Author Topic: YANSD (Yet Another Newbie Ship Design)  (Read 1022 times)

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Offline Jovus

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YANSD (Yet Another Newbie Ship Design)
« on: August 11, 2017, 11:16:56 PM »
My firstest ever military ship designs.   They're supposed to work in tandem, in a group of five, either by themselves or as part of a screen for a larger force. 

Fleet Doctrine digression

This playthrough, I think I'm focusing on destroyers and cruisers; a cruiser group will have three (or maybe five) cruisers (light, regular, battle, or assault, depending on their tasks.   Light cruisers are for speed, battlecruisers are stiff enough to trade shots with enemy battleships even though they won't win on their own, and assault cruisers are for chasing down and killing enemy light and regular cruisers.   I've been reading Castles of Steel by Robert Massie.  )

Later in the game, I'll probably field a handful of battleships.   Maybe even a dreadnought or two, around which I'll cluster groups of cruisers and light cruisers.   But the majority of the Navy will be cruiser-based, with destroyers acting as screens, forward scouts, and coast defense. 

Okay, now that's over.  .  . 

The ships

Code: [Select]
Weymouth class Destroyer    6,000 tons     141 Crew     1101.1 BP      TCS 120  TH 625  EM 0
5208 km/s     Armour 4-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 18
Maint Life 2.56 Years     MSP 459    AFR 72%    IFR 1%    1YR 98    5YR 1473    Max Repair 312.5 MSP
Intended Deployment Time: 48 months    Spare Berths 0   
Magazine 525   

Wyatt-Hunt  625 EP Internal Fusion Drive (EP1.25 FC 1.75) (1)    Power 625    Fuel Use 65.51%    Signature 625    Exp 12%
Fuel Capacity 500,000 Litres    Range 22.9 billion km   (50 days at full power)

Carroll Advanced Defence Systems Size 6 Missile Launcher (75% Reduction) (4)    Missile Size 6    Rate of Fire 120
Duncan-Griffin Missile Fire Control FC470-R100 (1)     Range 470.4m km    Resolution 100
Size 6 SRASM Trout Mk 2 (R 90) (48)  Speed: 40,700 km/s   End: 37m    Range: 90.4m km   WH: 16    Size: 6    TH: 135/81/40
Size 6 MRASM Tench (R 445) (40)  Speed: 40,700 km/s   End: 182m    Range: 444.5m km   WH: 9    Size: 6    TH: 135/81/40

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]
Weymouth B class Destroyer Leader    6,000 tons     145 Crew     1764.3 BP      TCS 120  TH 625  EM 0
5208 km/s     Armour 6-29     Shields 0-0     Sensors 110/1/0/0     Damage Control Rating 4     PPV 4.2
Maint Life 2.34 Years     MSP 735    AFR 72%    IFR 1%    1YR 183    5YR 2738    Max Repair 644 MSP
Intended Deployment Time: 48 months    Spare Berths 0   
Cryogenic Berths 200   

Wyatt-Hunt  625 EP Internal Fusion Drive (EP1.25 FC 1.75) (1)    Power 625    Fuel Use 65.51%    Signature 625    Exp 12%
Fuel Capacity 500,000 Litres    Range 22.9 billion km   (50 days at full power)

Twin Holden-Palmer Technology Gauss Cannon R3-8 Turret (2x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Welch Heavy Industries Fire Control S02 24-16000 (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0

Macdonald-Abbott Solutions Active Search Sensor MR179-R100 (1)     GPS 22400     Range 179.2m km    Resolution 100
Macdonald-Abbott Solutions Active Search Sensor MR515-R100 (1)     GPS 64400     Range 515.2m km    Resolution 100
Pearson-Reed Thermal Sensor TH10-110 (1)     Sensitivity 110     Detect Sig Strength 1000:  110m km

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Weymouth C PD class Destroyer    6,000 tons     150 Crew     1370.1 BP      TCS 120  TH 625  EM 0
5208 km/s     Armour 4-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 14     PPV 20.96
Maint Life 3.51 Years     MSP 571    AFR 72%    IFR 1%    1YR 71    5YR 1065    Max Repair 312.5 MSP
Intended Deployment Time: 48 months    Spare Berths 1   
Magazine 216   

