Author Topic: Ships of the Imperium Romanum  (Read 10751 times)

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Offline Þórgrímr (OP)

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Ships of the Imperium Romanum
« on: March 14, 2007, 11:08:45 AM »
When Aurora gets stable enough to run a full campaign with, I intend to use it to flesh out my Roman universe and run a campaign with it. Right now I am going to use Aurora to design the ships that have been mentioned in my story The Siliconate War.

First up is the Imperator Class Carrier. So far mentioned in the story are The Octavianus and the Caesar. Also included is the C.A.G. attached and the typical Escorts. In the Roman universe a Cruiser is called a Quadreme and a Destroyer is a Trireme.

Since I don't have that starfire campaign anymore, thanks to a hdd crash, These are about 90% of what I can remember the Starfire eqivalents were. But don't quote me on that.  :wink:

So without further adeux, here are the Imperator and her escots the Gladius Quadreme and Scutum Triremes.



Code: [Select]
Imperator class Carrier    14900 tons     3415 Crew     3859 BP      Signature 298-1533
5144 km/s    JR 3-50     Armour 1     Shields 25-250     Sensors 18/18/0/0     Damage Control 1-2    Command Bonus 1
Hangar Bay Capacity 400    Magazine 1000    Replacement Parts 5    

J3-50(6) 15k Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Mil Magnetic Confinement Fusion Drive (7)    Power 219    Engine Efficiency 0.23    Armour 0    Exp 3%
Fuel Capacity 350,000 Litres    Range 451.0 billion km   (1014 days at full power)
Delta R250/7.5 Shields (10)   Total Fuel Cost  75 Litres per day

PD 10cm C5 Far Ultraviolet Laser (3)    Range 150,000km     Power 3-5     Range Modifier 5    Rate of Fire 5        3 3 3 3 3 2 2 1 1 1
PD Fire Control (1)    Range: 20,000 km   TS: 16000 km/s     75 50 25 0 0 0 0 0 0 0
Magnetic Confinement Fusion Reactor (1)     Total Power Output 26    Armour 0    Exp 3%

High Resolution Thermal Sensor HRT3-18 (1)     Strength 18     Detect Signature 10: 1.8m km     Detect Signature 100: 18m km
Gravitational Pulse Sensor GP3-18 (1)     Strength 18     Detect Size 10: 1.8m km     Detect Size 100: 18m km

ECM 20


Typical Air Wing attached to an Imperator Class Carrier

VF - 143 "Pukin Dogs" - 12 Peregrine Space Superiority Fighters
VF - 11  "Red Rippers" - 12 Peregrine Space Superiority Fighters
VF - 1   "High Hatters" - 12 Peregrine Space Superiority Fighters
VFA - 25 "Fist of the Fleet" - 12 Falcon Attack Fighters
VFA - 2  "Bounty Hunters" - 12 Falcon Attack Fighters
VAW - 121 "Bluetails" - 2 Hawkeye Early Warning Aircraft
VAQ - 140 "Patriots" - 2 Prowler EW Fighters





Typical Escort Group

1
Gladius class Escort Cruiser    9950 tons     1142 Crew     2679 BP      Signature 199-1314
6603 km/s     Armour 3     Shields 22-250     Sensors 18/18/0/0     Damage Control 1-2
Magazine 1000    Replacement Parts 5    

Mil Magnetic Confinement Fusion Drive (6)    Power 219    Engine Efficiency 0.23    Armour 0    Exp 3%
Fuel Capacity 250,000 Litres    Range 482.4 billion km   (845 days at full power)
Delta R250/7.5 Shields (9)   Total Fuel Cost  68 Litres per day

PD 10cm C5 Far Ultraviolet Laser (8)    Range 150,000km     Power 3-5     Range Modifier 5    Rate of Fire 5        3 3 3 3 3 2 2 1 1 1
PD Fire Control (1)    Range: 20,000 km   TS: 16000 km/s     75 50 25 0 0 0 0 0 0 0
Magnetic Confinement Fusion Reactor (2)     Total Power Output 52    Armour 0    Exp 3%

PD Missile Launcher 02-015 (8)    Missile Size 2    Rate of Fire 15
Missile Fire Control S02-040 (1)    Range: 400k km

