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Topic Summary

Posted by: L0ckAndL0ad
« on: April 12, 2020, 06:37:18 AM »

January 7, Y80

Final report of the United Systems campaign log. First Administrator reporting.

None of the xenologist teams on NN-3517-A P3 found anything. The arrival of I MEF was most likely unnecessary.

JGC Canopus (produced in Y14) managed to construct the entire network of Jump Gates between Sol and Gun Union's homeworld, that's 8 jumps in total. This should help our trade agreement to take an actual effect, allowing commercial shipping a way to transport goods back and forth. It's been a while, actually, but I have no clue how to measure the effects of our trade agreement.

There is a number of suspected GUN commercial ships in Sol (big and slow moving), but national wealth/trade statistics indicates only 2.6% (3095) of all annual income to come from "Tax on Exports". Is that it?

The best news is that United Systems is no longer suffering from mineral shortages. Strategic stockpile on Earth is nice to look at, finally, having more than 50-90k units of each mineral, with the largest supply of Duranium being at almost 600k mark. With mining technologies research and construction being given top priority, Union is once again fully capable to produce anything that may be required.

Off-Topic: show


We've managed to get peace with both of our neighbors, GUN Union and Commonwealth of Majlesi. We've defeated all hostile Nails forces that we've encountered. We've made it through the mineral crisis. Fought some fights in space and made planetary assaults. Built some great ships. Explored the stars.

This is L0ckAndL0ad, last narrator of the United Systems story, signing off.
Posted by: L0ckAndL0ad
« on: March 11, 2020, 02:04:21 PM »

December 29, Y76

I Marine Expeditionary Force lands on NN 3517-A P3 via five Okinawa class attack transports. It consists of 3 Marine Regiments (12 battalions), 2 Heavy Assault Battalions, 1st Marine Combat Engineer Battalion and 1st Naval Construction Brigade. Seabees are joining four Xenologist teams on site of alien ruins.

I MEF is led by Marine Lieutenant General Daniel Robertson, who can be described as dispassionate and conservative by his peers. His main priority is to keep the scientists and Seabees safe while their study the ruins.

Let's see what they can dig up there.

Quote
12-14% grade bonus
That's a pretty significant grade bonus. I've never done GC fighters myself so I can't say for sure but the concept does intrigue me.
That's only half of my normal grade bonus for fighters. I just got tired of waiting for them to train to the maximum. Every other fighter in the USN has 34% grade bonus.

But that's not that important, as GC's modifier is applied last. My base to hit (with grade bonus applied?) was 100%+, then modified by superior speed of the attacking missile to ~50%, and then by GC's modifier to ~18-19% final chance. 4 shots with 18% chance was good enough, but very close for comfort.

Overall, yeah, the size and the cost of such fighters is very tempting, at the combat potential they offer. Imagine a swarm of hundreds of these. My CV Enterprise alone can potentially hold 144 of such fighters.

I'm also considering reduced size laser fighters. Should give plenty of penetration. But not that good at defending against missiles. That's okay for a striker, though (need escorts by design).
Posted by: Garfunkel
« on: March 11, 2020, 01:38:41 PM »

Quote
12-14% grade bonus
That's a pretty significant grade bonus. I've never done GC fighters myself so I can't say for sure but the concept does intrigue me.
Posted by: L0ckAndL0ad
« on: March 10, 2020, 04:26:12 PM »

December 9, Y75

F-12G Small Gauss cannon fighter prototype testing

Off-Topic: show
F-12G Prototype class Fighter    222 tons     2 Crew     115.5 BP      TCS 4.44  TH 75  EM 0
16891 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 10.59 Years     MSP 33    AFR 3%    IFR 0.1%    1YR 1    5YR 8    Max Repair 37.5 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

75 EP Magnetic Fusion Drive (EPx3/FC0.25) (1)    Power 75    Fuel Use 385.82%    Signature 75    Exp 30%
Fuel Capacity 10 000 Litres    Range 2.1 billion km   (34 hours at full power)

Gauss Cannon R4-33 (1x4)    Range 40 000km     TS: 16891 km/s     Accuracy Modifier 33%     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S00.2 30-6250 (FTR) (1)    Max Range: 60 000 km   TS: 25000 km/s     83 67 50 33 17 0 0 0 0 0

Active Search Sensor MR4-R1 (1)     GPS 26     Range 4.5m km    MCR 493k km    Resolution 1


Union Navy experiments with cheap fighters. Small size Gauss canon is being tested, using OPFOR vs BLUFOR field test. 8 fighters of the F-12G design, with ~50-60% TF training and 12-14% grade bonus, against 8x anti-fighter missiles (35200m/s).