Wyatt-Hunt  625 EP Internal Fusion Drive (EP1.25 FC 1.75) (1)    Power 625    Fuel Use 65.51%    Signature 625    Exp 12%
Fuel Capacity 500,000 Litres    Range 22.9 billion km   (50 days at full power)

Twin Holden-Palmer Technology Gauss Cannon R3-8 Turret (2x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Quad Holden-Palmer Technology Gauss Cannon R3-8 Turret (2x12)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Welch Heavy Industries Fire Control S02 24-16000 (2)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0

Carroll Advanced Defence Systems Size 1 Missile Launcher (75% Reduction) (12)    Missile Size 1    Rate of Fire 20
Duncan-Griffin Missile Fire Control FC15-R1 (3)     Range 15.1m km    Resolution 1

Macdonald-Abbott Solutions Active Search Sensor MR15-R1 (6 Missile: 1.7) (1)     GPS 196     Range 15.7m km    MCR 1.7m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Notes

The basic destroyer task group will consist of 2 Weymouths, 2 Weymouth C's, and 1 Weymouth B. 

The last (and only) alien contacts I found destroyed two geosurvey and one gravsurvey vessels.   They appear to be operating in 5-ship task-groups capable of ~4200km/s, with WH 12 missiles capable of ~19kkm/s.   Of course, this was over a year ago, but it's what I had in mind during design. 

The range on all these ships is a little low for my comfort, but maybe I should be more comfortable with it? I can always send a jump tender through with them - which I need to do anyway, since they don't have jump drives.   (Destroyers in my Navy seldom will.  )

The TG formation will try to put the PD destroyers roughly 15kkm in front of the rest of the group, 10kkm apart from one another, grouping the other two closer to the centre.   I have no idea how to make fleet formations - only recently learned that assigning them was even a thing.   Does this sound reasonable?

The destroyer leader has two active sensors.   This is purposeful, for redundancy; the two break roughly at the desired 5000 tonne detection ranges for my Trout and Tench ASMs.   Still, that could be changed to save weight or complexity.   I'm not sure about the inclusion of the thermal sensor.   It might allow me to detect large signatures outside my active range so I can be prepared for contact sooner, but it's also 500 tonnes.   I think I could replace it with a single ASM launcher, 100 cap magazine, and a short-range ASM fire control if I got rid of the cryo and/or a layer of armor.   (This is relevant to the biggest point, last.  )

I'm pretty happy with the PD and the missile destroyers, though.   Please rip them apart so I can learn what I've done wrong.   (For one thing, I could further specialize - build two destroyer classes, one with reduced FC for close-in work, and the other carrying the MRASMs.  )

My biggest complaint with the three is that they're not exchangeable at the shipyard, so I have to dedicate three separate shipyards for every destroyer TG I make.   I don't think there's much way around that, though I might be wrong.   From the Weymouth B, dropping the lower search band and including a missile system (dropping armor and cryo to bring it back down to 6000 tonnes) still doesn't allow any shipyard eligibility. 

Edit to add: I'm really not impressed by CIWS, at least at this tech level.  With the same tech and for the same weight, or in fact slightly less, I can include two twin-Gauss turrets and two fire controls with enough range to give me two salvos against the enemy missile types I've seen.
« Last Edit: August 11, 2017, 11:21:34 PM by Jovus »
 

Offline Detros

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Re: YANSD (Yet Another Newbie Ship Design)
« Reply #1 on: August 12, 2017, 07:40:29 AM »
If you set an extraordinary expensive ship (few dozens of gravitational sensors or cryo chambers) to a new shipyard you can build lots of normal ships there then. Some see it as a too big loophole to use it.

