Author Topic: Ships of the Solar League  (Read 3500 times)

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Offline Erik L (OP)

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Ships of the Solar League
« on: June 27, 2007, 11:00:05 AM »
Ships of the Solar League

Code: [Select]
Enterprise class Courier    4500 tons     405 Crew     523 BP      Signature 90-150
1666 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0
Replacement Parts 10    

J4500(3-50) Jump Drive     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
Lycoming Nuclear Engines (6)    Power 25    Engine Efficiency 1.00    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 96.0 billion km   (666 days at full power)

Rockwell Automation Grav Pulse Scanner (1)     Strength 2     Detect Strength 10: 20m km
Code: [Select]
Fletcher class Freighter    12000 tons     855 Crew     2200 BP      Signature 240-225
937 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0
Cargo 25000    Cargo Handling Multiplier 50    Replacement Parts 5    

J12000(3-50) Jump Drive     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 3
Lycoming Nuclear Engines (9)    Power 25    Engine Efficiency 1.00    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 90.0 billion km   (1111 days at full power)

This design is classed as a freighter for maintenance purposes
Code: [Select]
Geode class Survey Ship    6000 tons     580 Crew     1095 BP      Signature 120-125
1041 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 1/0/0/3     Damage Control 0-0
Replacement Parts 20    

J6000(3-50) Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Lycoming Nuclear Engines (5)    Power 25    Engine Efficiency 1.00    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 143.9 billion km   (1600 days at full power)

Geological Survey Sensors (3)   3 Survey Points
Code: [Select]
Lexington class Destroyer    7500 tons     790 Crew     811 BP      Signature 150-125
833 km/s     Armour 1     Shields 10-300     Sensors 4/2/0/0     Damage Control 1-1
Magazine 200    Replacement Parts 25    

Lycoming Nuclear Engines (5)    Power 25    Engine Efficiency 1.00    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 86.4 billion km   (1200 days at full power)
Alpha R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

Bofors 6" Plasma Carronade (1)    Range 32,000km     TS: 1000 km/s     Power 6-3     RM 1    ROF 10        6 3 2 0 0 0 0 0 0 0
Quad 4" Rapid Laser Turret (1x4)    Range 32,000km     TS: 10000 km/s     Power 12-12     RM 3    ROF 5        3 3 3 0 0 0 0 0 0 0
Bryant Electric Fire Control (1)    Max Range: 32,000 km   TS: 1000 km/s     69 37 6 0 0 0 0 0 0 0
Edison Intl. Reactor (1)     Total Power Output 20    Armour 0    Exp 5%

Marlin 20" Torpedo Launcher (2)    Missile Size 4    Rate of Fire 120
Marlin 10" Torpedo Launcher (2)    Missile Size 2    Rate of Fire 60
Bryant Electric Torpedo Controller (1)    Range: 200k km
Marlin Arms 10" Torpedo (20)  Speed: 5,000 km/s   Endurance: 50 secs    Range: 250k km   Warhead: 1    Size: 2
Marlin Arms 20" Torpedo (40)  Speed: 7,000 km/s   Endurance: 33 secs    Range: 231k km   Warhead: 2    Size: 4

IBM Thermal Scanners (1)     Strength 4     Detect Signature 100: 4m km
IBM Gravitational Sensors (1)     Strength 2     Detect Size 100: 2m km
Rockwell Automation Grav Pulse Scanner (1)     Strength 2     Detect Strength 10: 20m km

ECCM-1 (1)        
Code: [Select]
Spruance class Destroyer Escort    7500 tons     670 Crew     783 BP      Signature 150-125
833 km/s     Armour 1     Shields 10-300     Sensors 4/2/0/0     Damage Control 0-0
Replacement Parts 10    

Lycoming Nuclear Engines (5)    Power 25    Engine Efficiency 1.00    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 115.2 billion km   (1600 days at full power)
Alpha R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

Quad 4" Rapid Laser Turret (2x4)    Range 32,000km     TS: 10000 km/s     Power 12-12     RM 3    ROF 5        3 3 3 0 0 0 0 0 0 0
Bryant Electric Fire Control (1)    Max Range: 32,000 km   TS: 1000 km/s     69 37 6 0 0 0 0 0 0 0
Edison Intl. Reactor (2)     Total Power Output 40    Armour 0    Exp 5%

