Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: waresky on October 28, 2009, 05:05:35 AM
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SOLTERRA Admiralty
01/05/2156
Majestic class Heavy Cruiser 55000 tons 3711 Crew 7442.75 BP TCS 1100 TH 789.75 EM 0
957 km/s Armour 12-128 Shields 0-0 Sensors 110/11/0/0 Damage Control Rating 173 PPV 272
Annual Failure Rate: 158% IFR: 2.2% Maintenance Capacity 13939 MSP Max Repair 240 MSP
Nuclear Pulse Engine E7.6 ARM-1 (27) Power 39 Fuel Use 76% Signature 29.25 Armour 1 Exp 5%
Fuel Capacity 300,000 Litres Range 12.9 billion km (156 days at full power)
Quad 10cm C2 Visible Light Laser Turret (2x4) Range 60,000km TS: 10000 km/s Power 12-8 RM 2 ROF 10 3 3 2 1 1 1 0 0 0 0
Triple Gauss Cannon R2-100 Turret (10x12) Range 20,000km TS: 10000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
CIWS-80 (5x8) Range 1000 km/s TS: 8000 km/s ROF 5 Base 50% To Hit
L48/9000Fire Control S09 (2) Max Range: 96,000 km TS: 9000 km/s 90 79 69 58 48 38 27 17 6 0
GCFR Technology PB-1 AR-0 (1) Total Power Output 18 Armour 0 Exp 5%
GCFR Technology PB-1 AR-0 (1) Total Power Output 45 Armour 0 Exp 5%
XL20 Active Search Sensor S240-R20 (1) GPS 4800 Range 48.0m km Resolution 20
AM10 Active Search Sensor S120-R1 (1) GPS 120 Range 1.2m km Resolution 1
Thermal Sensor TH10-110 (1) Sensitivity 110 Detect Sig Strength 1000: 110m km
EM Detection Sensor EM1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
This design is classed as a military vessel for maintenance purpose
Obviously not r the "best",and probably my Design Naval Office had wrong something..but r an example.
if someone can help on found the lack on this Warship pls r welcome.
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SOLTERRA Admiralty
01/05/2156
Majestic class Heavy Cruiser 55000 tons 3711 Crew 7442.75 BP TCS 1100 TH 789.75 EM 0
957 km/s Armour 12-128 Shields 0-0 Sensors 110/11/0/0 Damage Control Rating 173 PPV 272
Annual Failure Rate: 158% IFR: 2.2% Maintenance Capacity 13939 MSP Max Repair 240 MSP
Nuclear Pulse Engine E7.6 ARM-1 (27) Power 39 Fuel Use 76% Signature 29.25 Armour 1 Exp 5%
Fuel Capacity 300,000 Litres Range 12.9 billion km (156 days at full power)
Quad 10cm C2 Visible Light Laser Turret (2x4) Range 60,000km TS: 10000 km/s Power 12-8 RM 2 ROF 10 3 3 2 1 1 1 0 0 0 0
Triple Gauss Cannon R2-100 Turret (10x12) Range 20,000km TS: 10000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
CIWS-80 (5x8) Range 1000 km/s TS: 8000 km/s ROF 5 Base 50% To Hit
L48/9000Fire Control S09 (2) Max Range: 96,000 km TS: 9000 km/s 90 79 69 58 48 38 27 17 6 0
GCFR Technology PB-1 AR-0 (1) Total Power Output 18 Armour 0 Exp 5%
GCFR Technology PB-1 AR-0 (1) Total Power Output 45 Armour 0 Exp 5%
XL20 Active Search Sensor S240-R20 (1) GPS 4800 Range 48.0m km Resolution 20
AM10 Active Search Sensor S120-R1 (1) GPS 120 Range 1.2m km Resolution 1
Thermal Sensor TH10-110 (1) Sensitivity 110 Detect Sig Strength 1000: 110m km
EM Detection Sensor EM1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
This design is classed as a military vessel for maintenance purpose
Obviously not r the "best",and probably my Design Naval Office had wrong something..but r an example.
if someone can help on found the lack on this Warship pls r welcome.
A few things pop out. At your tech level if you drop a point or two of armor, you should be able to put on a lot of shields. This will probably do more to protect the ship in a suprise situation than the armor would.
You have way more power available than you need for the lasers currently on the ship. Each turret needs 8 points of power every 5 seconds. If you upgrade the capacitors to a rating 3 this would change to 12 points every 5 seconds. With only two turrets this means either 16 or 24 total power. You have 63 power. If you do not upgrade the ship then just the smaller power plant has enough for your lasers.
Those are the things that jump out.
Brian
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SOLTERRA Admiralty
01/05/2156
Majestic class Heavy Cruiser 55000 tons 3711 Crew 7442.75 BP TCS 1100 TH 789.75 EM 0
957 km/s Armour 12-128 Shields 0-0 Sensors 110/11/0/0 Damage Control Rating 173 PPV 272
Annual Failure Rate: 158% IFR: 2.2% Maintenance Capacity 13939 MSP Max Repair 240 MSP
Nuclear Pulse Engine E7.6 ARM-1 (27) Power 39 Fuel Use 76% Signature 29.25 Armour 1 Exp 5%
Fuel Capacity 300,000 Litres Range 12.9 billion km (156 days at full power)
Quad 10cm C2 Visible Light Laser Turret (2x4) Range 60,000km TS: 10000 km/s Power 12-8 RM 2 ROF 10 3 3 2 1 1 1 0 0 0 0
Triple Gauss Cannon R2-100 Turret (10x12) Range 20,000km TS: 10000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
CIWS-80 (5x8) Range 1000 km/s TS: 8000 km/s ROF 5 Base 50% To Hit
L48/9000Fire Control S09 (2) Max Range: 96,000 km TS: 9000 km/s 90 79 69 58 48 38 27 17 6 0
GCFR Technology PB-1 AR-0 (1) Total Power Output 18 Armour 0 Exp 5%
GCFR Technology PB-1 AR-0 (1) Total Power Output 45 Armour 0 Exp 5%
XL20 Active Search Sensor S240-R20 (1) GPS 4800 Range 48.0m km Resolution 20
AM10 Active Search Sensor S120-R1 (1) GPS 120 Range 1.2m km Resolution 1
Thermal Sensor TH10-110 (1) Sensitivity 110 Detect Sig Strength 1000: 110m km
EM Detection Sensor EM1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
This design is classed as a military vessel for maintenance purpose
Obviously not r the "best",and probably my Design Naval Office had wrong something..but r an example.
if someone can help on found the lack on this Warship pls r welcome.
A few things pop out. At your tech level if you drop a point or two of armor, you should be able to put on a lot of shields. This will probably do more to protect the ship in a suprise situation than the armor would.
You have way more power available than you need for the lasers currently on the ship. Each turret needs 8 points of power every 5 seconds. If you upgrade the capacitors to a rating 3 this would change to 12 points every 5 seconds. With only two turrets this means either 16 or 24 total power. You have 63 power. If you do not upgrade the ship then just the smaller power plant has enough for your lasers.
Those are the things that jump out.
Brian
What is it meant to do ?
As a jump point defense ship it may be helpful to mount offensive weapons on it. Two 10cm laser turrets give it no offensive punch at all, attackers will quickly get beyond their range and then it is a big slow target. It mounts more defensive weapons than any ship needs , but is too slow to act as an escort for a Task force
Either make it much faster or give it a missile armement or long ranged lasers so it actually poses a threat.
A sensible attacking force will just ignore this ship or kill it with longer ranged energy weapons (Torpedo's, heavier lasers etc)
A huge ship like this needs some real weapons not 8 10cm popgun lasers
In the Stories section there is the design for a 30,000 ton battleship of mine which is not vastly more advanced than this and has the advantage of actually having some weapons on board.
I like to mount some shields so if you are taking occasional missile hits they do not do armour damage which will actually require repair.
In summary the only use I would have for this design is to give it to my enemies and hope they waste their economy building it rather than something actually dangerous
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After the previous observations I see something else that is glaringly wrong....unless Steve has removed beam firecontrol from v4.4 (I'm stilll play a v4.26 game) neither the lasers nor the gauss cannons can be fired.
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L48/9000Fire Control S09 (2) Max Range: 96,000 km TS: 9000 km/s 90 79 69 58 48 38 27 17 6 0
This 2 Fire Control are for Lasers and Gauss.
More power r a BACKUP intention on "Roleplaying" dumb idea of designers:)
In some tread,ther GAUSS turrets are prove himslef on exceptional Siege gater..why? because jumpers are sittin duck for 30secs..So every,any,beam weapons at range are mortal..or not?
Ty for idea of shields!!!
in my ships am use ever a backup power plant..in battle..no one know whatever u need,destroyed or out of orders for damage,,no?
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Like the guys have mentioned, drop the armor a few points and get shields.
My own tastes would be to remove the Gauss cannons altogether and put in a 6th CIWS and more lasers. 6 CIWS should make handy work of any missiles and the lasers can be used as backup PD in a pinch.
Can you design a 12cm laser at this stage?
Might be a good idea to play around with the capacitors so you can get either a 1:1 ratio on 'power-needed-to-fire':'power-charged-per-5secs' (or a 2:1 ratio). Just so you are not wasting power like what is happening with the current 12:8 ratio.
If you can get a 12cm laser than you'll need a new beam fire control too ... hmm ... I guess I am suggesting a complete redesign!
You mention the 30secs lag time for incoming ships, I haven't actually paid attention to it before but I thought that the lag time was for sensors only - not movement? So, a ship doing 3000km/s could get out of your Gauss range fairly quick.
It is always good to have backup power generators, but I think you might be better with the extra generators being of the same size which are tied into a multiple of the 'power-charged-per-5secs'. What happens if the larger of the two generators is the one destroyed? I imagine that it has the higher chance of being hit as it takes more space. The explosion will be 3 times as big and more likely to knock other systems out.
As for missiles, I would leave them on some dedicated missile boat that is sitting at range from the JP. You can always mine the area around the JP, that should slow down the attackers
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if am remember better,Steve had mean : right after a jump the ships was very vulnerable for 30 SECs before all system return online.Drive also.
So every ship jump out r sittind duck ..or not?..
In some design,lately,r a new concept in Destroyer armed with ONLY Three Turretted Gauss Cannon (R3) and a few example HOW MANY damage done this crude weapons in only 30secs at 30000 km.For a ONLY 30sec ive read,a single ships so can destroy with many many damage every ships..
Damn,,am better to return at English school:)))
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Guardian class Missile Boat 4900 tons 439 Crew 754.85 BP TCS 98 TH 175.5 EM 0
2387 km/s Armour 1-25 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 13.5
Annual Failure Rate: 64% IFR: 0.9% Maintenance Capacity 289 MSP Max Repair 144 MSP
Magazine 66
Nuclear Pulse Engine E7.6 ARM-1 (6) Power 39 Fuel Use 76% Signature 29.25 Armour 1 Exp 5%
Fuel Capacity 100,000 Litres Range 48.3 billion km (234 days at full power)
AS GB Launcher 6 Mk7 (75% Reduction) (3) Missile Size 6 Rate of Fire 55
XL7 Missile Fire Control FC84-R20 (1) Range 50.4m km Resolution 20
Maverick AS-N 6 (12) Speed: 27,200 km/s End: 23m Range: 37.5m km WH: 12 Size: 6 TH: 181 / 108 / 54
AS12 Active Search Sensor S144-R18 (1) GPS 2592 Range 25.9m km Resolution 18
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
This r atm the max capability of my "Missile Boat"
Ah Edit: OBVIOUSLY in THIS campaign ive low tech atm:)))))
2nd Edit: newly version replace Launchers dummy with a newly 100% Mk6 launchers R7 class.(7 launch velocity,tech)
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Hm, if this monster (in terms of size) sits right on top of the jumppoint, and an intruder enters with basic jumpengines (i.e. 50.000km around the actual jumppoint) you have about a 5 out of 6 chance, he will appear outside the gauss range
20.000 x 20.000 x 3.14 (area of fire for gauss cannons)
vs.
50.000 x 50.000 x 3.14 (area of possible entry)
once the enemy enhances its jumpdrives to 100.000km, you´re chances to catch him on entry are down to about 4%
or am I missing something here?
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THIS r right!!!!!!!!!!!!!!!
THIS is the real lack on "dumb RolePlaying Engineer" idea...basic distance Jump are "only 50k..and r mainly out of range of main dumbeer weapons systems..
u r winner.
When my STUPID engineers realize what happens..4 of this HeavyCruiser r chrsitmansen..for a only happily to owners Shipyards..
same as mafia on italy:))))
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L48/9000Fire Control S09 (2) Max Range: 96,000 km TS: 9000 km/s 90 79 69 58 48 38 27 17 6 0
This 2 Fire Control are for Lasers and Gauss.
More power r a BACKUP intention on "Roleplaying" dumb idea of designers:)
In some tread,ther GAUSS turrets are prove himslef on exceptional Siege gater..why? because jumpers are sittin duck for 30secs..So every,any,beam weapons at range are mortal..or not?
Ty for idea of shields!!!
in my ships am use ever a backup power plant..in battle..no one know whatever u need,destroyed or out of orders for damage,,no?
Although active sensors and fire control will be down for a while, the transiting ship's movement will not be affected so it could be moving away at speed. Also, if the jump engine has a high jump radius, the incoming ships may appear outside your weapons range.
Steve