155.5 billion km   (600 days at full power)
E300S3 (25)   Total Fuel Cost  450 Litres per hour  (10 800 per day)

Twin 120mm R4X4 UV Cannon Turret (2x2)    Range 160 000km     TS: 10000 km/s     Power 8-2     RM 4    ROF 20        4 4 4 4 3 2 2 2 1 1
Twin 100mm R4 UV Cannon Turret (3x2)    Range 120 000km     TS: 10000 km/s     Power 6-8     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Lee Advanced Defence Systems 200R3 CIWS (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 80-10000 H70 (2)    Max Range: 160 000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
GT Industrial TFRP8S1 (4)     Total Power Output 32    Armour 0    Exp 5%

Size 6 Box Launcher (18)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 10
AMMFC10-R1 (70%) (2)     Range 10.4m km    Resolution 1
MFC153-R50 (70%) (3)     Range 152.7m km    Resolution 50
Exocet  X1S6 MPASM (18)  Speed: 18 300 km/s   End: 136.8m    Range: 150.2m km   WH: 9    Size: 6    TH: 103/62/31
Aster M1S1 MPAMM (64)  Speed: 30 000 km/s   End: 1.3m    Range: 2.3m km   WH: 1    Size: 1    TH: 150/90/45

MR72R100 (1)     GPS 9000     Range 72.0m km    Resolution 100
THS2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EMDS2-16(70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

ECM 10

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
Plus something extra;
Code: [Select]
Claymore class Gunboat    1 000 tons     6 Crew     461.4 BP      TCS 20  TH 80  EM 0
8000 km/s     Armour 4-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6.6
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 48    5YR 726    Max Repair 150 MSP
Intended Deployment Time: 0.1 months    Spare Berths 4   
Magazine 24   

32EP 1HS MPFD (5)    Power 32    Fuel Use 336.02%    Signature 16    Exp 20%
Fuel Capacity 25 000 Litres    Range 1.3 billion km   (46 hours at full power)

100mm R4 UV Cannon (1)    Range 120 000km     TS: 8000 km/s     Power 3-4     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Fire Control S02 160-5000 H70 (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
GT Industrial TFRP8S1 (1)     Total Power Output 8    Armour 0    Exp 5%

Size 2 Box Launcher (12)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
MFC69-R20 (70%) (1)     Range 69.5m km    Resolution 20
Sidewinder S2V1 MPALM (12)  Speed: 32 000 km/s   End: 33m    Range: 63.4m km   WH: 4    Size: 2    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
Title: Re: Ships
Post by: MarcAFK on October 05, 2015, 01:26:47 AM
After completion of a vastly more efficient engine the United Nations has completed the following designs.
Note that any shipyard tooled to the Robinson MK II will be also able to construct the Heavy Metal as well as the Peter F Hamilton Jump ship.
The Military Jump drive on the tanker was already available, and the size of this and the Troop transport was dictated by size of available shipyards.
United nations Commercial ship designs for 2029.
Code: [Select]
Robinson - MK II class Colony Ship    92,000 tons     411 Crew     1969.8 BP      TCS 1840  TH 2640  EM 0
1434 km/s     Armour 1-181     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 13    Max Repair 48 MSP
Intended Deployment Time: 3 months    Spare Berths 5   
Cargo 40000    Cryogenic Berths 80000    Cargo Handling Multiplier 40   

240 EP Commercial Ion Drive (11)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 1,000,000 Litres    Range 48.3 billion km   (389 days at full power)

CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

Code: [Select]
Heavy Metal class Freighter   92,000 tons     334 Crew     1213.8 BP      TCS 1840  TH 2640  EM 0
1434 km/s     Armour 1-181     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 8    Max Repair 48 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Cargo 60000    Cargo Handling Multiplier 40   

240 EP Commercial Ion Drive (11)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 1,130,000 Litres    Range 54.6 billion km   (440 days at full power)

CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

Code: [Select]
Peter F Hamilton class Colony Ship    92,000 tons     383 Crew     1320.8 BP      TCS 1840  TH 2640  EM 0
1434 km/s    JR 2-25(C)     Armour 1-181     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 9    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cargo 40000    Cargo Handling Multiplier 25   

CERN  JC92K Commercial Jump Drive     Max Ship Size 92000 tons    Distance 25k km     Squadron Size 2
240 EP Commercial Ion Drive (11)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 850,000 Litres    Range 41.0 billion km   (331 days at full power)

CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

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Victory class Troop Transport    25,000 tons     312 Crew     950.4 BP      TCS 500  TH 720  EM 0
1440 km/s     Armour 2-76     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
MSP 24    Max Repair 48 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Troop Capacity: 5 Battalions    Cargo Handling Multiplier 80   

240 EP Commercial Ion Drive (3)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 300,000 Litres    Range 53.3 billion km   (428 days at full power)

CIWS-120 (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR2-R5 (1)     GPS 80     Range 2.1m km    Resolution 5
Active Search Sensor MR5-R35 (1)     GPS 560     Range 5.7m km    Resolution 35
Active Search Sensor MR8-R72 (1)     GPS 1152     Range 8.1m km    Resolution 72
Active Search Sensor MR0-R1 (1)     GPS 16     Range 960k km    MCR 105k km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Commercial Vessel for maintenance purposes

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Naptha class Oiler    16,200 tons     200 Crew     1516 BP      TCS 324  TH 480  EM 0
1481 km/s    JR 4-50     Armour 2-57     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
MSP 58    Max Repair 385 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

J16200(4-50) Military Jump Drive     Max Ship Size 16200 tons    Distance 50k km     Squadron Size 4
240 EP Commercial Ion Drive (2)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 5,595,000 Litres    Range 1534.5 billion km   (11992 days at full power)

CIWS-120 (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR5-R35 (1)     GPS 560     Range 5.7m km    Resolution 35
Active Search Sensor MR2-R5 (1)     GPS 80     Range 2.1m km    Resolution 5
Active Search Sensor MR0-R1 (1)     GPS 16     Range 960k km    MCR 105k km    Resolution 1
Active Search Sensor MR8-R72 (1)     GPS 1152     Range 8.1m km    Resolution 72
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Commercial Vessel for maintenance purposes

Edit: Continuing the theme of multiple classes from the same yard, as brought up in the "what's going on in your empire" thread :
Actually, the trick for building geo- and grav-survey ships in the same yard is to create a third class with all the survey sensors either/both of them use, and tool the yard for that.
That does work well for survey ships, but in other cases the tonnage difference causes a cost problem.
For reference here's my current geo survey ship. The grav is the same but with sensors swapped.

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Hawke class Geosurvey Ship    8,100 tons     177 Crew     872.5 BP      TCS 162  TH 450  EM 0
2777 km/s    JR 4-50     Armour 1-35     Shields 0-0     Sensors 18/1/0/3     Damage Control Rating 8     PPV 0
Maint Life 5.27 Years     MSP 539    AFR 65%    IFR 0.9%    1YR 32    5YR 487    Max Repair 114 MSP
Intended Deployment Time: 36 months    Spare Berths 0   

J8100(4-50) Military Jump Drive     Max Ship Size 8100 tons    Distance 50k km     Squadron Size 4
150 EP Commercial Ion Drive (3)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 615,000 Litres    Range 114.5 billion km   (477 days at full power)

Thermal Sensor TH3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Geological Survey Sensors (3)   3 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
In this case the resulting hybrid ship with 3 gravity sensors and 3 geo sensors will allow construction of either grav or geo variants as you stated, I however decided to make an actually functional 8100 ton hybrid with 2 of each, I just won't be building any.
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Geo/Grav hybrid class Gravitational Survey Vessel    8,100 tons     175 Crew     926.5 BP      TCS 162  TH 450  EM 0
2777 km/s    JR 4-50     Armour 1-35     Shields 0-0     Sensors 12/1/2/2     Damage Control Rating 6     PPV 0
Maint Life 3.84 Years     MSP 429    AFR 87%    IFR 1.2%    1YR 46    5YR 687    Max Repair 114 MSP
Intended Deployment Time: 36 months    Spare Berths 0   

J8100(4-50) Military Jump Drive     Max Ship Size 8100 tons    Distance 50k km     Squadron Size 4
150 EP Commercial Ion Drive (3)    Power 150    Fuel Use 11.93%    Signature 150    Exp 5%
Fuel Capacity 520,000 Litres    Range 96.8 billion km   (403 days at full power)

Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
In order to fit a fourth sensor a sacrifice was made to fuel, maintenance, and the thermal sensor size. But the ship is still small enough to use it's own jump engine.
Now for a completely gamey example, This is my Victory class troop transport, I have reduced the size slightly from the earlier design so that I can use a preexisting 24,300 ton jump engine.
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Victory class Troop Transport    24,300 tons     312 Crew     874 BP      TCS 486  TH 720  EM 0
1481 km/s     Armour 1-74     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 48 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Troop Capacity: 5 Battalions    Cargo Handling Multiplier 80   

240 EP Commercial Ion Drive (3)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 285,000 Litres    Range 52.1 billion km   (407 days at full power)

CIWS-120 (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR5-R35 (1)     GPS 560     Range 5.7m km    Resolution 35
Active Search Sensor MR8-R72 (1)     GPS 1152     Range 8.1m km    Resolution 72
Active Search Sensor MR2-R5 (1)     GPS 80     Range 2.1m km    Resolution 5
Active Search Sensor MR0-R1 (1)     GPS 16     Range 960k km    MCR 105k km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Commercial Vessel for maintenance purposes
This is a colony ship that's based on the Victory.
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Edgar Rice Burroughs  class Colony Ship    24,300 tons     298 Crew     1123 BP      TCS 486  TH 720  EM 0
1481 km/s     Armour 1-74     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 1     PPV 0
MSP 29    Max Repair 48 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Cryogenic Berths 53000    Cargo Handling Multiplier 80   

240 EP Commercial Ion Drive (3)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 275,000 Litres    Range 50.3 billion km   (392 days at full power)

CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Commercial Vessel for maintenance purposes
Note that it retains the ridiculous 80 cargo handling rating of the Victory, this allows the vessel to unload it's 53,000 colonists in a mere 3 hours. The victory can unload in 2 hours, but I think that's per Battalion since the rating doesn't change as I add more troop bays. Anyway, I would prefer to reduce the cargo handling and increase the number of human popsicles, however doing this makes the change too costly.
Edit : This design has a 24300 ton jump engine, and allows both the Victory and the Edgar Rice Burroughs to be Constructed.
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Jules Verne class Colony Ship    24,300 tons     470 Crew     1867 BP      TCS 486  TH 720  EM 0
1481 km/s    JR 4-50     Armour 1-74     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
MSP 48    Max Repair 807 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cryogenic Berths 30000    Cargo Handling Multiplier 80   

J24300(4-50) Military Jump Drive     Max Ship Size 24300 tons    Distance 50k km     Squadron Size 4
240 EP Commercial Ion Drive (3)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 585,000 Litres    Range 107.0 billion km   (835 days at full power)

CIWS-120 (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR8-R72 (1)     GPS 1152     Range 8.1m km    Resolution 72
Active Search Sensor MR2-R5 (1)     GPS 80     Range 2.1m km    Resolution 5
Active Search Sensor MR5-R35 (1)     GPS 560     Range 5.7m km    Resolution 35
Active Search Sensor MR0-R1 (1)     GPS 16     Range 960k km    MCR 105k km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Commercial Vessel for maintenance purposes
However it's just a little too expensive, and will take too long to retool for.. '
This design however will allow both the Victory and the Edgar to be built.
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Victory - Hybrid class Troop Transport    24,300 tons     312 Crew     1114 BP      TCS 486  TH 720  EM 0
1481 km/s     Armour 1-74     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
MSP 29    Max Repair 48 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Troop Capacity: 1 Battalion    Cryogenic Berths 40000    Cargo Handling Multiplier 80   

240 EP Commercial Ion Drive (3)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 285,000 Litres    Range 52.1 billion km   (407 days at full power)

CIWS-120 (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR5-R35 (1)     GPS 560     Range 5.7m km    Resolution 35
Active Search Sensor MR8-R72 (1)     GPS 1152     Range 8.1m km    Resolution 72
Active Search Sensor MR0-R1 (1)     GPS 16     Range 960k km    MCR 105k km    Resolution 1
Active Search Sensor MR2-R5 (1)     GPS 80     Range 2.1m km    Resolution 5
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Commercial Vessel for maintenance purposes
Title: Re: Ships
Post by: Iranon on October 17, 2015, 04:03:45 AM
In my current game, I have more Power&Propulsion specialists than I know what to do with, nobody has a clue about missiles/kinetic weapons. I wanted the flexibility to build escorts or shipkillers as the situation dictates - all designs can be built from a yard tooled to a placeholder with all sensors/fire controls and mostly-laser armament.

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Panther class Light Cruiser    9 000 tons     256 Crew     1727 BP      TCS 180  TH 1440  EM 0
8000 km/s     Armour 3-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 36
Maint Life 1.19 Years     MSP 420    AFR 185%    IFR 2.6%    1YR 305    5YR 4572    Max Repair 324 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

Blohm & Voss 50/720 Magneto-plasma Drive (2)    Power 720    Fuel Use 19.21%    Signature 720    Exp 9%
Fuel Capacity 205 000 Litres    Range 21.3 billion km   (30 days at full power)

Zeiss 15cm Far Ultraviolet Laser (3)    Range 300 000km     TS: 8000 km/s     Power 6-6     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
Rheinmetall 10cm Railgun (8x4)    Range 40 000km     TS: 8000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Zeiss 4/160-8000 Fire Control (1)    Max Range: 320 000 km   TS: 8000 km/s     97 94 91 88 84 81 78 75 72 69
Siemens 1/6 Stellarator Reactor (7)     Total Power Output 42    Armour 0    Exp 5%

Raumtakt 1/R1a Active Search Sensor (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

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Panther-E class Escort Cruiser    9 000 tons     250 Crew     1561 BP      TCS 180  TH 1440  EM 0
8000 km/s     Armour 3-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 36
Maint Life 1.19 Years     MSP 379    AFR 185%    IFR 2.6%    1YR 273    5YR 4096    Max Repair 324 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

Blohm & Voss 50/720 Magneto-plasma Drive (2)    Power 720    Fuel Use 19.21%    Signature 720    Exp 9%
Fuel Capacity 310 000 Litres    Range 32.3 billion km   (46 days at full power)

Rheinmetall 10cm Railgun (12x4)    Range 40 000km     TS: 8000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Zeiss 1/40-8000 Fire Control (3)    Max Range: 80 000 km   TS: 8000 km/s     88 75 62 50 38 25 12 0 0 0
Siemens 1/6 Stellarator Reactor (6)     Total Power Output 36    Armour 0    Exp 5%

Raumtakt 1/R1a Active Search Sensor (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

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Jagdpanther class Light Cruiser    9 000 tons     250 Crew     2015 BP      TCS 180  TH 1440  EM 0
8000 km/s     Armour 3-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 32
Maint Life 1.32 Years     MSP 490    AFR 185%    IFR 2.6%    1YR 299    5YR 4487    Max Repair 324 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

Blohm & Voss 50/720 Magneto-plasma Drive (2)    Power 720    Fuel Use 19.21%    Signature 720    Exp 9%
Fuel Capacity 270 000 Litres    Range 28.1 billion km   (40 days at full power)

Zeiss 15cm Far Ultraviolet Laser (8)    Range 300 000km     TS: 8000 km/s     Power 6-6     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
Zeiss 4/160-8000 Fire Control (1)    Max Range: 320 000 km   TS: 8000 km/s     97 94 91 88 84 81 78 75 72 69
Siemens 1/6 Stellarator Reactor (8)     Total Power Output 48    Armour 0    Exp 5%

Raumtakt 3/R100a Active Search Sensor (1)     GPS 6300     Range 88.2m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes

The regular variant is to be fielded in numbers, meant to be a balanced design capable of defending against missile attack and targeting most beam targets from outside their effective engagement range, while able to hold its own in a knife fight. The Jagdpanther can provide limited situation awareness if no dedicated sensor vessel is available, as well as heavier anti-ship firepower. I don't care much for the escort variant as it doesn't add much additional PD volume, but it can handle multiple small salvos at once... I'll build it when combat experience suggests a need, or I may add a backup fire control for the regular one.
Title: Re: Ships
Post by: sneer on October 17, 2015, 06:04:26 AM
I used to play similar variants game but after few games I went into - calculate the average number of weapon slots of task force consisting "variant" ships and make if possible one "average" ship to further optimize production and shipyard tasks
Title: Re: Ships
Post by: 83athom on October 19, 2015, 01:22:18 PM
Code: [Select]
Defiant class Cruiser    128 800 tons     4886 Crew     27478 BP      TCS 2576  TH 3360  EM 9000
1304 km/s     Armour 6-227     Shields 300-300     Sensors 27/22/0/0     Damage Control Rating 200     PPV 880
Maint Life 10.64 Years     MSP 26667    AFR 663%    IFR 9.2%    1YR 430    5YR 6453    Max Repair 230 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 720   

480EP 50HS MID (7)    Power 480    Fuel Use 20.03%    Signature 480    Exp 8%
Fuel Capacity 5 000 000 Litres    Range 34.9 billion km   (309 days at full power)
Epsilon R300 ADS (100)   Total Fuel Cost  2 100 Litres per hour  (50 400 per day)

Twin 100mm C5-UVL Turret (24x2)    Range 120 000km     TS: 10500 km/s     Power 6-10     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
200mm C5-UVL Turret (A) (8x1)    Range 256 000km     TS: 8000 km/s     Power 10-5     RM 4    ROF 10        10 10 10 10 8 6 5 5 4 4
100mm C5-UVL Turret (A) (32x1)    Range 120 000km     TS: 11000 km/s     Power 3-5     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Twin 120mm C5-UVL Turret (12x2)    Range 160 000km     TS: 10500 km/s     Power 8-10     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
100mm V3/C5 Flak Battery (80x4)    Range 30 000km     TS: 4000 km/s     Power 3-5     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
FCS00.5 32-4000 H50 (20)    Max Range: 64 000 km   TS: 4000 km/s     84 69 53 37 22 6 0 0 0 0
FCS04 128-8000 H50 (8)    Max Range: 256 000 km   TS: 8000 km/s     96 92 88 84 80 77 73 69 65 61
FCS03 64-12000 H50 (20)    Max Range: 128 000 km   TS: 12000 km/s     92 84 77 69 61 53 45 37 30 22
GC FRT S4O18 (55)     Total Power Output 990    Armour 0    Exp 5%

Size 3 Box Launcher (240)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
MFC92-R100 (50%) (24)     Range 92.4m km    Resolution 100
Javelin S3X1 ASM (240)  Speed: 12 000 km/s   End: 102.3m    Range: 73.6m km   WH: 4    Size: 3    TH: 76/45/22

AS-MR15-R1 (50%) (1)     GPS 140     Range 15.4m km    MCR 1.7m km    Resolution 1
AS-MR154-R100 (50%) (1)     GPS 14000     Range 154.0m km    Resolution 100
AS-MR68-R20 (50%) (1)     GPS 2800     Range 68.9m km    Resolution 20
THS2.5-27 (50%) (1)     Sensitivity 27     Detect Sig Strength 1000:  27m km
EMDS2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECCM-1 (72)         ECM 10

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
So.. Overkill? Underkill? Opinions?
Title: Re: Ships
Post by: MarcAFK on October 19, 2015, 06:28:01 PM
A bit slow for a cruiser, especially with all those beams..
However it looks like a decent enough area defence or assault vessel.
Title: Re: Ships
Post by: Vandermeer on October 19, 2015, 08:14:14 PM
Range and shields are underwhelming for a ship that size I feel, and I also agree with the speed issue. Not that such a ship would do much chasing, rather then letting an enemy come to them, but star cruise shouldn't take ages still.
The potential 240 alpha missile strike, which can be freely divided in increments of 1/10th is a really nice idea. I must now think about copying this setup too. Seems useful for reducing micromanagement, and has some roleplay touch about it.("fire batteries 2 and 3!")
...72 fire controls (most of which in area or last fire mode I hope (http://www.greensmilies.com/smile/smiley_emoticons_razz.gif) ) and corresponding eccms. ..We are approaching the point where we can express the required click work in rounded percentages of mouse lifetime. ;D

I also like the roleplay gun outfit. Custom named guns, shields and etc. components are always Swiss flag to me.(which is a big plus) Is this from one of those planned Halo games?

Title: Re: Ships
Post by: 83athom on October 20, 2015, 07:29:11 AM
Range and shields are underwhelming for a ship that size I feel, and I also agree with the speed issue. Not that such a ship would do much chasing, rather then letting an enemy come to them, but star cruise shouldn't take ages still.
It is only Ion Drive tech. I have a bit more powerful engines I could use, but range would then drop massively. Although, fuel isn't really an issue atm, have 100m L in storage and have like 15m production, plus 3 of Sol's Gas Giants have Sorium (as well as a few extrasolar).
The potential 240 alpha missile strike, which can be freely divided in increments of 1/10th is a really nice idea. I must now think about copying this setup too. Seems useful for reducing micromanagement, and has some roleplay touch about it.("fire batteries 2 and 3!")
...72 fire controls (most of which in area or last fire mode I hope (http://www.greensmilies.com/smile/smiley_emoticons_razz.gif) ) and corresponding eccms. ..We are approaching the point where we can express the required click work in rounded percentages of mouse lifetime. ;D
I've always done this, I try to separate weapons into batteries so in case of a FC getting hit only a few weapons go down. As well as it can hit multiple targets at the same time.
I also like the roleplay gun outfit. Custom named guns, shields and etc. components are always Swiss flag to me.(which is a big plus) Is this from one of those planned Halo games?
Not yet, I'm saving that for v6.5 (cause of npr carriers and other good stuffz). I just wanted some more flavor than what I usually have.
Title: Re: Ships
Post by: MarcAFK on October 20, 2015, 08:29:02 AM
Just discovered that if I strip the fuel tanks, jump drive, and most of the engine out of my tanker and fill the space with fuel harvesters I won't need to retool. The design is rather low output, but the small size means I can setup forward fuel bases easily using my tanker as a jump tender.
Title: Re: Ships
Post by: 83athom on October 20, 2015, 12:31:43 PM
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Abdiel class Minelayer    25 000 tons     698 Crew     3759.6 BP      TCS 500  TH 1200  EM 1260
2400 km/s     Armour 4-76     Shields 42-300     Sensors 27/22/0/0     Damage Control Rating 60     PPV 99
Maint Life 12.25 Years     MSP 4700    AFR 100%    IFR 1.4%    1YR 58    5YR 868    Max Repair 173 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 1080   

240EP 25HS MID (5)    Power 240    Fuel Use 30.05%    Signature 240    Exp 8%
Fuel Capacity 2 500 000 Litres    Range 59.9 billion km   (288 days at full power)
Epsilon R300 ADS (14)   Total Fuel Cost  294 Litres per hour  (7 056 per day)

Twin 100mm C5-UVL Turret (2x2)    Range 120 000km     TS: 10500 km/s     Power 6-10     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
100mm V3/C5 Flak Battery (8x4)    Range 30 000km     TS: 4000 km/s     Power 3-5     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
FCS03 64-12000 H50 (1)    Max Range: 128 000 km   TS: 12000 km/s     92 84 77 69 61 53 45 37 30 22
FCS00.5 32-4000 H50 (2)    Max Range: 64 000 km   TS: 4000 km/s     84 69 53 37 22 6 0 0 0 0
GC FRT S4O18 (4)     Total Power Output 72    Armour 0    Exp 5%
GC FRT S2O9 (2)     Total Power Output 18    Armour 0    Exp 5%

R3 S20 ML (50% Reduction) (6)    Missile Size 20    Rate of Fire 1000
MFC92-R100 (50%) (1)     Range 92.4m km    Resolution 100
Atacms S20 AS Mine (26)  Speed: 0 km/s   End: 0m    Range: 0.5m km   WH: 0    Size: 20    TH: 0/0/0
Macross S20 Mine (26)  Speed: 0 km/s   End: 0m    Range: 0.5m km   WH: 0    Size: 20    TH: 0/0/0
Cass S20X1 Sonobuoy (2)  Speed: 0 km/s   End: 0m    Range: 0m km   WH: 0    Size: 20    TH: 0/0/0

THS2.5-27 (50%) (1)     Sensitivity 27     Detect Sig Strength 1000:  27m km
EMDS2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes
Going to use this to mine/buoy the areas I will control. I have several mines I will use, as well as an active sensor buoy. I want 3 types of mines. One that fires size 1 missiles, one that fires size 3 missiles, and one that fires a torpedo.
Code: [Select]
Missile Size: 20 MSP  (1 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 0 km/s    Engine Endurance: 0 minutes   Range: 0.0m km
Active Sensor Strength: 12.4754   Sensitivity Modifier: 110%
Resolution: 20    Maximum Range vs 1000 ton object (or larger): 6 130 000 km
Cost Per Missile: 19.9604
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%
Materials Required:    7.485x Boronide   12.4754x Uridium   Fuel x0
Code: [Select]
Missile Size: 20 MSP  (1 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 0 km/s    Engine Endurance: 0 minutes   Range: 0.0m km
Thermal Sensor Strength: 1.8469    Detect Sig Strength 1000:  1 846 900 km
Cost Per Missile: 14.7896
Second Stage: S3-SRASMM x5
Second Stage Separation Range: 150 000 km
Overall Endurance: 1 minutes   Overall Range: 0.7m km
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%
Materials Required:    5x Tritanium   2.2257x Boronide   3.7089x Uridium   3.855x Gallicite   Fuel x40
Code: [Select]
Missile Size: 20 MSP  (1 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 0 km/s    Engine Endurance: 0 minutes   Range: 0.0m km
Thermal Sensor Strength: 1.8469    Detect Sig Strength 1000:  1 846 900 km
Cost Per Missile: 14.5156
Second Stage: Saple S1X1 SRMM x15
Second Stage Separation Range: 150 000 km
Overall Endurance: 1 minutes   Overall Range: 0.7m km
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%
Materials Required:    3.75x Tritanium   2.3637x Boronide   3.9469x Uridium   4.455x Gallicite   Fuel x30
How does this look for a torpedo that goes in a mine.
Code: [Select]
Missile Size: 15 MSP  (0.75 HS)     Warhead: 16    Armour: 0     Manoeuvre Rating: 12
Speed: 12000 km/s    Engine Endurance: 81 minutes   Range: 58.4m km
Active Sensor Strength: 1   Sensitivity Modifier: 110%
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 1 100 000 km
ECM Level: 0.7
Cost Per Missile: 10.2973
Second Stage: ID MASS Decoy x3
Second Stage Separation Range: 300 000 km
Overall Endurance: 1 hours   Overall Range: 58.8m km
Chance to Hit: 1k km/s 144%   3k km/s 48%   5k km/s 28.8%   10k km/s 14.4%
Materials Required:    4x Tritanium   0.6x Boronide   1.35x Uridium   4.3473x Gallicite   Fuel x1994.75
Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 12
Speed: 34200 km/s    Engine Endurance: 0 minutes   Range: 0.4m km
Cost Per Missile: 0.4751
Chance to Hit: 1k km/s 410.4%   3k km/s 132%   5k km/s 82.1%   10k km/s 41%
Materials Required:    0.4751x Gallicite   Fuel x1
I could probably use the mine munition used in the size 1 missile mine (the one researching now), but I wanted something to blast ahead of the torpedo so AM defense engage them instead of the torpedo itself. Here's the size 1 mine munition for comparison to the decoy.
Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 14
Speed: 18000 km/s    Engine Endurance: 1 minutes   Range: 0.7m km
Active Sensor Strength: 0.14   Sensitivity Modifier: 110%
Resolution: 20    Maximum Range vs 1000 ton object (or larger): 60 000 km
Cost Per Missile: 0.7707
Chance to Hit: 1k km/s 252%   3k km/s 84%   5k km/s 50.4%   10k km/s 25.2%
Materials Required:    0.25x Tritanium   0.0837x Boronide   0.14x Uridium   0.297x Gallicite   Fuel x2.5

+ Attachments and other options
Title: Re: Ships
Post by: 83athom on October 30, 2015, 10:24:14 AM
Now I have built some survey ships that are designed how I like em.
Code: [Select]
Lexington class Gravitational Survey Vessel    21 000 tons     499 Crew     3445.825 BP      TCS 420  TH 937.5  EM 0
2976 km/s    JR 3-50     Armour 3-67     Shields 0-0     Sensors 8/8/12/0     Damage Control Rating 26     PPV 0
Maint Life 4.36 Years     MSP 2666    AFR 135%    IFR 1.9%    1YR 226    5YR 3392    Max Repair 524 MSP
Intended Deployment Time: 60 months    Spare Berths 0   

J21000(3-50) Military Jump Drive     Max Ship Size 21000 tons    Distance 50k km     Squadron Size 3
625EP50HS CMCFD (2)    Power 625    Fuel Use 5.3%    Signature 468.75    Exp 5%
Fuel Capacity 2 525 000 Litres    Range 408.3 billion km   (1588 days at full power)

Artemis CIWS-250 E1 (5x6)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Gravitational Survey Sensors (12)   12 Survey Points Per Hour
Code: [Select]
Baltimore class Geological Survey Vessel    20 000 tons     267 Crew     2530.425 BP      TCS 400  TH 937.5  EM 0
3125 km/s    JR 1-25(C)     Armour 3-65     Shields 0-0     Sensors 8/8/0/12     Damage Control Rating 4     PPV 0
MSP 316    Max Repair 195.3125 MSP
Intended Deployment Time: 60 months    Spare Berths 1   
Cryogenic Berths 200   

JC20K Commercial Jump Drive     Max Ship Size 20000 tons    Distance 25k km     Squadron Size 1
625EP50HS CMCFD (2)    Power 625    Fuel Use 5.3%    Signature 468.75    Exp 5%
Fuel Capacity 2 520 000 Litres    Range 427.9 billion km   (1584 days at full power)

Artemis CIWS-250 E1 (5x6)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Geological Survey Sensors (12)   12 Survey Points Per Hour
CIWS is love, CIWS is life.
The only problem is that the Baltimore class takes 7 years to build at my smallest commercial shipyard and the Lexington takes 3 and a 1/2. The uneven numbers do bug me a bit (speed, manpower, etc), but overall I am happy with them.
Title: Re: Ships
Post by: MarcAFK on October 30, 2015, 10:39:49 AM
Prebuild the military jump drive, that should cut down the difference.
Title: Re: Ships
Post by: 83athom on November 03, 2015, 12:40:47 PM
Code: [Select]
Ajax class Missile Frigate    21 000 tons     429 Crew     3600.48 BP      TCS 420  TH 1500  EM 0
3571 km/s     Armour 4-67     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 20     PPV 127.5
Maint Life 6.06 Years     MSP 2143    AFR 176%    IFR 2.4%    1YR 100    5YR 1499    Max Repair 200 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 1125   

500EP 25HS MMCFD (3)    Power 500    Fuel Use 25.76%    Signature 500    Exp 8%
Fuel Capacity 2 550 000 Litres    Range 84.8 billion km   (274 days at full power)

Artemis CIWS-250 E1 (2x6)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
R5S3ML (50% Reduction) (60)    Missile Size 3    Rate of Fire 90
R5S5ML (50% Reduction) (15)    Missile Size 5    Rate of Fire 150
Missile Fire Control FC99-R75 (70%) (6)     Range 99.8m km    Resolution 75
Sparrow A1S3 MCFASM (300)  Speed: 33 300 km/s   End: 41.8m    Range: 83.6m km   WH: 9    Size: 3    TH: 188/113/56
Malafon A1S5 MCFHASM (45)  Speed: 40 000 km/s   End: 29m    Range: 69.7m km   WH: 16    Size: 5    TH: 146/88/44

Active Search Sensor MR19-R25 (70%) (1)     GPS 1200     Range 19.2m km    Resolution 25
Active Search Sensor MR115-R100 (70%) (1)     GPS 14400     Range 115.2m km    Resolution 100
Active Search Sensor MR1-R1 (70%) (1)     GPS 24     Range 1.9m km    MCR 209k km    Resolution 1
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

ECM 10

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
Yes I know that this has practically no defenses, the original I was making had 6 layers of armor + 6 CIWS but then I forgot about magazines. For now these will be in a pack of 3 frigates. I will either do 2 of these and a frigate lead or one of these + a frigate lead + another frigate. I also have an interesting idea of FC setup, 1 bank of 10 size 5 (dorsal), 1 bank of 5 size 5 (ventral), 2 banks of 20 size 3 (side launched), and 2 banks of 10 size 3 (dorsal/ventral). Although thinking of that I could get rid of 2 FC to squeeze the dorsal/ventral size 5s and 3s together (a bank of 10 size 5 10 size 3, and a bank of 5 size 5 10 size 3) to get another 100 tons for stuff.
Title: Re: Ships
Post by: 83athom on November 04, 2015, 09:56:14 AM
And here is what I made for the ^Frigate Leader^.
Code: [Select]
Challenger class Frigate Leader    21 000 tons     562 Crew     3462.24 BP      TCS 420  TH 1500  EM 0
3571 km/s    JR 3-50     Armour 6-67     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 40     PPV 15
Maint Life 7.21 Years     MSP 4122    AFR 88%    IFR 1.2%    1YR 139    5YR 2084    Max Repair 524 MSP
Intended Deployment Time: 18 months    Spare Berths 0   
Flag Bridge    Troop Capacity: 1 Company    Magazine 240   

J21000(3-50) Military Jump Drive     Max Ship Size 21000 tons    Distance 50k km     Squadron Size 3
500EP 25HS MMCFD (3)    Power 500    Fuel Use 25.76%    Signature 500    Exp 8%
Fuel Capacity 2 565 000 Litres    Range 85.3 billion km   (276 days at full power)

Artemis CIWS-250 E1 (4x6)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
R5S3ML (50% Reduction) (10)    Missile Size 3    Rate of Fire 90
Missile Fire Control FC99-R75 (70%) (2)     Range 99.8m km    Resolution 75
Sparrow A1S3 MCFASM (80)  Speed: 33 300 km/s   End: 41.8m    Range: 83.6m km   WH: 9    Size: 3    TH: 188/113/56

Active Search Sensor MR19-R25 (70%) (1)     GPS 1200     Range 19.2m km    Resolution 25
Active Search Sensor MR115-R100 (70%) (1)     GPS 14400     Range 115.2m km    Resolution 100
Active Search Sensor MR1-R1 (70%) (1)     GPS 24     Range 1.9m km    MCR 209k km    Resolution 1
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

ECCM-1 (2)         ECM 10

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
Something to note; I don't have any real weapon tech other than missiles. I do have Gauss Cannons to R3 V3 and the Plasma Carronades up to 30cm focus (both will be going on the next few ships I make), but everything else is at the bare base tech.
Title: Re: Ships
Post by: 83athom on November 23, 2015, 09:12:34 AM
Okay, I am going to shake this topic up a bit... with a PDC!
Code: [Select]
Hesco class Outpost    10 000 tons     183 Crew     1547.12 BP      TCS 200  TH 0  EM 0
Armour 12-41     Sensors 20/144     Damage Control Rating 10     PPV 56
Intended Deployment Time: 3 months    Spare Berths 25   
Troop Capacity: 1 Battalion    Magazine 220   

M45 Quad Gauss R3V3-17 Turret (3x12)    Range 30 000km     TS: 11100 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
M2A1 Twin Gauss R3V3-33 Turret (2x6)    Range 30 000km     TS: 10578 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Artemis CIWS-250 E1 (1x6)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
General Atomic 100mm V3/C4 "Blitzer" Flak Battery (4x4)    Range 30 000km     TS: 6250 km/s     Power 3-4     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
300mm C4 Plasma Carronade (1)    Range 80 000km     TS: 6250 km/s     Power 24-4     RM 1    ROF 30        24 12 8 6 4 4 3 3 0 0
Fire Control S00.5 20-12500 H70 (2)    Max Range: 40 000 km   TS: 12500 km/s     75 50 25 0 0 0 0 0 0 0
Fire Control S00.5 40-6250 H70 (3)    Max Range: 80 000 km   TS: 6250 km/s     88 75 62 50 38 25 12 0 0 0
MCFR PO10 1HS (2)     Total Power Output 20    Armour 0    Exp 5%

R5S10ML (25% Reduction) (4)    Missile Size 10    Rate of Fire 6000
Missile Fire Control FC99-R75 (70%) (1)     Range 99.8m km    Resolution 75
Minuteman-I Launch Stage (22)  Speed: 10 000 km/s   End: 156.1m    Range: 118.7m km   WH: 0    Size: 10    TH: 33/20/10

Active Search Sensor MR115-R100 (70%) (1)     GPS 14400     Range 115.2m km    Resolution 100
Active Search Sensor MR1-R1 (70%) (1)     GPS 24     Range 1.9m km    MCR 209k km    Resolution 1
Thermal Sensor TH2.5-20 (70%) (1)     Sensitivity 20     Detect Sig Strength 1000:  20m km
EM Detection Sensor EM2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

ECCM-1 (1)         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 Planetary Defence Centre and can be pre-fabricated in 4 sections
My main thought with this was to put it on any moons, CMCs and any asteroid colonies I have to give them a little more protection. There is a reason for the size 10 to be a reduced size that I will post after a few techs are done. Anyway here is the missile.
Code: [Select]
Missile Size: 10 MSP  (0.5 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 10000 km/s    Engine Endurance: 156 minutes   Range: 93.7m km
Cost Per Missile: 13.062
Second Stage: Minutman-I MCFDCDM x1
Second Stage Separation Range: 25 000 000 km
Overall Endurance: 3 hours   Overall Range: 119.0m km
Chance to Hit: 1k km/s 100%   3k km/s 30%   5k km/s 20%   10k km/s 10%
Materials Required:    9.25x Tritanium   0.432x Boronide   0.72x Uridium   1.12x Gallicite   Fuel x4530

Development Cost for Project: 1306RP
And the sub-munition
Code: [Select]
Missile Size: 7.5 MSP  (0.375 HS)     Warhead: 36    Armour: 1     Manoeuvre Rating: 11
Speed: 13300 km/s    Engine Endurance: 32 minutes   Range: 25.9m km
Active Sensor Strength: 0.72   Sensitivity Modifier: 80%
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 570 000 km
Cost Per Missile: 11.812
Chance to Hit: 1k km/s 146.3%   3k km/s 44%   5k km/s 29.3%   10k km/s 14.6%
Materials Required:    9.25x Tritanium   0.432x Boronide   0.72x Uridium   0.64x Gallicite   Fuel x780

Development Cost for Project: 1181RP
The reason I made it like this instead of all together to make it more efficient is mainly rp purposes. And yes I do know my enemies (talked about in empire/battlefield chat) use anti-radiation missiles but :P.
Title: Re: Ships
Post by: 83athom on November 30, 2015, 10:19:54 AM
Got my stealth ship up and running. I mainly have it set to set buoys around an enemy system before my fleet enters.
Code: [Select]
Sahara class Prowler    3 300 tons     86 Crew     768.24 BP      TCS 66  TH 140  EM 0
6060 km/s    JR 1-50     Armour 2-19     Shields 0-0     Sensors 20/16/0/0     Damage Control Rating 3     PPV 2.5
Maint Life 6.46 Years     MSP 437    AFR 29%    IFR 0.4%    1YR 18    5YR 271    Max Repair 175 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 70   

J3300(1-50) Military Jump Drive     Max Ship Size 3300 tons    Distance 50k km     Squadron Size 1
200EP 8HS SMMCFD (35) (2)    Power 200    Fuel Use 55.2%    Signature 70    Exp 10%
Fuel Capacity 505 000 Litres    Range 49.9 billion km   (95 days at full power)

R5S10ML (25% Reduction) (1)    Missile Size 10    Rate of Fire 6000
Missile Fire Control FC99-R75 (70%) (1)     Range 99.8m km    Resolution 75
S10 4.3KR20 ASB (2)  Speed: 0 km/s   End: 0m    Range: 0m km   WH: 0    Size: 10    TH: 0/0/0
S10 3.4K TSB (5)  Speed: 0 km/s   End: 0m    Range: 0m km   WH: 0    Size: 10    TH: 0/0/0

Active Search Sensor MR19-R25 (70%) (1)     GPS 1200     Range 19.2m km    Resolution 25
Thermal Sensor TH2.5-20 (70%) (1)     Sensitivity 20     Detect Sig Strength 1000:  20m km
EM Detection Sensor EM2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

ECM 10

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

Also, I have been thinking that I lacked something that has been proven effective throughout human history since the largest wars of the past, fighters.
Code: [Select]
Starfire class Interceptor    250 tons     1 Crew     108.2 BP      TCS 5  TH 100  EM 0
20000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 4    5YR 61    Max Repair 42 MSP
Intended Deployment Time: 0.1 months    Spare Berths 9   
Magazine 10   

50EP 1HS MCFFD (2)    Power 50    Fuel Use 336.02%    Signature 50    Exp 20%
Fuel Capacity 15 000 Litres    Range 3.2 billion km   (44 hours at full power)

Size 2 Box Launcher (5)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC51-R40 (70%) (1)     Range 51.0m km    Resolution 40
Stinger S2T1 MCFDATM (5)  Speed: 50 000 km/s   End: 11.5m    Range: 34.6m km   WH: 6    Size: 2    TH: 166/100/50

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
My mainstay interceptor for anit-fighter/anti-FAC roles.
Code: [Select]
Raven class Fighter-Scout    250 tons     2 Crew     130.2 BP      TCS 5  TH 100  EM 0
20000 km/s     Armour 1-3     Shields 0-0     Sensors 8/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 7    5YR 111    Max Repair 60 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8   

50EP 1HS MCFFD (2)    Power 50    Fuel Use 336.02%    Signature 50    Exp 20%
Fuel Capacity 25 000 Litres    Range 5.4 billion km   (3 days at full power)

Active Search Sensor MR19-R25 (70%) (1)     GPS 1200     Range 19.2m km    Resolution 25
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

This design is classed as a Fighter for production, combat and maintenance purposes
This will fly recon for other fighter groups.
Code: [Select]
P38-F class Heavy Fighter    500 tons     3 Crew     168.4 BP      TCS 10  TH 100  EM 0
10000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.8
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 13    5YR 201    Max Repair 42 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   
Magazine 12   

50EP 1HS MCFFD (2)    Power 50    Fuel Use 336.02%    Signature 50    Exp 20%
Fuel Capacity 20 000 Litres    Range 2.1 billion km   (59 hours at full power)

General Atomic 100mm V3/C4 "Blitzer" Flak Battery (1x4)    Range 30 000km     TS: 10000 km/s     Power 3-4     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S00.2 20-6250 (FTR) (1)    Max Range: 40 000 km   TS: 25000 km/s     75 50 25 0 0 0 0 0 0 0
MCFR (FTR) PO4 (1)     Total Power Output 4    Armour 0    Exp 5%

Size 2 Box Launcher (6)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC51-R40 (70%) (1)     Range 51.0m km    Resolution 40
Stinger S2T1 MCFDATM (8)  Speed: 50 000 km/s   End: 11.5m    Range: 34.6m km   WH: 6    Size: 2    TH: 166/100/50

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
Code: [Select]
P38-G class Heavy Fighter    500 tons     3 Crew     169.6 BP      TCS 10  TH 100  EM 0
10000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.8
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 15    5YR 229    Max Repair 42 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   
Magazine 8   

50EP 1HS MCFFD (2)    Power 50    Fuel Use 336.02%    Signature 50    Exp 20%
Fuel Capacity 20 000 Litres    Range 2.1 billion km   (59 hours at full power)

Gauss Cannon R3V3-10 (1x3)    Range 30 000km     TS: 10000 km/s     Accuracy Modifier 10%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
General Atomic 100mm V3/C4 "Blitzer" Flak Battery (1x4)    Range 30 000km     TS: 10000 km/s     Power 3-4     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S00.2 20-6250 (FTR) (1)    Max Range: 40 000 km   TS: 25000 km/s     75 50 25 0 0 0 0 0 0 0
MCFR (FTR) PO4 (1)     Total Power Output 4    Armour 0    Exp 5%

Size 3 Box Launcher (2)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
Size 2 Box Launcher (1)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC51-R40 (70%) (1)     Range 51.0m km    Resolution 40
Sparrow A1S3 MCFASM (2)  Speed: 33 300 km/s   End: 41.8m    Range: 83.6m km   WH: 9    Size: 3    TH: 188/113/56
Stinger S2T1 MCFDATM (1)  Speed: 50 000 km/s   End: 11.5m    Range: 34.6m km   WH: 6    Size: 2    TH: 166/100/50

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
Heavy fighters for multi-purpose use.

I usually like to armor/shield my fighters, but I want to try something a bit different. I may try to design a plasma fighter next for an experiment in plasma use as most see this as a useless weapon.
Title: Re: Ships
Post by: JacenHan on January 08, 2016, 10:12:55 PM
The Terran Empire has finished researching Ion Drives, and has started construction of several new vessels for their navy using the new drives. The pride of the fleet is the Ikoma class Carrier. It weighs twice as much as any previous warship the Empire has built, and carries both 42 F-51 fighters, and a battery of light and heavy railguns. It is escorted by the Reticulum class destroyer, replacing the older Orion class, and is 50% larger than it's predecessor, as well as having faster firing missile launchers (the Orion had a larger number of 25% size launchers). It is the primary missile combatant of the fleet (besides the fighters), and carries a small battery of light railguns.

