Author Topic: Ships of the Solar Union and Colonial Territories  (Read 2237 times)

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Offline DatAlien (OP)

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Ships of the Solar Union and Colonial Territories
« on: December 16, 2010, 03:10:18 PM »
First of all, my new only two shipyards claiming Jump capable Patrol and Auxiliar Crafts (10th December 2081 (start 2070))
Code: [Select]
River class Minelayer    2,250 tons     202 Crew     317 BP      TCS 45  TH 90  EM 0
4000 km/s    JR 1-50     Armour 1-15     Shields 0-0     Sensors 11/1/0/0     Damage Control Rating 2     PPV 5
Annual Failure Rate: 20%    IFR: 0.3%    Maint Capacity 176 MSP    Max Repair 45 MSP    Est Time: 5.72 Years
Magazine 85    

J2250(1-50) Military Jump Drive     Max Ship Size 2250 tons    Distance 50k km     Squadron Size 1
Ion Engine E10 (3)    Power 60    Fuel Use 100%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 120.0 billion km   (347 days at full power)

Size 10 Missile Launcher (50% Reduction) (1)    Missile Size 10    Rate of Fire 1500
Size 10 Buoy New (8)  Speed: 0 km/s   End: 1440d    Range: 0m km   WH: 0    Size: 10    TH: 0 / 0 / 0

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m 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
Because i cant station a ship on every jump point and this situation will probably last for the next decades if the known space expand on the same rate as now
, I decide to station Buoys instead. At the moment are three in service and two others are under construction.
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Hagelsturm class Auxiliar Missle Craft    2,250 tons     222 Crew     325 BP      TCS 45  TH 90  EM 0
4000 km/s    JR 1-50     Armour 1-15     Shields 0-0     Sensors 11/1/0/0     Damage Control Rating 2     PPV 4
Annual Failure Rate: 20%    IFR: 0.3%    Maint Capacity 181 MSP    Max Repair 45 MSP    Est Time: 5.81 Years
Magazine 79    

J2250(1-50) Military Jump Drive     Max Ship Size 2250 tons    Distance 50k km     Squadron Size 1
Ion Engine E10 (3)    Power 60    Fuel Use 100%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 120.0 billion km   (347 days at full power)

Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 30
Missile Fire Control FC3-R1 (1)     Range 4.0m km    Resolution 1
Size 1 Sun Missile (79)  Speed: 19,200 km/s   End: 3.9m    Range: 4.5m km   WH: 1    Size: 1    TH: 64 / 38 / 19

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m 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
This year I had a bit trouble with robots on Luna and I was forced to use a ship of my defense fleet to bombard the enemy with  gauß cannons, a resolution that wouldn't work on planets with an dense atmosphere. So I decided to build a new class based on the River class to provide precision orbit to ground missile support. One under construction
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Islands class Patrol Ship    2,250 tons     244 Crew     358 BP      TCS 45  TH 90  EM 0
4000 km/s    JR 1-50     Armour 1-15     Shields 0-0     Sensors 11/1/0/0     Damage Control Rating 2     PPV 5
Annual Failure Rate: 20%    IFR: 0.3%    Maint Capacity 199 MSP    Max Repair 58 MSP    Est Time: 5.32 Years

J2250(1-50) Military Jump Drive     Max Ship Size 2250 tons    Distance 50k km     Squadron Size 1
Ion Engine E10 (3)    Power 60    Fuel Use 100%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 120.0 billion km   (347 days at full power)

12cm Railgun V2/C3 (1x4)    Range 40,000km     TS: 4000 km/s     Power 6-3     RM 2    ROF 10        2 2 1 1 0 0 0 0 0 0
Fire Control S04 24-16000 (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (1)     Total Power Output 4.5    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes
The task of this and the following two classes is to fight any enemy be for he reach my gate network and patrol the known space
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Mountain class Patrol Ship    2,250 tons     261 Crew     321 BP      TCS 45  TH 90  EM 0
4000 km/s    JR 1-50     Armour 1-15     Shields 0-0     Sensors 11/1/0/0     Damage Control Rating 2     PPV 8
Annual Failure Rate: 20%    IFR: 0.3%    Maint Capacity 178 MSP    Max Repair 45 MSP    Est Time: 5.76 Years