Decent military starting force. Few insights:

  • The range of ~25Mkm is not that bad without self-contained jump ability. Fuel is usually quite easy to supply.
  • On the other hand having 4 years of deployment time is unreasonable. By that time your ships would be flying wrecks, with just 2.5 years of (average) maintenance life. Something between 12 and 24 months generally works for military ships. You generally can more often visit some forward base and reset your deployment counter than you get to shipyard to do maintenance.
  • Having total magazine space of 525 is not ideal if you are using size 6 missiles
  • PD fire control is capable only of 16k kmps while the gauss guns clock at 20k kmps.
  • Your PD-specialized ships are able to deal with only 2 salvoes each. Using even just 3x twin guns and 3x PD-FC offers more protection for a bit of additional space.
  • Your attack A variant has only one FC. Beside being able to shot just one 1x4 salvo those sensors are quite fragile. For attack missiles try to have FC per each launcher.
  • Your missiles seem to me usably fast but with too low agility leading to not too great hit chances. They hit hard but they have troubles hitting. Good to have squared WH, though. But if you are finding only slow targets (for now)...
  • 88-4 already loaded = 84, 84 * 2 minutes of reload with 4 missiles used per salvo means you need 42 minutes to shot all your missiles in case you meet some big enemy force. In that time your ships can travel 42*60*5208 = 13 124 160 km or over 13 M. It seems to me you have too deep magazines for just four launchers.
  • Positioning your C variant forward when all your PD weapons are gauss cannons only means they may get less affective. At 15k km they are down to 50% hit chance. This works the other way too, your B variant has harder work to help with missiles targeted at your forward C component. Positioning forward may lead to taunting more attacks their way but with such low distance NPRs may as well go for the biggest target (sensors of B) or just spread their fire. And then your defences may be like 20% worse then when all ships would be together.
  • Also if you are setting formations via that "fly 10k far at 30 degrees to the right of the B" the C group may have hard times keeping their position when there is a change of direction. Your ships fly 21k each 5 secs and that may lead to As and B being left out of the covering fire area of Cs for a short while.
 

Offline Jovus

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Re: YANSD (Yet Another Newbie Ship Design)
« Reply #2 on: August 12, 2017, 04:58:33 PM »
Thanks for your help!

The 48 month deployment time was a mistake on my part; I meant that to be 24 anyway, so good catch.   That and an improvement in armor technology (as well as beam fc tech) allows me to field these:

Missile Destroyer
Code: [Select]
Weymouth class Destroyer    6,000 tons     179 Crew     1324.5 BP      TCS 120  TH 625  EM 0
5208 km/s     Armour 4-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 27
Maint Life 3.33 Years     MSP 552    AFR 72%    IFR 1%    1YR 76    5YR 1133    Max Repair 312.5 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Magazine 288   

Wyatt-Hunt  625 EP Internal Fusion Drive (EP1.25 FC 1.75) (1)    Power 625    Fuel Use 65.51%    Signature 625    Exp 12%
Fuel Capacity 500,000 Litres    Range 22.9 billion km   (50 days at full power)

Carroll Advanced Defence Systems Size 6 Missile Launcher (75% Reduction) (6)    Missile Size 6    Rate of Fire 120
Duncan-Griffin Missile Fire Control FC470-R100 (2)     Range 470.4m km    Resolution 100
Duncan-Griffin Missile Fire Control FC134-R100 (1)     Range 134.4m km    Resolution 100
Size 6 SRASM Trout Mk 2 (R 90) (30)  Speed: 40,700 km/s   End: 37m    Range: 90.4m km   WH: 16    Size: 6    TH: 135/81/40
Size 6 MRASM Tench (R 445) (18)  Speed: 40,700 km/s   End: 182m    Range: 444.5m km   WH: 9    Size: 6    TH: 135/81/40

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

Point Defense Destroyer
Code: [Select]
Wallowa class Destroyer Escort    6,000 tons     171 Crew     1593.5 BP      TCS 120  TH 625  EM 0
5208 km/s     Armour 4-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 14     PPV 25.16
Maint Life 3.81 Years     MSP 664    AFR 72%    IFR 1%    1YR 72    5YR 1078    Max Repair 312.5 MSP
Intended Deployment Time: 24 months    Spare Berths 2   
Magazine 120   

Wyatt-Hunt  625 EP Internal Fusion Drive (EP1.25 FC 1.75) (1)    Power 625    Fuel Use 65.51%    Signature 625    Exp 12%
Fuel Capacity 500,000 Litres    Range 22.9 billion km   (50 days at full power)

Twin Holden-Palmer Technology Gauss Cannon R3-8 Turret (4x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Quad Holden-Palmer Technology Gauss Cannon R3-8 Turret (2x12)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Welch Heavy Industries Fire Control S02 24-20000 (4)    Max Range: 48,000 km   TS: 20000 km/s     79 58 38 17 0 0 0 0 0 0

