Author Topic: Ships  (Read 42411 times)

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Offline Michael Sandy

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Re: Ships
« Reply #105 on: February 12, 2017, 03:13:04 AM »
Also, at that high a tech level, you probably should have SOME armor on your fighters.  Otherwise, even a single missile can take out your 800 BP fighter.  A fighter that costs as much as early game cruisers, to keep things in mind.
 

Offline RavenStormcaller

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Re: Ships
« Reply #106 on: February 12, 2017, 12:34:13 PM »
the magazine is the loadout of missiles for the box launchers.  4 size 6 box launchers is 4 size 6 missiles.  :D

its suppost to be a homeworld defense craft.  the deployment time i was admittadly being lazy and just put it the same as my officer time thingy
 

Offline baconholic

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Re: Ships
« Reply #107 on: February 14, 2017, 04:54:10 PM »
Pulling up an old save, I decided to update a Battlecruiser design with some new ideas I have.

I heard you can make a self-jump drive of any size and the ship can jump itself even if it's too small, so I decided to test it out. If that doesn't work, it's only 1 HS of wasted space.

Here's my updated BC design:

Code: [Select]
Arcana Imperii class Battlecruiser    50,000 tons     1550 Crew     43435.6 BP      TCS 1000  TH 18000  EM 36000
18000 km/s    JR 1-750     Armour 10-120     Absorption 1200-160     Sensors 1/1/0/0     Damage Control Rating 20     PPV 468.8
Maint Life 1.2 Years     MSP 10859    AFR 1000%    IFR 13.9%    1YR 7766    5YR 116496    Max Repair 2795 MSP
Intended Deployment Time: 3 months    Spare Berths 10   
Flag Bridge   

Florian Marine Mini Jump     Max Ship Size 1050 tons    Distance 750k km     Squadron Size 1
Florian Marine PC-M0360EP 120-16 (50)    Power 360    Fuel Use 23.98%    Signature 360    Exp 12%
Fuel Capacity 6,457,500 Litres    Range 96.9 billion km   (62 days at full power)
Mkveneer Strength 1200 Absorption Shield (1)   Total Fuel Cost  1,920 Litres per hour  (46,079 per day)

Gunnar 800mm C16 Laser (6)    Range 800,000km     TS: 18000 km/s     Power 168-16     RM 9    ROF 55        168 168 168 168 168 168 168 168 168 151
Gunnar 1200mm C16 ASM Laser (1)    Range 800,000km     TS: 18000 km/s     Power 377-16     RM 9    ROF 120        377 377 377 377 377 377 377 377 377 339
Malephar R48/C16 High Power Microwave (3)    Range 480,000km     TS: 18000 km/s     Power 16-16     RM 48    ROF 5        1 1 1 1 1 1 1 1 1 1
Quad Gunnar Gauss Cannon R6V4 Turret (8x24)    Range 40,000km     TS: 60000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Hephaestus BFC 400-15000 (4)    Max Range: 800,000 km   TS: 15000 km/s     99 98 96 95 94 92 91 90 89 88
Vulkan PDFC 50-60000 (8)    Max Range: 100,000 km   TS: 60000 km/s     90 80 70 60 50 40 30 20 10 0
Florian Marine BCAM 24P (7)     Total Power Output 168    Armour 0    Exp 35%

Balian Central Array MR4525-R50 (1)     GPS 80000     Range 4,525.5m km    Resolution 50
Balian Central Array MR96-R1 (1)     GPS 240     Range 96.0m km    MCR 10.5m km    Resolution 1

Compact ECCM-6 (4)         ECM 70

This design is classed as a Military Vessel for maintenance purposes

I am also thinking of replacing all the giant lasers with particle beams. Giant lasers will one shot any ship, but their reload is too slow and I need to charge into 100,000 km to be effective.
« Last Edit: February 14, 2017, 04:56:06 PM by baconholic »
 

Offline iceball3

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Re: Ships
« Reply #108 on: February 16, 2017, 04:33:39 PM »
the magazine is the loadout of missiles for the box launchers.  4 size 6 box launchers is 4 size 6 missiles.  :D

its suppost to be a homeworld defense craft.  the deployment time i was admittadly being lazy and just put it the same as my officer time thingy
Funfact: Launchers have their own missile capacity, can hold up to one of any kind of missile up to the launcher size.
So magazines are redundant, because all the missiles you'd need to fire would be stored in the launchers, any others left in the magazine will not be able to reload.
 

Offline Erik L

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Re: Ships
« Reply #109 on: February 16, 2017, 04:51:47 PM »
Funfact: Launchers have their own missile capacity, can hold up to one of any kind of missile up to the launcher size.
So magazines are redundant, because all the missiles you'd need to fire would be stored in the launchers, any others left in the magazine will not be able to reload.

He could spend the 7.5 hours to reload them in the field...

Offline DIT_grue

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Re: Ships
« Reply #110 on: February 17, 2017, 12:14:39 AM »
Funfact: Launchers have their own missile capacity, can hold up to one of any kind of missile up to the launcher size.
So magazines are redundant, because all the missiles you'd need to fire would be stored in the launchers, any others left in the magazine will not be able to reload.

*cough*
It would have been more helpful to address the person who actually got that wrong in their critique: as Raven says, there is no magazine component on that ship, and the "Magazine 24" Sandy saw is simply the launchers themselves.
 

Offline Michael Sandy

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Re: Ships
« Reply #111 on: February 17, 2017, 12:27:53 AM »
Oops.  Didn't realize the magazine stat included the on mount loads.
 

Offline Drgong

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Re: Ships
« Reply #112 on: May 01, 2017, 10:38:11 AM »
Won a major space battle with this as the core of my fleet.   Surprisingly effective for what was designed as a anti-FAC escort that can also carry out effective patrols on it own.  The main limit is that it doesn't carry much ammo.   

Code: [Select]
Warrior class Frigate 4 200 tons 82 Crew 597 BP TCS 84 TH 432 EM 0
5142 km/s Armour 3-23 Shields 0-0 Sensors 1/28/0/0 Damage Control Rating 2 PPV 5.28
Maint Life 2.8 Years MSP 178 AFR 70% IFR 1% 1YR 33 5YR 493 Max Repair 72 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 84

Bush Industries 144 EP Ion Drive (3) Power 144 Fuel Use 79.2% Signature 144 Exp 10%
Fuel Capacity 300 000 Litres Range 16.2 billion km (36 days at full power)

Heydt-Sugar CIWS-120 (1x6) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
Heydt-Sugar Size 4 Missile Launcher (33% Reduction) (4) Missile Size 4 Rate of Fire 1200
Heydt-Sugar Missile Fire Control FC37-R20 (1) Range 37.8m km Resolution 20
Hammerhead Anti-ship Missile (Size 4) (21) Speed: 16 100 km/s End: 32m Range: 31m km WH: 9 Size: 4 TH: 69/41/20

Heydt-Sugar Active Search Sensor MR31-R20 (1) GPS 1280 Range 31.5m km Resolution 20
Guidi Space & Security EM Detection Sensor EM2.5-27.5 (1) Sensitivity 27.5 Detect Sig Strength 1000: 27.5m 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
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Iranon

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Re: Ships
« Reply #113 on: May 30, 2017, 07:39:17 AM »
Since it looks like big and dumb may go out of style in C# Aurora, I went for a few dozen of these while the fun lasts:

Code: [Select]
Imperious class Heavy Cruiser    96 000 tons     1892 Crew     2667 BP      TCS 1920  TH 3840  EM 0
2000 km/s     Armour 2-186     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 565
Maint Life 1.31 Years     MSP 1226    AFR 5671%    IFR 78.8%    1YR 757    5YR 11360    Max Repair 77 MSP
Intended Deployment Time: 5.2 months    Spare Berths 1   
Magazine 100   

Imperial Dynamics 50x20 Magneto-plasma Drive (24)    Power 160    Fuel Use 0.54%    Signature 160    Exp 2%
Fuel Capacity 100 000 Litres    Range 34.7 billion km   (200 days at full power)

Quad Starfire 15cm C1 Visible Light Laser Turret (10x4)    Range 120 000km     TS: 4000 km/s     Power 24-4     RM 2    ROF 30        6 6 4 3 2 2 1 1 1 1
Iron Shield 10cm Railgun V1/C1 (100x4)    Range 10 000km     TS: 4000 km/s     Power 3-1     RM 1    ROF 15        1 0 0 0 0 0 0 0 0 0
Purgatory 30cm C1 Plasma Carronade (10)    Range 240 000km     TS: 4000 km/s     Power 24-1     RM 1    ROF 120        24 12 8 6 4 4 3 3 2 2
Baleful Eye Fire Control S02 128-4000 (1)    Max Range: 256 000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Baleful Eye Fire Control S00.2 16-4000 (10)    Max Range: 32 000 km   TS: 4000 km/s     69 37 6 0 0 0 0 0 0 0
Imperial Dynamics Stellarator Fusion Reactor Technology PB-1 (25)     Total Power Output 150    Armour 0    Exp 5%

Size 10 Box Launcher (10)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Wrathful Eye Missile Fire Control 0.1/40 (10)     Range 4.4m km    Resolution 40
ASM-10 Fury (20)  Speed: 32 000 km/s   End: 13.7m    Range: 26.2m km   WH: 20    Size: 10    TH: 170/102/51

Active Search Sensor 1-1 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1

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

Enough cheap bulk (and the MSP to patch it up in the field) to make missile users weep even if they manage to get through.
Light missile armament to have some ability to respond to opponents that outclass us, and to make our displeasure known to uppity planets. Long missile range was deemed unnecessary in favour of salvo dispersion (this time without clever tricks, just one fire control per tube).
« Last Edit: May 30, 2017, 08:07:48 AM by Iranon »
 

Offline iceball3

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Re: Ships
« Reply #114 on: May 30, 2017, 12:01:51 PM »
Since it looks like big and dumb may go out of style in C# Aurora, I went for a few dozen of these while the fun lasts:

Code: [Select]
Imperious class Heavy Cruiser    96 000 tons     1892 Crew     2667 BP      TCS 1920  TH 3840  EM 0
2000 km/s     Armour 2-186     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 565
Maint Life 1.31 Years     MSP 1226    AFR 5671%    IFR 78.8%    1YR 757    5YR 11360    Max Repair 77 MSP
Intended Deployment Time: 5.2 months    Spare Berths 1   
Magazine 100   

Imperial Dynamics 50x20 Magneto-plasma Drive (24)    Power 160    Fuel Use 0.54%    Signature 160    Exp 2%
Fuel Capacity 100 000 Litres    Range 34.7 billion km   (200 days at full power)

Quad Starfire 15cm C1 Visible Light Laser Turret (10x4)    Range 120 000km     TS: 4000 km/s     Power 24-4     RM 2    ROF 30        6 6 4 3 2 2 1 1 1 1
Iron Shield 10cm Railgun V1/C1 (100x4)    Range 10 000km     TS: 4000 km/s     Power 3-1     RM 1    ROF 15        1 0 0 0 0 0 0 0 0 0
Purgatory 30cm C1 Plasma Carronade (10)    Range 240 000km     TS: 4000 km/s     Power 24-1     RM 1    ROF 120        24 12 8 6 4 4 3 3 2 2
Baleful Eye Fire Control S02 128-4000 (1)    Max Range: 256 000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Baleful Eye Fire Control S00.2 16-4000 (10)    Max Range: 32 000 km   TS: 4000 km/s     69 37 6 0 0 0 0 0 0 0
Imperial Dynamics Stellarator Fusion Reactor Technology PB-1 (25)     Total Power Output 150    Armour 0    Exp 5%