J2250(1-50) Military Jump Drive     Max Ship Size 2250 tons    Distance 50k km     Squadron Size 1
Ion Engine E10 (3)    Power 60    Fuel Use 100%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 120.0 billion km   (347 days at full power)

R4/C4 Meson Cannon (2)    Range 40,000km     TS: 4000 km/s     Power 4-4     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S01 24-4000 (1)    Max Range: 48,000 km   TS: 4000 km/s     79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (1)     Total Power Output 2.25    Armour 0    Exp 5%
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 6    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes
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Eyeball class Patrol Ship    2,250 tons     219 Crew     427 BP      TCS 45  TH 90  EM 0
4000 km/s    JR 1-50     Armour 1-15     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 20%    IFR: 0.3%    Maint Capacity 237 MSP    Max Repair 160 MSP    Est Time: 3.33 Years

J2250(1-50) Military Jump Drive     Max Ship Size 2250 tons    Distance 50k km     Squadron Size 1
Ion Engine E10 (3)    Power 60    Fuel Use 100%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 120.0 billion km   (347 days at full power)

Active Search Sensor MR157-R80 (1)     GPS 12800     Range 157.4m km    Resolution 80
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes
This class will serve, additional to the task as patrol ship, as the eye of the exploration fleet.

There will be probably another one, providing AM capability in form of an Gauß Turret, but I have to research this smaller turret first and I have no labs that I can afford in the moment
« Last Edit: December 16, 2010, 03:20:47 PM by DatAlien »
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Offline Beersatron

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Re: Ships of the Solar Union and Colonial Territories
« Reply #1 on: December 16, 2010, 05:14:43 PM »
Looks good, bit slow for my tastes but that is all a part of the learning process and I do not want to spoiler anything for you.

I see you went with a 'this ship only' jump drive per-ship. How many hull spaces does that use up? I ask because would it be possible to create a 3-ship jump engine on a dedicate jump-ship and then use the space freed up on your combat ships for more weapons?
 

Offline DatAlien (OP)

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Re: Ships of the Solar Union and Colonial Territories
« Reply #2 on: December 16, 2010, 05:28:29 PM »
Oh, note to myself: Look what you get with one HS more before you build
The size is 9

And I see that the Mountain class hasnt enough crew quarters :-[

I have to look how to stuff jumpdriveless versions in the same yards

Code: [Select]
Mountain class Patrol Ship    2,500 tons     287 Crew     342 BP      TCS 50  TH 90  EM 0
3600 km/s    JR 3-50     Armour 1-16     Shields 0-0     Sensors 11/1/0/0     Damage Control Rating 2     PPV 8
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 171 MSP    Max Repair 45 MSP    Est Time: 5.03 Years

J2500(3-50) Military Jump Drive     Max Ship Size 2500 tons    Distance 50k km     Squadron Size 3
Ion Engine E10 (3)    Power 60    Fuel Use 100%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 108.0 billion km   (347 days at full power)

R4/C4 Meson Cannon (2)    Range 40,000km     TS: 4000 km/s     Power 4-4     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S01 24-4000 (1)    Max Range: 48,000 km   TS: 4000 km/s     79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (1)     Total Power Output 2.25    Armour 0    Exp 5%
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 6    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

But still faster than the rest of my fleet
« Last Edit: December 16, 2010, 05:38:56 PM by DatAlien »
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Offline ardem

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Re: Ships of the Solar Union and Colonial Territories
« Reply #3 on: December 16, 2010, 07:33:06 PM »
Its not a bad speed for Ion drives, most my ion ships were 2,000 odd speed.

In time they will get faster
 

Offline UnLimiTeD

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Re: Ships of the Solar Union and Colonial Territories
« Reply #4 on: December 16, 2010, 07:42:38 PM »
Interesting, it's rare to see ships that small.
The problem here is actually that those ships can't take much, a single enemy 5k ship with a decent laser (say, 20 cm UV) and a bit of Anti-Missile coverage could kill one ship per shot.
If I were you I'd add a missile ship with a few reduced size launchers with WH 4 missiles (size 2 or 3?) to get a reasonable alphastrike in and soften enemy defenses.
Keep in mind that an enemy with long range missiles could wreck quite some havoc, even though your low size will probably provide quite some protection.
With a little bit in Jumpdrive research, you might be able to get a ship that can jump 5 other ships, but not do that much else (maybe emergency sensor coverage or anti-missile or whatever), thus making the rest of your ships perform better.