IBM Thermal Scanners (1)     Strength 4     Detect Signature 100: 4m km
IBM Gravitational Sensors (1)     Strength 2     Detect Size 100: 2m km
Rockwell Automation Grav Pulse Scanner (1)     Strength 2     Detect Strength 10: 20m km

ECCM-1 (1)        
Code: [Select]
Stellar class Survey Ship    6000 tons     580 Crew     1095 BP      Signature 120-125
1041 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 1/0/3/0     Damage Control 0-0
Replacement Parts 20    

J6000(3-50) Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Lycoming Nuclear Engines (5)    Power 25    Engine Efficiency 1.00    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 143.9 billion km   (1600 days at full power)

Gravitational Survey Sensors (3)   3 Survey Points


The Battle Fleet consists of four Spruances (Aegean, Amazon, Amur, Bosporus), two Lexingtons (Albatross, Bat), and one Enterprise (Arbalest).
The Cargo Fleet consists of five Fletcher class freighters.
Survey Fleet A consists of five Stellars (Aldebaran, Alpha Centauri, Alpha Crucis, Alpha Fornacis, Alpha Hydri)
Survey Fleet B consists of five Geodes (Amber, Amethyst, Diamond, Emerald, Garnet)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Kurt

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Re: Ships of the Solar League
« Reply #1 on: June 29, 2007, 09:49:13 AM »
Quote from: "Erik Luken"
Ships of the Solar League

Code: [Select]
Enterprise class Courier    4500 tons     405 Crew     523 BP      Signature 90-150
1666 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0
Replacement Parts 10    

J4500(3-50) Jump Drive     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
Lycoming Nuclear Engines (6)    Power 25    Engine Efficiency 1.00    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 96.0 billion km   (666 days at full power)

Rockwell Automation Grav Pulse Scanner (1)     Strength 2     Detect Strength 10: 20m km

Hmmm...interesting.  Not a bad speed for the tech.  Limiting to active sensor detectors, though, that's kind of risky.  I'd try to squeeze in passives if possible.  

Quote from: "Erik Luken"
Code: [Select]
Fletcher class Freighter    12000 tons     855 Crew     2200 BP      Signature 240-225
937 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0
Cargo 25000    Cargo Handling Multiplier 50    Replacement Parts 5    

J12000(3-50) Jump Drive     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 3
Lycoming Nuclear Engines (9)    Power 25    Engine Efficiency 1.00    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 90.0 billion km   (1111 days at full power)

This design is classed as a freighter for maintenance purposes

Wow, this is big.  I guess big is necessary in a jump-freighter, but still.  

Quote from: "Erik Luken"
Code: [Select]
Geode class Survey Ship    6000 tons     580 Crew     1095 BP      Signature 120-125
1041 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 1/0/0/3     Damage Control 0-0
Replacement Parts 20    

J6000(3-50) Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Lycoming Nuclear Engines (5)    Power 25    Engine Efficiency 1.00    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 143.9 billion km   (1600 days at full power)

Geological Survey Sensors (3)   3 Survey Points

Code: [Select]
Lexington class Destroyer    7500 tons     790 Crew     811 BP      Signature 150-125
833 km/s     Armour 1     Shields 10-300     Sensors 4/2/0/0     Damage Control 1-1
Magazine 200    Replacement Parts 25    

Lycoming Nuclear Engines (5)    Power 25    Engine Efficiency 1.00    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 86.4 billion km   (1200 days at full power)
Alpha R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

Bofors 6" Plasma Carronade (1)    Range 32,000km     TS: 1000 km/s     Power 6-3     RM 1    ROF 10        6 3 2 0 0 0 0 0 0 0
Quad 4" Rapid Laser Turret (1x4)    Range 32,000km     TS: 10000 km/s     Power 12-12     RM 3    ROF 5        3 3 3 0 0 0 0 0 0 0
Bryant Electric Fire Control (1)    Max Range: 32,000 km   TS: 1000 km/s     69 37 6 0 0 0 0 0 0 0
Edison Intl. Reactor (1)     Total Power Output 20    Armour 0    Exp 5%