High Resolution Thermal Sensor HRT3-18 (1)     Strength 18     Detect Signature 10: 1.8m km     Detect Signature 100: 18m km
Gravitational Pulse Sensor GP3-18 (1)     Strength 18     Detect Size 10: 1.8m km     Detect Size 100: 18m km

ECCM-2C (1)         ECM 20


2
Scutum class Destroyer Escort    4700 tons     505 Crew     1230 BP      Signature 94-657
6989 km/s     Armour 2     Shields 12-250     Sensors 18/18/0/0     Damage Control 1-2
Magazine 600    Replacement Parts 5    

Mil Magnetic Confinement Fusion Drive (3)    Power 219    Engine Efficiency 0.23    Armour 0    Exp 3%
Fuel Capacity 150,000 Litres    Range 612.7 billion km   (1014 days at full power)
Delta R250/7.5 Shields (5)   Total Fuel Cost  38 Litres per day

PD 10cm C5 Far Ultraviolet Laser (5)    Range 150,000km     Power 3-5     Range Modifier 5    Rate of Fire 5        3 3 3 3 3 2 2 1 1 1
Magnetic Confinement Fusion Reactor (1)     Total Power Output 26    Armour 0    Exp 3%
High Resolution Thermal Sensor HRT3-18 (1)     Strength 18     Detect Signature 10: 1.8m km     Detect Signature 100: 18m km
Gravitational Pulse Sensor GP3-18 (1)     Strength 18     Detect Size 10: 1.8m km     Detect Size 100: 18m km

ECCM-2C (1)         ECM 20



More ships will be added to this list as they are converted.
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Erik L

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« Reply #1 on: March 14, 2007, 11:21:21 AM »
Hmmm... Couple things. With the 15k ton jump drive, you might want to add another 100 tons so you are at max capacity. Also, your designs have 5 replacement parts. This won't allow for very lengthy deployments. My combat ships usually run 15-20 spares, and survey vessels 25-30 spares. Allows for longer times between overhauls (which can get expensive and time-consuming). I also noticed your main offensive punch is the fighters. What are the designs on them?
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Þórgrímr (OP)

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« Reply #2 on: March 14, 2007, 11:40:23 AM »
Quote from: "Erik Luken"
Hmmm... Couple things. With the 15k ton jump drive, you might want to add another 100 tons so you are at max capacity. Also, your designs have 5 replacement parts. This won't allow for very lengthy deployments. My combat ships usually run 15-20 spares, and survey vessels 25-30 spares. Allows for longer times between overhauls (which can get expensive and time-consuming). I also noticed your main offensive punch is the fighters. What are the designs on them?


I don't use the spare requirements or overhauls. Too tedius IMO.

How can you copy a fighter design like a ship design? or do you have to do it manually?

Yeah I wanted the carrier group to be like an American carrier and its escorts. I suppose I could always add another magazine.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
Sic vis pacem, para bellum
If you want peace, prepare for war
 

Offline Erik L

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« Reply #3 on: March 14, 2007, 11:52:31 AM »
Easiest way to post a fighter design is when you create it, copy the text in the fighter design window. And with no spares, you might as well get rid of the engineering section, that's 150 tons right there.

As for fleets, mine have been designed around 1-2 carriers (when I get them), 3-4 missile ships (only missile launchers), 3-4 PA/Beam ships, and then 2x the total main ships in escorts. And with the new formation rules, I've split 2 out to each 30, 0 & -30 degrees off the main body at 60k km, and 1 scout at each quarter at 100k km.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Þórgrímr (OP)

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« Reply #4 on: March 14, 2007, 12:07:37 PM »
Here are the fighter designs. Hand copied them.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Brian Neumann

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« Reply #5 on: March 14, 2007, 12:32:10 PM »
Also, you are paying to much for the point defense lasers.  The maximum rate of fire is 5 seconds and you get that with a capaciter 3.  Your lasers are costing you 60% more because you used the capaciter 5 tech in them.  Just thought you might like to know.

Brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

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« Reply #6 on: March 14, 2007, 12:36:08 PM »
Quote from: "Brian"
Also, you are paying to much for the point defense lasers.  The maximum rate of fire is 5 seconds and you get that with a capaciter 3.  Your lasers are costing you 60% more because you used the capaciter 5 tech in them.  Just thought you might like to know.

