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Posted by: waresky
« on: November 10, 2009, 10:14:09 AM »

WHCnelson.

Pay ATTENTION on "Maintenance" rating!!! or ur ships laid down and crack on few millions kilometer:))))))))))))
Posted by: Hawkeye
« on: November 10, 2009, 09:34:29 AM »

Quote from: "WHCnelson"
Father Time,

  How?   I have selected "
Code: [Select]
Place my design here"    and it doesn't seem to work
If you can explain then thanks...

Click on "User Control Panel" (top left of the page)
Click on "Board preferences"
Select "Edit posting defaults"
Select "BBCode enabled"
Posted by: Beersatron
« on: November 10, 2009, 09:08:45 AM »

Quote from: "WHCnelson"
Thanks...  

    Also, like I said most of these vessels came from the ship design and I modified them.   I do have space so for the Baltimore I'll add more armor and Shields.
  In addition, how do you get the vessel description to appear in a Moveable table.   I used the Code button but as you can see it hasn't really worked.  Also,
  here is my fixed collier:

Code: [Select]
Collier class Collier    10000 tons     416 Crew     1224.4 BP      TCS 200  TH 480  EM 120
2400 km/s     Armour 5-41     Shields 4-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 400%    IFR: 5.6%    Maintenance Capacity 153 MSP    Max Repair 40 MSP
Magazine 2340    Cargo Handling Multiplier 5    

Magneto-plasma Drive E7 (6)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 51.4 billion km   (248 days at full power)
Beta R300/10.5 Shields (3)   Total Fuel Cost  32 Litres per day

Pelthaas  Anti-ship Missile (180)  Speed: 25,600 km/s   End: 33.5m    Range: 51.4m km   WH: 10    Size: 5    TH: 85 / 51 / 25
Mojokassa Anti-ship Missile (180)  Speed: 18,300 km/s   End: 93.7m    Range: 102.9m km   WH: 11    Size: 7    TH: 61 / 36 / 18
Battle Anti-missile Missile (180)  Speed: 44,800 km/s   End: 9.6m    Range: 25.7m km   WH: 1    Size: 1    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

I would take out the shields entirely and drop the armor to 4 then fit in more engines and Engineering Spaces unless you are playing with maintenance disabled?

My game style means that I do not have the Colliers on the front line, so they do not need heavy armor, just enough to survive a few hits and also to help when navigating nebulas. This means that they need to be faster than the ships which they are designed to provide reloads too.

A 400% annual failure rate will mean some hefty malfunctions rather quickly - engineering spaces decrease the failure rate and also adds more spare parts.

This ..
Code: [Select]
Mojokassa Anti-ship Missile (180)  Speed: 18,300 km/s   End: 93.7m    Range: 102.9m km   WH: 11    Size: 7    TH: 61 / 36 / 18
.. is a Size 7 missile but I do not see any Size 7 missile launchers? So you could probably remove that from the default loadout.

BBCode can be enabled by:
Top left hand of forum - 'User Control Panel'
-> Board Preferences tab
-> Edit Posting Defaults section
Posted by: WHCnelson
« on: November 10, 2009, 04:08:52 AM »

Father Time,

  How?   I have selected "
Code: [Select]
Place my design here"    and it doesn't seem to work
If you can explain then thanks...
Posted by: Father Tim
« on: November 10, 2009, 03:48:57 AM »

You need to enable BBCode for your posts - it's a preference setting.
Posted by: WHCnelson
« on: November 09, 2009, 05:53:02 PM »

Thanks...  

    Also, like I said most of these vessels came from the ship design and I modified them.   I do have space so for the Baltimore I'll add more armor and Shields.
  In addition, how do you get the vessel description to appear in a Moveable table.   I used the Code button but as you can see it hasn't really worked.  Also,
  here is my fixed collier:

Code: [Select]
[code]
Collier class Collier    10000 tons     416 Crew     1224.4 BP      TCS 200  TH 480  EM 120
2400 km/s     Armour 5-41     Shields 4-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 400%    IFR: 5.6%    Maintenance Capacity 153 MSP    Max Repair 40 MSP
Magazine 2340    Cargo Handling Multiplier 5    