Also, with those small ships, I recommend going heavily for fuel efficiency, and building a few FACs as System Defense Forces.
 

Offline DatAlien (OP)

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Re: Ships of the Solar Union and Colonial Territories
« Reply #5 on: December 17, 2010, 10:21:50 AM »
Uhh, Fuel Efficience, another victim of my  lack of PP scientists (But I have way too much Genectic who do nothing) and several errors on the beginning, I have high tech Ion Drives, but nobody to research the designs nor the RLs (As they are needed to speed up the research on MP and JDE)

For effictiv missiles I would need better engines for them but there shows up my lack of PP scientists again
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Offline UnLimiTeD

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Re: Ships of the Solar Union and Colonial Territories
« Reply #6 on: December 17, 2010, 11:30:11 AM »
You can research everything with everyone, just specialists receive 4x the skill bonus when researching in their specialty. So putting one of the Genetics guys (I agree, they are freaking everywhere) on the matter might help.
Btw, one level of fuel efficiency will totally also increase the range of those missiles.
 

Offline DatAlien (OP)

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Re: Ships of the Solar Union and Colonial Territories
« Reply #7 on: January 11, 2011, 03:50:23 PM »
Now, six years in the future, still using Ion drives (I have already magneto-plasma but I decided that it would be better to concentrate on the next engine tech so I can maybe catch this precursors). The ships are now divided into Jumpcapabel Ships and Non Jumpcapabel Ships and use newer engines


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Mountain Meson Refit 8-35 class Patrol Ship    2,500 tons     287 Crew     363 BP      TCS 50  TH 63  EM 0
3600 km/s    JR 3-50     Armour 1-16     Shields 0-0     Sensors 11/1/0/0     Damage Control Rating 2     PPV 8
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 182 MSP    Max Repair 52 MSP    Est Time: 4.8 Years

J2500(3-50) Military Jump Drive     Max Ship Size 2500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 135.0 billion km   (434 days at full power)

R4/C4 Meson Cannon (2)    Range 40,000km     TS: 4000 km/s     Power 4-4     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S01 24-4000 (1)    Max Range: 48,000 km   TS: 4000 km/s     79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (1)     Total Power Output 2.25    Armour 0    Exp 5%
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 6    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Mountain Meson NJ 8-35 class Patrol Ship    2,450 tons     280 Crew     403 BP      TCS 49  TH 63  EM 0
3673 km/s     Armour 4-16     Shields 0-0     Sensors 11/1/0/0     Damage Control Rating 2     PPV 12
Annual Failure Rate: 24%    IFR: 0.3%    Maint Capacity 206 MSP    Max Repair 52 MSP    Est Time: 5.25 Years

Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 137.7 billion km   (434 days at full power)

R4/C4 Meson Cannon (3)    Range 40,000km     TS: 4000 km/s     Power 4-4     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S01 24-4000 (1)    Max Range: 48,000 km   TS: 4000 km/s     79 58 38 17 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (2)     Total Power Output 12    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

This two will be form the main punch of fleets that use only this small ships, mainly because their ability to ignore shields and amour of the target and the laser tech need still a lot of work

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Islands Gauss Refit 8-35 class Patrol Ship    2,500 tons     233 Crew     402 BP      TCS 50  TH 63  EM 0
3600 km/s    JR 3-50     Armour 1-16     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 8
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 201 MSP    Max Repair 58 MSP    Est Time: 4.77 Years

J2500(3-50) Military Jump Drive     Max Ship Size 2500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 135.0 billion km   (434 days at full power)

Single Gauss Cannon R3-100 Turret Maxed1 (1x3)    Range 30,000km     TS: 16700 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S04 24-16000 (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1

