Author Topic: Ships  (Read 42953 times)

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Offline MarcAFK

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Re: Ships
« Reply #45 on: October 30, 2015, 10:39:49 AM »
Prebuild the military jump drive, that should cut down the difference.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline 83athom (OP)

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Re: Ships
« Reply #46 on: November 03, 2015, 12:40:47 PM »
Code: [Select]
Ajax class Missile Frigate    21 000 tons     429 Crew     3600.48 BP      TCS 420  TH 1500  EM 0
3571 km/s     Armour 4-67     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 20     PPV 127.5
Maint Life 6.06 Years     MSP 2143    AFR 176%    IFR 2.4%    1YR 100    5YR 1499    Max Repair 200 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 1125   

500EP 25HS MMCFD (3)    Power 500    Fuel Use 25.76%    Signature 500    Exp 8%
Fuel Capacity 2 550 000 Litres    Range 84.8 billion km   (274 days at full power)

Artemis CIWS-250 E1 (2x6)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
R5S3ML (50% Reduction) (60)    Missile Size 3    Rate of Fire 90
R5S5ML (50% Reduction) (15)    Missile Size 5    Rate of Fire 150
Missile Fire Control FC99-R75 (70%) (6)     Range 99.8m km    Resolution 75
Sparrow A1S3 MCFASM (300)  Speed: 33 300 km/s   End: 41.8m    Range: 83.6m km   WH: 9    Size: 3    TH: 188/113/56
Malafon A1S5 MCFHASM (45)  Speed: 40 000 km/s   End: 29m    Range: 69.7m km   WH: 16    Size: 5    TH: 146/88/44

Active Search Sensor MR19-R25 (70%) (1)     GPS 1200     Range 19.2m km    Resolution 25
Active Search Sensor MR115-R100 (70%) (1)     GPS 14400     Range 115.2m km    Resolution 100
Active Search Sensor MR1-R1 (70%) (1)     GPS 24     Range 1.9m km    MCR 209k km    Resolution 1
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m 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
Yes I know that this has practically no defenses, the original I was making had 6 layers of armor + 6 CIWS but then I forgot about magazines. For now these will be in a pack of 3 frigates. I will either do 2 of these and a frigate lead or one of these + a frigate lead + another frigate. I also have an interesting idea of FC setup, 1 bank of 10 size 5 (dorsal), 1 bank of 5 size 5 (ventral), 2 banks of 20 size 3 (side launched), and 2 banks of 10 size 3 (dorsal/ventral). Although thinking of that I could get rid of 2 FC to squeeze the dorsal/ventral size 5s and 3s together (a bank of 10 size 5 10 size 3, and a bank of 5 size 5 10 size 3) to get another 100 tons for stuff.
« Last Edit: November 03, 2015, 12:48:46 PM by 83athom »
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline 83athom (OP)

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Re: Ships
« Reply #47 on: November 04, 2015, 09:56:14 AM »
And here is what I made for the ^Frigate Leader^.
Code: [Select]
Challenger class Frigate Leader    21 000 tons     562 Crew     3462.24 BP      TCS 420  TH 1500  EM 0
3571 km/s    JR 3-50     Armour 6-67     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 40     PPV 15
Maint Life 7.21 Years     MSP 4122    AFR 88%    IFR 1.2%    1YR 139    5YR 2084    Max Repair 524 MSP
Intended Deployment Time: 18 months    Spare Berths 0   
Flag Bridge    Troop Capacity: 1 Company    Magazine 240   

J21000(3-50) Military Jump Drive     Max Ship Size 21000 tons    Distance 50k km     Squadron Size 3
500EP 25HS MMCFD (3)    Power 500    Fuel Use 25.76%    Signature 500    Exp 8%
Fuel Capacity 2 565 000 Litres    Range 85.3 billion km   (276 days at full power)

Artemis CIWS-250 E1 (4x6)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
R5S3ML (50% Reduction) (10)    Missile Size 3    Rate of Fire 90
Missile Fire Control FC99-R75 (70%) (2)     Range 99.8m km    Resolution 75
Sparrow A1S3 MCFASM (80)  Speed: 33 300 km/s   End: 41.8m    Range: 83.6m km   WH: 9    Size: 3    TH: 188/113/56

Active Search Sensor MR19-R25 (70%) (1)     GPS 1200     Range 19.2m km    Resolution 25
Active Search Sensor MR115-R100 (70%) (1)     GPS 14400     Range 115.2m km    Resolution 100
Active Search Sensor MR1-R1 (70%) (1)     GPS 24     Range 1.9m km    MCR 209k km    Resolution 1
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

ECCM-1 (2)         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
Something to note; I don't have any real weapon tech other than missiles. I do have Gauss Cannons to R3 V3 and the Plasma Carronades up to 30cm focus (both will be going on the next few ships I make), but everything else is at the bare base tech.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline 83athom (OP)

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Re: Ships
« Reply #48 on: November 23, 2015, 09:12:34 AM »
Okay, I am going to shake this topic up a bit... with a PDC!
Code: [Select]
Hesco class Outpost    10 000 tons     183 Crew     1547.12 BP      TCS 200  TH 0  EM 0
Armour 12-41     Sensors 20/144     Damage Control Rating 10     PPV 56
Intended Deployment Time: 3 months    Spare Berths 25   
Troop Capacity: 1 Battalion    Magazine 220   

M45 Quad Gauss R3V3-17 Turret (3x12)    Range 30 000km     TS: 11100 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
M2A1 Twin Gauss R3V3-33 Turret (2x6)    Range 30 000km     TS: 10578 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Artemis CIWS-250 E1 (1x6)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
General Atomic 100mm V3/C4 "Blitzer" Flak Battery (4x4)    Range 30 000km     TS: 6250 km/s     Power 3-4     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
300mm C4 Plasma Carronade (1)    Range 80 000km     TS: 6250 km/s     Power 24-4     RM 1    ROF 30        24 12 8 6 4 4 3 3 0 0
Fire Control S00.5 20-12500 H70 (2)    Max Range: 40 000 km   TS: 12500 km/s     75 50 25 0 0 0 0 0 0 0
Fire Control S00.5 40-6250 H70 (3)    Max Range: 80 000 km   TS: 6250 km/s     88 75 62 50 38 25 12 0 0 0
MCFR PO10 1HS (2)     Total Power Output 20    Armour 0    Exp 5%

R5S10ML (25% Reduction) (4)    Missile Size 10    Rate of Fire 6000
Missile Fire Control FC99-R75 (70%) (1)     Range 99.8m km    Resolution 75
Minuteman-I Launch Stage (22)  Speed: 10 000 km/s   End: 156.1m    Range: 118.7m km   WH: 0    Size: 10    TH: 33/20/10

