Author Topic: Advice on Initial Research  (Read 5705 times)

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Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #30 on: February 02, 2010, 08:18:24 AM »
Quote from: "Erik Luken"
Initial yards go to survey classes, then warships. Build and expand as needed.
Thank you.
 

Offline sloanjh

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Re: Advice on Initial Research
« Reply #31 on: February 02, 2010, 08:57:54 AM »
Quote from: "Balibar"
The bare FAC with an engine uses 10 HS or 500 tons.
Ummm an engine should only be only 5HS.  You aren't making your GB engines hyper-capable, are you?  That's a 2x cost in size, which kills your power/weight ratio.

John
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #32 on: February 02, 2010, 09:25:55 AM »
Quote from: "sloanjh"
Ummm an engine should only be only 5HS.  You aren't making your GB engines hyper-capable, are you?  That's a 2x cost in size, which kills your power/weight ratio.

John
They are not hyper-capable.  I should have been more clear.  The new design without any added components starts at 5HS or 250.  The engine adds 5HS bringing the total to 10 HS or 500.  I am going to take a look at making a 10 cm focal length single turret, a smaller fire control and a smaller reactor to see if it will fit.  Otherwise, I may have to do missles since a launcher can be as small as 1 HS.  There seems to be a general bias among the regular posters towards missles vs. beam and I was wondering if this issue was one of the reasons.
 

Offline Father Tim

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Re: Advice on Initial Research
« Reply #33 on: February 02, 2010, 09:44:28 AM »
Skip the turret.  Fast-Attack Craft should be fast enough that turrets are unnecessary.
 

Offline Hawkeye

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Re: Advice on Initial Research
« Reply #34 on: February 02, 2010, 10:11:31 AM »
Also, rip out the bridge as ships up to 1.000t don´t need them. Then research small engineering space and small fuel storage, so you can save a few tons more there.
Missile armed FACs, in my view, have one big advantage. Make the missiles they carry with a decent range, say 50mkm, and most hostiles you meet will not have the sensors to even see them. If you research box launchers you can cram a whole lot of launchers into them (a size 4 box launcher only masses 30t or 0.6HS, size 2 box launchers (which I use mostely on my FACs) only half as much. IIRC, I was easily able to put 30 launchers on an FAC. Sure, it is a one-shot-weapon, but a single squadron of those (6 FACs + 2 FSCs) can put 180 missiles in space, which isn´t too shabby.

Beam armed FACs, on the other hand, are most likely to be picked up by the bad guys before entering engagement range, so they will have a harder time to survive an engagement. (I still build a few squadrons, which will most likely act as anti-missile/anti-FAC/anti-fighter platforms for the missile armed FACs)

Just my two cents, of course.
Ralph Hoenig, Germany
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #35 on: February 02, 2010, 10:22:20 AM »
Quote from: "Hawkeye"
Also, rip out the bridge as ships up to 1.000t don´t need them. Then research small engineering space and small fuel storage, so you can save a few tons more there.
Missile armed FACs, in my view, have one big advantage. Make the missiles they carry with a decent range, say 50mkm, and most hostiles you meet will not have the sensors to even see them. If you research box launchers you can cram a whole lot of launchers into them (a size 4 box launcher only masses 30t or 0.6HS, size 2 box launchers (which I use mostely on my FACs) only half as much. IIRC, I was easily able to put 30 launchers on an FAC. Sure, it is a one-shot-weapon, but a single squadron of those (6 FACs + 2 FSCs) can put 180 missiles in space, which isn´t too shabby.

Beam armed FACs, on the other hand, are most likely to be picked up by the bad guys before entering engagement range, so they will have a harder time to survive an engagement. (I still build a few squadrons, which will most likely act as anti-missile/anti-FAC/anti-fighter platforms for the missile armed FACs)

Just my two cents, of course.
Thanks for the help.  I need to go back to the drawing board.  The Beersatron FAC used box launchers.  I was not aware that was a specific type of launcher, so everything makes more sense now.
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #36 on: February 02, 2010, 09:51:49 PM »
I was able to get something designed.  I don't know how effective it will be as I have zero combat experience in this game.  I also don't know how to export the designs into a box like everyone seems to do.  

Code: [Select]
Barracuda class Fast Attack Craft    1000 tons     104 Crew     165.8 BP      TCS 20  TH 120  EM 0
6000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 3
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 104 MSP    Max Repair 43 MSP    Est Time: 7.28 Years

GB Ion Engine E70 (1)    Power 120    Fuel Use 700%    Signature 120    Armour 0    Exp 15%
Fuel Capacity 150,000 Litres    Range 38.6 billion km   (74 days at full power)

10cm C3 Near Ultraviolet Laser (1)    Range 90,000km     TS: 6000 km/s     Power 3-3     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Fire Control S04 48-6000 (1)    Max Range: 96,000 km   TS: 6000 km/s     90 79 69 58 48 38 27 17 6 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (1)     Total Power Output 4.5    Armour 0    Exp 5%

This design is classed as a military vessel for maintenance purposes
Any critique would be welcome.  

What tech leads to Box Launchers?  I thought I would see a Box Launcher tech, but I guess Box Launcher is the result of some tech after a few levels.

**edit - added the code block
 

Offline metalax

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Re: Advice on Initial Research
« Reply #37 on: February 02, 2010, 11:46:27 PM »
Box launchers are at the top of the reduced size launchers tech line.

For your design; Your reactors are overpowered. Drop back down to pebble-bed reactors, for a reduced cost. I'm assuming your intending on running off of the the active sensors on your mothership, instead of putting them on your FAC.
 

Offline ZimRathbone

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Re: Advice on Initial Research
« Reply #38 on: February 03, 2010, 06:49:47 AM »
Quote from: "Balibar"
I was able to get something designed.  I don't know how effective it will be as I have zero combat experience in this game.  I also don't know how to export the designs into a box like everyone seems to do.  

Code: [Select]
Barracuda class Fast Attack Craft    1000 tons     104 Crew     165.8 BP      TCS 20  TH 120  EM 0
6000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 3
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 104 MSP    Max Repair 43 MSP    Est Time: 7.28 Years

GB Ion Engine E70 (1)    Power 120    Fuel Use 700%    Signature 120    Armour 0    Exp 15%
Fuel Capacity 150,000 Litres    Range 38.6 billion km   (74 days at full power)

10cm C3 Near Ultraviolet Laser (1)    Range 90,000km     TS: 6000 km/s     Power 3-3     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Fire Control S04 48-6000 (1)    Max Range: 96,000 km   TS: 6000 km/s     90 79 69 58 48 38 27 17 6 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (1)     Total Power Output 4.5    Armour 0    Exp 5%

This design is classed as a military vessel for maintenance purposes
Any critique would be welcome.  


It rather depends on what role you see for the FAC.  Essentially I designs FACs in the same way I have fleets, a number of specialised designs that together give an overall capabilty.

For example in most of mine its assumed that they will operate from some sort of base or mothership, so I cut the engineering & fuel to a minumum using the small Fuel Storage & the tiny (or fighter) engineering systems, and they spend most of their time at the planet or on board the mothership (where they dont use fuel or suffer maintenance failures)

My Strike FAC are armed with lots of box launched Anti Ship missiles and usually little else
Escort FACs are not unlike what you have here (but often with less engineering & fuel) and sometimes have a res 0 active sensor to pick up incoming missiles
The FAC Leader basically has lots of sensor capability (Thermal, EW, Active Res 0 AND Active Ship (say res 60))  and very occasionally a few missiles.

 - my ususal FAC grouping is 3-5 Strike FACs, 2 Escort FACs and 1 Leader , and sometimes the escorts get dropped for more strike power (as often the FAC squadron can launch from well outside detection range of most mobile targets)

I do sometime produce long range patrol types similar to what you have here that can stay on station for extended periods, eg picketing jump points, but they would either have a (small) active sensor or be combined with a scouting FAC
Slàinte,

Mike
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #39 on: February 03, 2010, 07:14:11 AM »
Quote from: "metalax"
Box launchers are at the top of the reduced size launchers tech line.

For your design; Your reactors are overpowered. Drop back down to pebble-bed reactors, for a reduced cost. I'm assuming your intending on running off of the the active sensors on your mothership, instead of putting them on your FAC.
Thanks for the tip on the reactor.  I should have thought of that point.  My intended role was to support Earth based PDCs.  I assumed that Earth sensors would exceed the capability I could pack into my space.  Was this assumption valid?
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #40 on: February 03, 2010, 07:21:23 AM »
Quote from: "ZimRathbone"
 
It rather depends on what role you see for the FAC.  Essentially I designs FACs in the same way I have fleets, a number of specialised designs that together give an overall capabilty.

For example in most of mine its assumed that they will operate from some sort of base or mothership, so I cut the engineering & fuel to a minumum using the small Fuel Storage & the tiny (or fighter) engineering systems, and they spend most of their time at the planet or on board the mothership (where they dont use fuel or suffer maintenance failures)

My Strike FAC are armed with lots of box launched Anti Ship missiles and usually little else
Escort FACs are not unlike what you have here (but often with less engineering & fuel) and sometimes have a res 0 active sensor to pick up incoming missiles
The FAC Leader basically has lots of sensor capability (Thermal, EW, Active Res 0 AND Active Ship (say res 60))  and very occasionally a few missiles.

 - my ususal FAC grouping is 3-5 Strike FACs, 2 Escort FACs and 1 Leader , and sometimes the escorts get dropped for more strike power (as often the FAC squadron can launch from well outside detection range of most mobile targets)

I do sometime produce long range patrol types similar to what you have here that can stay on station for extended periods, eg picketing jump points, but they would either have a (small) active sensor or be combined with a scouting FAC
Thanks for the thoughtful reply.  I am getting the idea why everyone seems to go missles at the beginning rather than beams.  You have given me some good guidelines.  

I have not researched the smaller engineering and fuel bays yet.
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #41 on: February 04, 2010, 07:42:43 PM »
I would like to thank everyone who gave me advice.  I started over and went with a missiles approach.  I took 2 levels in Reactors, 2 levels in Engines and 3 levels in Fuel Efficiency.  I also took Sorium Harvester module, Terraform module and Asteroid Mining Module.  I then designed commercial and military versoions of the Ion Engine.  I then designed all the commercial ships.  My designs were based on the ones Erik provided.  
I took Jump Gate Technology, Gravity Sensors and the 3 basic Jump Engine techs necessary to design a jump engine.  I designed a 3000 ton Jump military jump engine.  I designed the Active Sensor, Temp Sensor and EM Sensor as per the Tutorial.  I then designed my Geo Survey and Grav Survey ships based on the Tutorial.  I designed a 3000 ton Scout based on Erik's design and 3000 ton Geo Survey and Grav Survey ships based on the Scout design.  I did not have enough RP to take all the missle tech Beersatron discussed, so I decided to skip the FAC and just go with PDC and some simple warship designs.  I took 2 levels of Missle Warhead, Missle Engine, Missle Agility and Launcher Reload.  I skipped the Launcher size techs since I decided against doing the FAC at the start.  I designed a Size 1 anti missile missile and a size 8 anti ship missile based on the designs provided by Beersatron.  I based my fire control and sensor suite based on his examples.  After all the designs were complete I took 1 level in Research Speed, 1 level in Construction Speed, 2 levels in Mining Speed and I was over the 120,000 mark by less than 100.  

I had 8000 build points for ships and 4000 build points for PDC.  My PDC design was 20,000 tons, so 2 of them went over the mark a bit.  A purist could have whittled the PDC design down to fit the build point parameter.  I built 1 Terraformer, 1 Freighter, 1 Asteroid Miner, 1 Gate Constructor, 1 Fuel Harvester, 2 Grav Survey Ships, 2 Geo Survey Ships, 2 Scouts and 1 Destroyer Escort.  I will set up my Shipyards as 1 Civilian 72,000 yard with one slip making Asteroid Miners, 1 13,000 Naval Yard with one slip making Light Cruisers, 1 6500 Naval Yard with 3 slips making Jump Grav Survey Ships and 1 3000 Naval Yard with 3 slips making Jump Geo Survey Ships.  

Here are my designs.  

Freighter
Code: [Select]
Atlas class Freighter    32300 tons     196 Crew     405.4 BP      TCS 646  TH 750  EM 0
1160 km/s     Armour 1-90     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 8 MSP    Max Repair 38 MSP
Cargo 25000    Cargo Handling Multiplier 10    

Ion Engine E0.7 (5)    Power 150    Fuel Use 7%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 79.5 billion km   (793 days at full power)

This design is classed as a commercial vessel for maintenance purposes

Asteroid Miner
Code: [Select]
Pebble class Asteroid Miner    62650 tons     1276 Crew     1812.8 BP      TCS 1253  TH 1350  EM 0
1077 km/s     Armour 1-140     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 18 MSP    Max Repair 120 MSP
Asteroid Miner: 10 module(s) producing 140 tons per mineral per annum

Ion Engine E0.7 (9)    Power 150    Fuel Use 7%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 41.0 billion km   (440 days at full power)

This design is classed as a commercial vessel for maintenance purposes

Terraformer
Code: [Select]
Terre Haute class Terraformer    32150 tons     356 Crew     850.4 BP      TCS 643  TH 750  EM 0
1166 km/s     Armour 1-90     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 17 MSP    Max Repair 500 MSP
Terraformer: 1 module(s) producing 0.001 atm per annum

Ion Engine E0.7 (5)    Power 150    Fuel Use 7%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 80.0 billion km   (793 days at full power)

This design is classed as a commercial vessel for maintenance purposes

Fuel Harvester
Code: [Select]
Trinity class Fuel Harvester    32550 tons     430 Crew     731.2 BP      TCS 651  TH 750  EM 0
1152 km/s     Armour 1-90     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 14 MSP    Max Repair 60 MSP
Fuel Harvester: 5 modules producing 140000 litres per annum

Ion Engine E0.7 (5)    Power 150    Fuel Use 7%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 500,000 Litres    Range 395.0 billion km   (3968 days at full power)

This design is classed as a commercial vessel for maintenance purposes

Gate Constructor
Code: [Select]
Stargate class Construction Ship    62650 tons     772 Crew     1602.8 BP      TCS 1253  TH 1350  EM 0
1077 km/s     Armour 1-140     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 16 MSP    Max Repair 38 MSP
Jump Gate Construction Ship: 180 days

Ion Engine E0.7 (9)    Power 150    Fuel Use 7%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 200,000 Litres    Range 82.1 billion km   (881 days at full power)

This design is classed as a commercial vessel for maintenance purposes

Here are the Non Jump Survey Ships.  
Code: [Select]
Prospector class Geological Survey Vessel    1200 tons     111 Crew     315.4 BP      TCS 24  TH 60  EM 0
2500 km/s     Armour 1-10     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
Annual Failure Rate: 11%    IFR: 0.2%    Maint Capacity 164 MSP    Max Repair 100 MSP    Est Time: 4.85 Years

Ion Engine E7 (1)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 214.3 billion km   (992 days at full power)

Active Search Sensor S20-R100 (1)     GPS 2000     Range 20.0m km    Resolution 100
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

Code: [Select]
Pathfinder class Gravitational Survey Vessel    1200 tons     111 Crew     315.4 BP      TCS 24  TH 60  EM 0
2500 km/s     Armour 1-10     Shields 0-0     Sensors 1/1/2/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 11%    IFR: 0.2%    Maint Capacity 164 MSP    Max Repair 100 MSP    Est Time: 4.85 Years

Ion Engine E7 (1)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 214.3 billion km   (992 days at full power)

Active Search Sensor S20-R100 (1)     GPS 2000     Range 20.0m km    Resolution 100
Gravitational Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

Here are the Jump Scout and Jump Survey Ships.
Code: [Select]
Kit Carson class Scout    3000 tons     266 Crew     363.4 BP      TCS 60  TH 240  EM 0
4000 km/s    JR 3-50     Armour 1-18     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 72%    IFR: 1%    Maint Capacity 1076 MSP    Max Repair 100 MSP    Est Time: 4.99 Years

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
Ion Engine E7 (4)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 85.7 billion km   (248 days at full power)

Active Search Sensor S20-R100 (1)     GPS 2000     Range 20.0m km    Resolution 100
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

This design is classed as a military vessel for maintenance purposes

Code: [Select]
Prospector-J class Geological Survey Vessel    3000 tons     266 Crew     503.4 BP      TCS 60  TH 120  EM 0
2000 km/s    JR 3-50     Armour 1-18     Shields 0-0     Sensors 10/10/0/2     Damage Control Rating 1     PPV 0
Annual Failure Rate: 72%    IFR: 1%    Maint Capacity 1105 MSP    Max Repair 100 MSP    Est Time: 5.06 Years

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
Ion Engine E7 (2)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 85.7 billion km   (496 days at full power)

Active Search Sensor S20-R100 (1)     GPS 2000     Range 20.0m km    Resolution 100
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

Code: [Select]
Pathfinder-J class Gravitational Survey Vessel    3000 tons     266 Crew     503.4 BP      TCS 60  TH 120  EM 0
2000 km/s    JR 3-50     Armour 1-18     Shields 0-0     Sensors 10/10/2/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 72%    IFR: 1%    Maint Capacity 1105 MSP    Max Repair 100 MSP    Est Time: 5.06 Years

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
Ion Engine E7 (2)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 85.7 billion km   (496 days at full power)

Active Search Sensor S20-R100 (1)     GPS 2000     Range 20.0m km    Resolution 100
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

Here is my PDC.  
Code: [Select]
Terra class Planetary Defence Centre    20000 tons     2181 Crew     2423.6 BP      TCS 400  TH 0  EM 0
Armour 10-65     Sensors 1/140     Damage Control Rating 0     PPV 180
Troop Capacity: 1 Battalion    Magazine 1140    

PDC Size 8 Missile Launcher (20)    Missile Size 8    Rate of Fire 40
PDC Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC10-R200 (1)     Range 60.0m km    Resolution 200
Missile Fire Control FC50-R1 (1)     Range 1.5m km    Resolution 1
Size 1 Anti-missile Missile (340)  Speed: 29,700 km/s   End: 0.7m    Range: 1.3m km   WH: 1    Size: 1    TH: 217 / 130 / 65
Size 8 Anti-ship Missile (100)  Speed: 20,000 km/s   End: 51.6m    Range: 62m km   WH: 6    Size: 8    TH: 140 / 84 / 42

Active Search Sensor S100-R20 (1)     GPS 2000     Range 20.0m km    Resolution 20
Active Search Sensor S60-R100 (1)     GPS 6000     Range 60.0m km    Resolution 100
Active Search Sensor S100-R200 (1)     GPS 20000     Range 200.0m km    Resolution 200
Active Search Sensor S140-R1 (1)     GPS 140     Range 1.4m 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 Planetary Defence Centre and can be pre-fabricated in 8 sections

Here are the two warships.  

Destroyer Escort that was built:
Code: [Select]
Spruance class Destroyer Escort    6500 tons     656 Crew     967.8 BP      TCS 130  TH 420  EM 0
3230 km/s     Armour 3-31     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 6     PPV 20
Annual Failure Rate: 56%    IFR: 0.8%    Maint Capacity 558 MSP    Max Repair 140 MSP    Est Time: 3.27 Years
Magazine 260    

Ion Engine E7 (7)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 79.1 billion km   (283 days at full power)

Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC50-R1 (1)     Range 1.5m km    Resolution 1
Size 1 Anti-missile Missile (260)  Speed: 29,700 km/s   End: 0.7m    Range: 1.3m km   WH: 1    Size: 1    TH: 217 / 130 / 65

Active Search Sensor S100-R200 (1)     GPS 20000     Range 200.0m km    Resolution 200
Active Search Sensor S140-R1 (1)     GPS 140     Range 1.4m km    Resolution 1
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m 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

And the Light Cruiser that is being built.
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Atlanta class Light Cruiser    13000 tons     1520 Crew     1779.4 BP      TCS 260  TH 780  EM 0
3000 km/s     Armour 5-49     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 11     PPV 88
Annual Failure Rate: 122%    IFR: 1.7%    Maint Capacity 941 MSP    Max Repair 100 MSP    Est Time: 3.41 Years
Magazine 568    

Ion Engine E7 (13)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 39.6 billion km   (152 days at full power)

Size 8 Missile Launcher (11)    Missile Size 8    Rate of Fire 80
Missile Fire Control FC10-R200 (1)     Range 60.0m km    Resolution 200
Size 8 Anti-ship Missile (71)  Speed: 20,000 km/s   End: 51.6m    Range: 62m km   WH: 6    Size: 8    TH: 140 / 84 / 42

Active Search Sensor S100-R20 (1)     GPS 2000     Range 20.0m km    Resolution 20
Active Search Sensor S60-R100 (1)     GPS 6000     Range 60.0m km    Resolution 100
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m 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

Any critique is welcome.
 

Offline Erik L

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Re: Advice on Initial Research
« Reply #42 on: February 04, 2010, 08:00:20 PM »
Your last salvo from the Atlanta is going to be an odd number. 11 in 6 salvos, 5 in the last.

My personal taste would be to go with 10 launchers and see if I can't cram in another magazine.

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #43 on: February 05, 2010, 06:11:33 AM »
Quote from: "Erik Luken"
Your last salvo from the Atlanta is going to be an odd number. 11 in 6 salvos, 5 in the last.

My personal taste would be to go with 10 launchers and see if I can't cram in another magazine.
Thank you for pointing that out.  My reasoning in the mazazine size was to ensure an even multiple of all missile sizes.  I neglected to consider the grouping based on the number of launchers.  I suppose it might make more sense to stick to a number of launchers that was a "round" number in terms of magazine size.
 

Offline Balibar (OP)

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Re: Advice on Initial Research
« Reply #44 on: February 13, 2010, 06:00:31 AM »
Quote from: "Beersatron"
2nd Gen FAC (Fast Attack Craft), the 1st Gen had the size 8 launchers which were too big for my design style

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Fearless II class Gunboat    1000 tons     56 Crew     176.8 BP      TCS 20  TH 126  EM 0
8400 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 7.2
Annual Failure Rate: 16%    IFR: 0.2%    Maintenance Capacity 55 MSP    Max Repair 52 MSP
Magazine 48    

FAC Plasma Drive (1)    Power 168    Fuel Use 880%    Signature 126    Armour 0    Exp 21%
Fuel Capacity 150,000 Litres    Range 30.7 billion km   (42 days at full power)

S4ML BOX - 1 (12)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
AGFC - 1 (1)     Range 19.2m km    Resolution 20
Chisel MK1 (12)  Speed: 33,600 km/s   End: 9.6m    Range: 19.3m km   WH: 4    Size: 4    TH: 168 / 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 military vessel for maintenance purposes
A question on this FAC design.  There is no active sensor.  Does the Fire Control act as its own sensor?  Or does the Fire Control use sensor information from the base or mothership?