Results are VERY good! All 8 missiles were hit and destroyed, despite being twice as fast as the fighters, and fighters having 33% accuracy guns! Each fighter had 4 shots to hit. I'm not sure how to read all the bonuses/modifiers properly, but the results are good enough for me.

I think such fighters can certainly be used against ordinary aliens that don't have any particular tech advantage over us. They need trained crews and pilots though. And will be worse at fighting higher tech races.
Posted by: L0ckAndL0ad
« on: March 10, 2020, 09:04:18 AM »

March 19, Y74

20:03
Marine Raiders land on P5-M12. Colonel Nash is ordered to secure the colony, slowly and carefully. The entire TF Ranger minus scout detachment holds position in orbit, not expecting any resistance. This place looks abandoned.

March 24

Two tracking stations. As expected. Nothing else, not even the minerals. Oh well.. That was mildly entertaining. We're not pulling out yet, until the scouts scan the outer parts of the system, but it appears to be the last great unknown of NN 3517. Well, except for the anomalous Alien Installation on Planet III that needs to be studied by someone from the Engineer Corps, which isn't happening till at least the end of next year, when additional expeditionary forces will be ready.

May 19

Scouts have reached the outer system. 10 billion kilometers from the local sun. There's nothing there. Admiral Hall orders the scouts to rejoin the main group.
After that, the TF Ranger is going to return to Sol.
Posted by: L0ckAndL0ad
« on: March 10, 2020, 08:19:53 AM »

-snip-
One of my favorite movies of all times! Glad to see someone gets the reference!

March 12, Y74
NN 3517, Nails system


01:00
Rear Admiral Morgan Hall, 54 year old cheerful and courteous former fighter pilot with 30+ years of Navy service experience, commands Task Force 1 from the Flag Plot on CVL Ranger. Hall is a motivated person with strong faith in others, and he believes that everything will go smooth and by the numbers.

TG 1.1.2 - Scout Detachment with two destroyers reached the first Nails colony. Only population (thermal signature 5) detected. Two APDs with Alpha and Charlie Marine Companies on board detach from the main body to make a combat drop on alien world - Planet IV of the NN 3517-A star system. ETA 16 hours.

17:02
A Coy & C Coy of the 1st Marine Raider Bn combat dropped on Planet IV, unopposed. Bravo and Delta Companies are to arrive in 6 hours.

21:02
DDG Mahan, another scout detached from the group, have reached the Moon 12 of the Planet V, the second Nails colony. Thermal signature 10 population detected. Nothing else.

23:07
All units of the 1st Marine Raider Battalion linked up on Planet IV. They're ordered to make a reconnaissance in force.

March 19

01:37
Colonel James Nash of Marine Alpha Company, acting commander of the Raiders on Planet IV reports having secured the colony without losses. Only one installation was found - Deep Space Tracking Station. Nothing else. No actual population. Nothing. Without additional geological survey, PIV is known to have the following deposits: 700k/1.0 Neutronium, 1.7M/0.9 Sorium and 3.1M/0.3 Uridium. Great, but not particularly needed right now.

Admiral Hall, cautiously excited, orders Task Force 1 to redeploy its units to Planet V, Moon 12. What is there with this str 10 thermal signature, he thought. Two DSTS?! We'll find out soon.
Posted by: Garfunkel
« on: March 10, 2020, 07:05:28 AM »

thirty eight combat drops, simulated, and one actual combat drop

Posted by: L0ckAndL0ad
« on: March 10, 2020, 04:46:58 AM »

Here are the production blueprints. No new generation of missiles or fighters yet though. Budgetary constraints.

Kinkaid class DDG
Off-Topic: show
Kinkaid class Destroyer, Guided Missile    7 100 tons     183 Crew     1827.62 BP      TCS 142  TH 600  EM 0
4225 km/s     Armour 4-32     Shields 0-0     Sensors 36/36/0/0     Damage Control Rating 32     PPV 40.76
Maint Life 2.03 Years     MSP 322    AFR 201%    IFR 2.8%    1YR 104    5YR 1567    Max Repair 144 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 417    Cryogenic Berths 200   

150 EP Magnetic Fusion Drive (FC0.25/EPx1) (4)    Power 150    Fuel Use 23.5%    Signature 150    Exp 10%
Fuel Capacity 280 000 Litres    Range 30.2 billion km   (82 days at full power)

Twin Gauss Cannon R4-67 Turret (1x8)    Range 40 000km     TS: 12500 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS-250 (1x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Gunnery FCS 20/12.5 (1)    Max Range: 40 800 km   TS: 12500 km/s     75 51 26 2 0 0 0 0 0 0

SM-6-150s Launcher (8)    Missile Size 6    Rate of Fire 150
SM-1-5s Launcher (8)    Missile Size 1    Rate of Fire 5
AE36-18 AMF FCS 2/19M (2)     Range 19.4m km    Resolution 1
AE36-18 MFCS 30/122M (1)     Range 122.9m km    Resolution 10
AMM-14 Maestro (193)  Speed: 48 000 km/s   End: 1.2m    Range: 3.5m km   WH: 1    Size: 1    TH: 688/412/206
ASM-64 Sledgehammer (16)  Speed: 30 000 km/s   End: 55.6m    Range: 100.2m km   WH: 16    Size: 6    TH: 200/120/60
AFM-42 Foxxy Love (32)  Speed: 45 000 km/s   End: 18.6m    Range: 50.3m km   WH: 4    Size: 4    TH: 450/270/135

AE36-18 RAD 8Kt/114M (1)     GPS 8065     Range 114.8m km    Resolution 160
AE36-18 AMF Radar 2.8/25.9M (1)     GPS 144     Range 25.9m km    MCR 2.8m km    Resolution 1
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECCM-5 (1)         ECM 50


California class CG
Off-Topic: show
California class Cruiser, Guided Missile    16 500 tons     438 Crew     3777.84 BP      TCS 330  TH 1100  EM 0
3333 km/s    JR 3-50     Armour 4-57     Shields 0-0     Sensors 36/36/0/0     Damage Control Rating 67     PPV 83.04
Maint Life 2.24 Years     MSP 1002    AFR 311%    IFR 4.3%    1YR 269    5YR 4030    Max Repair 288 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 12   
Flag Bridge    Hangar Deck Capacity 500 tons     Cryo Drop Capacity: 1 Company    Magazine 806    Cryogenic Berths 200   

J16.8K (3-50-E12) Military Jump Drive     Max Ship Size 16800 tons    Distance 50k km     Squadron Size 3
275 EP Magnetic Fusion Drive (EPx1/FC0.25) (4)    Power 275    Fuel Use 22.25%    Signature 275    Exp 10%
Fuel Capacity 900 000 Litres    Range 44.1 billion km   (153 days at full power)

Twin Gauss Cannon R4-67 Turret (4x8)    Range 40 000km     TS: 12500 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS-250 (2x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Gunnery FCS 20/12.5 (4)    Max Range: 40 800 km   TS: 12500 km/s     75 51 26 2 0 0 0 0 0 0

SM-6-150s Launcher (12)    Missile Size 6    Rate of Fire 150
SM-1-5s Launcher (12)    Missile Size 1    Rate of Fire 5
AE36-18 AMF FCS 2.9/27.2M (3)     Range 27.2m km    Resolution 1
AE36-18 MFCS 200t/106M (1)     Range 106.9m km    Resolution 4
AMM-14 Maestro (206)  Speed: 48 000 km/s   End: 1.2m    Range: 3.5m km   WH: 1    Size: 1    TH: 688/412/206
ASM-64 Sledgehammer (60)  Speed: 30 000 km/s   End: 55.6m    Range: 100.2m km   WH: 16    Size: 6    TH: 200/120/60
AFM-42 Foxxy Love (60)  Speed: 45 000 km/s   End: 18.6m    Range: 50.3m km   WH: 4    Size: 4    TH: 450/270/135

AE36-18 AMF Radar 5/51M (1)     GPS 288     Range 51.8m km    MCR 5.6m km    Resolution 1
AE36-38 RAD 8Kt/163M (1)     GPS 11520     Range 163.9m km    Resolution 160
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECCM-5 (1)         ECM 50

Strike Group
2x JS-1 'DingerCat Jump Scout   Speed: 12145 km/s    Size: 4.94


Okinawa class APA
Off-Topic: show
Okinawa class Attack Transport    25 000 tons     298 Crew     2454.5 BP      TCS 500  TH 1250  EM 0
2500 km/s     Armour 2-76     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 73     PPV 10
Maint Life 2.01 Years     MSP 798    AFR 384%    IFR 5.3%    1YR 265    5YR 3968    Max Repair 156.25 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Troop Capacity: 5 Battalions    Drop Capacity: 5 Battalions    Cryogenic Berths 1000    Cargo Handling Multiplier 120   

625 EP Commercial Magnetic Fusion Drive (2)    Power 625    Fuel Use 2.21%    Signature 625    Exp 5%
Fuel Capacity 450 000 Litres    Range 146.6 billion km   (678 days at full power)

CIWS-250 (2x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
12cm Railgun V6/C6 (2x4)    Range 120 000km     TS: 6250 km/s     Power 6-6     RM 6    ROF 5        2 2 2 2 2 2 1 1 1 1
Fire Control S00.5 60-6250 (1)    Max Range: 120 000 km   TS: 6250 km/s     92 83 75 67 58 50 42 33 25 17
Magnetic Confinement Fusion Reactor Technology PB-1 (2)     Total Power Output 20    Armour 0    Exp 5%

AE36-18 AMF Radar 2/19M (1)     GPS 108     Range 19.4m km    MCR 2.1m km    Resolution 1
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECM 50


Only Okinawa class attack transports are currently being built. Why? It is finally time to paid a visit to Nails. I'd rather stockpile the minerals for a bit.

January 14, Y74

Four old DDGs of Mahan class were converted to fast transports (APD). Each lost four of its SM6 launchers, but gained new Dual Gauss Canon turret and FCS for Orbital Fire Support. Each APD can carry and combat drop a Marine Company.

Four Marine Companies of 1st Marine Raider Battalion were trained. As soon as Mahan APDs were ready, 1st Marine Raider Bn have made a series of thirty eight combat drops, simulated, and one actual combat drop on Luna.

Task Force Ranger was reformed into an ad hoc Amphibious Force Recon force:

1x  CVL Ranger (5 fighters, 8 strike fighters, 4 scouts, 1 rescue shuttle)
6x DDG
4x APD (4x Marine Companies)
2x AO
1x AKE

Their task:
- travel to NIN 3517 system;
- scan it for anything we might have missed previously;
- land Marines where Nails are present;
- asses enemy strength.
Posted by: Garfunkel
« on: March 04, 2020, 01:24:47 PM »

When things are teetering on the edge, that single cruiser might make all the difference. Plenty of such cases in the AARs over here.
Posted by: L0ckAndL0ad
« on: March 04, 2020, 12:41:18 PM »

Here's the updated YDDG-73.

I got rid of thermal sensor (it was kinda pointless) and downgraded AMM capability to 2m km to save on minerals, but I made the missile FCS assignment much more straightforward and permanent: 2x AMM FCS per 2x4 size 1 launchers and 1x general purpose ASM FCS for 8 size 6 tubes to target 250t sized targets up to 30m km and everything bigger up to 100m km plus. Not sure about the 200t target range, though, I guess it should be decent as well.

Earlier I used the setup where AMM-rated FCS had to be reassigned to ASM launchers to be able to engage small targets. Now, general purpose ASM FCS deals with everything from 200t size fighter to full size enemy warships.

I started looking into cruiser designs, but got stuck on specifics. With layered screening tactics, do I actually need to have cruisers? Can I get by using multiple destroyers instead? Well, I already did, cuz there are only destroyers and carriers in my current fleet. Do I need gunnery-heavy medium sized warships? I feel like sending ships into gun range would potentially cost me more in minerals compared to supplying them with more missiles. If you need a ship to save HVU from being overrun by a faster and heavier force, a couple of gun armed cruisers are not likely to make much difference, probably.

Having a ship with better radars/FCS and weapons that sits near HVU seems like a waste, because the outer circle of screening vessels will most likely be targeted first and would negate the performance of more far reaching radar/FCS (which also should be even less effective in C Sharp Aurora with new active sensor model where the effectiveness goes down with range). On the other hand, it could permit stationing radar picket ships further out for a smaller cost in number of escorting ships. That could be an advantage.

Hmm....