Carroll Advanced Defence Systems Size 1 Missile Launcher (75% Reduction) (12)    Missile Size 1    Rate of Fire 20
Duncan-Griffin Missile Fire Control FC15-R1 (4)     Range 15.1m km    Resolution 1
Size 1 AMM R (1.6) Peregrine Mk 2 (120)  Speed: 65,600 km/s   End: 0.4m    Range: 1.6m km   WH: 1    Size: 1    TH: 218/131/65

Macdonald-Abbott Solutions Active Search Sensor MR15-R1 (6 Missile: 1.7) (1)     GPS 196     Range 15.7m km    MCR 1.7m 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

along with one of four variants on my Destroyer Leader concept, chosen based on intended role of the task force:

Code: [Select]
Wick class Destroyer Leader    6,000 tons     163 Crew     1919.5 BP      TCS 120  TH 625  EM 0
5208 km/s     Armour 6-29     Shields 0-0     Sensors 110/1/0/0     Damage Control Rating 4     PPV 6.3
Maint Life 2.51 Years     MSP 800    AFR 72%    IFR 1%    1YR 176    5YR 2646    Max Repair 644 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

Wyatt-Hunt  625 EP Internal Fusion Drive (EP1.25 FC 1.75) (1)    Power 625    Fuel Use 65.51%    Signature 625    Exp 12%
Fuel Capacity 500,000 Litres    Range 22.9 billion km   (50 days at full power)

Twin Holden-Palmer Technology Gauss Cannon R3-8 Turret (3x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Welch Heavy Industries 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

Macdonald-Abbott Solutions Active Search Sensor MR179-R100 (1)     GPS 22400     Range 179.2m km    Resolution 100
Macdonald-Abbott Solutions Active Search Sensor MR515-R100 (1)     GPS 64400     Range 515.2m km    Resolution 100
Pearson-Reed Thermal Sensor TH10-110 (1)     Sensitivity 110     Detect Sig Strength 1000:  110m km

This design is classed as a Military Vessel for maintenance purposes

Note the upgraded PD capabilities.   This is the base model

Code: [Select]
Wick G class Destroyer Leader    6,000 tons     156 Crew     1882.5 BP      TCS 120  TH 625  EM 0
5208 km/s     Armour 6-29     Shields 0-0     Sensors 110/1/0/0     Damage Control Rating 4     PPV 5.1
Maint Life 2.44 Years     MSP 784    AFR 72%    IFR 1%    1YR 182    5YR 2726    Max Repair 644 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 48   

Wyatt-Hunt  625 EP Internal Fusion Drive (EP1.25 FC 1.75) (1)    Power 625    Fuel Use 65.51%    Signature 625    Exp 12%
Fuel Capacity 500,000 Litres    Range 22.9 billion km   (50 days at full power)

Twin Holden-Palmer Technology Gauss Cannon R3-8 Turret (1x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Welch Heavy Industries Fire Control S02 24-20000 (1)    Max Range: 48,000 km   TS: 20000 km/s     79 58 38 17 0 0 0 0 0 0

Long & Goddard Size 6 Missile Launcher (25% Reduction, ROF 6ks) (2)    Missile Size 6    Rate of Fire 6000
Duncan-Griffin Missile Fire Control FC134-R100 (2)     Range 134.4m km    Resolution 100
Size 6 SRASM Trout Mk 2 (R 90) (8)  Speed: 40,700 km/s   End: 37m    Range: 90.4m km   WH: 16    Size: 6    TH: 135/81/40

Macdonald-Abbott Solutions Active Search Sensor MR179-R100 (1)     GPS 22400     Range 179.2m km    Resolution 100
Macdonald-Abbott Solutions Active Search Sensor MR515-R100 (1)     GPS 64400     Range 515.2m km    Resolution 100
Pearson-Reed Thermal Sensor TH10-110 (1)     Sensitivity 110     Detect Sig Strength 1000:  110m 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

G as in DDG, this version adds a bit more punch to the TG, at the sacrifice of PD.   Intentionally, this is fire once per engagement, what with a reload speed of 6,000 seconds.   It allowed me to get one more launcher+FC combo.   This is really cramming to fit, and I'm unsure that this variant will see much use. 