ECCM-1 (1)         This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Islands Gauss NJ 8-35 class Patrol Ship    2,500 tons     203 Crew     453 BP      TCS 50  TH 63  EM 0
3600 km/s     Armour 5-16     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 8
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 226 MSP    Max Repair 58 MSP    Est Time: 5.1 Years

Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 135.0 billion km   (434 days at full power)

Single Gauss Cannon R3-100 Turret Maxed1 (1x3)    Range 30,000km     TS: 16700 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S04 24-16000 (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1

ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes

The missile defense

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Islands Railgun NJ 8-35 class Patrol Ship    2,500 tons     275 Crew     454 BP      TCS 50  TH 63  EM 0
3600 km/s     Armour 4-16     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 2     PPV 10
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 227 MSP    Max Repair 58 MSP    Est Time: 5.11 Years

Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 135.0 billion km   (434 days at full power)

12cm Railgun V2/C3 (2x4)    Range 40,000km     TS: 4000 km/s     Power 6-3     RM 2    ROF 10        2 2 1 1 0 0 0 0 0 0
Fire Control S04 24-16000 (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 6    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Probably the last ship class using Railguns as this weapon System will fade out in favor of laser based weapon systems

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Islands Laser NJ 8-35 class Patrol Ship    2,500 tons     275 Crew     519 BP      TCS 50  TH 63  EM 0
3600 km/s     Armour 3-16     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 2     PPV 8
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 260 MSP    Max Repair 100 MSP    Est Time: 4.08 Years

Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 135.0 billion km   (434 days at full power)

25cm C5 Far Ultraviolet Laser (1)    Range 48,000km     TS: 4000 km/s     Power 16-5     RM 5    ROF 20        16 16 16 16 0 0 0 0 0 0
Fire Control S04 24-16000 (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 6    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECCM-1 (1)         ECM 10
This design is classed as a Military Vessel for maintenance purposes

At the moment the ship class with the strongest weapon in the fleet, but not really the pride of mankind as the builder of this laser are long death and no humans, in case of an invasion in Union Space all remaining lasers would be used to mass produce this ship class

Code: [Select]
Eyeball ECM Refit 8-35 class Patrol Ship    2,500 tons     247 Crew     524 BP      TCS 50  TH 63  EM 0
3600 km/s    JR 3-50     Armour 1-16     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 262 MSP    Max Repair 210 MSP    Est Time: 2.66 Years

J2500(3-50) Military Jump Drive     Max Ship Size 2500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 180.0 billion km   (578 days at full power)

Active Search Sensor MR206-R80 (1)     GPS 16800     Range 206.6m km    Resolution 80
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Eyeball Thermal Refit  8-35 class Patrol Ship    2,500 tons     242 Crew     559 BP      TCS 50  TH 63  EM 0
3600 km/s    JR 3-50     Armour 1-16     Shields 0-0     Sensors 56/11/0/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 280 MSP    Max Repair 210 MSP    Est Time: 2.78 Years

J2500(3-50) Military Jump Drive     Max Ship Size 2500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 180.0 billion km   (578 days at full power)

Active Search Sensor MR206-R80 (1)     GPS 16800     Range 206.6m km    Resolution 80
Thermal Sensor TH4-56 (1)     Sensitivity 56     Detect Sig Strength 1000:  56m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes

This both are meant to be used as scouts thats search new discovered systems for aliens be for the survey ships follow

Code: [Select]
Eyeball Fleetscout NJ 8-35 class Patrol Ship    2,500 tons     247 Crew     619 BP      TCS 50  TH 63  EM 0
3600 km/s     Armour 1-16     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 310 MSP    Max Repair 210 MSP    Est Time: 2.97 Years

Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 180.0 billion km   (578 days at full power)

Active Search Sensor MR13-R1 (1)     GPS 120     Range 13.2m km    Resolution 1
Active Search Sensor MR206-R80 (1)     GPS 16800     Range 206.6m km    Resolution 80
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

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Eyeball Passiv NJ 8-35 class Patrol Ship    2,500 tons     241 Crew     618 BP      TCS 50  TH 63  EM 0
3600 km/s     Armour 1-16     Shields 0-0     Sensors 56/55/0/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 309 MSP    Max Repair 210 MSP    Est Time: 2.96 Years

Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 315.0 billion km   (1012 days at full power)

Active Search Sensor MR206-R80 (1)     GPS 16800     Range 206.6m km    Resolution 80
Thermal Sensor TH4-56 (1)     Sensitivity 56     Detect Sig Strength 1000:  56m km
EM Detection Sensor EM5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Eyes, Ears and Nose of the fleet

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River Refit  8-35 class Minelayer    2,500 tons     230 Crew     364 BP      TCS 50  TH 63  EM 0
3600 km/s    JR 3-50     Armour 1-16     Shields 0-0     Sensors 11/1/0/0     Damage Control Rating 2     PPV 5
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 182 MSP    Max Repair 52 MSP    Est Time: 4.8 Years
Magazine 85   

J2500(3-50) Military Jump Drive     Max Ship Size 2500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 180.0 billion km   (578 days at full power)

Size 10 Missile Launcher (50% Reduction) (1)    Missile Size 10    Rate of Fire 1500
Size 10 Buoy New (8)  Speed: 0 km/s   End: 1440d    Range: 0m km   WH: 0    Size: 10    TH: 0 / 0 / 0

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECM 10

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

In the last years this type was mainly used as an taxi

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Hagelsturm Refit 8-35 class Auxiliar Missle Craft    2,500 tons     249 Crew     367 BP      TCS 50  TH 63  EM 0
3600 km/s    JR 3-50     Armour 1-16     Shields 0-0     Sensors 11/1/0/0     Damage Control Rating 2     PPV 4
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 184 MSP    Max Repair 52 MSP    Est Time: 4.83 Years
Magazine 94   

J2500(3-50) Military Jump Drive     Max Ship Size 2500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 135.0 billion km   (434 days at full power)

Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 30
Missile Fire Control FC3-R1 (1)     Range 4.0m km    Resolution 1
Size 1 Sun Missile (79)  Speed: 19,200 km/s   End: 3.9m    Range: 4.5m km   WH: 1    Size: 1    TH: 64 / 38 / 19
Size 1 Moon Missile (15)  Speed: 11,600 km/s   End: 3.2m    Range: 2.3m km   WH: 2    Size: 1    TH: 38 / 23 / 11

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECM 10

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
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Offline UnLimiTeD

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Re: Ships of the Solar Union and Colonial Territories
« Reply #8 on: January 11, 2011, 05:39:33 PM »
I notice that your Hagelsturm Ship still has a firerate of 30 for those size 1 missiles.
Just a single level of Reload rate might half that.
As for the mountain, your Jump ship is bigger, thus will likely be prioritized by the enemy over the standard craft, and has less armor.
A fatal combination.
 

Offline DatAlien (OP)

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Re: Ships of the Solar Union and Colonial Territories
« Reply #9 on: January 11, 2011, 05:47:26 PM »
The sole purpose of the Hargelsturm - class is to provide space-to-ground capabilities on planet with an atmosphere that is to thick for gauss canons (hence the name meaning Hailstorm)
And I should double check every class befor I build :-[
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Offline DatAlien (OP)

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Re: Ships of the Solar Union and Colonial Territories
« Reply #10 on: January 18, 2011, 11:04:43 AM »
Are this good missile ship designs (I normaly dont use missles as I dont like expensiv throw-away items, but sometimes they are just to handy to dont have them)? The first one should operate with my other small ships and stay (hopefully) out of the sensor range of the enemy while the second hide behind the massive Anti Missile Screen that makes up the biggest part of my fleet (14 ships with 4 gauss turrets on each, I was rather  paranoid because of the robots in Sirius). The idea behind them is to overhelm the enemy AM with the big amount of missiles in one volley and stay out of range of the enemy  (and as far I know I gain a tracking bonus if I track  the enemy over a long range)

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Medusa NJ 8-35 class Auxiliar Missle Craft    2,500 tons     181 Crew     406 BP      TCS 50  TH 63  EM 0
3600 km/s     Armour 1-16     Shields 0-0     Sensors 11/1/0/0     Damage Control Rating 2     PPV 13.2
Annual Failure Rate: 25%    IFR: 0.3%    Maint Capacity 203 MSP    Max Repair 52 MSP    Est Time: 5.1 Years
Magazine 145    

