Author Topic: Ion tech cruisers  (Read 7486 times)

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Offline Jovus

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Re: Ion tech cruisers
« Reply #30 on: June 15, 2019, 02:20:33 PM »

. . . I wouldn't be surprised if over the length of a whole campaign I saved BP due to not losing ships.

But how many BP do you spend on missiles?

Very few. I prefer beam ships, for style.

At least, most of the time. There are those campaigns where I build 800bkm missiles for the hell of it.
 
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Offline bankshot (OP)

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Re: Ion tech cruisers
« Reply #31 on: June 16, 2019, 05:19:39 PM »
When I designed my ships I decided I wanted 50HS engines to maximize fuel efficiency, and at least two of them to ensure some redundancy in the face of combat damage.  I also wanted 5,000 km/s speed to give me a better shot at controlling the range.  While I have 1.75x engine tech I could not make a design that looked good to me at that rate of fuel use, so I settled on 1.5x and 18,000 tons.  But as many here have pointed out my empire may not be able to sustain enough 1.5x fuel use ships to be effective.

So I went back to the drawing board and based a new set of 12,000 ton ships based on 1.0x engines, as I already had one of those researched.  I lack any Power/Propulsion scientists so I'd rather not take the time to make a 50HS 1.25x engine.  I'd consider these destroyers as they are individually much less capable than my cruiser designs, but I should be able to operate these without bankrupting my empire. As I am about halfway through the process of researching Stellerator tech I may not build these, but I thought I should share the designs for those who may be interested.

First up: the Memnon class PD destroyer.  I could not bring myself to go full railgun, so this is a hybrid railgun/Gauss design.  It also packs two lasers for finishing off cripples.

Code: [Select]
Memnon class Destroyer Escort    12,000 tons     316 Crew     1858 BP      TCS 240  TH 1200  EM 450
5000 km/s     Armour 4-46     Shields 15-300     Sensors 8/1/0/0     Damage Control Rating 7     PPV 62.12
Maint Life 1.82 Years     MSP 677    AFR 164%    IFR 2.3%    1YR 256    5YR 3844    Max Repair 300 MSP
Intended Deployment Time: 15 months    Spare Berths 0   

600 EP Ion Drive (2)    Power 600    Fuel Use 30%    Signature 600    Exp 10%
Fuel Capacity 750,000 Litres    Range 37.5 billion km   (86 days at full power)
Delta R300/360 Shields (6)   Total Fuel Cost  90 Litres per hour  (2,160 per day)

20cm C4 UV Laser (1)    Range 256,000km     TS: 5000 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
25cm C4 Spinal UV Laser (1)    Range 256,000km     TS: 5000 km/s     Power 16-4     RM 4    ROF 20        16 16 16 16 12 10 9 8 7 6
Twin Gauss 16K R3-85 Turret (3x6)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
10cm Railgun V3/C3 5s (3x4)    Range 30,000km     TS: 5000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
PD Fire Control S03 48-16000 (1)    Max Range: 96,000 km   TS: 16000 km/s     90 79 69 58 48 38 27 17 6 0
Laser Fire Control S02.5 128-5000 (1)    Max Range: 256,000 km   TS: 5000 km/s     96 92 88 84 80 77 73 69 65 61
Gas-Cooled 1HS PB-1 (4)     Total Power Output 18    Armour 0    Exp 5%

Active Search MR1/191K R1 (1)     GPS 16     Range 1.8m km    MCR 192k km    Resolution 1
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Next is the Penthesilea AMM destroyer.  I realized that going with reduced-size launchers on an AMM ship was a mistake - if you have enough range for follow-up shots volley size doesn't matter, sustained fire rate does. Search and fire control range vs. size 6 missiles is 1.15M 

Code: [Select]
Penthesilea class AMM Destroyer    12,000 tons     251 Crew     1715 BP      TCS 240  TH 1200  EM 360
5000 km/s     Armour 3-46     Shields 12-300     Sensors 8/1/0/0     Damage Control Rating 7     PPV 15
Maint Life 1.69 Years     MSP 625    AFR 164%    IFR 2.3%    1YR 262    5YR 3923    Max Repair 300 MSP
Intended Deployment Time: 16 months    Spare Berths 0   
Magazine 915   

600 EP Ion Drive (2)    Power 600    Fuel Use 30%    Signature 600    Exp 10%
Fuel Capacity 750,000 Litres    Range 37.5 billion km   (86 days at full power)
Delta R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1,800 per day)

Size 1 ML (10s) (15)    Missile Size 1    Rate of Fire 10
Missile PD Fire Control FC10-R1 (3)     Range 10.6m km    Resolution 1

Active Search Sensor MR10-R1 (1)     GPS 96     Range 10.6m km    MCR 1.2m km    Resolution 1
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

And finally the Aeneas Missile Destroyer.  Originally 20 launchers, but I had 4HS left over so I squeezed in another launcher and matching magazine space.

Code: [Select]
Aeneas class Missile Destroyer    12,000 tons     218 Crew     1702.14 BP      TCS 240  TH 1200  EM 360
5000 km/s     Armour 3-46     Shields 12-300     Sensors 8/1/0/0     Damage Control Rating 7     PPV 27.72
Maint Life 1.75 Years     MSP 621    AFR 164%    IFR 2.3%    1YR 249    5YR 3735    Max Repair 300 MSP
Intended Deployment Time: 16 months    Spare Berths 0   
Magazine 840   

600 EP Ion Drive (2)    Power 600    Fuel Use 30%    Signature 600    Exp 10%
Fuel Capacity 750,000 Litres    Range 37.5 billion km   (86 days at full power)
Delta R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1,800 per day)

Size 4 Missile Launcher (33% 600s) (21)    Missile Size 4    Rate of Fire 600
Missile Fire Control FC118-R100 (1)     Range 118.8m km    Resolution 100

Active Search Sensor MR123-R100 (1)     GPS 11200     Range 123.2m km    Resolution 100
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

I would probably deploy them as a flotilla with 3x Memnon, 2x Penthesilea and 4x Aeneas to cover my survey fleet when exploring a new jump point, so anticipated deployment times are month out, 6 months on station, and a month back to base.
« Last Edit: June 16, 2019, 05:29:02 PM by bankshot »
 

Iranon

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Re: Ion tech cruisers
« Reply #32 on: June 16, 2019, 06:19:23 PM »
Everything seems reasonable.
If you liked 18k ships with boosted engines, I'd consider them now with 3 engines each. Still less eggs in one basket, you gain some economies of scales, and I assume your shipyards are set up for it already. Default-power engines are a good fit for your speed target, better than 1.25 in my opinion.

 

Offline Garfunkel

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Re: Ion tech cruisers
« Reply #33 on: June 17, 2019, 11:32:53 AM »
Yeah they look good and those cruising ranges are far more reasonable.