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Offline Carnagus (OP)

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My first(ish) fleet
« on: May 09, 2020, 10:19:05 AM »
This post is going to be quite long, as I managed to go a tad bit overboard with designing new ships (the original plan was 2 types of Destroyer and a Frigate). 
So with that disclaimer out of the way, let's start with the biggest ship of the fleet:

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Unicorn class LAC Carrier      50,000 tons       919 Crew       9,707.2 BP       TCS 1,000    TH 6,400    EM 3,420
6400 km/s      Armour 12-120       Shields 114-342       HTK 230      Sensors 0/0/0/0      DCR 41      PPV 43.64
Maint Life 2.23 Years     MSP 9,074    AFR 488%    IFR 6.8%    1YR 2,466    5YR 36,994    Max Repair 1600 MSP
Hangar Deck Capacity 15,000 tons     Magazine 1,960   
Commodore    Control Rating 2   BRG   FLG   
Intended Deployment Time: 12 months    Flight Crew Berths 300    Morale Check Required   

Magnetic Fusion Drive  EP3200.00 (2)    Power 6400    Fuel Use 5.59%    Signature 3200    Explosion 10%
Fuel Capacity 2,061,000 Litres    Range 132.7 billion km (240 days at full power)
Gamma S57 / R342 Shields (2)     Recharge Time 342 seconds (0.3 per second)

Triple Gauss Cannon R600-100 Turret (2x18)    Range 60,000km     TS: 40000 km/s     Power 0-0     RM 60,000 km    ROF 5       
Beam Fire Control R100-TS40000 (1)     Max Range: 100,000 km   TS: 40,000 km/s     90 80 70 60 50 40 30 20 10 0

S2ASM-102m "Hawk" (980)    Speed: 50,000 km/s    End: 34.1m     Range: 102.3m km    WH: 4    Size: 2    TH: 650/390/195

ASSR1-6.3m (1)     GPS 480     Range 69.9m km    MCR 6.3m km    Resolution 1
ASSR80-301m (1)     GPS 38400     Range 301.3m km    Resolution 80

Compact ECCM-3 (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 Military Vessel for maintenance purposes

This ship is relatively lightly armoured, and only has defensive weapons, and the shields are sort of a placeholder at the moment, as my shield tech is quite far behind.   It is designed to carry either 5 LACs or 20 FACs (with appropriate loadout of course)

The LAC:

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Ardent MkII class Light Attack Craft      3,000 tons       75 Crew       631.6 BP       TCS 60    TH 488    EM 0
8127 km/s      Armour 2-18       Shields 0-0       HTK 26      Sensors 0/0/0/0      DCR 0      PPV 21.6
Maint Life 1.58 Years     MSP 452    AFR 288%    IFR 4.0%    1YR 210    5YR 3,145    Max Repair 243.75 MSP
Magazine 369   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 6 days    Morale Check Required   

Magnetic Fusion Drive  EP487.50 130% (1)    Power 487.5    Fuel Use 31.47%    Signature 487.5    Explosion 13%
Fuel Capacity 51,000 Litres    Range 9.7 billion km (13 days at full power)

Size 2.0 Missile Launcher (60.0% Reduction) (18)     Missile Size: 2    Rate of Fire 40
Missile Fire Control FC112-R100 (2)     Range 112.4m km    Resolution 100
S2ASM-102m "Hawk" (184)    Speed: 50,000 km/s    End: 34.1m     Range: 102.3m km    WH: 4    Size: 2    TH: 650/390/195

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

They are designed to provide continuous fire support. 

The alternate parasite FAC:

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Shark class Fast Attack Craft      750 tons       12 Crew       188.3 BP       TCS 15    TH 225    EM 0
15009 km/s      Armour 2-7       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 8.84
Maint Life 10.09 Years     MSP 239    AFR 18%    IFR 0.2%    1YR 4    5YR 64    Max Repair 112.50 MSP
Magazine 58.5   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 days    Morale Check Required   

Magnetic Fusion Drive  EP225.00 225% (1)    Power 225.0    Fuel Use 240.14%    Signature 225.00    Explosion 22%
Fuel Capacity 13,000 Litres    Range 1.3 billion km (24 hours at full power)