Off-Topic: show
YDDG-73 class Destroyer, Guided Missile    7 000 tons     180 Crew     1790.82 BP      TCS 140  TH 600  EM 0
4285 km/s     Armour 4-32     Shields 0-0     Sensors 1/36/0/0     Damage Control Rating 32     PPV 40.76
Maint Life 2.62 Years     MSP 400    AFR 156%    IFR 2.2%    1YR 82    5YR 1235    Max Repair 144 MSP
Intended Deployment Time: 18 months    Spare Berths 1   
Magazine 417    Cryogenic Berths 200   

150 EP Magnetic Fusion Drive (FC0.25/EPx1) (4)    Power 150    Fuel Use 23.5%    Signature 150    Exp 10%
Fuel Capacity 320 000 Litres    Range 35.0 billion km   (94 days at full power)

Twin Gauss Cannon R4-67 Turret (1x8)    Range 40 000km     TS: 12500 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS-250 (1x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Gunnery FCS 20/12.5 (1)    Max Range: 40 800 km   TS: 12500 km/s     75 51 26 2 0 0 0 0 0 0

SM-6-150s Launcher (8)    Missile Size 6    Rate of Fire 150
SM-1-5s Launcher (8)    Missile Size 1    Rate of Fire 5
AE36-18 AMF FCS 2/19M (2)     Range 19.4m km    Resolution 1
AE36-18 MFCS 30/122M (1)     Range 122.9m km    Resolution 10
AMM-14 Maestro (193)  Speed: 48 000 km/s   End: 1.2m    Range: 3.5m km   WH: 1    Size: 1    TH: 688/412/206
ASM-64 Sledgehammer (16)  Speed: 30 000 km/s   End: 55.6m    Range: 100.2m km   WH: 16    Size: 6    TH: 200/120/60
AFM-42 Foxxy Love (32)  Speed: 45 000 km/s   End: 18.6m    Range: 50.3m km   WH: 4    Size: 4    TH: 450/270/135

AE36-18 RAD 8Kt/114M (1)     GPS 8065     Range 114.8m km    Resolution 160
AE36-18 AMF Radar 2.8/25.9M (1)     GPS 144     Range 25.9m km    MCR 2.8m km    Resolution 1
EM Detection Sensor EM2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECCM-5 (1)         ECM 50
Posted by: L0ckAndL0ad
« on: March 03, 2020, 01:03:17 PM »

May, Y73

As C Sharp hype intensifies, I keep thinking about optimizing my fleet builds. I was hoping I could get away with making less expensive engines by making them less fuel efficient. But unfortunately, they cost as much as they produce power, unless the power modifier goes below x1.0, which makes the engines even heavier than I used before. And that's not acceptable to me, I want the engines to be of no more than 20% of the ship's mass.

Also, there's a problem of the unknown enemy. Defending against an ordinary NPR is one thing, my current neighbors have warships with 1-2k km/s speeds. The Nails (spoilers) I've encountered were much faster. Unlike in real life, there's no water resistance to keep most big warships at 30-33 knot practical limit. So, there's always a chance I'll encounter some enemy that is faster than me.

The answer is better tactics. Screening High Value Units (like carriers) of the fleet with spaced layers of radar pickets is a way to get a warning earlier, allowing big ships to stay undetected for longer and thus have more chance to evade. That's a job for destroyers. The usual scout searches by smaller craft only reinforce situational awareness, and don't cure the problem completely.

Another part of the solution is to have some heavier ships within the formation that could be detached to keep the enemy busy while HVU retreats. That would be cruiser's job.

Overall, I estimate needing 8-12 destroyers and 2-3 cruisers per Carrier Group. As my first carrier is rated for 3200 km/s speed, I think I'll stick with ~3300 km/s speed for a fleet standard for a while. Kinda similar to the real ocean navy's 33 knots. Destroyers will be faster though.

Here's a new generation destroyer I came up with. No name yet.

Off-Topic: show

YDDG-73 class Destroyer, Guided Missile    7 000 tons     180 Crew     1793.82 BP      TCS 140  TH 600  EM 0
4285 km/s     Armour 4-32     Shields 0-0     Sensors 36/36/0/0     Damage Control Rating 32     PPV 40.76
Maint Life 2.1 Years     MSP 320    AFR 196%    IFR 2.7%    1YR 97    5YR 1458    Max Repair 144 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 417    Cryogenic Berths 200   

150 EP Magnetic Fusion Drive (FC0.25/EPx1) (4)    Power 150    Fuel Use 23.5%    Signature 150    Exp 10%
Fuel Capacity 330 000 Litres    Range 36.1 billion km   (97 days at full power)

Twin Gauss Cannon R4-67 Turret (1x8)    Range 40 000km     TS: 12500 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS-250 (1x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Gunnery FCS 20/12.5 (1)    Max Range: 40 800 km   TS: 12500 km/s     75 51 26 2 0 0 0 0 0 0

SM-1-5s Launcher (8)    Missile Size 1    Rate of Fire 5
SM-6-150s Launcher (8)    Missile Size 6    Rate of Fire 150
AE36-18 MFCS 8Kt/172M (1)     Range 172.1m km    Resolution 160
AE36-18 AMF FCS 2.9/27.2M (2)     Range 27.2m km    Resolution 1
AMM-14 Maestro (193)  Speed: 48 000 km/s   End: 1.2m    Range: 3.5m km   WH: 1    Size: 1    TH: 688/412/206
ASM-64 Sledgehammer (16)  Speed: 30 000 km/s   End: 55.6m    Range: 100.2m km   WH: 16    Size: 6    TH: 200/120/60
AFM-42 Foxxy Love (32)  Speed: 45 000 km/s   End: 18.6m    Range: 50.3m km   WH: 4    Size: 4    TH: 450/270/135

AE36-18 AMF Radar 2.8/25.9M (1)     GPS 144     Range 25.9m km    MCR 2.8m km    Resolution 1
AE36-18 RAD 8Kt/114M (1)     GPS 8065     Range 114.8m km    Resolution 160
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECCM-5 (1)         ECM 50


It needs to fulfill the following duties:
- radar picket destroyer, going alone or in small groups with other destroyers to screen the formation of bigger ships, 20-100 m km away;
- escort that provides anti-missile, anti-fighter and anti-ship capability (in that order of priority);
- picking up life pods.

I've stopped using shields in favor of relying on active defenses instead. Level 4 armor and CIWS are very cheap and provide good bonus to survivability. 4 engines are cheap to maintain and also allow to take more hits and still be able to move. The cost in minerals is very good for capabilities present, and compared to my previous generation of ships (especially the last generation that was never actually built).

Also, I selected two planets, both within 3 jumps away from Sol, with great 0.9 deposits of Uridium and Gallicite. They'd require some auto mines, but should help with mineral shortage extensively. I should've done that long ago. I thought that mining very close and very big but lower accessibility deposits would be cheaper (because mines cover more deposits on a single planet). But this strategy obviously failed me somewhat.
Posted by: L0ckAndL0ad
« on: January 06, 2020, 11:30:40 AM »

Are you using Real Stars? If you are, then the number of systems doesn't matter as Real Stars overrides it. Also, if your NPR spawn chance is higher than 0%, you can't be sure that you've met the initial NPRs unless you're using Designer Mode to monitor the DB.

Don't think I've ever seen someone achieve a diplomatic peace like you've done here so that's one for the records :D
Yeah, I used Real Stars, I guess. And 0% NPR spawn. So there won't be any new ones unless I change the settings again or spawn a new NPR. You can do that, can't you?

My intel boys are hitting it hard. Another blueprint sent to me. And it's that damn 0cm laser bug again. Ugh.. I dunno, maybe I should just wait till the C# Aurora...

Off-Topic: show

Grim Reaper-J class Jump Cruiser    19 200 tons     409 Crew     1661 BP      TCS 384  TH 550  EM 0
1432 km/s    JR 3-50     Armour 2-63     Shields 0-0     Sensors 10/5/0/0     Damage Control Rating 8     PPV 72
Maint Life 0.83 Years     MSP 433    AFR 368%    IFR 5.1%    1YR 520    5YR 7797    Max Repair 622 MSP
Intended Deployment Time: 6 months    Spare Berths 3   

J19250(3-50) Military Jump Drive     Max Ship Size 19250 tons    Distance 50k km     Squadron Size 3
25 EP Nuclear Thermal Engine (22)    Power 25    Fuel Use 95%    Signature 25    Exp 10%
Fuel Capacity 800 000 Litres    Range 7.9 billion km   (63 days at full power)

0cm C1 Visible Light Laser (36)    Range 0km     TS: 1432 km/s     Power 0-1     RM 2    ROF 0        0 0 0 0 0 0 0 0 0 0
CIWS-50 (3x2)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 40-1250 (2)    Max Range: 80 000 km   TS: 1250 km/s     88 75 62 50 38 25 12 0 0 0
Pressurised Water Reactor PB-1 (18)     Total Power Output 36    Armour 0    Exp 5%

Active Search Sensor MR31-R112 (1)     GPS 6720     Range 31.7m km    Resolution 112
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Posted by: Garfunkel
« on: January 06, 2020, 10:15:00 AM »

Are you using Real Stars? If you are, then the number of systems doesn't matter as Real Stars overrides it. Also, if your NPR spawn chance is higher than 0%, you can't be sure that you've met the initial NPRs unless you're using Designer Mode to monitor the DB.