Magneto-plasma Drive E7 (6)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 51.4 billion km   (248 days at full power)
Beta R300/10.5 Shields (3)   Total Fuel Cost  32 Litres per day

Pelthaas  Anti-ship Missile (180)  Speed: 25,600 km/s   End: 33.5m    Range: 51.4m km   WH: 10    Size: 5    TH: 85 / 51 / 25
Mojokassa Anti-ship Missile (180)  Speed: 18,300 km/s   End: 93.7m    Range: 102.9m km   WH: 11    Size: 7    TH: 61 / 36 / 18
Battle Anti-missile Missile (180)  Speed: 44,800 km/s   End: 9.6m    Range: 25.7m km   WH: 1    Size: 1    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
[/code]
Posted by: Beersatron
« on: November 09, 2009, 05:14:36 PM »

This  ..

Code: [Select]
Collier class Collier 25600 tons 1083 Crew 3095.2 BP TCS 512 TH 1360 EM 120
2656 km/s Armour 5-77 Shields 4-300 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Annual Failure Rate: 1747% IFR: 24.3% Maintenance Capacity 227 MSP Max Repair 40 MSP
Magazine 6318 Cargo Handling Multiplier 5

Magneto-plasma Drive E7 (17) Power 80 Fuel Use 70% Signature 80 Armour 0 Exp 5%
Fuel Capacity 650,000 Litres Range 65.3 billion km (284 days at full power)
Beta R300/10.5 Shields (3) Total Fuel Cost 32 Litres per day

Pelthaas Anti-ship Missile (482) Speed: 25,600 km/s End: 33.5m Range: 51.4m km WH: 10 Size: 5 TH: 85 / 51 / 25
Mojokassa Anti-ship Missile (482) Speed: 18,300 km/s End: 93.7m Range: 102.9m km WH: 11 Size: 7 TH: 61 / 36 / 18
Battle Anti-missile Missile (534) Speed: 44,800 km/s End: 9.6m Range: 25.7m km WH: 1 Size: 1 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

.. is going to be hard to create since it is a Military vessel and is 25k tons. Naval Yards at the start of most games seem to be around 10k tons and they take a loooong time to upgrade. Personally, at the start of games, I go for a fast collier that is based on my CL hulls - just with the launchers and fire controls removed plus maybe less armor and shields in exchange for more Magazines.

I like the look of the Baltimore, maybe up the Armor to 6 and then quadruple the shields if possible. Don't forget that 6 shields will be totally wiped out with 1 Strength 6 missile were as the armor is 'dented' and you could be hit by 20 Strength 6 missiles and still be fighting, if your lucky :)

I don't use Meson's myself, but it looks like the speed of the ships equipped with them and the range of the Meson's themselves should enable you to get some god licks in at a JP offense/defense.
Posted by: WHCnelson
« on: November 09, 2009, 04:59:32 PM »

Next is these and I still have to design a salvage vessel and an Asteroid Miner vessel:

Making some changes again...
Posted by: WHCnelson
« on: November 09, 2009, 04:58:10 PM »

My Next submission:


My Destroyers
Code: [Select]
Belknap class Destroyer    6500 tons     714 Crew     1183.2 BP      TCS 130  TH 720  EM 120
5538 km/s     Armour 5-31     Shields 4-300     Sensors 12/6/0/0     Damage Control Rating 4     PPV 32
Annual Failure Rate: 84%    IFR: 1.2%    Maintenance Capacity 455 MSP    Max Repair 140 MSP

Magneto-plasma Drive E7 (9)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 98.9 billion km   (206 days at full power)
Beta R300/10.5 Shields (3)   Total Fuel Cost  32 Litres per day

R40/C5 Meson Cannon (4)    Range 320,000km     TS: 5538 km/s     Power 16-5     RM 40    ROF 20        1 1 1 1 1 1 1 1 1 1
Fire Control S04 160-5000 (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 AR-0 (4)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor S140-R55 (1)     GPS 7700     Range 77.0m km    Resolution 55
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m 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


Code: [Select]
Wickes class Jump Destroyer Escort    6750 tons     561 Crew     1150.68 BP      TCS 135  TH 720  EM 60
5333 km/s    JR 3-50     Armour 1-31     Shields 2-300     Sensors 6/6/0/0     Damage Control Rating 2     PPV 4
Annual Failure Rate: 182%    IFR: 2.5%    Maintenance Capacity 213 MSP    Max Repair 196 MSP
Magazine 560    

