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Posted by: Haegan2005
« on: October 20, 2007, 07:25:28 PM »

Quote from: "Erik Luken"
It flopped when the database got upgraded... Darn those new versions :lol:
Posted by: Erik L
« on: October 20, 2007, 07:18:22 PM »

It flopped when the database got upgraded... Darn those new versions ;)
Posted by: Haegan2005
« on: October 20, 2007, 07:05:16 PM »

When will we see the next installment of FLOP, or has it .... er... flopped? :twisted:
Posted by: Steve Walmsley
« on: August 19, 2007, 07:55:30 AM »

Quote from: "Erik Luken"
Now in Battle formation, the carriers fall back 100k km behind the main body, two scouts move out 90k km at 90 and 270 degrees as flankers, 2 Escorts move out ahead 60k km and 1 each at 45 degrees CW and CCW as escorts, and the jump ships fall back 3000k km.

If I were to create Transit Squadrons, how would this affect the battle formation (which was created by using the Escort button on the fleet screen)?

There are two different situations where. One where the escorts can jump in a single fleet with the capital units and one where they will have to jump separately.

In the first situation, lets assume you have a jump ship that can handle a squadron of six ships. Beside the jump ship there might be two capital units and three escorts. If you have a formation setup in normal space (say with escorts out ahead and to the sides and the jump ship to the rear), you can use the Save Escorts button on the Fleet Moves window to save the formation. Then use the Recall Escorts buttons to order all escorts to join the main body. Once in one fleet you can combat transit the whole squadron. As soon as you are in the new system, use the Deploy Escorts button and the original escorts will break away from the fleet and resume their original escort positions.

In the second situation where your jump ships can perhaps only handle small squadrons, you will have to assemble them as best you can into squadrons and then hope they emerge close enough to quickly assume their escort duties once more. This is more fiddly though because you will redo the escort orders once you complete the transit, based on which escorts are closest to which capital ships. Jump engines that can handle large squadrons are vital if you want effective formations as quickly as possible after a jump.

Steve
Posted by: Erik L
« on: August 15, 2007, 09:02:36 AM »

Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Okay... so you don't need to break the fleet into squadrons to perform a combat jump.

As you can see, the Ambrust Tactical Jump Drive has a squad size of 6. with a fleet of 42 ships, 7 of which were Fletchers, they should have been able to make a combat transit, yes?
I obviously didn't explain that very well :)

A jump engine has a max squadron size. That is the maximum number of ships that can jump (including the jump ship) in a combat jump. That group of ships will appear in a random location within the limits of the jump drive's jump distance rating. Each jump squadron will therefore very likely appear in a different location, which is why having bigger squadrons allows better concentration of force. Each squadron must jump as a separate fleet or there is no way for the program to know which ships belong in each jump squadron. To enforce that for a combat jump, only one jump ship per fleet will be used for the jump. There is an option to turn off a ship's jump drive using the Jump Engine Active checkbox on the ship window in case you have a fleet with multiple jump ships and you want to use a particular jump ship because of its jump drive characteristics.

Steve.


Okay. So the Assault fleet, when it made the jump into the Portland system, should have been subdivided out into squadrons, each with a Fletcher. Then it would have made the combat transit okay.

Now, the current composition of the Assault fleet is -
4x Nimitz Bombardment Cruisers
3x Spruance E Missile Cruisers
5x Enterprise E Fast Cruisers
3x Fletcher B Assault Jump Ships
4x Oliver H Perry B Carriers
8x Forrestal D Escorts
3x Belknap C Scouts
4x Lexington E Destroyer Escorts

29 ships including the jump ships. Obviously not enough jump ships for a combat transit.

Now in Battle formation, the carriers fall back 100k km behind the main body, two scouts move out 90k km at 90 and 270 degrees as flankers, 2 Escorts move out ahead 60k km and 1 each at 45 degrees CW and CCW as escorts, and the jump ships fall back 3000k km.

If I were to create Transit Squadrons, how would this affect the battle formation (which was created by using the Escort button on the fleet screen)?
Posted by: Steve Walmsley
« on: August 15, 2007, 07:05:54 AM »

Quote from: "Erik Luken"
Okay... so you don't need to break the fleet into squadrons to perform a combat jump.

As you can see, the Ambrust Tactical Jump Drive has a squad size of 6. with a fleet of 42 ships, 7 of which were Fletchers, they should have been able to make a combat transit, yes?

I obviously didn't explain that very well :)

A jump engine has a max squadron size. That is the maximum number of ships that can jump (including the jump ship) in a combat jump. That group of ships will appear in a random location within the limits of the jump drive's jump distance rating. Each jump squadron will therefore very likely appear in a different location, which is why having bigger squadrons allows better concentration of force. Each squadron must jump as a separate fleet or there is no way for the program to know which ships belong in each jump squadron. To enforce that for a combat jump, only one jump ship per fleet will be used for the jump. There is an option to turn off a ship's jump drive using the Jump Engine Active checkbox on the ship window in case you have a fleet with multiple jump ships and you want to use a particular jump ship because of its jump drive characteristics.

Steve.
Posted by: Erik L
« on: August 14, 2007, 02:34:31 PM »

Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
Quote from: "Kurt"
I am very curious to see a warp point assault in progress.  There are a number of different routes you can take when designing assault jump ships, from defensive only to all-around capable, but those darned jump engines take so much room they really limit the other things you can put in.  
One point I think was raised in the bug thread. The Assault fleet had 42 ships, counting 7 of the Fletcher B's. You evidently need to split the fleet into squadrons to do an assault jump. This turned out to be of no concern as the Andarmax had not moved into the jump point area. They'd brought in the fleet for refits (which were finished about a week before the Assault Fleet arrived on station.)
For an actual assault rather than a normal transit, the other two aspects of jump drives (besides max ship size) come into play. The max squadron size is the total number of ships, including the jump ship, that can jump as a group and the max distance determines the maximum distance from the exit jump point that the group will appear. An attacker will therefore appear in a number of discreet groups at varying distances from the jump point. This is similar to the system used in Alkelda Dawn. The best type of jump engine for an assault in terms of max distance will vary depending on the ships and weapons of the two sides. If the defender uses powerful short-ranged weapons, then getting as far as possible from the jump point is a good idea. If the attacker wants to come through in an relatively small area, perhaps because he is confident of outnumbering the defenders, then the a low distance is a good idea. Raiders or blockade runners might go for a long distance jump drive and high speed to try and get past defenders without engaging them. Whichever distance you choose, a larger squadron size will result in a better concentration of forces, which might be important when facing a missile-armed opponent if you want to keep escorts and capital ships together.

In reality every jump is really a combat transit but the 'normal' transit option was added to avoid the micromanagement of assembling ships into squadrons and pulling a fleet back together after a jump or making multiple jumps when one jump ship escorts a large fleet. In Aurora timescales the time required for these unopposed squadron jumps and subsequent reassembly is insignificant so it makes no difference to the game to assume they happen in the background without the need for player intervention. However, in a combat situation the full jump rules need to be used.


Okay... so you don't need to break the fleet into squadrons to perform a combat jump.

Code: [Select]
Fletcher B class Assault Jump Ship    10000 tons     940 Crew     2909 BP      Signature 200-600
3000 km/s    JR 6-400     Armour 1     Shields 62-500     Sensors 2/4/0/0     Damage Control 0-0
Replacement Parts 5    

Armbrust Tactical Jump Drive 200     Max Ship Size 10000 tons    Distance 400k km     Squadron Size 6
Kuat Drive Systems Ion Drive (10)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 185.1 billion km   (714 days at full power)
Tenhafer Grade D Shields (25)   Total Fuel Cost  500 Litres per day

Morrison Thermal Scanners (1)     Strength 2     Detect Signature 100: 2m km
Morrison Pulse Scanners (1)     Strength 4     Detect Size 100: 4m km
Morrison GPD Scanner (1)     Strength 6     Detect Strength 10: 60m km

ECCM-2 (1)        


As you can see, the Ambrust Tactical Jump Drive has a squad size of 6. with a fleet of 42 ships, 7 of which were Fletchers, they should have been able to make a combat transit, yes?
Posted by: Steve Walmsley
« on: August 13, 2007, 07:33:59 AM »

Quote from: "Erik Luken"
Quote from: "Kurt"
I am very curious to see a warp point assault in progress.  There are a number of different routes you can take when designing assault jump ships, from defensive only to all-around capable, but those darned jump engines take so much room they really limit the other things you can put in.  
One point I think was raised in the bug thread. The Assault fleet had 42 ships, counting 7 of the Fletcher B's. You evidently need to split the fleet into squadrons to do an assault jump. This turned out to be of no concern as the Andarmax had not moved into the jump point area. They'd brought in the fleet for refits (which were finished about a week before the Assault Fleet arrived on station.)
For an actual assault rather than a normal transit, the other two aspects of jump drives (besides max ship size) come into play. The max squadron size is the total number of ships, including the jump ship, that can jump as a group and the max distance determines the maximum distance from the exit jump point that the group will appear. An attacker will therefore appear in a number of discreet groups at varying distances from the jump point. This is similar to the system used in Alkelda Dawn. The best type of jump engine for an assault in terms of max distance will vary depending on the ships and weapons of the two sides. If the defender uses powerful short-ranged weapons, then getting as far as possible from the jump point is a good idea. If the attacker wants to come through in an relatively small area, perhaps because he is confident of outnumbering the defenders, then the a low distance is a good idea. Raiders or blockade runners might go for a long distance jump drive and high speed to try and get past defenders without engaging them. Whichever distance you choose, a larger squadron size will result in a better concentration of forces, which might be important when facing a missile-armed opponent if you want to keep escorts and capital ships together.

In reality every jump is really a combat transit but the 'normal' transit option was added to avoid the micromanagement of assembling ships into squadrons and pulling a fleet back together after a jump or making multiple jumps when one jump ship escorts a large fleet. In Aurora timescales the time required for these unopposed squadron jumps and subsequent reassembly is insignificant so it makes no difference to the game to assume they happen in the background without the need for player intervention. However, in a combat situation the full jump rules need to be used.

Quote from: "Erik Luken"
Ahhh.. relic of having a PD laser on an earlier version that got stripped out. This is one for Steve, can a Size 2 missile be fired from a Size 6 launcher? I've been under the impression of no. If this is doable, then when the reactor gets stripped from the E variant, a magazine and PD fire control will have to be put in.

Yes, you can fire smaller missiles from a larger launcher.

Steve
Posted by: Erik L
« on: August 09, 2007, 04:51:52 PM »

As you figured, I'm running this one without maintenance.

Quote from: "Kurt"
Erik, I love designing ships, and this very thing was what drew me to first Starfire and then Aurora.  I thought I'd post some criticisms of your designs, but don't think that I know what I'm talking about here, I'm trying to figure this out as I go.   :D
Quote
Code: [Select]
Lexington D class Destroyer Escort    4950 tons     543 Crew     809 BP      Signature 99-300
3030 km/s     Armour 1     Shields 15-500     Sensors 15/15/0/0     Damage Control 0-0
Magazine 200    Replacement Parts 5    

Kuat Drive Systems Ion Drive (5)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 249.3 billion km   (952 days at full power)
Tenhafer Grade D Shields (6)   Total Fuel Cost  120 Litres per day

Quad Taler Optics 100mm PD Laser Cannon Turret (1x4)    Range 24,000km     TS: 10000 km/s     Power 12-12     RM 2    ROF 5        3 3 0 0 0 0 0 0 0 0
Hermes Mk4 PD Fire Control (1)    Max Range: 24,000 km   TS: 12800 km/s     58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (1)     Total Power Output 22    Armour 0    Exp 5%

Maseryk Munitions Mk2 Missile Launcher (2)    Missile Size 2    Rate of Fire 15
Poseidon Mk2 PD Missile Fire Control (1)    Range: 100k km
Flash Mk1 PD Missile (100)  Speed: 16,000 km/s   Endurance: 1 secs    Range: 16k km   Warhead: 1    Size: 2

Morrison Thermal Scanners (15) (1)     Strength 15     Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1)     Strength 15     Detect Size 100: 15m km
Morrison GPD Scanner (15) (1)     Strength 15     Detect Strength 10: 150m km

ECCM-2 (1)      

Hmmm...how well have the Flash PD missiles worked out?  Have you used them in battle?  I see what you are going for here, but I'd think that it would be difficult to use them in an actual battle given their short range.  If the Lexington was chasing another ship, it might not have a chance to launch the Flash because the incoming missiles would start the five second 'turn' beyond 16000 km's, and would hit the Lexington during the turn because of the combined closing speeds.  During a battle where the Lexington was being chased it might be more manageable.  
The Flash PD missiles worked excellent against the Andarmax. Their top missile speed was in the 8-10k range, and refire rates of 60 seconds. The fleet had 8 dedicated PD ships and a couple combined ships. I don't think one Andarmax missile got to within range to do damage.
Quote
Code: [Select]
North Carolina class Scan Outpost    7400 tons     455 Crew     1260 BP      Signature 148-40
270 km/s     Armour 2     Shields 250-500     Sensors 9/9/0/0     Damage Control 0-0
Replacement Parts 5    