Code: [Select]
Wick H class Destroyer Leader    6,000 tons     153 Crew     1868.5 BP      TCS 120  TH 625  EM 0
5208 km/s     Armour 7-29     Shields 0-0     Sensors 110/1/0/0     Damage Control Rating 4     PPV 4.2
Maint Life 2.4 Years     MSP 779    AFR 72%    IFR 1%    1YR 186    5YR 2783    Max Repair 644 MSP
Intended Deployment Time: 24 months    Spare Berths 3   
Cryogenic Berths 400   

Wyatt-Hunt  625 EP Internal Fusion Drive (EP1.25 FC 1.75) (1)    Power 625    Fuel Use 65.51%    Signature 625    Exp 12%
Fuel Capacity 500,000 Litres    Range 22.9 billion km   (50 days at full power)

Twin Holden-Palmer Technology Gauss Cannon R3-8 Turret (2x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Welch Heavy Industries 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

Macdonald-Abbott Solutions Active Search Sensor MR179-R100 (1)     GPS 22400     Range 179.2m km    Resolution 100
Macdonald-Abbott Solutions Active Search Sensor MR515-R100 (1)     GPS 64400     Range 515.2m km    Resolution 100
Pearson-Reed Thermal Sensor TH10-110 (1)     Sensitivity 110     Detect Sig Strength 1000:  110m km

This design is classed as a Military Vessel for maintenance purposes

H for Heavy or Hospital; I'm not sure.   Deploy these when I need a TG that can take a pounding, or for high-speed rescue ops. 

Code: [Select]
Wick LR class Destroyer Leader    6,000 tons     133 Crew     1756.5 BP      TCS 120  TH 625  EM 0
5208 km/s     Armour 5-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 4.2
Maint Life 1.57 Years     MSP 549    AFR 96%    IFR 1.3%    1YR 256    5YR 3841    Max Repair 644 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

Wyatt-Hunt  625 EP Internal Fusion Drive (EP1.25 FC 1.75) (1)    Power 625    Fuel Use 65.51%    Signature 625    Exp 12%
Fuel Capacity 1,450,000 Litres    Range 66.4 billion km   (147 days at full power)

Twin Holden-Palmer Technology Gauss Cannon R3-8 Turret (2x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Welch Heavy Industries 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

Macdonald-Abbott Solutions Active Search Sensor MR179-R100 (1)     GPS 22400     Range 179.2m km    Resolution 100
Macdonald-Abbott Solutions Active Search Sensor MR515-R100 (1)     GPS 64400     Range 515.2m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes

LR for Long Range.   This variant sacrifices both PD and a layer of armor for patrol range.   The rest of the ships won't have increased range, but I can pump the fuel throughout the task group to get 38% more range.   Useful for when I need something on station far away in another system (or two), like shifting reserves to a newly-opened front. 

I'm unreasonably happy these are all exactly the same tonnage. 
« Last Edit: August 12, 2017, 05:03:33 PM by Jovus »
 

Offline Barkhorn

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Re: YANSD (Yet Another Newbie Ship Design)
« Reply #3 on: August 12, 2017, 09:41:35 PM »
You've got an astounding amount of PD.  If set to final defensive fire, you should be able to shred any salvo you're likely to see.  Lots of small salvos may be a problem, your fire controls could be overwhelmed.

I think you can drop the smaller resolution 100 active sensors.  I am not 100% positive, but I believe they're redundant.

23b km is plenty of range.  For comparison, Pluto is ~7.3b km from the Sun.  You can always bring a tanker.
 

Offline Jovus

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Re: YANSD (Yet Another Newbie Ship Design)
« Reply #4 on: August 12, 2017, 10:29:32 PM »
Quote from: Barkhorn
You've got an astounding amount of PD.    If set to final defensive fire, you should be able to shred any salvo you're likely to see.    Lots of small salvos may be a problem, your fire controls could be overwhelmed. 

 ;D

My greater fleet doctrine is to use these destroyer task groups as screens for cruiser fleets, so that's perfect. 

Quote from: Barkhorn
I think you can drop the smaller resolution 100 active sensors.    I am not 100% positive, but I believe they're redundant. 