Marlin 20" Torpedo Launcher (2)    Missile Size 4    Rate of Fire 120
Marlin 10" Torpedo Launcher (2)    Missile Size 2    Rate of Fire 60
Bryant Electric Torpedo Controller (1)    Range: 200k km
Marlin Arms 10" Torpedo (20)  Speed: 5,000 km/s   Endurance: 50 secs    Range: 250k km   Warhead: 1    Size: 2
Marlin Arms 20" Torpedo (40)  Speed: 7,000 km/s   Endurance: 33 secs    Range: 231k km   Warhead: 2    Size: 4

IBM Thermal Scanners (1)     Strength 4     Detect Signature 100: 4m km
IBM Gravitational Sensors (1)     Strength 2     Detect Size 100: 2m km
Rockwell Automation Grav Pulse Scanner (1)     Strength 2     Detect Strength 10: 20m km

ECCM-1 (1)        

Having only one beam fire control means that both the laser turret and the plasma carronade must fire at the same target, which makes point defense problematic.  Of course, point defense is already problematic, given the fact that your turret has a max tracking speed of 10,000 KPS, while your targeting system has a max tracking speed of 1,000 KPS.  It appears that your laser turret is over-engineered for your tech level, and if I were you, I'd include a second targeting system that is quad-speed for point defense purposes.  

Obviously, there are trade-offs in any design, but I'm betting that this design's poor performance against fast-movers will cause a refit at some point in the future, perhaps after a poor showing in a battle or two.    

Quote from: "Erik Luken"
Code: [Select]
Spruance class Destroyer Escort    7500 tons     670 Crew     783 BP      Signature 150-125
833 km/s     Armour 1     Shields 10-300     Sensors 4/2/0/0     Damage Control 0-0
Replacement Parts 10    

Lycoming Nuclear Engines (5)    Power 25    Engine Efficiency 1.00    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 115.2 billion km   (1600 days at full power)
Alpha R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

Quad 4" Rapid Laser Turret (2x4)    Range 32,000km     TS: 10000 km/s     Power 12-12     RM 3    ROF 5        3 3 3 0 0 0 0 0 0 0
Bryant Electric Fire Control (1)    Max Range: 32,000 km   TS: 1000 km/s     69 37 6 0 0 0 0 0 0 0
Edison Intl. Reactor (2)     Total Power Output 40    Armour 0    Exp 5%

IBM Thermal Scanners (1)     Strength 4     Detect Signature 100: 4m km
IBM Gravitational Sensors (1)     Strength 2     Detect Size 100: 2m km
Rockwell Automation Grav Pulse Scanner (1)     Strength 2     Detect Strength 10: 20m km

ECCM-1 (1)        
]

This is even worse.  With a tracking speed of 1,000 kps, this design will have a terrible time trying to target missile, if I remember the applicable rules correctly.  

Quote from: "Erik Luken"
Code: [Select]
Stellar class Survey Ship    6000 tons     580 Crew     1095 BP      Signature 120-125
1041 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 1/0/3/0     Damage Control 0-0
Replacement Parts 20    

J6000(3-50) Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Lycoming Nuclear Engines (5)    Power 25    Engine Efficiency 1.00    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 143.9 billion km   (1600 days at full power)

Gravitational Survey Sensors (3)   3 Survey Points

The Battle Fleet consists of four Spruances (Aegean, Amazon, Amur, Bosporus), two Lexingtons (Albatross, Bat), and one Enterprise (Arbalest).
The Cargo Fleet consists of five Fletcher class freighters.
Survey Fleet A consists of five Stellars (Aldebaran, Alpha Centauri, Alpha Crucis, Alpha Fornacis, Alpha Hydri)
Survey Fleet B consists of five Geodes (Amber, Amethyst, Diamond, Emerald, Garnet)


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

Offline Erik L (OP)

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Re: Ships of the Solar League
« Reply #2 on: June 29, 2007, 10:20:41 AM »
Quote from: "Kurt"
Hmmm...interesting.  Not a bad speed for the tech.  Limiting to active sensor detectors, though, that's kind of risky.  I'd try to squeeze in passives if possible.  
It's at the max size for the installed jump drive. Next size jump drive available is 6000ton, which to me defeats the purpose of a courier vessel. Though dropping the spares to 5 might free up enough room.
Quote from: "Kurt"
Wow, this is big.  I guess big is necessary in a jump-freighter, but still.  