Code: [Select]
Ikoma class Carrier    48 000 tons     908 Crew     6348.6 BP      TCS 960  TH 2880  EM 0
3000 km/s     Armour 8-117     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 42     PPV 64
Maint Life 1.69 Years     MSP 1819    AFR 837%    IFR 11.6%    1YR 765    5YR 11474    Max Repair 160 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 0   
Flag Bridge    Hangar Deck Capacity 12000 tons     Magazine 1024    Cryogenic Berths 400   

N20-E240 Ion Drive (12)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 4 735 000 Litres    Range 31.7 billion km   (122 days at full power)

10cm Railgun V3/C3 (12x4)    Range 30 000km     TS: 3000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
20cm Railgun V3/C3 (4x4)    Range 120 000km     TS: 3000 km/s     Power 12-3     RM 3    ROF 20        4 4 4 3 2 2 1 1 1 1
S02 96-3000 Beam Fire Control (4)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
P3-S1 Pebble Bed Reactor (16)     Total Power Output 48    Armour 0    Exp 5%

SS-N-2 Supernova (256)  Speed: 24 000 km/s   End: 74.6m    Range: 107.4m km   WH: 4    Size: 4    TH: 144/86/43

MR140-R120 Active Search Sensor (1)     GPS 19200     Range 140.2m km    Resolution 120
MR30-R16 Active Search Sensor (1)     GPS 1536     Range 30.7m km    Resolution 16
MR5-R1 Active Search Sensor (1)     GPS 64     Range 5.1m km    MCR 558k km    Resolution 1

Strike Group
42x F-51 Reaper Fighter   Speed: 8571 km/s    Size: 5.6

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

Code: [Select]
Reticulum class Destroyer    12 000 tons     345 Crew     1866.6 BP      TCS 240  TH 720  EM 0
3000 km/s     Armour 5-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 14     PPV 60
Maint Life 1.72 Years     MSP 389    AFR 288%    IFR 4%    1YR 159    5YR 2385    Max Repair 120 MSP
Intended Deployment Time: 18 months    Spare Berths 0   
Magazine 240    Cryogenic Berths 200   

N20-E240 Ion Drive (3)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 1 085 000 Litres    Range 29.1 billion km   (112 days at full power)

10cm Railgun V3/C3 (4x4)    Range 30 000km     TS: 3000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
S02 96-3000 Beam Fire Control (1)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
P3-S1 Pebble Bed Reactor (4)     Total Power Output 12    Armour 0    Exp 5%

GMLS-4-40 Missile Launcher (12)    Missile Size 4    Rate of Fire 40
FC90-R35 Missile Fire Control (2)     Range 90.9m km    Resolution 35
SS-N-2 Supernova (60)  Speed: 24 000 km/s   End: 74.6m    Range: 107.4m km   WH: 4    Size: 4    TH: 144/86/43

MR30-R16 Active Search Sensor (1)     GPS 1536     Range 30.7m km    Resolution 16
MR5-R1 Active Search Sensor (1)     GPS 64     Range 5.1m km    MCR 558k km    Resolution 1
MR84-R120 Active Search Sensor (1)     GPS 11520     Range 84.1m km    Resolution 120

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

Code: [Select]
F-51 Reaper class Fighter    280 tons     3 Crew     60.2 BP      TCS 5.6  TH 48  EM 0
8571 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Maint Life 0 Years     MSP 0    AFR 56%    IFR 0.8%    1YR 5    5YR 80    Max Repair 24 MSP
Intended Deployment Time: 0.3 months    Spare Berths 4   
Magazine 12   

F2-E48 Ion Drive (1)    Power 48    Fuel Use 388.06%    Signature 48    Exp 20%
Fuel Capacity 10 000 Litres    Range 1.7 billion km   (53 hours at full power)

VLS-4 Box Launcher (3)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
FC63-R160 Missile Fire Control (1)     Range 63.8m km    Resolution 160
SS-N-2 Supernova (3)  Speed: 24 000 km/s   End: 74.6m    Range: 107.4m km   WH: 4    Size: 4    TH: 144/86/43

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

I have another 24,000 ton shipyard available, but I haven't decided if I want to build a larger version of the Reticulum, or a purely beam armed cruiser with extra engines for speed. I will probably do the latter, since a multitude of railguns (my best developed energy weapon) would also double as missile defence.
Title: Re: Ships
Post by: 83athom on January 11, 2016, 11:17:00 AM
My current BattleTech game;
Code: [Select]
Nova class Frigate    30 000 tons     836 Crew     72318.5 BP      TCS 600  TH 5000  EM 9000
8333 km/s     Armour 12-86     Shields 300-300     Sensors 150/150/0/0     Damage Control Rating 40     PPV 218.32
Maint Life 4.63 Years     MSP 59659    AFR 181%    IFR 2.5%    1YR 4544    5YR 68159    Max Repair 7875 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 2050   

2500 EP Photonic Drive (2)    Power 2500    Fuel Use 7.5%    Signature 2500    Exp 10%
Fuel Capacity 2 750 000 Litres    Range 220.0 billion km   (305 days at full power)
Omega R300/360 Shields (20)   Total Fuel Cost  300 Litres per hour  (7 200 per day)

Twin 15cm C6.25 FGR Laser Turret (8x2)    Range 720 000km     TS: 100000 km/s     Power 12-12     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
120cm C25 Far Gamma Ray Laser (1)    Range 1 400 000km     TS: 25000 km/s     Power 377-25     RM 12    ROF 75        377 377 377 377 377 377 377 377 377 377
CIWS-1000 (3x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 175-100000 H10 (4)    Max Range: 350 000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Fire Control S02 700-25000 H10 (1)    Max Range: 1 400 000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PO-40 (4)     Total Power Output 160    Armour 0    Exp 5%

Size 4 Missile Launcher (50% Reduction) (50)    Missile Size 4    Rate of Fire 50
Missile Fire Control FC5727-R50 (10%) (3)     Range 5 727.5m km    Resolution 50

Active Search Sensor MR2700-R100 (10%) (1)     GPS 36000     Range 2 700.0m km    Resolution 100
Active Search Sensor MR270-R1 (10%) (1)     GPS 360     Range 270.0m km    MCR 29.4m km    Resolution 1
Thermal Sensor TH2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km
EM Detection Sensor EM2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km

Compact ECCM-10 (3)         ECM 100

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Exorcist class Cruiser    100 000 tons     2915 Crew     217503.9999 BP      TCS 2000  TH 10000  EM 45000
5000 km/s     Armour 18-191     Shields 1500-300     Sensors 150/150/5/0     Damage Control Rating 100     PPV 971.48
Maint Life 4.47 Years     MSP 135940    AFR 800%    IFR 11.1%    1YR 11006    5YR 165091    Max Repair 7875 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Flag Bridge    Troop Capacity: 2 Companies    Magazine 7380   

5000 EP Photonic Drive (2)    Power 5000    Fuel Use 5%    Signature 5000    Exp 10%
Fuel Capacity 2 760 000 Litres    Range 99.4 billion km   (230 days at full power)
Omega R300/360 Shields (100)   Total Fuel Cost  1 500 Litres per hour  (36 000 per day)

Triple 40cm C6.25 FGR Laser Turret (9x3)    Range 1 400 000km     TS: 25000 km/s     Power 126-19     RM 12    ROF 35        42 42 42 42 42 42 42 42 42 42
Twin 15cm C6.25 FGR Laser Turret (27x2)    Range 720 000km     TS: 100000 km/s     Power 12-12     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
120cm C25 Far Gamma Ray Laser (1)    Range 1 400 000km     TS: 25000 km/s     Power 377-25     RM 12    ROF 75        377 377 377 377 377 377 377 377 377 377
Fire Control S02 700-25000 H10 (5)    Max Range: 1 400 000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Fire Control S02 175-100000 H10 (7)    Max Range: 350 000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PO-40 (15)     Total Power Output 600    Armour 0    Exp 5%

Size 4 Missile Launcher (50% Reduction) (180)    Missile Size 4    Rate of Fire 50
Missile Fire Control FC5727-R50 (10%) (9)     Range 5 727.5m km    Resolution 50
S4 ASM (1845)  Speed: 180 000 km/s   End: 20.2m    Range: 218m km   WH: 49    Size: 4    TH: 1200/720/360

Active Search Sensor MR270-R1 (10%) (1)     GPS 360     Range 270.0m km    MCR 29.4m km    Resolution 1
Active Search Sensor MR2700-R100 (10%) (1)     GPS 36000     Range 2 700.0m km    Resolution 100
Thermal Sensor TH2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km
EM Detection Sensor EM2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km
Phased Gravitational Sensors (1)   5 Survey Points Per Hour

Compact ECCM-10 (5)         ECM 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
Code: [Select]
Colossus class Battleship    300 000 tons     8945 Crew     680050.9998 BP      TCS 6000  TH 15000  EM 112500
2500 km/s     Armour 26-399     Shields 3750-300     Sensors 150/150/5/5     Damage Control Rating 500     PPV 2869.68
Maint Life 5.41 Years     MSP 495881    AFR 2057%    IFR 28.6%    1YR 28406    5YR 426091    Max Repair 7875 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Flag Bridge    Troop Capacity: 1 Battalion    Magazine 20500    Tractor Beam     

5000 EP Photonic Drive (3)    Power 5000    Fuel Use 5%    Signature 5000    Exp 10%
Fuel Capacity 10 145 000 Litres    Range 121.7 billion km   (563 days at full power)
Omega R300/360 Shields (250)   Total Fuel Cost  3 750 Litres per hour  (90 000 per day)

120cm C25 Far Gamma Ray Laser (1)    Range 1 400 000km     TS: 25000 km/s     Power 377-25     RM 12    ROF 75        377 377 377 377 377 377 377 377 377 377
Triple 40cm C6.25 FGR Laser Turret (33x3)    Range 1 400 000km     TS: 25000 km/s     Power 126-19     RM 12    ROF 35        42 42 42 42 42 42 42 42 42 42
Twin 15cm C6.25 FGR Laser Turret (72x2)    Range 720 000km     TS: 100000 km/s     Power 12-12     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
CIWS-1000 (32x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 700-25000 H10 (15)    Max Range: 1 400 000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Fire Control S02 175-100000 H10 (26)    Max Range: 350 000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PO-40 (40)     Total Power Output 1600    Armour 0    Exp 5%

Size 4 Missile Launcher (50% Reduction) (500)    Missile Size 4    Rate of Fire 50
Missile Fire Control FC5727-R50 (10%) (15)     Range 5 727.5m km    Resolution 50
S4 ASM (5125)  Speed: 180 000 km/s   End: 20.2m    Range: 218m km   WH: 49    Size: 4    TH: 1200/720/360

Active Search Sensor MR270-R1 (10%) (2)     GPS 360     Range 270.0m km    MCR 29.4m km    Resolution 1
Active Search Sensor MR2700-R100 (10%) (2)     GPS 36000     Range 2 700.0m km    Resolution 100
Thermal Sensor TH2-150 (10%) (2)     Sensitivity 150     Detect Sig Strength 1000:  150m km
EM Detection Sensor EM2-150 (10%) (2)     Sensitivity 150     Detect Sig Strength 1000:  150m km
Phased Gravitational Sensors (1)   5 Survey Points Per Hour
Phased Geological Sensors (1)   5 Survey Points Per Hour

Compact ECCM-10 (30)         ECM 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

+ Internetz to anyone who can figure out my complicated FC settings (I have them written down so I don't forget).
Title: Re: Ships
Post by: Vandermeer on January 12, 2016, 02:54:04 PM
2.5kps for photonic drives only? And then still mere 120b range with 3.3% fuel tonnage?
A cheap researched optimization can be found like:
Off-Topic: show
(http://abload.de/img/unbenanntsnsqj.jpg)
-----


Translation: On this 17.5kt engine+fuel tonnage you could get to 215+ b easily while cutting back on fuel space and increasing the number of engines to 5 0.6-pw lower powered ones.
Well, it is only part of the fluff anyways, but having little more than 5% for engines and fuel combined makes this look more like a space station in my head to begin with.


Also, no one can figure out your FC settings.(http://www.greensmilies.com/smile/smiley_emoticons_seb_zunge.gif)
At least not without looking on the original lore. On the Colossus alone: The fast tracking turrets are no multiple of the fast tracking FCs, implying they get assigned in 'random' disproportionate ammounts (26 to 72). Same with the slow tracking 40 cm turrets and their controls (15 to 33+1), and the missile controls (15 to 500).
Though I guess the 30 eccms are for the missile and heavy turret controls, which are also 30 combined.
Luring people with reward Interwebz when the problem is unsolvable is no fair!
Title: Re: Ships
Post by: CharonJr on January 12, 2016, 02:58:26 PM
This is an example of a Magneto-Plasma era carrier taskforce, the offense is largely based around missile and
beam FACs while escort cruisers and fighters provide the defense. For jump gate assaults there are 2 heavy
cruisers which add to fleet defense once past the jump point.

The defensive capabilities are fairly heavy since most of the ships have very light or no armor. The AMMs can
double in a anti-fighter/FACs role, but taking care of enemy fighters/FACs should largely be the job of the beam
FACs.

The workhorse of the CTF are beam FACs (I hate wasting money/ressources on missiles unless needed to ensure the
survival of my fleets or taking down long range beam defenses/heavy AMM platforms).

Till targets have been identified to have run out of missiles (or incoming fighters/FACs are detected) the fleet
will usually stay together in order to maximise its PD potential. 220 gauss cannons and 480 AMM tubes should be
able to care care of most threats.

One carrier task force contains 1 Seydlitz carrier (22kt hangar, flagship), 3 Scharnhorst carriers (12kt
hangar), 8 Blücher escort cruisers and 2 Bismarck heavy cruisers (jump point attack/escort).

Fighters/FACs
20 Krähe gauss fighters (missile defense for the FACs)
4 Albatross fighter-scouts
24 Adler bombers (10 S6 box-launchers)
12 Falke beam FACs
9 Sturmvogel heavy beam FACs

I am mainly using FACs since I prefer being able to upgrade ships without having to train new crews as would be
the case with fighters. The only exception are gauss fighters which get transfered to PDCs once a new generation
has been trained.

If an enemy is able to outrange/outrun my beam ships (has not happened so far) the beam FACs can be replaced
with 21 additional bombers for an alpha-strike of 450 S6 missiles.

Code: [Select]
Seydlitz class Carrier    50 000 tons     715 Crew     6301.2 BP      TCS 1000  TH 3200  EM 0
3200 km/s     Armour 2-120     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 23     PPV 0
Maint Life 2.04 Years     MSP 1812    AFR 869%    IFR 12.1%    1YR 581    5YR 8711    Max Repair 150 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 217   
Flag Bridge    Hangar Deck Capacity 22000 tons     Magazine 1360   

160 EP MPD 0.6 (20)    Power 160    Fuel Use 54%    Signature 160    Exp 10%
Fuel Capacity 7 755 000 Litres    Range 51.7 billion km   (186 days at full power)

Fuchs6 S363R95-65 (228)  Speed: 36 300 km/s   End: 43.7m    Range: 95.2m km   WH: 9    Size: 6    TH: 217/130/65

Strike Group
9x Sturmvogel FAC-Abfangjäger   Speed: 12800 km/s    Size: 20
20x Krähe Fighter   Speed: 16096 km/s    Size: 9.94
1x Albatross-U2 Fighter-Scout   Speed: 10786 km/s    Size: 8.9
1x Albatross-M2 Fighter-Scout   Speed: 10786 km/s    Size: 8.9
1x Albatross-K2 Fighter-Scout   Speed: 10786 km/s    Size: 8.9
1x Albatross-G2 Fighter-Scout   Speed: 10786 km/s    Size: 8.9
1x SAR Shuttle Fighter Transport   Speed: 9600 km/s    Size: 10
1x Small Tanker 315k Fleet Support Vessel   Speed: 4800 km/s    Size: 10

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

Code: [Select]
Scharnhorst Mk2.1 class Carrier    30 000 tons     455 Crew     4033 BP      TCS 600  TH 1920  EM 0
3200 km/s     Armour 2-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 15     PPV 0
Maint Life 2.06 Years     MSP 1260    AFR 480%    IFR 6.7%    1YR 397    5YR 5959    Max Repair 210 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 70   
Hangar Deck Capacity 12000 tons     Magazine 1050   

160 EP MPD 0.6 (12)    Power 160    Fuel Use 54%    Signature 160    Exp 10%
Fuel Capacity 3 725 000 Litres    Range 41.4 billion km   (149 days at full power)

Fuchs6 S363R95-65 (176)  Speed: 36 300 km/s   End: 43.7m    Range: 95.2m km   WH: 9    Size: 6    TH: 217/130/65

Active Search Sensor MR69-R9 (1)     GPS 1890     Range 69.3m km    Resolution 9
Active Search Sensor MR273-R140 (1)     GPS 29400     Range 273.3m km    Resolution 140

Strike Group
4x Falke Mk2.1 FAC-Abfangjäger   Speed: 11200 km/s    Size: 20
8x Adler Mk2 FAC-Bomber   Speed: 8000 km/s    Size: 10

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

Code: [Select]
Blucher Mk2.2 class Begleitkreuzer    20 000 tons     482 Crew     2973 BP      TCS 400  TH 1280  EM 0
3200 km/s     Armour 1-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 12     PPV 179.2
Maint Life 2.17 Years     MSP 1115    AFR 266%    IFR 3.7%    1YR 318    5YR 4774    Max Repair 198 MSP
Intended Deployment Time: 24 months    Spare Berths 3   
Magazine 550   

160 EP MPD 0.6 (8)    Power 160    Fuel Use 54%    Signature 160    Exp 10%
Fuel Capacity 2 665 000 Litres    Range 44.4 billion km   (160 days at full power)

Quad Gauss Cannon R3V2-100 Turret (4x12)    Range 20 000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5   
    1 1 0 0 0 0 0 0 0 0
Fire Control S02 24-20000 (2)    Max Range: 48 000 km   TS: 20000 km/s     79 58 38 17 0 0 0 0 0 0

Size 1 Missile Launcher RR3 (40)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC11-R1 (2)     Range 11.8m km    Resolution 1
Natter S358R63-96 (550)  Speed: 35 800 km/s   End: 2.9m    Range: 6.3m km   WH: 1    Size: 1    TH: 322/193/96

Active Search Sensor MR19-R1 (1)     GPS 140     Range 19.6m km    MCR 2.1m km    Resolution 1

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

Code: [Select]
Bismarck class Heavy Cruiser    55 000 tons     1127 Crew     8800.2 BP      TCS 1100  TH 3520  EM 3000
3200 km/s     Armour 13-128     Shields 100-300     Sensors 1/1/0/0     Damage Control Rating 28     PPV 393.2
Maint Life 2.07 Years     MSP 2800    AFR 864%    IFR 12%    1YR 873    5YR 13098    Max Repair 198 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Magazine 930   

160 EP MPD 0.6 (22)    Power 160    Fuel Use 54%    Signature 160    Exp 10%
Fuel Capacity 6 455 000 Litres    Range 39.1 billion km   (141 days at full power)
Gamma R300/288 Shields (50)   Total Fuel Cost  600 Litres per hour  (14 400 per day)

Quad Gauss Cannon R3V2-100 Turret (9x12)    Range 20 000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5   
    1 1 0 0 0 0 0 0 0 0
Fire Control S02 24-20000 (3)    Max Range: 48 000 km   TS: 20000 km/s     79 58 38 17 0 0 0 0 0 0

Size 1 Missile Launcher RR3 (80)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC23-R1 (4)     Range 23.5m km    Resolution 1
Natter S358R63-96 (930)  Speed: 35 800 km/s   End: 2.9m    Range: 6.3m km   WH: 1    Size: 1    TH: 322/193/96

Active Search Sensor MR19-R1 (2)     GPS 140     Range 19.6m km    MCR 2.1m km    Resolution 1

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

Code: [Select]
Krähe class Fighter    497 tons     4 Crew     122.4 BP      TCS 9.94  TH 160  EM 0
16096 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 42    5YR 627    Max Repair 80 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   

160 EP MPD 5x2.0 (1)    Power 160    Fuel Use 322.44%    Signature 160    Exp 20%
Fuel Capacity 10 000 Litres    Range 1.1 billion km   (19 hours at full power)

Gauss Cannon R3V2-67 (1x3)    Range 20 000km     TS: 16096 km/s     Accuracy Modifier 67%     RM 2    ROF 5     
  1 1 0 0 0 0 0 0 0 0
Fire Control S00.2 12-5000 (FTR) (1)    Max Range: 24 000 km   TS: 20000 km/s     58 17 0 0 0 0 0 0 0 0

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

Code: [Select]
Adler Mk2 class FAC-Bomber    1 000 tons     3 Crew     233.4 BP      TCS 20  TH 160  EM 0
8000 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 9
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 63    5YR 951    Max Repair 80 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   
Magazine 60   

160 EP MPD 0.6 (1)    Power 160    Fuel Use 322.44%    Signature 160    Exp 20%
Fuel Capacity 35 000 Litres    Range 2.0 billion km   (67 hours at full power)

Size 6 Box Launcher (10)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Missile Fire Control FC110-R18 (1)     Range 110.3m km    Resolution 18
Fuchs6 S363R95-65 (10)  Speed: 36 300 km/s   End: 43.7m    Range: 95.2m km   WH: 9    Size: 6    TH: 217/130/65

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

Code: [Select]
Falke Mk2.1 class FAC-Abfangjäger    1 000 tons     8 Crew     293 BP      TCS 20  TH 224  EM 0
11200 km/s     Armour 4-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 117    5YR 1751    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

224 EP MPD 7x2.0 (1)    Power 224    Fuel Use 315.66%    Signature 224    Exp 20%
Fuel Capacity 25 000 Litres    Range 1.4 billion km   (35 hours at full power)

19cm C3 Visible Light Laser (1)    Range 144 000km     TS: 11200 km/s     Power 9-3     RM 2    ROF 15        9
9 6 4 3 3 2 2 2 1
Fire Control S03 72-10000 (1)    Max Range: 144 000 km   TS: 10000 km/s     93 86 79 72 65 58 51 44 37 31
Tokamak Fusion Reactor Technology 0.4/3.2 (1)     Total Power Output 3.2    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Sturmvogel class FAC-Abfangjäger    1 000 tons     8 Crew     348.4 BP      TCS 20  TH 256  EM 0
12800 km/s     Armour 3-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 155    5YR 2324    Max Repair 135 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

256 EP MPD 0.6x2.0 (1)    Power 256    Fuel Use 312.26%    Signature 256    Exp 20%
Fuel Capacity 25 000 Litres    Range 1.4 billion km   (31 hours at full power)

25cm C1.25 Near Ultraviolet Laser (1)    Range 144 000km     TS: 12800 km/s     Power 16-1.25     RM 3    ROF 65
       16 16 16 12 9 8 6 5 5 4
Fire Control S03 72-12500 (1)    Max Range: 144 000 km   TS: 12500 km/s     93 86 79 72 65 58 51 44 37 31
Tokamak Fusion Reactor 0.2/1.6 (1)     Total Power Output 1.6    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Deadly at close range (and great vs. some spoilers due to the speed and range), but sometimes the older Falke
Mk2.1 is still more useful due to its slightly better armor and higher rate of fire.

Comments/critique welcome.
Title: Re: Ships
Post by: 83athom on February 08, 2016, 09:58:34 AM
To defend the fuel harvesting operations around various Super Jovians, this pdc has been designed to be implanted into one of the moons orbiting around the area of harvesting operations.
Code: [Select]
Testament class Planetary Defence Centre    45 000 tons     1304 Crew     140081.2 BP      TCS 900  TH 0  EM 0
Armour 40-112     Sensors 150/360     Damage Control Rating 150     PPV 434.32
Intended Deployment Time: 3 months    Flight Crew Berths 82   
Hangar Deck Capacity 2000 tons     Troop Capacity: 1 Battalion    Magazine 906   

Fuel Capacity 90 000 Litres    Range N/A
Twin 15cm C6.25 FGR Laser Turret (8x2)    Range 720 000km     TS: 100000 km/s     Power 12-12     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
Single 80cm C25 Far Gamma Ray Laser Turret (3x1)    Range 2 100 000km     TS: 100000 km/s     Power 168-25     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
CIWS-1000 (16x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 700-25000 H10 (1)    Max Range: 1 400 000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Fire Control S02 175-100000 H10 (4)    Max Range: 350 000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
PDC Fire Control S08 1050-100000 H10 (1)    Max Range: 2 100 000 km   TS: 100000 km/s     100 99 99 98 98 97 97 96 96 95
Vacuum Energy Power Plant Technology PO-40 (5)     Total Power Output 200    Armour 0    Exp 5%

Size 1 Missile Launcher (75% Reduction) (60)    Missile Size 1    Rate of Fire 5
PDC Size 6 Missile Launcher (75% Reduction) (30)    Missile Size 6    Rate of Fire 15
Missile Fire Control FC405-R1 (10%) (6)     Range 405.0m km    Resolution 1
Missile Fire Control FC5727-R50 (10%) (5)     Range 5 727.5m km    Resolution 50
S6-MS L-S4 ASM (120)  Speed: 120 000 km/s   End: 28.5m    Range: 405.3m km   WH: 0    Size: 6    TH: 400/240/120
S1 AMM (186)  Speed: 299 000 km/s   End: 0.5m    Range: 9.9m km   WH: 2    Size: 1    TH: 996/598/299

Active Search Sensor MR2700-R100 (10%) (1)     GPS 36000     Range 2 700.0m km    Resolution 100
Active Search Sensor MR270-R1 (10%) (1)     GPS 360     Range 270.0m km    MCR 29.4m km    Resolution 1
Thermal Sensor TH2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km
EM Detection Sensor EM2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km

Compact ECCM-10 (11)         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 Planetary Defence Centre and can be pre-fabricated in 18 sections
The size 6 missile just adds an additional stage to the standard size 4 asm doubling the effective range. It contains the magazines as a backup instead of only relying on the supplies of the 'colony'. And yes I do realize that it is breaking the laws of relativity but  :P.

Edit; I also just noticed a mistake. I forgot to remove the standard LR FC (700-25000) after I researched and added the PDC FC. If the PDC FC does end up braking it (crashes the game with errors of doom) the standard FC might fix it, so I may have fixed a mistake by mistakenly making a mistake.
Title: Re: Ships
Post by: Frick on February 25, 2016, 10:08:09 AM
I read somewhere that "couldn't the resources spent making those super huge ships be spent on killing stuff instead?" and to that I answer probably, but I don't want to.   But I fear I went sort of full retard on this one.   It began as an asteroid miner and well .  .  .   I kinda lost it.   I wanted a jump engine on it as well, but well you know.   As I type this I realized I could at least have equipped it with jump gate construction facilities, but it's already in production. 

Code: [Select]
Astro class Asteroid Miner    1 287 750 tons     10660 Crew     45480.8 BP      TCS 25755  TH 7680  EM 0
1242 km/s     Armour 1-1054     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 150 MSP
Intended Deployment Time: 120 months    Spare Berths 0   
Cargo 100000    Cargo Handling Multiplier 40   
Recreational Facilities
Fuel Harvester: 8 modules producing 448000 litres per annum
Asteroid Miner: 150 module(s) producing 2400 tons per mineral per annum

320 EP Commercial Magneto-plasma Drive (100)    Power 320    Fuel Use 2.53%    Signature 76.8    Exp 4%
Fuel Capacity 10 000 000 Litres    Range 55.2 billion km   (514 days at full power)

Improved Geological Sensors (1)   2 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

13355. 1 Duranium
263. 7 Neutronium
5 Corbomite
400 Tritanium
1560 Boronide
7947 Mercassium
150 Uridium
9000 Corondium
12800 Gallicite

OBVIOUSLY I could have made the propulsion a bit more effecient, but I didn't get a P/P scientist until like 2055 so that part was slow to develop.   Also I like round numbers.   I see this as a testament of not having encountered a single hostile alien in my current game.   Peace in our time etc. 
Title: Re: Ships
Post by: iceball3 on February 26, 2016, 12:05:44 AM
   But I fear I went sort of full retard on this one.
You may be right on this point. A bit.
I have a lot to say about this design, but since you haven't asked for opinions, I'll spoiler it for your convenience. Doesn't contain ingame spoilers though, it's just less of an eyesore if it's unwelcome.
Here's my advice:

1. Remove all the cargo spaces. Seriously. This thing burns through 5,000,000 fuel a year, just by moving. 100,000 tons of cargo just simply isn't enough to make it worth it. Essentially, just make another ship that's exclusively a freighter. It will be much smaller, do the same thing, and waste less fuel doing so. Amusingly, the design, as it currently is, uses fuel ten times faster by moving at all, than the speed it makes it by sitting on a gas giant.

2. Remove the engines completely. Build separate design that consists of only;
-Many minimum multiplier max-size engines. 30 might be enough, though this is just a ballpark guess.
-A gravity tractor.
This means you won't have to build 100 new engines for each of these things that you put in the air. This also means that the time those engines spend landed on a planetary body is wasted time for the engines, given how long that thing has to sit. Also means one tug can tend several of your construction facility things.

3. Split what's left of the design into two different designs. The reason you'd do this is because, quite frankly, there is no point in having asteroid harvesters and sorium harvesters combined. Both conflict with what bodies they can't harvest, that is, sorium harvesters -only- work on gas giants, while asteroid miners work, unsurprisingly, -only- on asteroids. That means boatloads of wasted infrastructure because you can only do one job at a time.
-Design number one should be the asteroid miner. It should have just mining modules on it, plus enough cargo space for exactly 1 mass driver, plus a comfortable amount of minerals. No engines, no fuel, nothing else. Operating it would basically just be parking it on the mineral bearing asteroid, dropping the mass driver, and letting the pod sit until it was done, then packing up and moving on (with the previously mentioned tug, of course)
-Design one as the sorium harvester. Designate it as a tanker, and design it only using the fuel harvesting modules and fuel tanks. Nothing else. Operate emptying their tanks in the shipyard, tugging them, and parking them on gas giant sorium sources, and then forgetting them forever. You now have fuel stations in the far reaches of the galaxy, huzzah! And you don't have to waste a huge amount of resources to make it or keep it there.

3.b. Remove all recreational facilities. Replace all the recreational facilities with orbital habitats. This allows your ships to be built using colony construction capacity rather than shipyards. Probably not necessary as you reportedly already have shipyards big enough, but your choice.


The end result of all this redesigning? You have a whole lot more actively usable harvesting modules using much less resources to build, you can move them using sane quantities of fuel, you do not have to waste a bajillion build points in engines every time you want to make a new one. Your modules will be capable of actually eventually being able to repay the cost you invested in it via harvested materials, as opposed to the Astro which, trust me, never will get even close. On top of that, no worries about losing 45,000 tons of minerals to one lone NPR vessel shooting it.

Basically, what kills this design is that it aims to do everything at once, but is physically incapable of doing everything at once, resulting in massive amounts of wasted time and resources. If you truly want to make massive designs, you can still do so, but it can be done more effectively just by making separate specialized giant design. One for asteroid mining, one for fuel processing, one for tugging so you don't have to put huge engines in the former two, and one for cargo so that fuel isn't wasted moving the functions of the former two around.
Title: Re: Ships
Post by: iceball3 on February 26, 2016, 02:05:11 AM
Going to doublepost as this one doesn't pertain to the previous: Currently I am building up  a fleet to attempt to combat the menace that is star swarm, using my currently low-ish tech. Here is what I think could be called a frigate, less for chasing and killing, more for punishing any beam ships that get too close to my fleet.
Mark I Pariah Vestige - Copy class Frigate    14 400 tons     351 Crew     1773.4 BP      TCS 288  TH 600  EM 0
Code: [Select]
2083 km/s     Armour 5-52     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 8     PPV 83.2
Maint Life 2.31 Years     MSP 616    AFR 207%    IFR 2.9%    1YR 157    5YR 2359    Max Repair 230 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Model B115 "Ion Express" 300 EP C-0.5 Levitated-Pit Ion Drive (2)    Power 300    Fuel Use 7.07%    Signature 300    Exp 5%
Fuel Capacity 250 000 Litres    Range 44.2 billion km   (245 days at full power)

Quad 15cm C2 Near-UV "AKA Storm "Laser Turret (4x4)    Range 180 000km     TS: 10000 km/s     Power 24-8     RM 3    ROF 15        6 6 6 4 3 3 2 2 2 1
ARC Turret Control System S06 128-12000 (2)    Max Range: 256 000 km   TS: 12000 km/s     96 92 88 84 80 77 73 69 65 61
Gas-Cooled Fast Reactor Array PB-1 (7)     Total Power Output 31.5    Armour 0    Exp 5%

Prototype-750 Optimized Rangefinder Active Search Sensor MR29-R15 (1)     GPS 1890     Range 29.3m km    Resolution 15
Active Search Sensor MR3-R1 (1)     GPS 63     Range 3.8m km    MCR 412k km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Military Vessel for maintenance purposes
The biggest flaws in this that I see is a lack of flexibility, as it cannot engage similar size ships at beyond the nominal range. That said, the beam tracks along the longest range band fire control I have in my systenms, so besides the unimpressive damage, it's probably alright. Especially when it's firing 16 shots at once.
I wanted to go with 2 more turrets, but I already have jump designs rated at 14,400 ton military ships, so I figure it's probably just better to make several of these.
Title: Re: Ships
Post by: TheDeadlyShoe on February 26, 2016, 06:50:21 AM
You don't have enough power.  It requires 32 and you have 31.5  The warning isn't triggering because rounding, but you will still have less than desired RoF.

Title: Re: Ships
Post by: Frick on February 26, 2016, 07:39:19 AM
Quote from: iceball3 link=topic=7697. msg87277#msg87277 date=1456466744
You may be right on this point.  A bit. 
I have a lot to say about this design, but since you haven't asked for opinions, I'll spoiler it for your convenience.  Doesn't contain ingame spoilers though, it's just less of an eyesore if it's unwelcome.
Here's my advice:

1.  Remove all the cargo spaces.  Seriously.  This thing burns through 5,000,000 fuel a year, just by moving.  100,000 tons of cargo just simply isn't enough to make it worth it.  Essentially, just make another ship that's exclusively a freighter.  It will be much smaller, do the same thing, and waste less fuel doing so.  Amusingly, the design, as it currently is, uses fuel ten times faster by moving at all, than the speed it makes it by sitting on a gas giant.

2.  Remove the engines completely.  Build separate design that consists of only;
-Many minimum multiplier max-size engines.  30 might be enough, though this is just a ballpark guess.
-A gravity tractor.
This means you won't have to build 100 new engines for each of these things that you put in the air.  This also means that the time those engines spend landed on a planetary body is wasted time for the engines, given how long that thing has to sit.  Also means one tug can tend several of your construction facility things.

3.  Split what's left of the design into two different designs.  The reason you'd do this is because, quite frankly, there is no point in having asteroid harvesters and sorium harvesters combined.  Both conflict with what bodies they can't harvest, that is, sorium harvesters -only- work on gas giants, while asteroid miners work, unsurprisingly, -only- on asteroids.  That means boatloads of wasted infrastructure because you can only do one job at a time.
-Design number one should be the asteroid miner.  It should have just mining modules on it, plus enough cargo space for exactly 1 mass driver, plus a comfortable amount of minerals.  No engines, no fuel, nothing else.  Operating it would basically just be parking it on the mineral bearing asteroid, dropping the mass driver, and letting the pod sit until it was done, then packing up and moving on (with the previously mentioned tug, of course)
-Design one as the sorium harvester.  Designate it as a tanker, and design it only using the fuel harvesting modules and fuel tanks.  Nothing else.  Operate emptying their tanks in the shipyard, tugging them, and parking them on gas giant sorium sources, and then forgetting them forever.  You now have fuel stations in the far reaches of the galaxy, huzzah! And you don't have to waste a huge amount of resources to make it or keep it there.

3. b.  Remove all recreational facilities.  Replace all the recreational facilities with orbital habitats.  This allows your ships to be built using colony construction capacity rather than shipyards.  Probably not necessary as you reportedly already have shipyards big enough, but your choice.


The end result of all this redesigning? You have a whole lot more actively usable harvesting modules using much less resources to build, you can move them using sane quantities of fuel, you do not have to waste a bajillion build points in engines every time you want to make a new one.  Your modules will be capable of actually eventually being able to repay the cost you invested in it via harvested materials, as opposed to the Astro which, trust me, never will get even close. On top of that, no worries about losing 45,000 tons of minerals to one lone NPR vessel shooting it.

Basically, what kills this design is that it aims to do everything at once, but is physically incapable of doing everything at once, resulting in massive amounts of wasted time and resources.  If you truly want to make massive designs, you can still do so, but it can be done more effectively just by making separate specialized giant design.  One for asteroid mining, one for fuel processing, one for tugging so you don't have to put huge engines in the former two, and one for cargo so that fuel isn't wasted moving the functions of the former two around.


Thanks for the input! I actually did consider all these points, apart from the mass driver thing.  That I did not consider, I will definitely take it with me to future games.

It started sensible, but then I imagined it being a floating palace, but dirty.  I pictured it floating around in space forever, refueling itself when necessary (hence the sorium harvesters because most systems with minerals in them seem to also have gas giants, also this is the reason I wanted it to have jump capabilities).  I have used tug boats in past games, but - and this is embarrasing because it's Aurora - I don't like the added micro-managing.  Plus I really like the idea of essentially a space station with engines.  In games with actual war in them things change obviously, but in this game I can't seem to find unfriendly aliens.  So I spend the time waving my wealth in their faces instead.
Title: Re: Ships
Post by: iceball3 on March 03, 2016, 10:51:32 AM
I still stand by the fact you've made a gigantic ship that tries to specialize in everything, and in effect is good at nothing at all. Like I said, it's never going to repay the cost that went in to build it. Or replace it when it inevitably is destroyed in some manner.

Anyhow, I've designed a specialized point-defense platform for use in final-fire planetary defense against missiles. Check it.
Code: [Select]
Type-A Aurora class Point Defence Base 415 tons     18 Crew     64.8 BP      TCS 8.3  TH 0  EM 0
Armour 5-4     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 6
Annual Failure Rate: 61%    IFR: 0.9%    Maintenance Capacity 0 MSP
Spare Berths 3   

1x R1.5/C3 "Snapfire" NPS Meson Projector Platform (1x1)    Range 15 000km     TS: 30000 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
Stationary HV Fire Control Platform S00.4 24-7500  (1)    Max Range: 48 000 km   TS: 30000 km/s     79 58 38 17 0 0 0 0 0 0
MCD "Compact" Stellarator Fusion PB-1 (1)     Total Power Output 3     Armour 0    Exp 5%

This ship is classed as a Planetary Defence Centre
A fun thing, as it turns out, is that you can make BFC that is both "PDC only" and "fighter only" at the same time. It stands to reason that I make a PDC matching both requirements, and thus, increasing the capabilities of my BFC farther than my previous limit of a 4x multiplier.
My current maximum at my tech is 20,000 km/s tracking speed, but the maximum with the Fighter-Only designation is 80,000 km/s. I didn't make an 80,000 km/s turret though, because the turret gear would be far too big for a fighter mount at my tech level, combined with the fact that the BFC would be bigger than it already is due to larger multiplier use.
Title: Re: Ships
Post by: Rich.h on March 03, 2016, 12:04:11 PM
I read somewhere that "couldn't the resources spent making those super huge ships be spent on killing stuff instead?" and to that I answer probably, but I don't want to.   But I fear I went sort of full retard on this one.   It began as an asteroid miner and well .  .  .   I kinda lost it.   I wanted a jump engine on it as well, but well you know.   As I type this I realized I could at least have equipped it with jump gate construction facilities, but it's already in production. 

Code: [Select]
Astro class Asteroid Miner    1 287 750 tons     10660 Crew     45480.8 BP      TCS 25755  TH 7680  EM 0
1242 km/s     Armour 1-1054     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 150 MSP
Intended Deployment Time: 120 months    Spare Berths 0   
Cargo 100000    Cargo Handling Multiplier 40   
Recreational Facilities
Fuel Harvester: 8 modules producing 448000 litres per annum
Asteroid Miner: 150 module(s) producing 2400 tons per mineral per annum

320 EP Commercial Magneto-plasma Drive (100)    Power 320    Fuel Use 2.53%    Signature 76.8    Exp 4%
Fuel Capacity 10 000 000 Litres    Range 55.2 billion km   (514 days at full power)

Improved Geological Sensors (1)   2 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

13355. 1 Duranium
263. 7 Neutronium
5 Corbomite
400 Tritanium
1560 Boronide
7947 Mercassium
150 Uridium
9000 Corondium
12800 Gallicite

OBVIOUSLY I could have made the propulsion a bit more effecient, but I didn't get a P/P scientist until like 2055 so that part was slow to develop.   Also I like round numbers.   I see this as a testament of not having encountered a single hostile alien in my current game.   Peace in our time etc.

Part of the issue of that design is the sorium harvesting along with the speed of the thing (meaning wasteful engines),  and oddly enough it is just plain too small for the purpose. With how 7.1 is at the moment there is no real way to do it properly unless you turn off maintenance failures, however if you do that then you can come up with something like this.

Quote
Sheffield class Asteroid Miner    2 999 200 tons     25080 Crew     154811.5 BP      TCS 59984  TH 18000  EM 0
300 km/s    JR 2-25(C)     Armour 1-1852     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 0 Years     MSP 32    AFR 71961605%    IFR 999466.7%    1YR 1    5YR 1    Max Repair 62797 MSP
Intended Deployment Time: 120 months    Flight Crew Berths 0   
Hangar Deck Capacity 104000 tons     Cargo 50000   
Asteroid Miner: 400 module(s) producing 8000 tons per mineral per annum

JC3000K Commercial Jump Drive     Max Ship Size 3000000 tons    Distance 25k km     Squadron Size 2
Powedll Class 8 Ion Drive COM (60)    Power 300    Fuel Use 5.3%    Signature 300    Exp 5%
Fuel Capacity 60 000 000 Litres    Range 67.9 billion km   (2620 days at full power)

In the hanger bay you store one of these, along with a quick 2.5k geological survey vessel.

Quote
Sheffield2 class Fuel Harvester    98 800 tons     390 Crew     1863.5 BP      TCS 1976  TH 600  EM 0
303 km/s     Armour 1-190     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 12    Max Repair 75 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Fuel Harvester: 33 modules producing 3960000 litres per annum

Powedll Class 8 Ion Drive COM (2)    Power 300    Fuel Use 5.3%    Signature 300    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 343.0 billion km   (13102 days at full power)

You could no doubt get better efficiency by playing with the engines but I simply slapped it together with my current campaign designs. For a ship of this kind I always thing speed is pointless, for the sake of all that fuel wastage you can simply increase the deployment time and throw on some more crew quarters at a fraction of the cost and space. The design above will happily stay out for 10 years, now at a best case scenario you can fill the cargo hold with minerals in 6.25 years, obviously that will never be the case so working on an average of 12 years to fill up, but that is assuming you want the crew fully happy and let's face it mining ships should never have happy crew and nothing will go bad otherwise. So you actually have around a 3.5 year trip each way on the fuel amount.

By throwing in a hanger with fuel ships you let the main vessel do mining which is what it is meant for, no point wasting a year or two sitting round a gas giant or your general civilization growth will have outpaced the distance your mining ships can travel, and thus it is better then to just use auto mines and mass drivers. With the addition of a small survey craft you have the ability to arrive in a system and let it zip out quick to find a source of fuel first then find you suitable mining spots.

Along with the cost of the fuel harvester, you will need a likely 10 year wait for a return on investment in minerals, as this brute can still only bring you back 25k tons of minerals when fully laden. Though to be honest I would be keeping a sharp eye on my jump drive technology for this kind of design as I still think it is a little on the small side for the task, you need to really be dragging back 50k tons of minerals, but to do that you also need vast numbers of mining modules as the speed you fill your hold is more important than the size of the hold. Assuming you were avoiding a gate construction module so as not to open up al your boarders to a galaxy of nasties. Then I think somewhere around the 5m ton mark would be a viable mining vessel that was actually bringing in sensible numbers of minerals to your industry at a rate where they were usable, although you would still likely have to have 5-10 of these things to make sure you have a nice steady flow.

On a side note I noticed that when I slapped this jump drive on the design I was getting an error 6 rounding error, not sure why that is.
Title: Re: Ships
Post by: Frick on March 13, 2016, 01:34:24 AM
Quote from: iceball3 link=topic=7697. msg87594#msg87594 date=1457023892
I still stand by the fact you've made a gigantic ship that tries to specialize in everything, and in effect is good at nothing at all.  Like I said, it's never going to repay the cost that went in to build it.  Or replace it when it inevitably is destroyed in some manner.

And I completely agree.  I still like to think about it as a mobile palace though, so in my fantasies it almost works out.
Title: Re: Ships
Post by: mtm84 on March 13, 2016, 06:40:35 PM
And I completely agree.  I still like to think about it as a mobile palace though, so in my fantasies it almost works out.

This always seems to be a big point of friction in these kind of threads, and open ended games in general.  There is no real win condition, you basically stop playing when ever you get tired/bored/annoyed with the current game.  But inside that open ended world there are game mechanics in place, and any time you have game mechanics, you will have people that want to min/max them for fun an profit.  And these guys will always be arguing with people who just want to do what ever the heck they feel like, for what ever reason they feel like.  But in the end, it all comes down to what the player personally finds enjoyment doing.  I myself have spent way to much time in this game trying to recreate ww1 and ww2 naval ships in Aurora, knowing full well they are basically pointless vs most things the AI will create.  But it tickles my fancy so I do it anyways.

So I guess what I am saying is, have fun doing whatever it is you do in this game.
Title: Re: Ships
Post by: Vandermeer on March 13, 2016, 07:54:57 PM
I agree with your point completely, but must however add that we don't really have these extreme people here who would ever try to force their game-style on others. Sometimes there is debate about what is efficient and what not, and whether this design tactic is more capable or the other. Those debates exist for illumination however, not to convert others to play a certain way.
I personally am always intrigued to figure out the most effective way to do something, especially in a game this technical as Aurora. So I look up what other people have to report on that front, or sometimes present my own findings for debate. However, even when I learn said optimum solution, I usually just put it up some shelf and then proceed to do things the way I feel most entertained at that day. It is nice knowing the truth, but then you must have fun in life too.

That player type who really plays the min/max way you say, is usually just the type of person who seeks before anything challenge in a game. They have a need to find optimal strategies, because only with a mindset like this do you survive games like Xcom: The Long War, old platformer games,  or whatever Darksouls joke you want to put here.
People who prefer playing games on easy or somewhat medium like me, are more akin to the Carebears, who like to stroll around "sightseeing" those games, meaning interest in the fantasy and possibilities that a particular simulation offers. It's nothing to be beaten, but something to be experienced.
Title: Re: Ships
Post by: Noble713 on March 22, 2016, 03:56:50 AM
Nothing really fancy here, just sharing my workhorse frigate squadron:

3x Luda Missile Frigates + 1x Lubao Escort

The box launchers give it a solid alpha strike, usually doing enough damage to destroy ships outright. If not, the follow-on salvos finish the job. It's not meant for major fleet actions, so they are fast enough to break contact if they run into a powerful enemy fleet (as I type this I've got a force of 18 destroyers and 13 cruisers I'm about to fire on and flee from). Both ships are built (along with my surveillance frigate) in shipyards tooled with a slightly-larger modular "placeholder" class.

Code: [Select]
Luda class Missile Frigate    4,950 tons     138 Crew     1376.2 BP      TCS 99  TH 153.6  EM 0
6464 km/s     Armour 5-25     Shields 0-0     Sensors 14/18/0/0     Damage Control Rating 23     PPV 23.4
Maint Life 3.16 Years     MSP 608    AFR 56%    IFR 0.8%    1YR 91    5YR 1369    Max Repair 640 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 240   

Shenyang M640 Turbo Fusion Drive (1)    Power 640    Fuel Use 129.53%    Signature 153.6    Exp 16%
Fuel Capacity 750,000 Litres    Range 21.1 billion km   (37 days at full power)

Jiangnan BL-6 (6)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Jiangnan ML6-75 (4)    Missile Size 6    Rate of Fire 60
Phazotron Missile Director FC54-R20 (1)     Range 54.1m km    Resolution 20
ASM-3 Sarissa (40)  Speed: 40,000 km/s   End: 20.8m    Range: 50m km   WH: 16    Size: 6    TH: 186/112/56

NRIET GraDAR MR56-R20 (1)     GPS 1400     Range 56.3m km    Resolution 20
NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Phazotron EM Detector 1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

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

Code: [Select]
Lubao class Escort    5,000 tons     136 Crew     1599.8 BP      TCS 100  TH 153.6  EM 0
6400 km/s     Armour 5-26     Shields 0-0     Sensors 14/18/0/0     Damage Control Rating 23     PPV 23.46
Maint Life 2.33 Years     MSP 600    AFR 66%    IFR 0.9%    1YR 150    5YR 2253    Max Repair 640 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 188   

Shenyang M640 Turbo Fusion Drive (1)    Power 640    Fuel Use 129.53%    Signature 153.6    Exp 16%
Fuel Capacity 700,000 Litres    Range 19.5 billion km   (35 days at full power)

Gryazev-Shipunov Quad Gauss Cannon R4-V4-50 Turret (1x16)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Rheinmetall Fire Control R60-T25000 (1)    Max Range: 120,000 km   TS: 25000 km/s     92 83 75 67 58 50 42 33 25 17

Jiangnan ML-1 (8)    Missile Size 1    Rate of Fire 5
Phazotron Missile Director FC15-R1 (2)     Range 15.1m km    Resolution 1
AMM-2 Kerambit (188)  Speed: 40,000 km/s   End: 1.1m    Range: 2.7m km   WH: 1    Size: 1    TH: 440/264/132

NRIET GraDAR MR5-R1 (1)     GPS 28     Range 5.0m km    MCR 549k km    Resolution 1
NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Phazotron EM Detector 1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

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

My first AMMs were crap but almost nothing is getting past these Lubaos now, partly because of their big, accurate Gauss turrets.
Title: Re: Ships
Post by: 83athom on March 23, 2016, 09:31:36 AM
My first warships in a v7.1 game I just started. The Fletcher class has one more slipway and builds in 2/3 the time of the John Paul Jones class.