Size 4.5 Box Launcher (13)     Missile Size: 4.5    Hangar Reload 106 minutes    MF Reload 17 hours
Missile Fire Control FC112-R100 (1)     Range 112.4m km    Resolution 100
S4.52StageASM100m "StormMkII" (13)    Speed: 24,400 km/s    End: 68.2m     Range: 101.9m km    WH: 0    Size: 4.5    TH: 81/48/24

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

They are designed to deliver a massive alpha strike.   The missile they fire is 2 stage , carries 3 warheads, with a 3mkm separation range:
The warheads:
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Missile Size: 1.00 MSP  (2.500 Tons)     Warhead: 4    Radiation Damage: 4    Manoeuvre Rating: 21
Speed: 75,000 km/s     Fuel: 75     Flight Time: 40.8 seconds     Range: 3,060,000 km
Cost Per Missile: 3.104     Development Cost: 310
Chance to Hit: 1k km/s 1575%   3k km/s 525%   5k km/s 315%   10k km/s 157.5%

With 20 FACs and my destroyers I can deliver a 996 missile salvo as a first strike

The escort of the carriers:
 
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Nautilus class Jump Cruiser      14,000 tons       395 Crew       3,267.9 BP       TCS 280    TH 1,800    EM 1,710
6428 km/s    JR 4-50      Armour 8-51       Shields 57-342       HTK 77      Sensors 0/0/0/0      DCR 11      PPV 29.4
Maint Life 2.37 Years     MSP 2,517    AFR 136%    IFR 1.9%    1YR 611    5YR 9,165    Max Repair 853.2 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

J50100(4-50) Military Jump Drive     Max Ship Size 50100 tons    Distance 50k km     Squadron Size 4

Magnetic Fusion Drive  EP900.00 (2)    Power 1800    Fuel Use 10.54%    Signature 900    Explosion 10%
Fuel Capacity 519,000 Litres    Range 63.3 billion km (113 days at full power)
Gamma S57 / R342 Shields (1)     Recharge Time 342 seconds (0.2 per second)

Twin Gauss Cannon R600-100 Turret (2x12)    Range 60,000km     TS: 40000 km/s     Power 0-0     RM 60,000 km    ROF 5       
Beam Fire Control R100-TS40000 (1)     Max Range: 100,000 km   TS: 40,000 km/s     90 80 70 60 50 40 30 20 10 0

ASSR1-3.4m (1)     GPS 144     Range 38.3m km    MCR 3.4m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

This ship carries the jump drive for the group and has some missile defence. 

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Nimitz class Escort Cruiser      14,000 tons       412 Crew       8,519.4 BP       TCS 280    TH 1,800    EM 1,710
6428 km/s      Armour 10-51       Shields 57-342       HTK 89      Sensors 0/0/0/0      DCR 8      PPV 87
Maint Life 2.95 Years     MSP 5,697    AFR 190%    IFR 2.6%    1YR 974    5YR 14,607    Max Repair 1600 MSP
Captain    Control Rating 2   BRG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Magnetic Fusion Drive  EP900.00 (2)    Power 1800    Fuel Use 10.54%    Signature 900    Explosion 10%
Fuel Capacity 520,000 Litres    Range 63.4 billion km (114 days at full power)
Gamma S57 / R342 Shields (1)     Recharge Time 342 seconds (0.2 per second)

Quad 20cm C10 Extreme X-ray Laser Turret (2x4)    Range 800,000km     TS: 40000 km/s     Power 40-40     RM 90,000 km    ROF 5       
Twin Gauss Cannon R600-100 Turret (2x12)    Range 60,000km     TS: 40000 km/s     Power 0-0     RM 60,000 km    ROF 5       
Beam Fire Control R800-TS40000 (2)     Max Range: 800,000 km   TS: 40,000 km/s     99 98 96 95 94 92 91 90 89 88
Beam Fire Control R100-TS40000 (1)     Max Range: 100,000 km   TS: 40,000 km/s     90 80 70 60 50 40 30 20 10 0
Inertial Confinement Fusion Reactor R31 (3)     Total Power Output 92.7    Exp 5%

ASSR1-3.4m (1)     GPS 144     Range 38.3m km    MCR 3.4m km    Resolution 1

Compact ECCM-3 (3)         This design is classed as a Military Vessel for maintenance purposes

This ship is to provide point defence for the carrier.   2 Nimitz class/1 carrier. 