I'm pretty sure they are, too, but considering I expect the destoyer leader to be the prime target of the task group, I like the redundancy. 

Thanks!
 

Offline obsidian_green

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Re: YANSD (Yet Another Newbie Ship Design)
« Reply #5 on: August 15, 2017, 07:04:22 PM »
The second set of designs look especially great. I guess I'm still not experienced enough to grasp how you managed to cram such ideal capability, range, deployment time, armor, and decent speed (for first generation warships) into 6000 tons! Your destroyers will make great carrier escorts if you get around to fielding one.

There are some offensive considerations I could suggest (which might be responsible for my 20,000t destroyers, lol), but it might be more fun to find out what you need when you face it.  :D
 

Offline Arekonator

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Re: YANSD (Yet Another Newbie Ship Design)
« Reply #6 on: August 15, 2017, 08:19:28 PM »
I am curious about the cruiser designs as well, if you could share them too?
 

Offline Jovus

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Re: YANSD (Yet Another Newbie Ship Design)
« Reply #7 on: August 15, 2017, 10:22:54 PM »
The second set of designs look especially great. I guess I'm still not experienced enough to grasp how you managed to cram such ideal capability, range, deployment time, armor, and decent speed (for first generation warships) into 6000 tons! Your destroyers will make great carrier escorts if you get around to fielding one.

There are some offensive considerations I could suggest (which might be responsible for my 20,000t destroyers, lol), but it might be more fun to find out what you need when you face it.  :D

I wouldn't call these first generation. I started with a conventional start, with NPR empires set to 0, so I'd estimate I'm roughly half-way up the tech ladder in my chosen specialties. (It's about 70 years into the game.) These are just the first warships I'm fielding, because it's the first time I've needed any.

Quote from: Arekonator
I am curious about the cruiser designs as well, if you could share them too?

Once I build them.  They're naught but an apple in my eye, as yet.


For those curious, two destroyer patrols working in tandem (so, ten destroyers, four Weymouths) completely destroyed the alien ships, without even getting shot at in return. It helps that I'm clearly outclassing them in tech, and they seem to have focused on beam weaponry.

Now I want to know how they'll hold up against a 'real' opponent. But for the moment, I'm faced with a beam-based PDC that completely destroys my missile salvos with point defense. I could mass fire, I suppose, but I think it might be more economical to develop some new drop ships...

I just have to decide whether to make individual dropships, or throw them all in some huge carrier-esque amphibious assault mothership. Decisions, decisions.
« Last Edit: August 15, 2017, 10:30:41 PM by Jovus »
 
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Offline davidb86

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Re: YANSD (Yet Another Newbie Ship Design)
« Reply #8 on: August 16, 2017, 03:16:33 PM »
Quote
Macdonald-Abbott Solutions Active Search Sensor MR179-R100 (1)     GPS 22400     Range 179.2m km    Resolution 100
Macdonald-Abbott Solutions Active Search Sensor MR515-R100 (1)     GPS 64400     Range 515.2m km    Resolution 100

Your Destroyer Leaders have two Active search sensors with the same resolution.  Is the MR179-R100 in case of battle damage. 

Given that I just had a patrol ambushed by 1000 ton FAC's that slipped through my MR586-100 long range sensor and my MR 7-1 AMM sensors, I would suggest that the smaller sensor be set to a different resolution to help with Fighter or FAC detection, or use the excess space to increase range or armor.
 

Offline Barkhorn

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Re: YANSD (Yet Another Newbie Ship Design)
« Reply #9 on: August 17, 2017, 11:12:14 AM »
Now I want to know how they'll hold up against a 'real' opponent.
Well, a real opponent will have many more ships in their fleets.  They may be above or below your tech level, tough to say.
 

Offline Jovus

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Re: YANSD (Yet Another Newbie Ship Design)
« Reply #10 on: August 17, 2017, 01:09:33 PM »
Your Destroyer Leaders have two Active search sensors with the same resolution.  Is the MR179-R100 in case of battle damage. 

Given that I just had a patrol ambushed by 1000 ton FAC's that slipped through my MR586-100 long range sensor and my MR 7-1 AMM sensors, I would suggest that the smaller sensor be set to a different resolution to help with Fighter or FAC detection, or use the excess space to increase range or armor.