Active Search Sensor MR115-R100 (70%) (1)     GPS 14400     Range 115.2m km    Resolution 100
Active Search Sensor MR1-R1 (70%) (1)     GPS 24     Range 1.9m km    MCR 209k km    Resolution 1
Thermal Sensor TH2.5-20 (70%) (1)     Sensitivity 20     Detect Sig Strength 1000:  20m km
EM Detection Sensor EM2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

ECCM-1 (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 Planetary Defence Centre and can be pre-fabricated in 4 sections
My main thought with this was to put it on any moons, CMCs and any asteroid colonies I have to give them a little more protection. There is a reason for the size 10 to be a reduced size that I will post after a few techs are done. Anyway here is the missile.
Code: [Select]
Missile Size: 10 MSP  (0.5 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 10000 km/s    Engine Endurance: 156 minutes   Range: 93.7m km
Cost Per Missile: 13.062
Second Stage: Minutman-I MCFDCDM x1
Second Stage Separation Range: 25 000 000 km
Overall Endurance: 3 hours   Overall Range: 119.0m km
Chance to Hit: 1k km/s 100%   3k km/s 30%   5k km/s 20%   10k km/s 10%
Materials Required:    9.25x Tritanium   0.432x Boronide   0.72x Uridium   1.12x Gallicite   Fuel x4530

Development Cost for Project: 1306RP
And the sub-munition
Code: [Select]
Missile Size: 7.5 MSP  (0.375 HS)     Warhead: 36    Armour: 1     Manoeuvre Rating: 11
Speed: 13300 km/s    Engine Endurance: 32 minutes   Range: 25.9m km
Active Sensor Strength: 0.72   Sensitivity Modifier: 80%
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 570 000 km
Cost Per Missile: 11.812
Chance to Hit: 1k km/s 146.3%   3k km/s 44%   5k km/s 29.3%   10k km/s 14.6%
Materials Required:    9.25x Tritanium   0.432x Boronide   0.72x Uridium   0.64x Gallicite   Fuel x780

Development Cost for Project: 1181RP
The reason I made it like this instead of all together to make it more efficient is mainly rp purposes. And yes I do know my enemies (talked about in empire/battlefield chat) use anti-radiation missiles but :P.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline 83athom (OP)

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Re: Ships
« Reply #49 on: November 30, 2015, 10:19:54 AM »
Got my stealth ship up and running. I mainly have it set to set buoys around an enemy system before my fleet enters.
Code: [Select]
Sahara class Prowler    3 300 tons     86 Crew     768.24 BP      TCS 66  TH 140  EM 0
6060 km/s    JR 1-50     Armour 2-19     Shields 0-0     Sensors 20/16/0/0     Damage Control Rating 3     PPV 2.5
Maint Life 6.46 Years     MSP 437    AFR 29%    IFR 0.4%    1YR 18    5YR 271    Max Repair 175 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 70   

J3300(1-50) Military Jump Drive     Max Ship Size 3300 tons    Distance 50k km     Squadron Size 1
200EP 8HS SMMCFD (35) (2)    Power 200    Fuel Use 55.2%    Signature 70    Exp 10%
Fuel Capacity 505 000 Litres    Range 49.9 billion km   (95 days at full power)

R5S10ML (25% Reduction) (1)    Missile Size 10    Rate of Fire 6000
Missile Fire Control FC99-R75 (70%) (1)     Range 99.8m km    Resolution 75
S10 4.3KR20 ASB (2)  Speed: 0 km/s   End: 0m    Range: 0m km   WH: 0    Size: 10    TH: 0/0/0
S10 3.4K TSB (5)  Speed: 0 km/s   End: 0m    Range: 0m km   WH: 0    Size: 10    TH: 0/0/0

Active Search Sensor MR19-R25 (70%) (1)     GPS 1200     Range 19.2m km    Resolution 25
Thermal Sensor TH2.5-20 (70%) (1)     Sensitivity 20     Detect Sig Strength 1000:  20m km
EM Detection Sensor EM2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m 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

Also, I have been thinking that I lacked something that has been proven effective throughout human history since the largest wars of the past, fighters.
Code: [Select]
Starfire class Interceptor    250 tons     1 Crew     108.2 BP      TCS 5  TH 100  EM 0
20000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 4    5YR 61    Max Repair 42 MSP
Intended Deployment Time: 0.1 months    Spare Berths 9   
Magazine 10   

50EP 1HS MCFFD (2)    Power 50    Fuel Use 336.02%    Signature 50    Exp 20%
Fuel Capacity 15 000 Litres    Range 3.2 billion km   (44 hours at full power)

Size 2 Box Launcher (5)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC51-R40 (70%) (1)     Range 51.0m km    Resolution 40
Stinger S2T1 MCFDATM (5)  Speed: 50 000 km/s   End: 11.5m    Range: 34.6m km   WH: 6    Size: 2    TH: 166/100/50

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
My mainstay interceptor for anit-fighter/anti-FAC roles.
Code: [Select]
Raven class Fighter-Scout    250 tons     2 Crew     130.2 BP      TCS 5  TH 100  EM 0
20000 km/s     Armour 1-3     Shields 0-0     Sensors 8/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 7    5YR 111    Max Repair 60 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8   

50EP 1HS MCFFD (2)    Power 50    Fuel Use 336.02%    Signature 50    Exp 20%
Fuel Capacity 25 000 Litres    Range 5.4 billion km   (3 days at full power)

Active Search Sensor MR19-R25 (70%) (1)     GPS 1200     Range 19.2m km    Resolution 25
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

This design is classed as a Fighter for production, combat and maintenance purposes
This will fly recon for other fighter groups.
Code: [Select]
P38-F class Heavy Fighter    500 tons     3 Crew     168.4 BP      TCS 10  TH 100  EM 0
10000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.8
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 13    5YR 201    Max Repair 42 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   
Magazine 12   

50EP 1HS MCFFD (2)    Power 50    Fuel Use 336.02%    Signature 50    Exp 20%
Fuel Capacity 20 000 Litres    Range 2.1 billion km   (59 hours at full power)

General Atomic 100mm V3/C4 "Blitzer" Flak Battery (1x4)    Range 30 000km     TS: 10000 km/s     Power 3-4     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S00.2 20-6250 (FTR) (1)    Max Range: 40 000 km   TS: 25000 km/s     75 50 25 0 0 0 0 0 0 0
MCFR (FTR) PO4 (1)     Total Power Output 4    Armour 0    Exp 5%

Size 2 Box Launcher (6)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC51-R40 (70%) (1)     Range 51.0m km    Resolution 40
Stinger S2T1 MCFDATM (8)  Speed: 50 000 km/s   End: 11.5m    Range: 34.6m km   WH: 6    Size: 2    TH: 166/100/50

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
Code: [Select]
P38-G class Heavy Fighter    500 tons     3 Crew     169.6 BP      TCS 10  TH 100  EM 0
10000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.8
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 15    5YR 229    Max Repair 42 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   
Magazine 8   

50EP 1HS MCFFD (2)    Power 50    Fuel Use 336.02%    Signature 50    Exp 20%
Fuel Capacity 20 000 Litres    Range 2.1 billion km   (59 hours at full power)

Gauss Cannon R3V3-10 (1x3)    Range 30 000km     TS: 10000 km/s     Accuracy Modifier 10%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
General Atomic 100mm V3/C4 "Blitzer" Flak Battery (1x4)    Range 30 000km     TS: 10000 km/s     Power 3-4     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S00.2 20-6250 (FTR) (1)    Max Range: 40 000 km   TS: 25000 km/s     75 50 25 0 0 0 0 0 0 0
MCFR (FTR) PO4 (1)     Total Power Output 4    Armour 0    Exp 5%

Size 3 Box Launcher (2)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
Size 2 Box Launcher (1)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC51-R40 (70%) (1)     Range 51.0m km    Resolution 40
Sparrow A1S3 MCFASM (2)  Speed: 33 300 km/s   End: 41.8m    Range: 83.6m km   WH: 9    Size: 3    TH: 188/113/56
Stinger S2T1 MCFDATM (1)  Speed: 50 000 km/s   End: 11.5m    Range: 34.6m km   WH: 6    Size: 2    TH: 166/100/50

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
Heavy fighters for multi-purpose use.

I usually like to armor/shield my fighters, but I want to try something a bit different. I may try to design a plasma fighter next for an experiment in plasma use as most see this as a useless weapon.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline JacenHan

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Re: Ships
« Reply #50 on: January 08, 2016, 10:12:55 PM »
The Terran Empire has finished researching Ion Drives, and has started construction of several new vessels for their navy using the new drives. The pride of the fleet is the Ikoma class Carrier. It weighs twice as much as any previous warship the Empire has built, and carries both 42 F-51 fighters, and a battery of light and heavy railguns. It is escorted by the Reticulum class destroyer, replacing the older Orion class, and is 50% larger than it's predecessor, as well as having faster firing missile launchers (the Orion had a larger number of 25% size launchers). It is the primary missile combatant of the fleet (besides the fighters), and carries a small battery of light railguns.

Code: [Select]
Ikoma class Carrier    48 000 tons     908 Crew     6348.6 BP      TCS 960  TH 2880  EM 0
3000 km/s     Armour 8-117     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 42     PPV 64
Maint Life 1.69 Years     MSP 1819    AFR 837%    IFR 11.6%    1YR 765    5YR 11474    Max Repair 160 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 0   
Flag Bridge    Hangar Deck Capacity 12000 tons     Magazine 1024    Cryogenic Berths 400   

N20-E240 Ion Drive (12)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 4 735 000 Litres    Range 31.7 billion km   (122 days at full power)

10cm Railgun V3/C3 (12x4)    Range 30 000km     TS: 3000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
20cm Railgun V3/C3 (4x4)    Range 120 000km     TS: 3000 km/s     Power 12-3     RM 3    ROF 20        4 4 4 3 2 2 1 1 1 1
S02 96-3000 Beam Fire Control (4)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
P3-S1 Pebble Bed Reactor (16)     Total Power Output 48    Armour 0    Exp 5%

SS-N-2 Supernova (256)  Speed: 24 000 km/s   End: 74.6m    Range: 107.4m km   WH: 4    Size: 4    TH: 144/86/43

MR140-R120 Active Search Sensor (1)     GPS 19200     Range 140.2m km    Resolution 120
MR30-R16 Active Search Sensor (1)     GPS 1536     Range 30.7m km    Resolution 16
MR5-R1 Active Search Sensor (1)     GPS 64     Range 5.1m km    MCR 558k km    Resolution 1

Strike Group
42x F-51 Reaper Fighter   Speed: 8571 km/s    Size: 5.6

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]
Reticulum class Destroyer    12 000 tons     345 Crew     1866.6 BP      TCS 240  TH 720  EM 0
3000 km/s     Armour 5-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 14     PPV 60
Maint Life 1.72 Years     MSP 389    AFR 288%    IFR 4%    1YR 159    5YR 2385    Max Repair 120 MSP
Intended Deployment Time: 18 months    Spare Berths 0   
Magazine 240    Cryogenic Berths 200   

N20-E240 Ion Drive (3)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 1 085 000 Litres    Range 29.1 billion km   (112 days at full power)

10cm Railgun V3/C3 (4x4)    Range 30 000km     TS: 3000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
S02 96-3000 Beam Fire Control (1)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
P3-S1 Pebble Bed Reactor (4)     Total Power Output 12    Armour 0    Exp 5%

GMLS-4-40 Missile Launcher (12)    Missile Size 4    Rate of Fire 40
FC90-R35 Missile Fire Control (2)     Range 90.9m km    Resolution 35
SS-N-2 Supernova (60)  Speed: 24 000 km/s   End: 74.6m    Range: 107.4m km   WH: 4    Size: 4    TH: 144/86/43

MR30-R16 Active Search Sensor (1)     GPS 1536     Range 30.7m km    Resolution 16
MR5-R1 Active Search Sensor (1)     GPS 64     Range 5.1m km    MCR 558k km    Resolution 1
MR84-R120 Active Search Sensor (1)     GPS 11520     Range 84.1m km    Resolution 120

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]
F-51 Reaper class Fighter    280 tons     3 Crew     60.2 BP      TCS 5.6  TH 48  EM 0
8571 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Maint Life 0 Years     MSP 0    AFR 56%    IFR 0.8%    1YR 5    5YR 80    Max Repair 24 MSP
Intended Deployment Time: 0.3 months    Spare Berths 4   
Magazine 12   

F2-E48 Ion Drive (1)    Power 48    Fuel Use 388.06%    Signature 48    Exp 20%
Fuel Capacity 10 000 Litres    Range 1.7 billion km   (53 hours at full power)

VLS-4 Box Launcher (3)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
FC63-R160 Missile Fire Control (1)     Range 63.8m km    Resolution 160
SS-N-2 Supernova (3)  Speed: 24 000 km/s   End: 74.6m    Range: 107.4m km   WH: 4    Size: 4    TH: 144/86/43

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 have another 24,000 ton shipyard available, but I haven't decided if I want to build a larger version of the Reticulum, or a purely beam armed cruiser with extra engines for speed. I will probably do the latter, since a multitude of railguns (my best developed energy weapon) would also double as missile defence.
 

Offline 83athom (OP)

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Re: Ships
« Reply #51 on: January 11, 2016, 11:17:00 AM »
My current BattleTech game;
Code: [Select]
Nova class Frigate    30 000 tons     836 Crew     72318.5 BP      TCS 600  TH 5000  EM 9000
8333 km/s     Armour 12-86     Shields 300-300     Sensors 150/150/0/0     Damage Control Rating 40     PPV 218.32
Maint Life 4.63 Years     MSP 59659    AFR 181%    IFR 2.5%    1YR 4544    5YR 68159    Max Repair 7875 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 2050   

2500 EP Photonic Drive (2)    Power 2500    Fuel Use 7.5%    Signature 2500    Exp 10%
Fuel Capacity 2 750 000 Litres    Range 220.0 billion km   (305 days at full power)
Omega R300/360 Shields (20)   Total Fuel Cost  300 Litres per hour  (7 200 per day)

Twin 15cm C6.25 FGR Laser Turret (8x2)    Range 720 000km     TS: 100000 km/s     Power 12-12     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
120cm C25 Far Gamma Ray Laser (1)    Range 1 400 000km     TS: 25000 km/s     Power 377-25     RM 12    ROF 75        377 377 377 377 377 377 377 377 377 377
CIWS-1000 (3x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 175-100000 H10 (4)    Max Range: 350 000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Fire Control S02 700-25000 H10 (1)    Max Range: 1 400 000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PO-40 (4)     Total Power Output 160    Armour 0    Exp 5%

Size 4 Missile Launcher (50% Reduction) (50)    Missile Size 4    Rate of Fire 50
Missile Fire Control FC5727-R50 (10%) (3)     Range 5 727.5m km    Resolution 50

Active Search Sensor MR2700-R100 (10%) (1)     GPS 36000     Range 2 700.0m km    Resolution 100
Active Search Sensor MR270-R1 (10%) (1)     GPS 360     Range 270.0m km    MCR 29.4m km    Resolution 1
Thermal Sensor TH2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km
EM Detection Sensor EM2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km

Compact ECCM-10 (3)         ECM 100

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Exorcist class Cruiser    100 000 tons     2915 Crew     217503.9999 BP      TCS 2000  TH 10000  EM 45000
5000 km/s     Armour 18-191     Shields 1500-300     Sensors 150/150/5/0     Damage Control Rating 100     PPV 971.48
Maint Life 4.47 Years     MSP 135940    AFR 800%    IFR 11.1%    1YR 11006    5YR 165091    Max Repair 7875 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Flag Bridge    Troop Capacity: 2 Companies    Magazine 7380   

5000 EP Photonic Drive (2)    Power 5000    Fuel Use 5%    Signature 5000    Exp 10%
Fuel Capacity 2 760 000 Litres    Range 99.4 billion km   (230 days at full power)
Omega R300/360 Shields (100)   Total Fuel Cost  1 500 Litres per hour  (36 000 per day)

Triple 40cm C6.25 FGR Laser Turret (9x3)    Range 1 400 000km     TS: 25000 km/s     Power 126-19     RM 12    ROF 35        42 42 42 42 42 42 42 42 42 42
Twin 15cm C6.25 FGR Laser Turret (27x2)    Range 720 000km     TS: 100000 km/s     Power 12-12     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
120cm C25 Far Gamma Ray Laser (1)    Range 1 400 000km     TS: 25000 km/s     Power 377-25     RM 12    ROF 75        377 377 377 377 377 377 377 377 377 377
Fire Control S02 700-25000 H10 (5)    Max Range: 1 400 000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Fire Control S02 175-100000 H10 (7)    Max Range: 350 000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PO-40 (15)     Total Power Output 600    Armour 0    Exp 5%

Size 4 Missile Launcher (50% Reduction) (180)    Missile Size 4    Rate of Fire 50
Missile Fire Control FC5727-R50 (10%) (9)     Range 5 727.5m km    Resolution 50
S4 ASM (1845)  Speed: 180 000 km/s   End: 20.2m    Range: 218m km   WH: 49    Size: 4    TH: 1200/720/360

Active Search Sensor MR270-R1 (10%) (1)     GPS 360     Range 270.0m km    MCR 29.4m km    Resolution 1
Active Search Sensor MR2700-R100 (10%) (1)     GPS 36000     Range 2 700.0m km    Resolution 100
Thermal Sensor TH2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km
EM Detection Sensor EM2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km
Phased Gravitational Sensors (1)   5 Survey Points Per Hour

Compact ECCM-10 (5)         ECM 100

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]
Colossus class Battleship    300 000 tons     8945 Crew     680050.9998 BP      TCS 6000  TH 15000  EM 112500
2500 km/s     Armour 26-399     Shields 3750-300     Sensors 150/150/5/5     Damage Control Rating 500     PPV 2869.68
Maint Life 5.41 Years     MSP 495881    AFR 2057%    IFR 28.6%    1YR 28406    5YR 426091    Max Repair 7875 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Flag Bridge    Troop Capacity: 1 Battalion    Magazine 20500    Tractor Beam     

5000 EP Photonic Drive (3)    Power 5000    Fuel Use 5%    Signature 5000    Exp 10%
Fuel Capacity 10 145 000 Litres    Range 121.7 billion km   (563 days at full power)
Omega R300/360 Shields (250)   Total Fuel Cost  3 750 Litres per hour  (90 000 per day)

120cm C25 Far Gamma Ray Laser (1)    Range 1 400 000km     TS: 25000 km/s     Power 377-25     RM 12    ROF 75        377 377 377 377 377 377 377 377 377 377
Triple 40cm C6.25 FGR Laser Turret (33x3)    Range 1 400 000km     TS: 25000 km/s     Power 126-19     RM 12    ROF 35        42 42 42 42 42 42 42 42 42 42
Twin 15cm C6.25 FGR Laser Turret (72x2)    Range 720 000km     TS: 100000 km/s     Power 12-12     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
CIWS-1000 (32x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 700-25000 H10 (15)    Max Range: 1 400 000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Fire Control S02 175-100000 H10 (26)    Max Range: 350 000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PO-40 (40)     Total Power Output 1600    Armour 0    Exp 5%

Size 4 Missile Launcher (50% Reduction) (500)    Missile Size 4    Rate of Fire 50
Missile Fire Control FC5727-R50 (10%) (15)     Range 5 727.5m km    Resolution 50
S4 ASM (5125)  Speed: 180 000 km/s   End: 20.2m    Range: 218m km   WH: 49    Size: 4    TH: 1200/720/360

Active Search Sensor MR270-R1 (10%) (2)     GPS 360     Range 270.0m km    MCR 29.4m km    Resolution 1
Active Search Sensor MR2700-R100 (10%) (2)     GPS 36000     Range 2 700.0m km    Resolution 100
Thermal Sensor TH2-150 (10%) (2)     Sensitivity 150     Detect Sig Strength 1000:  150m km
EM Detection Sensor EM2-150 (10%) (2)     Sensitivity 150     Detect Sig Strength 1000:  150m km
Phased Gravitational Sensors (1)   5 Survey Points Per Hour
Phased Geological Sensors (1)   5 Survey Points Per Hour

Compact ECCM-10 (30)         ECM 100

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

+ Internetz to anyone who can figure out my complicated FC settings (I have them written down so I don't forget).
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline Vandermeer

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Re: Ships
« Reply #52 on: January 12, 2016, 02:54:04 PM »
2.5kps for photonic drives only? And then still mere 120b range with 3.3% fuel tonnage?
A cheap researched optimization can be found like:
Off-Topic: show

-----


Translation: On this 17.5kt engine+fuel tonnage you could get to 215+ b easily while cutting back on fuel space and increasing the number of engines to 5 0.6-pw lower powered ones.
Well, it is only part of the fluff anyways, but having little more than 5% for engines and fuel combined makes this look more like a space station in my head to begin with.