Brian


damn, no I did not know that.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Brian Neumann

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« Reply #7 on: March 14, 2007, 12:47:47 PM »
The trick with the capaciters is that the level of capaciter is a multiplier on both how fast you recharge and on the cost.  Unfortunately there is no maximum cost but there is a minimum recharge time. For 12cm weapons a C4 is best.  A 15cm weapon needs a C6 to get the same 5 second cycle time.  I don't really remember what it is above there but I rarely use anything bigger than 15cm for point defense anyway as they are just to big.

Another thing that I just thought of was that with 3 10cm point defense lasers you only need a gas cooled power plant which is a size 2 item.  that saves another space on some ships for more shields.

Brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Þórgrímr (OP)

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« Reply #8 on: March 14, 2007, 02:06:46 PM »
Quote from: "Brian"
The trick with the capaciters is that the level of capaciter is a multiplier on both how fast you recharge and on the cost.  Unfortunately there is no maximum cost but there is a minimum recharge time. For 12cm weapons a C4 is best.  A 15cm weapon needs a C6 to get the same 5 second cycle time.  I don't really remember what it is above there but I rarely use anything bigger than 15cm for point defense anyway as they are just to big.

Another thing that I just thought of was that with 3 10cm point defense lasers you only need a gas cooled power plant which is a size 2 item.  that saves another space on some ships for more shields.

Brian


I will definitely keep that scaling for capacitors in mind from now on. Thanks much for the info.  :D

As for the number of PD lasers on the dde's, I was trying to recreate my dde's from starfire I had used for that campaign, and just converted the number of Dx's one for one into the Aurora version PD lasers.
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Brian Neumann

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« Reply #9 on: March 14, 2007, 02:54:52 PM »
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Erik L

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« Reply #10 on: March 14, 2007, 03:02:22 PM »
If your power is generated in groups of 9, i.e. 1 plant generates 9pts of power, and you only require 8 pts, in effect, 1 pt is wasted from what I've seen. Now I'd put in 2 plants, just for a redundancy factor. But it'd be silly to put in a plant that generates 12 pts or 15 pts as then you are wasting 3-6 pts of power. In that case, if you have the room, add more PD lasers.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Brian Neumann

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« Reply #11 on: March 14, 2007, 03:46:58 PM »
Thanks for clearing up what I meant Eric.  You are correct, and I usually will fill up the space if I can.  The only time that I havn't is when I want enough power for the weapons to still fire at a usuable speed even with a reactor down.  I have only done it twice, and both were size 500 ships.  The extra power let them lose one or two reactors and still keep firing at full speed.  Obviously this isn't practical for smaller ships as there is a much harder time juggling the space you have in the first place.

Brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Erik L

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« Reply #12 on: March 14, 2007, 04:22:42 PM »
Quote from: "Brian"
Thanks for clearing up what I meant Eric.  You are correct, and I usually will fill up the space if I can.  The only time that I havn't is when I want enough power for the weapons to still fire at a usuable speed even with a reactor down.  I have only done it twice, and both were size 500 ships.  The extra power let them lose one or two reactors and still keep firing at full speed.  Obviously this isn't practical for smaller ships as there is a much harder time juggling the space you have in the first place.

Brian


Amen to that. Usually the first thing to get shaved in my case is extra fuel. Then extra engineering. Then I bitch a bit and start cutting weapons.  :cry:
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Brian Neumann

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« Reply #13 on: March 14, 2007, 06:06:52 PM »
I have the same problem with ships under about 200 spaces.  Over that it gets a bit easier.

I find that I can usually get by with 2 armored fuel tanks.  I really don't like having less than 2 as a single lucky shot can leave the ship dead in the water.  I also like armoring them as the lower fuel capacity is more than balanced by the difficulty in killing them.

brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Erik L

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« Reply #14 on: March 14, 2007, 06:27:37 PM »
Quote from: "Brian"
I have the same problem with ships under about 200 spaces.  Over that it gets a bit easier.

I find that I can usually get by with 2 armored fuel tanks.  I really don't like having less than 2 as a single lucky shot can leave the ship dead in the water.  I also like armoring them as the lower fuel capacity is more than balanced by the difficulty in killing them.

brian


Armored definitely on warships. Civilian (freighters/survey/colony), I go for the extra capacity.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »