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Posted by: Gabethebaldandbold
« on: March 02, 2018, 02:47:38 PM »

From a strictly min/max perspective sure maybe they should go smaller and perhaps even skip the spinal laser entirely, but come on folks, giant death beams are cool and there will always be one or two times when they get to fire in their optimal situation and wreck face, who can ask for more?
agreed...
but if you are going for giant death beams... its best to have a lot of them you know? do a death beam alpha strike! put some reduced size 30cm lasers on fighters and teach the enemy the meaning of fear, and death.
Posted by: Panopticon
« on: March 02, 2018, 12:23:52 PM »

From a strictly min/max perspective sure maybe they should go smaller and perhaps even skip the spinal laser entirely, but come on folks, giant death beams are cool and there will always be one or two times when they get to fire in their optimal situation and wreck face, who can ask for more?
Posted by: Gabethebaldandbold
« on: March 02, 2018, 11:40:28 AM »

whats the point of shooting lasers if you dont hit? if you fire at your FC's max range with a big laser, all you will do is give the enemy an opening to close and shoot while you are reloading, never trust the range written on the laser weapon, trust the one in the thing that shoots it
Posted by: Iranon
« on: October 17, 2017, 03:19:19 AM »

Not realistically, because you're limited by fire controls.
Posted by: Garfunkel
« on: October 16, 2017, 09:02:10 PM »

At equal technology levels, spinals can give you a range advantage.
Posted by: Iranon
« on: October 15, 2017, 09:07:42 PM »

The problem is that huge guns don't give a range advantage in Aurora.

At extreme range, no single hit will be telling and battles will take time. This means continuous output is king, favouring weapons that fire every 5s.
15cm can be made to fire every tick without unreasonable tech investment (if you care mostly about extreme range, you'd research C6 before spinal tech or larger focal size), and they're a good match for the longest-range fire controls if wavelength and fire control range tech keep pace with one another.

For a classic battlecruiser concept (hoping to prey on ships both slower and shorter-ranged, avoiding equal or superior enemies), I'd recommend midsize lasers. With high speed requirements, tonnage is expensive; they want the most weight-efficient long-range weapon.
While not necessarily fragile, this type of ship tends to be expensive for its capability in a short-ranged brawl.

Large lasers have better armour penetration and shock damage, giving them the ability to achieve telling hits in the first salvo and quickly end battles at short and medium ranges.
They also allow reaching the maximum FC range with less wavelength tech; with smaller lasers we have to choose between cheap and long-ranged.
If tonnage is less of an object than cost-efficient raw power and we care about shorter ranges too, larger calibres have some merit... but to me that implies we're building battleships.

Posted by: Garfunkel
« on: October 15, 2017, 07:28:22 PM »

I like the idea of using spinal and advanced spinal together to make a ship that can fire farther than common ships can and then using it to snipe the enemy. In wet navies, battlecruisers could run from battleships while pummeling cruisers freely, so that kind of build fits the old idea pretty well.
Posted by: Detros
« on: October 10, 2017, 04:03:08 PM »

Your Battlecruiser seems rather small to me but this is coming from someone who has mounted a 120mm spinal laser on a battleship that is exactly 60,000 tons.
120mm is 12cm. So was that the starting 10 cm laser which with spinal-ness raised to 12cm one :D ?
But yes, what is a cruiser for one is just a frigate for some other one. Bigger ships will come later though with this system my battleships would be at 30kt size.
Posted by: FrederickAlexander
« on: October 10, 2017, 08:56:38 AM »

Your Battlecruiser seems rather small to me but this is coming from someone who has mounted a 120cm spinal laser on a battleship that is exactly 60,000 tons.
Posted by: Detros
« on: October 05, 2017, 02:55:23 AM »

When moving a save file I have somehow managed to load one that moved me back a year or two. Thus I have used slightly different path and Uranami now has 242 HTK and combination of 20cm and 15cm lasers, beside those double spinal 38cm ones and (now just dual) gauss turrets. Going with just 15cm C6 lasers would be too much demanding on power plants. Each of those FCs clocked at 16k will get one 20cm and one 15cm turret. Being a Flag ship it gained the first level of strategic Davidson sensor. Final HTK raised to 242. FCs are named so I later know which one is which in the battle log.

New fleet with half of dozen updated or new classes is in construction and still no enemies have been found.
Code: [Select]
Uranami class Battlecruiser    22,500 tons     665 Crew     6688.76 BP      TCS 450  TH 725.9  EM 1800
4608 km/s     Armour 7-70     Shields 60-300     Sensors 14/14/0/0     Damage Control Rating 26     PPV 118.08
Maint Life 4.12 Years     MSP 4738    AFR 158%    IFR 2.2%    1YR 448    5YR 6717    Max Repair 544.32 MSP
Intended Deployment Time: 19 months    Spare Berths 9   
Flag Bridge   

Holden Aerospace 691.2 EP Magneto-plasma Drive (3)    Power 691.2    Fuel Use 15.98%    Signature 241.92    Exp 9%
Fuel Capacity 900,000 Litres    Range 45.0 billion km   (113 days at full power)
Rahman-Gould Epsilon R300/360 Shields (20)   Total Fuel Cost  300 Litres per hour  (7,200 per day)

Mills & Ball 38cm C5 Ultraviolet Advanced Spinal Laser (1)    Range 384,000km     TS: 8000 km/s     Power 38-5     RM 4    ROF 40        38 38 38 38 30 25 21 19 16 15
Mills & Ball 38cm C5 Ultraviolet Spinal Laser (1)    Range 384,000km     TS: 8000 km/s     Power 38-5     RM 4    ROF 40        38 38 38 38 30 25 21 19 16 15
Twin Robinson & Griffin 20cm C5 Ultraviolet Laser Turret RG19 AT1 (2x2)    Range 384,000km     TS: 16000 km/s     Power 20-10     RM 4    ROF 10        10 10 10 10 8 6 5 5 4 4
Triple Gordon & Slater 15cm C6 Ultraviolet Laser Turret RG18.5 AT1 (2x3)    Range 240,000km     TS: 16000 km/s     Power 18-18     RM 4    ROF 5        6 6 6 6 4 4 3 3 2 2
Twin Clayton-Buckley Armaments Gauss Cannon R3-85 ROF5 Turret RG38 (2x10)    Range 30,000km     TS: 32000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Archer Techsystems Fire Control S02 192-8000 (A) (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Archer Techsystems Fire Control S02 192-8000 (B) (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Archer Techsystems Fire Control S04 192-16000 (A) (1)    Max Range: 384,000 km   TS: 16000 km/s     97 95 92 90 87 84 82 79 77 74
Archer Techsystems Fire Control S04 192-16000 (B) (1)    Max Range: 384,000 km   TS: 16000 km/s     97 95 92 90 87 84 82 79 77 74
Doherty-Pollard Fire Control S01 24-32000 (A) (1)    Max Range: 48,000 km   TS: 32000 km/s     79 58 38 17 0 0 0 0 0 0
Doherty-Pollard Fire Control S01 24-32000 (B) (1)    Max Range: 48,000 km   TS: 32000 km/s     79 58 38 17 0 0 0 0 0 0
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1 P6 (11)     Total Power Output 66    Armour 0    Exp 5%

Davidson Techsystems Active Search Sensor MR62-R16 AAS112-140 (1)     GPS 1792     Range 62.7m km    Resolution 16
Harris-Fry Active Search Missile Sensor MR11-R1 AAS28-140 (1)     GPS 84     Range 11.8m km    MCR 1.3m km    Resolution 1
Leach Warning & Control Thermal Sensor TH1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Leach Warning & Control EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Compact ECCM-2 (4)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

Posted by: Detros
« on: July 13, 2017, 05:42:24 PM »

I guess at this level 4600 is not the best hunting speed but so far I have seen only 2400 at other ships. Uranami is not really meant for hunting nevertheless, rather to pack big punch against PDCs, spacestations and smaller beam combatants that try to come closer.

I have doubled the spinal weapon so that I can have 2 BFCs for it (in my reservist strategy). It makes bit more sense to me to try to have both of them of the same calibre in such case. It seems to me for spinal-advancedspinal combination of basic lasers there is only 38cm one though there are some other pretty close ones.

I have more 20cm lasers on my destroyers of Surgat class. I have no research done towards meson weaponry.
Posted by: littleWolf
« on: July 13, 2017, 04:16:37 PM »

Sinclair & Parkes 38cm C6 Spinal Ultraviolet Laser (1)    Range 384,000km     TS: 8000 km/s     Power 38-6     RM 4    ROF 35        38 38 38 38 30 25 21 19 16 15
Sinclair & Parkes 38cm C6 Advanced Spinal Ultraviolet Laser (1)    Range 384,000km     TS: 8000 km/s     Power 38-6     RM 4    ROF 35        38 38 38 38 30 25 21 19 16 15


see 2 spinal lasers main gun.   Its a not good for shielded enemy. Maybe better use one laser maingun and one meson (or another) maingun ? Or implement more twin 20cm laser turrets instead all spinal maingun ? 
two 2x20cm UFL turrets with ROF 10 and TS 16000  are much better than two 38sm Spinal UFL with ROF 35 and TS 8000.  And max speed 4600kms of your battleship is too low for active hunting with energy weapons.   Need twice lighter and twice faster (10 000+ kms) ship.
Posted by: Detros
« on: July 12, 2017, 07:56:04 AM »

15cm C6 lasers are going on the new version of 15kt Tarthanac which will make him an area defence cruiser. Uranami as a battlecruiser was supposed to have range advantage against "normal" cruisers with assortment of 20cm or 15cm lasers.

As a variant I was trying to put few 15cm C6 lasers here too but ended with 3rd turret of 20cm lasers instead. The need for more power plants was just taking too much space.

I was planning for 2 ECCM modules, one for each of those Gauss cannons, but I ended with one HS left and didn't figured better use then those small craft ECCMs which I have just researched. They may be used mostly with the main guns.

I have checked against my other military ships: ~25 % of cost in BFCs seems normal to me. I am looking towards that lowering of their price to by a third in C# Aurora.
Posted by: Iranon
« on: July 12, 2017, 07:00:58 AM »

While not as flavourful, I think you'd be better off with 15cm lasers, which are a perfect match for your capacitor tech. I'd also run a single ECCM system, it's rare that you need ECCM and split fire. Generally, you have a lot of overhead in electronics.
Posted by: Detros
« on: July 12, 2017, 05:05:16 AM »

Trisabria Federation presents realization of double spinal laser concept.
Code: [Select]
Uranami class Battlecruiser    22,500 tons     606 Crew     6299.76 BP      TCS 450  TH 725.9  EM 1800
4608 km/s     Armour 7-70     Shields 60-300     Sensors 14/14/0/0     Damage Control Rating 20     PPV 115.05
Maint Life 3.97 Years     MSP 3588    AFR 197%    IFR 2.7%    1YR 363    5YR 5450    Max Repair 461 MSP
Intended Deployment Time: 15 months    Spare Berths 2   
Flag Bridge    Troop Capacity: 1 Company   

Barnes Foundation 345.6 EP Magneto-plasma Drive (6)    Power 345.6    Fuel Use 23.36%    Signature 120.96    Exp 9%
Fuel Capacity 1,550,000 Litres    Range 53.1 billion km   (133 days at full power)
Rahman-Gould Epsilon R300/360 Shields (20)   Total Fuel Cost  300 Litres per hour  (7,200 per day)

Sinclair & Parkes 38cm C6 Spinal Ultraviolet Laser (1)    Range 384,000km     TS: 8000 km/s     Power 38-6     RM 4    ROF 35        38 38 38 38 30 25 21 19 16 15
Sinclair & Parkes 38cm C6 Advanced Spinal Ultraviolet Laser (1)    Range 384,000km     TS: 8000 km/s     Power 38-6     RM 4    ROF 35        38 38 38 38 30 25 21 19 16 15
Twin Robinson & Griffin 20cm C5 Ultraviolet Laser Turret RG19 AT1 (3x2)    Range 384,000km     TS: 16000 km/s     Power 20-10     RM 4    ROF 10        10 10 10 10 8 6 5 5 4 4
Triple Clayton-Buckley Armaments Gauss Cannon R3-85 ROF5 Turret RG37 (2x15)    Range 30,000km     TS: 32000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Mccarthy Techsystems Fire Control S01 24-32000 (2)    Max Range: 48,000 km   TS: 32000 km/s     79 58 38 17 0 0 0 0 0 0
Archer Techsystems Fire Control S02 192-8000 (2)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Archer Techsystems Fire Control S04 192-16000 (2)    Max Range: 384,000 km   TS: 16000 km/s     97 95 92 90 87 84 82 79 77 74
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1 P6 (7)     Total Power Output 42    Armour 0    Exp 5%

Harris-Fry Active Search Missile Sensor MR11-R1 AAS28-140 (1)     GPS 84     Range 11.8m km    MCR 1.3m km    Resolution 1
Leach Warning & Control Thermal Sensor TH1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Leach Warning & Control EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Small Craft ECCM-1 (2)     Compact ECCM-2 (2)         ECM 30

This design is classed as a Military Vessel for maintenance purposes
The main guns do 4 damage with 1 % chance to hit at their 380k km max range and 5 damage with 17 % chance to hit  at decent 300k km, against slow targets. Archer S04 offers 38 % chance to hit or higher at 200k km range to those twin 20cm turrets with 2 damage per hit, against targets at up to 20k kmps. Gauss turrets are meant purely for final defence fire. Note those 20cm turrets are bit armoured, bringing total HTK to 223.