Standard design for me really. Could save... 80 spaces if I drop the jump drive.
Quote from: "Kurt"
Having only one beam fire control means that both the laser turret and the plasma carronade must fire at the same target, which makes point defense problematic.  Of course, point defense is already problematic, given the fact that your turret has a max tracking speed of 10,000 KPS, while your targeting system has a max tracking speed of 1,000 KPS.  It appears that your laser turret is over-engineered for your tech level, and if I were you, I'd include a second targeting system that is quad-speed for point defense purposes.  

Obviously, there are trade-offs in any design, but I'm betting that this design's poor performance against fast-movers will cause a refit at some point in the future, perhaps after a poor showing in a battle or two.    

Very true. Of course, the Solar League has not had any external opponents yet. I've got an plot line idea for sometime around 1895 or so. We'll see how that develops.

And it should spur a massive redesign in ships.

Quote from: "Kurt"
This is even worse.  With a tracking speed of 1,000 kps, this design will have a terrible time trying to target missile, if I remember the applicable rules correctly.  

See above ;)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Kurt

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Re: Ships of the Solar League
« Reply #3 on: June 29, 2007, 11:21:51 AM »
Quote from: "Erik Luken"
Quote from: "Kurt"
Hmmm...interesting.  Not a bad speed for the tech.  Limiting to active sensor detectors, though, that's kind of risky.  I'd try to squeeze in passives if possible.  
It's at the max size for the installed jump drive. Next size jump drive available is 6000ton, which to me defeats the purpose of a courier vessel. Though dropping the spares to 5 might free up enough room.

Dropping the spares is a tough decision, because it limits the time the courier can be deployed.  Everything is a trade-off.  It would just bother me that I could only detect someone actively looking for me.  The thought that someone could be sneaking up on me, or lying in wait, would freak me out.  

Quote from: "Erik Luken"
Quote from: "Kurt"
Wow, this is big.  I guess big is necessary in a jump-freighter, but still.  

Standard design for me really. Could save... 80 spaces if I drop the jump drive.

Most of my freighters are non-jump capable.  I usually rely on jump gates, but if none are available I'll build one jump freighter that will lead a group of four non-jump-capable freighters.  

Quote from: "Erik Luken"
Quote from: "Kurt"
Having only one beam fire control means that both the laser turret and the plasma carronade must fire at the same target, which makes point defense problematic.  Of course, point defense is already problematic, given the fact that your turret has a max tracking speed of 10,000 KPS, while your targeting system has a max tracking speed of 1,000 KPS.  It appears that your laser turret is over-engineered for your tech level, and if I were you, I'd include a second targeting system that is quad-speed for point defense purposes.  

Obviously, there are trade-offs in any design, but I'm betting that this design's poor performance against fast-movers will cause a refit at some point in the future, perhaps after a poor showing in a battle or two.    

Very true. Of course, the Solar League has not had any external opponents yet. I've got an plot line idea for sometime around 1895 or so. We'll see how that develops.

And it should spur a massive redesign in ships.

Quote from: "Kurt"
This is even worse.  With a tracking speed of 1,000 kps, this design will have a terrible time trying to target missile, if I remember the applicable rules correctly.  
See above :D

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

Offline Erik L (OP)

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Re: Ships of the Solar League
« Reply #4 on: June 29, 2007, 12:41:09 PM »
Quote from: "Kurt"
Quote from: "Erik Luken"
Quote from: "Kurt"
Hmmm...interesting.  Not a bad speed for the tech.  Limiting to active sensor detectors, though, that's kind of risky.  I'd try to squeeze in passives if possible.  
It's at the max size for the installed jump drive. Next size jump drive available is 6000ton, which to me defeats the purpose of a courier vessel. Though dropping the spares to 5 might free up enough room.

Dropping the spares is a tough decision, because it limits the time the courier can be deployed.  Everything is a trade-off.  It would just bother me that I could only detect someone actively looking for me.  The thought that someone could be sneaking up on me, or lying in wait, would freak me out.  

Quote from: "Erik Luken"
Quote from: "Kurt"
Wow, this is big.  I guess big is necessary in a jump-freighter, but still.  

Standard design for me really. Could save... 80 spaces if I drop the jump drive.

Most of my freighters are non-jump capable.  I usually rely on jump gates, but if none are available I'll build one jump freighter that will lead a group of four non-jump-capable freighters.  

Once I get a decent, off-homeworld colony going, I usually build a non-jump capable freighter. And soon after jump gates. ;)[/quote]

Ouch, that is going to be one heck of a learning curve.   :D
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »