Author Topic: Ships of the Solari Empire  (Read 1557 times)

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Offline Jumpp (OP)

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Ships of the Solari Empire
« on: December 09, 2012, 03:43:55 PM »
This California class is the workhorse of the fleet.  There are three of these in each of 1st and 2nd Fleet.  They carry Nike-class Antimissiles, but seldom fire them.  They're just spares for the PD ships, stored in the space left over after the ASMs for three full volleys.

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California class Cruiser    16,000 tons     285 Crew     3173.4 BP      TCS 320  TH 1920  EM 0
6000 km/s     Armour 11-56     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 82.5
Maint Life 2.95 Years     MSP 1612    AFR 157%    IFR 2.2%    1YR 275    5YR 4131    Max Repair 480 MSP
Intended Deployment Time: 36 months    Spare Berths 2   
Magazine 770   

General Electric MPD-960 (2)    Power 960    Fuel Use 39.43%    Signature 960    Exp 12%
Fuel Capacity 850,000 Litres    Range 24.3 billion km   (46 days at full power)

S5-R750 Launcher (50)    Missile Size 5    Rate of Fire 750
Missile Fire Control FC38-R16 (50%) (4)     Range 38.9m km    Resolution 16
Missile Fire Control FC122-R160 (50%) (1)     Range 122.9m km    Resolution 160
ASM-5-13 Sparrow Mk2 (50)  Speed: 40,000 km/s   End: 19.4m    Range: 46.6m km   WH: 13    Size: 5    TH: 253/152/76
ASM-5-25 Harpoon Mk4 (100)  Speed: 34,200 km/s   End: 18.6m    Range: 38.2m km   WH: 25    Size: 5    TH: 114/68/34
AMM-1-1 Nike Mk7 (20)  Speed: 72,000 km/s   End: 0.8m    Range: 3.6m km   WH: 1    Size: 1    TH: 864/518/259

Active Search Sensor MR163-R160 (50%) (1)     GPS 11520     Range 163.9m km    Resolution 160

ECCM-3 (1)         ECM 30

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


New Jersey is a California with a flag bridge, and a bit of armor scraped off to keep the displacement constant.  1st and 2nd Fleet each have one of these.

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New Jersey class Cruiser    16,000 tons     304 Crew     3345.4 BP      TCS 320  TH 1920  EM 0
6000 km/s     Armour 10-56     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 82.5
Maint Life 2.91 Years     MSP 1699    AFR 157%    IFR 2.2%    1YR 297    5YR 4458    Max Repair 480 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Flag Bridge    Magazine 770   

General Electric MPD-960 (2)    Power 960    Fuel Use 39.43%    Signature 960    Exp 12%
Fuel Capacity 800,000 Litres    Range 22.8 billion km   (44 days at full power)

S5-R750 Launcher (50)    Missile Size 5    Rate of Fire 750
Missile Fire Control FC38-R16 (50%) (4)     Range 38.9m km    Resolution 16
Missile Fire Control FC122-R160 (50%) (1)     Range 122.9m km    Resolution 160
ASM-5-16 Harpoon Mk2 (150)  Speed: 20,500 km/s   End: 25.2m    Range: 31m km   WH: 16    Size: 5    TH: 68/41/20
AMM-1-1 Nike Mk7 (20)  Speed: 72,000 km/s   End: 0.8m    Range: 3.6m km   WH: 1    Size: 1    TH: 864/518/259

Active Search Sensor MR51-R16 (50%) (1)     GPS 1152     Range 51.8m km    Resolution 16
Active Search Sensor MR163-R160 (50%) (1)     GPS 11520     Range 163.9m km    Resolution 160

ECM 30

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

Gettysburg is the point-defense ship.  There are four of these in each of 1st and 2nd Fleet.

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Gettysburg class Missile Frigate    8,000 tons     214 Crew     1614.24 BP      TCS 160  TH 960  EM 0
6000 km/s     Armour 9-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 30
Maint Life 3.13 Years     MSP 883    AFR 73%    IFR 1%    1YR 135    5YR 2032    Max Repair 480 MSP
Intended Deployment Time: 36 months    Spare Berths 1   
Magazine 342   

General Electric MPD-960 (1)    Power 960    Fuel Use 39.43%    Signature 960    Exp 12%
Fuel Capacity 460,000 Litres    Range 26.2 billion km   (50 days at full power)

S1-R10 Launcher (30)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC19-R1 (50%) (1)     Range 19.4m km    Resolution 1
AMM-1-1 Nike Mk7 (342)  Speed: 72,000 km/s   End: 0.8m    Range: 3.6m km   WH: 1    Size: 1    TH: 864/518/259

Active Search Sensor MR12-R1 (50%) (1)     GPS 72     Range 13.0m km    Resolution 1

ECM 30

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

Antietam is a modified Gettysburg, with newer magazines and more fire control.  1st and 2nd Fleet have sometimes had trouble with large numbers of small volleys, so we added more fire controls.  The current plan is to refit all existing Gettysburg-class ships to the new Antietam class.

The Antietam-class also marks a small shift in fleet supply doctrine.  Most of these warships target a maintenance life of three years. In the campaigns fought to date, this has been found to be excessive.  New doctrine is for armed ships to carry just in excess of their Max Repair, with the ships in the baggage train carrying some excess.

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Antietam class Missile Frigate    8,000 tons     200 Crew     1726.85 BP      TCS 160  TH 960  EM 0
6000 km/s     Armour 10-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 30
Maint Life 1.62 Years     MSP 540    AFR 128%    IFR 1.8%    1YR 240    5YR 3602    Max Repair 480 MSP
Intended Deployment Time: 36 months    Spare Berths 1   
Magazine 330   

General Electric MPD-960 (1)    Power 960    Fuel Use 39.43%    Signature 960    Exp 12%
Fuel Capacity 560,000 Litres    Range 32.0 billion km   (61 days at full power)

S1-R10 Launcher (30)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC19-R1 (50%) (3)     Range 19.4m km    Resolution 1
AMM-1-1 Nike Mk7 (330)  Speed: 72,000 km/s   End: 0.8m    Range: 3.6m km   WH: 1    Size: 1    TH: 864/518/259

Active Search Sensor MR12-R1 (50%) (1)     GPS 72     Range 13.0m km    Resolution 1

ECM 30

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

With the arrival of internal containment fusion drives, new generations of all these ships appeared.  3rd Fleet is composed of these newer-generation ships, and is the first fleet to be jump-capable.

Genghis is the flagship, jump leader, and primary sensor platform.  3rd Fleet has one of these, are more are being constructed to add to 1st and 2nd Fleet.  It's got much more sensitive active scanners than the standard cruiser and frigate models, which function merely as backups when one of these is with the fleet.

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Genghis class Cruiser    16,000 tons     433 Crew     5877.16 BP      TCS 320  TH 448  EM 0
8750 km/s    JR 6-500     Armour 13-56     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 30
Maint Life 0.83 Years     MSP 1607    AFR 292%    IFR 4.1%    1YR 1941    5YR 29118    Max Repair 1575 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Flag Bridge    Magazine 238   

Cochrane MJ-16B     Max Ship Size 16000 tons    Distance 500k km     Squadron Size 6
General Electric ICF-1400 (2)    Power 1400    Fuel Use 46.38%    Signature 224    Exp 14%
Fuel Capacity 1,000,000 Litres    Range 24.3 billion km   (32 days at full power)

S1-R5 Launcher (30)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC19-R1 (50%) (2)     Range 19.4m km    Resolution 1
AMM-1-1 Nike Mk7 (238)  Speed: 72,000 km/s   End: 0.8m    Range: 3.6m km   WH: 1    Size: 1    TH: 864/518/259

Active Search Sensor MR25-R1 (50%) (1)     GPS 144     Range 25.9m km    Resolution 1
Active Search Sensor MR103-R16 (50%) (1)     GPS 2304     Range 103.7m km    Resolution 16
Active Search Sensor MR327-R160 (50%) (1)     GPS 23040     Range 327.9m km    Resolution 160

ECM 30

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

The Julius a California-class with faster drives and launchers, and four of them make up the main hitting power of the new 3rd Fleet.

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Julius class Cruiser    15,900 tons     325 Crew     5370.9 BP      TCS 318  TH 448  EM 0
8805 km/s     Armour 8-56     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 17     PPV 82.5
Maint Life 2.92 Years     MSP 3589    AFR 118%    IFR 1.7%    1YR 623    5YR 9338    Max Repair 1575 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Magazine 770   

General Electric ICF-1400 (2)    Power 1400    Fuel Use 46.38%    Signature 224    Exp 14%
Fuel Capacity 1,000,000 Litres    Range 24.4 billion km   (32 days at full power)

S5-R500 Launcher (50)    Missile Size 5    Rate of Fire 500
Missile Fire Control FC38-R16 (50%) (4)     Range 38.9m km    Resolution 16
Missile Fire Control FC122-R160 (50%) (1)     Range 122.9m km    Resolution 160
ASM-5-13 Sparrow Mk2 (50)  Speed: 40,000 km/s   End: 19.4m    Range: 46.6m km   WH: 13    Size: 5    TH: 253/152/76
ASM-5-25 Harpoon Mk4 (100)  Speed: 34,200 km/s   End: 18.6m    Range: 38.2m km   WH: 25    Size: 5    TH: 114/68/34
AMM-1-1 Nike Mk7 (20)  Speed: 72,000 km/s   End: 0.8m    Range: 3.6m km   WH: 1    Size: 1    TH: 864/518/259

Active Search Sensor MR163-R160 (50%) (1)     GPS 11520     Range 163.9m km    Resolution 160

ECCM-3 (1)         ECM 30

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

Pharsalus is the missile point-defense ship of 3rd fleet.  Much like Julius, it's very similar to its' first-generation counterpart, but with faster drives and launchers.  3rd Fleet has four of these.

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Pharsalus class Missile Frigate    8,000 tons     225 Crew     2879.85 BP      TCS 160  TH 224  EM 0
8750 km/s     Armour 9-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 30
Maint Life 2.22 Years     MSP 1575    AFR 73%    IFR 1%    1YR 429    5YR 6436    Max Repair 1575 MSP
Intended Deployment Time: 36 months    Spare Berths 2   
Magazine 330   

General Electric ICF-1400 (1)    Power 1400    Fuel Use 46.38%    Signature 224    Exp 14%
Fuel Capacity 450,000 Litres    Range 21.8 billion km   (28 days at full power)

S1-R5 Launcher (30)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC19-R1 (50%) (3)     Range 19.4m km    Resolution 1
AMM-1-1 Nike Mk7 (330)  Speed: 72,000 km/s   End: 0.8m    Range: 3.6m km   WH: 1    Size: 1    TH: 864/518/259

Active Search Sensor MR12-R1 (50%) (1)     GPS 72     Range 13.0m km    Resolution 1

ECM 30

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

Archangel is a new experiment, and early tests have yielded happy results.  The pace of the war has to date been dictated by the flow of ammunition to the front.  Fleet Command is hoping that the Archangel-class can reduce our dependence on AMMs and thereby boost the flow of Harpoon missiles.  3rd Fleet has one of these, and several more have been ordered.

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Archangel class Cruiser    8,000 tons     213 Crew     2710.5 BP      TCS 160  TH 224  EM 0
8750 km/s     Armour 4-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 61.82
Maint Life 2.08 Years     MSP 1482    AFR 73%    IFR 1%    1YR 456    5YR 6846    Max Repair 1575 MSP
Intended Deployment Time: 36 months    Spare Berths 0   

General Electric ICF-1400 (1)    Power 1400    Fuel Use 46.38%    Signature 224    Exp 14%
Fuel Capacity 400,000 Litres    Range 19.4 billion km   (25 days at full power)

Quad Gauss Cannon R4-100 Turret (2x16)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Gauss Control 40-20 (2)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0

Active Search Sensor MR3-R1 (1)     GPS 18     Range 3.2m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

To be thorough, here are the various support ships:

Klondike is a full-time ammo truck, as well as a part-time tanker and supply ship.  1st and 2nd Fleets originally had two of these each.  One of these has been lost in action, in the incident which ultimately led to the new Antietam class.

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Klondike class Tender    8,000 tons     130 Crew     1129.4 BP      TCS 160  TH 960  EM 0
6000 km/s     Armour 1-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 0
Maint Life 6.39 Years     MSP 2618    AFR 73%    IFR 1%    1YR 110    5YR 1656    Max Repair 480 MSP
Intended Deployment Time: 36 months    Spare Berths 0   
Magazine 900    Cryogenic Berths 400   

General Electric MPD-960 (1)    Power 960    Fuel Use 39.43%    Signature 960    Exp 12%
Fuel Capacity 1,275,000 Litres    Range 72.8 billion km   (140 days at full power)

ASM-5-16 Harpoon Mk2 (150)  Speed: 20,500 km/s   End: 25.2m    Range: 31m km   WH: 16    Size: 5    TH: 68/41/20
AMM-1-1 Nike Mk7 (150)  Speed: 72,000 km/s   End: 0.8m    Range: 3.6m km   WH: 1    Size: 1    TH: 864/518/259

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

3rd Fleet has a more specialized collier and a dedicated tanker, presently deployed with two of each.  More of these tankers are under construction to extend the operating range of 1st and 2nd Fleets.

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Newfoundland class Collier    7,950 tons     159 Crew     2262 BP      TCS 159  TH 224  EM 0
8805 km/s     Armour 1-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 9     PPV 0
Maint Life 2.9 Years     MSP 1600    AFR 56%    IFR 0.8%    1YR 280    5YR 4201    Max Repair 1575 MSP
Intended Deployment Time: 36 months    Spare Berths 1   
Magazine 1350    Cryogenic Berths 400   

General Electric ICF-1400 (1)    Power 1400    Fuel Use 46.38%    Signature 224    Exp 14%
Fuel Capacity 400,000 Litres    Range 19.5 billion km   (25 days at full power)

ASM-5-20 Harpoon Mk3 (210)  Speed: 20,800 km/s   End: 30.1m    Range: 37.6m km   WH: 20    Size: 5    TH: 69/41/20
AMM-1-1 Nike Mk7 (300)  Speed: 72,000 km/s   End: 0.8m    Range: 3.6m km   WH: 1    Size: 1    TH: 864/518/259

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

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Braer class Tanker    8,000 tons     125 Crew     2134 BP      TCS 160  TH 224  EM 0
8750 km/s     Armour 1-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 0
Maint Life 3.13 Years     MSP 1667    AFR 51%    IFR 0.7%    1YR 255    5YR 3828    Max Repair 1575 MSP
Intended Deployment Time: 36 months    Spare Berths 0   

General Electric ICF-1400 (1)    Power 1400    Fuel Use 46.38%    Signature 224    Exp 14%
Fuel Capacity 4,350,000 Litres    Range 211.0 billion km   (279 days at full power)

This design is classed as a Military Vessel for maintenance purposes
 

Offline Ostia

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Re: Ships of the Solari Empire
« Reply #1 on: December 09, 2012, 06:12:29 PM »
I haven't been in combat much, so can't judge that front.   However, from a logistical point of view:
You imo carry awfully little fuel.     And the tanker doesn't carry much more.   It's OK for near home wars, but long-distance wars could become a pain.    So you might add Sorium Harvesters to generate fuel in-system (Assuming a Geo Survey happened before hand) or just add more tanks to compensate.   
Additionally, with more fuel, shields could become an option for your combat ships.   

The tanker and Supplier are possible as Commercial vessels.     That would free you from the whole maintenance deal associated with them.     A combined Tanker/Supplier paired with a dedicated Collier might make more sense from a logistical point of view.     Additionally they are probably hanging around at jump points a lot anyway so making them full speed seems excessive.   
 

Offline Jumpp (OP)

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Re: Ships of the Solari Empire
« Reply #2 on: December 09, 2012, 06:41:41 PM »
First off, thanks very much for taking the time to look at my designs and reply at all.  That's very cool.  I've got a couple remarks by way of explaining what I'm up to here:

- The 1450-EP drives that I'm using for my latest generation of ships burn about 743 liters per hour.  I'm carrying one of those drives for every 8,000 tons of fleet weight, and the fleet does 8,750 kps.  So one liter of fuel can move 8,000 tons of fleet 42,908 km. 3rd Fleet has about 120,000 tons of fighting ships, and those ships carry 7.25 million liters of fuel, giving the fleet a range of about 21 billion km.  Every tanker I add to the fleet adds 8,000 tons but 4.3 million liters of fuel.  Adding, say, 2 tankers extends the fleet's range to around 40 billion km.

- Usually when I'm fighting at any distance I'll create fuel dumps along the way.  A pile of fuel on a rock somewhere with no population or other hardware is very cheap to set up, and extremely difficult to detect.  I've never had enemy forces harass one of these outposts.  They extend the operational range of my ships by quite a bit.

- I used to carry 70-100 billion km of fuel on my fighting ships, but then I did the math and realized that my warships were terribly slow and were composed largely of engine and fuel.  By sacrificing operational range and fuel efficiency, I was able to make ships that had much larger payloads.  I've found that, in practice, 20 billion km is plenty of range.  It allows them to fight one or two jumps from the nearest fuel depot, with several billion km of maneuver.  Generally, I expend my ammo well before I've expended my fuel.

- These colliers and fleet tankers need full warship speed because they maneuver with the fleet, functioning essentially as drop tanks and extended magazines.  I used to have slower baggage train ships, the idea being that the fighting ships would leave them behind when the fighting starts.  I've found it difficult to keep them out of harm's way.  Near as I can tell, the safest place for them is right up on the front line with the point-defense ships.

(Edit: Oops!  Those aren't 1450-EP drives burning 743 l/h.  They're 1400-EP drives burning 650 l/h.  The numbers will change, but the story they tell will be largely the same.)
« Last Edit: December 09, 2012, 06:48:21 PM by Jumpp »
 

Offline SteelChicken

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Re: Ships of the Solari Empire
« Reply #3 on: December 11, 2012, 08:12:19 AM »
Overall they look pretty good.  I also would comment about the fuel range.  You don't need 70-100 Bkm range, but 20Bkm is too far the other way.  I usually aim for 40-50 with my ships.   This usually gives the ability to operate 3 or so jump points from the nearest base without requiring any logistical support.  Sometimes, you just can't bring tankers or setup a fuel dump in advance.  Just an opinion.

I have never used missile ships with your approach of low ROF but large number of launchers.  I suppose it would work if you were careful about cycling some of the launchers for knife fights, etc.  My main concern would be launching an alpha strike and then getting caught with a surprise and having to wait for reloads. 

The range of your ASM missiles seems remarkably low.   Depending on who you are fighting with, they will be able to swarm you with gobs of AMM's right about as you entire primary launch range.   Shooting from a further distance is always safer.

I like your active and fire control setups, a good balance.  Are you planning any beam weapon ships in the future? Sometimes it very helpful to be able to shoot at someone without missiles, but at a longer range than gauss.
 

Offline Jumpp (OP)

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Re: Ships of the Solari Empire
« Reply #4 on: December 11, 2012, 09:56:39 AM »

I have never used missile ships with your approach of low ROF but large number of launchers.  I suppose it would work if you were careful about cycling some of the launchers for knife fights, etc.  My main concern would be launching an alpha strike and then getting caught with a surprise and having to wait for reloads.

Cycling the launchers for knife fights certainly gets tedious.  Chopping down several dozen FACs requires a lot of mouse-and-keyboard grunt work.  I often find myself wishing for a button that says "assign ready-to-fire launchers to all my fire controls, in quantities equal to the not-ready-to-fire launchers presently assigned to same, and cycle those not-ready-to-fire launchers back out into the unassigned pool."  Or maybe a button that says "When this fire control shoots, it's going to fire, at most, [number] of the launchers assigned to it."  If I had infinite patience for such tedium, I'd only carry one R16 fire control instead of four on each of the cruisers, but the extras make it quicker to chop FACs.

Quote
The range of your ASM missiles seems remarkably low.   Depending on who you are fighting with, they will be able to swarm you with gobs of AMM's right about as you entire primary launch range.   Shooting from a further distance is always safer.

My ASM range is low.  In my current game, I'm on my fourth war with NPRs, and every time I've fought people who were significantly slower than me, and with weaker tech.  The lower range hasn't cost me much because I've mostly been able to easily tank the enemy missile salvos, especially now that the Archangel-class is on the line.  Come the day I find an enemy I can't easily outrun, or one whose AMM range is anywhere near my ASM range, I'll switch very quickly to ASMs with much greater range.

Quote
I like your active and fire control setups, a good balance.  Are you planning any beam weapon ships in the future? Sometimes it very helpful to be able to shoot at someone without missiles, but at a longer range than gauss.

Definitely.  The logistics of operating these missile ships is an ordeal.  I've got 100 scientists hard at work on particle beams.  In a few years I'll be deploying my first beam-equipped ship-killers.
« Last Edit: November 03, 2015, 11:11:01 AM by Jumpp »