Size 10 Box Launcher (10)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Wrathful Eye Missile Fire Control 0.1/40 (10)     Range 4.4m km    Resolution 40
ASM-10 Fury (20)  Speed: 32 000 km/s   End: 13.7m    Range: 26.2m km   WH: 20    Size: 10    TH: 170/102/51

Active Search Sensor 1-1 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1

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

Enough cheap bulk (and the MSP to patch it up in the field) to make missile users weep even if they manage to get through.
Light missile armament to have some ability to respond to opponents that outclass us, and to make our displeasure known to uppity planets. Long missile range was deemed unnecessary in favour of salvo dispersion (this time without clever tricks, just one fire control per tube).
Big and dumb might actually do good in C#, what with a lot of "economy of scale buffs".
-Engine max size removed, with higher efficiencies for bigger engines.
-Shields can now be sized, like engines, and provide more max shielding per HS the larger it is. Big shields will be very good for big ships.
-Small craft engines will be a lot less fuel efficient.
-Bigger missile launchers reload quite a bit faster, now.

And some other stuff.
 

Iranon

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Re: Ships
« Reply #115 on: May 30, 2017, 03:11:12 PM »
I think the new version will encourage big and sophisticated :)
Points taken about hard capabilities, but there's the logistics side to consider.

Despite the bulk, the above is meant to be a cheap expendable design suitable for mass production. In C# Aurora, this will be considerably more costly to field because each ship will require 50+ maintenance facilities in support, which cost more than the ship itself and take up valuable manpower.
 

Offline iceball3

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Re: Ships
« Reply #116 on: May 30, 2017, 05:30:40 PM »
I think the new version will encourage big and sophisticated :)
Points taken about hard capabilities, but there's the logistics side to consider.

Despite the bulk, the above is meant to be a cheap expendable design suitable for mass production. In C# Aurora, this will be considerably more costly to field because each ship will require 50+ maintenance facilities in support, which cost more than the ship itself and take up valuable manpower.
That is, a good point, yes.
Do we have the exact numbers on how much maintenance capacity the new facilities will provide yet, actually?
 

Offline Silvarelion

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Re: Ships
« Reply #117 on: May 30, 2017, 07:57:00 PM »
They were bumped up to 1000 tons each for maintenance facilities
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Offline Detros

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Re: Ships
« Reply #118 on: June 06, 2017, 08:55:19 AM »
New Paths of Trisabria game plays bit weird because I started with two SF scientist and even with lev3 academy got EW one only after like 20 years. So when 33 years after conventional start first ships of magneto-pulse navy are ready, their fire controls are bit ahead.

Code: [Select]
Surgat class Destroyer    7,500 tons     200 Crew     1647.56 BP      TCS 150  TH 345.5  EM 300
4606 km/s     Armour 4-34     Shields 10-300     Sensors 11/11/0/0     Damage Control Rating 7     PPV 29.7
Maint Life 4.55 Years     MSP 961    AFR 64%    IFR 0.9%    1YR 75    5YR 1131    Max Repair 240 MSP
Intended Deployment Time: 13 months    Spare Berths 2   

Pritchard-Lloyd 345.6 EP Magneto-plasma Drive (2)    Power 345.6    Fuel Use 40.88%    Signature 172.8    Exp 9%
Fuel Capacity 1,100,000 Litres    Range 64.6 billion km   (162 days at full power)
Woods & Warner Gamma R300/336 Shields (5)   Total Fuel Cost  70 Litres per hour  (1,680 per day)

Twin Hartley Syndicate 15cm C3 Near Ultraviolet Laser Turret RG23.75 (3x2)    Range 180,000km     TS: 10000 km/s     Power 12-6     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Moran-Cunningham Fire Control S04 160-10000 (2)    Max Range: 320,000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1 P6 (3)     Total Power Output 18    Armour 0    Exp 5%