Also, no one can figure out your FC settings.
At least not without looking on the original lore. On the Colossus alone: The fast tracking turrets are no multiple of the fast tracking FCs, implying they get assigned in 'random' disproportionate ammounts (26 to 72). Same with the slow tracking 40 cm turrets and their controls (15 to 33+1), and the missile controls (15 to 500).
Though I guess the 30 eccms are for the missile and heavy turret controls, which are also 30 combined.
Luring people with reward Interwebz when the problem is unsolvable is no fair!
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline CharonJr

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Re: Ships
« Reply #53 on: January 12, 2016, 02:58:26 PM »
This is an example of a Magneto-Plasma era carrier taskforce, the offense is largely based around missile and
beam FACs while escort cruisers and fighters provide the defense. For jump gate assaults there are 2 heavy
cruisers which add to fleet defense once past the jump point.

The defensive capabilities are fairly heavy since most of the ships have very light or no armor. The AMMs can
double in a anti-fighter/FACs role, but taking care of enemy fighters/FACs should largely be the job of the beam
FACs.

The workhorse of the CTF are beam FACs (I hate wasting money/ressources on missiles unless needed to ensure the
survival of my fleets or taking down long range beam defenses/heavy AMM platforms).

Till targets have been identified to have run out of missiles (or incoming fighters/FACs are detected) the fleet
will usually stay together in order to maximise its PD potential. 220 gauss cannons and 480 AMM tubes should be
able to care care of most threats.

One carrier task force contains 1 Seydlitz carrier (22kt hangar, flagship), 3 Scharnhorst carriers (12kt
hangar), 8 Blücher escort cruisers and 2 Bismarck heavy cruisers (jump point attack/escort).

Fighters/FACs
20 Krähe gauss fighters (missile defense for the FACs)
4 Albatross fighter-scouts
24 Adler bombers (10 S6 box-launchers)
12 Falke beam FACs
9 Sturmvogel heavy beam FACs

I am mainly using FACs since I prefer being able to upgrade ships without having to train new crews as would be
the case with fighters. The only exception are gauss fighters which get transfered to PDCs once a new generation
has been trained.

If an enemy is able to outrange/outrun my beam ships (has not happened so far) the beam FACs can be replaced
with 21 additional bombers for an alpha-strike of 450 S6 missiles.

Code: [Select]
Seydlitz class Carrier    50 000 tons     715 Crew     6301.2 BP      TCS 1000  TH 3200  EM 0
3200 km/s     Armour 2-120     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 23     PPV 0
Maint Life 2.04 Years     MSP 1812    AFR 869%    IFR 12.1%    1YR 581    5YR 8711    Max Repair 150 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 217   
Flag Bridge    Hangar Deck Capacity 22000 tons     Magazine 1360   

160 EP MPD 0.6 (20)    Power 160    Fuel Use 54%    Signature 160    Exp 10%
Fuel Capacity 7 755 000 Litres    Range 51.7 billion km   (186 days at full power)

Fuchs6 S363R95-65 (228)  Speed: 36 300 km/s   End: 43.7m    Range: 95.2m km   WH: 9    Size: 6    TH: 217/130/65

Strike Group
9x Sturmvogel FAC-Abfangjäger   Speed: 12800 km/s    Size: 20
20x Krähe Fighter   Speed: 16096 km/s    Size: 9.94
1x Albatross-U2 Fighter-Scout   Speed: 10786 km/s    Size: 8.9
1x Albatross-M2 Fighter-Scout   Speed: 10786 km/s    Size: 8.9
1x Albatross-K2 Fighter-Scout   Speed: 10786 km/s    Size: 8.9
1x Albatross-G2 Fighter-Scout   Speed: 10786 km/s    Size: 8.9
1x SAR Shuttle Fighter Transport   Speed: 9600 km/s    Size: 10
1x Small Tanker 315k Fleet Support Vessel   Speed: 4800 km/s    Size: 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]
Scharnhorst Mk2.1 class Carrier    30 000 tons     455 Crew     4033 BP      TCS 600  TH 1920  EM 0
3200 km/s     Armour 2-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 15     PPV 0
Maint Life 2.06 Years     MSP 1260    AFR 480%    IFR 6.7%    1YR 397    5YR 5959    Max Repair 210 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 70   
Hangar Deck Capacity 12000 tons     Magazine 1050   

160 EP MPD 0.6 (12)    Power 160    Fuel Use 54%    Signature 160    Exp 10%
Fuel Capacity 3 725 000 Litres    Range 41.4 billion km   (149 days at full power)

Fuchs6 S363R95-65 (176)  Speed: 36 300 km/s   End: 43.7m    Range: 95.2m km   WH: 9    Size: 6    TH: 217/130/65

Active Search Sensor MR69-R9 (1)     GPS 1890     Range 69.3m km    Resolution 9
Active Search Sensor MR273-R140 (1)     GPS 29400     Range 273.3m km    Resolution 140

Strike Group
4x Falke Mk2.1 FAC-Abfangjäger   Speed: 11200 km/s    Size: 20
8x Adler Mk2 FAC-Bomber   Speed: 8000 km/s    Size: 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]
Blucher Mk2.2 class Begleitkreuzer    20 000 tons     482 Crew     2973 BP      TCS 400  TH 1280  EM 0
3200 km/s     Armour 1-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 12     PPV 179.2
Maint Life 2.17 Years     MSP 1115    AFR 266%    IFR 3.7%    1YR 318    5YR 4774    Max Repair 198 MSP
Intended Deployment Time: 24 months    Spare Berths 3   
Magazine 550   

160 EP MPD 0.6 (8)    Power 160    Fuel Use 54%    Signature 160    Exp 10%
Fuel Capacity 2 665 000 Litres    Range 44.4 billion km   (160 days at full power)

Quad Gauss Cannon R3V2-100 Turret (4x12)    Range 20 000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5   
    1 1 0 0 0 0 0 0 0 0
Fire Control S02 24-20000 (2)    Max Range: 48 000 km   TS: 20000 km/s     79 58 38 17 0 0 0 0 0 0

Size 1 Missile Launcher RR3 (40)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC11-R1 (2)     Range 11.8m km    Resolution 1
Natter S358R63-96 (550)  Speed: 35 800 km/s   End: 2.9m    Range: 6.3m km   WH: 1    Size: 1    TH: 322/193/96