Kuat Drive Systems Pulse Drive (1)    Power 40    Engine Efficiency 0.80    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 72.9 billion km   (3125 days at full power)
Tenhafer Grade D Shields (100)   Total Fuel Cost  2,000 Litres per day

Morrison Thermal Scanners (9) (1)     Strength 9     Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1)     Strength 9     Detect Size 100: 9m km
Morrison GPD Scanner (9) (1)     Strength 9     Detect Strength 10: 90m km

ECCM-2 (1)        

Interesting idea.  What is the intended role of this unit?
Early on, when the FLOP didn't know what was in the surrounding systems, they towed one of these to each jump point as an early warning system. They've never been obsoleted, nor upgraded.
Quote

Code: [Select]
Spruance D class Missile Cruiser    10000 tons     1172 Crew     1697 BP      Signature 200-720
3600 km/s     Armour 1     Shields 48-500     Sensors 15/15/0/0     Damage Control 1-2
Magazine 1600    Replacement Parts 5    

Kuat Drive Systems Ion Drive (12)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 30.9 billion km   (99 days at full power)
Tenhafer Grade D Shields (19)   Total Fuel Cost  380 Litres per day

Lidon Generators GC Reactor (1)     Total Power Output 22    Armour 0    Exp 5%
Maseryk Munitions Mk2 Heavy Missile Launcher (6)    Missile Size 8    Rate of Fire 60
Zues Mk2 Missile Fire Control (1)    Range: 400k km
Harbinger Mk2 Heavy Missile (200)  Speed: 10,000 km/s   Endurance: 40 secs    Range: 400k km   Warhead: 4    Size: 8

Morrison Thermal Scanners (15) (1)     Strength 15     Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1)     Strength 15     Detect Size 100: 15m km

ECCM-2 (1)         ECM 20

Hmmm...why does this design have a reactor?  There are no beam weapons that need the power.  Also, it might be a good idea to put some Flash AMM's in the magazine, just in case it finds itself without an escort.


Ahhh.. relic of having a PD laser on an earlier version that got stripped out. This is one for Steve, can a Size 2 missile be fired from a Size 6 launcher? I've been under the impression of no. If this is doable, then when the reactor gets stripped from the E variant, a magazine and PD fire control will have to be put in.
Posted by: Kurt
« on: August 09, 2007, 04:23:34 PM »

Posted by: Erik L
« on: August 09, 2007, 01:40:58 PM »

State of the League - 1 Feb 2221

The Federated League now consists of six manned colonies and one unmanned colony. Two additional colonies are in the planning/development stages.

Earth is the capital of the League and the Sector HQ for the Central Sector. Earth has a population of 2291.16m citizens. Not much has changed in the infrastructure sector as all new construction is headed to colonies.

Mars has a population of 48.28m citizens. The first shipyard recently came online also. Terraforming of Mars continues.

Novaterra in the Washington system has a population of 12.33m citizen. Unfortunately, none of the systems down the chain from Washington are habitable, nor is the chain very long (two more systems). As such, Novaterra has become somewhat of a backwater, with all new construction being sent elsewhere.

New Valdez in the New York sytem has a population of 11.16m citizens. New Valdez is still our secondary fueling depot, which allows survey fleets to not stop in Sol unless for refit.

Far Station, on the border with the Andarmax Dominion has 3.32m citizens. Fueling fleet 1 is in operation in the Boston system as well, providing a forward refueling base. Far Station has been dedicating the output of its factories to self-sustaining measures.

Southern Star, in the San Diego system has been the focus of recent development. With a population of 1.3m citizens, it is still small and growing. Southern Star is the planned Sector HQ for the South Sector.

Colonies in development include the Miami system, future Sector HQ for the Border Sector; and Norfolk, the future site of the Sector HQ for the East Sector. Infrastructure and automated mining facilities are being shipped to both sites.


Our Fleets consist of the Assault Fleet with 29 ships (3x Spruance D, 3x Fletcher B, 5x Enterprise D, 4x Oliver H Perry B, 4x Lexington D, 8x Forrestal C, 2x Belknap B), Assault Support with 8 ships (4x Tennessee, 4x Ticonderoga), CF-1, CF-2, CF-3, CF-4, CF-5, CF-6 (Cargo fleets with 25 jump capable freighters between them), Colony 1, Colony 2, Colony 3 (with 15 colony ships between them), Construction 1 & Construction 2 (each with 5 Iowa A class constructors), Geo Survey with 5 Geode B, Grav Survey 1 & Grav Survey 2 with 5 Kepler B, Grav Survey 3 with 10 Kepler C. Other fleets include defense fleets for nodal systems.

Gate Systems connect Sol to Washington, Sol to New York, New York to Nexus 755, N-755 to Boston and Nexus 589, Boston to Miami, N-589 to Norfolk. Construction is underway on Miami to Nexus 792 and N-792 to San Diego.

Foreign Relations

Andarmax Dominion.
After a short war which resulted in total losses for the Dominion and none for the League, we have agreed to a non-intercourse pact. Salvage operations continue on the wrecked Dominion ships. Dominion POWs are being held in a remote facility on the African continent.

Providence Imperium.
With communications quickly established, we've yet to come to any formal agreements. The Imperium does not seem to have any jump capable ships, so in time, we will establish a jump gate from Norfolk to their home system to promote trade.
Posted by: Erik L
« on: August 03, 2007, 07:31:19 PM »

State of the League - 1 July 2217

Over the last year, FLOP has had an income of 83,246.3 million credits from taxation and 168.2 million credits from trade for a total of 83,414.5 million credits. FLOP expenditures have included 32,447.7 million credits for ship construction/refit, 30,031.2 million credits spent on research, 17,256.4 million credits on installation construction, 4,805.3 million credits on munitions, 157.2 million credits on ground unit maintenance for a total of 84,697.8 million credits. This leaves a balance of 8,477 million credits in the reserves.

Earth, as the capital of the League is our largest population with 2131.07million citizens. Earth boasts the Sector Command HQ, a spaceport, six Naval academies, two Orbital maintenance facilities, 3 DSTS, and a commercial freight facility. Earth also has 30 shipyards, 1050 construction factories, 300 ordnance factories, 300 fighter factories, 490 fuel refineries, 1200 mines, 203 automated mines, 81 research labs, 15 Ground force training facilities, 160 missile silos and 7 fighter bases.

Current industrial production of Earth stands at 2000 Valkyrie Mk2 Extra heavy missiles (1097 completed), 2000 Devastation Mk2 Strategic missiles, and 2000 Storm Mk2 MIRV. Earth is also producing an additional 9 research labs, 279 automated mines, 25000 infrastructure and increasing the command and control facilities of the Sector command HQ by a factor of 3.

Earth's mineral situation is not as pleasant as news as the rest. Earth is completely out of Neutronium, Corbomite, Sorium and Uridium (though stockpiles are still maintained). Of the other minerals, Vendarite will last the longest, running out in approximately 39 years. The remaining minerals have estimated mining lives under 15 years. So far, stockpiles outweigh expenditures.

On the research side, Earth is researching strength 4 Gravitational Pulse sensors, with Grav Pulse Detection sensor strength 4, Stealth system 5, Max Sig reduction 60%, Stealth Sig Reduction per HS 4, Epsilon shields, GU Strength 12, Trade Pt Creation 16, Wealth Creation 45, and Phased Geological & Gravitational sensors lined up to follow.

The FLOP's other colonies include Mars (48.28m), New Valdez (12.63m) in the New York system, Novaterra (8.14m) in the Washington system, Far Station (2.09m) in the Boston system, Southern Star (0.84m) in the San Diego system and the Mercury Mining Colony in the Sol system.

Our current ship designs are as follows

Code: [Select]
Ark Bx class Colony Ship    12000 tons     805 Crew     2406 BP      Signature 240-600
2500 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0
Colonists 100000    Cargo Handling Multiplier 50    Replacement Parts 5    

Armbrust Jump Drive 240     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 3
Kuat Drive Systems Ion Drive (10)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 282.9 billion km   (1309 days at full power)

This design is classed as a freighter for maintenance purposes
Code: [Select]
Arleigh Burke class Fuel Harvester    8800 tons     1070 Crew     1484 BP      Signature 176-600
3409 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0
Replacement Parts 5    
Fuel Harvester: 2 modules producing 32000 litres per annum

Armbrust Jump Drive 180     Max Ship Size 9000 tons    Distance 50k km     Squadron Size 3
Kuat Drive Systems Ion Drive (10)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 2,500,000 Litres    Range 1753.2 billion km   (5952 days at full power)
Code: [Select]
Belknap B class Scout    4900 tons     450 Crew     739 BP      Signature 98-600
6122 km/s     Armour 1     Shields 50-500     Sensors 9/9/0/0     Damage Control 0-0
Replacement Parts 5    

Kuat Drive Systems Ion Drive (10)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 188.9 billion km   (357 days at full power)
Tenhafer Grade D Shields (20)   Total Fuel Cost  400 Litres per day

Morrison Thermal Scanners (9) (1)     Strength 9     Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1)     Strength 9     Detect Size 100: 9m km
Morrison GPD Scanner (9) (1)     Strength 9     Detect Strength 10: 90m km

ECCM-2 (1)        
Code: [Select]
Coontz Bx class Jump Freighter    12000 tons     746 Crew     1497 BP      Signature 240-600
2500 km/s    JR 3-50     Armour 1     Shields 5-500     Sensors 1/0/0/0     Damage Control 0-0
Cargo 50000    Cargo Handling Multiplier 50    Replacement Parts 5    

Armbrust Jump Drive 240     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 3
Kuat Drive Systems Ion Drive (10)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 257.1 billion km   (1190 days at full power)
Tenhafer Grade D Shields (2)   Total Fuel Cost  40 Litres per day

This design is classed as a freighter for maintenance purposes
Code: [Select]
Enterprise D class Fast Cruiser    9900 tons     1080 Crew     1512 BP      Signature 198-720
3636 km/s     Armour 1     Shields 75-500     Sensors 15/15/0/0     Damage Control 1-2
Replacement Parts 5    

Kuat Drive Systems Ion Drive (12)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 93.5 billion km   (297 days at full power)
Tenhafer Grade D Shields (30)   Total Fuel Cost  600 Litres per day

Thor Mk4 Meson Lance (5)    Range 60,000km     TS: 3636 km/s     Power 4-4     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Taler Optics 120mm Laser Cannon (2)    Range 80,000km     TS: 3636 km/s     Power 4-3     RM 2    ROF 10        4 4 2 2 1 1 1 1 0 0
Taler Optics 100mm PD Laser Cannon (2)    Range 60,000km     TS: 3636 km/s     Power 3-3     RM 2    ROF 5        3 3 2 1 1 1 0 0 0 0
Athena Mk4 LR Fire Control (1)    Max Range: 192,000 km   TS: 12800 km/s     95 90 84 79 74 69 64 58 53 48
Hermes Mk4 PD Fire Control (1)    Max Range: 24,000 km   TS: 12800 km/s     58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (2)     Total Power Output 44    Armour 0    Exp 5%

Morrison Thermal Scanners (15) (1)     Strength 15     Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1)     Strength 15     Detect Size 100: 15m km
Morrison GPD Scanner (15) (1)     Strength 15     Detect Strength 10: 150m km

ECCM-2 (1)      
Code: [Select]
Fletcher B class Assault Jump Ship    10000 tons     940 Crew     2909 BP      Signature 200-600
3000 km/s    JR 6-400     Armour 1     Shields 62-500     Sensors 2/4/0/0     Damage Control 0-0
Replacement Parts 5    

Armbrust Tactical Jump Drive 200     Max Ship Size 10000 tons    Distance 400k km     Squadron Size 6
Kuat Drive Systems Ion Drive (10)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 185.1 billion km   (714 days at full power)
Tenhafer Grade D Shields (25)   Total Fuel Cost  500 Litres per day

Morrison Thermal Scanners (1)     Strength 2     Detect Signature 100: 2m km
Morrison Pulse Scanners (1)     Strength 4     Detect Size 100: 4m km
Morrison GPD Scanner (1)     Strength 6     Detect Strength 10: 60m km

ECCM-2 (1)        
Code: [Select]
Forrestal C class Escort    4900 tons     533 Crew     702 BP      Signature 98-300
3061 km/s     Armour 1     Shields 28-500     Sensors 1/0/0/0     Damage Control 0-0
Replacement Parts 5    

Kuat Drive Systems Ion Drive (5)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 63.0 billion km   (238 days at full power)
Tenhafer Grade D Shields (11)   Total Fuel Cost  220 Litres per day

Quad Taler Optics 100mm PD Laser Cannon Turret (2x4)    Range 24,000km     TS: 10000 km/s     Power 12-12     RM 2    ROF 5        3 3 0 0 0 0 0 0 0 0
Hermes Mk4 PD Fire Control (1)    Max Range: 24,000 km   TS: 12800 km/s     58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (1)     Total Power Output 22    Armour 0    Exp 5%

ECCM-2 (1)         ECM 10
Code: [Select]
Geode B class Science Vessel    4400 tons     435 Crew     1452 BP      Signature 88-300
3409 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 2/0/0/15     Damage Control 0-0
Replacement Parts 5    

Armbrust Jump Drive 90     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
Kuat Drive Systems Ion Drive (5)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 210.4 billion km   (714 days at full power)

Morrison Thermal Scanners (1)     Strength 2     Detect Signature 100: 2m km
Morrison GPD Scanner (1)     Strength 6     Detect Strength 10: 60m km
Advanced Geological Sensors (5)   15 Survey Points
Code: [Select]
Iowa A class Construction Ship    10000 tons     750 Crew     1130 BP      Signature 200-300
1500 km/s     Armour 1     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0
Cargo 25000    Cargo Handling Multiplier 10    Replacement Parts 5    
Jump Gate Construction Ship: 150 days

Kuat Drive Systems Ion Drive (5)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 123.4 billion km   (952 days at full power)
Code: [Select]
Kepler C class Survey Ship    4400 tons     435 Crew     1452 BP      Signature 88-300
3409 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 2/0/15/0     Damage Control 0-0
Replacement Parts 5    

Armbrust Jump Drive 90     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
Kuat Drive Systems Ion Drive (5)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 210.4 billion km   (714 days at full power)

Morrison Thermal Scanners (1)     Strength 2     Detect Signature 100: 2m km
Morrison GPD Scanner (1)     Strength 6     Detect Strength 10: 60m km
Advanced Gravitational Sensors (5)   15 Survey Points
Code: [Select]
Lexington D class Destroyer Escort    4950 tons     543 Crew     809 BP      Signature 99-300
3030 km/s     Armour 1     Shields 15-500     Sensors 15/15/0/0     Damage Control 0-0
Magazine 200    Replacement Parts 5    

Kuat Drive Systems Ion Drive (5)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 249.3 billion km   (952 days at full power)
Tenhafer Grade D Shields (6)   Total Fuel Cost  120 Litres per day

Quad Taler Optics 100mm PD Laser Cannon Turret (1x4)    Range 24,000km     TS: 10000 km/s     Power 12-12     RM 2    ROF 5        3 3 0 0 0 0 0 0 0 0
Hermes Mk4 PD Fire Control (1)    Max Range: 24,000 km   TS: 12800 km/s     58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (1)     Total Power Output 22    Armour 0    Exp 5%

Maseryk Munitions Mk2 Missile Launcher (2)    Missile Size 2    Rate of Fire 15
Poseidon Mk2 PD Missile Fire Control (1)    Range: 100k km
Flash Mk1 PD Missile (100)  Speed: 16,000 km/s   Endurance: 1 secs    Range: 16k km   Warhead: 1    Size: 2

Morrison Thermal Scanners (15) (1)     Strength 15     Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1)     Strength 15     Detect Size 100: 15m km
Morrison GPD Scanner (15) (1)     Strength 15     Detect Strength 10: 150m km

ECCM-2 (1)      
Code: [Select]
North Carolina class Scan Outpost    7400 tons     455 Crew     1260 BP      Signature 148-40
270 km/s     Armour 2     Shields 250-500     Sensors 9/9/0/0     Damage Control 0-0
Replacement Parts 5    

Kuat Drive Systems Pulse Drive (1)    Power 40    Engine Efficiency 0.80    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 72.9 billion km   (3125 days at full power)
Tenhafer Grade D Shields (100)   Total Fuel Cost  2,000 Litres per day

Morrison Thermal Scanners (9) (1)     Strength 9     Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1)     Strength 9     Detect Size 100: 9m km
Morrison GPD Scanner (9) (1)     Strength 9     Detect Strength 10: 90m km

ECCM-2 (1)        
Code: [Select]
Oliver H Perry B class Carrier    8900 tons     2016 Crew     1806 BP      Signature 178-600
3370 km/s     Armour 1     Shields 55-500     Sensors 1/0/0/0     Damage Control 0-0
Hangar Bay Capacity 250    Magazine 800    Replacement Parts 5    

Kuat Drive Systems Ion Drive (10)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 34.7 billion km   (119 days at full power)
Tenhafer Grade D Shields (22)   Total Fuel Cost  440 Litres per day

Flash Mk1 PD Missile (200)  Speed: 16,000 km/s   Endurance: 1 secs    Range: 16k km   Warhead: 1    Size: 2
Avenger Mk2 Light Missile (100)  Speed: 12,000 km/s   Endurance: 33 secs    Range: 396k km   Warhead: 2    Size: 4

ECCM-2 (1)         Strike Group
20x B-3 Dragon   Speed: 5000 km/s    Range: 15m km      Launch Rails: 2     Size: 3
20x B-4 Eclipse   Speed: 5000 km/s    Range: 20m km      Launch Rails: 4     Size: 5
20x F-2 Falcon   Speed: 8000 km/s    Range: 32m km      Launch Rails: 0     Size: 3
Code: [Select]
Portland A class Tug    6700 tons     640 Crew     977 BP      Signature 134-1200
8955 km/s     Armour 1     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0
Tractor Beam     Replacement Parts 5    

Kuat Drive Systems Ion Drive (20)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 276.3 billion km   (357 days at full power)
Code: [Select]
Spruance D class Missile Cruiser    10000 tons     1172 Crew     1697 BP      Signature 200-720
3600 km/s     Armour 1     Shields 48-500     Sensors 15/15/0/0     Damage Control 1-2
Magazine 1600    Replacement Parts 5    

Kuat Drive Systems Ion Drive (12)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 30.9 billion km   (99 days at full power)
Tenhafer Grade D Shields (19)   Total Fuel Cost  380 Litres per day

Lidon Generators GC Reactor (1)     Total Power Output 22    Armour 0    Exp 5%
Maseryk Munitions Mk2 Heavy Missile Launcher (6)    Missile Size 8    Rate of Fire 60
Zues Mk2 Missile Fire Control (1)    Range: 400k km
Harbinger Mk2 Heavy Missile (200)  Speed: 10,000 km/s   Endurance: 40 secs    Range: 400k km   Warhead: 4    Size: 8

Morrison Thermal Scanners (15) (1)     Strength 15     Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1)     Strength 15     Detect Size 100: 15m km

ECCM-2 (1)         ECM 20

Outdated, still in service ships are -
Code: [Select]
Ark B class Colony Ship    12000 tons     770 Crew     2396 BP      Signature 240-600
2500 km/s    JR 3-50     Armour 1     Shields 12-500     Sensors 1/0/0/0     Damage Control 0-0
Colonists 100000    Cargo Handling Multiplier 50    Replacement Parts 5    

Armbrust Jump Drive 240     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 3
Kuat Drive Systems Ion Drive (10)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 154.3 billion km   (714 days at full power)
Tenhafer Grade D Shields (5)   Total Fuel Cost  100 Litres per day

This design is classed as a freighter for maintenance purposes
Code: [Select]
Belknap A class Scout    5000 tons     450 Crew     742 BP      Signature 100-600
6000 km/s     Armour 1     Shields 50-500     Sensors 9/9/0/0     Damage Control 0-0
Replacement Parts 5    

Kuat Drive Systems Ion Drive (10)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 185.1 billion km   (357 days at full power)
Tenhafer Grade D Shields (20)   Total Fuel Cost  400 Litres per day

Morrison Thermal Scanners (9) (1)     Strength 9     Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1)     Strength 9     Detect Size 100: 9m km
Morrison GPD Scanner (9) (1)     Strength 9     Detect Strength 10: 90m km

ECCM-2 (1)        
Code: [Select]
Coontz B class Jump Freighter    11850 tons     695 Crew     1461 BP      Signature 237-600
2531 km/s    JR 3-50     Armour 1     Shields 12-500     Sensors 1/0/0/0     Damage Control 0-0
Cargo 50000    Cargo Handling Multiplier 50    Replacement Parts 5    

Armbrust Jump Drive 240     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 3
Kuat Drive Systems Ion Drive (10)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 104.1 billion km   (476 days at full power)
Tenhafer Grade D Shields (5)   Total Fuel Cost  100 Litres per day

This design is classed as a freighter for maintenance purposes
Code: [Select]
Enterprise B class Fast Cruiser    9000 tons     970 Crew     1238 BP      Signature 180-720
4000 km/s     Armour 1     Shields 75-500     Sensors 2/4/0/0     Damage Control 1-2
Replacement Parts 5    

Kuat Drive Systems Ion Drive (12)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 102.9 billion km   (297 days at full power)
Tenhafer Grade D Shields (30)   Total Fuel Cost  600 Litres per day

Taler Optics 120mm Laser Cannon (2)    Range 48,000km     TS: 4000 km/s     Power 4-3     RM 2    ROF 10        4 4 2 2 0 0 0 0 0 0
Thor Meson Lance Mk2 (6)    Range 30,000km     TS: 4000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Taler Optics 100mm PD Laser Cannon (2)    Range 48,000km     TS: 4000 km/s     Power 3-3     RM 2    ROF 5        3 3 2 1 0 0 0 0 0 0
Hermes Mk1 PD Fire Control (1)    Max Range: 48,000 km   TS: 4000 km/s     79 58 38 17 0 0 0 0 0 0
Athena Mk1 Fire Control (1)    Max Range: 48,000 km   TS: 1000 km/s     79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (3)     Total Power Output 45    Armour 0    Exp 5%

Morrison Thermal Scanners (1)     Strength 2     Detect Signature 100: 2m km
Morrison Pulse Scanners (1)     Strength 4     Detect Size 100: 4m km
Morrison GPD Scanner (1)     Strength 6     Detect Strength 10: 60m km

ECCM-2 (1)        
Code: [Select]
Enterprise C class Fast Cruiser    9000 tons     980 Crew     1353 BP      Signature 180-720
4000 km/s     Armour 1     Shields 75-500     Sensors 15/15/0/0     Damage Control 1-2
Replacement Parts 5    

Kuat Drive Systems Ion Drive (12)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 102.9 billion km   (297 days at full power)
Tenhafer Grade D Shields (30)   Total Fuel Cost  600 Litres per day

Thor Mk3 Meson Lance (6)    Range 45,000km     TS: 4000 km/s     Power 3-3     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
Taler Optics 120mm Laser Cannon (2)    Range 48,000km     TS: 4000 km/s     Power 4-3     RM 2    ROF 10        4 4 2 2 0 0 0 0 0 0
Taler Optics 100mm PD Laser Cannon (2)    Range 48,000km     TS: 4000 km/s     Power 3-3     RM 2    ROF 5        3 3 2 1 0 0 0 0 0 0
Athena Mk2 Fire Control (1)    Max Range: 48,000 km   TS: 1600 km/s     79 58 38 17 0 0 0 0 0 0
Hermes Mk2 PD Fire Control (1)    Max Range: 24,000 km   TS: 6400 km/s     58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (2)     Total Power Output 44    Armour 0    Exp 5%

Morrison Thermal Scanners (15) (1)     Strength 15     Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1)     Strength 15     Detect Size 100: 15m km
Morrison GPD Scanner (15) (1)     Strength 15     Detect Strength 10: 150m km

ECCM-2 (1)    
Code: [Select]
Fletcher A class Assault Jump Ship    10000 tons     920 Crew     2877 BP      Signature 200-600
3000 km/s    JR 6-400     Armour 1     Shields 62-500     Sensors 2/4/0/0     Damage Control 0-0
Replacement Parts 5    

Armbrust Tactical Jump Drive 200     Max Ship Size 10000 tons    Distance 400k km     Squadron Size 6
Kuat Drive Systems Ion Drive (10)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 123.4 billion km   (476 days at full power)
Tenhafer Grade D Shields (25)   Total Fuel Cost  500 Litres per day

Morrison Thermal Scanners (1)     Strength 2     Detect Signature 100: 2m km
Morrison Pulse Scanners (1)     Strength 4     Detect Size 100: 4m km
Morrison GPD Scanner (1)     Strength 6     Detect Strength 10: 60m km

ECCM-2 (1)        
Code: [Select]
Forrestal A class Escort    5000 tons     533 Crew     686 BP      Signature 100-300
3000 km/s     Armour 1     Shields 28-500     Sensors 1/0/0/0     Damage Control 0-0
Replacement Parts 5    

