Author Topic: noob request  (Read 9862 times)

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Offline Thiosk

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Re: noob request
« Reply #15 on: August 12, 2011, 04:07:10 PM »
Civilian mining and trade occurs automatically, requiring no resources or input from you.  Except that you have to design them a freighter, a colony ship, and a luxury liner.

You can build minefields.  Later.  Don't worry about it for now.  Worry about viable ship design and economy.

You can build huge ships.  Million tons or more.  Don't worry about this now-- the resource input is enormous, and you need to spend years improving your shipyards.  You'll then need hundreds of millions of workers to man those shipyards to build the craft.
 

Offline James Patten

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Re: noob request
« Reply #16 on: August 12, 2011, 07:01:08 PM »
Is it practical to build very big warships? Like 200-300k tones? Or are You against that design philosophy? I have seen many designs on this site, but they are small (5-6k) warships.

That depends.  If you search any designs in the forum, you'll discover Waresky's School of MegaStructure Design.  Waresky seems to routinely build million ton ships.  I don't know how he does it.  Myself, I rarely build anything military over 10,000 tons, and rarely anything civilian over 50,000 tons.  These huge ships just take up too much time and resources (in my opinion) to build.  In the decades it takes to build a single 200,000 ton warship, I could build dozens of 10,000 ton ships, or thousands of fighters.
 

Offline Thiosk

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Re: noob request
« Reply #17 on: August 12, 2011, 07:09:30 PM »
I find civilian transport MUCH more convenient with larger frieghters.  Each time I upgrade civilian freighters, I add more cargo-- my favorite model is the 25 cargo space and 3 km/s civ freighters.  They get around reasonably fast, and can move research labs in no time ;)


The workhorse of my civ fleet has 15 cargo spaces.  These are around 120,000 ton, IIRC.
 

Offline orfeusz (OP)

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Re: noob request
« Reply #18 on: August 13, 2011, 04:20:51 AM »
Thanks  :)

Now i will try playing longer game.   Maybe even with some ship fight  ;D



Edit: And i have more questions :|

how to terraform? I studied tutorial but i want to be sure.

Remove toxic gases first (if present)?
On the Mars i first need to add greenhouse gases to rise temperature.
When temperature will be 0 Celsius i need to start pumping Oxygen to have 0. 105 atmosphere of Oxygen?
Then i Need to add more neutral gases to have oxygen level less then 30%?
Its all?


P. S.  If i will find planet to hot, but with no atmosphere, can i add some coolant gas?
« Last Edit: August 13, 2011, 04:47:50 AM by orfeusz »
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Offline Thiosk

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Re: noob request
« Reply #19 on: August 13, 2011, 05:22:17 AM »
You seem to have a good understanding of terraforming.  Enjoy!

(I use about 90 terraforming modules to quickly change planets, i put them on ships to make moving them around easy.)
 

Offline Mini

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Re: noob request
« Reply #20 on: August 13, 2011, 09:03:06 AM »
It can be worth switching the raising temperature and raising oxygen stages, because the pressure of the oxygen also raises the temperature.
 

Offline orfeusz (OP)

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Re: noob request
« Reply #21 on: August 13, 2011, 09:06:47 AM »
Quote from: Mini link=topic=3924. msg38249#msg38249 date=1313244186
It can be worth switching the raising temperature and raising oxygen stages, because the pressure of the oxygen also raises the temperature.

Sounds like a good idea  ;)
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Offline orfeusz (OP)

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Re: noob request
« Reply #22 on: August 14, 2011, 08:35:12 AM »
A new dilemma come up.  I need something to stop riots on Mars colony.  I design. . . .  TA-DAM!

Code: [Select]
Viking class Planetary Defence Centre    21,100 tons     1740 Crew     2313.84 BP      TCS 422  TH 0  EM 0
Armour 7-68     Sensors 24/72     Damage Control Rating 0     PPV 128
Magazine 3448    

PDC Size 4 Missile Launcher (32)    Missile Size 4    Rate of Fire 60
Missile Fire Control FC36-R100 (1)     Range 36.0m km    Resolution 100
Size 4 Anti-ship Missile Firre Arrow (762)  Speed: 12,500 km/s   End: 42.8m    Range: 32.1m km   WH: 3    Size: 4    TH: 50 / 30 / 15
Size 1 Anti-missile Missile Fire Wall MK2 (400)  Speed: 13,500 km/s   End: 6.3m    Range: 5.1m km   WH: 1    Size: 1    TH: 54 / 32 / 16

Active Search Sensor MR36-R100 (50%) (1)     GPS 7200     Range 36.0m km    Resolution 100
Thermal Sensor TH3-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m 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 Planetary Defence Centre and can be pre-fabricated in 9 sections


What do You think? Do i need to somehow link Missile Fire Control to launchers or missiles?


EDIT: Does i need to build 9 Prefabricated components?
« Last Edit: August 14, 2011, 08:41:42 AM by orfeusz »
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Offline Hawkeye

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Re: noob request
« Reply #23 on: August 14, 2011, 12:24:41 PM »
What is causing the riots?

If it is because you are providing too little protection, then building some PDCs is the right thing to do (if you don´t want to build a fleet)

If it is because of lacking living space (i.e. too little infrastructure) this will not help, then you need boots on the ground, i.e. ground troops. Garrison or Mobile Infantry are ideal, because of the high defense value, which is what counts here.

Re. your PDC. When you order one to be prefab´ed, your industry will build all 9 sections, that you need per each pdc you order. Hm, that doesn´t sound very clear. Example: If you order 3 PDCs to be prefabricated, your industry will build 27 segments.


Also, re. your design, another firecon or three would probably make sense and it is usually a better idea to put a Deep Space Tracking Station on colonies (those have a basic Thermal/EM passive of strength 300) instead of the thermal one you mounted.
Some dedicated size-1 launchers for your AMMs also wouldn´t be too bad, along with corresponding firecons (usually 1 firecon per 4 to 5 launchers) and active sensors (both res-1)
Ralph Hoenig, Germany
 

Offline orfeusz (OP)

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Re: noob request
« Reply #24 on: August 14, 2011, 12:50:02 PM »
Source of riots is lack of protection. As a cheap solution i will build this design without thermal. I will use your design advices when i will build new version for more distant colonies. Thanks!


Updated version, already building it  :)

Code: [Select]
Viking class Planetary Defence Centre    21,700 tons     1795 Crew     2462.04 BP      TCS 434  TH 0  EM 0
Armour 7-69     Sensors 1/72     Damage Control Rating 0     PPV 128
Magazine 3448   

PDC Size 4 Missile Launcher (32)    Missile Size 4    Rate of Fire 60
Missile Fire Control FC58-R65 (4)     Range 58.0m km    Resolution 65
Size 4 Anti-ship Missile Firre Arrow (762)  Speed: 12,500 km/s   End: 42.8m    Range: 32.1m km   WH: 3    Size: 4    TH: 50 / 30 / 15
Size 1 Anti-missile Missile Fire Wall MK2 (400)  Speed: 13,500 km/s   End: 6.3m    Range: 5.1m km   WH: 1    Size: 1    TH: 54 / 32 / 16

Active Search Sensor MR36-R100 (50%) (1)     GPS 7200     Range 36.0m km    Resolution 100

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 9 sections
« Last Edit: August 14, 2011, 01:01:17 PM by orfeusz »
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Offline orfeusz (OP)

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Re: noob request
« Reply #25 on: August 15, 2011, 09:31:52 AM »
Game is great! Some filthy aliens just show on radar. Communication attempt failed after approximately 5 seconds when they blow my scout up  ;D So.... WAR.... only problem is that i don't have anything to shot at them. I created 2 designs. If there is something really wrong with them then please write what  ;)

MISSILE SHIP
Code: [Select]
Revenge class Destroyer    14,700 tons     1369 Crew     2877 BP      TCS 294  TH 504  EM 0
4897 km/s     Armour 5-53     Shields 0-0     Sensors 16/16/0/0     Damage Control Rating 5     PPV 48
Maint Life 1.58 Years     MSP 612    AFR 345%    IFR 4.8%    1YR 284    5YR 4262    Max Repair 192 MSP
Magazine 976   

Ion Engine E7 (24)    Power 60    Fuel Use 70%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 87.4 billion km   (206 days at full power)

Size 6 Missile Launcher 40s (8)    Missile Size 6    Rate of Fire 40
Missile Fire Control FC38-R16 (50%) (2)     Range 38.4m km    Resolution 16
Size 6 Firre Arrow MK2 (163)  Speed: 30,000 km/s   End: 19m    Range: 34.3m km   WH: 8    Size: 6    TH: 190 / 114 / 57

Active Search Sensor MR40-R16 (50%) (1)     GPS 2048     Range 41.0m km    Resolution 16
Thermal Sensor TH2-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor EM2-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m 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 SUPPORT SHIP
Code: [Select]
Honor class Destroyer    16,550 tons     1349 Crew     3578 BP      TCS 331  TH 567  EM 0
4894 km/s     Armour 7-57     Shields 0-0     Sensors 32/32/0/0     Damage Control Rating 5     PPV 64.44
Maint Life 1.11 Years     MSP 676    AFR 438%    IFR 6.1%    1YR 553    5YR 8300    Max Repair 269 MSP

Ion Engine E7 (27)    Power 60    Fuel Use 70%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 85.5 billion km   (202 days at full power)

Quad 10cm C3 Ultraviolet Laser Turret (2x4)    Range 120,000km     TS: 16000 km/s     Power 12-12     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Fire Control S12 72-16000 (2)    Max Range: 144,000 km   TS: 16000 km/s     93 86 79 72 65 58 51 44 37 31
Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 27    Armour 0    Exp 5%

Active Search Sensor MR19-R1 (1)     GPS 240     Range 19.2m km    Resolution 1
Active Search Sensor MR85-R20 (1)     GPS 4800     Range 85.9m km    Resolution 20
Thermal Sensor TH4-32 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
EM Detection Sensor EM4-32 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Military Vessel for maintenance purposes


I would love to know Yours suggestions  :)
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Offline Hawkeye

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Re: noob request
« Reply #26 on: August 15, 2011, 11:51:16 AM »
Nothing inherently wrong I could spot.

Both ships are a bit on the light side re. Maintenance Supplies, but not excessively so.
They are also quite fast for the tech, with more than 40% of total mass as engines. Personally, I like a ratio of one engine per 1000 tons, or 25% for missile combatants to increase throw-weight, but as I said, that is a personal preference.

One thing, however: Your missiles are rather short ranged. Yes, compared to a laser cannon, 38 mkm sounds like a lot, but for missile combat it realy isn´t.

I´d reduce the warhead a bit to get at least 60+ mkm range or any enemy missile boat will outrange you significantly.


Also, how about either a third design with AMMs, or, preferably, incorporating some AMMs into your Honor Class? Lets face it, a 16.500 ton ship armed with two PD turrets? Thats not a whole lot of guns for such a large ship.

Oh, and asuming your enemy is not exclusively using FACs, I´d remove the res-20 sensor on the Honor and replace it with a res 100 or 120 one, which will give you a HUUUUUGE boost in scan range (only against 5000/6000+ ton ships, granted)

Ralph Hoenig, Germany
 

Offline orfeusz (OP)

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Re: noob request
« Reply #27 on: August 16, 2011, 01:52:19 AM »
Thanks  :)  I will name new class after You Howkeye ;D


In tutorial on wiki, there is the statement that i need to somehow link weapon systems with targeting system. Where can i do that? (wiki don't say)


Does missile speed of 30kkm/s is sufficient?


Code: [Select]
Quad 10cm C3 Ultraviolet Laser Turret (2x4)    Range 120,000km     TS: 16000 km/s
To have decent range, armor and speed i needed to make them big  :(  Aren't thous stats needlessly overpowered?

And does Quad mean that one turret will destroy 4 missiles with one shot? Or 4 shots to one missile?
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Offline Ashery

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Re: noob request
« Reply #28 on: August 16, 2011, 02:59:55 AM »
With two fire controls, each turret will be firing at a single salvo and taking out a max of four missiles in each, but you won't necessarily have a 100% hit rate. Realistically speaking, you could get away with only a single fire control and link both turrets to it, but your setup works fine.
 

Offline orfeusz (OP)

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Re: noob request
« Reply #29 on: August 16, 2011, 06:33:45 AM »
Realistically speaking, you could get away with only a single fire control and link both turrets to it, but your setup works fine.

So how many fire controls to turret ratio?

Also, in case of missiles, 4tubes to 1control is ok?
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