Active Search Sensor MR19-R1 (1)     GPS 140     Range 19.6m km    MCR 2.1m 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

Code: [Select]
Bismarck class Heavy Cruiser    55 000 tons     1127 Crew     8800.2 BP      TCS 1100  TH 3520  EM 3000
3200 km/s     Armour 13-128     Shields 100-300     Sensors 1/1/0/0     Damage Control Rating 28     PPV 393.2
Maint Life 2.07 Years     MSP 2800    AFR 864%    IFR 12%    1YR 873    5YR 13098    Max Repair 198 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Magazine 930   

160 EP MPD 0.6 (22)    Power 160    Fuel Use 54%    Signature 160    Exp 10%
Fuel Capacity 6 455 000 Litres    Range 39.1 billion km   (141 days at full power)
Gamma R300/288 Shields (50)   Total Fuel Cost  600 Litres per hour  (14 400 per day)

Quad Gauss Cannon R3V2-100 Turret (9x12)    Range 20 000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5   
    1 1 0 0 0 0 0 0 0 0
Fire Control S02 24-20000 (3)    Max Range: 48 000 km   TS: 20000 km/s     79 58 38 17 0 0 0 0 0 0

Size 1 Missile Launcher RR3 (80)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC23-R1 (4)     Range 23.5m km    Resolution 1
Natter S358R63-96 (930)  Speed: 35 800 km/s   End: 2.9m    Range: 6.3m km   WH: 1    Size: 1    TH: 322/193/96

Active Search Sensor MR19-R1 (2)     GPS 140     Range 19.6m km    MCR 2.1m 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

Code: [Select]
Krähe class Fighter    497 tons     4 Crew     122.4 BP      TCS 9.94  TH 160  EM 0
16096 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 42    5YR 627    Max Repair 80 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   

160 EP MPD 5x2.0 (1)    Power 160    Fuel Use 322.44%    Signature 160    Exp 20%
Fuel Capacity 10 000 Litres    Range 1.1 billion km   (19 hours at full power)

Gauss Cannon R3V2-67 (1x3)    Range 20 000km     TS: 16096 km/s     Accuracy Modifier 67%     RM 2    ROF 5     
  1 1 0 0 0 0 0 0 0 0
Fire Control S00.2 12-5000 (FTR) (1)    Max Range: 24 000 km   TS: 20000 km/s     58 17 0 0 0 0 0 0 0 0

This design is classed as a Fighter for production, combat and maintenance purposes

Code: [Select]
Adler Mk2 class FAC-Bomber    1 000 tons     3 Crew     233.4 BP      TCS 20  TH 160  EM 0
8000 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 9
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 63    5YR 951    Max Repair 80 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   
Magazine 60   

160 EP MPD 0.6 (1)    Power 160    Fuel Use 322.44%    Signature 160    Exp 20%
Fuel Capacity 35 000 Litres    Range 2.0 billion km   (67 hours at full power)

Size 6 Box Launcher (10)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Missile Fire Control FC110-R18 (1)     Range 110.3m km    Resolution 18
Fuchs6 S363R95-65 (10)  Speed: 36 300 km/s   End: 43.7m    Range: 95.2m km   WH: 9    Size: 6    TH: 217/130/65

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]
Falke Mk2.1 class FAC-Abfangjäger    1 000 tons     8 Crew     293 BP      TCS 20  TH 224  EM 0
11200 km/s     Armour 4-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 117    5YR 1751    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

224 EP MPD 7x2.0 (1)    Power 224    Fuel Use 315.66%    Signature 224    Exp 20%
Fuel Capacity 25 000 Litres    Range 1.4 billion km   (35 hours at full power)

19cm C3 Visible Light Laser (1)    Range 144 000km     TS: 11200 km/s     Power 9-3     RM 2    ROF 15        9
9 6 4 3 3 2 2 2 1
Fire Control S03 72-10000 (1)    Max Range: 144 000 km   TS: 10000 km/s     93 86 79 72 65 58 51 44 37 31
Tokamak Fusion Reactor Technology 0.4/3.2 (1)     Total Power Output 3.2    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Sturmvogel class FAC-Abfangjäger    1 000 tons     8 Crew     348.4 BP      TCS 20  TH 256  EM 0
12800 km/s     Armour 3-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 155    5YR 2324    Max Repair 135 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

256 EP MPD 0.6x2.0 (1)    Power 256    Fuel Use 312.26%    Signature 256    Exp 20%
Fuel Capacity 25 000 Litres    Range 1.4 billion km   (31 hours at full power)

25cm C1.25 Near Ultraviolet Laser (1)    Range 144 000km     TS: 12800 km/s     Power 16-1.25     RM 3    ROF 65
       16 16 16 12 9 8 6 5 5 4
Fire Control S03 72-12500 (1)    Max Range: 144 000 km   TS: 12500 km/s     93 86 79 72 65 58 51 44 37 31
Tokamak Fusion Reactor 0.2/1.6 (1)     Total Power Output 1.6    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Deadly at close range (and great vs. some spoilers due to the speed and range), but sometimes the older Falke
Mk2.1 is still more useful due to its slightly better armor and higher rate of fire.

Comments/critique welcome.
« Last Edit: January 12, 2016, 03:46:18 PM by CharonJr »
 

Offline 83athom (OP)

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Re: Ships
« Reply #54 on: February 08, 2016, 09:58:34 AM »
To defend the fuel harvesting operations around various Super Jovians, this pdc has been designed to be implanted into one of the moons orbiting around the area of harvesting operations.
Code: [Select]
Testament class Planetary Defence Centre    45 000 tons     1304 Crew     140081.2 BP      TCS 900  TH 0  EM 0
Armour 40-112     Sensors 150/360     Damage Control Rating 150     PPV 434.32
Intended Deployment Time: 3 months    Flight Crew Berths 82   
Hangar Deck Capacity 2000 tons     Troop Capacity: 1 Battalion    Magazine 906   

Fuel Capacity 90 000 Litres    Range N/A
Twin 15cm C6.25 FGR Laser Turret (8x2)    Range 720 000km     TS: 100000 km/s     Power 12-12     RM 12    ROF 5        6 6 6 6 6 6 6 6 6 6
Single 80cm C25 Far Gamma Ray Laser Turret (3x1)    Range 2 100 000km     TS: 100000 km/s     Power 168-25     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
CIWS-1000 (16x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 700-25000 H10 (1)    Max Range: 1 400 000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Fire Control S02 175-100000 H10 (4)    Max Range: 350 000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
PDC Fire Control S08 1050-100000 H10 (1)    Max Range: 2 100 000 km   TS: 100000 km/s     100 99 99 98 98 97 97 96 96 95
Vacuum Energy Power Plant Technology PO-40 (5)     Total Power Output 200    Armour 0    Exp 5%