The Destroyer group the carriers are supporting consist of 4 of either Valiant or Daring class Missile Destroyers, 3 Arrow class Frigates and 1 Resolution class Destroyer Leader:

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Resolution class Destroyer Leader      10,000 tons       283 Crew       4,127.6 BP       TCS 200    TH 1,600    EM 0
8000 km/s    JR 8-250      Armour 6-41       Shields 0-0       HTK 47      Sensors 360/0/0/0      DCR 4      PPV 21.82
Maint Life 3.02 Years     MSP 3,280    AFR 178%    IFR 2.5%    1YR 539    5YR 8,080    Max Repair 1200 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

J10200(8-250) Military Jump Drive     Max Ship Size 10200 tons    Distance 250k km     Squadron Size 8

Magnetic Fusion Drive  EP800.00 (2)    Power 1600    Fuel Use 11.18%    Signature 800    Explosion 10%
Fuel Capacity 378,000 Litres    Range 60.9 billion km (88 days at full power)

Triple Gauss Cannon R600-100 Turret (1x18)    Range 60,000km     TS: 40000 km/s     Power 0-0     RM 60,000 km    ROF 5       
Beam Fire Control R600-TS40000 (1)     Max Range: 600,000 km   TS: 40,000 km/s     98 97 95 93 92 90 88 87 85 83

ASSR80-301m (1)     GPS 38400     Range 301.3m km    Resolution 80
ASSR1-6.3m (1)     GPS 480     Range 69.9m km    MCR 6.3m km    Resolution 1
ThS150m (1)     Sensitivity 360     Detect Sig Strength 1000:  150m km

This design is classed as a Military Vessel for maintenance purposes

Other than jump cabability, they provide long range active and passive sensors for the fleet.   The fire control is a bit oversized for what is needed, but I'll probably replace the weapons with area defence lasers when I get better tech. 

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Daring MkII class Missile Destroyer      10,000 tons       180 Crew       2,301.8 BP       TCS 200    TH 1,600    EM 0
8000 km/s      Armour 8-41       Shields 0-0       HTK 56      Sensors 0/0/0/0      DCR 4      PPV 48.6
Maint Life 3.55 Years     MSP 2,575    AFR 200%    IFR 2.8%    1YR 313    5YR 4,701    Max Repair 400 MSP
Magazine 865   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Magnetic Fusion Drive  EP800.00 (2)    Power 1600    Fuel Use 11.18%    Signature 800    Explosion 10%
Fuel Capacity 382,000 Litres    Range 61.5 billion km (88 days at full power)

Size 4.5 Missile Launcher (60.0% Reduction) (18)     Missile Size: 4.5    Rate of Fire 40
Missile Fire Control FC112-R100 (3)     Range 112.4m km    Resolution 100
S4.52StageASM100m "StormMkII" (192)    Speed: 24,400 km/s    End: 68.2m     Range: 101.9m km    WH: 0    Size: 4.5    TH: 81/48/24

Active Search Sensor AS108-R100 (1)     GPS 7200     Range 108.9m km    Resolution 100

Compact ECCM-3 (3)         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


Code: [Select]
Valiant MkII class Missile Destroyer      10,000 tons       183 Crew       2,240.2 BP       TCS 200    TH 1,600    EM 0
8000 km/s      Armour 8-41       Shields 0-0       HTK 58      Sensors 0/0/0/0      DCR 4      PPV 48
Maint Life 3.55 Years     MSP 2,560    AFR 200%    IFR 2.8%    1YR 313    5YR 4,689    Max Repair 400 MSP
Magazine 903   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Magnetic Fusion Drive  EP800.00 (2)    Power 1600    Fuel Use 11.18%    Signature 800    Explosion 10%
Fuel Capacity 377,000 Litres    Range 60.7 billion km (87 days at full power)

Size 4.0 Missile Launcher (60.0% Reduction) (20)     Missile Size: 4    Rate of Fire 40
Missile Fire Control FC112-R100 (2)     Range 112.4m km    Resolution 100
S4ASM-100m "LongbowMkII" (225)    Speed: 50,000 km/s    End: 33.5m     Range: 100.4m km    WH: 9    Size: 4    TH: 450/270/135

Active Search Sensor AS108-R100 (1)     GPS 7200     Range 108.9m km    Resolution 100

Compact ECCM-3 (2)         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 Longbow missile has lvl4 ECM installed.