Code: [Select]
Fletcher class Frigate    30 000 tons     713 Crew     5134.8 BP      TCS 600  TH 600  EM 0
2000 km/s     Armour 6-86     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 26     PPV 190
Maint Life 2.99 Years     MSP 1712    AFR 450%    IFR 6.2%    1YR 287    5YR 4310    Max Repair 210 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 1440    Cryogenic Berths 400   

240EP 25HS ID (5)    Power 240    Fuel Use 30.05%    Signature 120    Exp 8%
Fuel Capacity 1 840 000 Litres    Range 36.7 billion km   (212 days at full power)

CPED-S4R4-150 (2)    Range 150 000km     TS: 3000 km/s     Power 10-4    ROF 15        4 4 4 4 4 4 4 4 4 4
250mm V4/C4 Railgun (4x4)    Range 192 000km     TS: 3000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
100m V4/C4 Railgun (8x4)    Range 40 000km     TS: 3000 km/s     Power 3-4     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
PDFC S00.5 24-3000 H70 (2)    Max Range: 48 000 km   TS: 3000 km/s     79 58 38 17 0 0 0 0 0 0
LRFC S02 96-3000 H70 (2)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
GCFRT PO-9 (8)     Total Power Output 72    Armour 0    Exp 5%

S6R4 ML 50% (40)    Missile Size 6    Rate of Fire 225
MFC120-R20 (70%) (2)     Range 120.2m km    Resolution 20
Harpoon M31S6 ASM (240)  Speed: 12 000 km/s   End: 73.5m    Range: 52.9m km   WH: 9    Size: 6    TH: 56/33/16

Missile Defence Sensor MR13-R1 (70%) (1)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Combat Sensor MR164-R150 (70%) (1)     GPS 25200     Range 164.6m km    Resolution 150
Combat Sensor MR60-R20 (70%) (1)     GPS 3360     Range 60.1m km    Resolution 20
TS1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EMS1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

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
Code: [Select]
John Paul Jones class Destroyer    50 000 tons     1311 Crew     8406.76 BP      TCS 1000  TH 960  EM 0
1920 km/s     Armour 7-120     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 53     PPV 380
Maint Life 3.05 Years     MSP 3468    AFR 606%    IFR 8.4%    1YR 558    5YR 8376    Max Repair 288 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 1920   

480EP 50HS ID (4)    Power 480    Fuel Use 20.03%    Signature 240    Exp 8%
Fuel Capacity 2 155 000 Litres    Range 38.7 billion km   (233 days at full power)

CPED-S4R4-150 (4)    Range 150 000km     TS: 3000 km/s     Power 10-4    ROF 15        4 4 4 4 4 4 4 4 4 4
250mm V4/C4 Railgun (8x4)    Range 192 000km     TS: 3000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
100m V4/C4 Railgun (16x4)    Range 40 000km     TS: 3000 km/s     Power 3-4     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
PDFC S00.5 24-3000 H70 (4)    Max Range: 48 000 km   TS: 3000 km/s     79 58 38 17 0 0 0 0 0 0
LRFC S02 96-3000 H70 (4)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
GCFRT PO-9 (14)     Total Power Output 126    Armour 0    Exp 5%

S6R4 ML 50% (80)    Missile Size 6    Rate of Fire 225
MFC120-R20 (70%) (4)     Range 120.2m km    Resolution 20
Harpoon M31S6 ASM (320)  Speed: 12 000 km/s   End: 73.5m    Range: 52.9m km   WH: 9    Size: 6    TH: 56/33/16

Missile Defence Sensor MR13-R1 (70%) (1)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Combat Sensor MR60-R20 (70%) (1)     GPS 3360     Range 60.1m km    Resolution 20
Combat Sensor MR164-R150 (70%) (1)     GPS 25200     Range 164.6m km    Resolution 150
TS1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EMS1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

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
Title: Re: Ships
Post by: TheDeadlyShoe on March 24, 2016, 01:54:09 PM
@83athom:

Your 100mm railguns have capacitor 4, when they only need capacitor 3.  Also, they're labeled '100m' railguns.

You also might want at least some better passive sensors, unless you have another ship for that purpose. *Shrawg!*
Title: Re: Ships
Post by: 83athom on March 24, 2016, 02:01:06 PM

Your 100mm railguns have capacitor 4, when they only need capacitor 3.  Also, they're labeled '100m' railguns.

You also might want at least some better passive sensors, unless you have another ship for that purpose. *Shrawg!*
Yah, I didn't notice that till now. What I want to say is "No, that is a 100m gun that fires every 5 seconds" but you can see the damage so :P. And yes I have something in the works for a Recon Frigate.
Title: Re: Ships
Post by: AL on March 27, 2016, 04:45:53 AM
I finally decided to jump on the shipyard multiclassing bandwagon, and here is the ship "template" I came up with:
Quote
CT-10k class Fleet Support Vessel    10 000 tons     131 Crew     17492.8 BP      TCS 200  TH 0  EM 0
1 km/s     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 2000%    IFR 27.8%    1YR 13853    5YR 207792    Max Repair 720 MSP
Intended Deployment Time: 0.1 months    Spare Berths 9   

Fuel Capacity 15 000 Litres    Range N/A

FC-384/5 (1)    Max Range: 384 000 km   TS: 5000 km/s     97 95 92 90 87 84 82 79 77 74
FC-384/25 (24)    Max Range: 384 000 km   TS: 25000 km/s     97 95 92 90 87 84 82 79 77 74

This design is classed as a Military Vessel for maintenance purposes
Basically, just full of max size fire controls and a couple fuel tanks to round off the size.

For comparison purposes, the most expensive ship I have fielded in this game so far is:
Quote
D-1 class Destroyer    10 000 tons     334 Crew     3265.28 BP      TCS 200  TH 2000  EM 0
10000 km/s     Armour 10-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 55
Maint Life 2.88 Years     MSP 1225    AFR 133%    IFR 1.9%    1YR 217    5YR 3254    Max Repair 500 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Magazine 32   

M160-S25 Magnetic Fusion Drive (2)    Power 1000    Fuel Use 121.43%    Signature 1000    Exp 16%
Fuel Capacity 865 000 Litres    Range 12.8 billion km   (14 days at full power)

PL-6 (10)    Range 300 000km     TS: 10000 km/s     Power 6-6     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
EMP Emitter (5)    Range 30 000km     TS: 10000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
FC-48/5 (1)    Max Range: 48 000 km   TS: 5000 km/s     79 58 38 17 0 0 0 0 0 0
FC-384/5 (2)    Max Range: 384 000 km   TS: 5000 km/s     97 95 92 90 87 84 82 79 77 74
MagFusion Power Cell (25)     Total Power Output 75    Armour 0    Exp 5%

AS-R1-S2-M2 (1)     GPS 56     Range 10.1m km    MCR 1.1m km    Resolution 1
AS-R100-S2-M2 (1)     GPS 5600     Range 100.8m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes
As can be seen, the template outprices that ship by over 5 times its BP. According to the class design screen, a shipyard tooled to this beast can build basically every other ship that I've designed so far (notably including all my 500 ton fighters as well as a 20kt carrier which is twice as big size-wise as the template). Funnily enough, it still can't actually build the D-1 design from above even with all this min-maxing shennanigans.

So the question is, what is the most expensive component in terms of BP per ton? The main competitors I can think of are max boosted engines with high thermal dampening, and maxed out FC's with high electronic hardening. Does anyone actually know what gives the highest cost for a given tech level?
Title: Re: Ships
Post by: baconholic on March 27, 2016, 11:56:56 AM
So the question is, what is the most expensive component in terms of BP per ton? The main competitors I can think of are max boosted engines with high thermal dampening, and maxed out FC's with high electronic hardening. Does anyone actually know what gives the highest cost for a given tech level?

Beam fire control is definitely the most expensive per tonnage wise. Sometimes, beam ships are just too expensive to be multi-class build in the same shipyard. Personally, I tend to reserve 1 shipyard with just 1 slipway and pre-build all the expensive beam components. The multi-class shipyard can handle everything else with their multiple slipways.
Title: Re: Ships
Post by: 83athom on March 31, 2016, 08:04:14 AM
Next batch of a few designs. These are both more geared for fleet support than firepower.
Code: [Select]
Interdictor class Recon Frigate    30 000 tons     659 Crew     5083.4 BP      TCS 600  TH 840  EM 0
2800 km/s     Armour 8-86     Shields 0-0     Sensors 18/24/0/0     Damage Control Rating 13     PPV 128
Maint Life 1.48 Years     MSP 1377    AFR 553%    IFR 7.7%    1YR 701    5YR 10522    Max Repair 336 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 720   

240EP 25HS ID (7)    Power 240    Fuel Use 30.05%    Signature 120    Exp 8%
Fuel Capacity 3 040 000 Litres    Range 60.7 billion km   (250 days at full power)

CPED-S4R4-150 (4)    Range 150 000km     TS: 3000 km/s     Power 10-4    ROF 15        4 4 4 4 4 4 4 4 4 4
100mm V4/C4 Railgun (8x4)    Range 40 000km     TS: 3000 km/s     Power 3-4     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
250mm V4/C4 Railgun (2x4)    Range 192 000km     TS: 3000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
LRFC S02 96-3000 H70 (2)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
PDFC S00.5 24-3000 H70 (2)    Max Range: 48 000 km   TS: 3000 km/s     79 58 38 17 0 0 0 0 0 0
GCFRT PO-9 (7)     Total Power Output 63    Armour 0    Exp 5%

S6R4 ML 50% (20)    Missile Size 6    Rate of Fire 225
MFC120-R20 (70%) (1)     Range 120.2m km    Resolution 20
Harpoon M31S6 ASM (120)  Speed: 12 000 km/s   End: 73.5m    Range: 52.9m km   WH: 9    Size: 6    TH: 56/33/16

Gaurdian Sensor MR26-R1 (1)     GPS 336     Range 26.9m km    MCR 2.9m km    Resolution 1
Overwatch Sensor MR380-R200 (1)     GPS 67200     Range 380.1m km    Resolution 200
Overwatch Sensor MR190-R50 (1)     GPS 16800     Range 190.1m km    Resolution 50
Thermal Sensor TH3-18 (70%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM3-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

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
The Interdictor is equiped with larger sensor arrays than the Fletcher class in order to get a better view of enemy line compositions so the Admirals can make better decisions during a fleet engagement.
Code: [Select]
Spruance class Cruiser    100 000 tons     2486 Crew     16419.8 BP      TCS 2000  TH 1920  EM 9000
1920 km/s     Armour 12-191     Shields 300-300     Sensors 18/24/1/1     Damage Control Rating 100     PPV 524
Maint Life 3.98 Years     MSP 9210    AFR 1000%    IFR 13.9%    1YR 929    5YR 13939    Max Repair 288 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 3   
Hangar Deck Capacity 1000 tons     Troop Capacity: 3 Companies    Magazine 2880    Cryogenic Berths 2000    Cargo Handling Multiplier 25   

480EP 50HS ID (8)    Power 480    Fuel Use 20.03%    Signature 240    Exp 8%
Fuel Capacity 5 005 000 Litres    Range 45.0 billion km   (271 days at full power)
Delta R300/420 Shields (120)   Total Fuel Cost  2 100 Litres per hour  (50 400 per day)

CPED-S4R4-150 (12)    Range 150 000km     TS: 3000 km/s     Power 10-4    ROF 15        4 4 4 4 4 4 4 4 4 4
250mm V4/C4 Railgun (16x4)    Range 192 000km     TS: 3000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
100mm V4/C4 Railgun (24x4)    Range 40 000km     TS: 3000 km/s     Power 3-4     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
PDFC S00.5 24-3000 H70 (4)    Max Range: 48 000 km   TS: 3000 km/s     79 58 38 17 0 0 0 0 0 0
LRFC S02 96-3000 H70 (6)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
GCFRT PO-9 (24)     Total Power Output 216    Armour 0    Exp 5%

S6R4 ML 50% (80)    Missile Size 6    Rate of Fire 225
MFC120-R20 (70%) (4)     Range 120.2m km    Resolution 20
Harpoon M31S6 ASM (480)  Speed: 12 000 km/s   End: 73.5m    Range: 52.9m km   WH: 9    Size: 6    TH: 56/33/16

Combat Sensor MR60-R20 (70%) (2)     GPS 3360     Range 60.1m km    Resolution 20
Missile Defence Sensor MR13-R1 (70%) (2)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Combat Sensor MR164-R150 (70%) (2)     GPS 25200     Range 164.6m km    Resolution 150
Thermal Sensor TH3-18 (70%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM3-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

Strike Group
2x Backfire Dropship   Speed: 11088 km/s    Size: 9.74

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
The preferred craft for the cruiser is a couple marine dropships in order to capture enemy ships and gather valuable intel.
Code: [Select]
Backfire class Dropship    487 tons     2 Crew     112.6 BP      TCS 9.74  TH 54  EM 0
11088 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 97%    IFR 1.4%    1YR 17    5YR 255    Max Repair 27 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Drop Capacity: 1 Company   

36EP 2HS ID (3)    Power 36    Fuel Use 189.04%    Signature 18    Exp 15%
Fuel Capacity 15 000 Litres    Range 2.9 billion km   (3 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
Title: Re: Ships
Post by: Noble713 on April 04, 2016, 09:35:24 AM
I think I've been running into scattered Precursor squadrons at useful worlds. They are pretty annoying as they tend to destroy my survey ships and require a sizeable, coordinated military response. Jump tenders to move the warships, troop transports to secure the small planetside outposts, etc...
So now I'm starting to formalize these formerly task-organized forces. At the same time, I wanted to replace my civilian armored jump tenders with something more multi-purpose. And I'm finding the Precursor ships occasionally outrun my missile destroyers, so I need SOMETHING to catch them. All of this lead to my new Jump Carrier class:

Code: [Select]
Soryu class Jump Carrier    20,000 tons     498 Crew     6047.5 BP      TCS 400  TH 840  EM 750
8750 km/s    JR 7-1000     Armour 5-65     Shields 25-300     Sensors 14/1/0/0     Damage Control Rating 49     PPV 20.76
Maint Life 2.2 Years     MSP 3591    AFR 168%    IFR 2.3%    1YR 997    5YR 14952    Max Repair 1750 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 40   
Hangar Deck Capacity 3000 tons     Magazine 360   

CERN JM20(7-1000) Military Jump Drive     Max Ship Size 20000 tons    Distance 1000k km     Squadron Size 7
United Rockets M1750 Mag-Fusion Drive (2)    Power 1750    Fuel Use 46.38%    Signature 420    Exp 14%
Fuel Capacity 2,100,000 Litres    Range 40.8 billion km   (53 days at full power)
Boeing Xi R300/600 Shields (5)   Total Fuel Cost  125 Litres per hour  (3,000 per day)

Gryazev-Shipunov Twin Gauss Cannon RF5-67 Turret (2x10)    Range 40,000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Rheinmetall Fire Control R24-T25000 (2)    Max Range: 48,000 km   TS: 25000 km/s     79 58 38 17 0 0 0 0 0 0

FASM-2 Bludgeon (90)  Speed: 45,000 km/s   End: 4.5m    Range: 12.1m km   WH: 16    Size: 4    TH: 225/135/67

NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECM 40

Strike Group
1x FS-1 Growler Fighter-Scout   Speed: 15560 km/s    Size: 9.64
1x RF-2 Lynx Recon Fighter   Speed: 14000 km/s    Size: 10
4x SF-3 Tornado Strikefighter   Speed: 16233 km/s    Size: 9.24

It's not many fighters but they are fast enough to catch the 11k km/s Precursor ships and the squadron packs ~25 missiles, which is more than enough damage. These Jump Carriers will be the heart of my new Expeditionary Strike Groups, which include:

1x Destroyer Escort. The Marduk II doubled the AMM storage and switches in some twin turrets for shooting at more numerous but smaller salvos.
Code: [Select]
Marduk II class Destroyer Escort    9,900 tons     236 Crew     3204.5 BP      TCS 198  TH 336  EM 600
7070 km/s     Armour 5-41     Shields 20-300     Sensors 14/18/0/0     Damage Control Rating 35     PPV 39.02
Maint Life 1.86 Years     MSP 1012    AFR 156%    IFR 2.2%    1YR 372    5YR 5586    Max Repair 700 MSP
Intended Deployment Time: 18 months    Spare Berths 0   
Magazine 368   

Shenyang M700 Mag-Fusion Drive (2)    Power 700    Fuel Use 74.21%    Signature 168    Exp 14%
Fuel Capacity 2,000,000 Litres    Range 49.0 billion km   (80 days at full power)
Boeing Xi R300/600 Shields (4)   Total Fuel Cost  100 Litres per hour  (2,400 per day)

Gryazev-Shipunov Quad Gauss Cannon R4-V4-50 Turret (1x16)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Gryazev-Shipunov Twin Gauss Cannon R4-V4-50 Turret (2x8)    Range 40,000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Rheinmetall Fire Control R60-T25000 (1)    Max Range: 120,000 km   TS: 25000 km/s     92 83 75 67 58 50 42 33 25 17
Rheinmetall Fire Control R24-T25000 (2)    Max Range: 48,000 km   TS: 25000 km/s     79 58 38 17 0 0 0 0 0 0

Jiangnan ML-1 (8)    Missile Size 1    Rate of Fire 5
Phazotron Missile Director FC15-R1 (2)     Range 15.1m km    Resolution 1
AMM-4 Ka-Bar (368)  Speed: 75,000 km/s   End: 0.5m    Range: 2.1m km   WH: 1    Size: 1    TH: 975/585/292

NRIET GraDAR MR5-R1 (1)     GPS 28     Range 5.0m km    MCR 549k km    Resolution 1
NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Phazotron EM Detector 1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECCM-4 (2)         ECM 40

3x Missile Destroyers. The 2x Macedon carries my standard size-6 missiles. The 1x Malefactor carries longer-ranged 2-stage missiles with 25-point warheads. Along with the Marduk DEs, these are all built at modular "M Class" shipyards.

Code: [Select]
Macedon class Missile Destroyer    10,000 tons     287 Crew     2912 BP      TCS 200  TH 336  EM 600
7000 km/s     Armour 5-41     Shields 20-300     Sensors 14/18/0/0     Damage Control Rating 35     PPV 54
Maint Life 2.11 Years     MSP 910    AFR 160%    IFR 2.2%    1YR 274    5YR 4103    Max Repair 700 MSP
Intended Deployment Time: 18 months    Spare Berths 1   
Magazine 480   

Shenyang M700 Mag-Fusion Drive (2)    Power 700    Fuel Use 74.21%    Signature 168    Exp 14%
Fuel Capacity 1,500,000 Litres    Range 36.4 billion km   (60 days at full power)
Boeing Xi R300/600 Shields (4)   Total Fuel Cost  100 Litres per hour  (2,400 per day)

Jiangnan BL-6 (10)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Jiangnan ML6-75 (10)    Missile Size 6    Rate of Fire 60
Phazotron Missile Director FC57-R20 (2)     Range 57.9m km    Resolution 20
ASM-5 Lance (80)  Speed: 75,000 km/s   End: 11.7m    Range: 52.6m km   WH: 16    Size: 6    TH: 325/195/97

NRIET GraDAR MR54-R20 (1)     GPS 1008     Range 54.1m km    Resolution 20
NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Phazotron EM Detector 1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECCM-4 (2)         ECM 40

Code: [Select]
Malefactor class Missile Destroyer    9,950 tons     224 Crew     2878.5 BP      TCS 199  TH 336  EM 600
7035 km/s     Armour 5-41     Shields 20-300     Sensors 14/18/0/0     Damage Control Rating 36     PPV 54
Maint Life 2.07 Years     MSP 1085    AFR 132%    IFR 1.8%    1YR 339    5YR 5090    Max Repair 700 MSP
Intended Deployment Time: 18 months    Spare Berths 1   
Magazine 558   

Shenyang M700 Mag-Fusion Drive (2)    Power 700    Fuel Use 74.21%    Signature 168    Exp 14%
Fuel Capacity 1,500,000 Litres    Range 36.6 billion km   (60 days at full power)
Boeing Xi R300/600 Shields (4)   Total Fuel Cost  100 Litres per hour  (2,400 per day)

Jiangnan ML12-50 (9)    Missile Size 12    Rate of Fire 300
Phazotron Missile Director FC103-R100 (1)     Range 103.7m km    Resolution 100
HSRASM-2 Shipwreck (1)  Speed: 56,200 km/s   End: 0.4m    Range: 1.2m km   WH: 25    Size: 8    TH: 224/134/67 [b]<---2-stage submunition[/b]
HASM-2 Trebuchet (45)  Speed: 17,500 km/s   End: 94.1m    Range: 99.8m km   WH: 1    Size: 12    TH: 58/35/17

NRIET GraDAR MR103-R100 (1)     GPS 4321     Range 103.7m km    Resolution 100
NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Phazotron EM Detector 1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECCM-4 (1)         ECM 40

2x Yuzhao Assault Transports. One Yuzhao carries 5 Marine Companies and the 3 Assault Shuttles. The other carries a Marine Battalion or Assault Infantry Battalion plus a Zubr-class dropship. The battalion's primary mission is to secure planetside outposts, but it could also board large (but hopefully slow, due to damage) ships.
Code: [Select]
Yuzhao class Assault Transport    16,050 tons     246 Crew     2301 BP      TCS 321  TH 450  EM 450
5841 km/s     Armour 5-56     Shields 15-300     Sensors 14/18/0/0     Damage Control Rating 21     PPV 15.56
Maint Life 2.09 Years     MSP 1030    AFR 179%    IFR 2.5%    1YR 314    5YR 4707    Max Repair 312.5 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 9   
Hangar Deck Capacity 1500 tons     Troop Capacity: 1 Battalion    Cargo Handling Multiplier 40   

Khrunichev C625LE Low Emission Mag-Fusion Drive (3)    Power 625    Fuel Use 3.54%    Signature 150    Exp 5%
Fuel Capacity 500,000 Litres    Range 158.4 billion km   (313 days at full power)
Boeing Xi R300/600 Shields (3)   Total Fuel Cost  75 Litres per hour  (1,800 per day)

Gryazev-Shipunov Twin Gauss Cannon R4-V4-50 Turret (2x8)    Range 40,000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Rheinmetall Fire Control R24-T25000 (2)    Max Range: 48,000 km   TS: 25000 km/s     79 58 38 17 0 0 0 0 0 0

NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Phazotron EM Detector 1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECM 40

Strike Group
3x Blackhawk Assault Shuttle   Speed: 39308 km/s    Size: 9.54

Code: [Select]
Zubr class Dropship    1,250 tons     8 Crew     625 BP      TCS 25  TH 90  EM 0
15000 km/s     Armour 5-10     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0.25 Years     MSP 31    AFR 125%    IFR 1.7%    1YR 125    5YR 1879    Max Repair 375 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Drop Capacity: 1 Battalion    Cargo Handling Multiplier 40   

Pratt & Whitney M375 Turbo Mag-Fusion Drive (1)    Power 375    Fuel Use 592.36%    Signature 90    Exp 30%
Fuel Capacity 40,000 Litres    Range 1.0 billion km   (18 hours at full power)

ECM 10

I like that I've essentially reproduced the Navy - Marine Corps Team and that it has grown organically in response to my in-game requirements.
Title: Re: Ships
Post by: Starmantle on April 20, 2016, 10:38:26 PM

The Warden class Escort Heavy Cruiser is a derivative of the larger Iron Knuckle-C class Flack Battle Cruiser and is a dedicated escort ship for fleet elements that operate near or intermittently in front-line battle fleets.  These elements include hospital frigates, marine boarding frigates, colliers, tankers, divisional troop transports, and other valuable support ships.  In some cases, the Warden might also escort convoys of freighters or colony ships. 

The primary armament of the Warden is its six fast-tracking Gauss turrets which are designed for sustained anti-missile defense, destroying up 48 missiles every 5 seconds to protect its convoy.  It has an array of 110 Active Defense Pods loaded with Meteor II anti-missiles for added defense for a single enemy missile wave. 

But because the Warden will often be the sole combat vessel in its fleet, it needs to be able to defend against other threats like longer ranged beam attacks, and it needs to be able to eliminate attackers.  For ranged offensive punch, the Warden can launch 140 Sparrow class ASMs at 70m KM (the same missile used by Y-Wing class Fighter-Bombers), and for close-in attacks, the cruiser has two banks of 8 Nova Missile launchers to be launched at 173,000 KM to bypass most anti-missile defenses and to deliver a massive punch of 64-strength warheads.  The Warden also has a single High Power Microwave cannon to blind enemy ships within 80,000 km as its only weapon that does not require ammo that can reach out farther than 30,000 KM.

The Warden Class has shield banks equal to a full 30,000 ton battle cruiser, good armor, a full ECM unit, a full sensor suite including an EM sensor, a 300m km area scanner,  a high quality anti-missile sensor, and two tiny backup sensors.  It has a maintenance life, deployment time, and fuel reserves that are in excess even of the requirement for modern battle cruiser fleets for long deployments, and it moves at fleet standard speed of 5,000km/s. 
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Warden class Escort Heavy Cruiser    20 000 tons     414 Crew     4301 BP      TCS 400  TH 2000  EM 1920
5000 km/s     Armour 6-65     Shields 64-300     Sensors 1/36/0/0     Damage Control Rating 19     PPV 164.86
Maint Life 4.74 Years     MSP 2554    AFR 168%    IFR 2.3%    1YR 187    5YR 2798    Max Repair 500 MSP
Intended Deployment Time: 54 months    Spare Berths 0   
Magazine 410   

1000 EP Internal Fusion Drive (2)    Power 1000    Fuel Use 20%    Signature 1000    Exp 10%
Fuel Capacity 1 620 000 Litres    Range 72.9 billion km   (168 days at full power)
Theta R300/384 Shields (16)   Total Fuel Cost  256 Litres per hour  (6 144 per day)

R8/C4 High Power Microwave (1)    Range 80 000km     TS: 6250 km/s     Power 4-4     RM 8    ROF 5        1 1 1 1 1 1 1 1 0 0
Twin Gauss Cannon R3-100 Turret (6x8)    Range 30 000km     TS: 25000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-25000 (2)    Max Range: 80 000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0
Magnetic Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 4    Armour 0    Exp 5%

Active Defense Pod (110)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Sparrow Box Launcher (140)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Nova Box Launcher (16)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Missile Fire Control FC25-R1 (2)     Range 25.9m km    Resolution 1
Missile Fire Control FC77-R100 (2)     Range 77.8m km    Resolution 100
Missile Fire Control FC18-R50 (2)     Range 18.3m km    Resolution 50
Meteor Mk II (110)  Speed: 60 000 km/s   End: 0.4m    Range: 1.3m km   WH: 1    Size: 1    TH: 840/504/252
Sparrow Mk 1 (140)  Speed: 30 700 km/s   End: 38.1m    Range: 70.2m km   WH: 4    Size: 1    TH: 286/172/86
Nova Bomb Mk III (16)  Speed: 34 600 km/s   End: 1.6m    Range: 3.4m km   WH: 64    Size: 10    TH: 323/193/96

Active Search Sensor MR34-R1 (1)     GPS 192     Range 34.6m km    MCR 3.8m km    Resolution 1
Active Search Sensor MR8-R100 (1)     GPS 480     Range 8.6m km    Resolution 100
Active Search Sensor MR6-R50 (1)     GPS 240     Range 6.1m km    Resolution 50
Active Search Sensor MR302-R100 (1)     GPS 16800     Range 302.4m km    Resolution 100
EM Detection Sensor EM2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECM 40

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


Because the Warden class Escort Heavy Cruiser can be produced at shipyards already tooled for the larger Iron Knuckle-C class Flack Battle Cruiser, construction of the first 4 members of the class can begin immediately. 
Title: Re: Ships
Post by: Starmantle on April 21, 2016, 12:40:03 AM
And    iceball3 - that's a really clever design.  I might have to borrow that idea!
Title: Re: Ships
Post by: SwordLord10 on April 22, 2016, 07:05:00 AM
The Warden class Escort Heavy Cruiser is a derivative of the larger Iron Knuckle-C class Flack Battle Cruiser and is a dedicated escort ship for fleet elements that operate near or intermittently in front-line battle fleets.  These elements include hospital frigates, marine boarding frigates, colliers, tankers, divisional troop transports, and other valuable support ships.  In some cases, the Warden might also escort convoys of freighters or colony ships. 

The primary armament of the Warden is its six fast-tracking Gauss turrets which are designed for sustained anti-missile defense, destroying up 48 missiles every 5 seconds to protect its convoy.  It has an array of 110 Active Defense Pods loaded with Meteor II anti-missiles for added defense for a single enemy missile wave. 

But because the Warden will often be the sole combat vessel in its fleet, it needs to be able to defend against other threats like longer ranged beam attacks, and it needs to be able to eliminate attackers.  For ranged offensive punch, the Warden can launch 140 Sparrow class ASMs at 70m KM (the same missile used by Y-Wing class Fighter-Bombers), and for close-in attacks, the cruiser has two banks of 8 Nova Missile launchers to be launched at 173,000 KM to bypass most anti-missile defenses and to deliver a massive punch of 64-strength warheads.  The Warden also has a single High Power Microwave cannon to blind enemy ships within 80,000 km as its only weapon that does not require ammo that can reach out farther than 30,000 KM.

The Warden Class has shield banks equal to a full 30,000 ton battle cruiser, good armor, a full ECM unit, a full sensor suite including an EM sensor, a 300m km area scanner,  a high quality anti-missile sensor, and two tiny backup sensors.  It has a maintenance life, deployment time, and fuel reserves that are in excess even of the requirement for modern battle cruiser fleets for long deployments, and it moves at fleet standard speed of 5,000km/s. 

Because the Warden class Escort Heavy Cruiser can be produced at shipyards already tooled for the larger Iron Knuckle-C class Flack Battle Cruiser, construction of the first 4 members of the class can begin immediately.
Interesting, I am interested in seeing the Iron Knuckles class if you don't mind.
Title: Re: Ships
Post by: Starmantle on April 22, 2016, 08:02:05 PM
I'd be honored.

Below are plans for both the Iron Knuckle-B (a veteran design with 12 ships in service), and the newer Iron Knuckle-C with 1/7th less Gauss turrets and with the kinds of additions carried by the Warden design above.  Some of the Iron Knuckle-C's added capacity is made possible from the discovery of compressed fuel tanks. 


"With the Manticore-B refit largely underway, the Combine and Fleet Command both push for a refit of the Iron Knuckle class next.  Although Fleet Command prefers the stand-off defense of the Warlock class Area Defense Battle Cruiser to the close-in but sustained capabilities of the Iron Knuckle, new fuel efficiency research is on the horizon that will allow for a new generation of anti-missiles.  But it's not ready yet and it would be better to design the Warlocks new sensors with new missile specifications in mind.  The Combine actually prefers the Iron Knuckle and it's the escort of choice for troop transports.

"The upgrade itself focuses on a 300% increase to ECM effectiveness, a 60% increase to shield strength, and upgrades to all 3 active sensor arrays, the passive EM sensor, and the Nova Bomb's fire control.  It's a significant set of improvements, but the shipyard that produced the original Iron Knuckles can complete the refit without undergoing a lengthy overhaul itself.  Three refits start in Earth Orbit immediately with 5 more to eventually follow. "

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Iron Knuckle-B class Flack Battlecruiser    30 000 tons     714 Crew     6043.5 BP      TCS 600  TH 3000  EM 1920
5000 km/s     Armour 8-86     Shields 64-300     Sensors 11/18/0/0     Damage Control Rating 36     PPV 240.84
Maint Life 4.24 Years     MSP 4532    AFR 200%    IFR 2.8%    1YR 404    5YR 6061    Max Repair 500 MSP
Intended Deployment Time: 48 months    Spare Berths 1   
Magazine 60   

1000 EP Internal Fusion Drive (3)    Power 1000    Fuel Use 20%    Signature 1000    Exp 10%
Fuel Capacity 2 075 000 Litres    Range 62.3 billion km   (144 days at full power)
Theta R300/384 Shields (16)   Total Fuel Cost  256 Litres per hour  (6 144 per day)

Twin Gauss Cannon R3-100 Turret (14x8)    Range 30 000km     TS: 25000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-25000 (2)    Max Range: 80 000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0

Size 10 Box Launcher (6)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Missile Fire Control FC18-R50 (1)     Range 18.3m km    Resolution 50
Nova Bomb Mk II (6)  Speed: 45 400 km/s   End: 0.2m    Range: 0.6m km   WH: 49    Size: 10    TH: 317/190/95

Active Search Sensor MR8-R100 (1)     GPS 480     Range 8.6m km    Resolution 100
Active Search Sensor MR302-R100 (1)     GPS 16800     Range 302.4m km    Resolution 100
Active Search Sensor MR34-R1 (1)     GPS 192     Range 34.6m km    MCR 3.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECM 40

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


ECM 40

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





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Iron Knuckle-C class Flack Battlecruiser    30 000 tons     644 Crew     6059.7 BP      TCS 600  TH 3000  EM 1920
5000 km/s     Armour 8-86     Shields 64-300     Sensors 1/36/0/0     Damage Control Rating 30     PPV 260.52
Maint Life 4.27 Years     MSP 3787    AFR 240%    IFR 3.3%    1YR 333    5YR 4997    Max Repair 500 MSP
Intended Deployment Time: 48 months    Spare Berths 2   
Magazine 412   

1000 EP Internal Fusion Drive (3)    Power 1000    Fuel Use 20%    Signature 1000    Exp 10%
Fuel Capacity 2 250 000 Litres    Range 67.5 billion km   (156 days at full power)
Theta R300/384 Shields (16)   Total Fuel Cost  256 Litres per hour  (6 144 per day)

Twin Gauss Cannon R3-100 Turret (12x8)    Range 30 000km     TS: 25000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-25000 (2)    Max Range: 80 000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0

Active Defense Pod (252)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Size 10 Box Launcher (16)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Missile Fire Control FC77-R100 (2)     Range 77.8m km    Resolution 100
Missile Fire Control FC25-R1 (2)     Range 25.9m km    Resolution 1
Missile Fire Control FC18-R50 (2)     Range 18.3m km    Resolution 50
Meteor Mk II (110)  Speed: 60 000 km/s   End: 0.4m    Range: 1.3m km   WH: 1    Size: 1    TH: 840/504/252
Sparrow Mk 1 (142)  Speed: 30 700 km/s   End: 38.1m    Range: 70.2m km   WH: 4    Size: 1    TH: 286/172/86
Nova Bomb Mk III (16)  Speed: 34 600 km/s   End: 1.6m    Range: 3.4m km   WH: 64    Size: 10    TH: 323/193/96

Active Search Sensor MR34-R1 (1)     GPS 192     Range 34.6m km    MCR 3.8m km    Resolution 1
Active Search Sensor MR302-R100 (1)     GPS 16800     Range 302.4m km    Resolution 100
Active Search Sensor MR6-R50 (1)     GPS 240     Range 6.1m km    Resolution 50
Active Search Sensor MR8-R100 (1)     GPS 480     Range 8.6m km    Resolution 100
EM Detection Sensor EM2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECM 40

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

Title: Re: Ships
Post by: formicae on May 14, 2016, 11:51:22 AM
My starting ships from today's 100M-population start: 3 cargo ships, 1 colony ship, and 1 geosurvey ship. No military ships yet, since my empire has no idea that there's someone out there.

I took a liking to small freighters a while back; I forget why, but finding that adding a jump tender to a fleet of them was cheaper than with large ships was a nice surprise.

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Empire FT class Cargo Ship    8 300 tons     52 Crew     145.5 BP      TCS 166  TH 160  EM 0
963 km/s     Armour 1-36     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 11    Max Repair 32 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Cargo 5000    Cargo Handling Multiplier 10   

160 EP Commercial Nuclear Pulse Engine (1)    Power 160    Fuel Use 4.55%    Signature 160    Exp 4%
Fuel Capacity 50 000 Litres    Range 23.8 billion km   (286 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
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Empire CS class Colony Ship    8 350 tons     70 Crew     339.5 BP      TCS 167  TH 160  EM 0
958 km/s     Armour 1-36     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 25    Max Repair 32 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Cryogenic Berths 20000    Cargo Handling Multiplier 10   

160 EP Commercial Nuclear Pulse Engine (1)    Power 160    Fuel Use 4.55%    Signature 160    Exp 4%
Fuel Capacity 50 000 Litres    Range 23.7 billion km   (286 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
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Hyperion class Geosurvey Ship    2 250 tons     32 Crew     200.2 BP      TCS 45  TH 96  EM 0
2133 km/s     Armour 1-15     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 1     PPV 0
MSP 56    Max Repair 100 MSP
Intended Deployment Time: 60 months    Spare Berths 1   

96 EP Commercial Nuclear Pulse Engine (1)    Power 96    Fuel Use 6.38%    Signature 96    Exp 4%
Fuel Capacity 100 000 Litres    Range 125.4 billion km   (680 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes
Title: Re: Ships
Post by: Iranon on May 23, 2016, 03:38:05 AM
One of my favourite ship types is fast, thin-skinned cruisers armed with 15cm lasers (useful at any range, good area defence) and 10cm railguns (competitive with Gauss turrets as point defence, more powerful in a brawl if it comes to that, less overhead for fire controls).
My current game went on to a higher tech level than I'm usually familiar with, capacitor-10 allows me to power more advanced weapons every round, so I'm planning to build a few of these:

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Leviathan class Battlecruiser    32 000 tons     911 Crew     12880 BP      TCS 640  TH 11200  EM 3240
17500 km/s     Armour 2-89     Shields 108-360     Sensors 1/1/0/0     Damage Control Rating 14     PPV 166
Maint Life 1.11 Years     MSP 3522    AFR 585%    IFR 8.1%    1YR 2864    5YR 42954    Max Repair 1136 MSP
Intended Deployment Time: 12.5 months    Spare Berths 0   

Legionarius 50x80 Solid Core AM Drive (7)    Power 1600    Fuel Use 7.16%    Signature 1600    Exp 8%
Fuel Capacity 700 000 Litres    Range 55.0 billion km   (36 days at full power)
Omicron R360/360 Shields (18)   Total Fuel Cost  270 Litres per hour  (6 480 per day)

Quad 20cm xX-ray Laser Mount (1x4)    Range 600 000km     TS: 17500 km/s     Power 40-40     RM 9    ROF 5        10 10 10 10 10 10 10 10 10 9
Quad 15cm xX-ray Laser Mount (4x4)    Range 540 000km     TS: 17500 km/s     Power 24-24     RM 9    ROF 5        6 6 6 6 6 6 6 6 6 5
Dies Irae 15cm Railgun V8/C10 (4x4)    Range 240 000km     TS: 17500 km/s     Power 9-10     RM 8    ROF 5        3 3 3 3 3 3 3 3 2 2
Dies Irae 10cm Railgun V8/C3 (18x4)    Range 80 000km     TS: 17500 km/s     Power 3-3     RM 8    ROF 5        1 1 1 1 1 1 1 1 0 0
Sagittarius Fire Control S00.9 75-17500 (3)    Max Range: 150 000 km   TS: 17500 km/s     93 87 80 73 67 60 53 47 40 33
Sagittarius Fire Control S03.5 300-17500 (1)    Max Range: 600 000 km   TS: 17500 km/s     98 97 95 93 92 90 88 87 85 83
Vi Solid-core AM Reactor 0.5-10 (1)     Total Power Output 10    Armour 0    Exp 20%
Vi Solid-core AM Reactor 1-20 (11)     Total Power Output 220    Armour 0    Exp 20%

Auspex 1R1-11.5m Active Search Sensor (1)     GPS 36     Range 11.5m km    MCR 1.3m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

and a command variant with a flag bridge and extensive sensor suite, at the expense of firepower:

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Leviathan - C class Battlecruiser    32 000 tons     884 Crew     13052 BP      TCS 640  TH 11200  EM 3240
17500 km/s     Armour 2-89     Shields 108-360     Sensors 90/160/0/0     Damage Control Rating 15     PPV 106
Maint Life 1.1 Years     MSP 3824    AFR 546%    IFR 7.6%    1YR 3191    5YR 47863    Max Repair 1800 MSP
Intended Deployment Time: 12.65 months    Spare Berths 0   
Flag Bridge   

Legionarius 50x80 Solid Core AM Drive (7)    Power 1600    Fuel Use 7.16%    Signature 1600    Exp 8%
Fuel Capacity 700 000 Litres    Range 55.0 billion km   (36 days at full power)
Omicron R360/360 Shields (18)   Total Fuel Cost  270 Litres per hour  (6 480 per day)

Quad 15cm xX-ray Laser Mount (1x4)    Range 540 000km     TS: 17500 km/s     Power 24-24     RM 9    ROF 5        6 6 6 6 6 6 6 6 6 5
Quad 20cm xX-ray Laser Mount (1x4)    Range 600 000km     TS: 17500 km/s     Power 40-40     RM 9    ROF 5        10 10 10 10 10 10 10 10 10 9
Dies Irae 10cm Railgun V8/C3 (12x4)    Range 80 000km     TS: 17500 km/s     Power 3-3     RM 8    ROF 5        1 1 1 1 1 1 1 1 0 0
Dies Irae 15cm Railgun V8/C10 (5x4)    Range 240 000km     TS: 17500 km/s     Power 9-10     RM 8    ROF 5        3 3 3 3 3 3 3 3 2 2
Sagittarius Fire Control S03.5 300-17500 (1)    Max Range: 600 000 km   TS: 17500 km/s     98 97 95 93 92 90 88 87 85 83
Sagittarius Fire Control S00.9 75-17500 (2)    Max Range: 150 000 km   TS: 17500 km/s     93 87 80 73 67 60 53 47 40 33
Vi Solid-core AM Reactor 1-20 (7)     Total Power Output 140    Armour 0    Exp 20%
Vi Solid-core AM Reactor 0.5-10 (1)     Total Power Output 10    Armour 0    Exp 20%

Augur 50R80-5.2b Active Search Sensor (1)     GPS 144000     Range 5 151.9m km    Resolution 80
Auspex 1R1-11.5m Active Search Sensor (1)     GPS 36     Range 11.5m km    MCR 1.3m km    Resolution 1
Auspex Thermal Sensor TH5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
Auspex EM Detection Sensor EM5-160 (1)     Sensitivity 160     Detect Sig Strength 1000:  160m km

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

I'm a bit disappointed how little the new weapons seem to add, two dozen of each older gun type would have been just as good.
Maybe it'll seem worth it when I reach capacitor-12, to power 20 and 30cm railguns, the latter finally replacing the 15cm lasers.  But again it seems like all I get is an incremental upgrade for considerable research investment and a hefty build cost increase.
Title: Re: Ships
Post by: ty55101 on June 17, 2016, 11:34:53 PM
I was looking through the forums and saw that I never did reply to this. So, I guess now is a good a time as any.

First off we have my massive carrier that was originally designed to tractor beam a hugely fast ship that wasted fuel so bad, but I didn't know how tractor beams worked at that point so now it is just a carrier to miniature dropships designed to stall enemy ships in their combat along with a lifeboat should I need to abandon it.

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Warcarriage - Mk2  class Carrier    51 000 tons     1263 Crew     8327.3 BP      TCS 1020  TH 2400  EM 0
2352 km/s    JR 4-50     Armour 7-122     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 94     PPV 30
Maint Life 3 Years     MSP 10572    AFR 247%    IFR 3.4%    1YR 1759    5YR 26381    Max Repair 3071 MSP
Intended Deployment Time: 30 months    Flight Crew Berths 32   
Hangar Deck Capacity 4000 tons     Troop Capacity: 1 Battalion    Magazine 345    Cryogenic Berths 200    Tractor Beam     

J51000(4-50) Military Jump Drive     Max Ship Size 51000 tons    Distance 50k km     Squadron Size 4
400 EP Commercial Magneto-plasma Drive (6)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 1 000 000 Litres    Range 79.8 billion km   (392 days at full power)

CIWS-120 (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Size 5 Missile Launcher (6)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC37-R100 (1)     Range 37.8m km    Resolution 100
Size 4.96 Anti-ship Missile (59)  Speed: 3 000 km/s   End: 858.9m    Range: 154.6m km   WH: 9    Size: 4.96    TH: 29/17/8
Size 5 Anti-ship Missile (10)  Speed: 2 900 km/s   End: 858.9m    Range: 149.5m km   WH: 4    Size: 5    TH: 9/5/2

Active Search Sensor MR771-R150 (1)     GPS 157500     Range 771.6m km    Resolution 150

Strike Group
1x W-lifeboat - Mk2 Lifeboat   Speed: 4824 km/s    Size: 9.95
9x W-boarding ship - Mk2 Fighter Transport   Speed: 12648 km/s    Size: 7.59

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

Here are the fighters if you want them:

Off-Topic: show
W-boarding ship - Mk2 class Fighter Transport    380 tons     2 Crew     82.3 BP      TCS 7.59  TH 96  EM 0
12648 km/s     Armour 3-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 12.55 Years     MSP 34    AFR 4%    IFR 0.1%    1YR 0    5YR 6    Max Repair 15 MSP
Intended Deployment Time: 0.01 months    Spare Berths 7   
Drop Capacity: 1 Company   

24 EP Magneto-plasma Drive (4)    Power 24    Fuel Use 136.41%    Signature 24    Exp 15%
Fuel Capacity 5 000 Litres    Range 1.7 billion km   (38 hours at full power)

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


Off-Topic: show
W-lifeboat - Mk2 class Lifeboat    498 tons     4 Crew     94.5 BP      TCS 9.95  TH 48  EM 0
4824 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 8.68 Years     MSP 30    AFR 7%    IFR 0.1%    1YR 1    5YR 11    Max Repair 12 MSP
Intended Deployment Time: 3 months    Spare Berths 72   
Cryogenic Berths 400   

24 EP Magneto-plasma Drive (2)    Power 24    Fuel Use 136.41%    Signature 24    Exp 15%
Fuel Capacity 150 000 Litres    Range 39.8 billion km   (95 days at full power)

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


Next up is my supply/command ship. The reason I made it my command ship is because it doesn't really have another reason to target it, and I think the AI use a priority system when targeting contacts spotted at the same time.

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Crossbow - Mk2 class Command Ship    19 900 tons     199 Crew     2031 BP      TCS 398  TH 1200  EM 0
3015 km/s     Armour 6-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 0
Maint Life 8.87 Years     MSP 11638    AFR 316%    IFR 4.4%    1YR 265    5YR 3982    Max Repair 150 MSP
Intended Deployment Time: 100 months    Spare Berths 0   
Flag Bridge    Magazine 630    Cryogenic Berths 1000   

400 EP Commercial Magneto-plasma Drive (3)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 4 000 000 Litres    Range 818.6 billion km   (3142 days at full power)

Size 5 Anti-ship Missile (20)  Speed: 2 900 km/s   End: 858.9m    Range: 149.5m km   WH: 4    Size: 5    TH: 9/5/2
Size 4.96 Anti-ship Missile (110)  Speed: 3 000 km/s   End: 858.9m    Range: 154.6m km   WH: 9    Size: 4.96    TH: 29/17/8

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

The dumbest part of my fleet is the destroyers, basically ships I use to act as overpriced bait and if they reach the enemy in time tear them to shreds.

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Ranseur class Destroyer    6 100 tons     159 Crew     1011.6 BP      TCS 122  TH 800  EM 0
6557 km/s     Armour 7-29     Shields 0-0     Sensors 1/30/0/0     Damage Control Rating 6     PPV 24
Maint Life 4.35 Years     MSP 622    AFR 49%    IFR 0.7%    1YR 53    5YR 795    Max Repair 200 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

400 EP Magneto-plasma Drive (2)    Power 400    Fuel Use 37.5%    Signature 400    Exp 10%
Fuel Capacity 250 000 Litres    Range 19.7 billion km   (34 days at full power)

Gauss Cannon R2-50 (8x2)    Range 20 000km     TS: 6557 km/s     Accuracy Modifier 50%     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S04 96-6000 (1)    Max Range: 192 000 km   TS: 6000 km/s     95 90 84 79 74 69 64 58 53 48

EM Detection Sensor EM5-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
This design is classed as a Military Vessel for maintenance purposes

This is a giant scout ship designed to basically go in see everything take damage and get out. That is why it has so many CIWS.

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Crusade - Mk2 class Cruiser    33 100 tons     614 Crew     3453.8 BP      TCS 662  TH 2000  EM 0
3021 km/s    JR 3-50     Armour 6-91     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 29     PPV 0
Maint Life 6.17 Years     MSP 9891    AFR 302%    IFR 4.2%    1YR 445    5YR 6676    Max Repair 712 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Cryo Drop Capacity: 1 Company    Cryogenic Berths 400   

J33200(3-50) Military Jump Drive     Max Ship Size 33200 tons    Distance 50k km     Squadron Size 3
400 EP Commercial Magneto-plasma Drive (5)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 1 500 000 Litres    Range 184.5 billion km   (707 days at full power)

CIWS-120 (15x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR126-R100 (1)     GPS 21000     Range 126.0m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes
Title: Re: Ships
Post by: ChildServices on June 18, 2016, 01:11:37 AM
My fleet's meant to be based on Freespace, so all of my capital ships are meant to be long-deployment fighting machines, which are used in small numbers, that're used to intimidate the enemy more than actually kill them. Most of my actual fighting work should be done by FACs (which I'm using to represent FS's bombers) and fighters.

I'm stopping myself from using certain technologies (such as shields and particle beams) and building certain ships that fill certain roles until I either encounter those technologies or find myself in a war and "HQ" decides that we need something for that role.

Capital Ships:
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Orion class Destroyer Leader    100,000 tons     2238 Crew     24080.2 BP      TCS 2000  TH 4000  EM 0
4000 km/s    JR 5-100     Armour 19-191     Shields 0-0     Sensors 240/240/0/0     Damage Control Rating 150     PPV 20
Maint Life 4.16 Years     MSP 22577    AFR 533%    IFR 7.4%    1YR 2088    5YR 31322    Max Repair 1013 MSP
Intended Deployment Time: 36 months    Flight Crew Berths 227   
Flag Bridge    Hangar Deck Capacity 32000 tons     Troop Capacity: 1 Battalion    Magazine 2500    Cargo Handling Multiplier 40   

GTD Atlas J100000(5-100) Military Jump Drive     Max Ship Size 100000 tons    Distance 100k km     Squadron Size 5
Vishnevsky Space & Security 1000 EP Magneto-plasma Drive (8)    Power 1000    Fuel Use 17.47%    Signature 500    Exp 12%
Fuel Capacity 5,000,000 Litres    Range 51.5 billion km   (149 days at full power)

Kurz & Wecker Size 1 Missile Launcher (50% Reduction) (40)    Missile Size 1    Rate of Fire 20
AMM Missile Fire Control FC129-R1 (50%) (8)     Range 129.6m km    Resolution 1
Sandpaper Mk3 (600)  Speed: 72,000 km/s   End: 3.2m    Range: 14m km   WH: 1    Size: 1    TH: 792/475/237
Stiletto Mk2 (237)  Speed: 54,000 km/s   End: 9.3m    Range: 30m km   WH: 25    Size: 8    TH: 630/378/189

Orion Small Active Search Sensor MR643-R20 (50%) (1)     GPS 12000     Range 644.0m km    Resolution 20
Orion Large Active Search Sensor MR1440-R100 (50%) (1)     GPS 60000     Range 1,440.0m km    Resolution 100
AMM Active Search Sensor MR144-R1 (50%) (1)     GPS 600     Range 144.0m km    MCR 15.7m km    Resolution 1
Bazargan  Electronics Thermal Sensor TH10-240 (50%) (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km
Bazargan  Electronics EM Detection Sensor EM10-240 (50%) (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

Strike Group
16x Angel Fighter-Scout   Speed: 19200 km/s    Size: 10

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Fenris class Escort Cruiser    25,000 tons     669 Crew     9798.6 BP      TCS 500  TH 1500  EM 0
6000 km/s    JR 5-100     Armour 10-76     Shields 0-0     Sensors 120/120/0/0     Damage Control Rating 28     PPV 100
Maint Life 4.08 Years     MSP 6859    AFR 178%    IFR 2.5%    1YR 659    5YR 9878    Max Repair 900 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Magazine 760   

GTC Atlas J25000(5-100) Military Jump Drive     Max Ship Size 25000 tons    Distance 100k km     Squadron Size 5
Vishnevsky Space & Security 1000 EP Magneto-plasma Drive (3)    Power 1000    Fuel Use 17.47%    Signature 500    Exp 12%
Fuel Capacity 1,875,000 Litres    Range 77.3 billion km   (149 days at full power)

Kurz & Wecker Size 6 Missile Launcher (50% Reduction) (20)    Missile Size 6    Rate of Fire 115
Kurz & Wecker Size 1 Missile Launcher (50% Reduction) (80)    Missile Size 1    Rate of Fire 20
Phase I Missile Fire Control FC129-R100 (50%) (4)     Range 129.6m km    Resolution 100
Phase II Missile Fire Control FC86-R100 (50%) (4)     Range 86.4m km    Resolution 100
AMM Missile Fire Control FC129-R1 (50%) (8)     Range 129.6m km    Resolution 1
Sandpaper Mk3 (280)  Speed: 72,000 km/s   End: 3.2m    Range: 14m km   WH: 1    Size: 1    TH: 792/475/237
Interceptor 269B (20)  Speed: 72,000 km/s   End: 13.9m    Range: 60m km   WH: 4    Size: 6    TH: 864/518/259
Sunfire B (20)  Speed: 72,000 km/s   End: 10.4m    Range: 45m km   WH: 9    Size: 6    TH: 624/374/187
Phoenix II (40)  Speed: 72,000 km/s   End: 6.9m    Range: 30m km   WH: 16    Size: 6    TH: 288/172/86

AMM Active Search Sensor MR144-R1 (50%) (1)     GPS 600     Range 144.0m km    MCR 15.7m km    Resolution 1
Fenris Small Active Search Sensor MR321-R20 (50%) (1)     GPS 6000     Range 322.0m km    Resolution 20
Fenris Large Active Search Sensor MR720-R100 (50%) (1)     GPS 30000     Range 720.0m km    Resolution 100
Bazargan  Electronics Thermal Sensor TH5-120 (50%) (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km
Bazargan  Electronics EM Detection Sensor EM5-120 (50%) (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km

The Daedalus isn't a canon vessel but I needed it in the ultra early game when I couldn't build an Orion. Having small carriers (since I can't afford dozens of Orions, atm I've only built one of them) that could carry a bomber wing around wasn't too bad of an idea so I decided to carry them into the second generation to watch over my survey groups.
Code: [Select]
Daedalus II class Scout Carrier    25,000 tons     621 Crew     7331.9 BP      TCS 500  TH 1500  EM 0
6000 km/s    JR 5-100     Armour 8-76     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 40     PPV 20
Maint Life 4.15 Years     MSP 7332    AFR 125%    IFR 1.7%    1YR 681    5YR 10220    Max Repair 900 MSP
Intended Deployment Time: 36 months    Flight Crew Berths 31   
Hangar Deck Capacity 4000 tons     Magazine 944   

GTC Atlas J25000(5-100) Military Jump Drive     Max Ship Size 25000 tons    Distance 100k km     Squadron Size 5
Vishnevsky Space & Security 1000 EP Magneto-plasma Drive (3)    Power 1000    Fuel Use 17.47%    Signature 500    Exp 12%
Fuel Capacity 1,875,000 Litres    Range 77.3 billion km   (149 days at full power)

Kurz & Wecker Size 1 Missile Launcher (50% Reduction) (40)    Missile Size 1    Rate of Fire 20
AMM Missile Fire Control FC129-R1 (50%) (4)     Range 129.6m km    Resolution 1
Sandpaper Mk3 (320)  Speed: 72,000 km/s   End: 3.2m    Range: 14m km   WH: 1    Size: 1    TH: 792/475/237
Stiletto Mk2 (78)  Speed: 54,000 km/s   End: 9.3m    Range: 30m km   WH: 25    Size: 8    TH: 630/378/189

AMM Active Search Sensor MR144-R1 (50%) (1)     GPS 600     Range 144.0m km    MCR 15.7m km    Resolution 1
Fenris Large Active Search Sensor MR720-R100 (50%) (1)     GPS 30000     Range 720.0m km    Resolution 100

Fighters and Bombers:
The only fighter I have is the "Angel" scout fighter, which I don't think is very good. Maybe I can use it for shooting missiles down? Who knows.
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Angel class Fighter-Scout    500 tons     5 Crew     432 BP      TCS 10  TH 46.08  EM 0
19200 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 73    5YR 1100    Max Repair 192 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5   

Angel 192 EP Magneto-plasma Drive (1)    Power 192    Fuel Use 299.3%    Signature 46.08    Exp 30%
Fuel Capacity 15,000 Litres    Range 1.8 billion km   (26 hours at full power)

ML-01X 10cm C1.5 Soft X-ray Laser (2)    Range 180,000km     TS: 19200 km/s     Power 3-1.5     RM 6    ROF 10        3 3 3 3 3 3 2 2 2 1
ML-01X Fire Control S00.7 150-5000 (FTR) (1)    Max Range: 300,000 km   TS: 20000 km/s     97 93 90 87 83 80 77 73 70 67
ML-01X Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 3    Armour 0    Exp 5%

ML-01X AMM Active Search Sensor MR1-R1 (1)     GPS 6     Range 1.4m km    MCR 157k km    Resolution 1
ML-01X Active Search Sensor MR4-R10 (50%) (1)     GPS 60     Range 4.6m km    Resolution 10

Code: [Select]
Achilles II class Bomber    1,000 tons     3 Crew     396.4 BP      TCS 20  TH 69.12  EM 0
14400 km/s     Armour 4-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 12
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 123    5YR 1842    Max Repair 288 MSP
Intended Deployment Time: 0.05 months    Spare Berths 2   
Magazine 80   

Vishnevsky Space & Security 288 EP Magneto-plasma Drive (1)    Power 288    Fuel Use 293.06%    Signature 69.12    Exp 30%
Fuel Capacity 20,000 Litres    Range 1.2 billion km   (23 hours at full power)

Kurz & Wecker Size 8 Box Launcher (10)    Missile Size 8    Hangar Reload 60 minutes    MF Reload 10 hours
Stiletto Missile Fire Control FC86-R100 (50%) (1)     Range 86.4m km    Resolution 100
Stiletto Mk2 (10)  Speed: 54,000 km/s   End: 9.3m    Range: 30m km   WH: 25    Size: 8    TH: 630/378/189
The Achilles also comes in a squad leader version, which has one less missile tube but carries this active sensor:
Code: [Select]
Stiletto Active Search Sensor MR86-R100 (50%) (1)     GPS 3600     Range 86.4m km    Resolution 100
The Hector was what I'd built at the start of the game to make Mars and Luna shut the frakk up about not having enough protection. Its current role in the Second Generation Battlefleet is kind of ambiguous, I plan on using it to augment the Orion's defensive and anti-fighter capabilities, specifically the Orion since the Orion is the only ship that actually carries them. I'll probably phase them out when my fighters are better. Since the role of it is basically to protect its mothership, it doesn't need to go very far or be particularly fast.
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Hector III class Gunboat    1,000 tons     7 Crew     689 BP      TCS 20  TH 34.56  EM 0
7200 km/s     Armour 4-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 9
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 123    5YR 1845    Max Repair 270 MSP
Intended Deployment Time: 0.05 months    Spare Berths 6   
Magazine 54   

Vishnevsky Space & Security 144 EP Magneto-plasma Drive (1)    Power 144    Fuel Use 302.42%    Signature 34.56    Exp 30%
Fuel Capacity 10,000 Litres    Range 0.6 billion km   (22 hours at full power)

Kurz & Wecker Size 1 Missile Launcher (50% Reduction) (18)    Missile Size 1    Rate of Fire 20
AMM Missile Fire Control FC129-R1 (50%) (1)     Range 129.6m km    Resolution 1
Sandpaper Mk3 (54)  Speed: 72,000 km/s   End: 3.2m    Range: 14m km   WH: 1    Size: 1    TH: 792/475/237

Hector Active Search Sensor MR20-R1 (50%) (1)     GPS 84     Range 20.2m km    MCR 2.2m km    Resolution 1

20 seconds is probably too long a reload for AMM-tubes, but I wanted to fit as many of the damn things as I could onboard.
Title: Re: Ships
Post by: AL on June 18, 2016, 04:40:21 AM
Ah, had some good memories from Freespace.
For your fighters, I would suggest dropping the laser wavelength tech right down (and re-stat your fire control accordingly) since 10cm lasers just don't have enough base range to make the modifiers worth the extra cost for just a few k km extra range. I guess at the stage you're at you probably won't be too concerned with the cost, but it does mean you can produce more of those fighters in a given time-frame.
Also, do you have any particular reasons why you used 2x 50% size lasers instead of a single full-size (and ROF 5) laser? I've been thinking about this one somewhat and don't really have any good arguments either way.
Title: Re: Ships
Post by: ChildServices on June 18, 2016, 06:48:13 PM
Also, do you have any particular reasons why you used 2x 50% size lasers instead of a single full-size (and ROF 5) laser? I've been thinking about this one somewhat and don't really have any good arguments either way.
I'm mostly trying to make sure my ships have the guns that they're meant to in Freespace. It has two lasers because the GTF Valkyrie (which is supposed to be based on the Angel) has 4 weapon slots. In the tech room it says "It has two additional engines, as well as an additional set of primary hardpoints.". I figured "additional set" meant that the original Angel had 2 guns.

Of course, one exception is that if a ship has Terran Turrets I'm giving it missile batteries instead (like I did on the Fenris), because Terran Turrets suck.
Title: Re: Ships
Post by: MarcAFK on June 25, 2016, 12:35:13 PM
Heres some astoundingly bad designs from my newly started Federation campaign, it seems nobody told Starfleet that a jack-of-all-trades vessel is actually a master of none. Well except for the vulcans, but they wanted no weapons on board at all so screw those guys.
First up is the NX Alpha, a simple vessel meant to test the soundness of the newly developed Warp(jump) drives, it also has basic grav sensors to test the effect that warp travel has on the calibration of sensitive equipment, the class can easily be refit with geological sensors to survey the rest of the solar system.
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NX-Alpha class Prototype    1,000 tons     26 Crew     181.4 BP      TCS 20  TH 16  EM 0
800 km/s    JR 1-50     Armour 1-8     Shields 0-0     Sensors 1/1/1/0     Damage Control Rating 1     PPV 0
Maint Life 10.45 Years     MSP 113    AFR 8%    IFR 0.1%    1YR 2    5YR 28    Max Repair 100 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

Class 5 Warp Drive J1000(1-50) Initial Prototype     Max Ship Size 1000 tons    Distance 50k km     Squadron Size 1
016 EP NT Class Impulse Drive (1)    Power 16    Fuel Use 54.95%    Signature 16    Exp 8%
Fuel Capacity 135,000 Litres    Range 44.2 billion km   (639 days at full power)

Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Next is the Discovery class, the lead ship of which is the NX-01 enterprise commanded by Captain Jonathan Archer, tasked with exploring the local star cluster, to seek out new life and civilisations, and to go where no man has gone before, at least as far as fuel supplies, maintenance and crew morale last.
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Discovery class Research Vessel    24,000 tons     695 Crew     3377 BP      TCS 480  TH 200  EM 600
833 km/s    JR 3-50     Armour 2-74     Shields 20-300     Sensors 50/50/2/2     Damage Control Rating 32     PPV 39
Maint Life 2.96 Years     MSP 2935    AFR 209%    IFR 2.9%    1YR 499    5YR 7481    Max Repair 925 MSP
Intended Deployment Time: 36 months    Flight Crew Berths 1   
Hangar Deck Capacity 250 tons     Magazine 168    Cryogenic Berths 400   

Class 5 Warp Drive J24000(3-50)     Max Ship Size 24000 tons    Distance 50k km     Squadron Size 3
200 EP NT Class Impulse Drive (2)    Power 200    Fuel Use 28.62%    Signature 100    Exp 8%
Fuel Capacity 1,400,000 Litres    Range 36.7 billion km   (509 days at full power)
Alpha R300/240 Shields (20)   Total Fuel Cost  200 Litres per hour  (4,800 per day)

10cm C1 Infrared Phase Cannon (3)    Range 30,000km     TS: 1250 km/s     Power 3-1     RM 1    ROF 15        3 1 1 0 0 0 0 0 0 0
27 Ghz Comms Array (2)    Range 15,000km     TS: 1250 km/s     Power 3-1     RM 1.5    ROF 15        1 0 0 0 0 0 0 0 0 0
Comms Targeting Array 15-1250 (1)    Max Range: 30,000 km   TS: 1250 km/s     67 33 0 0 0 0 0 0 0 0
Phase Cannon FC 30-1250 (1)    Max Range: 60,000 km   TS: 1250 km/s     83 67 50 33 17 0 0 0 0 0
PWR A-18 Main Engine Core (1)     Total Power Output 18    Armour 0    Exp 5%

Size 6 Torpedo Launcher (4)    Missile Size 6    Rate of Fire 180
Torpedo Targeting Array FC106-R200 (1)     Range 106.1m km    Resolution 200
Size 6 Spatial Torpedo  (28)  Speed: 4,600 km/s   End: 256.4m    Range: 70.8m km   WH: 6    Size: 6    TH: 15/9/4

Active Gravimetric Sensor MR84-R200 (1)     GPS 24000     Range 84.9m km    Resolution 200

Soon to be joined by the Columbia, and Challenger in its bold campaign of discovery.
And finally there is the Constellation class freighters, an ancient but proven reliable design using obsolete chemical engines, 2 are currently in service running infrastructure and colonists to the Nascent martian colony. Many of it's sensor and computer systems are modern designs, shared even with the state of the art Enterprise.
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Constellation class Colony Ship    40,000 tons     806 Crew     1626.5 BP      TCS 800  TH 75  EM 0
93 km/s     Armour 1-104     Shields 0-0     Sensors 50/50/0/0     Damage Control Rating 49     PPV 6
Maint Life 6.9 Years     MSP 1991    AFR 328%    IFR 4.6%    1YR 73    5YR 1094    Max Repair 50 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 2   
Hangar Deck Capacity 250 tons     Cargo 15000    Cryogenic Berths 30000    Passengers 250    Cargo Handling Multiplier 5   

025 EP Chemical Rocket Engine (3)    Power 25    Fuel Use 49.41%    Signature 25    Exp 25%
Fuel Capacity 300,000 Litres    Range 2.7 billion km   (337 days at full power)

27 Ghz Comms Array (2)    Range 15,000km     TS: 1250 km/s     Power 3-1     RM 1.5    ROF 15        1 0 0 0 0 0 0 0 0 0
Comms Targeting Array 15-1250 (1)    Max Range: 30,000 km   TS: 1250 km/s     67 33 0 0 0 0 0 0 0 0
PWR A2 Engine Core (1)     Total Power Output 2    Armour 0    Exp 5%

Hazard Avoidance Sensor MR1-R1 (1)     GPS 20     Range 1,000k km    MCR 109k km    Resolution 1
Thermionic Sensor TH10-50 (1)     Sensitivity 50     Detect Sig Strength 1000:  50m km
Gravimetric Sensor EM10-50 (1)     Sensitivity 50     Detect Sig Strength 1000:  50m km

Strike Group
1x Comet Courier   Speed: 200 km/s    Size: 5

This design is classed as a Military Vessel for maintenance purposes
Not a stellar design (pun intended), but for the short hop delivering infrastructure between earth and mars it's good enough.
I'm sure as the campaign develops humanity will realise that that warships need to carry rather more firepower, and survey ships should be swifter, longer ranger and more covert, but we'll see.

Edit: I've changed the Constellation class design from the original 5 hold cargo ship design to an equal cargo and colonist design which is more logical from a colonisation standpoint.
Title: Re: Ships
Post by: ChildServices on June 26, 2016, 06:30:49 PM
It's gonna be great once you reach the tech level you need to create the Defiant. Wasn't there a thread on the Starfleet approach to ship design awhile ago?
Title: Re: Ships
Post by: MarcAFK on June 27, 2016, 01:09:33 AM
The idea isn't to create terrible warships, but rather to create more interesting scout ships. Easier to detect though, also I seem to have forgotten to use thermal shielding on the Discoery class, but did use it on the Freighters? *shrug* Its going to be interesting when I go to war, since every warship must use its own jump engine, i'll also try to maintain the idea of the flagship design being an explorer rather than a pure warrior.
If I can maintain a consistently high tech level It should be fine, speed is probably what's needed the most to run from anything truely nasty. Fuel supplies are going to be a constant problem though with the entire fleet needing jump engines, heavy science or other redundant systems, and high speed.
Title: Re: Ships
Post by: Iranon on June 27, 2016, 02:32:26 AM
Making something terrible is rarely the aim, but I find the wasteful designs that only work because they're generally the most technological advanced of the regulars fits the Federation.
Inefficient, usually incompetent, often hypocritical, careless with everyone's lives but always projecting an air of genteel superiority.
Title: Re: Ships
Post by: iceball3 on June 27, 2016, 01:23:47 PM
The idea isn't to create terrible warships, but rather to create more interesting scout ships. Easier to detect though, also I seem to have forgotten to use thermal shielding on the Discoery class, but did use it on the Freighters? *shrug* Its going to be interesting when I go to war, since every warship must use its own jump engine, i'll also try to maintain the idea of the flagship design being an explorer rather than a pure warrior.
If I can maintain a consistently high tech level It should be fine, speed is probably what's needed the most to run from anything truely nasty. Fuel supplies are going to be a constant problem though with the entire fleet needing jump engines, heavy science or other redundant systems, and high speed.
Speaking of which, do you have enough maintenance facilities for the Discovery? It might break down completely and explode if you don't.
Title: Re: Ships
Post by: 83athom on June 27, 2016, 02:37:47 PM
Speaking of which, do you have enough maintenance facilities for the Discovery? It might break down completely and explode if you don't.
MarkAFK usually plays with overhauls/maintenance off so there is that.
Title: Re: Ships
Post by: MarcAFK on June 28, 2016, 12:54:31 AM
I always play with them on, frequently I start with ships too big for what I have and watch them slowly fall apart as I field better ships.
This game is basically my standard low transNewtonian start. I start with conventional then add all precursor techs needed for basic weapons systems. In this case I have jump drive level 5 to start which slightly makes up for forcing myself to use them on all warship, additionally I started with a 1 slipway militarly shipyard and maintenance for the 40'000 ton conventional engines freighters, however I'm refusing to use that shipyard for warships, eventually when I upgrade those ships with real engines I'll switch the yard to commercial. The 24kton 2 slipway yard producing the discoverys will be the primary military yard. As well there's a 1000 ton ton single slipway yard set for making the probe. I'm meaning to post part 2 of the campaign but got bogged down as usual with role play.
Edit: oh that's weird, the design above doesn't show maintenence correctly. The ship has a 3 year maintenence life, notice it has almost 3000 MSP.
More maintenence supplies for the next vessels is actually a major expenditure.
Edit: Aha, I found the problem, in the ships tab the ship design display I copied from cuts out a bunch of data that the class design display tab actually shows, I've amended my original posts.
Title: Re: Ships
Post by: ChildServices on September 02, 2016, 02:53:40 AM
Code: [Select]
Hope class Generation Ship    3,750,000 tons     9905 Crew     120708 BP      TCS 75000  TH 60000  EM 0
800 km/s    JR 2-25(C)     Armour 1-2150     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 100     PPV 0
MSP 2012    Max Repair 62797 MSP
Intended Deployment Time: 60 months    Spare Berths 0   
Cargo 2000000    Cryogenic Berths 2000000    Cargo Handling Multiplier 250   
Terraformer: 10 module(s) producing 0.02 atm per annum

X-J dx JC3750K Commercial Jump Drive     Max Ship Size 3750000 tons    Distance 25k km     Squadron Size 2
X-T 400 EP Commercial Magneto-plasma Drive (150)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 57,150,000 Litres    Range 62.1 billion km   (897 days at full power)

I decided to try and make a generation ship.

It's meant to carry 200 infrastructure, 20 auto mines, 10 construction factories, 10 refineries, and 1 research lab. Part of me is considering dropping the lab and just building it manually on each of the new colonies when they stabilise, though.

Edit: The alternative is this. More people, but significantly slower and without anywhere near as much range on it. Instead of a research lab it has 300 infrastructure and another 10 construction factories.
Code: [Select]
Hope class Generation Ship    3,750,000 tons     8985 Crew     121456.4 BP      TCS 75000  TH 30000  EM 0
400 km/s    JR 2-25(C)     Armour 1-2150     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 111     PPV 0
MSP 2247    Max Repair 62797 MSP
Intended Deployment Time: 72 months    Spare Berths 0   
Cargo 2000000    Cryogenic Berths 3000000    Cargo Handling Multiplier 250   
Terraformer: 9 module(s) producing 0.018 atm per annum

X-J dx JC3750K Commercial Jump Drive     Max Ship Size 3750000 tons    Distance 25k km     Squadron Size 2
X-T 400 EP Commercial Magneto-plasma Drive (75)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 28,575,000 Litres    Range 31.0 billion km   (897 days at full power)
Title: Re: Ships
Post by: iceball3 on September 02, 2016, 02:39:38 PM
Code: [Select]
Hope class Generation Ship    3,750,000 tons     9905 Crew     120708 BP      TCS 75000  TH 60000  EM 0
800 km/s    JR 2-25(C)     Armour 1-2150     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 100     PPV 0
MSP 2012    Max Repair 62797 MSP
Intended Deployment Time: 60 months    Spare Berths 0   
Cargo 2000000    Cryogenic Berths 2000000    Cargo Handling Multiplier 250   
Terraformer: 10 module(s) producing 0.02 atm per annum

X-J dx JC3750K Commercial Jump Drive     Max Ship Size 3750000 tons    Distance 25k km     Squadron Size 2
X-T 400 EP Commercial Magneto-plasma Drive (150)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 57,150,000 Litres    Range 62.1 billion km   (897 days at full power)

I decided to try and make a generation ship.

It's meant to carry 200 infrastructure, 20 auto mines, 10 construction factories, 10 refineries, and 1 research lab. Part of me is considering dropping the lab and just building it manually on each of the new colonies when they stabilise, though.

Edit: The alternative is this. More people, but significantly slower and without anywhere near as much range on it. Instead of a research lab it has 300 infrastructure and another 10 construction factories.
Code: [Select]
Hope class Generation Ship    3,750,000 tons     8985 Crew     121456.4 BP      TCS 75000  TH 30000  EM 0
400 km/s    JR 2-25(C)     Armour 1-2150     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 111     PPV 0
MSP 2247    Max Repair 62797 MSP
Intended Deployment Time: 72 months    Spare Berths 0   
Cargo 2000000    Cryogenic Berths 3000000    Cargo Handling Multiplier 250   
Terraformer: 9 module(s) producing 0.018 atm per annum

X-J dx JC3750K Commercial Jump Drive     Max Ship Size 3750000 tons    Distance 25k km     Squadron Size 2
X-T 400 EP Commercial Magneto-plasma Drive (75)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 28,575,000 Litres    Range 31.0 billion km   (897 days at full power)
Besides a bit of basic infrastructure, my advice would be to reduce a lot of the not-immediately-necessary listings on the manifest into their base minerals instead, such that you can build the infrastructure on-site as your population grows. I figure 150% of the base infrastructure needed for your population for a colony cost 3 planet, enough preconstructed factories to keep half of your population employed, an auto-mine, and the rest as minerals.
It'll take more time to build your colony up from that, but for a single-drop massive delivery, it's extremely size efficient.
Title: Re: Ships
Post by: ChildServices on September 03, 2016, 07:31:09 AM
my advice would be to reduce a lot of the not-immediately-necessary listings on the manifest into their base minerals instead

What constitutes "not-immediately-necessary"? I was thinking of dropping the refineries and research lab and turning it all into auto-mines and infrastructure but I feel like I definitely do need the factories.

Edit: This is what we're probably going to leave Earth with. Carries 400 infrastructure, 20 auto mines, 20 construction factories.
The operation plan is that it surveys the planet, terraforms it, and then is broken apart at a shipyard (a tiny civilian one, which it will be towing behind it for the voyage) for resources.
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Hope class Generation Ship    3,750,000 tons     10195 Crew     122390.4 BP      TCS 75000  TH 60000  EM 0
800 km/s    JR 2-25(C)     Armour 1-2150     Shields 0-0     Sensors 1/1/0/10     Damage Control Rating 100     PPV 0
MSP 2040    Max Repair 62797 MSP
Intended Deployment Time: 60 months    Spare Berths 0   
Cargo 2000000    Cryogenic Berths 2000000    Cargo Handling Multiplier 480    Tractor Beam     
Terraformer: 10 module(s) producing 0.03 atm per annum

X-J dx JC3750K Commercial Jump Drive     Max Ship Size 3750000 tons    Distance 25k km     Squadron Size 2
X-T 400 EP Commercial Magneto-plasma Drive (150)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 60,000,000 Litres    Range 65.2 billion km   (942 days at full power)

Improved Geological Sensors (5)   10 Survey Points Per Hour
Title: Re: Ships
Post by: Kytuzian on September 03, 2016, 09:46:07 AM
What constitutes "not-immediately-necessary"? I was thinking of dropping the refineries and research lab and turning it all into auto-mines and infrastructure but I feel like I definitely do need the factories.

Edit: This is what we're probably going to leave Earth with. Carries 400 infrastructure, 20 auto mines, 20 construction factories.
The operation plan is that it surveys the planet, terraforms it, and then is broken apart at a shipyard (a tiny civilian one, which it will be towing behind it for the voyage) for resources.
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Hope class Generation Ship    3,750,000 tons     10195 Crew     122390.4 BP      TCS 75000  TH 60000  EM 0
800 km/s    JR 2-25(C)     Armour 1-2150     Shields 0-0     Sensors 1/1/0/10     Damage Control Rating 100     PPV 0
MSP 2040    Max Repair 62797 MSP
Intended Deployment Time: 60 months    Spare Berths 0   
Cargo 2000000    Cryogenic Berths 2000000    Cargo Handling Multiplier 480    Tractor Beam     
Terraformer: 10 module(s) producing 0.03 atm per annum

X-J dx JC3750K Commercial Jump Drive     Max Ship Size 3750000 tons    Distance 25k km     Squadron Size 2
X-T 400 EP Commercial Magneto-plasma Drive (150)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 60,000,000 Litres    Range 65.2 billion km   (942 days at full power)

Improved Geological Sensors (5)   10 Survey Points Per Hour

Alternatively, you could carry construction brigades rather than construction factories, I believe they're more efficient in terms of space, and you wouldn't need any population to operate them.

Also, I'd recommend having at least one gravitational survey sensor on it unless you've already found your destination, so you can search for new systems.
Title: Re: Ships
Post by: MarcAFK on September 03, 2016, 10:03:08 AM
What constitutes "not-immediately-necessary"? I was thinking of dropping the refineries and research lab and turning it all into auto-mines and infrastructure but I feel like I definitely do need the factories.

Edit: This is what we're probably going to leave Earth with. Carries 400 infrastructure, 20 auto mines, 20 construction factories.
The operation plan is that it surveys the planet, terraforms it, and then is broken apart at a shipyard (a tiny civilian one, which it will be towing behind it for the voyage) for resources.
Code: [Select]
Hope class Generation Ship    3,750,000 tons     10195 Crew     122390.4 BP      TCS 75000  TH 60000  EM 0
800 km/s    JR 2-25(C)     Armour 1-2150     Shields 0-0     Sensors 1/1/0/10     Damage Control Rating 100     PPV 0
MSP 2040    Max Repair 62797 MSP
Intended Deployment Time: 60 months    Spare Berths 0   
Cargo 2000000    Cryogenic Berths 2000000    Cargo Handling Multiplier 480    Tractor Beam     
Terraformer: 10 module(s) producing 0.03 atm per annum

X-J dx JC3750K Commercial Jump Drive     Max Ship Size 3750000 tons    Distance 25k km     Squadron Size 2
X-T 400 EP Commercial Magneto-plasma Drive (150)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 60,000,000 Litres    Range 65.2 billion km   (942 days at full power)

Improved Geological Sensors (5)   10 Survey Points Per Hour
You wont get much from scrapping, you'll recover the engines, jump drive, cryogenic transports, cargo handling and terraforming modules.  While you will recover a third the cost of those components, you'll only recover a fraction of the total cost because of the other components that arent recovered. Your returns are as follows:
Cost | Recovery
Wealth 120k 25k
Duranium 30k 6k
Neutronium 700 0
Corbomite 5 0
Boronise 3700 750
Mercassium 21k 4600
Sorium 50k 15k
Gallicite 15k 4500
The main things are unrecovered wealth, 2000 Mercassium from crew quarters, and 4,000 duranium from fuel tanks and armour perhaps?
Alternatively, you could carry construction brigades rather than construction factories, I believe they're more efficient in terms of space, and you wouldn't need any population to operate them.

Also, I'd recommend having at least one gravitational survey sensor on it unless you've already found your destination, so you can search for new systems.
You can carry twice as much construction capacity per ton with brigades compared to factories.
Title: Re: Ships
Post by: 83athom on September 27, 2016, 10:33:20 AM
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Independence class Frigate    29 750 tons     771 Crew     3949.48 BP      TCS 595  TH 1250  EM 4500
2100 km/s     Armour 4-85     Shields 150-300     Sensors 1/1/0/0     Damage Control Rating 50     PPV 117
Maint Life 3.77 Years     MSP 1659    AFR 354%    IFR 4.9%    1YR 182    5YR 2737    Max Repair 125 MSP
Intended Deployment Time: 12 months    Spare Berths 2   
Magazine 576   

250EP 25HS NPE (5)    Power 250    Fuel Use 91.71%    Signature 250    Exp 12%
Fuel Capacity 5 000 000 Litres    Range 33.0 billion km   (181 days at full power)
Gamma R300/336 Shields (75)   Total Fuel Cost  1 050 Litres per hour  (25 200 per day)

R1.5/C3 Meson Cannon (10)    Range 15 000km     TS: 3000 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
50cm Railgun V3/C3 (1x4)    Range 192 000km     TS: 3000 km/s     Power 60-3     RM 3    ROF 100        20 20 20 15 11 10 8 7 6 6
Fire Control S03 36-12000 H70 (2)    Max Range: 72 000 km   TS: 12000 km/s     86 72 58 44 31 17 3 0 0 0
Fire Control S03 96-4500 H70 (1)    Max Range: 192 000 km   TS: 4500 km/s     95 90 84 79 74 69 64 58 53 48
PBR O12-S4 (3)     Total Power Output 36    Armour 0    Exp 5%

S6-ML-R3 50% (24)    Missile Size 6    Rate of Fire 300
Missile Fire Control FC64-R100 (70%) (4)     Range 64.8m km    Resolution 100
ASM-40-S6 NPE (96)  Speed: 19 200 km/s   End: 20.7m    Range: 23.8m km   WH: 11    Size: 6    TH: 76/46/23

Active Search Sensor MR22-R150 (70%) (1)     GPS 4500     Range 22.0m km    Resolution 150
Active Search Sensor MR1-R1 (70%) (1)     GPS 17     Range 1 000k km    MCR 109k km    Resolution 1
Active Search Sensor MR8-R20 (70%) (1)     GPS 600     Range 8.0m km    Resolution 20

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
A "cheap" deign that is fairly easy to mass produce. Designed to put more guns in the air while able to protect other ships and colonies.

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Fletcher class Destroyer    60 000 tons     1628 Crew     7923.04 BP      TCS 1200  TH 2000  EM 9000
1666 km/s     Armour 10-136     Shields 300-300     Sensors 24/24/0/0     Damage Control Rating 78     PPV 324.24
Maint Life 2.97 Years     MSP 3136    AFR 757%    IFR 10.5%    1YR 531    5YR 7970    Max Repair 250 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 864   

500EP 50HS NPE (4)    Power 500    Fuel Use 61.14%    Signature 500    Exp 12%
Fuel Capacity 5 000 000 Litres    Range 24.5 billion km   (170 days at full power)
Gamma R300/336 Shields (150)   Total Fuel Cost  2 100 Litres per hour  (50 400 per day)

R1.5/C3 MDT (16x1)    Range 15 000km     TS: 12000 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
R1.5/C3 HMDT (12x2)    Range 15 000km     TS: 12000 km/s     Power 6-6     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
50cm Railgun V3/C3 (2x4)    Range 192 000km     TS: 3000 km/s     Power 60-3     RM 3    ROF 100        20 20 20 15 11 10 8 7 6 6
Fire Control S03 36-12000 H70 (4)    Max Range: 72 000 km   TS: 12000 km/s     86 72 58 44 31 17 3 0 0 0
Fire Control S03 96-4500 H70 (1)    Max Range: 192 000 km   TS: 4500 km/s     95 90 84 79 74 69 64 58 53 48
PBR O12-S4 (12)     Total Power Output 144    Armour 0    Exp 5%

S12-ML-R3 25% (24)    Missile Size 12    Rate of Fire 12000
Missile Fire Control FC64-R100 (70%) (4)     Range 64.8m km    Resolution 100
AST-40-S12 NPE (72)  Speed: 14 400 km/s   End: 24.4m    Range: 21.1m km   WH: 25    Size: 12    TH: 48/28/14

Active Search Sensor MR22-R150 (70%) (1)     GPS 4500     Range 22.0m km    Resolution 150
Active Search Sensor MR8-R20 (70%) (1)     GPS 600     Range 8.0m km    Resolution 20
Active Search Sensor MR1-R1 (70%) (1)     GPS 17     Range 1 000k km    MCR 109k km    Resolution 1
Thermal Sensor TH4-24 (70%) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
EM Detection Sensor EM4-24 (70%) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

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
Designed for the initial punch of torpedoes plus the railguns while keeping heavy armor/shielding pointed toward the enemy.

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Cobra class Cruiser    100 000 tons     2930 Crew     12467.44 BP      TCS 2000  TH 3500  EM 9000
1750 km/s     Armour 8-191     Shields 300-300     Sensors 24/24/0/0     Damage Control Rating 112     PPV 652.68
Maint Life 3.25 Years     MSP 5610    AFR 1111%    IFR 15.4%    1YR 801    5YR 12017    Max Repair 250 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 1656   

500EP 50HS NPE (7)    Power 500    Fuel Use 61.14%    Signature 500    Exp 12%
Fuel Capacity 10 040 000 Litres    Range 29.6 billion km   (195 days at full power)
Gamma R300/336 Shields (150)   Total Fuel Cost  2 100 Litres per hour  (50 400 per day)

R1.5/C3 MDT (36x1)    Range 15 000km     TS: 12000 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
R1.5/C3 HMDT (24x2)    Range 15 000km     TS: 12000 km/s     Power 6-6     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
50cm Railgun V3/C3 (3x4)    Range 192 000km     TS: 3000 km/s     Power 60-3     RM 3    ROF 100        20 20 20 15 11 10 8 7 6 6
Fire Control S03 36-12000 H70 (8)    Max Range: 72 000 km   TS: 12000 km/s     86 72 58 44 31 17 3 0 0 0
Fire Control S03 96-4500 H70 (1)    Max Range: 192 000 km   TS: 4500 km/s     95 90 84 79 74 69 64 58 53 48
PBR O12-S4 (22)     Total Power Output 264    Armour 0    Exp 5%

S12-ML-R3 25% (12)    Missile Size 12    Rate of Fire 12000
S6-ML-R3 50% (36)    Missile Size 6    Rate of Fire 300
Missile Fire Control FC64-R100 (70%) (5)     Range 64.8m km    Resolution 100
ASM-40-S6 NPE (180)  Speed: 19 200 km/s   End: 20.7m    Range: 23.8m km   WH: 11    Size: 6    TH: 76/46/23
AST-40-S12 NPE (48)  Speed: 14 400 km/s   End: 24.4m    Range: 21.1m km   WH: 25    Size: 12    TH: 48/28/14

Active Search Sensor MR8-R20 (70%) (1)     GPS 600     Range 8.0m km    Resolution 20
Active Search Sensor MR1-R1 (70%) (1)     GPS 17     Range 1 000k km    MCR 109k km    Resolution 1
Active Search Sensor MR22-R150 (70%) (1)     GPS 4500     Range 22.0m km    Resolution 150
Thermal Sensor TH4-24 (70%) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
EM Detection Sensor EM4-24 (70%) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

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
A platform used as a long range standoff ship. While not the best, it... yah its not so great but I need the guns now before I can redesign with new tech.

These ships are not great, but I need the firepower now as I just found a stable wormhole only a few jumps away from Sol. I also wanted to play around with meson defenses, and while I may have a bit too much on the designs, the redesign is only a few years away after some other researches finish (engine, FC, weapon tech, etc).
Title: Re: Ships
Post by: baconholic on October 11, 2016, 04:29:18 PM
After almost half a year of hiatus, I decided to start a brand new Aurora game on 800% NPR difficulty and all spoilers turned on at the very start. I started with meritocracy and up the starting RP to 240,000 points. Here are some of my initial designs and a post invader design:

The main damage dealer, I had about 20 of these before the invaders showed up.
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Defiant (2025) class Missile Destroyer    10,000 tons     102 Crew     1393.2 BP      TCS 200  TH 1200  EM 0
6000 km/s     Armour 3-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 100.8
Maint Life 1.03 Years     MSP 261    AFR 266%    IFR 3.7%    1YR 244    5YR 3659    Max Repair 300 MSP
Intended Deployment Time: 6 months    Spare Berths 2   
Magazine 672   

Florian Marine MPD-M0600EP 125-70 (2)    Power 600    Fuel Use 85.6%    Signature 600    Exp 12%
Fuel Capacity 595,000 Litres    Range 12.5 billion km   (24 days at full power)

Macrinus-Akios BML6 (112)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Vulkan & Hephaestus AS MFC17-R20 (4)     Range 17.2m km    Resolution 20
ASM6-12-24300 (112)  Speed: 24,300 km/s   End: 3.5m    Range: 5.1m km   WH: 12    Size: 6    TH: 129/77/38

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

Command ship with all the fancy sensors, quite expensive to produce.
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Et Nunc Et Semper (2025) class Command Cruiser    10,000 tons     212 Crew     2036.6 BP      TCS 200  TH 1200  EM 0
6000 km/s     Armour 4-41     Shields 0-0     Sensors 5/8/0/0     Damage Control Rating 4     PPV 45
Maint Life 1.26 Years     MSP 509    AFR 200%    IFR 2.8%    1YR 336    5YR 5045    Max Repair 320 MSP
Intended Deployment Time: 6 months    Spare Berths 2   
Flag Bridge    Magazine 300   

Florian Marine MPD-M0600EP 125-70 (2)    Power 600    Fuel Use 85.6%    Signature 600    Exp 12%
Fuel Capacity 625,000 Litres    Range 13.1 billion km   (25 days at full power)

Macrinus-Akios BML6 (50)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Vulkan & Hephaestus AS MFC17-R20 (2)     Range 17.2m km    Resolution 20
ASM6-12-24300 (50)  Speed: 24,300 km/s   End: 3.5m    Range: 5.1m km   WH: 12    Size: 6    TH: 129/77/38

Balian & Ardias Central Sensor Array MR313-R150 (1)     GPS 48000     Range 313.5m km    Resolution 150
Balian & Ardias Central Sensor Array MR25-R1 (1)     GPS 320     Range 25.6m km    MCR 2.8m km    Resolution 1
Balian & Ardias Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Balian & Ardias Passive Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

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

My railgun PD carriers. These babies kept me alive. One carrier worth of PD crafts is capable of shooting down on average a whooping "12" invader missiles.
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Exorcist (2025) class Carrier    20,000 tons     328 Crew     2852.8 BP      TCS 400  TH 2400  EM 0
6000 km/s     Armour 3-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
Maint Life 0.73 Years     MSP 446    AFR 640%    IFR 8.9%    1YR 611    5YR 9167    Max Repair 300 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 29   
Hangar Deck Capacity 10000 tons     

Florian Marine MPD-M0600EP 125-70 (4)    Power 600    Fuel Use 85.6%    Signature 600    Exp 12%
Fuel Capacity 1,320,000 Litres    Range 13.9 billion km   (26 days at full power)

This design is classed as a Military Vessel for maintenance purposes

Very expensive on the Gallicite, but its worth every BP. The only thing that can beat it is a fighter variant, and those can't be refitted.
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SiG-1 class Fast PD Craft    1,000 tons     8 Crew     251.8 BP      TCS 20  TH 320  EM 0
16000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 29    5YR 430    Max Repair 58 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

Florian Marine MPD-M0032EP 200-70 (10)    Power 32    Fuel Use 392.02%    Signature 32    Exp 20%
Fuel Capacity 15,000 Litres    Range 0.7 billion km   (11 hours at full power)

Gunnar Incorporated 100mm Railgun V1/C3 (2x4)    Range 10,000km     TS: 16000 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Vulkan & Hephaestus RG BFC 24-16000 (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Florian Marine SFR-3P (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

This is the new refitted command cruiser I build out of invader tech components. The shipyard retool took a dredging 5 years, but the refit is really fast since most components came from salvages. I can only afford one of these since the sensors are really hard to come by, but it has allowed me to see much better than my initial crap tech command ships. The first and only ship in the class is completed on 27th March 2049.
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Et Nunc Et Semper (REV) class Command Cruiser    10,000 tons     229 Crew     5899.4 BP      TCS 200  TH 2640  EM 0
13200 km/s     Armour 3-41     Shields 0-0     Sensors 80/40/0/0     Damage Control Rating 7     PPV 51.56
Maint Life 4.19 Years     MSP 2581    AFR 114%    IFR 1.6%    1YR 236    5YR 3537    Max Repair 750 MSP
Intended Deployment Time: 6 months    Spare Berths 3   
Flag Bridge    Magazine 240    Cryogenic Berths 200   

220 EP Solid Core AM Drive (12)    Power 220    Fuel Use 24.11%    Signature 220    Exp 11%
Fuel Capacity 1,310,000 Litres    Range 97.8 billion km   (85 days at full power)

Twin 10cm C12 Extreme X-ray Laser Turret (2x2)    Range 200,000km     TS: 50000 km/s     Power 6-24     RM 9    ROF 5        3 3 3 3 3 3 3 3 3 2
Fire Control S02 100-50000 (1)    Max Range: 200,000 km   TS: 50000 km/s     95 90 85 80 75 70 65 60 55 50
Gas-core Anti-matter Power Plant Technology PB-1 (3)     Total Power Output 60    Armour 0    Exp 5%

Macrinus-Akios BML6 (40)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Missile Fire Control FC858-R20 (2)     Range 858.6m km    Resolution 20
ASM6-12-24300 (40)  Speed: 24,300 km/s   End: 3.5m    Range: 5.1m km   WH: 12    Size: 6    TH: 129/77/38

Active Search Sensor MR288-R1 (1)     GPS 720     Range 288.0m km    MCR 31.4m km    Resolution 1
Active Search Sensor MR1759-R84 (1)     GPS 40320     Range 1,759.7m km    Resolution 84
Active Search Sensor MR858-R20 (1)     GPS 9600     Range 858.7m km    Resolution 20
Thermal Sensor TH2-80 (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km
EM Detection Sensor EM1-40 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

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
Title: Re: Ships
Post by: 83athom on November 09, 2016, 10:01:59 AM
My attempt at "Small" ships. I have no idea how people can make those ~5000 ton things and call them warships.
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Transgressor class Frigate    8 800 tons     250 Crew     2464.875 BP      TCS 176  TH 1406.25  EM 0
10653 km/s     Armour 2-37     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 5     PPV 37.3
Maint Life 2.14 Years     MSP 875    AFR 123%    IFR 1.7%    1YR 257    5YR 3852    Max Repair 390.625 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

Williamson Manufacturing 625-25 ICFD (3)    Power 625    Fuel Use 78.61%    Signature 468.75    Exp 12%
Fuel Capacity 1 015 000 Litres    Range 26.4 billion km   (28 days at full power)

CPDD 9-240 (2)    Range 240 000km     TS: 10653 km/s     Power 22-5    ROF 25        9 9 9 9 9 9 9 9 9 9
ARC-4/85 Turret (1x4)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Twin ARC-4/33 Turret (2x8)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Carey-Leonard Space & Security Fire Control S01 192-5000 (1)    Max Range: 384 000 km   TS: 5000 km/s     97 95 92 90 87 84 82 79 77 74
Carey-Leonard Space & Security Fire Control S01 48-20000 (2)    Max Range: 96 000 km   TS: 20000 km/s     90 79 69 58 48 38 27 17 6 0
TFR-PPS-4 (1)     Total Power Output 32    Armour 0    Exp 5%

Mitchell-Newton AGP-FSS MR3-R1 (1)     GPS 40     Range 3.1m km    MCR 341k km    Resolution 1
THS-1/8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EMDS-1/8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Fury class Destroyer    17 500 tons     434 Crew     4066.62 BP      TCS 350  TH 1875  EM 0
7142 km/s     Armour 6-60     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 8     PPV 92.6
Maint Life 2.38 Years     MSP 2162    AFR 306%    IFR 4.3%    1YR 522    5YR 7833    Max Repair 390.625 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 2   
Hangar Deck Capacity 500 tons     Magazine 144   

Williamson Manufacturing 625-25 ICFD (4)    Power 625    Fuel Use 78.61%    Signature 468.75    Exp 12%
Fuel Capacity 1 750 000 Litres    Range 22.9 billion km   (37 days at full power)

CPDD 9-240 (4)    Range 240 000km     TS: 10000 km/s     Power 22-5    ROF 25        9 9 9 9 9 9 9 9 9 9
ARC-4/85 Turret (2x4)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Twin ARC-4/33 Turret (4x8)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Carey-Leonard Space & Security Fire Control S01 48-20000 (2)    Max Range: 96 000 km   TS: 20000 km/s     90 79 69 58 48 38 27 17 6 0
Carey-Leonard Space & Security Fire Control S01 192-5000 (1)    Max Range: 384 000 km   TS: 5000 km/s     97 95 92 90 87 84 82 79 77 74
TFR-PPS-4 (1)     Total Power Output 32    Armour 0    Exp 5%

S6-MLR-3 50% (6)    Missile Size 6    Rate of Fire 300
Fowler-Hussain Systems GP-MFC47/R50 (1)     Range 47.5m km    Resolution 50
ASM-26-SS (24)  Speed: 32 000 km/s   End: 18.4m    Range: 35.4m km   WH: 16    Size: 6    TH: 117/70/35

Mitchell-Newton AGP-FSS MR3-R1 (1)     GPS 40     Range 3.1m km    MCR 341k km    Resolution 1
Carey-Leonard Space & Security AGP-SS MR54/R150 (1)     GPS 8400     Range 54.9m km    Resolution 150
THS-1/8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EMDS-1/8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

ECCM-1 (2)         ECM 10

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 have a cruiser design that is almost finished but it waiting on both an engine to finish researching and the cruiser production facility to finish expanding their dockyards. I also designed a fighter to be placed in PDCs to protect colony worlds.
Code: [Select]
Snake class Strikefighter    497 tons     3 Crew     208.8 BP      TCS 9.94  TH 120  EM 0
16096 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 13    5YR 194    Max Repair 36 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   
Magazine 12   

Cameron-Gould 40-1 ICFD (4)    Power 40    Fuel Use 336.02%    Signature 30    Exp 20%
Fuel Capacity 25 000 Litres    Range 2.7 billion km   (46 hours at full power)

Benson Armaments ARC-4/10 (2x4)    Range 40 000km     TS: 16096 km/s     Accuracy Modifier 10%     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Edwards Dynamics Fire Control S00.2 48-5000 (FTR) (1)    Max Range: 96 000 km   TS: 20000 km/s     90 79 69 58 48 38 27 17 6 0

S6 RML (2)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Clarke Dynamics Missile Fire Control FC33-R100 (1)     Range 33.6m km    Resolution 100
ASM-26-SS (2)  Speed: 32 000 km/s   End: 18.4m    Range: 35.4m km   WH: 16    Size: 6    TH: 117/70/35

Carey-Leonard Space & Security AGP-SS MR10/Rs20 (1)     GPS 560     Range 10.0m km    Resolution 20

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
Title: Re: Ships
Post by: Iranon on November 09, 2016, 03:02:28 PM
I find the propulsion plants a little overstressed, but I say that about everything.
The Transgressor is fast enough that I wouldn't bother with Gauss turrets, especially not with so little weaponry per fire control - railguns seem more appropriate.
Power plant seems excessive, I'd also prefer multiple units.
Title: Re: Ships
Post by: 83athom on November 10, 2016, 10:50:08 AM
Code: [Select]
Aegis class Cruiser    37 000 tons     935 Crew     8170.44 BP      TCS 740  TH 3600  EM 3000
6486 km/s     Armour 8-98     Shields 100-300     Sensors 40/40/0/0     Damage Control Rating 32     PPV 200.2
Maint Life 1.65 Years     MSP 3036    AFR 497%    IFR 6.9%    1YR 1321    5YR 19821    Max Repair 750 MSP
Intended Deployment Time: 12 months    Spare Berths 4   
Troop Capacity: 1 Company    Magazine 288   

Norton Drive Systems 1200-50 ICFD (4)    Power 1200    Fuel Use 47.32%    Signature 900    Exp 12%
Fuel Capacity 1 725 000 Litres    Range 17.7 billion km   (31 days at full power)
Gw R300/288 ADS (50)   Total Fuel Cost  600 Litres per hour  (14 400 per day)

CPDD 9-240 (8)    Range 240 000km     TS: 10000 km/s     Power 22-5    ROF 25        9 9 9 9 9 9 9 9 9 9
Twin ARC-4/33 Turret (8x8)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
ARC-4/85 Turret (6x4)    Range 40 000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Carey-Leonard Space & Security ARC-4/50 CIWS-400 CCM-1 (2x8)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
Carey-Leonard Space & Security Fire Control S01 192-5000 (2)    Max Range: 384 000 km   TS: 5000 km/s     97 95 92 90 87 84 82 79 77 74
Carey-Leonard Space & Security Fire Control S01 48-20000 (2)    Max Range: 96 000 km   TS: 20000 km/s     90 79 69 58 48 38 27 17 6 0
TFR-PPS-4 (2)     Total Power Output 64    Armour 0    Exp 5%

S6-MLR-3 50% (12)    Missile Size 6    Rate of Fire 300
Fowler-Hussain Systems GP-MFC47/R50 (2)     Range 47.5m km    Resolution 50
ASM-26-SS (48)  Speed: 32 000 km/s   End: 18.4m    Range: 35.4m km   WH: 16    Size: 6    TH: 117/70/35

Mitchell-Newton AGP-FSS MR3-R1 (1)     GPS 40     Range 3.1m km    MCR 341k km    Resolution 1
Carey-Leonard Space & Security AGP-SS MR54/R150 (1)     GPS 8400     Range 54.9m km    Resolution 150
Carey-Leonard Space & Security AGP-SS MR10/Rs20 (1)     GPS 560     Range 10.0m km    Resolution 20
THS-5/40 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
EMDS-5/40 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

ECCM-1 (2)         ECM 10

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
The cruiser is equipped with experimental shielding technology that will not be installed on the previous designs as testing showed that the shields oddly resonated with Williamson Manufacturing's engines causing spacial disturbances that was hazardous to operations. The large engines by Norton Drive Systems did not have the same issue so scientists will use the information gathered to design better engines for the next generations of warships in the coming decades. (My fluff for not redesigning the frigate and destroyer with shields.)

The Transgressor is fast enough that I wouldn't bother with Gauss turrets, especially not with so little weaponry per fire control - railguns seem more appropriate.
A mix of RP and the techs that I started with are to blame.
Power plant seems excessive, I'd also prefer multiple units.
I like to RP that early particle beams are a bit unstable and may suddenly require additional power in order to not blow up. Also I like to add a bit more power than required to simulate the power for Life Support and other systems/sub-systems.
Title: Re: Ships
Post by: 83athom on November 14, 2016, 06:43:47 PM
Code: [Select]
SMB - class Orbital Defence Monitor    15 000 tons     267 Crew     2170.32 BP      TCS 300  TH 0  EM 0
Armour 13-54     Sensors 40/56     Damage Control Rating 30     PPV 42
Intended Deployment Time: 3 months    Flight Crew Berths 3   
Hangar Deck Capacity 2000 tons     Troop Capacity: 1 Battalion    Magazine 336   

Fuel Capacity 190 000 Litres    Range N/A
CPDD 9-240 (2)    Range 240 000km     TS: 10000 km/s     Power 22-5    ROF 25        9 9 9 9 9 9 9 9 9 9
Carey-Leonard Space & Security ARC-4/50 CIWS-400 CCM-1 (2x8)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
Carey-Leonard Space & Security Fire Control S01 192-5000 (1)    Max Range: 384 000 km   TS: 5000 km/s     97 95 92 90 87 84 82 79 77 74
TFR-PPS-4 (1)     Total Power Output 32    Armour 0    Exp 5%

PDC S12 MLR-3 50% (4)    Missile Size 12    Rate of Fire 300
Clarke Dynamics Missile Fire Control FC104-R60 (70%) (1)     Range 104.1m km    Resolution 60
ASM-26-SS (24)  Speed: 32 000 km/s   End: 18.4m    Range: 35.4m km   WH: 16    Size: 6    TH: 117/70/35
ASLRT-31-S12 (16)  Speed: 32 000 km/s   End: 30.7m    Range: 58.9m km   WH: 25    Size: 12    TH: 160/96/48

Carey-Leonard Space & Security AGP-SS MR10/Rs20 (1)     GPS 560     Range 10.0m km    Resolution 20
Mitchell-Newton AGP-FSS MR3-R1 (1)     GPS 40     Range 3.1m km    MCR 341k km    Resolution 1
Carey-Leonard Space & Security AGP-SS MR54/R150 (1)     GPS 8400     Range 54.9m km    Resolution 150
THS-5/40 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
EMDS-5/40 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

ECCM-1 (2)         Strike Group
3x Snake Strikefighter   Speed: 16096 km/s    Size: 9.94
1x Raven Electronic Warfare Craft   Speed: 16096 km/s    Size: 9.94

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 Planetary Defence Centre and can be pre-fabricated in 6 sections
Defense base to plant on asteroids and moons surrounding colonies and outposts.

Code: [Select]
Raven class Electronic Warfare Craft    497 tons     3 Crew     221 BP      TCS 9.94  TH 120  EM 60
16096 km/s     Armour 1-5     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 21    5YR 317    Max Repair 56 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   

Cameron-Gould 40-1 ICFD (4)    Power 40    Fuel Use 336.02%    Signature 30    Exp 20%
Fuel Capacity 40 000 Litres    Range 4.3 billion km   (3 days at full power)
Gw R300/288 ADS (1)   Total Fuel Cost  12 Litres per hour  (288 per day)

Mitchell-Newton AGP-FSS MR3-R1 (1)     GPS 40     Range 3.1m km    MCR 341k km    Resolution 1
Carey-Leonard Space & Security AGP-SS MR54/R150 (1)     GPS 8400     Range 54.9m km    Resolution 150

This design is classed as a Fighter for production, combat and maintenance purposes
To support fighter wings and provide sensor locks. Also useful as meatshi... I mean tactical distractions.

Tried to build a FAC, but I had a change of ideas for the design from 6 rail-launchers and some gauss to 2 designs I am 50/50 about.

Code: [Select]
Locust class Corvette    3 000 tons     51 Crew     945.8 BP      TCS 60  TH 450  EM 0
10000 km/s     Armour 2-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 18
Maint Life 0 Years     MSP 0    AFR 600%    IFR 8.3%    1YR 826    5YR 12392    Max Repair 187.5 MSP
Intended Deployment Time: 0.5 months    Spare Berths 11   

Williamson Manufacturing 300-12 ICFD (2)    Power 300    Fuel Use 92.24%    Signature 225    Exp 12%
Fuel Capacity 320 000 Litres    Range 20.8 billion km   (24 days at full power)

CPDD 9-240 (2)    Range 240 000km     TS: 10000 km/s     Power 22-5    ROF 25        9 9 9 9 9 9 9 9 9 9
Carey-Leonard Space & Security Fire Control S01 192-5000 (1)    Max Range: 384 000 km   TS: 5000 km/s     97 95 92 90 87 84 82 79 77 74
TFR-PPS-4 (1)     Total Power Output 32    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Or

Code: [Select]
Locust - Copy class Corvette    3 000 tons     53 Crew     951.6 BP      TCS 60  TH 450  EM 0
10000 km/s     Armour 1-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 19.8
Maint Life 0.56 Years     MSP 99    AFR 144%    IFR 2%    1YR 177    5YR 2650    Max Repair 187.5 MSP
Intended Deployment Time: 0.5 months    Spare Berths 9   
Magazine 12   

Williamson Manufacturing 300-12 ICFD (2)    Power 300    Fuel Use 92.24%    Signature 225    Exp 12%
Fuel Capacity 295 000 Litres    Range 19.2 billion km   (22 days at full power)

CPDD 9-240 (2)    Range 240 000km     TS: 10000 km/s     Power 22-5    ROF 25        9 9 9 9 9 9 9 9 9 9
Carey-Leonard Space & Security Fire Control S01 192-5000 (1)    Max Range: 384 000 km   TS: 5000 km/s     97 95 92 90 87 84 82 79 77 74
TFR-PPS-4 (1)     Total Power Output 32    Armour 0    Exp 5%

S6 RML (2)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Clarke Dynamics Missile Fire Control FC33-R100 (1)     Range 33.6m km    Resolution 100
ASM-26-SS (3)  Speed: 32 000 km/s   End: 18.4m    Range: 35.4m km   WH: 16    Size: 6    TH: 117/70/35

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
A third possible option is to wait a few more years where I will have better armor, shields, weapons, and powerplants.
Title: Re: Ships
Post by: RavenStormcaller on February 11, 2017, 09:03:36 PM
New to the forums but is this a good FAC?
I am roleplaying as the Ancients from Stargate.

Code: [Select]
Imperial Hawk class Fast Attack Craft    400 tons     3 Crew     821.5 BP      TCS 8  TH 1  EM 0
12500 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Maint Life 0 Years     MSP 0    AFR 80%    IFR 1.1%    1YR 66    5YR 985    Max Repair 540 MSP
Intended Deployment Time: 60 months    Spare Berths 0   
Magazine 24   

100 EP Photonic Drive FTR (1)    Power 100    Fuel Use 9.9%    Signature 1    Exp 10%
Fuel Capacity 100,000 Litres    Range 454.5 billion km   (420 days at full power)

Size 6 Box Launcher (4)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
R1 MFC Mk 1 (1)     Range 405.0m km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes
Title: Re: Ships
Post by: Michael Sandy on February 11, 2017, 11:25:19 PM
Interesting.  It has box launchers AND a magazine?  Long deployment time for a fast attack craft too.  If you want a long duration patrol craft, add some engineering space.

A smaller fuel tank and boosted engine would be more appropriate for an attack craft.  If you want more independent operations, give it sensors.
Title: Re: Ships
Post by: 83athom on February 11, 2017, 11:48:06 PM
Quite slow for Photonic drive fighters. I should expect it to be at least 100k km/s, with it pushing 150k to 200k.
Title: Re: Ships
Post by: Iranon on February 12, 2017, 03:00:48 AM
No maintenance life to speak of and such a long deployment time only makes sense if you play with maintenance off.

Twice as much fuel as engines? That's not the way to do long-range craft.
2 0.6 power engines, 0.6HS fuel and you get a smaller, cheaper, faster, longer-ranged fighter with more redundancy with less than a third of the fuel use.

With a more efficient propulsion plant, you also gain the option to make it smaller; better sensor footprint and salvo dispersion - 1 engine, 0.3HS fuel, half the payload, preferably in a single missile.
Title: Re: Ships
Post by: Michael Sandy 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.
Title: Re: Ships
Post by: RavenStormcaller 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
Title: Re: Ships
Post by: baconholic 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.
Title: Re: Ships
Post by: iceball3 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.
Title: Re: Ships
Post by: Erik L 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...
Title: Re: Ships
Post by: DIT_grue 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.
Title: Re: Ships
Post by: Michael Sandy on February 17, 2017, 12:27:53 AM
Oops.  Didn't realize the magazine stat included the on mount loads.
Title: Re: Ships
Post by: Drgong on May 01, 2017, 10:38:11 AM
Won a major space battle with this as the core of my fleet.   Surprisingly effective for what was designed as a anti-FAC escort that can also carry out effective patrols on it own.  The main limit is that it doesn't carry much ammo.   

Code: [Select]
Warrior class Frigate 4 200 tons 82 Crew 597 BP TCS 84 TH 432 EM 0
5142 km/s Armour 3-23 Shields 0-0 Sensors 1/28/0/0 Damage Control Rating 2 PPV 5.28
Maint Life 2.8 Years MSP 178 AFR 70% IFR 1% 1YR 33 5YR 493 Max Repair 72 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 84

Bush Industries 144 EP Ion Drive (3) Power 144 Fuel Use 79.2% Signature 144 Exp 10%
Fuel Capacity 300 000 Litres Range 16.2 billion km (36 days at full power)

Heydt-Sugar CIWS-120 (1x6) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
Heydt-Sugar Size 4 Missile Launcher (33% Reduction) (4) Missile Size 4 Rate of Fire 1200
Heydt-Sugar Missile Fire Control FC37-R20 (1) Range 37.8m km Resolution 20
Hammerhead Anti-ship Missile (Size 4) (21) Speed: 16 100 km/s End: 32m Range: 31m km WH: 9 Size: 4 TH: 69/41/20

Heydt-Sugar Active Search Sensor MR31-R20 (1) GPS 1280 Range 31.5m km Resolution 20
Guidi Space & Security EM Detection Sensor EM2.5-27.5 (1) Sensitivity 27.5 Detect Sig Strength 1000: 27.5m km

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
Title: Re: Ships
Post by: Iranon on May 30, 2017, 07:39:17 AM
Since it looks like big and dumb may go out of style in C# Aurora, I went for a few dozen of these while the fun lasts:

Code: [Select]
Imperious class Heavy Cruiser    96 000 tons     1892 Crew     2667 BP      TCS 1920  TH 3840  EM 0
2000 km/s     Armour 2-186     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 565
Maint Life 1.31 Years     MSP 1226    AFR 5671%    IFR 78.8%    1YR 757    5YR 11360    Max Repair 77 MSP
Intended Deployment Time: 5.2 months    Spare Berths 1   
Magazine 100   

Imperial Dynamics 50x20 Magneto-plasma Drive (24)    Power 160    Fuel Use 0.54%    Signature 160    Exp 2%
Fuel Capacity 100 000 Litres    Range 34.7 billion km   (200 days at full power)

Quad Starfire 15cm C1 Visible Light Laser Turret (10x4)    Range 120 000km     TS: 4000 km/s     Power 24-4     RM 2    ROF 30        6 6 4 3 2 2 1 1 1 1
Iron Shield 10cm Railgun V1/C1 (100x4)    Range 10 000km     TS: 4000 km/s     Power 3-1     RM 1    ROF 15        1 0 0 0 0 0 0 0 0 0
Purgatory 30cm C1 Plasma Carronade (10)    Range 240 000km     TS: 4000 km/s     Power 24-1     RM 1    ROF 120        24 12 8 6 4 4 3 3 2 2
Baleful Eye Fire Control S02 128-4000 (1)    Max Range: 256 000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Baleful Eye Fire Control S00.2 16-4000 (10)    Max Range: 32 000 km   TS: 4000 km/s     69 37 6 0 0 0 0 0 0 0
Imperial Dynamics Stellarator Fusion Reactor Technology PB-1 (25)     Total Power Output 150    Armour 0    Exp 5%

Size 10 Box Launcher (10)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Wrathful Eye Missile Fire Control 0.1/40 (10)     Range 4.4m km    Resolution 40
ASM-10 Fury (20)  Speed: 32 000 km/s   End: 13.7m    Range: 26.2m km   WH: 20    Size: 10    TH: 170/102/51

Active Search Sensor 1-1 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1

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

Enough cheap bulk (and the MSP to patch it up in the field) to make missile users weep even if they manage to get through.
Light missile armament to have some ability to respond to opponents that outclass us, and to make our displeasure known to uppity planets. Long missile range was deemed unnecessary in favour of salvo dispersion (this time without clever tricks, just one fire control per tube).
Title: Re: Ships
Post by: iceball3 on May 30, 2017, 12:01:51 PM
Since it looks like big and dumb may go out of style in C# Aurora, I went for a few dozen of these while the fun lasts:

Code: [Select]
Imperious class Heavy Cruiser    96 000 tons     1892 Crew     2667 BP      TCS 1920  TH 3840  EM 0
2000 km/s     Armour 2-186     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 565
Maint Life 1.31 Years     MSP 1226    AFR 5671%    IFR 78.8%    1YR 757    5YR 11360    Max Repair 77 MSP
Intended Deployment Time: 5.2 months    Spare Berths 1   
Magazine 100   

Imperial Dynamics 50x20 Magneto-plasma Drive (24)    Power 160    Fuel Use 0.54%    Signature 160    Exp 2%
Fuel Capacity 100 000 Litres    Range 34.7 billion km   (200 days at full power)

Quad Starfire 15cm C1 Visible Light Laser Turret (10x4)    Range 120 000km     TS: 4000 km/s     Power 24-4     RM 2    ROF 30        6 6 4 3 2 2 1 1 1 1
Iron Shield 10cm Railgun V1/C1 (100x4)    Range 10 000km     TS: 4000 km/s     Power 3-1     RM 1    ROF 15        1 0 0 0 0 0 0 0 0 0
Purgatory 30cm C1 Plasma Carronade (10)    Range 240 000km     TS: 4000 km/s     Power 24-1     RM 1    ROF 120        24 12 8 6 4 4 3 3 2 2
Baleful Eye Fire Control S02 128-4000 (1)    Max Range: 256 000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Baleful Eye Fire Control S00.2 16-4000 (10)    Max Range: 32 000 km   TS: 4000 km/s     69 37 6 0 0 0 0 0 0 0
Imperial Dynamics Stellarator Fusion Reactor Technology PB-1 (25)     Total Power Output 150    Armour 0    Exp 5%

Size 10 Box Launcher (10)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Wrathful Eye Missile Fire Control 0.1/40 (10)     Range 4.4m km    Resolution 40
ASM-10 Fury (20)  Speed: 32 000 km/s   End: 13.7m    Range: 26.2m km   WH: 20    Size: 10    TH: 170/102/51

Active Search Sensor 1-1 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1

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

Enough cheap bulk (and the MSP to patch it up in the field) to make missile users weep even if they manage to get through.
Light missile armament to have some ability to respond to opponents that outclass us, and to make our displeasure known to uppity planets. Long missile range was deemed unnecessary in favour of salvo dispersion (this time without clever tricks, just one fire control per tube).
Big and dumb might actually do good in C#, what with a lot of "economy of scale buffs".
-Engine max size removed, with higher efficiencies for bigger engines.
-Shields can now be sized, like engines, and provide more max shielding per HS the larger it is. Big shields will be very good for big ships.
-Small craft engines will be a lot less fuel efficient.
-Bigger missile launchers reload quite a bit faster, now.

And some other stuff.
Title: Re: Ships
Post by: Iranon on May 30, 2017, 03:11:12 PM
I think the new version will encourage big and sophisticated :)
Points taken about hard capabilities, but there's the logistics side to consider.

Despite the bulk, the above is meant to be a cheap expendable design suitable for mass production. In C# Aurora, this will be considerably more costly to field because each ship will require 50+ maintenance facilities in support, which cost more than the ship itself and take up valuable manpower.
Title: Re: Ships
Post by: iceball3 on May 30, 2017, 05:30:40 PM
I think the new version will encourage big and sophisticated :)
Points taken about hard capabilities, but there's the logistics side to consider.

Despite the bulk, the above is meant to be a cheap expendable design suitable for mass production. In C# Aurora, this will be considerably more costly to field because each ship will require 50+ maintenance facilities in support, which cost more than the ship itself and take up valuable manpower.
That is, a good point, yes.
Do we have the exact numbers on how much maintenance capacity the new facilities will provide yet, actually?
Title: Re: Ships
Post by: Silvarelion on May 30, 2017, 07:57:00 PM
They were bumped up to 1000 tons each for maintenance facilities
Title: Re: Ships
Post by: Detros on June 06, 2017, 08:55:19 AM
New Paths of Trisabria game plays bit weird because I started with two SF scientist and even with lev3 academy got EW one only after like 20 years. So when 33 years after conventional start first ships of magneto-pulse navy are ready, their fire controls are bit ahead.

Code: [Select]
Surgat class Destroyer    7,500 tons     200 Crew     1647.56 BP      TCS 150  TH 345.5  EM 300
4606 km/s     Armour 4-34     Shields 10-300     Sensors 11/11/0/0     Damage Control Rating 7     PPV 29.7
Maint Life 4.55 Years     MSP 961    AFR 64%    IFR 0.9%    1YR 75    5YR 1131    Max Repair 240 MSP
Intended Deployment Time: 13 months    Spare Berths 2   

Pritchard-Lloyd 345.6 EP Magneto-plasma Drive (2)    Power 345.6    Fuel Use 40.88%    Signature 172.8    Exp 9%
Fuel Capacity 1,100,000 Litres    Range 64.6 billion km   (162 days at full power)
Woods & Warner Gamma R300/336 Shields (5)   Total Fuel Cost  70 Litres per hour  (1,680 per day)

Twin Hartley Syndicate 15cm C3 Near Ultraviolet Laser Turret RG23.75 (3x2)    Range 180,000km     TS: 10000 km/s     Power 12-6     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Moran-Cunningham Fire Control S04 160-10000 (2)    Max Range: 320,000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1 P6 (3)     Total Power Output 18    Armour 0    Exp 5%

Jordan-Ahmed Active Search Sensor MR2-R1 AAS21-110 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Tarthanac class Cruiser    15,000 tons     423 Crew     2765.62 BP      TCS 300  TH 691  EM 300
4606 km/s     Armour 6-54     Shields 10-300     Sensors 11/11/0/0     Damage Control Rating 19     PPV 60
Maint Life 6.23 Years     MSP 2189    AFR 94%    IFR 1.3%    1YR 97    5YR 1450    Max Repair 233.28 MSP
Intended Deployment Time: 15 months    Spare Berths 2   

Pritchard-Lloyd 345.6 EP Magneto-plasma Drive (4)    Power 345.6    Fuel Use 40.88%    Signature 172.8    Exp 9%
Fuel Capacity 2,050,000 Litres    Range 60.2 billion km   (151 days at full power)
Woods & Warner Gamma R300/336 Shields (5)   Total Fuel Cost  70 Litres per hour  (1,680 per day)

Hartley Syndicate 15cm C3 Near Ultraviolet Laser (15)    Range 180,000km     TS: 5000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Hyde & North Kinetics CIWS-200 (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Moran-Cunningham Fire Control S02 160-5000 (3)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1.05 P2.52 (1)     Total Power Output 2.52    Armour 0    Exp 7%
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1 P6 (7)     Total Power Output 42    Armour 0    Exp 5%

Jordan-Ahmed Active Search Sensor MR2-R1 AAS21-110 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes

For 30k km range band that BFC goes
Code: [Select]
Moran-Cunningham Fire Control S02 160-5000 (3)    Max Range: 320,000 km   TS: 5000 km/s     91 81 72 62 53 44 34 25 16 6
These two attackers will be accompanied by few Area Defense Destroyers and some frigates but those are still in the planning. Not yet updated, so far my only active ship (2x):
Code: [Select]
Merenra class Area Defence Destroyer    8,100 tons     222 Crew     1066.5 BP      TCS 162  TH 486  EM 0
4000 km/s     Armour 3-35     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 8     PPV 54
Maint Life 4.49 Years     MSP 658    AFR 65%    IFR 0.9%    1YR 53    5YR 793    Max Repair 182.25 MSP
Intended Deployment Time: 10 months    Spare Berths 0   

Chandler-Cross 324 EP Ion Drive (2)    Power 324    Fuel Use 37.65%    Signature 243    Exp 9%
Fuel Capacity 550,000 Litres    Range 32.5 billion km   (93 days at full power)

George Syndicate Gauss Cannon R1-100 ROF2 (9x2)    Range 10,000km     TS: 5000 km/s     Accuracy Modifier 100%     RM 1    ROF 5        0 0 0 0 0 0 0 0 0 0
Chapman-Clayton Corporation Fire Control S00.2 16-4000 (9)    Max Range: 32,000 km   TS: 4000 km/s     6 0 0 0 0 0 0 0 0 0

Cross-Thorpe Active Search Sensor MR1-R1 ASS16-80 (1)     GPS 16     Range 1.3m km    MCR 139k km    Resolution 1
Brown-Wallace Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Brown-Wallace EM Detection Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

This design is classed as a Military Vessel for maintenance purposes

After using only lasers last game I am quite enjoying the differentiation now: BFC with not much speed but max range for lasers and speed but possibly even range malus to gauss point defence. Having both 4x speed and 4x range is sooo costly, otherwise. C# Aurora should bring cheaper BFCs beside other things.
Title: Re: Ships
Post by: Iranon on June 07, 2017, 05:06:30 AM
Interesting.
I'd have gone for a relatively slow fleet, a focus on tracking speed tech and 10cm railguns for PD.

You don't have the Gauss tech to use them effectively: Railguns are equivalent to R7 Gauss cannons with capacitor-3, which you have. Turreted 10cm lasers would also get the job done, with equal missile defence, better range and anti-ship firepower at a bit over half the tonnage.
Title: Re: Ships
Post by: Detros on June 07, 2017, 03:53:39 PM
Interesting.
I'd have gone for a relatively slow fleet, a focus on tracking speed tech and 10cm railguns for PD.

You don't have the Gauss tech to use them effectively: Railguns are equivalent to R7 Gauss cannons with capacitor-3, which you have. Turreted 10cm lasers would also get the job done, with equal missile defence, better range and anti-ship firepower at a bit over half the tonnage.
Small lasers in turrets is what I have used last time. After that run I feel uneasy not using turrets. I now actually like crappy range of Gauss as I can use smaller BFCs.  And mesons are just weird.
Hoping for plasma lance next time, maybe I will totally get rid of turrets there and use plasma and railguns. Or I start on missiles at last.

Also, last run I had most JPs pretty close to Sun, two around Venus area and two more around Mars distance. Now the closest JP out of Sol is behind Saturn so reaction time from Earth shipyards to nearby systems is much longer. That's why I went for decent speed. Also, at the lower tech levels I am trying to have rather faster ships as they then can be used even when stronger engine types appear.

Now to build bunch of these ships and search around to try how lasers + gauss combo fairs ... before they become obsolete.

UPDATE:
Merenra updated:
Code: [Select]
Merenra II class Area Defence Destroyer    7,500 tons     161 Crew     1379.56 BP      TCS 150  TH 345.5  EM 0
4606 km/s     Armour 5-34     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 6     PPV 41.25
Maint Life 4.03 Years     MSP 747    AFR 69%    IFR 1%    1YR 74    5YR 1106    Max Repair 233.28 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Pritchard-Lloyd 345.6 EP Magneto-plasma Drive (2)    Power 345.6    Fuel Use 40.88%    Signature 172.8    Exp 9%
Fuel Capacity 1,100,000 Litres    Range 64.6 billion km   (162 days at full power)

Single Vaughan-Turnbull Gauss Cannon R1-100 ROF3 Turret (5x3)    Range 10,000km     TS: 15000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Odonnell Techsystems Fire Control S00.7 20-15000 (5)    Max Range: 40,000 km   TS: 15000 km/s     75 50 25 0 0 0 0 0 0 0

Jordan-Ahmed Active Search Sensor MR2-R1 AAS21-110 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes
Building more refineries to satisfy all these guzzlers.

UPDATE2:
It occured to me having 5 layers of armor instead of 4 is worth the loss of most of already weak shield.
Code: [Select]
Surgat class Destroyer    7,500 tons     197 Crew     1653.56 BP      TCS 150  TH 345.5  EM 120
4606 km/s     Armour 5-34     Shields 4-300     Sensors 11/11/0/0     Damage Control Rating 7     PPV 29.7
Maint Life 4.47 Years     MSP 965    AFR 64%    IFR 0.9%    1YR 78    5YR 1171    Max Repair 240 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

Pritchard-Lloyd 345.6 EP Magneto-plasma Drive (2)    Power 345.6    Fuel Use 40.88%    Signature 172.8    Exp 9%
Fuel Capacity 1,100,000 Litres    Range 64.6 billion km   (162 days at full power)
Woods & Warner Gamma R300/336 Shields (2)   Total Fuel Cost  28 Litres per hour  (672 per day)

Twin Hartley Syndicate 15cm C3 Near Ultraviolet Laser Turret RG23.75 (3x2)    Range 180,000km     TS: 10000 km/s     Power 12-6     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Moran-Cunningham Fire Control S04 160-10000 (2)    Max Range: 320,000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1 P6 (3)     Total Power Output 18    Armour 0    Exp 5%

Jordan-Ahmed Active Search Sensor MR2-R1 AAS21-110 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes
Now I will name by BFCs and start retooling.
Title: Re: Ships
Post by: I_Sicarius_I on June 29, 2017, 05:21:43 AM
Hmm.  My cruisers are still much larger than the majority of these "battleships".  I wish there was a way to stage fights so i could see the effectiveness of them.  But i took my ideas from modern ships.  The Iowa class is 40kt so to me a 20kt battleships is ineffective in the battleship role.  But im traditional.  This is space baby.  Theres no right or wrong. 
Title: Re: Ships
Post by: I_Sicarius_I on June 29, 2017, 05:49:14 AM
Quote from: Detros link=topic=7697. msg103034#msg103034 date=1496868819
Small lasers in turrets is what I have used last time.  After that run I feel uneasy not using turrets.  I now actually like crappy range of Gauss as I can use smaller BFCs.   And mesons are just weird.
Hoping for plasma lance next time, maybe I will totally get rid of turrets there and use plasma and railguns.  Or I start on missiles at last.

Also, last run I had most JPs pretty close to Sun, two around Venus area and two more around Mars distance.  Now the closest JP out of Sol is behind Saturn so reaction time from Earth shipyards to nearby systems is much longer.  That's why I went for decent speed.  Also, at the lower tech levels I am trying to have rather faster ships as they then can be used even when stronger engine types appear.

Now to build bunch of these ships and search around to try how lasers + gauss combo fairs . . .  before they become obsolete.

UPDATE:
Merenra updated:
Code: [Select]
Merenra II class Area Defence Destroyer    7,500 tons     161 Crew     1379.56 BP      TCS 150  TH 345.5  EM 0
4606 km/s     Armour 5-34     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 6     PPV 41.25
Maint Life 4.03 Years     MSP 747    AFR 69%    IFR 1%    1YR 74    5YR 1106    Max Repair 233.28 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Pritchard-Lloyd 345.6 EP Magneto-plasma Drive (2)    Power 345.6    Fuel Use 40.88%    Signature 172.8    Exp 9%
Fuel Capacity 1,100,000 Litres    Range 64.6 billion km   (162 days at full power)

Single Vaughan-Turnbull Gauss Cannon R1-100 ROF3 Turret (5x3)    Range 10,000km     TS: 15000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Odonnell Techsystems Fire Control S00.7 20-15000 (5)    Max Range: 40,000 km   TS: 15000 km/s     75 50 25 0 0 0 0 0 0 0

Jordan-Ahmed Active Search Sensor MR2-R1 AAS21-110 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes
Building more refineries to satisfy all these guzzlers.

UPDATE2:
It occured to me having 5 layers of armor instead of 4 is worth the loss of most of already weak shield.
Code: [Select]
Surgat class Destroyer    7,500 tons     197 Crew     1653.56 BP      TCS 150  TH 345.5  EM 120
4606 km/s     Armour 5-34     Shields 4-300     Sensors 11/11/0/0     Damage Control Rating 7     PPV 29.7
Maint Life 4.47 Years     MSP 965    AFR 64%    IFR 0.9%    1YR 78    5YR 1171    Max Repair 240 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

Pritchard-Lloyd 345.6 EP Magneto-plasma Drive (2)    Power 345.6    Fuel Use 40.88%    Signature 172.8    Exp 9%
Fuel Capacity 1,100,000 Litres    Range 64.6 billion km   (162 days at full power)
Woods & Warner Gamma R300/336 Shields (2)   Total Fuel Cost  28 Litres per hour  (672 per day)

Twin Hartley Syndicate 15cm C3 Near Ultraviolet Laser Turret RG23.75 (3x2)    Range 180,000km     TS: 10000 km/s     Power 12-6     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Moran-Cunningham Fire Control S04 160-10000 (2)    Max Range: 320,000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1 P6 (3)     Total Power Output 18    Armour 0    Exp 5%

Jordan-Ahmed Active Search Sensor MR2-R1 AAS21-110 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes
Now I will name by BFCs and start retooling.


Also it seems your ships are very slow for plasma drives.  Considering ion drives are usually 4k k/s but seems like you are having fuel efficiency issues.  Takes a minute to research. 
Title: Re: Ships
Post by: Detros on June 29, 2017, 06:43:03 AM
Also it seems your ships are very slow for plasma drives.  Considering ion drives are usually 4k k/s but seems like you are having fuel efficiency issues.
Those designs have 0.7 consumption engines. IIRC, as these were the first proper military ships, once I got to that level of fuel saving I considered it decent and switched to capacitor research.

Takes a minute to research.
Weird value. Do you mean giving all labs to power & propulsion scientist and just rushing through game time till the fuel saving research is done? To which level of consumption are you heading? 0.1??
Title: Re: Ships
Post by: I_Sicarius_I on June 29, 2017, 07:01:28 AM
Hmm ill have to throw together a comparable ship to see where im at.  And no haha i rarely use anythig under . 8 on warships.  But im also very new as im sure you can tell.  I have also cheated and gave myself all the reasearch so i could figure the game out without redesigning everything every 20 ywars or so.  But im building up thru the tiers to try and learn more. 
Title: Re: Ships
Post by: Tree on June 29, 2017, 08:15:17 AM
---
You'd get a 50% increase in range if you replaced your two size 24 engines with one size 48.
You'd get a bit more range and ~500km/s of extra speed with a size 48 engine with a x1 multiplier instead of x0,9, too.

And yeah, you could get rid of the shields; 4 less damage every 5 minutes wouldn't help much. I'd abandon them on the Surgat, and the passives and active (unless you intend for groups of Surgat to operate alone, far from the cruisers but there doesn't seem there'd be much point since they have the same speed and range) and try to fit on one more turret. On the Merenra II, you could ditch the passives (not much use on an escort) and put on bigger actives, or try to put on one extra turret and go for 3 fire controls and 6 turrets.
Same on the Tarthanac, 10 of shield isn't that useful. I'd also abandon the CIWS (the escorts are there for that) and use the freed space to put the lasers on turrets or just add more lasers.
Title: Re: Ships
Post by: Detros on June 29, 2017, 08:33:38 AM
You'd get a 50% increase in range if you replaced your two size 24 engines with one size 48.
You'd get a bit more range and ~500km/s of extra speed with a size 48 engine with a x1 multiplier instead of x0,9, too.

And yeah, you could get rid of the shields; 4 less damage every 5 minutes wouldn't help much. I'd abandon them on the Surgat, and the passives and active (unless you intend for groups of Surgat to operate alone, far from the cruisers but there doesn't seem there'd be much point since they have the same speed and range) and try to fit on one more turret. On the Merenra II, you could ditch the passives (not much use on an escort) and put on bigger actives, or try to put on one extra turret and go for 3 fire controls and 6 turrets.
Same on the Tarthanac, 10 of shield isn't that useful. I'd also abandon the CIWS (the escorts are there for that) and use the freed space to put the lasers on turrets or just add more lasers.
Home rule 1: Size 1 passive sensors are needed for navigational reasons.
Home rule 2: All important systems need to have a spare one so I am not going to use 1 big engine. I am even using 4 middle ones on Tarthanac to save some research points. It also makes sure with just twice the amount of fuel their range will be the same as the range of destroyers.

I liked that CIWS on Tarthanac because that way I don't have to care about BFCs of too many different types.

I am already 10 years ahead, preparing for Mk II of those designs. Lasers and BFC range are done, still two more years to get consumption to 0.4, FC speed to 8k and gauss cannons to 5 rounds per tick. Quite a big jump so I will see if I will wait bit more for next drive, too. At least for cruisers I should be able to fit 20 upgraded shields which gets recharge up to 1 shield per tick. I will post designs once I get there, again.
Title: Re: Ships
Post by: Tree on June 29, 2017, 08:37:33 AM
Home rule 1: Size 1 passive sensors are needed for navigational reasons.
All ships already sport a hidden strength 1 thermal and EM passive, though. Probably for navigational reasons too.
Title: Re: Ships
Post by: Michael Sandy on June 29, 2017, 09:02:42 PM

Home rule 2: All important systems need to have a spare one so I am not going to use 1 big engine.

Not a bad rule, but my variant is have enough spares to repair anything, and go into battle with battle tugs, commercial ships with lots of armor, a tractor, and extra fuel because, why not?

I basically design a size 50 engine and lots of size 1 engines of different efficiencies.  Possibly a size 2 if there is a cost break issue with fuel efficient engines.

My fleet speed is determined by what speed I can get out of commercial engined ships with 50-60% engine mass.  However, I also have boosted ships that I can transport in carriers if necessary, at least to get them across jump points.

Part of my decision for going with commercial engines was to save fuel and engine costs, but now that I have Fuel Harvesters, I have lots of fuel.  The other part was a desire to avoid having to spend more research on jump technology until I absolutely had to, and military jump engines of any size take a bit to research.  Some things may just have to wait until I have a propulsion anomaly to exploit.

My strategy has been warped by low availability mercassium on Earth, and the complete absence of it anywhere in the Solar System.  Once I get my El Dorado (4 jumps from Earth) in operation, my Mercassium problems go away, and I can go back to building more research facilities.
Title: Re: Ships
Post by: DIT_grue on June 29, 2017, 11:58:26 PM
I wish there was a way to stage fights so i could see the effectiveness of them.

It's not trivial, but you can use Space Master to set up a battle. And if you're trying to learn the game, it might help to attempt a challenge (this (http://aurora2.pentarch.org/index.php?topic=8776.0) was the first I found, but I remember seeing others).
Title: Re: Ships
Post by: I_Sicarius_I on June 30, 2017, 02:39:11 PM
Its challenging enough as it.  And my theory was that whenever the aliens inevitably blow me outta th water i can recover and learn that way.  Instead of starting a new game.  Spending two hours settig up and researching then hoping it works this time.  I get enough bugs and errors that cause me to restart as it is gets annoying to finally have decent tech and have to start over without even losing.  Also how does one use space master to set up a battle?
Title: Re: Ships
Post by: DIT_grue on July 01, 2017, 03:20:48 AM
I realise this is all very vague, but my computer seems to be performing a months-long death scene, so I can't check details. But from memory:

And/or: playing the challenge would allow you to get the hang of the combat and ship design systems almost in isolation, and measure your ideas against other people's fleets and tactics without needing to organise around another human being's RL schedule. I found it a lot of fun, when I'd never yet gotten my own games to the point of fighting anybody.


NB: I think (one of?) the teleport commands is in the misc. tab, probably of the Task Groups window. And if you have trouble establishing a second player empire, there should be a walkthrough for setting up a non-Solar System start somewhere in the wiki that you could crib from.
Title: Re: Ships
Post by: I_Sicarius_I on July 01, 2017, 04:27:52 AM
right on, but i cant use the menu used to create custom player races or add extra races civilizations.  I just get an error message.  And on the point of other players fleets the majority of them use a vastly different organization for their fleets.  8-20kt cruisers or battleships? My cruisers dont start till 20kt usually.  And battleships at 30kt so i have no way to judge the effectiveness of my ships.  And id rather not spend 10-12 hours building my fleets and researching tech for them to be a bust vs the "spoilers" and nprs.  I don't really have that kind of time.  I can cheat the tech and spend 3-4 given my game doesnt take a smeg.  Which is common. 
Title: Re: Ships
Post by: Detros on July 01, 2017, 11:54:32 AM
All ships already sport a hidden strength 1 thermal and EM passive, though. Probably for navigational reasons too.
Those are of only sensitivity 1, good just for navigating inside TG. We can do better :) .

EDIT:
And yeah, you could get rid of the shields; 4 less damage every 5 minutes wouldn't help much.
I noted I haven't responded to this yet. Small shields are a filler and defence against shock damage. Later designs aim for 1 shield strength regenerated in 1-4 ticks.
Title: Re: Ships
Post by: Lamandier on July 15, 2017, 05:28:14 PM
A design from my last game that, despite its flaws, I was nevertheless rather attached to:

Code: [Select]
Warden class Area Defence Cruiser    25 000 tons     804 Crew     4501.7 BP      TCS 500  TH 2250  EM 0
6000 km/s     Armour 2-76     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 44     PPV 111
Maint Life 5.71 Years     MSP 4952    AFR 113%    IFR 1.6%    1YR 257    5YR 3853    Max Repair 468.75 MSP
Intended Deployment Time: 3 months    Flight Crew Berths 0   
Hangar Deck Capacity 250 tons     Magazine 580   

Delta Aviatik Astra-3 Ion Drive (4)    Power 750    Fuel Use 69.88%    Signature 562.5    Exp 12%
Fuel Capacity 2 000 000 Litres    Range 20.6 billion km   (39 days at full power)

Raytheon 'Cascade' 52cm C8 Spinal S-Laser (1)    Range 600 000km     TS: 10000 km/s     Power 71-8     RM 2    ROF 45        71 71 47 35 28 23 20 17 15 14
General Dynamics Phalanx-2 CIWS (1x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Raytheon TS/B-L6M Beam Fire Control (1)    Max Range: 600 000 km   TS: 6250 km/s     98 97 95 93 92 90 88 87 85 83
Jülich HTR258 GCFR (1)     Total Power Output 2.59    Armour 0    Exp 12%
Visegrad Group BLOK-3/52 GCFR (1)     Total Power Output 5.17    Armour 0    Exp 12%

Dassault Sylver A-110 Cell Launcher (18)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Saab-Scania RS9 Countermissile Battery (8)    Missile Size 1    Rate of Fire 10
Steyr AG R10A2 Missile Launcher (6)    Missile Size 10    Rate of Fire 100
Insys ANTAC Defensive Fire Control (2)     Range 48.6m km    Resolution 1
EADS M1KA-6 'Ares-A' Fire Control (1)     Range 194.4m km    Resolution 100
Surya-VI CAM (12)  Speed: 50 400 km/s   End: 5.3m    Range: 16m km   WH: 15    Size: 10    TH: 420/252/126
M12 Hawk II LAM (36)  Speed: 28 800 km/s   End: 2.5m    Range: 4.4m km   WH: 4    Size: 1    TH: 307/184/92
RIM-5G Adder CM (105)  Speed: 46 800 km/s   End: 0.9m    Range: 2.5m km   WH: 1    Size: 1    TH: 624/374/187

Selex Raven ARSA Sensor Array (1)     GPS 17280     Range 283.9m km    Resolution 120
Grumman D/M-57 Starguard Sensor Array (1)     GPS 108     Range 19.4m km    MCR 2.1m km    Resolution 1

ECCM-1 (1)         ECM 10

Strike Group
1x Type 60 Shuttle   Speed: 5200 km/s    Size: 5

And the successive refits:

Code: [Select]
Warden Mod 1 class Area Defence Cruiser    25 000 tons     874 Crew     7628 BP      TCS 500  TH 864  EM 0
7200 km/s     Armour 2-76     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 66     PPV 111
Maint Life 5.85 Years     MSP 8772    AFR 108%    IFR 1.5%    1YR 437    5YR 6548    Max Repair 1260 MSP
Intended Deployment Time: 3 months    Flight Crew Berths 6   
Hangar Deck Capacity 250 tons     Magazine 580   

Delta Aviatik Astra-5 Ion Drive (4)    Power 900    Fuel Use 55.11%    Signature 216    Exp 15%
Fuel Capacity 2 150 000 Litres    Range 28.1 billion km   (45 days at full power)

Raytheon 'Cascade' 52cm C8 Spinal S-Laser (1)    Range 800 000km     TS: 10000 km/s     Power 71-8     RM 2    ROF 45        71 71 47 35 28 23 20 17 15 14
General Dynamics Phalanx-3 CIWS (1x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Raytheon TS/B-L12 Beam Fire Control (1)    Max Range: 800 000 km   TS: 12000 km/s     99 98 96 95 94 92 91 90 89 88
Visegrad Group BLOK-3/52 GCFR (1)     Total Power Output 5.17    Armour 0    Exp 12%
Jülich HTR258 GCFR (1)     Total Power Output 2.59    Armour 0    Exp 12%

Saab-Scania RS9 Countermissile Battery (8)    Missile Size 1    Rate of Fire 10
Dassault Sylver A-110 Cell Launcher (18)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Steyr AG R10A2 Missile Launcher (6)    Missile Size 10    Rate of Fire 100
EADS M2KA-19 'Cetis-B' Fire Control (1)     Range 309.1m km    Resolution 80
Insys INTAC Defensive Fire Control (2)     Range 86.4m km    Resolution 1
Surya-VI CAM (12)  Speed: 50 400 km/s   End: 5.3m    Range: 16m km   WH: 15    Size: 10    TH: 420/252/126
M12 Hawk II LAM (36)  Speed: 28 800 km/s   End: 2.5m    Range: 4.4m km   WH: 4    Size: 1    TH: 307/184/92
RIM-5G Adder CM (104)  Speed: 46 800 km/s   End: 0.9m    Range: 2.5m km   WH: 1    Size: 1    TH: 624/374/187
RSM-25 Harpoon ASM (32)  Speed: 25 200 km/s   End: 60m    Range: 90.7m km   WH: 32    Size: 10    TH: 252/151/75

Grumman D/M-80 Starwatch Sensor Array (1)     GPS 96     Range 23.0m km    MCR 2.5m km    Resolution 1
Selex Oracle ARSAI Sensor Array (1)     GPS 19200     Range 460.8m km    Resolution 100

ECCM-3 (1)         ECM 30

Strike Group
1x Type 82 Shuttle   Speed: 5800 km/s    Size: 5

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

Code: [Select]
Warden Mod 2 class Area Defence Cruiser    30 000 tons     957 Crew     8628 BP      TCS 600  TH 864  EM 0
6000 km/s     Armour 3-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 88     PPV 123
Maint Life 5.69 Years     MSP 10514    AFR 123%    IFR 1.7%    1YR 550    5YR 8247    Max Repair 1260 MSP
Intended Deployment Time: 3 months    Flight Crew Berths 41   
Hangar Deck Capacity 1500 tons     Magazine 640   

Delta Aviatik Astra-5 Ion Drive (4)    Power 900    Fuel Use 55.11%    Signature 216    Exp 15%
Fuel Capacity 4 000 000 Litres    Range 43.5 billion km   (84 days at full power)

Zoran Industries GARDIAN 60cm C10 Spinal Low X-Laser (1)    Range 800 000km     TS: 10000 km/s     Power 94-10     RM 6    ROF 50        94 94 94 94 94 94 80 70 62 56
General Dynamics Phalanx-3 CIWS (1x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Raytheon TS/B-L12 Beam Fire Control (1)    Max Range: 800 000 km   TS: 12000 km/s     99 98 96 95 94 92 91 90 89 88
Visegrad Group BLOK-3/52 GCFR (2)     Total Power Output 10.35    Armour 0    Exp 12%

Saab-Scania RS9 Countermissile Battery (8)    Missile Size 1    Rate of Fire 10
Steyr AG R10A2 Missile Launcher (6)    Missile Size 10    Rate of Fire 100
Dassault Sylver A-110 Cell Launcher (24)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
EADS M2KA-19 'Cetis-B' Fire Control (1)     Range 309.1m km    Resolution 80
Insys INTAC Defensive Fire Control (2)     Range 86.4m km    Resolution 1
Surya-VI CAM (12)  Speed: 50 400 km/s   End: 5.3m    Range: 16m km   WH: 15    Size: 10    TH: 420/252/126
RSM-26 Halberd ASM (36)  Speed: 25 600 km/s   End: 81.6m    Range: 125.4m km   WH: 32    Size: 10    TH: 273/163/81
S-5 Starfire LAM (32)  Speed: 25 900 km/s   End: 1m    Range: 1.5m km   WH: 5    Size: 1    TH: 233/139/69
M13 Hawk III LAM (18)  Speed: 28 800 km/s   End: 3.1m    Range: 5.4m km   WH: 4    Size: 1    TH: 307/184/92
Mistral-S CM (110)  Speed: 47 500 km/s   End: 0.8m    Range: 2.4m km   WH: 1    Size: 1    TH: 633/380/190

Grumman D/M-80 Starwatch Sensor Array (1)     GPS 96     Range 23.0m km    MCR 2.5m km    Resolution 1
Selex Oracle ARSAI Sensor Array (1)     GPS 19200     Range 460.8m km    Resolution 100

ECM 30

Strike Group
2x Type 82 Shuttle   Speed: 5800 km/s    Size: 5
4x SA-16A Fury Strikefighter   Speed: 9890 km/s    Size: 3.64
2x SR-7F Raven Recon Fighter   Speed: 13200 km/s    Size: 2.5

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

Code: [Select]
Warden Mod 3 class Area Defence Cruiser    30 000 tons     959 Crew     9907 BP      TCS 600  TH 864  EM 0
6000 km/s     Armour 3-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 88     PPV 123
Maint Life 5.76 Years     MSP 12073    AFR 123%    IFR 1.7%    1YR 617    5YR 9260    Max Repair 2025 MSP
Intended Deployment Time: 3 months    Flight Crew Berths 25   
Hangar Deck Capacity 1500 tons     Magazine 682   

Delta Aviatik Astra-5 Ion Drive (4)    Power 900    Fuel Use 55.11%    Signature 216    Exp 15%
Fuel Capacity 4 000 000 Litres    Range 43.5 billion km   (84 days at full power)

Zoran Industries GARDIAN-II 60cm C12 Spinal X-Laser (1)    Range 800 000km     TS: 10000 km/s     Power 94-12     RM 7    ROF 40        94 94 94 94 94 94 94 82 73 65
General Dynamics Phalanx-3 CIWS (1x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Raytheon TS/B-L15 Beam Fire Control (1)    Max Range: 800 000 km   TS: 15000 km/s     99 98 96 95 94 92 91 90 89 88
Visegrad Group BLOK-3/52 GCFR (2)     Total Power Output 10.35    Armour 0    Exp 12%
Jülich HTR104 GCFR (2)     Total Power Output 2.07    Armour 0    Exp 12%

Dassault Sylver A-110 Cell Launcher (24)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Steyr AG R10A3 Missile Launcher (6)    Missile Size 10    Rate of Fire 50
Saab-Scania RS10 Countermissile Battery (8)    Missile Size 1    Rate of Fire 5
EADS M2KA-28 'Cetis-E' Fire Control (1)     Range 236.6m km    Resolution 30
Insys INTAC Defensive Fire Control (2)     Range 86.4m km    Resolution 1
Surya-VI CAM (12)  Speed: 50 400 km/s   End: 5.3m    Range: 16m km   WH: 15    Size: 10    TH: 420/252/126
RSM-26 Halberd ASM (36)  Speed: 25 600 km/s   End: 81.6m    Range: 125.4m km   WH: 32    Size: 10    TH: 273/163/81
S-5 Starfire LAM (34)  Speed: 25 900 km/s   End: 1m    Range: 1.5m km   WH: 5    Size: 1    TH: 233/139/69
M13 Hawk III LAM (18)  Speed: 28 800 km/s   End: 3.1m    Range: 5.4m km   WH: 4    Size: 1    TH: 307/184/92
Mistral-S CM (150)  Speed: 47 500 km/s   End: 0.8m    Range: 2.4m km   WH: 1    Size: 1    TH: 633/380/190

Grumman D/M-80 Starwatch Sensor Array (1)     GPS 96     Range 23.0m km    MCR 2.5m km    Resolution 1
Selex Oracle ARSAI Sensor Array (1)     GPS 19200     Range 460.8m km    Resolution 100

ECM 30

Strike Group
2x Type 82 Shuttle   Speed: 5800 km/s    Size: 5
1x SR-7F Raven Recon Fighter   Speed: 13200 km/s    Size: 2.5
3x SA-20A Talon Interceptor   Speed: 12244 km/s    Size: 2.94
1x SA-55A Vampire Heavy Fighter   Speed: 9011 km/s    Size: 7.99

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

She was designed as a sort of fast response ship for defensive operations in populated solar systems, and in the game world was intended as sort of a precursor for the larger, more capable battlecruiser designs that came later. The Wardens were useful because they gave me a heavily armed ship with heavy active defenses that could also keep pace with my smaller escort and FAC designs - and, coincidentally, outrun anything else her size.
Title: Re: Ships
Post by: Barkhorn on July 15, 2017, 10:59:11 PM
These have super thin armor.  A single strength 16 missile hit, or strength 4 laser hit could kill them.  All it takes is one bad dice roll and bam, you've got a magazine explosion and ~10,000bp down the drain.

Missile choices are odd too; why two different size 10 launcher types?

I LOVE the spinal laser though.
Title: Re: Ships
Post by: Detros on July 16, 2017, 05:47:39 AM
Missile choices are odd too; why two different size 10 launcher types?
Those "Cell launchers" are box sized. So Mod3 has first strike capability of 1x30 RSM-26 Halberd ASM, then 1x6 RSM-26 Halberd ASM after 50s, all at 120m km range. After that there are two groups 3x2 of twice as fast Surya-VI CAM at 12m km because now also the other FCs can help .

And yes, it is quite a glass cannon.
Title: Re: Ships
Post by: Lamandier on July 16, 2017, 06:56:15 AM
Detros nailed it; I usually build my designs with a mix of standard size and box launchers, so I can throw out one overwhelming salvo at the outset of an engagement but still have some missile capacity in reserve as I close the range. And the Wardens were fast enough to close the range on just about anything I ran into. (Looking at the original design, though, I'm not sure why it only has CAMs and no standard ASMs, although the refits all have a stock of Harpoons/Halberds. Hm.)

You're both absolutely right, though... it is a glass cannon, which was a semi-intentional design choice. The hope was that the CIWS and heavy AMM battery would protect them from missile fire, while the speed would keep other heavy beam-armed combatants from getting close enough to be a problem... and if anything DID get close enough, they'd have to deal with that lovely spinal laser and a wave or two of CAMs/LAMs. I never lost a Warden in combat, but I did have one get pretty chewed up by AMM spam once. In hindsight, though, they may not have fared as well against a large NPR fleet or certain spoilers. I don't think I quite realized just how little it would take to blast through that armor, as Barkhorn pointed out. Although I haven't used formations yet in any of my games, this is probably a design that would have benefited from them.

In-game, the Warden was also intended as the precursor for 'true' battlecruiser designs like the ship below:

Code: [Select]
Rheinland class Battlecruiser    36 000 tons     1177 Crew     7143 BP      TCS 720  TH 2340  EM 0
4333 km/s     Armour 4-97     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 86     PPV 180
Maint Life 8.41 Years     MSP 9426    AFR 136%    IFR 1.9%    1YR 238    5YR 3563    Max Repair 422 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 8   
Flag Bridge    Hangar Deck Capacity 500 tons     Magazine 1236   

Delta Aviatik Astra-2 Ion Drive (5)    Power 624    Fuel Use 80.93%    Signature 468    Exp 13%
Fuel Capacity 2 590 000 Litres    Range 16.0 billion km   (42 days at full power)

Raytheon 'Cascade' 52cm C8 Spinal S-Laser (1)    Range 600 000km     TS: 10000 km/s     Power 71-8     RM 2    ROF 45        71 71 47 35 28 23 20 17 15 14
Insys LDARS-1 Single Turret (2x1)    Range 60 000km     TS: 26650 km/s     Power 3-5     RM 2    ROF 5        3 3 2 1 1 1 0 0 0 0
General Dynamics Phalanx-2 CIWS (1x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Oerlikon Panther SK8 357mm Railgun (2x4)    Range 540 000km     TS: 10000 km/s     Power 27-8     RM 6    ROF 20        9 9 9 9 9 9 7 6 6 5
Raytheon TS/B-L9 Beam Fire Control (1)    Max Range: 600 000 km   TS: 9375 km/s     98 97 95 93 92 90 88 87 85 83
Raytheon TS/B-D25 Beam Fire Control (2)    Max Range: 75 000 km   TS: 25000 km/s     87 73 60 47 33 20 7 0 0 0
Jülich HTR258 GCFR (1)     Total Power Output 2.59    Armour 0    Exp 12%
Visegrad Group BLOK-3/52 GCFR (1)     Total Power Output 5.17    Armour 0    Exp 12%
General Atomics Goshawk-2 GCFR (1)     Total Power Output 27    Armour 0    Exp 16%

Steyr AG R10A2 Missile Launcher (8)    Missile Size 10    Rate of Fire 100
Saab-Scania RS9 Countermissile Battery (6)    Missile Size 1    Rate of Fire 10
Klimov T-50 Drone Rack (4)    Missile Size 50    Hangar Reload 375 minutes    MF Reload 62.5 hours
Dassault Sylver A-110 Cell Launcher (12)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Insys DTAC-II Defensive Fire Control (2)     Range 34.6m km    Resolution 1
EADS M2KA-16 'Cetis-A' Fire Control (1)     Range 259.2m km    Resolution 100
M12 Hawk II LAM (36)  Speed: 28 800 km/s   End: 2.5m    Range: 4.4m km   WH: 4    Size: 1    TH: 307/184/92
RIM-5G Adder CM (160)  Speed: 46 800 km/s   End: 0.9m    Range: 2.5m km   WH: 1    Size: 1    TH: 624/374/187
'Katana' SLAAD Anti-Ship Drone (4)  Speed: 23 000 km/s   End: 80.3m    Range: 110.8m km   WH: 120    Size: 50    TH: 230/138/69
Surya-VI CAM (8)  Speed: 50 400 km/s   End: 5.3m    Range: 16m km   WH: 15    Size: 10    TH: 420/252/126
RSM-25 Harpoon ASM (76)  Speed: 25 200 km/s   End: 60m    Range: 90.7m km   WH: 32    Size: 10    TH: 252/151/75

Selex Oracle ARSAI Sensor Array (1)     GPS 19200     Range 460.8m km    Resolution 100
Grumman D/M-80 Starwatch Sensor Array (1)     GPS 96     Range 23.0m km    MCR 2.5m km    Resolution 1

ECCM-2 (1)         ECM 20

Strike Group
1x Type 64 Shuttle   Speed: 6600 km/s    Size: 10

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

Code: [Select]
Rheinland Mod 1 class Battlecruiser    36 000 tons     1239 Crew     10937.5 BP      TCS 720  TH 864  EM 0
5000 km/s     Armour 6-97     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 99     PPV 182
Maint Life 7.92 Years     MSP 14999    AFR 131%    IFR 1.8%    1YR 424    5YR 6358    Max Repair 1260 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 7   
Flag Bridge    Hangar Deck Capacity 500 tons     Magazine 1236   

Delta Aviatik Astra-5 Ion Drive (4)    Power 900    Fuel Use 55.11%    Signature 216    Exp 15%
Fuel Capacity 2 525 000 Litres    Range 22.9 billion km   (53 days at full power)

Raytheon 'Cascade' 52cm C8 Spinal S-Laser (1)    Range 800 000km     TS: 10000 km/s     Power 71-8     RM 2    ROF 45        71 71 47 35 28 23 20 17 15 14
Insys LDARS-1 Single Turret (2x1)    Range 60 000km     TS: 26650 km/s     Power 3-5     RM 2    ROF 5        3 3 2 1 1 1 0 0 0 0
General Dynamics Phalanx-3 CIWS (1x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Oerlikon Panther SK9 404mm Railgun (2x4)    Range 800 000km     TS: 10000 km/s     Power 36-10     RM 8    ROF 20        12 12 12 12 12 12 12 12 10 9
Raytheon TS/B-D32 Beam Fire Control (2)    Max Range: 100 000 km   TS: 32000 km/s     90 80 70 60 50 40 30 20 10 0
Raytheon TS/B-L12 Beam Fire Control (1)    Max Range: 800 000 km   TS: 12000 km/s     99 98 96 95 94 92 91 90 89 88
General Atomics Goshawk-2 GCFR (1)     Total Power Output 27    Armour 0    Exp 16%
Visegrad Group BLOK-3/52 GCFR (1)     Total Power Output 5.17    Armour 0    Exp 12%
Jülich HTR258 GCFR (1)     Total Power Output 2.59    Armour 0    Exp 12%
Pratt & Whitney PB-1 Power Pack (5)     Total Power Output 2.59    Armour 0    Exp 12%

Dassault Sylver A-110 Cell Launcher (12)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Saab-Scania RS9 Countermissile Battery (6)    Missile Size 1    Rate of Fire 10
Steyr AG R10A2 Missile Launcher (8)    Missile Size 10    Rate of Fire 100
Klimov T-50 Drone Rack (4)    Missile Size 50    Hangar Reload 375 minutes    MF Reload 62.5 hours
Insys DTAC-II Defensive Fire Control (2)     Range 34.6m km    Resolution 1
EADS M2KA-19 'Cetis-B' Fire Control (1)     Range 309.1m km    Resolution 80
Surya-VI CAM (8)  Speed: 50 400 km/s   End: 5.3m    Range: 16m km   WH: 15    Size: 10    TH: 420/252/126
M13 Hawk III LAM (36)  Speed: 28 800 km/s   End: 3.1m    Range: 5.4m km   WH: 4    Size: 1    TH: 307/184/92
Mistral-S CM (160)  Speed: 47 500 km/s   End: 0.8m    Range: 2.4m km   WH: 1    Size: 1    TH: 633/380/190
'Scimitar' SLAAD Anti-Ship Drone (4)  Speed: 28 800 km/s   End: 65m    Range: 112.3m km   WH: 120    Size: 50    TH: 288/172/86
RSM-26 Halberd ASM (76)  Speed: 25 600 km/s   End: 81.6m    Range: 125.4m km   WH: 32    Size: 10    TH: 273/163/81

Selex Oracle ARSAI Sensor Array (1)     GPS 19200     Range 460.8m km    Resolution 100
Grumman D/M-80 Starwatch Sensor Array (1)     GPS 96     Range 23.0m km    MCR 2.5m km    Resolution 1

ECCM-2 (1)         ECM 30

Strike Group
1x Type 90 Shuttle   Speed: 7200 km/s    Size: 10

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

Code: [Select]
Rheinland Mod 2 class Battlecruiser    40 000 tons     1345 Crew     14240.5 BP      TCS 800  TH 1002.24  EM 0
5220 km/s     Armour 6-104     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 120     PPV 183
Maint Life 8.07 Years     MSP 20182    AFR 141%    IFR 2%    1YR 550    5YR 8255    Max Repair 2025 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 14   
Flag Bridge    Hangar Deck Capacity 500 tons     Magazine 1343   

Delta Aviatik Astra-4 Ion Drive (6)    Power 696    Fuel Use 60.76%    Signature 167.04    Exp 14%
Fuel Capacity 3 500 000 Litres    Range 25.9 billion km   (57 days at full power)

Insys XLARS-II Single Turret (2x1)    Range 210 000km     TS: 50000 km/s     Power 3-12     RM 7    ROF 5        3 3 3 3 3 3 3 2 2 2
Raytheon 'Tempest' 52cm C12 Spinal X-Laser (1)    Range 800 000km     TS: 10000 km/s     Power 71-12     RM 7    ROF 30        71 71 71 71 71 71 71 62 55 49
General Dynamics Phalanx-3 CIWS (1x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Oerlikon Panther SK9 404mm Railgun (2x4)    Range 800 000km     TS: 10000 km/s     Power 36-10     RM 8    ROF 20        12 12 12 12 12 12 12 12 10 9
Raytheon TS/B-D40 Beam Fire Control (2)    Max Range: 100 000 km   TS: 40000 km/s     90 80 70 60 50 40 30 20 10 0
Raytheon TS/B-L15 Beam Fire Control (1)    Max Range: 800 000 km   TS: 15000 km/s     99 98 96 95 94 92 91 90 89 88
Jülich HTR338 GCFR (1)     Total Power Output 3.37    Armour 0    Exp 35%
Visegrad Group BLOK-3/67 GCFR (3)     Total Power Output 20.25    Armour 0    Exp 35%
General Atomics Goshawk-3 GCFR (1)     Total Power Output 33.75    Armour 0    Exp 35%

Klimov T-50 Drone Rack (4)    Missile Size 50    Hangar Reload 375 minutes    MF Reload 62.5 hours
Steyr AG R10A3 Missile Launcher (8)    Missile Size 10    Rate of Fire 50
Dassault Sylver A-110 Cell Launcher (12)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Saab-Scania RS10 Countermissile Battery (8)    Missile Size 1    Rate of Fire 5
EADS M2KA-19 'Cetis-B' Fire Control (1)     Range 309.1m km    Resolution 80
Insys DTAC-II Defensive Fire Control (2)     Range 34.6m km    Resolution 1
Surya-VI CAM (8)  Speed: 50 400 km/s   End: 5.3m    Range: 16m km   WH: 15    Size: 10    TH: 420/252/126
M13 Hawk III LAM (43)  Speed: 28 800 km/s   End: 3.1m    Range: 5.4m km   WH: 4    Size: 1    TH: 307/184/92
Mistral-S CM (180)  Speed: 47 500 km/s   End: 0.8m    Range: 2.4m km   WH: 1    Size: 1    TH: 633/380/190
'Scimitar' SLAAD Anti-Ship Drone (4)  Speed: 28 800 km/s   End: 65m    Range: 112.3m km   WH: 120    Size: 50    TH: 288/172/86
RSM-26 Halberd ASM (84)  Speed: 25 600 km/s   End: 81.6m    Range: 125.4m km   WH: 32    Size: 10    TH: 273/163/81

The Rheinlands were still lightly armored for their size, in keeping with the battlecruiser concept(my contemporary DNs/SDs in that game usually had an armor belt of two or three times the size of the Rheinland's), but it was far less pronounced than with the Wardens - and far less likely that a golden-BB strike would send all those BP up in smoke.
Title: Re: Ships
Post by: I_Sicarius_I on September 05, 2017, 02:44:49 AM
Hmm your 40kt Rhineland BC was the same armour as my corvettes. Not sure which one of us is gooding here but it's interesting. For me that ship would have 24-30 armour layers. Probably 2 or 3 twin 400mm laser turrets a few single laser turrets maybe 150mm or 200mm secondaries and some AA and a bank of size 10 or 15 missile launchers. Im also 100 years in so my armour is lighter etc.
Title: Re: Ships
Post by: obsidian_green on September 28, 2017, 09:52:19 PM
Here's the closest thing to a Star Trek Federation starship I've built. Diverse sensors that include geo and grav, a long term mission range, and the ability to defend itself. It's a bit slow for my liking, but I think it's an upgrade over the rather toothless and somewhat blind science ships it's replacing. If I stumble across another NPR, they're probably going to hate it's size, but losing three of the Yuri Gagarin class to the non-negotiators was enough! No more exploration ships going down without at least a fight.

Quote
Bertalan Farkas [EXP] class Exploration Ship    20 000 tons     452 Crew     5767.62 BP      TCS 400  TH 576  EM 1200
6000 km/s    JR 3-50     Armour 6-65     Shields 40-300     Sensors 168/24/3/3     Damage Control Rating 44     PPV 27.7
Maint Life 4.36 Years     MSP 4434    AFR 130%    IFR 1.8%    1YR 376    5YR 5636    Max Repair 1152 MSP
Intended Deployment Time: 36 months    Spare Berths 2   
Magazine 306   

J20400(3-50) Military Jump Drive     Max Ship Size 20400 tons    Distance 50k km     Squadron Size 3
800 EP/E.5/TR Commercial Inertial Fusion Drive (3)    Power 800    Fuel Use 2.65%    Signature 192    Exp 5%
Fuel Capacity 1 500 000 Litres    Range 509.4 billion km   (982 days at full power)
Shields Xi-R300/360 (8)   Total Fuel Cost  120 Litres per hour  (2 880 per day)

Quad Turret 15cm C6-TS32k Far UV Laser (1x4)    Range 300 000km     TS: 32000 km/s     Power 24-24     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
CIWS 10/5s-TS32000-ECCM-2.5 (2x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
FC S08-R240-TS32000 (1)    Max Range: 480 000 km   TS: 32000 km/s     98 96 94 92 90 88 85 83 81 79
P12-S1 Inertial Confinement Fusion Reactor (2)     Total Power Output 24    Armour 0    Exp 5%

ML S3-RL300s [33% Reduction] (6)    Missile Size 3    Rate of Fire 300
MFC 34mk/PD2.7mk-R1 [48/24] (2)     Range 34.6m km    Resolution 1
ACM-3 [S3, WH9, R30] (102)  Speed: 51 200 km/s   End: 9.8m    Range: 30.1m km   WH: 9    Size: 3    TH: 358/215/107

Active Search[48/24] MR34mk/PD3.7mk-R1 (1)     GPS 144     Range 34.6m km    MCR 3.8m km    Resolution 1
Thermal Sensor TH7-168 (1)     Sensitivity 168     Detect Sig Strength 1000:  168m km
EM Detection Sensor EM1-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Advanced Gravitational Sensors (1)   3 Survey Points Per Hour
Advanced Geological Sensors (1)   3 Survey Points Per Hour

Compact ECCM-4 (3)         ECM 40

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
Title: Re: Ships
Post by: Rich.h on September 29, 2017, 06:24:24 AM
Here's the closest thing to a Star Trek Federation starship I've built. Diverse sensors that include geo and grav, a long term mission range, and the ability to defend itself. It's a bit slow for my liking, but I think it's an upgrade over the rather toothless and somewhat blind science ships it's replacing. If I stumble across another NPR, they're probably going to hate it's size, but losing three of the Yuri Gagarin class to the non-negotiators was enough! No more exploration ships going down without at least a fight.

I'm not sure about the numbers off the top of my head, but it may be worth looking at swapping out that jump drive for a commercial one. If you intend this to be a solitary exploration vessel, then the commercial drive could save you some tonnage and in turn gain some speed.
Title: Re: Ships
Post by: obsidian_green on September 30, 2017, 06:15:03 PM
I'm not sure about the numbers off the top of my head, but it may be worth looking at swapping out that jump drive for a commercial one. If you intend this to be a solitary exploration vessel, then the commercial drive could save you some tonnage and in turn gain some speed.

I looked into that. Iirc, the commercial jump drive is cheaper, but not smaller; space is the thing I wanted to conserve in an otherwise military design, so no commercial jump engine.

Just checked to make sure. My size-34, 20,000t military jump engines take 34 HS, but a size-5, 22,500t commercial jump engine requires 50 HS.
Title: Re: Ships
Post by: Detros on October 02, 2017, 06:38:35 AM
I looked into that. Iirc, the commercial jump drive is cheaper, but not smaller; space is the thing I wanted to conserve in an otherwise military design, so no commercial jump engine.

Just checked to make sure. My size-34, 20,000t military jump engines take 34 HS, but a size-5, 22,500t commercial jump engine requires 50 HS.
Yes, in short: commercial jump engines are 10 times bigger than declared.
Title: Re: Ships
Post by: 83athom on October 03, 2017, 01:36:43 PM
New game after the last attempt at this theme where someone somewhere found a way to weaponize the quantum anomaly known as "Divide by Zero Error" and was destroying the universe one Annihilation Event at a time. Anyways, gave myself 500k RP to start and let the game generate technology for me and this is what I came up with.

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Warhorse class Strike Cruiser    37 500 tons     588 Crew     7049.96 BP      TCS 750  TH 2700  EM 1140
7200 km/s     Armour 8-99     Shields 38-300     Sensors 32/32/0/0     Damage Control Rating 40     PPV 71.28
Maint Life 1.74 Years     MSP 3525    AFR 375%    IFR 5.2%    1YR 1421    5YR 21309    Max Repair 607.5 MSP
Intended Deployment Time: 18 months    Spare Berths 3   
Magazine 1512   

900EP IFD (6)    Power 900    Fuel Use 23.05%    Signature 450    Exp 9%
Fuel Capacity 5 620 000 Litres    Range 117.0 billion km   (188 days at full power)
DSR300 (15)   Total Fuel Cost  225 Litres per hour  (5 400 per day)

Phalanx VI CIWS (4x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
S6R4 L/33 (36)    Missile Size 6    Rate of Fire 900
MFC 43-R100/70 (4)     Range 43.2m km    Resolution 100
ASM(A)-6S9D (252)  Speed: 28 000 km/s   End: 20.6m    Range: 34.6m km   WH: 9    Size: 6    TH: 121/72/36

SSA 11-R1/70 (1)     GPS 144     Range 11.5m km    MCR 1.3m km    Resolution 1
SSA 109-R160/70 (1)     GPS 17280     Range 109.3m km    Resolution 160
THDS 4-32/70 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
EMDS 4-32/70 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

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

Kind of messed up at the end as I set out to fit around 40k tons, but 37.5k actually turned out to be a better number for the math I figured for this theme, and I ended up filling almost all of the tonnage when I realized I forgot to add shields. Then I had to strip a few hundred tons of fuel storage, then I shaved a little off my engineering spaces, and I had to remove my secondary battle bridge, but my shields are still not quite to the point I want them but where they are will have to do. And one annoying thing is that my missile launchers are 99 tons... really irritating to see the 'equal' tonnage of magazines and launchers be 3600 tons and 3564 tons respective. The one real upside to those launchers is they only need 1 crew each.
Title: Re: Ships
Post by: 83athom on October 17, 2017, 01:59:10 PM
After a decade with the only real warship of the Empire being the Warhorse, a successful design that has seen combat in almost a dozen occasions against 3 different races, new technology has advanced just enough to the point where a second generation of Warships. However, technology has yet to advance that far into engines and sensors/fire control as these subjects seem to cause the greatest problems to any aspiring scientists in the empire (despite 10 levels of military academies over the course of around 4 decades, I only have 3 PP and 2 S/FC scientists all with low ratings). Technology into the development of missile related technology also has not advanced far enough to the point where an overhaul on the missiles, launchers, or magazines. Using the information gathered from the many battles fought, we have learned that our only weakness so far is the lack of capability in fighting inside of nebulas. Scientists have quickly advanced in the fields of energy weaponry to give us that capability. We also needed a cheaper alternative for orbital defense than stationing a Cruiser class vessel over a conquered world, so advisers came up with 2 smaller ships and 1 defense station.

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Reconquista A class Monitor    5 400 tons     89 Crew     1676.5 BP      TCS 108  TH 400  EM 600
7407 km/s     Armour 4-27     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 32
Maint Life 1.56 Years     MSP 388    AFR 116%    IFR 1.6%    1YR 183    5YR 2750    Max Repair 300 MSP
Intended Deployment Time: 0.5 months    Spare Berths 5   

400EP IFD (2)    Power 400    Fuel Use 48%    Signature 200    Exp 10%
Fuel Capacity 395 000 Litres    Range 27.4 billion km   (42 days at full power)
TSR 300 (5)   Total Fuel Cost  100 Litres per hour  (2 400 per day)

4R5-200 DPC (2)    Range 200 000km     TS: 7407 km/s     Power 10-5    ROF 10        4 4 4 4 4 4 4 4 4 4
24/C5-PPC (2)    Range 240 000km     TS: 7407 km/s     Power 24-5     RM 1    ROF 25        24 12 8 6 4 4 3 3 2 2
DFCC-S2 80-8000 (1)    Max Range: 160 000 km   TS: 8000 km/s     94 88 81 75 69 62 56 50 44 38
DFCC-S4 160-8000 (1)    Max Range: 320 000 km   TS: 8000 km/s     97 94 91 88 84 81 78 75 72 69
TFR P6/S0-7 (4)     Total Power Output 24.64    Armour 0    Exp 10%

SSA 11-R1/70 (1)     GPS 144     Range 11.5m km    MCR 1.3m km    Resolution 1

ECM 10

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Reconquista B class Monitor    5 000 tons     85 Crew     1522.5 BP      TCS 100  TH 400  EM 0
8000 km/s     Armour 4-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 32
Maint Life 1.56 Years     MSP 362    AFR 105%    IFR 1.5%    1YR 172    5YR 2573    Max Repair 300 MSP
Intended Deployment Time: 0.5 months    Spare Berths 3   

400EP IFD (2)    Power 400    Fuel Use 48%    Signature 200    Exp 10%
Fuel Capacity 375 000 Litres    Range 28.1 billion km   (40 days at full power)

4R5-200 DPC (2)    Range 200 000km     TS: 8000 km/s     Power 10-5    ROF 10        4 4 4 4 4 4 4 4 4 4
24/C5-PPC (2)    Range 240 000km     TS: 8000 km/s     Power 24-5     RM 1    ROF 25        24 12 8 6 4 4 3 3 2 2
DFCC-S4 160-8000 (1)    Max Range: 320 000 km   TS: 8000 km/s     97 94 91 88 84 81 78 75 72 69
DFCC-S2 80-8000 (1)    Max Range: 160 000 km   TS: 8000 km/s     94 88 81 75 69 62 56 50 44 38
TFR P6/S0-7 (4)     Total Power Output 24.64    Armour 0    Exp 10%

SSA 109-R160/70 (1)     GPS 17280     Range 109.3m km    Resolution 160

This design is classed as a Military Vessel for maintenance purposes
Designed similarly because the conquered planets so far are able to maintain ships up to 5.4k tons, yet 5k tons exact would allow our ships to exploit the most from the fire controls we were so far able to come up with.

Code: [Select]
Raydome class Planetary Defence Centre    15 000 tons     42 Crew     2711.82 BP      TCS 300  TH 0  EM 0
Armour 23-54     Sensors 160/108     Damage Control Rating 60     PPV 53.46
Intended Deployment Time: 0.1 months    Spare Berths 1   
Magazine 1134   

Phalanx VI CIWS (4x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
S18R4 GBL33 (9)    Missile Size 18    Rate of Fire 1350
MFC 115-R180/70 (3)     Range 115.9m km    Resolution 180
AST(A)-18S25D (63)  Speed: 28 000 km/s   End: 59.3m    Range: 99.7m km   WH: 25    Size: 18    TH: 93/56/28

SSA 109-R160/70 (1)     GPS 17280     Range 109.3m km    Resolution 160
THDS 20-160/70 (1)     Sensitivity 160     Detect Sig Strength 1000:  160m km
EMDS 20-160/70 (1)     Sensitivity 160     Detect Sig Strength 1000:  160m km

ECCM-1 (3)         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 Planetary Defence Centre and can be pre-fabricated in 6 sections
A simple base that allows for the firing of new torpedo weaponry, at longer ranges than standard anti-ship missiles, to defend smaller colonies that lack any maintenance facilities.

Code: [Select]
Warhorse II class Strike Cruiser    37 500 tons     613 Crew     7717.96 BP      TCS 750  TH 2700  EM 2400
7200 km/s     Armour 8-99     Shields 80-300     Sensors 32/32/0/0     Damage Control Rating 50     PPV 71.28
Maint Life 2.2 Years     MSP 3923    AFR 368%    IFR 5.1%    1YR 1086    5YR 16296    Max Repair 607.5 MSP
Intended Deployment Time: 18 months    Spare Berths 1   
Magazine 1512    Cryogenic Berths 800   

900EP IFD (6)    Power 900    Fuel Use 23.05%    Signature 450    Exp 9%
Fuel Capacity 8 250 000 Litres    Range 171.8 billion km   (276 days at full power)
TSR 300 (20)   Total Fuel Cost  400 Litres per hour  (9 600 per day)

Phalanx VI CIWS (4x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
S6R4 L/33 (36)    Missile Size 6    Rate of Fire 900
MFC 43-R100/70 (4)     Range 43.2m km    Resolution 100
ASM(A)-6S9D (252)  Speed: 28 000 km/s   End: 20.6m    Range: 34.6m km   WH: 9    Size: 6    TH: 121/72/36

SSA MR212-R180/40 (1)     GPS 25920     Range 212.5m km    Resolution 180
SSA 11-R1/70 (1)     GPS 144     Range 11.5m km    MCR 1.3m km    Resolution 1
THDS 4-32/70 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
EMDS 4-32/70 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

ECM 20

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
Upgrade of the venerable Warhorse class. Swapping the armor for Compressed Carbon allowed vast weight savings that allowed for upgrading its support and maintenance capabilities, greater numbers of upgraded shielding, upgraded sensors and electronic warfare suites, and swapping the fuel systems out for new compressed systems allow for greater cruising range as well as greater lengths of time the new shield systems can stay active despite the nearly double requirements.

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Partisan class Battlecruiser    50 000 tons     1053 Crew     10832.46 BP      TCS 1000  TH 3600  EM 4800
7200 km/s     Armour 8-120     Shields 160-300     Sensors 32/32/0/0     Damage Control Rating 56     PPV 171.28
Maint Life 2.06 Years     MSP 4902    AFR 552%    IFR 7.7%    1YR 1548    5YR 23225    Max Repair 607.5 MSP
Intended Deployment Time: 18 months    Spare Berths 0   
Magazine 1512   

900EP IFD (8)    Power 900    Fuel Use 23.05%    Signature 450    Exp 9%
Fuel Capacity 6 000 000 Litres    Range 93.7 billion km   (150 days at full power)
TSR 300 (40)   Total Fuel Cost  800 Litres per hour  (19 200 per day)

4R5-200 DPC (4)    Range 200 000km     TS: 7200 km/s     Power 10-5    ROF 10        4 4 4 4 4 4 4 4 4 4
Phalanx VI CIWS (4x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
24/C5-PPC (8)    Range 240 000km     TS: 7200 km/s     Power 24-5     RM 1    ROF 25        24 12 8 6 4 4 3 3 2 2
DFCC-S4 160-8000 (1)    Max Range: 320 000 km   TS: 8000 km/s     97 94 91 88 84 81 78 75 72 69
DFCC-S2 80-8000 (2)    Max Range: 160 000 km   TS: 8000 km/s     94 88 81 75 69 62 56 50 44 38
TFR P40/S4 (2)     Total Power Output 80    Armour 0    Exp 20%

S6R4 L/33 (36)    Missile Size 6    Rate of Fire 900
MFC 43-R100/70 (4)     Range 43.2m km    Resolution 100
ASM(A)-6S9D (252)  Speed: 28 000 km/s   End: 20.6m    Range: 34.6m km   WH: 9    Size: 6    TH: 121/72/36

SSA 11-R1/70 (1)     GPS 144     Range 11.5m km    MCR 1.3m km    Resolution 1
SSA MR212-R180/40 (1)     GPS 25920     Range 212.5m km    Resolution 180
THDS 4-32/70 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
EMDS 4-32/70 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

ECCM-2 (3)         ECM 20

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
Essentially an upgrade of the Warhorse class. This design adds new energy weaponry, 2 additional engines, increased shield defenses, and a electronic warfare suite. The downsides compared to the new Warhorse II is the reduced cruising range, larger cross-section, and increased cost despite the similar survivability.

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Crusade class Battleship    84 350 tons     2312 Crew     18690.46 BP      TCS 1687  TH 4050  EM 18000
4801 km/s     Armour 12-171     Shields 600-300     Sensors 160/160/0/0     Damage Control Rating 71     PPV 431.28
Maint Life 2.96 Years     MSP 9936    AFR 793%    IFR 11%    1YR 1694    5YR 25406    Max Repair 607.5 MSP
Intended Deployment Time: 18 months    Spare Berths 0   
Flag Bridge    Magazine 1512   

900EP IFD (9)    Power 900    Fuel Use 23.05%    Signature 450    Exp 9%
Fuel Capacity 6 000 000 Litres    Range 55.5 billion km   (133 days at full power)
TSR 300 (150)   Total Fuel Cost  3 000 Litres per hour  (72 000 per day)

4R5-200 DPC (12)    Range 200 000km     TS: 4801 km/s     Power 10-5    ROF 10        4 4 4 4 4 4 4 4 4 4
Phalanx VI CIWS (8x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
8' V3C4 Railgun (24x4)    Range 120 000km     TS: 4801 km/s     Power 12-4     RM 3    ROF 15        4 4 4 3 2 2 1 1 1 1
24/C5-PPC (12)    Range 240 000km     TS: 4801 km/s     Power 24-5     RM 1    ROF 25        24 12 8 6 4 4 3 3 2 2
DFCC-S4 160-8000 (2)    Max Range: 320 000 km   TS: 8000 km/s     97 94 91 88 84 81 78 75 72 69
DFCC-S2 80-8000 (6)    Max Range: 160 000 km   TS: 8000 km/s     94 88 81 75 69 62 56 50 44 38
TFR P40/S4 (6)     Total Power Output 240    Armour 0    Exp 20%

S6R4 L/33 (36)    Missile Size 6    Rate of Fire 900
MFC 43-R100/70 (4)     Range 43.2m km    Resolution 100
ASM(A)-6S9D (252)  Speed: 28 000 km/s   End: 20.6m    Range: 34.6m km   WH: 9    Size: 6    TH: 121/72/36

SSA 11-R1/70 (1)     GPS 144     Range 11.5m km    MCR 1.3m km    Resolution 1
SSA MR212-R180/40 (1)     GPS 25920     Range 212.5m km    Resolution 180
THDS 4-32/70 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
THDS 20-160/70 (1)     Sensitivity 160     Detect Sig Strength 1000:  160m km
EMDS 4-32/70 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
EMDS 20-160/70 (1)     Sensitivity 160     Detect Sig Strength 1000:  160m km

ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Designed to be the core of the fleet. Built to be the spearhead of an assault, to take the punishment of dozens to hundreds of missiles and continue to close range. It has basic missile complements equaling smaller classes, yet its true strength lies in its closer ranged weaponry of massed railgun fire and heavy plasma cannons.
Title: Re: Ships
Post by: JacenHan on December 28, 2017, 01:37:55 PM
I've been playing a USA themed game for about a week now. These ships were designed after a rapid military research program prompted by the destruction of a peaceful survey ship in the Epsilon Eridani system in 2037. For roleplay reasons, I had not researched any military technology until the survey ship was destroyed, so they are pretty low end ships.

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George Washington class Heavy Cruiser    12 000 tons     305 Crew     1435 BP      TCS 240  TH 480  EM 0
2000 km/s     Armour 4-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 60
Maint Life 1.32 Years     MSP 299    AFR 288%    IFR 4%    1YR 181    5YR 2720    Max Repair 120 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 420    Cryogenic Berths 200   

N240-S30 Nuclear Pulse Engine (2)    Power 240    Fuel Use 42%    Signature 240    Exp 10%
Fuel Capacity 1 230 000 Litres    Range 43.9 billion km   (254 days at full power)

GMLS-6-90 Missile Launcher (10)    Missile Size 6    Rate of Fire 90
SPG-3 Missile Fire Control (2)     Range 68.7m km    Resolution 20
RGM-1B Starburst (70)  Speed: 13 500 km/s   End: 98.7m    Range: 80m km   WH: 9    Size: 6    TH: 76/46/23

SPS-1 Active Search Sensor (1)     GPS 5760     Range 59.5m km    Resolution 60

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

The George Washington class is the fleet's long-range strike unit. The RGM-1B Starburst missiles are new, and all but one ship were actually armed with RGM-1A Supernova missiles, with a lower speed and agility, and range more in line with the fire control. Eight of these ships were built.