Jordan-Ahmed Active Search Sensor MR2-R1 AAS21-110 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green 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
Code: [Select]
Tarthanac class Cruiser    15,000 tons     423 Crew     2765.62 BP      TCS 300  TH 691  EM 300
4606 km/s     Armour 6-54     Shields 10-300     Sensors 11/11/0/0     Damage Control Rating 19     PPV 60
Maint Life 6.23 Years     MSP 2189    AFR 94%    IFR 1.3%    1YR 97    5YR 1450    Max Repair 233.28 MSP
Intended Deployment Time: 15 months    Spare Berths 2   

Pritchard-Lloyd 345.6 EP Magneto-plasma Drive (4)    Power 345.6    Fuel Use 40.88%    Signature 172.8    Exp 9%
Fuel Capacity 2,050,000 Litres    Range 60.2 billion km   (151 days at full power)
Woods & Warner Gamma R300/336 Shields (5)   Total Fuel Cost  70 Litres per hour  (1,680 per day)

Hartley Syndicate 15cm C3 Near Ultraviolet Laser (15)    Range 180,000km     TS: 5000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Hyde & North Kinetics CIWS-200 (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Moran-Cunningham Fire Control S02 160-5000 (3)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1.05 P2.52 (1)     Total Power Output 2.52    Armour 0    Exp 7%
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1 P6 (7)     Total Power Output 42    Armour 0    Exp 5%

Jordan-Ahmed Active Search Sensor MR2-R1 AAS21-110 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green 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

For 30k km range band that BFC goes
Code: [Select]
Moran-Cunningham Fire Control S02 160-5000 (3)    Max Range: 320,000 km   TS: 5000 km/s     91 81 72 62 53 44 34 25 16 6
These two attackers will be accompanied by few Area Defense Destroyers and some frigates but those are still in the planning. Not yet updated, so far my only active ship (2x):
Code: [Select]
Merenra class Area Defence Destroyer    8,100 tons     222 Crew     1066.5 BP      TCS 162  TH 486  EM 0
4000 km/s     Armour 3-35     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 8     PPV 54
Maint Life 4.49 Years     MSP 658    AFR 65%    IFR 0.9%    1YR 53    5YR 793    Max Repair 182.25 MSP
Intended Deployment Time: 10 months    Spare Berths 0   

Chandler-Cross 324 EP Ion Drive (2)    Power 324    Fuel Use 37.65%    Signature 243    Exp 9%
Fuel Capacity 550,000 Litres    Range 32.5 billion km   (93 days at full power)

George Syndicate Gauss Cannon R1-100 ROF2 (9x2)    Range 10,000km     TS: 5000 km/s     Accuracy Modifier 100%     RM 1    ROF 5        0 0 0 0 0 0 0 0 0 0
Chapman-Clayton Corporation Fire Control S00.2 16-4000 (9)    Max Range: 32,000 km   TS: 4000 km/s     6 0 0 0 0 0 0 0 0 0

Cross-Thorpe Active Search Sensor MR1-R1 ASS16-80 (1)     GPS 16     Range 1.3m km    MCR 139k km    Resolution 1
Brown-Wallace Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Brown-Wallace EM Detection Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

This design is classed as a Military Vessel for maintenance purposes

After using only lasers last game I am quite enjoying the differentiation now: BFC with not much speed but max range for lasers and speed but possibly even range malus to gauss point defence. Having both 4x speed and 4x range is sooo costly, otherwise. C# Aurora should bring cheaper BFCs beside other things.
 

Iranon

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Re: Ships
« Reply #119 on: June 07, 2017, 05:06:30 AM »
Interesting.
I'd have gone for a relatively slow fleet, a focus on tracking speed tech and 10cm railguns for PD.

You don't have the Gauss tech to use them effectively: Railguns are equivalent to R7 Gauss cannons with capacitor-3, which you have. Turreted 10cm lasers would also get the job done, with equal missile defence, better range and anti-ship firepower at a bit over half the tonnage.