Probably going to drop the secondary to around R20 when tech advances allow me to refit, yeah. One of the primary purposes of these destroyer screens should be FAC elimination when I get there.
 

Offline Jovus

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Re: YANSD (Yet Another Newbie Ship Design)
« Reply #11 on: August 18, 2017, 11:50:26 PM »
Historically, the main roles of light cruisers were trade disruption and long-range force projection, focusing on capturing enemy shipping and lightly-defended ports.

Unfortunately, these roles aren't really viable in Aurora due to the economics and strategic structure of the game. So I had a think, and I've re-invented the role into something that I think would work: long-range stealth recon, focused also on taking out smaller groups of enemy ships (mostly if they're caught). Light cruisers aren't supposed to pack either heavy firepower or heavy armor, relying more on maneuverability and clever positioning to avoid destruction.

The two Swiftsures and the Sunderland are designed to operate as a squad semi-independently on long-range patrols and espionage missions.

Code: [Select]
Sunderland class Command Light Cruiser    13,200 tons     378 Crew     4618.4 BP      TCS 39.6  TH 504  EM 0
7954 km/s    JR 3-50     Armour 5-49     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 31     PPV 1
Maint Life 1.76 Years     MSP 2405    AFR 126%    IFR 1.8%    1YR 952    5YR 14281    Max Repair 1352 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Flag Bridge   

Perkins & Thornton J13200(3-50) Military Jump Drive     Max Ship Size 13200 tons    Distance 50k km     Squadron Size 3
Simpson Drive Systems 1050 EP Internal Fusion Drive (2)    Power 1050    Fuel Use 16.95%    Signature 252    Exp 10%
Fuel Capacity 500,000 Litres    Range 40.2 billion km   (58 days at full power)

Single Holden-Palmer Technology Gauss Cannon R3-8 Turret (1x3)    Range 30,000km     TS: 30000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Dodd-O'Sullivan Fire Control S02 40-25000 (1)    Max Range: 80,000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0

Cloaking Device: Class cross-section reduced to 15% of normal
This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Swiftsure class Light Cruiser    13,200 tons     381 Crew     4841.4 BP      TCS 39.6  TH 504  EM 0
7954 km/s     Armour 5-49     Shields 0-0     Sensors 224/14/0/0     Damage Control Rating 32     PPV 15.46
Maint Life 2.05 Years     MSP 2751    AFR 116%    IFR 1.6%    1YR 873    5YR 13101    Max Repair 1352 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Cryogenic Berths 200   

Simpson Drive Systems 1050 EP Internal Fusion Drive (2)    Power 1050    Fuel Use 16.95%    Signature 252    Exp 10%
Fuel Capacity 500,000 Litres    Range 40.2 billion km   (58 days at full power)

Weston Foundation Particle Beam-4 (2)    Range 200,000km     TS: 7954 km/s     Power 10-4    ROF 15        4 4 4 4 4 4 4 4 4 4
Twin Holden-Palmer Technology Gauss Cannon R3-8 Turret (1x6)    Range 30,000km     TS: 30000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Dodd-Osullivan Fire Control S03.5 160-10937.5 (1)    Max Range: 320,000 km   TS: 10938 km/s     97 94 91 88 84 81 78 75 72 69
Rose Aeronautical Magnetic Confinement Fusion Reactor Technology PB-1.15 (1)     Total Power Output 8.05    Armour 0    Exp 12%

Woods-John Thermal Sensor TH16-224 (1)     Sensitivity 224     Detect Sig Strength 1000:  224m km
Woods-John EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Cloaking Device: Class cross-section reduced to 15% of normal

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Swiftsure Flight 2 class Light Cruiser    13,200 tons     388 Crew     4899.4 BP      TCS 39.6  TH 504  EM 0
7954 km/s     Armour 5-49     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 30     PPV 33.38
Maint Life 1.65 Years     MSP 2320    AFR 139%    IFR 1.9%    1YR 1011    5YR 15162    Max Repair 1352 MSP
Intended Deployment Time: 36 months    Spare Berths 1   
Cryogenic Berths 200   

Simpson Drive Systems 1050 EP Internal Fusion Drive (2)    Power 1050    Fuel Use 16.95%    Signature 252    Exp 10%
Fuel Capacity 500,000 Litres    Range 40.2 billion km   (58 days at full power)

Weston Foundation Particle Beam-4 (4)    Range 200,000km     TS: 7954 km/s     Power 10-4    ROF 15        4 4 4 4 4 4 4 4 4 4
Twin Holden-Palmer Technology Gauss Cannon R3-8 Turret (3x6)    Range 30,000km     TS: 30000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Single Holden-Palmer Technology Gauss Cannon R3-8 Turret (1x3)    Range 30,000km     TS: 30000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Dodd-Osullivan Fire Control S03.5 160-10937.5 (1)    Max Range: 320,000 km   TS: 10938 km/s     97 94 91 88 84 81 78 75 72 69
Dodd-O'Sullivan Fire Control S02 40-25000 (1)    Max Range: 80,000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0
Rose Aeronautical Magnetic Confinement Fusion Reactor Technology PB-1.15 (2)     Total Power Output 16.1    Armour 0    Exp 12%

Hurst-Douglas Active Search Sensor MR0-R1 (1)     GPS 3     Range 390k km    MCR 43k km    Resolution 1
Campbell-Sutton Active Search Sensor MR1-R20 (1)     GPS 56     Range 1.8m km    Resolution 20
Cloaking Device: Class cross-section reduced to 15% of normal

This design is classed as a Military Vessel for maintenance purposes

Notes

I know the maintenance timers and the deployment timers are out of sync. I plan on following this fleet with a tanker and a supply ship that'll sit one (or maybe two) system(s) away. This makes me uncomfortable, but I can't figure out what else to do.

Similarly, I know my fire controls and active sensors are a little overpowered for my weapons. Those are the smallest I could make them and still cover the range.

I'm also uncomfortable with only having the ECM on one ship. The original plan was to have it on all three, as part of the stealth package - low EM, low Thermal, hard to see and hard to fire on - but space constraints forced it out the window. I'd love advice on how to get it back without sacrificing on the overall sensor package.

I'm proud that these can all be made at the same shipyard, though my impression is, given how expensive these are it's less impressive an accomplishment than it would be with smaller ships.

And here's the tanker/supply ship:
Code: [Select]
Solomon class Jump Tanker    56,000 tons     1405 Crew     4541.05 BP      TCS 1120  TH 1250  EM 0
1116 km/s    JR 2-25(C)     Armour 1-130     Shields 0-0     Sensors 14/14/0/0     Damage Control Rating 250     PPV 0
MSP 12670    Max Repair 82 MSP
Intended Deployment Time: 40 months    Spare Berths 1   

Norman Aerospace JC56K Commercial Jump Drive     Max Ship Size 56000 tons    Distance 25k km     Squadron Size 2
Wyatt-Hunt  250 EP SuperFreight Commercial Internal Fusion Drive (5)    Power 250    Fuel Use 0.78%    Signature 250    Exp 2%
Fuel Capacity 11,300,000 Litres    Range 4656.3 billion km   (48290 days at full power)

Poole-McLean Precision Arms CIWS-200 (4x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Woods-John Thermal Sensor TH1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Woods-John EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Commercial Vessel for maintenance purposes

As I mentioned above, this ship is intended to lag a system behind - or maybe even two. (Probably not two - if this thing gets jumped, I want the cruiser squadron there ASAP.)
 

Offline Jovus

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Re: YANSD (Yet Another Newbie Ship Design)
« Reply #12 on: September 14, 2017, 12:31:42 PM »
I haven't forgotten about this. Grad school has started again, and that coupled with family obligations and other games has seriously hampered my chances to play Aurora.

At the moment, when I get a chance to play I'm trying to get my laser tech to only 'lagging behind' instead of 'abysmally bad', and then I'll be putting together a real battlefleet. I've updated my missile destroyers with some new technology, but they're still roughly the same, and easily holding the fort against any possible attackers.

That said, this game is shaping up to be a very lazy one; I had a conventional start, turned off spoilers and set NPRs to 0, so there's not much pressure. The one set of guys I have found are focusing on (technologically-inferior) beamships with just a little missile capability, so I'm able to stomp all over them with only one destroyer detachment whenever they get uppity.

I'm hoping I'll run into something with more teeth, once I get a chance to play seriously again.
 

 

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