Author Topic: My first fighter  (Read 2471 times)

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Offline CarlMartin (OP)

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My first fighter
« on: May 06, 2011, 02:45:48 PM »
I created my first fighter (or second really, but the first when I think I know what I´m doing).   But I´m not sure if it´s a good design or not.   Can I get some input please? I plan to launch them from fighter bases and carriers. 
Do I need some sensors on the ship? Have I missed something? et c. 


Quote
Vanguard class Fighter    426 tons     7 Crew     60.  22 BP      TCS 8.  52  TH 18  EM 0
4225 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.  32
Annual Failure Rate: 14%    IFR: 0.  2%    Maint Capacity 9 MSP    Max Repair 12 MSP    Est Time: 2.  72 Years
Magazine 68   

FTR Ion Engine E800 (1)    Power 36    Fuel Use 8000%    Signature 18    Armour 0    Exp 25%
Fuel Capacity 10 000 Litres    Range 0.  5 billion km   (34 hours at full power)

Size 4 Missile Launcher (33% Reduction) (1)    Missile Size 4    Rate of Fire 800
Missile Fire Control FC21-R100 (1)     Range 21.  6m km    Resolution 100
Size 4 Anti-ship Missile (17)  Speed: 9 400 km/s   End: 70m    Range: 39.  5m km   WH: 4    Size: 4    TH: 62 / 37 / 18

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


« Last Edit: May 06, 2011, 02:54:09 PM by CarlMartin »
 

Offline James Patten

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Re: My first fighter
« Reply #1 on: May 06, 2011, 03:16:09 PM »
Unfortunately, really slow.  You'd be better off with a box launcher, but I'm guessing 33% reduction is your limit.  Try reducing your magazine to 1 or 2 missiles.  This might get your size down so you have a higher speed.  You could also try a fighter engine with more power but less fuel economy.
 

Offline CarlMartin (OP)

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Re: My first fighter
« Reply #2 on: May 06, 2011, 03:19:26 PM »
If I got some tech points left when my carrier is designed I probably could ad some more stuff.
But what about active sensors? Do I need those on a fighter?
 

Offline Charlie Beeler

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Re: My first fighter
« Reply #3 on: May 06, 2011, 03:23:44 PM »
When posting designs please use the code instead of the quote button.  It will look like this:

Code: [Select]
Vanguard class Fighter    426 tons     7 Crew     60.  22 BP      TCS 8.  52  TH 18  EM 0
4225 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.  32
Annual Failure Rate: 14%    IFR: 0.  2%    Maint Capacity 9 MSP    Max Repair 12 MSP    Est Time: 2.  72 Years
Magazine 68   

FTR Ion Engine E800 (1)    Power 36    Fuel Use 8000%    Signature 18    Armour 0    Exp 25%
Fuel Capacity 10 000 Litres    Range 0.  5 billion km   (34 hours at full power)

Size 4 Missile Launcher (33% Reduction) (1)    Missile Size 4    Rate of Fire 800
Missile Fire Control FC21-R100 (1)     Range 21.  6m km    Resolution 100
Size 4 Anti-ship Missile (17)  Speed: 9 400 km/s   End: 70m    Range: 39.  5m km   WH: 4    Size: 4    TH: 62 / 37 / 18

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'd dispense with the magazine all together since the cycle time is over 13 minutes,  spend the research to get box launchers.  A single size 4 launcher will not give you the salvo density necessary for PD saturation. 

The missile is also way to slow, what tech is the missile drive, warhead, and agility?
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Charlie Beeler

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Re: My first fighter
« Reply #4 on: May 06, 2011, 03:24:55 PM »
If I got some tech points left when my carrier is designed I probably could ad some more stuff.
But what about active sensors? Do I need those on a fighter?


Somebody in the system will need active sensors that have the target in range.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline CarlMartin (OP)

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Re: My first fighter
« Reply #5 on: May 06, 2011, 03:45:15 PM »
I made some changes after your hints.   
I had forgot to research missile drive tech, so I had to spend some point on that.    So now I think the missile speed are pretty good.    (I use a Warhead Strength of 1, Engine power 1. 5, Fuel . 7 and Agility . 8 ).   
I taken away some stuff to try to get the speed up.   
But I´m concerned by just having 1 missile available.    But if I attach a magazine I lose around 2000 km/s in speed.    Is it worth it? I can´t afford to instant research anything more in this field right now.   

Anyway here´s my new design (In code).   

Code: [Select]
Starfighter Mark I class Fighter    219 tons     5 Crew     39.92 BP      TCS 4.37  TH 18  EM 0
8237 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.32
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 29 MSP    Max Repair 12 MSP    Est Time: 17.29 Years
Magazine 4   

FTR Ion Engine E800 (1)    Power 36    Fuel Use 8000%    Signature 18    Armour 0    Exp 25%
Fuel Capacity 10 000 Litres    Range 1.0 billion km   (34 hours at full power)

Size 4 Missile Launcher (33% Reduction) (1)    Missile Size 4    Rate of Fire 800
Missile Fire Control FC21-R100 (1)     Range 21.6m km    Resolution 100
Size 4 Anti-ship Missile Mark II (1)  Speed: 22 500 km/s   End: 29.2m    Range: 39.4m km   WH: 4    Size: 4    TH: 150 / 90 / 45

Strike Group
0x Starfighter Mark I Fighter   Speed: 6581 km/s    Size: 5.47

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

Offline Ziusudra

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Re: My first fighter
« Reply #6 on: May 06, 2011, 04:22:25 PM »
But I´m concerned by just having 1 missile available.    But if I attach a magazine I lose around 2000 km/s in speed.    Is it worth it? I can´t afford to instant research anything more in this field right now.
A magazine is basically worthless as it takes over 13 minutes to reload that launcher, which is a very long time in combat. Better to launch the missile and return to the carrier or base to reload.
 

Offline CarlMartin (OP)

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Re: My first fighter
« Reply #7 on: May 06, 2011, 04:53:09 PM »
Ah, know I understand.  800/60 = 13. 33333
Yes that would be worthless.

I manage to afford the 0,25 launcher.  And the Box one will be my first research.

Now I believe I understand the mechanism a bit better (as I truly did not when I started this thread).

Thank you all for helping me.
 

Offline Charlie Beeler

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Re: My first fighter
« Reply #8 on: May 07, 2011, 07:33:42 AM »
Ah, know I understand.  800/60 = 13. 33333
Yes that would be worthless.

I manage to afford the 0,25 launcher.  And the Box one will be my first research.

Now I believe I understand the mechanism a bit better (as I truly did not when I started this thread).

Thank you all for helping me.


Not a problem, we've all been there.  My best advice is to not start a game with fighters until you have a better grasp of the mechanics.  Fighters are a fairly advanced concept from a strategic/logistics point of view.  Instead start some simple games with you playing nieghboring empires with AI NPR's and NPR monster turned off.  I learned a lot of the system interactions in this manor.  Sometimes just building one off games to pit fast OOB fleets against each other.  Later I started actual empire building to learn the logististics mechanics.  It wasn't until I was comfortable with the mechanics I started my first campaign.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline WHCnelson

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Re: My first fighter
« Reply #9 on: May 09, 2011, 04:07:38 AM »
  How do I get a Box Launcher for my fighter design? ???   I don't see that in my Missile Research area or in any of the others?  Please Help ::) :o
 

Offline Ziusudra

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Re: My first fighter
« Reply #10 on: May 09, 2011, 04:16:41 AM »
You need to research the 4 Reduced-size Launcher techs and then the Box Launcher. (22,000 total research points.)