J7000(3-50) Military Jump Drive     Max Ship Size 7000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E7 (9)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 95.2 billion km   (206 days at full power)
Beta R300/10.5 Shields (1)   Total Fuel Cost  11 Litres per day

Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC56-R1 (1)     Range 1.7m km    Resolution 1
Battle Anti-missile Missile (421)  Speed: 44,800 km/s   End: 9.6m    Range: 25.7m km   WH: 1    Size: 1    TH: 149 / 89 / 44

Active Search Sensor S168-R1 (1)     GPS 168     Range 1.7m 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

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]
Long Beach class Missile Destroyer    6400 tons     601 Crew     1042.72 BP      TCS 128  TH 640  EM 90
5000 km/s     Armour 3-30     Shields 3-300     Sensors 12/1/0/0     Damage Control Rating 3     PPV 25
Annual Failure Rate: 109%    IFR: 1.5%    Maintenance Capacity 305 MSP    Max Repair 112 MSP
Magazine 547    

Magneto-plasma Drive E7 (8)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 100.4 billion km   (232 days at full power)
Beta R300/10.5 Shields (2)   Total Fuel Cost  21 Litres per day

Size 5 Missile Launcher (5)    Missile Size 5    Rate of Fire 40
Missile Fire Control FC28-R55 (1)     Range 46.2m km    Resolution 55
Pelthaas  Anti-ship Missile (109)  Speed: 25,600 km/s   End: 33.5m    Range: 51.4m km   WH: 10    Size: 5    TH: 85 / 51 / 25

Active Search Sensor S112-R55 (1)     GPS 6160     Range 61.6m km    Resolution 55
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m 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
Posted by: WHCnelson
« on: November 09, 2009, 04:56:57 PM »

Ok,
     Here are the designs the computer came up with and which I modified them...  
 I think these designs work, but I would like some input before I goto the Fast OOB to
 get my initial ships:   Also, How many initial ships should I pick up?


My Battlecruisers:
Code: [Select]
Ticonderoga class Battlecruiser    13450 tons     1592 Crew     2299.4 BP      TCS 269  TH 1440  EM 180
5353 km/s     Armour 6-50     Shields 6-300     Sensors 12/6/0/0     Damage Control Rating 13     PPV 80
Annual Failure Rate: 111%    IFR: 1.5%    Maintenance Capacity 1389 MSP    Max Repair 120 MSP

Magneto-plasma Drive E7 (18)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 95.6 billion km   (206 days at full power)
Beta R300/10.5 Shields (4)   Total Fuel Cost  42 Litres per day

R40/C5 Meson Cannon (10)    Range 320,000km     TS: 5353 km/s     Power 16-5     RM 40    ROF 20        1 1 1 1 1 1 1 1 1 1
Fire Control S04 160-5000 (2)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 AR-0 (12)     Total Power Output 72    Armour 0    Exp 5%

Active Search Sensor S84-R55 (1)     GPS 4620     Range 46.2m km    Resolution 55
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m 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
[code]


[code]
Baltimore class Battlecruiser    13500 tons     1200 Crew     2216.24 BP      TCS 270  TH 1440  EM 180
5333 km/s     Armour 5-50     Shields 6-300     Sensors 18/18/0/0     Damage Control Rating 10     PPV 40
Annual Failure Rate: 145%    IFR: 2%    Maintenance Capacity 1026 MSP    Max Repair 168 MSP
Magazine 1084    

Magneto-plasma Drive E7 (18)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 104.8 billion km   (227 days at full power)
Beta R300/10.5 Shields (4)   Total Fuel Cost  42 Litres per day

Size 5 Missile Launcher (8)    Missile Size 5    Rate of Fire 40
Missile Fire Control FC56-R55 (2)     Range 92.4m km    Resolution 55
Pelthaas  Anti-ship Missile (217)  Speed: 25,600 km/s   End: 33.5m    Range: 51.4m km   WH: 10    Size: 5    TH: 85 / 51 / 25