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Portland II class Destroyer    6 000 tons     148 Crew     765.2 BP      TCS 120  TH 360  EM 0
3000 km/s     Armour 3-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 18
Maint Life 1.84 Years     MSP 159    AFR 144%    IFR 2%    1YR 59    5YR 889    Max Repair 96 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Cryogenic Berths 200   

N120-S15 Nuclear Pulse Engine (3)    Power 120    Fuel Use 51%    Signature 120    Exp 10%
Fuel Capacity 825 000 Litres    Range 48.5 billion km   (187 days at full power)

100mm Railgun V2/C3 (6x4)    Range 20 000km     TS: 3000 km/s     Power 3-3     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
SAG-4 Beam Fire Control (2)    Max Range: 64 000 km   TS: 3000 km/s     84 69 53 37 22 6 0 0 0 0
P9-S2 Gas-Cooled Fast Reactor (2)     Total Power Output 18    Armour 0    Exp 5%

SPS-1 Active Search Sensor (1)     GPS 5760     Range 59.5m km    Resolution 60
SPD-2 Missile Detection Sensor (1)     GPS 48     Range 3.8m km    MCR 418k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

The Portland class provides both point defence capabilities, as well as short ranged firepower. This is technically the Mark 2 version, to which all existing ships were upgraded early on in the fleet buildup. Fourteen of these ships were built.

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Theodore Roosevelt class Jump Cruiser    12 000 tons     349 Crew     1556.4 BP      TCS 240  TH 480  EM 0
2000 km/s    JR 3-50     Armour 4-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 36
Maint Life 1.74 Years     MSP 486    AFR 192%    IFR 2.7%    1YR 196    5YR 2946    Max Repair 266 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Cryogenic Berths 200   

J12000(3-50) Military Jump Drive     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 3
N240-S30 Nuclear Pulse Engine (2)    Power 240    Fuel Use 42%    Signature 240    Exp 10%
Fuel Capacity 1 385 000 Litres    Range 49.5 billion km   (286 days at full power)

100mm Railgun V2/C3 (12x4)    Range 20 000km     TS: 3000 km/s     Power 3-3     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
SAG-4 Beam Fire Control (4)    Max Range: 64 000 km   TS: 3000 km/s     84 69 53 37 22 6 0 0 0 0
P9-S2 Gas-Cooled Fast Reactor (4)     Total Power Output 36    Armour 0    Exp 5%

SPD-2 Missile Detection Sensor (1)     GPS 48     Range 3.8m km    MCR 418k km    Resolution 1
SPS-1 Active Search Sensor (1)     GPS 5760     Range 59.5m km    Resolution 60

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

The Theodore Roosevelt class is the Navy's only military jump ship. It is armed with a large number of railguns to defend itself. Three of these ships were built.

These designs were tested in the Battle of Epsilon Eridani, where a Navy fleet of six heavy cruisers, eleven destroyers, and three jump cruisers engaged four 15,700 ton alien cruisers and one 23,550 ton alien battleship. Enemy ECM systems reduced the fleet's missile range to forty million kilometers, and two of the alien cruisers fired over fifty salvos of 56 anti-missiles each from about sixty million kilometers distance before fleeing to reload, which the fleet was able to weather with only minor internal damage. The remaining ships appeared to be armed solely with close-ranged weapons and charged forward into the fleet's slower ships. The enemy battleship and one of the cruisers were destroyed by missile fire, and the last cruiser was finished off by railgun fire before it could fire its own weapons. The commanding officer, unsure that the fleet could survive another round of anti-missiles, made the decision to pull back to Sol, having destroyed three of the alien ships.

With research into Ion drives and energy shielding complete, as well as a program of shipyard expansions, the US Navy is now preparing to design a new generation of larger, more capable warships.
Title: Re: Ships
Post by: TT on January 04, 2018, 05:32:18 PM
Jacen,

The ships look pretty good based on the tech but I did notice two things. The Portland and the Teddy Roosevelt both have less than twice the MSP that their largest component needs (they are close though). That means that they wont be able to repair that component if it is destroyed in a fight. Also, The Portland goes much faster than the other two. That extra speed costs space that could be used for more rail guns. Otherwise, they look pretty good to me.
Title: Re: Ships
Post by: celem on January 05, 2018, 07:16:37 AM
Rapid-Strike Team

Built in response to a NPR using a lot of mesons and missiles, the speed of the fleet is dictated by the speed of the foe's current ASM designs, if it gets blindsided by a missile volley it is capable of outrunning it if AMM expenditure would be too high.     

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Väktaren III class Fighter-bomber    500 tons     16 Crew     150 BP      TCS 10  TH 28  EM 0
8000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 3.57 Years     MSP 19    AFR 20%    IFR 0.3%    1YR 2    5YR 34    Max Repair 35 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Magazine 20   

Micro 40 EP Inertial Fusion Drive (2)    Power 40    Fuel Use 51.88%    Signature 14    Exp 12%
Fuel Capacity 35 000 Litres    Range 24.3 billion km   (35 days at full power)

Shieldwall AMM Launcher (3)    Missile Size 1    Rate of Fire 15
Lundström Warning and Control AMM Fire Control FC6-R1 (70%) (1)     Range 6.1m km    Resolution 1
Riposte II AMM Missile (20)  Speed: 20 000 km/s   End: 44.1m    Range: 53m km   WH: 1    Size: 1    TH: 133/80/40

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

Anti-ship role using pre-existing AMM hardware.        My current foes have a lot of 60k km mesons and PD and these guys can hit them from just outside their range and still have the warheads slam in under 5 seconds.        Needs to swarm since they dont hold much ammo.        Also works OK as anti-FAC thus far.     

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Balder III class Fighter    470 tons     22 Crew     190 BP      TCS 9.4  TH 56  EM 0
17021 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 4.57 Years     MSP 25    AFR 17%    IFR 0.2%    1YR 2    5YR 29    Max Repair 35 MSP
Intended Deployment Time: 3 months    Spare Berths 2   

Micro 40 EP Inertial Fusion Drive (4)    Power 40    Fuel Use 51.88%    Signature 14    Exp 12%
Fuel Capacity 20 000 Litres    Range 14.8 billion km   (10 days at full power)

Cutter R3/C6 Meson Cannon (1)    Range 24 000km     TS: 17021 km/s     Power 3-6     RM 3    ROF 5        1 1 0 0 0 0 0 0 0 0
Fighter Fire Control 12-3000 H70 (FTR) (1)    Max Range: 24 000 km   TS: 12000 km/s     58 17 0 0 0 0 0 0 0 0
Boström Inertial Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%

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

Escorts to the fighter-bombers, in a big enough swarm they can cause large hulls some issues and are real hard to hit.        Can outrun my current opponent's AMMs.     

These fighters tend to deploy from a pair of fairly slow and otherwise unarmed 14k T jump-carriers, but they are also escorted into combat by a pair of these:

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Styrbjörn VI class Corvette    5 000 tons     130 Crew     1341.6 BP      TCS 100  TH 268.8  EM 120
7680 km/s     Armour 2-26     Shields 4-300     Sensors 8/11/0/0     Damage Control Rating 1     PPV 20
Maint Life 0.99 Years     MSP 168    AFR 200%    IFR 2.8%    1YR 169    5YR 2540    Max Repair 179.2 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 87   

256 EP Inertial Fusion Drive (3)    Power 256    Fuel Use 15.45%    Signature 89.6    Exp 8%
Fuel Capacity 530 000 Litres    Range 123.5 billion km   (186 days at full power)
Nord Defence Gamma R300/192 Shields (2)   Total Fuel Cost  16 Litres per hour  (384 per day)

Boström Particle Beam-3 II (3)    Range 150 000km     TS: 7680 km/s     Power 7-6    ROF 10        3 3 3 3 3 3 3 3 3 3
Goalkeeper CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Magnusson Armaments Fire Control S01.5 120-4000 H50 (1)    Max Range: 240 000 km   TS: 4000 km/s     96 92 88 83 79 75 71 67 62 58
Boström Inertial Confinement Fusion Reactor Technology PB-1 (3)     Total Power Output 18    Armour 0    Exp 5%

Shieldwall AMM Launcher (2)    Missile Size 1    Rate of Fire 15
Lundström Warning and Control AMM Fire Control FC6-R1 (70%) (1)     Range 6.1m km    Resolution 1
Riposte II AMM Missile (87)  Speed: 20 000 km/s   End: 44.1m    Range: 53m km   WH: 1    Size: 1    TH: 133/80/40

Lundström WaC Active Search Sensor MR17-R60 (50%) (1)     GPS 1260     Range 17.9m km    Resolution 60
Lundström WaC Missile Net MR4-R1 (50%) (1)     GPS 42     Range 4.6m km    MCR 503k km    Resolution 1
Lindqvist Systems Thermal Sensor TH1-8 (70%) (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Eklund-Eliasson Limited EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

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

Quick enough to cruise with the bombers until they begin their runs he provides eyes, some missile protection and some firepower, as well as a rear-guard should i need to buy time for a carrier to escape.        The corvettes are supported in turn by their leader and jump-tender:

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Alphabjörn JTIII class Frigate    8 000 tons     208 Crew     1987 BP      TCS 160  TH 448  EM 180
8000 km/s    JR 3-50     Armour 4-35     Shields 6-300     Sensors 8/11/0/0     Damage Control Rating 3     PPV 25
Maint Life 2.05 Years     MSP 466    AFR 170%    IFR 2.4%    1YR 148    5YR 2222    Max Repair 179.2 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

Alphabjörn J8000(3-50) Military Jump Drive     Max Ship Size 8000 tons    Distance 50k km     Squadron Size 3
256 EP Inertial Fusion Drive (5)    Power 256    Fuel Use 15.45%    Signature 89.6    Exp 8%
Fuel Capacity 685 000 Litres    Range 99.8 billion km   (144 days at full power)
Nord Defence Gamma R300/192 Shields (3)   Total Fuel Cost  24 Litres per hour  (576 per day)

Magnusson Armaments Particle Beam-2 II (5)    Range 150 000km     TS: 8000 km/s     Power 5-6    ROF 5        2 2 2 2 2 2 2 2 2 2
Goalkeeper CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Magnusson Armaments Fire Control S01.5 120-4000 H50 (1)    Max Range: 240 000 km   TS: 4000 km/s     96 92 88 83 79 75 71 67 62 58
Boström Inertial Confinement Fusion Reactor Technology PB-1 (5)     Total Power Output 30    Armour 0    Exp 5%

Lundström WaC Active Search Sensor MR17-R60 (50%) (1)     GPS 1260     Range 17.9m km    Resolution 60
Lundström WaC Missile Net MR4-R1 (50%) (1)     GPS 42     Range 4.6m km    MCR 503k km    Resolution 1
Lindqvist Systems Thermal Sensor TH1-8 (70%) (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Eklund-Eliasson Limited EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes

While larger than the corvettes the general firepower is much the same, with the extra space going to a jump-drive and slightly better defenses.        If the fighters and 'vettes detach from the carriers then the Alphabjörn often stays behind, just incase.      (The carriers function as colliers and I try not to get them into combat, plus they and the Frigate have the big TH sigs so I hold them back when trying to be sneaky.  )

Comments welcome :)

Edit: Oops, stumbled onto a spoiler and the corvette/destroyer are both extinct, realised retrospectively that the s3 particle beams are a poor choice with my capacitor tech-lvl, the 2's get a better DPS.   Ahh well, a chance to reinvent the classes.   Star swarm messed me up good and proper.
Title: Re: Ships
Post by: Barkhorn on January 08, 2018, 05:15:49 PM
The fighter-bomber seems pretty slow.
Title: Re: Ships
Post by: celem on January 09, 2018, 09:00:21 AM
Yeah, that got a lot of them eaten in combat too.     Being slower than the star-swarm heavy fighters = not so good
I did speed him up a bit, though the rest of my fleet also slowed and standardised to 6400, which is pretty slow for inertial fusion, but the whole fleet can maintain that speed, including tenders, tankers and carriers. 

I realised that I hadn't yet developed a boosted power engine for fighters, or in-fact a boosted missile engine for short ranges.   

As a lesson in correctly using technology available.   .   .     This guy is built with much the same available technology as the fighter-bomber above, just everything re-tweaked and designed especially for this craft.    (The only straight upgrade is the launcher ROF and I suspect active grav sensor strength)

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Shieldwall class Fighter-bomber    500 tons     16 Crew     217 BP      TCS 10  TH 26.88  EM 0
11200 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 3.64 Years     MSP 27    AFR 20%    IFR 0.3%    1YR 3    5YR 47    Max Repair 56 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Magazine 39   

Boosted Fighter 56 EP Inertial Fusion Drive (2)    Power 56    Fuel Use 120.32%    Signature 13.44    Exp 17%
Fuel Capacity 30 000 Litres    Range 9.0 billion km   (9 days at full power)

Shieldwall AMM-1 (3)    Missile Size 1    Rate of Fire 10
Hornet AMMFC 11-1 (1)     Range 11.1m km    Resolution 1
Hornet AMM 10mKm (39)  Speed: 56 000 km/s   End: 3m    Range: 10m km   WH: 2    Size: 1    TH: 373/224/112

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

Feels much shinier, and it's still a long-range design.   Love the newgen AMM, speedy!  I'm toying with a 2xAMM 3xEngine design, but I dont want to tread on the toes of my missile light-fighter seen below: 

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Splinter class Light Fighter    200 tons     2 Crew     81.4 BP      TCS 4  TH 13.44  EM 0
14000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.1
Maint Life 20.28 Years     MSP 25    AFR 3%    IFR 0%    1YR 0    5YR 2    Max Repair 56 MSP
Intended Deployment Time: 15 months    Spare Berths 0   
Magazine 14   

Boosted Fighter 56 EP Inertial Fusion Drive (1)    Power 56    Fuel Use 120.32%    Signature 13.44    Exp 17%
Fuel Capacity 10 000 Litres    Range 7.5 billion km   (6 days at full power)

Shieldwall AMMBox (14)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Lundström PointBlank MFC 1-1 (1)     Range 1.8m km    Resolution 1
Hornet AMM 10mKm (14)  Speed: 56 000 km/s   End: 3m    Range: 10m km   WH: 2    Size: 1    TH: 373/224/112

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

Love this guy, it's a bit niche, but with 5 of them stacking in a FAC hanger it provides a hefty AlphaStrike and I forsee some use chasing damaged ships down.   
Title: Re: Ships
Post by: bouninng on January 29, 2018, 10:45:32 PM
Plz advice me to my first combat ship at aurora.
I aimed to 6000t class general purpose small combat ship,but it expanded to 8000t.

Code: [Select]
Prometheus class Destroyer    8,000 tons     225 Crew     1542.06 BP      TCS 160  TH 300  EM 60
3750 km/s    JR 3-50     Armour 3-35     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 7     PPV 31.6
Maint Life 4.82 Years     MSP 843    AFR 73%    IFR 1%    1YR 60    5YR 896    Max Repair 288 MSP
Intended Deployment Time: 10 months    Spare Berths 0   
Magazine 100   

J8000(3-50) Military Jump Drive     Max Ship Size 8000 tons    Distance 50k km     Squadron Size 3
300 EP Internal Fusion Drive (2)    Power 300    Fuel Use 19.48%    Signature 150    Exp 7%
Fuel Capacity 750,000 Litres    Range 86.6 billion km   (267 days at full power)
Gamma R300/240 Shields (1)   Total Fuel Cost  10 Litres per hour  (240 per day)

Twin 2055 12cm C4 Ultraviolet Laser Turret (2x2)    Range 160,000km     TS: 6600 km/s     Power 8-8     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Fire Control S06 96-16000 H70 (1)    Max Range: 192,000 km   TS: 16000 km/s     95 90 84 79 74 69 64 58 53 48
Tokamak Fusion Reactor Technology PB-1 (2)     Total Power Output 16    Armour 0    Exp 5%

Size 8 Box Launcher (8)    Missile Size 8    Hangar Reload 60 minutes    MF Reload 10 hours
Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 10
AMM Missile Fire Control FC3-R1 (70%) (1)     Range 3.8m km    Resolution 1
Missile Fire Control FC29-R60 (70%) (1)     Range 29.3m km    Resolution 60
Size 1 Anti-missile Missile (36)  Speed: 40,000 km/s   End: 1.9m    Range: 4.7m km   WH: 1    Size: 1    TH: 386/232/116
Size 8 Anti-ship Missile (8)  Speed: 30,000 km/s   End: 19.8m    Range: 35.7m km   WH: 20    Size: 8    TH: 170/102/51

2055 Active Search Sensor MR29-R60 (70%) (1)     GPS 3780     Range 29.3m km    Resolution 60
2052 AMM Active Search Sensor MR3-R1 (70%) (1)     GPS 63     Range 3.8m km    MCR 412k km    Resolution 1

ECM 10

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
Title: Re: Ships
Post by: JacenHan on January 29, 2018, 11:09:30 PM
A few things:

- The laser turrets have a tracking speed of 6600 km/s, while their fire control has a TS of 16000 km/s, and they will only use the lower of the two.
- You seem to have tried to fit both anti-ship and anti-missile missiles into one design, and ended up with something that really isn't good at either. I'd recommend ditching the AMMs and adding more anti-ship box launchers (or replace the box launchers with regular missile launchers).
- Shields are meant to be used in large numbers, your one shield generator won't stop even one tenth of your ASM warhead. With a ship this small shields probably aren't worth the mass you would have to spend on them to be useful.
- The active sensors are very short ranged for the tech level of the rest of the ship, with internal fusion drives I would expect sensor ranges of over 200m km.
- The engines appear to be high-efficiency, which makes the ship fairly slow for that tech level, but that isn't too much of an issue if you really need it to have a long range.

Overall, I think the main problem is that it tries to do too much at once. When it has to split its mission load between beam combat, offensive missiles, defensive missiles, and jump capability, it ends up not doing good at any of those. General purpose ships are really hard to do in such a small hull size, specialization is key here.
Title: Re: Ships
Post by: Starmantle on January 30, 2018, 01:19:04 AM
Quote
Prometheus class Destroyer

It's a great first shot at a combat ship, bouninng.  Good work.  I wish my first combat designs were this good.

Still, lots of room for improvement. 

My thoughts for what they're worth:
- Divide up ship responsibilities more.  This is a jumpship/ anti-ship beam platform / anti-ship missile platform / anti-missile escort.  It does all those things pretty poorly, so this should instead be 4 ship designs of identical size and speed working together.
- 2 points of shields probably isn't worth it, particularly with armor that weak.  I'd get the armor up to 5 or so if it were me and drop the shield.
- I'm a fan of slow ships, but this ship is too slow for me.  I'd give ships 25% engine at the least and standard efficiency engines.  Some people like it much faster than that. 
- As JacenHan said, there's a mismatch in fire control and turret speed.  If you want super fast laser turrets that can be good anti-missile guns and anti-sip guns, I'd bring it up to the higher speed.  Though again, that's trying to do two things well at once, so it's going to come up a little short. 
- Like JacenHan, the sensors aren't strong enough.  Maybe your new jumpship will double as yur sensor ship and the other vessels can just have small backup sensors?

But really, it comes down to how you want to use the ship(s).  Doctrine and need and design have to be aligned.

I look forward to seeing a next iteration of this!
- That's a really big maintenance life and fuel range and a comparatively low deployment time.  THat's not insane and it ultimately plans on how you want to use the fleet, but I bet fuel is taking up a lot of weight. 
Title: Re: Ships
Post by: Iranon on January 30, 2018, 05:34:36 AM
To elaborate a little on the concerns voiced:

1) That jump drive is good for 3 ships, so you want it on a third of your ships at most, the rest could get more firepower. Personally, I prefer to put them on commercial hulls featuring an oversized propulsion package (so they can keep up with your military ships), basic sensor package and enough fuel to serve as a tanker.

2) I actually like your power plant in terms of size/performance/efficiency. However, I probably wouldn't pay extra for thermal reduction for a general purpose combat ship.

3) I don't mind the shields either. You gain little, but you also invest little... and protecting the paintjob from a single leaker seems fine. My main issue with tiny shielding: Is it worth my attention to switch them on and off as needed?

4) Mission life is peculiar but not bad. If you want to keep this ship at the edges of your empire, it makes a lot of sense: You only need to return for overhauls every few years, R&R can be done locally. If this is intended to sit at home until an extended mission is called for, a third of the maintenance life would still be fine.

5) Agree on what others said about the turrets, you really need to fit enough tracking gear to get the most out of your sophisticated BFC. This is one part where your lack of specialisation hurts, that BFC is expensive and I'd want it to control more than 4 barrels.

6) Your electronics probably don't need hardening, afaik the AI doesn't use microwaves. And even if it did - you're trying to outrange that kind of threat, if hardening becomes relevant everything is falling apart already.

7) You probably want to bring a dedicated sensor vessel for situational awareness, especially for a longer detection of enemy missiles. The onboard sensor capability seems a very reasonable backup though, you can fight capably without outside help.



In general, a very nice ship for an early attempt! the only major problem is the mismatch between BFC and turret tracking speed. Apart form that, it seems a little overengineered with very many "nice-to-haves" for the size; leaner and more focused ships may be more efficient.
If "no single point of failure, everyone should be able to do everything" is important to you, that's not even a problem.
Title: Re: Ships
Post by: Drgong on January 30, 2018, 03:49:05 PM
Plz advice me to my first combat ship at aurora.
I aimed to 6000t class general purpose small combat ship,but it expanded to 8000t.

It looks a lot like some of my early ships.
the first question you have to ask is "What is the role(s) this ship has?

Generally a ship can be good at 1 thing and can be a fallback to another. 

What I would do....

- decide if this is a anti-ship, or anti-missile ship.   (One of the neat tricks is if you design them right, you can make a anti-ship and a anti-missile sister ships and built them in the same shipyard without retooling.
-drop the shield
- match the fire control and the turret speed for the laser.  or at least make them more close.  I rather have one faster tracking laser then two slower, but that me.
-do you REALLY need it to be used as a jump vessel, it is fine if that is the case.  If not, drop that. 
-I actually don't mind the speed and really long range, but there no reason to use the thermal reduction on this ship, and the cost will be much less.  I generally aim for 20 billion as any longer I will use tankers.   But that me.


What I would recommend.

- re-engine to at least remove the thermal reduction, it is expensive and you do not need it.
- remove the shield, box launchers, and long range sensor.   
- make it 1 turret, with faster speed to match what you can track
- Think about a CIWS since this may be a patrol craft working on it own. 

then make a 2nd version that has the box launchers and long range sensors.  And if you play around with it, you may be able to built them on the same shipyard. 
Title: Re: Ships
Post by: celem on January 31, 2018, 06:06:11 AM
Code: [Select]
Mammoth class Tug    35 000 tons     286 Crew     3430.4 BP      TCS 700  TH 2800  EM 0
11428 km/s     Armour 2-95     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 61    Max Repair 112 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Tractor Beam     

320 EP Commercial Inertial Fusion Drive (25)    Power 320    Fuel Use 2.28%    Signature 112    Exp 4%
Fuel Capacity 1 255 000 Litres    Range 283.1 billion km   (286 days at full power)

CIWS-250 (2x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

I'm enjoying this far more than I ought to considering it's just a tug.    But not only will it make a respectable 1,500 hauling a quarter-mil, it can drag my flagship and still outpace the rest of the fleet.    It works in tandem with a very-fast refueler as part of a rescue pair, and has twice to-date extracted crippled cruisers from combats.    The max mass was dictated by the tanker who carries the jump.
Title: Re: Ships
Post by: Michael Sandy on February 01, 2018, 06:20:36 AM
I like the idea of a heavily armored tanker/tug.  Early in the game, I don't have that many shipyards, or any really big ones.  It is a lot easier to get a commercial shipyard to build a heavily armored tug/tanker to act as damage sponge than it is to build a naval shipyard that big.  Add a jump engine and you have strategic mobility as well, even if you don't get assault capability with a commercial jump drive.
Title: Re: Ships
Post by: Starmantle on February 24, 2018, 01:26:56 AM
I like your Mammoth class Tug.  I need to start using things like that more often!
Title: Re: Ships
Post by: Starmantle on February 24, 2018, 01:44:20 AM
In my current TN game, I'm building up a training fleet of 80 Frogfoot class Trainers, and headed towards 4 Rigor class Training Carriers.  The former are for training up officers, while the latter are for training wings of fighters either without racking up wear and tear on their "real" carriers" or for getting PDC-based fighter wings some taskforce training time.  The carriers also help me overhaul fighters, which can otherwise be tricky.  In past games, something like the Rigor has also been helpful in staging jump point assaults or helping to move captured enemy ships around (that are otherwise prone to explosion).

Plus, it's all fun to roleplay, the ships are super efficient, etc. and I tend to more or less leave them on taskforce training (well, the Frogfoots, anyway).

Does anyone else use ships like this?

(clipping from a recent game log)

_____
Fleet Command has also drawn up plans for the Frogfoot class Trainer, an ultra-light shuttle designed to train a group of 4 junior officers and a Lieutenant.  The ship is relatively fast and incredibly efficient in terms of fuel consumption, life support self-sufficiency, construction cost, and ability to effect repairs.  The ship has one small active sensor and room for a single passenger, often a more senior officer there to drill crews.  Eventually, Fleet Command wants a wing of 80 Trainers in Sol, but it might have to wait for that plan to be fully implemented.   

Quote
Frogfoot class Trainer    135 tons     4 Crew     23.4 BP      TCS 2.7  TH 4  EM 0
1481 km/s     Armour 1-2     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 54    AFR 0%    IFR 0%    1YR 0    5YR 0    Max Repair 8 MSP
Intended Deployment Time: 64 months    Spare Berths 1   

4 EP Nuclear Pulse Engine (1)    Power 4    Fuel Use 14%    Signature 4    Exp 5%
Fuel Capacity 20 000 Litres    Range 190.4 billion km   (1488 days at full power)

Active Search Sensor MR0-R10 (1)     GPS 10     Range 180k km    Resolution 10

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

To aid in the maintenance and training of shuttle and future faster fighter crews, Fleet Command orders construction of its first carrier.  The Rigor can carry 44 of armed shuttles or other strike craft.  The carrier is slow, efficient,  un-armored and isn't expected to ever leave the inner system.  The carrier is massive and is built around the largest, oldest shipyard in orbit.

The Rigor class Training Carrier is laid down for construction and is being built alongside the two Ogre class Troop Transports and three Apollo class Freighters. 

Quote
Rigor class Training Carrier    30 000 tons     460 Crew     3108 BP      TCS 600  TH 240  EM 0
400 km/s     Armour 1-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 21     PPV 0
Maint Life 13.5 Years     MSP 1360    AFR 342%    IFR 4.8%    1YR 14    5YR 208    Max Repair 48 MSP
Intended Deployment Time: 42 months    Flight Crew Berths 279   
Hangar Deck Capacity 22000 tons     

240 EP Commercial Ion Drive (1)    Power 240    Fuel Use 3.54%    Signature 240    Exp 4%
Fuel Capacity 300 000 Litres    Range 50.8 billion km   (1471 days at full power)

This design is classed as a Military Vessel for maintenance purposes


Cross-Posted to /r/Aurora4x - https://www.reddit.com/r/aurora4x/comments/7u5ied/rigor_class_training_carrier_and_frogfoot_class/
Title: Re: Ships
Post by: Gabethebaldandbold on February 28, 2018, 10:07:12 PM
let me share my fleet too, I am kind of proud of this one.
Code: [Select]
Load Bearer class Ammunition Transport    36 000 tons     739 Crew     6432.6 BP      TCS 720  TH 4950  EM 1560
6875 km/s    JR 5-50     Armour 2-97     Shields 52-250     Sensors 1/1/0/0     Damage Control Rating 35     PPV 0
Maint Life 1.2 Years     MSP 3675    AFR 691%    IFR 9.6%    1YR 2635    5YR 39521    Max Repair 1143 MSP
Intended Deployment Time: 6 months    Spare Berths 3   
Magazine 4344    Cryogenic Berths 400   

Tender 1     Max Ship Size 36000 tons    Distance 50k km     Squadron Size 5
1650 EP Internal Fusion Drive (3)    Power 1650    Fuel Use 52.46%    Signature 1650    Exp 16%
Fuel Capacity 4 300 000 Litres    Range 41.0 billion km   (68 days at full power)
Delta R250/180 Shields (21)   Total Fuel Cost  158 Litres per hour  (3 780 per day)

CIWS-250 (4x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
AMM-S1 III (1800)  Speed: 54 000 km/s   End: 9.6m    Range: 31m km   WH: 1    Size: 1    TH: 576/345/172
ASM-S12 III (185)  Speed: 33 300 km/s   End: 153.6m    Range: 306.9m km   WH: 16    Size: 12    TH: 277/166/83
Dummie S-12 III (27)  Speed: 33 300 km/s   End: 161.3m    Range: 322.2m km   WH: 4    Size: 12    TH: 188/113/56

ECM 40

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 is my collier, it also dubles as a jump ship and is an essential part of my fleet, since I am stupid and didn't put that much magazine space on my ships took a couple battles before I found out that I didn't have enough missiles to endure a prolonged assault, or to make one for that matter
Code: [Select]
Invincible class Destroyer    11 150 tons     334 Crew     2325.96 BP      TCS 223  TH 1650  EM 900
7399 km/s     Armour 3-44     Shields 30-250     Sensors 1/1/0/0     Damage Control Rating 24     PPV 60
Maint Life 1.72 Years     MSP 1522    AFR 248%    IFR 3.5%    1YR 625    5YR 9377    Max Repair 825 MSP
Intended Deployment Time: 6 months    Spare Berths 1   
Magazine 456   

1650 EP Internal Fusion Drive (1)    Power 1650    Fuel Use 52.46%    Signature 1650    Exp 16%
Fuel Capacity 1 250 000 Litres    Range 38.5 billion km   (60 days at full power)
Delta R250/180 Shields (12)   Total Fuel Cost  90 Litres per hour  (2 160 per day)

Size 12 Missile Launcher (5)    Missile Size 12    Rate of Fire 75
Missile Fire Control FC352-R100 (70%) (1)     Range 352.8m km    Resolution 100
ASM-S12 III (30)  Speed: 33 300 km/s   End: 153.6m    Range: 306.9m km   WH: 16    Size: 12    TH: 277/166/83
Dummie S-12 III (8)  Speed: 33 300 km/s   End: 161.3m    Range: 322.2m km   WH: 4    Size: 12    TH: 188/113/56

ECM 40

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 is my destroyer, and he is the one making most of the damage, I currently have 9 of them in my strike group and it has been very effective
Code: [Select]
Illustrious class Command Cruiser    21 000 tons     585 Crew     5372 BP      TCS 420  TH 2700  EM 1740
6428 km/s     Armour 5-67     Shields 58-250     Sensors 1/1/0/0     Damage Control Rating 30     PPV 90.91
Maint Life 1.61 Years     MSP 2599    AFR 352%    IFR 4.9%    1YR 1173    5YR 17599    Max Repair 1050 MSP
Intended Deployment Time: 6 months    Spare Berths 1   
Magazine 492   

1350 EP Internal Fusion Drive (2)    Power 1350    Fuel Use 31.76%    Signature 1350    Exp 13%
Fuel Capacity 1 500 000 Litres    Range 40.5 billion km   (72 days at full power)
Delta R250/180 Shields (23)   Total Fuel Cost  173 Litres per hour  (4 140 per day)

Quad Gauss Cannon R3-100 Turret (1x12)    Range 30 000km     TS: 16000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S06 120-25000 H70 (1)    Max Range: 240 000 km   TS: 25000 km/s     96 92 88 83 79 75 71 67 62 58

Size 12 Missile Launcher (5)    Missile Size 12    Rate of Fire 75
Missile Fire Control FC352-R100 (70%) (1)     Range 352.8m km    Resolution 100
ASM-S12 III (31)  Speed: 33 300 km/s   End: 153.6m    Range: 306.9m km   WH: 16    Size: 12    TH: 277/166/83
Dummie S-12 III (10)  Speed: 33 300 km/s   End: 161.3m    Range: 322.2m km   WH: 4    Size: 12    TH: 188/113/56

Active Search Sensor MR1391-R140 (70%) (1)     GPS 117600     Range 1 391.5m km    Resolution 140
Active Search Sensor MR23-R1 (70%) (1)     GPS 210     Range 23.1m km    MCR 2.5m km    Resolution 1

ECCM-4 (1)         ECM 40

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
somebody needs to have the sensors, and although I dont really use the R1 sensor, I left it in there because its a good backup in case my point defense ships get destroyed I currently have 3 of these. which by the way, never happened
Code: [Select]
Defender - Refit class Destroyer    11 000 tons     305 Crew     2894.76 BP      TCS 220  TH 1650  EM 750
7500 km/s     Armour 3-44     Shields 25-250     Sensors 1/1/0/0     Damage Control Rating 24     PPV 33
Maint Life 1.39 Years     MSP 1658    AFR 242%    IFR 3.4%    1YR 927    5YR 13910    Max Repair 825 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Magazine 429   

1650 EP Internal Fusion Drive (1)    Power 1650    Fuel Use 52.46%    Signature 1650    Exp 16%
Fuel Capacity 1 250 000 Litres    Range 39.0 billion km   (60 days at full power)
Delta R250/180 Shields (10)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

S-1 PDL (33)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC117-R1 (70%) (1)     Range 117.6m km    Resolution 1
AMM-S1 III (429)  Speed: 54 000 km/s   End: 9.6m    Range: 31m km   WH: 1    Size: 1    TH: 576/345/172

Active Search Sensor MR78-R1 (70%) (1)     GPS 560     Range 78.4m km    MCR 8.5m km    Resolution 1

ECM 40

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
hey thats a nice missile you are howling at my direction. be a shame if it exploded. I have 6 o those bad boys and let me tell you its very hard to overwhelm their point defense, especially if they are all together.
so yeah... pretty neat huh?
Title: Re: Ships
Post by: TT on March 02, 2018, 09:12:42 PM
Gabe,

I can't help but think that your fleet suffers from a lack of firepower. It looks like you've created a fleet that relys on missles for the majority of your offensive firepower. Your main missile ship is a little over 11000 tons with only 5 launchers. part of the problem is that your missiles are pretty big. I'd cut those missiles down to size six. I'd also use reduced size launchers. If you cut down your launcher size to size 6 and use .25 reduced size launchers,you should get 40 launchers instead of 5. That looks a lot better to me. Good luck.
Title: Re: Ships
Post by: Gabethebaldandbold on March 03, 2018, 12:02:40 AM
Gabe,

I can't help but think that your fleet suffers from a lack of firepower. It looks like you've created a fleet that relys on missles for the majority of your offensive firepower. Your main missile ship is a little over 11000 tons with only 5 launchers. part of the problem is that your missiles are pretty big. I'd cut those missiles down to size six. I'd also use reduced size launchers. If you cut down your launcher size to size 6 and use .25 reduced size launchers,you should get 40 launchers instead of 5. That looks a lot better to me. Good luck.
makes pupy face but.. i like big missiles... They are big... And pointy... and they go BOOM...
Title: Re: Ships
Post by: Gabethebaldandbold on March 03, 2018, 08:37:21 AM
Also, the idea is to try and exaust the enemy point defense by throwing armoured missiles at them, and I use these missiles to probe their defenses and try to calculate the right concossion of missiles to overthrow it, using the armoured dummies to draw fire from the ASMs, and sure I didn't do the math but I think it may be more economic to do things this way rather than sending 400 missiles to their face. also these missiles hit for 16 which means shock damage, and I recon its a bit harder to get that with size 6 missiles
Title: Re: Ships
Post by: TT on March 03, 2018, 05:57:15 PM
There are alot of different approaches to offensive fire power and I'm sure you can make a small number of fast firing large missiles work. When I looked at your fleet, my first thought was "Gabe should have more launchers for that tonnage". But when you said you liked big missiles, that was good enough for me.  If you find yourself having trouble getting through point defenses the you can always develop a multi stage missile to up your broadside count. Good luck.
Title: Re: Ships
Post by: JacenHan on March 03, 2018, 10:17:01 PM
Armored missiles help a lot too, since I don't think that the AI really knows how to counter them effectively. It can still get lucky, but it won't try to do anything like build higher caliber PD.
Title: Re: Ships
Post by: Gabethebaldandbold on March 03, 2018, 11:14:23 PM
Armored missiles help a lot too, since I don't think that the AI really knows how to counter them effectively. It can still get lucky, but it won't try to do anything like build higher caliber PD.
its what I use, all my anti-ship missiles have at least 1 ablative armour, and the dummie variant has 4. it frequently absorbs mutiple waves of enemy point defense.
Title: Re: Ships
Post by: Starmantle on March 08, 2018, 10:46:57 PM
Because it's not possible for missile armor to take up less than a full MSP and a 1-MSP missile is usually faster and easier to make and also has 1 hit point, I usually ignore missile armor and just try for saturation fire.

That also means my missiles are harder to hit, unladen by armor. 

For a very big missile, armor can be a nice addition, though. 
Title: Re: Ships
Post by: Michael Sandy on March 09, 2018, 05:06:01 PM
I had heard that armor rounded up, so .51 MSP of armor acted as 1 armor?
Title: Re: Ships
Post by: Starmantle on March 09, 2018, 05:46:03 PM
I had heard that armor rounded up, so .51 MSP of armor acted as 1 armor?

My bad!

You're quite correct.  I'd forgotten that.
Title: Re: Ships
Post by: El Pip on March 11, 2018, 06:10:08 AM
The problem on missile armour is that there is an old post from Steve explaining that missile armour only reduces chance to hit, so it was fractional.

This got changed at some point, but I'm not sure what exactly to. Certainly at the moment missile armour does not reduce the chance to hit and does round up from 0.5001 to 1. The armour somehow, sometimes reduce the chance of an anti-missile or PD killing the missile, but it's not clear. Is there a post anywhere explaining what the current mechanics are?
Title: Re: Ships
Post by: JacenHan on March 11, 2018, 06:40:56 PM
I happened to remember some discussion from this old thread (http://aurora2.pentarch.org/index.php?topic=1073.0). There, Steve says:
Quote
I noted the comments regarding missile armour. The ablative armour on missiles doesn't work in the same way as armour on ships (mainly because its a lot thinner because missiles are so small). Instead, if a missile is armoured the chance of a hit penetrating the armour is equal to Weapon Damage / (Missile Armour + Weapon Damage).

For example if a missile has two points of armour and is hit by 3 points of damage, the chance of destroying the missile = 3 / (2+3) = 60%. Even if the missile had 5 points of armour, a 10cm laser would still have a 3 / (5+3) = 37.5% chance of a hit.
I'm not sure if this still applies, but it's something.
Title: Re: Ships
Post by: Gabethebaldandbold on March 12, 2018, 01:35:44 PM
I happened to remember some discussion from this old thread (http://aurora2.pentarch.org/index.php?topic=1073.0). There, Steve says:I'm not sure if this still applies, but it's something.
So by that logic, my healivy armoured missiles have 20% chance of being destroyed by a single AMM, and my damaging missiles have 50% chance of being destroyed, considering that the AI normaly uses only 1 pt of damage on their missiles
Title: Re: Ships
Post by: JacenHan on May 18, 2018, 02:37:31 PM
Started a new game recently, a conventional start with a house rule limiting MFC size to 2. I just researched Nuclear Pulse engines, and just finished designing a long-range, multipurpose ship for squadron deployments.

Code: [Select]
Sirocco class Frigate    8 000 tons     191 Crew     944 BP      TCS 160  TH 480  EM 0
3000 km/s     Armour 3-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 22
Maint Life 2.29 Years     MSP 295    AFR 128%    IFR 1.8%    1YR 76    5YR 1140    Max Repair 120 MSP
Intended Deployment Time: 36 months    Spare Berths 1   
Magazine 80   

N30-E240 Nuclear Pulse Engine (2)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 995 000 Litres    Range 40.0 billion km   (154 days at full power)

100mm Railgun V2/C3 (2x4)    Range 20 000km     TS: 3000 km/s     Power 3-3     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
S03-40-3000 Beam Fire Control (1)    Max Range: 80 000 km   TS: 3000 km/s     88 75 62 50 38 25 12 0 0 0
P3 Pebble Bed Reactor (2)     Total Power Output 6    Armour 0    Exp 5%

MLS-4-60 Missile Launcher (4)    Missile Size 4    Rate of Fire 60
S02-R80-M39 Missile Fire Control (1)     Range 38.6m km    Resolution 80
RGM-1B Pilum (20)  Speed: 12 000 km/s   End: 55.7m    Range: 40.1m km   WH: 4    Size: 4    TH: 60/36/18

S02-R1-M1 Missile Detection Sensor (1)     GPS 24     Range 1.4m km    MCR 157k km    Resolution 1
S06-R80-M39 Standard Search Sensor (1)     GPS 5760     Range 38.6m km    Resolution 80

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
It's armament is a little light for 8,000 tons, but this ship is designed for raiding and picketing jump points, not a large-scale fleet battle. I also wanted to get its speed up to 3000 km/s, so the engines take up 37.5% of the mass, limiting my options. I'm planning on deploying these in squadrons of 3 or 4, with one of them being a variant with a jump engine (which I am still doing the research for).
Title: Re: Ships
Post by: Gabethebaldandbold on July 25, 2018, 08:52:16 AM
If you want to raid jump points, it helps a lot if your jump ship is able to deploy you via squad jump, away from enemy fire. Also, because of the delay on weapons and sensors, you are liable to take quite a beating during raids, so I dont think 3 armour is quite enough... otherwise I dont see any obvious design flaws, although it is very unorthodox to try to go for both beams and missiles for offense in the same ship, specially at low tech levels. usually the best designs are very speciallized, and hopefully cheap enough so that your navy can fullfill all of its functions.
Title: Re: Ships
Post by: Titanian on July 26, 2018, 06:40:20 AM
Whether specialising is useful, also depends on how many you want to build.  If you only intend to build a few, the cost of an additional retool might not be worth it. It also makes sure that as long as you have some ships, you still have all roles covered.
Title: Re: Ships
Post by: FictionDragon on August 07, 2018, 01:14:34 PM
Hi guys. (sorry for the massive wall of text incoming) I started playing the game again after a long time I set up a nice turbo accelerated game in 40k-ish universe. Lots of pop lots of labs and tech and everything. Just for fun. Still no combat experience so far tho. But the sudden appearance of a wormhole in a system next to sol startled me a bit so I decided to expand my navy a bit sooner than I wanted. Here I go.

First the new FACs,
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RRC-4S Beagle class Fast Scout Craft    1 000 tons     32 Crew     988.2 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.33 Years     MSP 124    AFR 40%    IFR 0.6%    1YR 31    5YR 468    Max Repair 400 MSP
Intended Deployment Time: 13.9323 months    Spare Berths 0   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 85 000 Litres    Range 22.7 billion km   (21 days at full power)

018 AMSS-3.75 MR120m-R1 MR6:13m (1)     GPS 300     Range 120.0m km    MCR 13.1m km    Resolution 1
017 ASS-5 MR2146-R180 (Patrol) (1)     GPS 72000     Range 2 146.6m km    Resolution 180

ECM 60

This design is classed as a Military Vessel for maintenance purposes
This is one of my newest designs, part of Rapid Reaction Craft or FAC project. Not much in way of actual speed but in an effort to quickly build up my navy power. It's eventually AWACS and target designation ship providing the fleet with reconnaissance needed even when left alone when fleet rearms and refuels.


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RRC-1M Hunter class Missile Boat    1 000 tons     9 Crew     280 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 0-0     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 13.5
Maint Life 0.69 Years     MSP 18    AFR 80%    IFR 1.1%    1YR 26    5YR 391    Max Repair 80 MSP
Intended Deployment Time: 4.6296 months    Spare Berths 0   
Magazine 90   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 55 000 Litres    Range 14.7 billion km   (14 days at full power)

018 Size 90 Box Launcher (1)    Missile Size 90    Hangar Reload 675 minutes    MF Reload 112.5 hours
018 Missile Cogitator-1-214.65m-R5 (1)     Range 214.7m km    Resolution 5
018MIRV-90-W1 Bloodstrike 10xBloodpoint S40K R200m (1)  Speed: 40 000 km/s   End: 83.3m    Range: 215m km   WH: 1    Size: 90    TH: 133/80/40

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 one is a mobile tactical missile launch platform. It carries a Bloodstrike MIRV capable of scoring massive damage to any target, especially if used in numbers. Firing well beyond range which the enemy could potentially detect the ship or strike back. That's why I could strip the armor. And even if I lost some of these they are cheap as chips the missile they carry is the nearly same price as the ship itself. (The missile to be shown below.)

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RDC-2 Firestorm class Fast Attack Craft    1 000 tons     47 Crew     914.4 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 12
Maint Life 0.29 Years     MSP 57    AFR 80%    IFR 1.1%    1YR 194    5YR 2911    Max Repair 583 MSP
Intended Deployment Time: 1.2039 months    Spare Berths 0   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 50 000 Litres    Range 13.3 billion km   (12 days at full power)

017 40cm-12-42 C10 E-X-ray Laser (1)    Range 150 000km     TS: 12500 km/s     Power 42-10     RM 9    ROF 25        42 42 42 42 42 42 42 42 42 37
018 Cogitato-0.5-75K-10K (Tiny FAC) (1)    Max Range: 150 000 km   TS: 10000 km/s     93 87 80 73 67 60 53 47 40 33
018 S-core AM Power Plant-0.5 PB-1.25 Power10 (1)     Total Power Output 10    Armour 0    Exp 20%

ECM 20

This design is classed as a Military Vessel for maintenance purposes
Firestorm, named after the WH40K escort craft, is like its counterpart armed with a single highly powerful beam weapon. It's designed for quick strikes where resistance is either eliminated or is not to be expected such as raiding shipping, finishing up damaged enemies, dispatching of enemies blinded by jump and also as a fleet protection should close range tread occur. Ofcourse, should in a dire situation, it houses enough commissars aboard, should it receive the order the charge right into enemy lines.

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RDC-3 Ironstorm class Fast Patrol Craft    1 000 tons     38 Crew     1261.6 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 7.92
Maint Life 0.69 Years     MSP 79    AFR 80%    IFR 1.1%    1YR 115    5YR 1727    Max Repair 900 MSP
Intended Deployment Time: 3.7428 months    Spare Berths 0   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 50 000 Litres    Range 13.3 billion km   (12 days at full power)

017 Gauss Cannon R6-100-40k Turret-7.92 (1x6)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
018 Cogitato-4 150-40000 (2x AM) (1)    Max Range: 300 000 km   TS: 40000 km/s     97 93 90 87 83 80 77 73 70 67

ECM 50

This design is classed as a Military Vessel for maintenance purposes
Like it's Firestorm brother, Ironstorm is a beamship aswell but with one major difference. It exchanges the prow mounted las lance for a turret mounted rapid-fire fast-tracking gauss cannon for point defence role. In secondary role it can also attack ship to ship, being able to track even fast and small targets such as fighters.

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RRC-5F Albatros class Tanker    1 000 tons     7 Crew     436.4 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 6.19 Years     MSP 27    AFR 80%    IFR 1.1%    1YR 1    5YR 18    Max Repair 60 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 760 000 Litres    Range 202.6 billion km   (195 days at full power)

This design is classed as a Military Vessel for maintenance purposes
And if engaging for longer range is necessary, the range could be extended, off-sourcing the fuel capacity to this small cheap tanker craft.

Now for the main force
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Protector Mk.III class Patrol Cruiser    30 000 tons     978 Crew     13842.9 BP      TCS 600  TH 7200  EM 750
12000 km/s     Armour 5-86     Shields 25-300     Sensors 1/1/0/0     Damage Control Rating 49     PPV 261.83
Maint Life 2.05 Years     MSP 5551    AFR 374%    IFR 5.2%    1YR 1765    5YR 26481    Max Repair 1327 MSP
Intended Deployment Time: 27.8931 months    Spare Berths 0   

012 2400EP-50 InFusion Drive 0.413EPH (Patrol) (3)    Power 2400    Fuel Use 41.34%    Signature 2400    Exp 15%
Fuel Capacity 2 150 000 Litres    Range 31.2 billion km   (30 days at full power)
012 Xi R300/360 Shields Fuel:360L/day (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

012 4x35cm C8 X-Ray Laser Turret (3x4)    Range 384 000km     TS: 32000 km/s     Power 128-32     RM 7    ROF 20        32 32 32 32 32 32 32 27 24 22
012 52cm-16 C8 X-Ray Laser (1)    Range 384 000km     TS: 12500 km/s     Power 71-8     RM 7    ROF 45        71 71 71 71 71 71 71 62 55 49
012 44cm-14 C8 X-Ray Laser (1)    Range 384 000km     TS: 12500 km/s     Power 51-8     RM 7    ROF 35        51 51 51 51 51 51 51 44 39 35
012 4xGauss Turret (2x20)    Range 40 000km     TS: 32000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
012 FC-8 192-32000 Standard (2)    Max Range: 384 000 km   TS: 32000 km/s     97 95 92 90 87 84 82 79 77 74
012 In-ConFusion Reactor-0.7 PB-1.4 Power11.76 (1)     Total Power Output 11.76    Armour 0    Exp 30%
012 In-Con Fusion Reactor-6 PB-1.4 Power100.8 (1)     Total Power Output 100.8    Armour 0    Exp 30%

012 ASS-3 MR965-R500 (1)     GPS 90000     Range 966.0m km    Resolution 500
AAMS-2 MR28-R1 (1)     GPS 120     Range 28.8m km    MCR 3.1m km    Resolution 1

ECCM-4 (1)         ECM 40

This design is classed as a Military Vessel for maintenance purposes
Obsolete design. Yet only one of the main force in active service with only 7 ships being left on standby in the rise of the threat posed by a sudden appearance of a wormhole close to Sol's gates. This venerable design stands between Emperor's throne and any demon daring enough to poke it's horns out of warp. Protector line of ships was developed along with planetary defence centres after all the pesky imperial population complained faith in emperor isn't protection enough and they feel scared. Stupid plebs. It's a basic craft designed to defend a system by a mass charge headlong into the enemy, a fine honorabru imperial tactic indeed. It's PDC should prove enough defence against enemy missiles while boasting enough defence for quick meele because with it's array of laser weapons, it's shouldn't take more. Not even against small fast targets with it's rapid tracking turrets.

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MF Protector Mk.IV class Frigate    32 000 tons     1107 Crew     22289.4 BP      TCS 640  TH 10800  EM 900
16875 km/s     Armour 5-89     Shields 30-300     Sensors 24/1/0/0     Damage Control Rating 52     PPV 290.1
Maint Life 2.18 Years     MSP 9795    AFR 364%    IFR 5.1%    1YR 2764    5YR 41456    Max Repair 2401 MSP
Intended Deployment Time: 23.8168 months    Spare Berths 0   

016 3600EP-50 S-Core AM Drive (Scout) (3)    Power 3600    Fuel Use 54.34%    Signature 3600    Exp 18%
Fuel Capacity 2 415 000 Litres    Range 25.0 billion km   (17 days at full power)
017 Omicron R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

017 4x40cm-12-42 C10 E-X-ray Laser Turret-61.82 (3x4)    Range 600 000km     TS: 40000 km/s     Power 168-40     RM 9    ROF 25        42 42 42 42 42 42 42 42 42 37
017 50cm-16-65 C10 E-X-ray Laser Spinal (1)    Range 600 000km     TS: 16875 km/s     Power 65-10     RM 9    ROF 35        65 65 65 65 65 65 65 65 65 58
017 60cm-19-94 C10 E-X-ray Laser (1)    Range 600 000km     TS: 16875 km/s     Power 94-10     RM 9    ROF 50        94 94 94 94 94 94 94 94 94 84
017 2x12cm C2 E-X-ray Laser Turret-7.82-4 (1x2)    Range 360 000km     TS: 40000 km/s     Power 8-4     RM 9    ROF 10        4 4 4 4 4 4 4 4 4 3
017 4xGauss Cannon R6-100 Turret-30.91 (2x24)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
017 Cogitator-8 300-40000 (AM) (2)    Max Range: 600 000 km   TS: 40000 km/s     98 97 95 93 92 90 88 87 85 83
017 S-core AM Power Plant-6 PB-1.5-Power144 (1)     Total Power Output 144    Armour 0    Exp 35%

017 AAMSS-1 MR32-R1 (1)     GPS 80     Range 32.0m km    MCR 3.5m km    Resolution 1
017 ASS-5 MR2146-R180 (Patrol) (1)     GPS 72000     Range 2 146.6m km    Resolution 180
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

ECCM-6 (1)         ECM 60

This design is classed as a Military Vessel for maintenance purposes
Direct upgrade over it's predecessor, Mk. IV offers the latest cutting-edge technologies empire can offer. The main fleet currently being refitted into this model and with the rediscovery of missile weapon technology rising for the need of other weapon systems thus other ship models. The role of this design shifted from main force brawler, into more of a support ship thus being redesignated from patrol cruiser to a frigate as the admiralty considers the later need for even bigger ships.

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MF Escort class Escort Frigate    32 000 tons     844 Crew     12776.7 BP      TCS 640  TH 10800  EM 900
16875 km/s     Armour 5-89     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 55     PPV 161.82
Maint Life 2.35 Years     MSP 6426    AFR 318%    IFR 4.4%    1YR 1588    5YR 23822    Max Repair 1800 MSP
Intended Deployment Time: 23.837 months    Spare Berths 0   
Magazine 3269   

016 3600EP-50 S-Core AM Drive (Scout) (3)    Power 3600    Fuel Use 54.34%    Signature 3600    Exp 18%
Fuel Capacity 2 415 000 Litres    Range 25.0 billion km   (17 days at full power)
017 Omicron R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

017 4xGauss Cannon R6-100 Turret-30.91 (2x24)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
017 Cogitator-8 300-40000 (AM) (1)    Max Range: 600 000 km   TS: 40000 km/s     98 97 95 93 92 90 88 87 85 83

018 Size 1 Missile Launcher (50% Reduction) (200)    Missile Size 1    Rate of Fire 20
018 AMM Cogitator-1.2-115,2m-R1 (2)     Range 115.2m km    Resolution 1
018 Flakk Patern AMM R-12.2 10kkm/s 950.4% (3269)  Speed: 158 400 km/s   End: 1.3m    Range: 12.2m km   WH: 1    Size: 1    TH: 3168/1900/950

018 AMSS-3.75 MR120m-R1 MR6:13m (1)     GPS 300     Range 120.0m km    MCR 13.1m km    Resolution 1

ECCM-6 (1)         ECM 60

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
One of the new line of frigates. With the rediscovery of the missile technology came the question of how to best defend against such and so came the Escort service. With 200 launchers abroad and more than enough supply for prolonged fights especially with the high precision Flakk Pattern missiles, ensuring high kill rate. Still, Dual quad gauss turrets were kept for additional fleet protection.


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MF Victor class Missile Frigate    32 000 tons     864 Crew     11384.28 BP      TCS 640  TH 10800  EM 900
16875 km/s     Armour 5-89     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 53     PPV 270
Maint Life 2.22 Years     MSP 5114    AFR 356%    IFR 4.9%    1YR 1398    5YR 20966    Max Repair 1800 MSP
Intended Deployment Time: 23.649 months    Spare Berths 0   
Magazine 1721   

016 3600EP-50 S-Core AM Drive (Scout) (3)    Power 3600    Fuel Use 54.34%    Signature 3600    Exp 18%
Fuel Capacity 2 415 000 Litres    Range 25.0 billion km   (17 days at full power)
017 Omicron R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

018 Size 90 Missile Launcher (50% Reduction) (6)    Missile Size 90    Rate of Fire 1690
018 Missile Cogitator-1-214.65m-R5 (1)     Range 214.7m km    Resolution 5
018 Flakk Patern AMM R-12.2 10kkm/s 950.4% (11)  Speed: 158 400 km/s   End: 1.3m    Range: 12.2m km   WH: 1    Size: 1    TH: 3168/1900/950
018MIRV-90-W1 Bloodstrike 10xBloodpoint S40K R200m (19)  Speed: 40 000 km/s   End: 83.3m    Range: 215m km   WH: 1    Size: 90    TH: 133/80/40

018 ASS-0.7 MR224-R100 (1)     GPS 5600     Range 224.0m km    Resolution 100

ECCM-6 (1)         ECM 60

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
Vini Vidi vici. The Victor cames knocking. Cutting edge missile frigate sporting the newest MIRV Bloodstrike launchers. This ship is the Empire's answer to cleansing the galaxy of any heretic, any xeno, any demon without even coming close.

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Incepteris Mk.IV class Gravitational Survey Vessel    17 500 tons     559 Crew     14085.9 BP      TCS 350  TH 12600  EM 0
36000 km/s     Armour 1-60     Shields 0-0     Sensors 24/1/75/0     Damage Control Rating 8     PPV 0
Maint Life 2.3 Years     MSP 4477    AFR 275%    IFR 3.8%    1YR 1152    5YR 17285    Max Repair 2100 MSP
Intended Deployment Time: 23.8914 months    Spare Berths 0   

016 4200EP-50 S-Core AM-Drive (Scout) EPH 0.799 (3)    Power 4200    Fuel Use 79.88%    Signature 4200    Exp 21%
Fuel Capacity 2 950 000 Litres    Range 38.0 billion km   (12 days at full power)

016 ASS-20 MR2289-R20 (Scout) (1)     GPS 32000     Range 2 289.7m km    Resolution 20
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Phased Gravitational Sensors (15)   75 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
My grav survey/scout ship. The idea is to let this into a new system first to do it's survey with actives on and if there's something that looks like hostile there it should be fast enough to gtfo. For that purpose, commissars are prohibited to serve on this ship.

I also have so pdcs. Most of them I plan to refit relatively soon but someone could find them interesting nevertheless

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Light of Omnissiah MkII class Point Defence Base    499 tons     5 Crew     434.6 BP      TCS 9.98  TH 0  EM 0
Armour 6-5     Sensors 1/6     Damage Control Rating 0     PPV 8
Intended Deployment Time: 0.1 months    Spare Berths 3   

012 35cm-8 C2 X-Ray Laser (1)    Range 576 000km     TS: 12500 km/s     Power 32-2     RM 7    ROF 80        32 32 32 32 32 32 32 27 24 22
012 PDC/FTR FC-1 288-4000 (1)    Max Range: 576 000 km   TS: 16000 km/s     98 97 95 93 91 90 88 86 84 83
012 InConFusion Reactor-0.2 PB-1 Power2.4 (1)     Total Power Output 2.4    Armour 0    Exp 5%

012 AAMSS-0.1 MR1-R1 (1)     GPS 6     Range 1.4m km    MCR 157k km    Resolution 1


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections
A small cheap cannon for shooting nasties that could come into orbit. Emperor protects!

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Protection Of Omnissiah class Point Defence Base    500 tons     3 Crew     347.2 BP      TCS 10  TH 0  EM 0
Armour 5-5     Sensors 1/12     Damage Control Rating 0     PPV 7.92
Intended Deployment Time: 0.1 months    Spare Berths 5   

012 1xGauss Cannon R4-100 Turret (1x5)    Range 40 000km     TS: 32000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
PDC/FTR FC-1.5 216-320 (AMM) (1)    Max Range: 432 000 km   TS: 32000 km/s     98 95 93 91 88 86 84 81 79 77

012 AAMSS-02 MR2-R1 (1)     GPS 12     Range 2.9m km    MCR 314k km    Resolution 1


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections
Gauss variant. For PD obviously. We had to let them priest name something for once *sigh*

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Fortress Absolutum class Planetary Defence Centre    50 000 tons     378 Crew     23680 BP      TCS 1000  TH 0  EM 0
Armour 14-120     Sensors 1/300     Damage Control Rating 0     PPV 844.1
Intended Deployment Time: 0.0102 months    Spare Berths 0   
Magazine 1738   

017 60cm-19-94 C10 E-X-ray Laser (1)    Range 900 000km     TS: 12500 km/s     Power 94-10     RM 9    ROF 50        94 94 94 94 94 94 94 94 94 84
017 50cm-16-65 C10 E-X-ray Laser Spinal (1)    Range 900 000km     TS: 12500 km/s     Power 65-10     RM 9    ROF 35        65 65 65 65 65 65 65 65 65 58
017 4x40cm-12-42 C10 E-X-ray Laser Turret-61.82 (3x4)    Range 900 000km     TS: 40000 km/s     Power 168-40     RM 9    ROF 25        42 42 42 42 42 42 42 42 42 37
017 4xGauss Cannon R6-100 Turret-30.91 (4x24)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
018 PDC Cogitator-8-450-40000 (2)    Max Range: 900 000 km   TS: 40000 km/s     99 98 97 96 94 93 92 91 90 89
018 S-core AM Power Plant-7 PB-1.25 Power140 (1)     Total Power Output 140    Armour 0    Exp 20%

018 PDC Size 90 Missile Launcher (5)    Missile Size 90    Rate of Fire 170
018 PDC-0.5 AMM Launcher (100)    Missile Size 1    Rate of Fire 10
018 AMM Cogitator-1.2-115,2m-R1 (1)     Range 115.2m km    Resolution 1
018 Missile Cogitator-1-214.65m-R5 (1)     Range 214.7m km    Resolution 5
018 Flakk Patern AMM R-12.2 10kkm/s 950.4% (388)  Speed: 158 400 km/s   End: 1.3m    Range: 12.2m km   WH: 1    Size: 1    TH: 3168/1900/950
018MIRV-90-W1 Bloodstrike 10xBloodpoint S40K R200m (15)  Speed: 40 000 km/s   End: 83.3m    Range: 215m km   WH: 1    Size: 90    TH: 133/80/40

018 ASS-0.7 MR224-R100 (1)     GPS 5600     Range 224.0m km    Resolution 100
018 AMSS-3.75 MR120m-R1 MR6:13m (1)     GPS 300     Range 120.0m km    MCR 13.1m km    Resolution 1

ECCM-6 (2)         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 Planetary Defence Centre and can be pre-fabricated in 20 sections
New design. A fortress defending any critical world to the empire.

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Chapel-Barracks MkII class Planetary Barracks Bunker    60 000 tons     121 Crew     3591 BP      TCS 1200  TH 0  EM 0
Armour 24-136     Sensors 1/80     Damage Control Rating 30     PPV 0
Intended Deployment Time: 3 months    Spare Berths 14   
Troop Capacity: 21 Battalions   

018 CIWS-400 (1x12)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
018 ASS-0.7 MR224-R100 (1)     GPS 5600     Range 224.0m km    Resolution 100
017 AAMSS-1 MR32-R1 (1)     GPS 80     Range 32.0m km    MCR 3.5m km    Resolution 1

ECCM-6 (1)         
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 24 sections
Designed to keep loyal marines safe from death from above.

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Darkenvault class Launch Complex    124 000 tons     277 Crew     11117.8 BP      TCS 2480  TH 0  EM 0
Armour 6-221     Sensors 1/0     Damage Control Rating 0     PPV 0
Intended Deployment Time: 0.0001 months    Flight Crew Berths 4031   
Hangar Deck Capacity 100000 tons     Troop Capacity: 1 Battalion   
Maintenance Modules: 3 module(s) capable of supporting ships of 600 tons


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 50 sections
Imperium provides parking lots too.



Now some commercials... I mean commercial craft.
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Imperial Eagle MkIII class Troop Transport    160 000 tons     1410 Crew     14110.5 BP      TCS 3200  TH 36000  EM 0
11250 km/s     Armour 3-262     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 55    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Troop Capacity: 25 Battalions    Cargo Handling Multiplier 1000   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (36)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 990 000 Litres    Range 50.4 billion km   (51 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A troop trasport.

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Imperial Stallion class Troop Transport    1 000 000 tons     11508 Crew     120129.7 BP      TCS 20000  TH 240000  EM 0
12000 km/s     Armour 10-890     Shields 0-0     Sensors 24/1/0/0     Damage Control Rating 1     PPV 0
MSP 75    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Troop Capacity: 125 Battalions    Cargo Handling Multiplier 16880   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (240)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 6 180 000 Litres    Range 50.3 billion km   (48 days at full power)

016 CIWS-400 (3x10)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

This design is classed as a Commercial Vessel for maintenance purposes
Big troop trasport.

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Nostromo Mk.III class Freighter    72 050 tons     505 Crew     5451.3 BP      TCS 1441  TH 18000  EM 0
12491 km/s     Armour 1-154     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 47    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cargo 25000    Cargo Handling Multiplier 160   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (18)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 455 000 Litres    Range 51.4 billion km   (47 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A freighter.

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Atlas MkII class Superfreighter    1 351 400 tons     9485 Crew     98993.8 BP      TCS 27028  TH 325000  EM 0
12024 km/s     Armour 1-1088     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 46    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Cargo 500000    Cargo Handling Multiplier 5000   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (325)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 60.3 billion km   (58 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A big freighter.

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Terraformium MkII class Terraformer    598 600 tons     2910 Crew     20756.1 BP      TCS 11972  TH 36000  EM 0
3007 km/s     Armour 1-632     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 500 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Terraformer: 20 module(s) producing 0.09 atm per annum

016 1000EP-50 COM S-Core AM Drive EPH0.022 (36)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 2 795 000 Litres    Range 38.0 billion km   (146 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A terraformer

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Terraformium Grande class Terraformer    3 036 200 tons     15010 Crew     106616.9 BP      TCS 60724  TH 200000  EM 0
3293 km/s     Armour 1-1867     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 500 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Terraformer: 100 module(s) producing 0.45 atm per annum

016 1000EP-50 COM S-Core AM Drive EPH0.022 (200)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 26.8 billion km   (94 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
You guessed it.

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Crius class Colony Ship    1 354 150 tons     11385 Crew     118544.9 BP      TCS 27083  TH 325000  EM 0
12000 km/s     Armour 1-1090     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 55    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Cryogenic Berths 2000000    Cargo Handling Multiplier 5000   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (325)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 60.1 billion km   (58 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A cryo ship. This time no small one. Civies can deal with small business.

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Leviathan class Tanker    1 329 500 tons     8135 Crew     105771.6 BP      TCS 26590  TH 325000  EM 0
12222 km/s     Armour 2-1077     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 50    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (325)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 500 000 000 Litres    Range 3062.9 billion km   (2900 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A tanker.

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Prometheus class Fuel Harvester    2 585 550 tons     13135 Crew     121737.9 BP      TCS 51711  TH 325000  EM 0
6284 km/s     Armour 1-1678     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 29    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 4   
Fuel Harvester: 500 modules producing 72000000 litres per annum

016 1000EP-50 COM S-Core AM Drive EPH0.022 (325)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 500 000 000 Litres    Range 1574.8 billion km   (2900 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Fuel harvester.

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Secutor Mk.III class Construction Ship    163 250 tons     1050 Crew     11659.7 BP      TCS 3265  TH 36000  EM 0
11026 km/s     Armour 1-266     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 45    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Jump Gate Construction Ship: 45 days

016 1000EP-50 COM S-Core AM Drive EPH0.022 (36)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 1 000 000 Litres    Range 49.9 billion km   (52 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A JG construction ship. I don't use jump drives yet so I use these a lot.

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Spector Mk.IV class Geological Survey Vessel    20 000 tons     324 Crew     6653.1 BP      TCS 400  TH 6000  EM 0
15000 km/s     Armour 1-65     Shields 0-0     Sensors 24/1/0/80     Damage Control Rating 1     PPV 0
MSP 208    Max Repair 300 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (6)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 175 000 Litres    Range 71.3 billion km   (54 days at full power)

016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Phased Geological Sensors (16)   80 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes
A geo survey ship. It packs some sensors so it could be used in a limited scout role too.

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Minotaur class Tug    2 550 650 tons     25020 Crew     259401.2 BP      TCS 51013  TH 1000000  EM 0
19602 km/s     Armour 1-1662     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 64    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Tractor Beam     

016 1000EP-50 COM S-Core AM Drive EPH0.022 (1000)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 31.9 billion km   (18 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Named after a tug from WH40k it's designed mainly to push stations into it's place.



Now some stations.

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Orbis Harvestum class Fuel Harvester Base    27 351 650 tons     100056 Crew     439638.7 BP      TCS 547033  TH 0  EM 0
1 km/s     Armour 3-8086     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 1     PPV 0
MSP 10    Max Repair 80 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Fuel Harvester: 10000 modules producing 1440000000 litres per annum

Fuel Capacity 2 147 480 000 Litres    Range N/A

016 CIWS-400 (5x10)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
Designed as simply a massive gas giant eater.

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Orbis Mine class Terraforming Base    101 841 950 tons     1001191 Crew     2710867.1 BP      TCS 2036839  TH 0  EM 0
1 km/s     Armour 1-19426     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 30     PPV 0
MSP 499    Max Repair 120 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Habitation Capacity 50 000   
Recreational Facilities
Asteroid Miner: 20000 module(s) producing 840000 tons per mineral per annum


016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
Same but with asteroids

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Orbis Sanctum class Space Station    63 612 850 tons     134592 Crew     749914.5 BP      TCS 1272257  TH 0  EM 0
1 km/s     Armour 10-14195     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 500     PPV 0
MSP 3684    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 4080   
Habitation Capacity 10 000 000   
Recreational Facilities
Maintenance Modules: 2500 module(s) capable of supporting ships of 500000 tons

Fuel Capacity 500 000 000 Litres    Range N/A

018 CIWS-400 (10x12)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
018 ASS-0.7 MR224-R100 (1)     GPS 5600     Range 224.0m km    Resolution 100
017 AAMSS-1 MR32-R1 (1)     GPS 80     Range 32.0m km    MCR 3.5m km    Resolution 1
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
Made to be deployed on planets which do not yet have enough population to support ship and facility operation but are in need of some. (also for fun)

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Ramilies class Forward Op. Base    18 059 300 tons     137841 Crew     849962.5 BP      TCS 361186  TH 0  EM 0
1 km/s     Armour 30-6131     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 200     PPV 0
MSP 5883    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 17531   
Habitation Capacity 50 000   
Recreational Facilities
Fuel Harvester: 1000 modules producing 144000000 litres per annum
Maintenance Modules: 2500 module(s) capable of supporting ships of 500000 tons

Fuel Capacity 2 000 000 000 Litres    Range N/A

016 CIWS-400 (100x10)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
A forward base to support ship operation away from main imperail planets.

Quote
Orbis Terraformium class Terraforming Base    126 233 400 tons     502541 Crew     2672719.4 BP      TCS 2524668  TH 0  EM 0
1 km/s     Armour 1-22416     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 100     PPV 0
MSP 1323    Max Repair 500 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Habitation Capacity 50 000   
Recreational Facilities
Terraformer: 5000 module(s) producing 22.5 atm per annum


016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
You say you can't remake venus into a paradise?


EDIT:
Code: [Select]
Flakk Patern AMM
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 60
Speed: 158400 km/s    Engine Endurance: 1 minutes   Range: 12.2m km
Cost Per Missile: 3.2204
Chance to Hit: 1k km/s 9504%   3k km/s 3120%   5k km/s 1900.8%   10k km/s 950.4%
Materials Required:    0.25x Tritanium   2.9704x Gallicite   Fuel x74.75

Development Cost for Project: 322RP

Code: [Select]
Bloodstrike Patern MIRV Bus
Missile Size: 90 MSP  (4.5 HS)     Warhead: 1    Armour: 0.0001     Manoeuvre Rating: 10
Speed: 40000 km/s    Engine Endurance: 83 minutes   Range: 200.0m km
Active Sensor Strength: 5.8364   Sensitivity Modifier: 400%
Resolution: 5    Maximum Range vs 250 ton object (or larger): 5 220 000 km
ECM Level: 6
Cost Per Missile: 252.82
Second Stage: ASSM-6-W16 Bloodpoint S140K R16.4m ASS1.5m(5) x10
Second Stage Separation Range: 150 000 km
Overall Endurance: 1 hours   Overall Range: 216.3m km
Chance to Hit: 1k km/s 400%   3k km/s 130%   5k km/s 80%   10k km/s 40%
Materials Required:    40.25x Tritanium   13.5576x Boronide   25.6084x Uridium   173.404x Gallicite   Fuel x29468.25

Development Cost for Project: 25282RP

Code: [Select]
Bloodpoint Patern MIRV Sub-munitions
Missile Size: 6 MSP  (0.3 HS)     Warhead: 16    Armour: 0     Manoeuvre Rating: 30
Speed: 140000 km/s    Engine Endurance: 2 minutes   Range: 16.4m km
Active Sensor Strength: 1.6772   Sensitivity Modifier: 400%
Resolution: 5    Maximum Range vs 250 ton object (or larger): 1 500 000 km
Cost Per Missile: 19.5232
Chance to Hit: 1k km/s 4200%   3k km/s 1380%   5k km/s 840%   10k km/s 420%
Materials Required:    4x Tritanium   1.0056x Boronide   1.6772x Uridium   12.8404x Gallicite   Fuel x191.5

Development Cost for Project: 1952RP
Title: Re: Ships
Post by: Cavgunner on August 19, 2018, 08:00:02 PM
Well 83, on the whole your tech level seem similar to my current campaign's empire, but your ships are so, so much bigger.  I mean, like two, three times as big per corresponding class.  Geez Louise.  Your frigate has 50% more tonnage that my main-line destroyers.  The only criticism I can see is that your ships seem to be rather short-legged in operational range. 

Even so, your fuel quartermasters must hate you.
Title: Re: Ships
Post by: 83athom on September 27, 2018, 07:42:55 PM
Well 83, on the whole your tech level seem similar to my current campaign's empire, but your ships are so, so much bigger.  I mean, like two, three times as big per corresponding class.  Geez Louise.  Your frigate has 50% more tonnage that my main-line destroyers.  The only criticism I can see is that your ships seem to be rather short-legged in operational range. 

Even so, your fuel quartermasters must hate you.
Been on hiatus for a while. I general immediately 'rush' my shipyard size with 'continual expansion' right from the start. The trade-off is that I only have 4-6 slipways for a 'medium' sized ship. As to my fuel management... Basically large fuel harvesting stations on gas giants. I try to put Fuel stations dotting along systems in my Empire, even on systems without colonies. Also, tankers with really big and efficient engines in a support contingent that hangs behind the main force when in hostile area. General the C# update which comes with a 'station' overhaul is really exciting for me.
Title: Re: Ships
Post by: SevenOfCarina on October 04, 2018, 08:49:29 AM
Turns out that static defences can pack quite the punch, even at very low tech levels. Using only techs costing less than 2501 RP, I managed to achieve 34.4% accuracy against 60,000 km/s targets with a ridiculously cheap PDC that probably costs less than the missiles needed to kill it. Just something to consider.

Code: [Select]
Sunda class Point-Defence Emplacement    500 tons     26 Crew     67.4 BP      TCS 10  TH 0  EM 0
Armour 5-5     Sensors 1/0     Damage Control Rating 0     PPV 5.4
Intended Deployment Time: 0.8 months    Spare Berths 0   

MC1X3.00kQ/S-ER30.0M/24.00M/S [2.00Z/CT10S-BE1.0kQ] 270T Meson Cannon Turret (1x1)    Range 30 000km     TS: 24000 km/s     Power 3-2     RM 3    ROF 10        1 1 1 0 0 0 0 0 0 0
ER72.00M-24.00M/S [LGE] 110T Fire Control System (1)    Max Range: 72 000 km   TS: 24000 km/s     86 72 58 44 31 17 3 0 0 0
PBR3.00Z [BE1.0kQ/CF5%] 50T Generator (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections

Edit : I apologise for the convoluted naming system.  ;D
Title: Re: Ships
Post by: Jorgen_CAB on October 09, 2018, 02:32:38 AM
If you want to raid jump points, it helps a lot if your jump ship is able to deploy you via squad jump, away from enemy fire. Also, because of the delay on weapons and sensors, you are liable to take quite a beating during raids, so I dont think 3 armour is quite enough... otherwise I dont see any obvious design flaws, although it is very unorthodox to try to go for both beams and missiles for offense in the same ship, specially at low tech levels. usually the best designs are very speciallized, and hopefully cheap enough so that your navy can fullfill all of its functions.

Late to this discussion but I don't think this is true at all... speaking about specialised beam ships... this really depends.

If you have one fleet with all specialised ships... one for AMM one for ASM and one for Beam then that fleet will be at a very serious disadvantage to a fleet that combine all those functions in one ship design. Also consider the economic benefit of only one design over several in terms of yard space, but I will disregard that entirely for this comparison.4

In beam combat you have spread all those beams into three times as many ships so even if specialisation give you a few more total beams the fact that all your ships have a few beams means that you have far more HP where it counts and the multi-purpose ships can focus fire on the beam specialist ships and will win.

The same goes for missiles which is generally more effective as multi purpose. While a multi-purpose fleet might have slightly less AMM and ASM in a general balanced load out they can actually specialise allot more since the magazine on their ships can hold a disproportionate number of either AMM or ASM missiles depending on mission. Since finding the enemy first is what matters a general purpose missile ship fleet could easily overwhelm a more specialised fleet AMM defences by overloading on ASM missiles. While running blind and not knowing where the enemy is a general purpose fleet could overload its magazines with AMM missiles for self defence first and striking the enemy second, thus able to defeat the specialist missile attack more easily to regroup. It is also harder to knock out the anti-missile capability of a mutli-purpose fleet since you can't just focus on the specialist escort ships as easily.

So don't assume that multi-purpose is weak because they sacrifice some efficiency for dynamic use.

In my fleets most of my capital ships are multi-purpose but I also use some specialised ships as well but at a much lower quantity or usually small ships such as FAC, fighters, scouts, recon and patrol ships.

Fleets in C# will also be more powerful as multi-purpose since in general small sensors and fire-controls are far more effective than large ones as will smaller specialised ships be as well. In C# I do believe that the bigger the ship the more system you will want to cram into them to take advantage of this new sensor system rather than specialise them. This will be allot cheaper on your economy and industrial capacity for building and maintaining said ships.
Title: Re: Ships
Post by: MasonMac on November 04, 2018, 02:56:43 PM
The United Human Alliance's main carrier ship.

Code: [Select]
Marus class Carrier    600 000 tons     18257 Crew     217724 BP      TCS 12000  TH 84000  EM 18000
7000 km/s    JR 3-50     Armour 35-633     Shields 600-600     Sensors 1/1/0/0     Damage Control Rating 1343     PPV 1790
Maint Life 1.67 Years     MSP 306310    AFR 2160%    IFR 30%    1YR 130974    5YR 1964610    Max Repair 62797 MSP
Intended Deployment Time: 48 months    Flight Crew Berths 1   
Hangar Deck Capacity 30000 tons     Cryo Drop Capacity: 8.8 Battalions    Magazine 8300    Cryogenic Berths 800    Cargo Handling Multiplier 1000   

Manifest Incorporated J600000(3-50) Military Jump Drive     Max Ship Size 600000 tons    Distance 50k km     Squadron Size 3
Arcus Systems 1120-M Inertial Fusion Drive (75)    Power 1120    Fuel Use 4.1%    Signature 1120    Exp 7%
Fuel Capacity 20 000 000 Litres    Range 146.3 billion km   (241 days at full power)
Phonetic Dome Mk IV Sigma Plasma Shields (75)   Total Fuel Cost  1 200 Litres per hour  (28 800 per day)

Minmus Energetics Particle Beam-16 (100)    Range 384 000km     TS: 12500 km/s     Power 40-8    ROF 25        16 16 16 16 16 16 16 16 16 16
Stark Industries S-MAC Beam Control Mk I (2)    Max Range: 384 000 km   TS: 50000 km/s     0 0 0 0 0 0 0 0 0 0
Navis Inc. 432-M Fusion Reactor (2)     Total Power Output 864    Armour 0    Exp 16%

Minmus Energetics S7 Missile Launcher (60)    Missile Size 7    Rate of Fire 30
Minmus S1 Missile Launcher (170)    Missile Size 1    Rate of Fire 5
Griffin Foundation AMM Fire Control (1)     Range 840.0m km    Resolution 1
Sherlock Systems Missile Fire Control FC7513-R20 (1)     Range 7 513.2m km    Resolution 20
G1 Anti-ship Missile (200)  Speed: 66 300 km/s   End: 37.6m    Range: 149.6m km   WH: 8    Size: 5    TH: 442/265/132
G2 S7 Anti-ship Missile (648)  Speed: 60 100 km/s   End: 28.1m    Range: 101.4m km   WH: 30    Size: 7    TH: 380/228/114
G2 Anti-missile Missile (2084)  Speed: 57 600 km/s   End: 21.6m    Range: 74.7m km   WH: 1    Size: 1    TH: 806/483/241
G2 S4 Gungir Missile (170)  Speed: 44 900 km/s   End: 72.4m    Range: 195m km   WH: 22    Size: 4    TH: 299/179/89

Stark Industries Active Search Sensor MR5600-R100 (1)     GPS 400000     Range 5 600.0m km    Resolution 100
Reser-Cunanan AMM Search Sensor MR900-R1 (1)     GPS 5000     Range 900.0m km    MCR 98.0m km    Resolution 1

Strike Group
5x Sabre Fighter-bomber   Speed: 44800 km/s    Size: 10
15x Longsword Fighter-bomber   Speed: 30000 km/s    Size: 10
5x Pelican Dropship   Speed: 30000 km/s    Size: 10

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 have around 6 of these, along with another 4 of the Tarus varient which replaces AMM with gauss guns. These designs were created a century and a half ago in-game time, but are still the mainline carriers of the UHA. Able to eradicate Invader presence in systems alone easily. But it is very weak to Star Swarm without an escort as this design was created to specifically fight the Invaders which had taken down several of my colonies by that point. They were also about to attack Epsilon Eridani, the system where this was built and which housed the majority of the military forces of the UHA. If it was lost, than the UHA likely would have fallen soon after.

Ship hull tonnage:
Patrol ships : 1000 - 49000 tons
Corvettes : 50000 - 99000 tons
Light Frigates : 100,000 - 149,000 tons
Heavy Frigates : 150,000 - 249,000 tons
Light Cruisers : 250,000 - 349,000 tons
Heavy Cruisers : 350,000 - 700,000 tons
Carriers : 300,000 - 1,000,000 tons
Dreadnoughts : 1,000,0000 - 1,500,000 tons
Super Carriers : 1,200,000 - 3,000,000 tons
Super Dreadnoughts : 1,600,000 - 3,000,000 tons

Of course, that's if I need any ship stronger than what I already have. I have enough minerals to manufacture several super dreadnoughts/carriers along with the maintenance facilities. But in hindsight, this design is very crude and I could have done with replacing this design with smaller, more effective ships.
Title: Re: Ships
Post by: Jorgen_CAB on November 07, 2018, 04:14:28 PM
I have two question about that carrier.

1. The number of Flight Crew Births seem a bit low at just "1".

2. The ship is suppose to be a carrier but only dedicate 5% of its mass to hangars, seem a bit low. My normal destroyers have more hangar to mass ratio than that for their scout crafts. I think a ship designated as a carrier would probably have about 20-30% of its mass dedicated to hangars or some such. But who am I to assume what is and what is not a carrier.
Title: Re: Ships
Post by: davidb86 on November 07, 2018, 04:21:26 PM
Quote
Hangar Deck Capacity 30000 tons

Strike Group
5x Sabre Fighter-bomber   Speed: 44800 km/s    Size: 10
15x Longsword Fighter-bomber   Speed: 30000 km/s    Size: 10
5x Pelican Dropship   Speed: 30000 km/s    Size: 10
Is there a reason that your assigned strike group is only 41% of your hanger capacity?  25*500=12,500 tons used out of 30,000 tons available.

Title: Re: Ships
Post by: MasonMac on November 10, 2018, 09:33:46 PM
1. I didn't know what flight berths were for, and to a degree, I still dont
2. The carrier part of the ship was more of an afterthought more than anything. Honestly, the carrier part of the ship is entirely useless for what I use it for. I only used the fighters perhaps 2 times out of 35 engagements.
Title: Re: Ships
Post by: JacenHan on November 10, 2018, 09:54:09 PM
Flight berths prevent the deployment time on fighters from ticking up, but are currently (as far as I know) broken in VB6 Aurora and there is no downside to not having them. See this thread (http://aurora2.pentarch.org/index.php?topic=10024.msg107922#msg107922) for a little more info.
Title: Re: Ships
Post by: TMaekler on November 12, 2018, 06:26:45 AM
If you don't have enough space for the pilots, you can get into the overcrouded area and the ship might begin to suffer from that.
Title: Re: Ships
Post by: Razgriz7734 on December 06, 2018, 07:38:06 AM
After the civil war that tore apart the Terran Union, three nations emerged from the rubble.  The Imperium of Mankind based on Terra, the Martian Combine on the dusty red planet, and the Tobanian dictatorship in the Jovian moons. 

After decades of unsteady peace, the Imperium’s officials have become more aggressive than usual in their claims on Mars, and intelligence reports reporting the Imp’s have started construction on new void cruisers.  In response the naval architects of the Combine have designed a smaller and cheaper combatant, capable of fighting at longe ranges, outside the expected missile range of the new Imp cruisers as well as any existing vessels.

Ikazuchi class Missile Destroyer    4 550 tons     138 Crew     509 BP      TCS 91  TH 100  EM 0
1098 km/s     Armour 2-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 30
Maint Life 1. 41 Years     MSP 70    AFR 165%    IFR 2. 3%    1YR 39    5YR 578    Max Repair 64 MSP
Intended Deployment Time: 5 months    Spare Berths 2    
Magazine 150    

25 EP Nuclear Thermal Engine (4)    Power 25    Fuel Use 85. 5%    Signature 25    Exp 10%
Fuel Capacity 450 000 Litres    Range 20. 8 billion km   (219 days at full power)

Size 5 Missile Launcher (6)    Missile Size 5    Rate of Fire 150
Missile Fire Control FC54-R40 (1)     Range 54. 6m km    Resolution 40
Type 88 Long Range Torpedo (30)  Speed: 7 200 km/s   End: 72. 6m    Range: 31. 4m km   WH: 3    Size: 5    TH: 26/15/7

Active Search Sensor MR48-R160 (1)     GPS 10240     Range 48. 6m km    Resolution 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
Title: Re: Ships
Post by: Silvarelion on December 17, 2018, 08:24:35 AM
The Subhumed Techno-Organic Conclave, formerly known as "Humanity", has been developing an extremely high alpha doctrine comprised of laser armed corvettes armed with the largest single laser they can create.  Essentially, they took their most advanced laser, and wrapped a ship around it.  This has resulted in the following ship.

Code: [Select]
Killer class Corvette    2 500 tons     19 Crew     859 BP      TCS 50  TH 210  EM 0
12000 km/s     Armour 3-16     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 8
Maint Life 0 Years     MSP 0    AFR 500%    IFR 6.9%    1YR 1603    5YR 24052    Max Repair 525 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

600 EP Ion Drive (1)    Power 600    Fuel Use 254.56%    Signature 210    Exp 20%
Fuel Capacity 110 000 Litres    Range 3.1 billion km   (3 days at full power)

25cm C4 Ultraviolet Laser (1)    Range 192 000km     TS: 12000 km/s     Power 16-4     RM 4    ROF 20        16 16 16 16 12 10 9 8 7 6
Fire Control S08 96-12000 (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 (1)     Total Power Output 4.2    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

The Killer-class ship is a light, stealthed corvette with great punching power at long and short range.  Its short range and lack of life support means that it is reliant on carriers to project power away from the homeworld.  It is supported by the Annihilator-class Kinetic Corvette, armed with light railguns for point defense duties, and the Poisoner-class EW Corvette, armed with High-Power Microwaves to ensure boarding actions are safe.

Code: [Select]
Poisoner class EW Corvette    2 500 tons     19 Crew     887 BP      TCS 50  TH 210  EM 0
12000 km/s     Armour 2-16     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 8
Maint Life 0 Years     MSP 0    AFR 500%    IFR 6.9%    1YR 1462    5YR 21935    Max Repair 525 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

600 EP Ion Drive (1)    Power 600    Fuel Use 254.56%    Signature 210    Exp 20%
Fuel Capacity 175 000 Litres    Range 4.9 billion km   (4 days at full power)

R9/C3 High Power Microwave (2)    Range 90 000km     TS: 12000 km/s     Power 6-3     RM 9    ROF 10        1 1 1 1 1 1 1 1 1 0
Fire Control S08 96-12000 (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 (2)     Total Power Output 6    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

-----------------------------------------------------------------------
Annihilator class Kinetic Corvette    2 500 tons     21 Crew     817 BP      TCS 50  TH 210  EM 0
12000 km/s     Armour 2-16     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 9
Maint Life 0 Years     MSP 0    AFR 500%    IFR 6.9%    1YR 1408    5YR 21122    Max Repair 525 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   

600 EP Ion Drive (1)    Power 600    Fuel Use 254.56%    Signature 210    Exp 20%
Fuel Capacity 50 000 Litres    Range 1.4 billion km   (32 hours at full power)

10cm Railgun V1/C3 (3x4)    Range 10 000km     TS: 12000 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S03 36-12000 (3)    Max Range: 72 000 km   TS: 12000 km/s     86 72 58 44 31 17 3 0 0 0
Stellarator Fusion Reactor Technology PB-1 (3)     Total Power Output 9    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

All of these, and many different utility fighters, are housed primarily in the Assassin-class Light Carrier, capable of carrying one corvette.

Code: [Select]
Assassin class Light Carrier    6 000 tons     80 Crew     498 BP      TCS 120  TH 300  EM 0
2500 km/s     Armour 1-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 1.72 Years     MSP 104    AFR 144%    IFR 2%    1YR 43    5YR 638    Max Repair 75 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 98   
Hangar Deck Capacity 2500 tons     

300 EP Commercial Ion Drive (1)    Power 300    Fuel Use 6.19%    Signature 300    Exp 5%
Fuel Capacity 180 000 Litres    Range 87.2 billion km   (403 days at full power)

This design is classed as a Military Vessel for maintenance purposes

Planned refits for these classes are going to be limited to increasing the range of weapons and fire control systems. 

Planned upgrades include a 1000 ton boost in size to accommodate ECM and ECCM technology, as well as a 50% larger weapons package.
Title: Re: Ships
Post by: misanthropope on December 17, 2018, 05:07:10 PM
my biggest question is this:  with the (lack of) operational range of the parasites, can you dependably keep the carriers out of missile range?

it also seems like you have a very high minimum investment in Gallicite before your fleet can endure the usual npr levels of AMM spam.  maybe it would work for your flak ships to be based on the assassin chassis instead of the killer? 
Title: Re: Ships
Post by: davidb86 on December 17, 2018, 05:40:33 PM
You have 98 flight crew berths, but the assassin class carrier can only carry one corvette with 19 or 21 crew.  I would bump up the deployment time, or lower the flight crew berths and use the extra space for something else.  Perhaps more maintenance, your carrier only has 104 msp  but the max repair on the corvettes (i assume it is the single 600 EP ion engine) is 525.   if there is damage to a corvette or a maintenance loss, you have no ability to repair in the field.
Title: Re: Ships
Post by: Silvarelion on December 17, 2018, 10:56:47 PM
You have 98 flight crew berths, but the assassin class carrier can only carry one corvette with 19 or 21 crew.  I would bump up the deployment time, or lower the flight crew berths and use the extra space for something else.  Perhaps more maintenance, your carrier only has 104 msp  but the max repair on the corvettes (i assume it is the single 600 EP ion engine) is 525.   if there is damage to a corvette or a maintenance loss, you have no ability to repair in the field.

The Assassins pull double duty.  Their main function is to carry the corvettes, but they also need to be able to carry scouts, sensor pods, and other utility fighters with a lot more life support demands.  For instance, my scouts are 500 t fighters, and have a crew of 19.  With 98 flight crew berths, the Assassins have just barely enough room for a full load of 5 scouts.  I also have maintenance pods that fit on any of my carriers that allow for any in-flight repairs that may be needed.

Thanks for looking them over.
Title: Re: Ships
Post by: Silvarelion on December 17, 2018, 11:12:25 PM
my biggest question is this:  with the (lack of) operational range of the parasites, can you dependably keep the carriers out of missile range?

it also seems like you have a very high minimum investment in Gallicite before your fleet can endure the usual npr levels of AMM spam.  maybe it would work for your flak ships to be based on the assassin chassis instead of the killer?

You are right that it would be a lot cheaper to build slower ships that don't have stealth capabilities.  Gallicite isn't a problem at the moment, but it very well could be later on down the road.  The expense of the engines is also why I haven't planned to upgrade the corvettes speed over time.  The engine is over half of their cost, so there really isn't too much point in changing it out, instead of making a whole new ship.  Especially when they should have a speed advantage over the vast majority of the ships they will find, even ones which are several generations more advanced.  I should run the numbers, though, and see if I can find a more cost efficient frame for my flak corvettes.

Dealing with AMM and massed box launchers will be a problem.  In my test fights while developing the idea, they didn't really stand much of a chance against either missile build.  However, that is a problem that the vast majority of designs are weak against.  But I feel like it can be overcome with good scouting, maneuverability, and the micromanagement of knowing where their ranges are.  My plan, which still needs to be tested against actual NPR spam, is to scout out where the AMMs are able to reach, then ride that line with my main ships, and bait out several salvos of AMMs.  If I know how fast they are going, then I can duck back across the line and hopefully have the missiles burn out in flight trying to catch me. 

I feel like good scouting is also the answer to keeping the carriers safe from missile attack.  If they are caught out, then the operational ranges of the corvettes doesn't give me much wiggle room.  However, jump scouts should make sure that there isn't anything within striking distance of the jump point, and after that, they just need to be able to retreat back out of sensor range.  So far, nothing has come anywhere near to finding out there the carriers are, and as long as they don't get surprised, they should be able to lie doggo and let the decoy fighters draw the enemy away. 

Thanks for the input!