Don't think I've ever seen someone achieve a diplomatic peace like you've done here so that's one for the records :D
Posted by: L0ckAndL0ad
« on: January 06, 2020, 08:28:17 AM »

August 17, Year 70

Kinda big news. The war with MAJ is over. It's been nine years since I took all USN warships away from the front-line and allowed the diplomats to slowly build up our relationships with Commonwealth of Majlesi, and the long awaited official letter confirming the cessation of hostilities just came in.

I think it's great that MAJ did not find out where my colonies are, which allowed the cease fire to take effect. USN, however advanced tech it has, is still VERY small compared to MAJ numbers. And our mineral shortage crisis did not help either. It is also good that I now know that having small amount of super duper ships may not be the smartest way of building a navy. Future ship designs should be more cost effective.

At this point I have met both starting NPRs that are present in this Campaign. I do not plan to have war with any of them in the future. Actually, I'd rather build up Jump Gates between us to allow proper trading commence.

Precursors & Star Swarm are enabled, however. Of 150 star systems in the Campaign, I found only 62, exploring just 46. So in the future I may either keep exploring to try and find some more SPOILERs. Or try and spawn another NPR. Not sure which is better. Or both?

ps: Ha-ha! My intelligence services still work behind the lines. Here's a blueprint they've just revealed to me. A tiny little fighter. Cute. Haven't seen them around at all. Slow, yeah. But 1 reloadable launcher, really?

Off-Topic: show

Eagle class Fighter    203 tons     1 Crew     18.36 BP      TCS 4.06  TH 10  EM 0
2463 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.99
Maint Life 0 Years     MSP 0    AFR 40%    IFR 0.6%    1YR 1    5YR 18    Max Repair 5 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3   
Magazine 3   

10 EP Nuclear Thermal Engine (1)    Power 10    Fuel Use 98%    Signature 10    Exp 10%
Fuel Capacity 5 000 Litres    Range 4.5 billion km   (21 days at full power)

Size 3 Missile Launcher (33% Reduction) (1)    Missile Size 3    Rate of Fire 1800
Missile Fire Control FC6-R112 (1)     Range 6.3m km    Resolution 112


pps: Ha-ha-ha! Even managed to steal MAJ's PDC plans! That's quite pathetic.

Off-Topic: show

Missile Defence Base class Missile Defence Base    19 050 tons     360 Crew     2393.2 BP      TCS 381  TH 0  EM 0
1 km/s     Armour 2-63     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 45
Maint Life 2.02 Years     MSP 628    AFR 362%    IFR 5%    1YR 206    5YR 3092    Max Repair 72 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Magazine 3499   


Size 1 Missile Launcher (45)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC3-R1 (9)     Range 3.6m km    Resolution 1
Snarkfingerhead Anti-missile Missile (3499)  Speed: 4 300 km/s   End: 20.8m    Range: 5.4m km   WH: 1    Size: 1    TH: 21/12/6

Active Search Sensor MR3-R1 (1)     GPS 72     Range 3.6m km    MCR 392k km    Resolution 1
Posted by: L0ckAndL0ad
« on: November 15, 2019, 01:41:06 PM »

May 27, Year 65

As time goes by and new tech gets researched,  ships under construction that were put on hold get outdated. Moreover, the cost of new engines makes me think if I should go with some sort of standard fleet speed for all my ships and not go any further. Like, 3300? Something akin to 33 knots RL standard.

I seem to be far beyond both GUN and MAJ in terms of research. But they have so many ships that I cannot afford to counter. They seem to be producing them endlessly (and why wouldn't they, if they don't have to deal with maintenance and fuel). So making more ships that are good enough to counter possible enemy seems like a smart move.

At the same time, I don't feel like it's fair in the first place. I can barely sustain a small Navy. NPRs have hundreds of ships. Ugh..