Size 1 Missile Launcher (75% Reduction) (60)    Missile Size 1    Rate of Fire 5
PDC Size 6 Missile Launcher (75% Reduction) (30)    Missile Size 6    Rate of Fire 15
Missile Fire Control FC405-R1 (10%) (6)     Range 405.0m km    Resolution 1
Missile Fire Control FC5727-R50 (10%) (5)     Range 5 727.5m km    Resolution 50
S6-MS L-S4 ASM (120)  Speed: 120 000 km/s   End: 28.5m    Range: 405.3m km   WH: 0    Size: 6    TH: 400/240/120
S1 AMM (186)  Speed: 299 000 km/s   End: 0.5m    Range: 9.9m km   WH: 2    Size: 1    TH: 996/598/299

Active Search Sensor MR2700-R100 (10%) (1)     GPS 36000     Range 2 700.0m km    Resolution 100
Active Search Sensor MR270-R1 (10%) (1)     GPS 360     Range 270.0m km    MCR 29.4m km    Resolution 1
Thermal Sensor TH2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km
EM Detection Sensor EM2-150 (10%) (1)     Sensitivity 150     Detect Sig Strength 1000:  150m km

Compact ECCM-10 (11)         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 Planetary Defence Centre and can be pre-fabricated in 18 sections
The size 6 missile just adds an additional stage to the standard size 4 asm doubling the effective range. It contains the magazines as a backup instead of only relying on the supplies of the 'colony'. And yes I do realize that it is breaking the laws of relativity but  :P.

Edit; I also just noticed a mistake. I forgot to remove the standard LR FC (700-25000) after I researched and added the PDC FC. If the PDC FC does end up braking it (crashes the game with errors of doom) the standard FC might fix it, so I may have fixed a mistake by mistakenly making a mistake.
« Last Edit: February 08, 2016, 10:06:24 AM by 83athom »
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline Frick

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Re: Ships
« Reply #55 on: February 25, 2016, 10:08:09 AM »
I read somewhere that "couldn't the resources spent making those super huge ships be spent on killing stuff instead?" and to that I answer probably, but I don't want to.   But I fear I went sort of full retard on this one.   It began as an asteroid miner and well .  .  .   I kinda lost it.   I wanted a jump engine on it as well, but well you know.   As I type this I realized I could at least have equipped it with jump gate construction facilities, but it's already in production. 

Code: [Select]
Astro class Asteroid Miner    1 287 750 tons     10660 Crew     45480.8 BP      TCS 25755  TH 7680  EM 0
1242 km/s     Armour 1-1054     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 150 MSP
Intended Deployment Time: 120 months    Spare Berths 0   
Cargo 100000    Cargo Handling Multiplier 40   
Recreational Facilities
Fuel Harvester: 8 modules producing 448000 litres per annum
Asteroid Miner: 150 module(s) producing 2400 tons per mineral per annum

320 EP Commercial Magneto-plasma Drive (100)    Power 320    Fuel Use 2.53%    Signature 76.8    Exp 4%
Fuel Capacity 10 000 000 Litres    Range 55.2 billion km   (514 days at full power)

Improved Geological Sensors (1)   2 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

13355. 1 Duranium
263. 7 Neutronium
5 Corbomite
400 Tritanium
1560 Boronide
7947 Mercassium
150 Uridium
9000 Corondium
12800 Gallicite

OBVIOUSLY I could have made the propulsion a bit more effecient, but I didn't get a P/P scientist until like 2055 so that part was slow to develop.   Also I like round numbers.   I see this as a testament of not having encountered a single hostile alien in my current game.   Peace in our time etc. 
« Last Edit: February 25, 2016, 10:10:24 AM by Frick »
 

Offline iceball3

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Re: Ships
« Reply #56 on: February 26, 2016, 12:05:44 AM »
   But I fear I went sort of full retard on this one.
You may be right on this point. A bit.
I have a lot to say about this design, but since you haven't asked for opinions, I'll spoiler it for your convenience. Doesn't contain ingame spoilers though, it's just less of an eyesore if it's unwelcome.
Here's my advice:

1. Remove all the cargo spaces. Seriously. This thing burns through 5,000,000 fuel a year, just by moving. 100,000 tons of cargo just simply isn't enough to make it worth it. Essentially, just make another ship that's exclusively a freighter. It will be much smaller, do the same thing, and waste less fuel doing so. Amusingly, the design, as it currently is, uses fuel ten times faster by moving at all, than the speed it makes it by sitting on a gas giant.

2. Remove the engines completely. Build separate design that consists of only;
-Many minimum multiplier max-size engines. 30 might be enough, though this is just a ballpark guess.
-A gravity tractor.
This means you won't have to build 100 new engines for each of these things that you put in the air. This also means that the time those engines spend landed on a planetary body is wasted time for the engines, given how long that thing has to sit. Also means one tug can tend several of your construction facility things.

3. Split what's left of the design into two different designs. The reason you'd do this is because, quite frankly, there is no point in having asteroid harvesters and sorium harvesters combined. Both conflict with what bodies they can't harvest, that is, sorium harvesters -only- work on gas giants, while asteroid miners work, unsurprisingly, -only- on asteroids. That means boatloads of wasted infrastructure because you can only do one job at a time.
-Design number one should be the asteroid miner. It should have just mining modules on it, plus enough cargo space for exactly 1 mass driver, plus a comfortable amount of minerals. No engines, no fuel, nothing else. Operating it would basically just be parking it on the mineral bearing asteroid, dropping the mass driver, and letting the pod sit until it was done, then packing up and moving on (with the previously mentioned tug, of course)
-Design one as the sorium harvester. Designate it as a tanker, and design it only using the fuel harvesting modules and fuel tanks. Nothing else. Operate emptying their tanks in the shipyard, tugging them, and parking them on gas giant sorium sources, and then forgetting them forever. You now have fuel stations in the far reaches of the galaxy, huzzah! And you don't have to waste a huge amount of resources to make it or keep it there.

3.b. Remove all recreational facilities. Replace all the recreational facilities with orbital habitats. This allows your ships to be built using colony construction capacity rather than shipyards. Probably not necessary as you reportedly already have shipyards big enough, but your choice.


The end result of all this redesigning? You have a whole lot more actively usable harvesting modules using much less resources to build, you can move them using sane quantities of fuel, you do not have to waste a bajillion build points in engines every time you want to make a new one. Your modules will be capable of actually eventually being able to repay the cost you invested in it via harvested materials, as opposed to the Astro which, trust me, never will get even close. On top of that, no worries about losing 45,000 tons of minerals to one lone NPR vessel shooting it.