Code: [Select]
Arrow class Frigate      6,000 tons       139 Crew       1,295.9 BP       TCS 120    TH 963    EM 0
8022 km/s      Armour 3-29       Shields 0-0       HTK 42      Sensors 0/0/0/0      DCR 2      PPV 18
Maint Life 3.06 Years     MSP 1,470    AFR 144%    IFR 2.0%    1YR 236    5YR 3,541    Max Repair 481.25 MSP
Magazine 802   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Magnetic Fusion Drive 110%  EP962.50 (1)    Power 962.5    Fuel Use 13.57%    Signature 962.5    Explosion 11%
Fuel Capacity 264,000 Litres    Range 58.4 billion km (84 days at full power)

Size 1 Missile Launcher (18)     Missile Size: 1    Rate of Fire 5
MFCR1-3.3m (3)     Range 37m km    Resolution 1
S1AMM-3m "SparrowMkII" (802)    Speed: 78,000 km/s    End: 0.7m     Range: 3.1m km    WH: 1    Size: 1.00    TH: 1716/1029/514

ASSR1-3.4m (1)     GPS 144     Range 38.3m km    MCR 3.4m 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 Military Vessel for maintenance purposes

There will be a tanker and collier designed to travel with the fleet and provide supplies.   I plan to have 2 tankers + 3 colliers + 2 redesigned Arrow frigates for PD and a redesigned Resolution for jump capability in a single supply group. 

As these are the first ships I designed other than a few small vessels (mainly survey vessels) in VB aurora when I discovered the game in february, any and all criticism is welcome. 
« Last Edit: May 09, 2020, 10:29:18 AM by Carnagus »
 

Offline Father Tim

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Re: My first(ish) fleet
« Reply #1 on: May 09, 2020, 10:36:59 AM »
The Ardent MKIIs carry less than double the MSP the engine requires (max repair, as the engine is the most 'expensive' component), so if they lose the engine to combat damage they'll be stuck until another ship comes to get them (either via tractor or hangar).

Damage Control requires double the MSP to fix a component, and it requires it all at once so an Ardent will never be able to self-repair its engine.
 

Offline Carnagus (OP)

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Re: My first(ish) fleet
« Reply #2 on: May 09, 2020, 10:51:39 AM »
Quote from: Father Tim link=topic=11349. msg132095#msg132095 date=1589038619
The Ardent MKIIs carry less than double the MSP the engine requires (max repair, as the engine is the most 'expensive' component), so if they lose the engine to combat damage they'll be stuck until another ship comes to get them (either via tractor or hangar).

Damage Control requires double the MSP to fix a component, and it requires it all at once so an Ardent will never be able to self-repair its engine.

They shoot themselves dry in about 6 minutes, then rejoin the mothership to rearm, so I thought I can get away with it.  But tempting fate might not be the best thing to do, so I will probably redesign them, sacrificing a bit of fuel, and deployment time for MSP.
 

Offline kenlon

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Re: My first(ish) fleet
« Reply #3 on: May 09, 2020, 11:20:27 AM »
Wait, you can put ships larger than 1Kt in hangars? HOW DID I NOT KNOW THIS?!  :o
 

Offline mike2R

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Re: My first(ish) fleet
« Reply #4 on: May 09, 2020, 11:39:19 AM »
Wait, you can put ships larger than 1Kt in hangars? HOW DID I NOT KNOW THIS?!  :o

Yup, and we have commercial hangers in C# Aurora, which leads to some interesting thoughts.  I'm thinking massive commercial ships (or maybe a space station and tug combo) to transport the battle fleet using efficent engines, then dropping it off at a system and letting it charge in.  Without having to worry about strategic range you could really go to town on the engine overtuning...
 

Offline d.rodin

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Re: My first(ish) fleet
« Reply #5 on: May 10, 2020, 04:49:43 AM »
Quote from: mike2R link=topic=11349. msg132109#msg132109 date=1589042359
Quote from: kenlon link=topic=11349. msg132105#msg132105 date=1589041227
Wait, you can put ships larger than 1Kt in hangars? HOW DID I NOT KNOW THIS?!  :o

Yup, and we have commercial hangers in C# Aurora, which leads to some interesting thoughts.   I'm thinking massive commercial ships (or maybe a space station and tug combo) to transport the battle fleet using efficent engines, then dropping it off at a system and letting it charge in.   Without having to worry about strategic range you could really go to town on the engine overtuning. . .

Military ships can land in commercial hangars?
 

Offline skoormit

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Re: My first(ish) fleet
« Reply #6 on: May 10, 2020, 08:14:35 AM »
Quote from: mike2R link=topic=11349. msg132109#msg132109 date=1589042359
Quote from: kenlon link=topic=11349. msg132105#msg132105 date=1589041227
Wait, you can put ships larger than 1Kt in hangars? HOW DID I NOT KNOW THIS?!  :o

Yup, and we have commercial hangers in C# Aurora, which leads to some interesting thoughts.   I'm thinking massive commercial ships (or maybe a space station and tug combo) to transport the battle fleet using efficent engines, then dropping it off at a system and letting it charge in.   Without having to worry about strategic range you could really go to town on the engine overtuning. . .

Military ships can land in commercial hangars?

Yes. While in a commercial hangar, military ships "have normal maintenance costs."
We aren't sure exactly what this means.
It seems that they pause the maintenance clock but can still have breakdowns.
They also stop and rollback the deployment clock, as if at a recreational location.
 

Offline Person012345

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Re: My first(ish) fleet
« Reply #7 on: May 10, 2020, 10:27:55 AM »
Quote from: Father Tim link=topic=11349. msg132095#msg132095 date=1589038619
The Ardent MKIIs carry less than double the MSP the engine requires (max repair, as the engine is the most 'expensive' component), so if they lose the engine to combat damage they'll be stuck until another ship comes to get them (either via tractor or hangar).

Damage Control requires double the MSP to fix a component, and it requires it all at once so an Ardent will never be able to self-repair its engine.

They shoot themselves dry in about 6 minutes, then rejoin the mothership to rearm, so I thought I can get away with it.  But tempting fate might not be the best thing to do, so I will probably redesign them, sacrificing a bit of fuel, and deployment time for MSP.
It depends how valuable you consider a single unit. Generally my tact with parasites is if it gets hit it's probably dead anyway, but then I haven't really tried 3kt parasites yet. Usually I'm just losing a 250 ton fighter or something.
 

Offline Carnagus (OP)

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Re: My first(ish) fleet
« Reply #8 on: May 10, 2020, 03:51:36 PM »
Quote from: Person012345 link=topic=11349. msg132276#msg132276 date=1589124475
Quote from: Carnagus link=topic=11349. msg132097#msg132097 date=1589039499
Quote from: Father Tim link=topic=11349.  msg132095#msg132095 date=1589038619
The Ardent MKIIs carry less than double the MSP the engine requires (max repair, as the engine is the most 'expensive' component), so if they lose the engine to combat damage they'll be stuck until another ship comes to get them (either via tractor or hangar). 

Damage Control requires double the MSP to fix a component, and it requires it all at once so an Ardent will never be able to self-repair its engine. 

They shoot themselves dry in about 6 minutes, then rejoin the mothership to rearm, so I thought I can get away with it.   But tempting fate might not be the best thing to do, so I will probably redesign them, sacrificing a bit of fuel, and deployment time for MSP.
It depends how valuable you consider a single unit.  Generally my tact with parasites is if it gets hit it's probably dead anyway, but then I haven't really tried 3kt parasites yet.  Usually I'm just losing a 250 ton fighter or something.

Yeah if it was a fighter I probably would not bother, but losing 3kt warship and 75 of my digital subjects because of something that can be easily fixed would make me feel bad :)