Ion Engine E8-35 (3)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 135.0 billion km   (434 days at full power)

Size 2 Missile Launcher (33% Reduction) (20)    Missile Size 2    Rate of Fire 600
Missile Fire Control FC48-R50 (1)     Range 49.0m km    Resolution 50
Size 2 Jupiter Missile (65)  Speed: 16,000 km/s   End: 67m    Range: 64.3m km   WH: 1    Size: 2    TH: 80 / 48 / 24

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.8m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECM 10

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]
Shark class Missile Cruiser    12,000 tons     662 Crew     1725.6 BP      TCS 240  TH 231  EM 0
2750 km/s     Armour 2-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 66
Annual Failure Rate: 144%    IFR: 2%    Maint Capacity 719 MSP    Max Repair 52 MSP    Est Time: 3.9 Years
Magazine 1550    

Ion Engine E8-35 (11)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 37.5 billion km   (157 days at full power)

Size 2 Missile Launcher (33% Reduction) (100)    Missile Size 2    Rate of Fire 600
Missile Fire Control FC48-R50 (5)     Range 49.0m km    Resolution 50
Size 2 Jupiter Missile (775)  Speed: 16,000 km/s   End: 67m    Range: 64.3m km   WH: 1    Size: 2    TH: 80 / 48 / 24

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
« Last Edit: January 18, 2011, 11:08:43 AM by DatAlien »
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Offline Sheb

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Re: Ships of the Solar Union and Colonial Territories
« Reply #11 on: January 18, 2011, 11:12:57 AM »
Your missiles are pretty weak no? I usually reserve WH 1 missiles for AMM.
 

Offline DatAlien (OP)

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Re: Ships of the Solar Union and Colonial Territories
« Reply #12 on: January 18, 2011, 11:27:08 AM »
Most of the missiles are reserved for speed and range (My missiles are very low tech), at first I wanted to use size 1 Missiles as they would allow me to use more launcher but the range was too low. This way I hope too maximise the amount of damage that actually  reach the target
« Last Edit: January 18, 2011, 11:29:20 AM by DatAlien »
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Offline Hawkeye

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Re: Ships of the Solar Union and Colonial Territories
« Reply #13 on: January 18, 2011, 12:12:45 PM »
You could probably get away with less magazin space. I know, I know, one can never have too much magazin space, but when using reduced size launchers, I do belive enough ammo for 3 or 4 salvos should be sufficient. With a reload time of 500 sec, you wont launch a large number of salvos anyway, so better to make the salvos you DO launch make count.

Halfing the mag-space and upping missile/launcher size to 3 might give you some more bang for the buck. Also, another level of warhead strength might make quite a difference, so waiting for the research could be worthwile.
Ralph Hoenig, Germany
 

Offline UnLimiTeD

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Re: Ships of the Solar Union and Colonial Territories
« Reply #14 on: January 18, 2011, 12:19:44 PM »
I honestly suggest you just research one level more in every respect; Warhead, fuel efficiency (also helps ships) and engines (might be useful for ships as well).
And agility.
Just that will probably increase range, speed, and hit rate by a reasonable amount, in the range of 20-30%.
And a fraction of Warhead, that can be sacrificed for more speed/range, or increased to two strength by sacrifice of a bit of other stat.
Your ship designs are good, but near useless due to the used ordnance.
I'd recommend improving the Firecontrol if you can in any way, you have already shorter range than your missiles, and if you improve them over time, it'll be easy to exchange the ordnance, but your rather stuck with the fire control.
Missiles are very expensive and a strain to your economy, but if your production can take it, it's easy to arm up your ships with fresh Missile Designs.
A tactic you could also try with your missile defense priority is to create a small size missile with a Strength 4 warhead (again, another techlevel will help) with just around 3m km range, and fire them before the enemy can engage with beamweapons.

Also: You could use Box launchers on those smaller ships, and create a ship with a 2.5k ton hangar space to rearm them.
That allows you a bigger salvo size.