Active Search Sensor S168-R55 (1)     GPS 9240     Range 92.4m km    Resolution 55
Thermal Sensor TH3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM3-18 (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]
Tennessee class Jump Battlecruiser    13550 tons     1494 Crew     2633.4 BP      TCS 271  TH 1440  EM 120
5313 km/s    JR 3-50     Armour 4-50     Shields 4-300     Sensors 12/6/0/0     Damage Control Rating 11     PPV 48
Annual Failure Rate: 133%    IFR: 1.9%    Maintenance Capacity 1336 MSP    Max Repair 756 MSP

J13750(3-50) Military Jump Drive     Max Ship Size 13750 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E7 (18)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 94.9 billion km   (206 days at full power)
Beta R300/10.5 Shields (3)   Total Fuel Cost  32 Litres per day

R40/C5 Meson Cannon (6)    Range 320,000km     TS: 5313 km/s     Power 16-5     RM 40    ROF 20        1 1 1 1 1 1 1 1 1 1
Fire Control S04 160-5000 (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 AR-0 (10)     Total Power Output 60    Armour 0    Exp 5%

Active Search Sensor S84-R55 (1)     GPS 4620     Range 46.2m km    Resolution 55
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m 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


My Cruisers:

Code: [Select]
Iowa class Heavy Cruiser    9450 tons     1041 Crew     1744.2 BP      TCS 189  TH 1040  EM 240
5502 km/s     Armour 6-39     Shields 8-300     Sensors 6/1/0/0     Damage Control Rating 6     PPV 48
Annual Failure Rate: 119%    IFR: 1.7%    Maintenance Capacity 692 MSP    Max Repair 140 MSP

Magneto-plasma Drive E7 (13)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 95.2 billion km   (200 days at full power)
Beta R300/10.5 Shields (5)   Total Fuel Cost  53 Litres per day

R40/C5 Meson Cannon (6)    Range 320,000km     TS: 5502 km/s     Power 16-5     RM 40    ROF 20        1 1 1 1 1 1 1 1 1 1
Fire Control S04 160-5000 (2)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 AR-0 (8)     Total Power Output 48    Armour 0    Exp 5%

Active Search Sensor S140-R55 (1)     GPS 7700     Range 77.0m km    Resolution 55
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a military vessel for maintenance purposes



Code: [Select]
Arleigh Burke class Jump Cruiser    9000 tons     962 Crew     1628.4 BP      TCS 180  TH 960  EM 90
5333 km/s    JR 3-50     Armour 4-38     Shields 3-300     Sensors 6/1/0/0     Damage Control Rating 4     PPV 32
Annual Failure Rate: 162%    IFR: 2.2%    Maintenance Capacity 452 MSP    Max Repair 324 MSP

J9000(3-50) Military Jump Drive     Max Ship Size 9000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E7 (12)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 100.0 billion km   (217 days at full power)
Beta R300/10.5 Shields (2)   Total Fuel Cost  21 Litres per day

R40/C5 Meson Cannon (4)    Range 320,000km     TS: 5333 km/s     Power 16-5     RM 40    ROF 20        1 1 1 1 1 1 1 1 1 1
Fire Control S04 160-5000 (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 AR-0 (4)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor S140-R55 (1)     GPS 7700     Range 77.0m km    Resolution 55
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a military vessel for maintenance purposes


Code: [Select]
Cleveland class Missile Cruiser    9500 tons     739 Crew     1475.2 BP      TCS 190  TH 800  EM 120
4210 km/s     Armour 5-39     Shields 4-300     Sensors 6/12/0/0     Damage Control Rating 5     PPV 25
Annual Failure Rate: 144%    IFR: 2%    Maintenance Capacity 485 MSP    Max Repair 112 MSP
Magazine 1129    

Magneto-plasma Drive E7 (10)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 67.7 billion km   (186 days at full power)
Beta R300/10.5 Shields (3)   Total Fuel Cost  32 Litres per day

Size 5 Missile Launcher (5)    Missile Size 5    Rate of Fire 40
Missile Fire Control FC28-R55 (2)     Range 46.2m km    Resolution 55
Pelthaas  Anti-ship Missile (226)  Speed: 25,600 km/s   End: 33.5m    Range: 51.4m km   WH: 10    Size: 5    TH: 85 / 51 / 25

Active Search Sensor S112-R55 (1)     GPS 6160     Range 61.6m km    Resolution 55
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m 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
Posted by: Steve Walmsley
« on: November 05, 2009, 08:49:47 PM »

Quote from: "WHCnelson"
Ok...    I found the TCS so I am going to have to make some assumsions when I design my Active Sensors and Missile Fire Control....
        Now for the Torpedos I understand,  But, what screen do you use to design them?  Research tap and the Design Button?
   Also, thanks for the help with this and my somewhat stupid questions....
Yes, use the design button and go to Torpedoes. Don't forget that once you design them you will need to research them before you can use them in ship designs.

Don't worry about asking questions. This is a complex game and I am always impressed that someone can learn it without a manual. There is usually someone on the forum that can answer them even if I am not available.

Steve
Posted by: WHCnelson
« on: November 05, 2009, 08:32:23 PM »

Ok...    I found the TCS so I am going to have to make some assumsions when I design my Active Sensors and Missile Fire Control....
        Now for the Torpedos I understand,  But, what screen do you use to design them?  Research tap and the Design Button?
   Also, thanks for the help with this and my somewhat stupid questions....
Posted by: Steve Walmsley
« on: November 05, 2009, 08:07:35 PM »

Quote from: "WHCnelson"
Steve,

   Is there a place that gives the Target Size ratings that I can plug in to Detection Equation of Max Range * (Target Size/Resolution)*2.   So, can figure out what Search Radar, and Missile Fire Control I will need to detect vessels of varring sizes at different distances.  
Its the TCS (Target Cross Section) shown on the top line of the class summary. Target Size is usually equal to tonnage/50 but a ship with a cloaking device will have a smaller TCS than its tonnage would suggest, making it harder to detect and target than an uncloaked ship of the same size.

Quote
 Also, I don't see anything in the Research Tab that can Launch Torpedos?
Torpedo Launchers are designed using three background techs. Torpedo Type (Thermal Torpedo, Ion Torpedo, etc.), Maximum Torpedo Range and Capacitor Recharge Rate.

Steve
Posted by: WHCnelson
« on: November 05, 2009, 04:18:56 PM »

Steve,

   Is there a place that gives the Target Size ratings that I can plug in to Detection Equation of Max Range * (Target Size/Resolution)*2.   So, can figure out what Search Radar, and Missile Fire Control I will need to detect vessels of varring sizes at different distances.    Also, I don't see anything in the Research Tab that can Launch Torpedos?
Posted by: Steve Walmsley
« on: November 04, 2009, 08:27:22 PM »

Quote from: "welchbloke"
This design looks much better. Missile range and sensor ranges tie up pretty well. My concern is with your missiles. At 8000 km/s there are ship designs (particularly gunboats and fighters) that can outrun them. I would up the speed to at least 14000 km/s
That's good advice. The chance for missiles to hit is also dependent on their speed and agility and a good way to judge their effectiveness is to see how they would do against your own ship. For the missiles below, the Utada AS missile would only hit 22% of the time against a target moving at 3600 km/s. The Sharp is better and I assume you have used some space for agility. The trick is finding a balance between speed and agility as depending on your tech, speed can sometimes increase the chance to hit more than agility. Even when agility gives a greater chance to hit, you have to balance that against catching the target. It's not easy :).

Code: [Select]
Size 3 Sharp AS Missile (109) Speed: 8,000 km/s End: 78.1m Range: 37.5m km WH: 4 Size: 3 TH: 69 / 41 / 20
Size 3 Utada AS Missile (100) Speed: 8,000 km/s End: 78.1m Range: 37.5m km WH: 8 Size: 3 TH: 26 / 16 / 8
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Also bear in mind that if a target is running away, your missiles' range will be reduced to the closing speed multiplied by the endurance. Assume your ship was firing at a copy of itself that was running away. The overtake speed of the missiles will be 4400 km/s. With an endurance of 78.1 minutes, that reduces the effective maximum range to 20.62 million kilometers. If you were to launch any further away than that, the missiles would run out of fuel before they caught the target. Higher speed reduces that problem considerably.

Steve