Kuat Drive Systems Ion Drive (5)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 61.7 billion km   (238 days at full power)
Tenhafer Grade D Shields (11)   Total Fuel Cost  220 Litres per day

Quad Taler Optics 100mm PD Laser Cannon Turret (2x4)    Range 24,000km     TS: 10000 km/s     Power 12-12     RM 2    ROF 5        3 3 0 0 0 0 0 0 0 0
Hermes Mk2 PD Fire Control (1)    Max Range: 24,000 km   TS: 6400 km/s     58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (1)     Total Power Output 22    Armour 0    Exp 5%

ECCM-2 (1)         ECM 10
Code: [Select]
Geode A class Science Vessel    4500 tons     435 Crew     1455 BP      Signature 90-300
3333 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 2/0/0/15     Damage Control 0-0
Replacement Parts 5    

Armbrust Jump Drive 90     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
Kuat Drive Systems Ion Drive (5)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 205.7 billion km   (714 days at full power)

Morrison Thermal Scanners (1)     Strength 2     Detect Signature 100: 2m km
Morrison GPD Scanner (1)     Strength 6     Detect Strength 10: 60m km
Advanced Geological Sensors (5)   15 Survey Points
Code: [Select]
Kepler B class Survey Ship    4500 tons     435 Crew     1455 BP      Signature 90-300
3333 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 2/0/15/0     Damage Control 0-0
Replacement Parts 5    

Armbrust Jump Drive 90     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
Kuat Drive Systems Ion Drive (5)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 205.7 billion km   (714 days at full power)

Morrison Thermal Scanners (1)     Strength 2     Detect Signature 100: 2m km
Morrison GPD Scanner (1)     Strength 6     Detect Strength 10: 60m km
Advanced Gravitational Sensors (5)   15 Survey Points
Code: [Select]
Lexington B class Destroyer Escort    4500 tons     483 Crew     669 BP      Signature 90-300
3333 km/s     Armour 1     Shields 15-500     Sensors 2/4/0/0     Damage Control 0-0
Magazine 200    Replacement Parts 5    

Kuat Drive Systems Ion Drive (5)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 274.3 billion km   (952 days at full power)
Tenhafer Grade D Shields (6)   Total Fuel Cost  120 Litres per day

Taler Optics 100mm PD Laser Cannon (2)    Range 48,000km     TS: 3333 km/s     Power 3-3     RM 2    ROF 5        3 3 2 1 0 0 0 0 0 0
Athena Mk1 Fire Control (1)    Max Range: 48,000 km   TS: 1000 km/s     79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (Large) (1)     Total Power Output 30    Armour 0    Exp 5%

Maseryk Munitions Mk2 Missile Launcher (2)    Missile Size 2    Rate of Fire 15
Poseidon Mk1 PD Missile Fire Control (1)    Range: 100k km
HARM Mk1 PD Missile (100)  Speed: 8,000 km/s   Endurance: 1 secs    Range: 8k km   Warhead: 1    Size: 2

Morrison Thermal Scanners (5)     Strength 2     Detect Signature 100: 2m km
Morrison Pulse Scanners (1)     Strength 4     Detect Size 100: 4m km
Morrison GPD Scanner (1)     Strength 6     Detect Strength 10: 60m km

ECCM-1C (1)        
Code: [Select]
Oliver H Perry A class Carrier    9000 tons     2016 Crew     1797 BP      Signature 180-600
3333 km/s     Armour 1     Shields 55-500     Sensors 1/0/0/0     Damage Control 0-0
Hangar Bay Capacity 250    Magazine 800    Replacement Parts 5    

Kuat Drive Systems Ion Drive (10)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 34.3 billion km   (119 days at full power)
Tenhafer Grade D Shields (22)   Total Fuel Cost  440 Litres per day

Tomahawk Mk1 PD Missile (200)  Speed: 8,000 km/s   Endurance: 31 secs    Range: 248k km   Warhead: 1    Size: 2
Avenger Mk1 Light Missile (100)  Speed: 12,000 km/s   Endurance: 10 secs    Range: 120k km   Warhead: 2    Size: 4

ECCM-2 (1)         Strike Group
20x B-1 Anaconda   Speed: 2000 km/s    Range: 12m km      Launch Rails: 2     Size: 2
20x B-2 Basilisk   Speed: 2000 km/s    Range: 18m km      Launch Rails: 4     Size: 5
20x F-1 Chimaera   Speed: 3000 km/s    Range: 12m km      Launch Rails: 4     Size: 5
Code: [Select]
Spruance B class Missile Cruiser    10000 tons     1165 Crew     1545 BP      Signature 200-720
3600 km/s     Armour 1     Shields 50-500     Sensors 2/4/0/0     Damage Control 1-2
Magazine 800    Replacement Parts 5    

Kuat Drive Systems Ion Drive (12)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 30.9 billion km   (99 days at full power)
Tenhafer Grade D Shields (20)   Total Fuel Cost  400 Litres per day

Mk2 Mauler Plasma Carronade (2)    Range 48,000km     TS: 3600 km/s     Power 24-3     RM 1    ROF 40        24 12 8 6 0 0 0 0 0 0
Athena Mk1 Fire Control (1)    Max Range: 48,000 km   TS: 1000 km/s     79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (Large) (2)     Total Power Output 60    Armour 0    Exp 5%

Maseryk Munitions Mk2 Heavy Missile Launcher (4)    Missile Size 8    Rate of Fire 60
Zues Mk1 Missile Fire Control (1)    Range: 300k km
Catapult Mk1 Heavy Missile (100)  Speed: 8,000 km/s   Endurance: 31 secs    Range: 248k km   Warhead: 4    Size: 8

Morrison Thermal Scanners (1)     Strength 2     Detect Signature 100: 2m km
Morrison Pulse Scanners (1)     Strength 4     Detect Size 100: 4m km

ECCM-2 (1)      
Code: [Select]
Spruance C class Missile Cruiser    9900 tons     1170 Crew     1648 BP      Signature 198-720
3636 km/s     Armour 1     Shields 50-500     Sensors 15/15/0/0     Damage Control 1-2
Magazine 800    Replacement Parts 5    

Kuat Drive Systems Ion Drive (12)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 31.2 billion km   (99 days at full power)
Tenhafer Grade D Shields (20)   Total Fuel Cost  400 Litres per day