Basically, what kills this design is that it aims to do everything at once, but is physically incapable of doing everything at once, resulting in massive amounts of wasted time and resources. If you truly want to make massive designs, you can still do so, but it can be done more effectively just by making separate specialized giant design. One for asteroid mining, one for fuel processing, one for tugging so you don't have to put huge engines in the former two, and one for cargo so that fuel isn't wasted moving the functions of the former two around.
 

Offline iceball3

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Re: Ships
« Reply #57 on: February 26, 2016, 02:05:11 AM »
Going to doublepost as this one doesn't pertain to the previous: Currently I am building up  a fleet to attempt to combat the menace that is star swarm, using my currently low-ish tech. Here is what I think could be called a frigate, less for chasing and killing, more for punishing any beam ships that get too close to my fleet.
Mark I Pariah Vestige - Copy class Frigate    14 400 tons     351 Crew     1773.4 BP      TCS 288  TH 600  EM 0
Code: [Select]
2083 km/s     Armour 5-52     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 8     PPV 83.2
Maint Life 2.31 Years     MSP 616    AFR 207%    IFR 2.9%    1YR 157    5YR 2359    Max Repair 230 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Model B115 "Ion Express" 300 EP C-0.5 Levitated-Pit Ion Drive (2)    Power 300    Fuel Use 7.07%    Signature 300    Exp 5%
Fuel Capacity 250 000 Litres    Range 44.2 billion km   (245 days at full power)

Quad 15cm C2 Near-UV "AKA Storm "Laser Turret (4x4)    Range 180 000km     TS: 10000 km/s     Power 24-8     RM 3    ROF 15        6 6 6 4 3 3 2 2 2 1
ARC Turret Control System S06 128-12000 (2)    Max Range: 256 000 km   TS: 12000 km/s     96 92 88 84 80 77 73 69 65 61
Gas-Cooled Fast Reactor Array PB-1 (7)     Total Power Output 31.5    Armour 0    Exp 5%

Prototype-750 Optimized Rangefinder Active Search Sensor MR29-R15 (1)     GPS 1890     Range 29.3m km    Resolution 15
Active Search Sensor MR3-R1 (1)     GPS 63     Range 3.8m km    MCR 412k 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

This design is classed as a Military Vessel for maintenance purposes
The biggest flaws in this that I see is a lack of flexibility, as it cannot engage similar size ships at beyond the nominal range. That said, the beam tracks along the longest range band fire control I have in my systenms, so besides the unimpressive damage, it's probably alright. Especially when it's firing 16 shots at once.
I wanted to go with 2 more turrets, but I already have jump designs rated at 14,400 ton military ships, so I figure it's probably just better to make several of these.
 

Offline TheDeadlyShoe

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Re: Ships
« Reply #58 on: February 26, 2016, 06:50:21 AM »
You don't have enough power.  It requires 32 and you have 31.5  The warning isn't triggering because rounding, but you will still have less than desired RoF.

 

Offline Frick

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Re: Ships
« Reply #59 on: February 26, 2016, 07:39:19 AM »
Quote from: iceball3 link=topic=7697. msg87277#msg87277 date=1456466744
You may be right on this point.  A bit. 
I have a lot to say about this design, but since you haven't asked for opinions, I'll spoiler it for your convenience.  Doesn't contain ingame spoilers though, it's just less of an eyesore if it's unwelcome.
Here's my advice:

1.  Remove all the cargo spaces.  Seriously.  This thing burns through 5,000,000 fuel a year, just by moving.  100,000 tons of cargo just simply isn't enough to make it worth it.  Essentially, just make another ship that's exclusively a freighter.  It will be much smaller, do the same thing, and waste less fuel doing so.  Amusingly, the design, as it currently is, uses fuel ten times faster by moving at all, than the speed it makes it by sitting on a gas giant.

2.  Remove the engines completely.  Build separate design that consists of only;
-Many minimum multiplier max-size engines.  30 might be enough, though this is just a ballpark guess.
-A gravity tractor.
This means you won't have to build 100 new engines for each of these things that you put in the air.  This also means that the time those engines spend landed on a planetary body is wasted time for the engines, given how long that thing has to sit.  Also means one tug can tend several of your construction facility things.

3.  Split what's left of the design into two different designs.  The reason you'd do this is because, quite frankly, there is no point in having asteroid harvesters and sorium harvesters combined.  Both conflict with what bodies they can't harvest, that is, sorium harvesters -only- work on gas giants, while asteroid miners work, unsurprisingly, -only- on asteroids.  That means boatloads of wasted infrastructure because you can only do one job at a time.
-Design number one should be the asteroid miner.  It should have just mining modules on it, plus enough cargo space for exactly 1 mass driver, plus a comfortable amount of minerals.  No engines, no fuel, nothing else.  Operating it would basically just be parking it on the mineral bearing asteroid, dropping the mass driver, and letting the pod sit until it was done, then packing up and moving on (with the previously mentioned tug, of course)
-Design one as the sorium harvester.  Designate it as a tanker, and design it only using the fuel harvesting modules and fuel tanks.  Nothing else.  Operate emptying their tanks in the shipyard, tugging them, and parking them on gas giant sorium sources, and then forgetting them forever.  You now have fuel stations in the far reaches of the galaxy, huzzah! And you don't have to waste a huge amount of resources to make it or keep it there.

3. b.  Remove all recreational facilities.  Replace all the recreational facilities with orbital habitats.  This allows your ships to be built using colony construction capacity rather than shipyards.  Probably not necessary as you reportedly already have shipyards big enough, but your choice.


The end result of all this redesigning? You have a whole lot more actively usable harvesting modules using much less resources to build, you can move them using sane quantities of fuel, you do not have to waste a bajillion build points in engines every time you want to make a new one.  Your modules will be capable of actually eventually being able to repay the cost you invested in it via harvested materials, as opposed to the Astro which, trust me, never will get even close. On top of that, no worries about losing 45,000 tons of minerals to one lone NPR vessel shooting it.

Basically, what kills this design is that it aims to do everything at once, but is physically incapable of doing everything at once, resulting in massive amounts of wasted time and resources.  If you truly want to make massive designs, you can still do so, but it can be done more effectively just by making separate specialized giant design.  One for asteroid mining, one for fuel processing, one for tugging so you don't have to put huge engines in the former two, and one for cargo so that fuel isn't wasted moving the functions of the former two around.


Thanks for the input! I actually did consider all these points, apart from the mass driver thing.  That I did not consider, I will definitely take it with me to future games.

It started sensible, but then I imagined it being a floating palace, but dirty.  I pictured it floating around in space forever, refueling itself when necessary (hence the sorium harvesters because most systems with minerals in them seem to also have gas giants, also this is the reason I wanted it to have jump capabilities).  I have used tug boats in past games, but - and this is embarrasing because it's Aurora - I don't like the added micro-managing.  Plus I really like the idea of essentially a space station with engines.  In games with actual war in them things change obviously, but in this game I can't seem to find unfriendly aliens.  So I spend the time waving my wealth in their faces instead.