Mauler Mk3 Plasma Carronade (2)    Range 48,000km     TS: 3636 km/s     Power 24-4     RM 1    ROF 30        24 12 8 6 0 0 0 0 0 0
Athena Mk2 Fire Control (1)    Max Range: 48,000 km   TS: 1600 km/s     79 58 38 17 0 0 0 0 0 0
Lidon Generators GC Reactor (Large) (1)     Total Power Output 45    Armour 0    Exp 5%
Lidon Generators GC Reactor (1)     Total Power Output 22    Armour 0    Exp 5%

Maseryk Munitions Mk2 Heavy Missile Launcher (4)    Missile Size 8    Rate of Fire 60
Zues Mk2 Missile Fire Control (1)    Range: 400k km
Harbinger Mk2 Heavy Missile (100)  Speed: 10,000 km/s   Endurance: 40 secs    Range: 400k km   Warhead: 4    Size: 8

Morrison Thermal Scanners (15) (1)     Strength 15     Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1)     Strength 15     Detect Size 100: 15m km

ECCM-2 (1)        

Our current Order of Battle stands at -
Code: [Select]
Ark B            - 5 in Colony 2 (Sol)
                 - 5 in Colony 3 (Sol)
Ark Bx           - 5 in Colony 1 (Sol)
Arleigh Burke    - 4 in Fuel 1 (Boston)
Belknap A        - 2 in Defense Boston (Boston)
                 - 2 in Defense New York (New York)
Belknap B        - 2 in Assault (Sol)
                 - 2 in Defense San Diego (Sand Diego)
                 - 2 in Defense Sol (Sol)
Coontz B         - 5 in CF5 (Sol)
Coontz Bx        - 5 in CF1 (Sol)
                 - 5 in CF2 (Sol)
                 - 5 in CF3 (Sol)
                 - 4 in CF4 (Sol)
                 - 1 in CF6 (Sol)
Enterprise B     - 5 in Defense Boston (Boston)
                 - 4 in Defense New York (New York)
Enterprise C     - 2 in Defense San Diego (San Diego)
Enterprise D     - 5 in Assault (Sol)
                 - 2 in Defense Sol (Sol)
Fletcher A       - 2 in Defense Boston (Boston)
                 - 2 in Defense New York (New York)
Fletcher B       - 2 in Assault (Sol)
                 - 3 in the yards slated for Assault (Sol)
                 - 1 in Defense San Diego (San Diego)
                 - 1 in Defense Washingtion (New York) -- Currently running courier duties
Forrestal A      - 2 in Defense Boston (Boston)
                 - 3 in Defense New York (New York)
Forrestal C      - 8 in Assault (Sol)
                 - 4 in Defense Sol (Sol)
Geode A          - 5 in Geo Survey (Sol)
Iowa A           - 5 in Construction 2 (Nexus 589)
                 - 5 in Construction 1 (New York)
Kepler B         - 5 in Grav Survey 1 (Nexus 653)
                 - 5 in Grav Survey 2 (Pittsburgh)
Lexington B      - 4 in Defense Boston (Boston)
Lexington D      - 4 in Assault (Sol)
North Carolina   - 1 in Sol Scanner (Sol)
                 - 1 in Sol Scanner II (Sol)
Oliver H Perry A - 4 in Defense Boston (Boston)
Oliver H Perry B - 4 in Assault (Sol)
                 - 2 in Defense San Diego (San Diego)
                 - 2 in Defense Sol (Sol)
Portland A       - 2 in Tug Fleet (Sol)
Spruance B       - 2 in Defense Boston (Boston)
                 - 3 in Defense New York (New York)
Spruance c       - 4 in Defense San Diego (San Diego)
Spruance D       - 3 in Assault (Sol)
                 - 4 in Defense Sol (Sol)



Our jump gate network extends from Sol to Washington to the galactic North, and Sol - New York - Nexus 755 - Nexus 589 to the galactic South with additional gates being built Nexus 755-Boston and Nexus 589-Norfolk. Future expantion will be Boston-Miami-Nexus 792-San Diego.

If our assault plans for Portland follow through properly, another chain will be constructed Boston-Phoenix-Portland.
Posted by: sloanjh
« on: July 31, 2007, 07:16:40 PM »

Quote from: "Steve Walmsley"
The better option is to place a waypoint on your opponent's likely course and head for that.

Steve


Gee, that is just a wee bit simpler, isn't it?  :-)

John
Posted by: Steve Walmsley
« on: July 31, 2007, 06:43:05 AM »

Quote from: "sloanjh"
It's a yucky bit of trigonometry, but any chance of getting a "lead pursuit" flag for "follow"?  This course assumes the target will follow a straight line, and arranges an intercept.  The current algorithm (assuming really small timesteps so initiative doesn't matter) is for direct pursuit (point at where the target is, rather than where it will be).

PS - I think the way to get it is to vector-add "a vector (of variable length) directly towards the target" to "the target's velocity" then adjust the resulting vector's length so that its size (pursuer's velocity) is equal to pursuer's speed.  This has the effect of moving the pursuer directly towards the target in the reference frame that's co-moving with the target.  I think this in turn results in a constant-bearing approach, which is what your brain attempts when you're running to catch a baseball (or whatever you folks over there hurl through the air :)

I hadn't bothered with the above because I thought it would add to tactical micromanagement. With the current system there is no need to do anything fancy because there is no advantage to zig-zag type courses. If your opponent is using lead pursuit then regular course changes to try and fool him are worthwhile because he could end up almost twice as far away at the end of the increment. However, with the current system if you have a better fleet commander with higher initiative, you get all the advantages of lead pursuit (because your opponent moves first), but none of the disadvantages (in Aurora terms) because no matter which way he runs, you will always be closing using lead pursuit. In addition, if you want to plot an intercept course over long distances, you may want to be plotting several increments ahead anyway so lead pursuit on an increment basis wouldn't help much. The better option is to place a waypoint on your opponent's likely course and head for that.

Steve
Posted by: sloanjh
« on: July 24, 2007, 08:08:20 PM »

Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
I thought that the Andarmax battle fleet would have the approach to close to within missile range. They were originally set to "follow" the FLOP survey fleet, and curved in nicely behind them, however, the FLOP fled too soon to close.
A couple of tips for following.

1) You can use the minimum distance option when following to ensure your ships try to stay at their optimum range

2) If you have a commander with high initiative, change the intiative on the fleet window. Higher initiative fleets move later, which means you can see where the enemy fleet has moved to before you try to follow. Initiative is applied at the moment the order is given (I can't remember why but there is probably a good reason :-) ).