Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: xenoscepter on June 16, 2019, 01:53:48 AM
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Javelin-Class Starfighter:
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Javelin-Class Starfighter 500 tons 5 Crew 106 BP TCS 10 TH 40 EM 60
4000 km/s Armour 1-5 Shields 2-300 Sensors 2/2/0/0 Damage Control Rating 0 PPV 4.4
Maint Life 0 Years MSP 0 AFR 100% IFR 1.4% 1YR 5 5YR 82 Max Repair 20 MSP
Intended Deployment Time: 0.5 months Spare Berths 1
Magazine 6
StarTech Systems J1 "Javelin" Plasma Jet Engine (1) Power 40 Fuel Use 489.16% Signature 40 Exp 25%
Fuel Capacity 75,000 Litres Range 5.5 billion km (15 days at full power)
NexTech Model 252 "Squire" Energy-Based Defensive Screen System (1) Total Fuel Cost 10 Litres per hour (240 per day)
MiliTech Navalwright MT-T70[2210] Armored Single-Mount Gauss Cannon (1x2) Range 20,000km TS: 4000 km/s Accuracy Modifier 10% RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Colonial Winchester "Swinglock" 10/4040 Beam-Type FCS (1) Max Range: 80,000 km TS: 4000 km/s 88 75 62 50 38 25 12 0 0 0
Euclidean Arms "Raptor" ECA-MLS33R505 Missile Pod (2) Missile Size 3 Rate of Fire 150
Euclidean Arms "Raptor" ECA-R5A10 Low-Band Integrated FCS Module (2) Range 4.9m km Resolution 50
Euclidean Arms "Raptor" ECA-R1A1 High-Band Integrated FCS Module (2) Range 1.4m km Resolution 1
Euclidean Arms ECA-M3 "Raptor" ASM (1) Speed: 20,000 km/s End: 4.9m Range: 5.9m km WH: 6 Size: 3 TH: 240/144/72
Euclidean Arms ECA-M3O "Raptor" OBM (1) Speed: 20,000 km/s End: 24.5m Range: 29.4m km WH: 2 Size: 3 TH: 66/40/20
Intelligent Solutions M1R1-A100 "Gossamer" Coarse Resolution Module (1) GPS 210 Range 2.3m km Resolution 100
Intelligent Solutions M1R1 "Gossamer" Fine Resolution Target Acquisition Scanner (1) GPS 5 Range 460k km MCR 50k km Resolution 1
Intelligent Solutions M1R1-T10H "Gossamer" TH Passive Surveillance Module (1) Sensitivity 2 Detect Sig Strength 1000: 2m km
Intelligent Solutions M1R1-T10E "Gossamer" EM Passive Surveillance Module (1) Sensitivity 2.2 Detect Sig Strength 1000: 2.2m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and maintenance purposes
Research Required:
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- Defensive Systems -
Laminate Composite Armor - 20,000 RPs
Gamma Shields - 4,000 RPs
Shield Regeneration Rate 2 - 4,000 RPs
- Logistics / Ground Combat -
Fuel Storage - Tiny - 3,000 RPs
- Missiles / Kinetic Weapons -
Enhanced Radiation Warhead [20% Yield, 5x Rad] - 10,000RPs
Two-stage Thermonuclear Warhead: Strength: 6x MSP - 15,000 RPs
Reduced-size Launcher 0.5 Size / 5x Reload - 2,000 RPs
Missile Launcher Reload Rate 3 - 4,000 RPs
Missile Agility 80 per MSP - 15,000 RPs
Gauss Cannon Launch Velocity 2 - 3,000 RPs
Gauss Cannon Rate of Fire 2 - 3,000 RPs
- Power and Propulsion -
Fuel Consumption: 0.5 Litres per Engine Power Hour - 15,000 RPs
Magneto-plasma Drive Technology - 20,000 RPs
Maximum Engine Power Modifier x2.5 - 15,000 RPs
- Sensors and Fire Control -
Active Grav Sensor Strength 21 - 8,000 RPs
Beam Fire Control Range 40,000 km - 16,000 RPs
EM Sensor Sensitivity 11 - 8,000 RPs
Fire Control Speed Rating 2000 km/s - 2,000 RPs
Thermal Sensor Sensitivity 11 - 8,000 RPs
- Racial Techs -
NexTech Model 252 "Suire" Energy-Based Defensive Screen System - 800 RP
MiliTech Navalwright MT-T70[2210] Gauss Cannon Core - 24 RPs
MiliTech Navalwright MT-T70[2210] Armored Single-Mount Gauss Cannon - 20 RPs
Euclidean Arms ECA-M3 "Raptor" ASM - 382 RPs
Euclidean Arms ECA-M3O "Raptor" OBM - 350 RPs
Euclidean Arms "Raptor" ECA-MLS33R505 Missile Pod - 90 RPs
StarTech Systems J1 "Javelin" Plasma Jet Engine - 200 RPs
StarTech System X-375M1 "Raptor" Plasma Jet Engine - 150 RPs
Intelligent Solutions M1R1 "Gossamer" Fine Resolution Target Acquisition Scanner - 40 RPs
Intelligent Solutions M1R1-A100 "Gossamer" Coarse Resolution Module - 20 RPs
Intelligent Solutions M1R1-T10E "Gossamer" EM Passive Surveillance Module - 20 RPs
Intelligent Solutions M1R1-T10H "Gossamer" TH Passive Surveillance Module - 20 RPs
Euclidean Arms "Raptor" ECA-R1A1 High-Band Integrated FCS Module - 40 RPs
Euclidean Arms "Raptor" ECA-R5A10 Low-Band Integrated FCS Module - 20 RPs
Colonial Winchester "Swinglock" 10/4040 Beam-Type FCS - 60 RPs
Player-Made Component Specs:
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StarTech Systems J1 "Javelin" Plasma Jet Engine:
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Engine Power: 40 Fuel Use Per Hour: 195.66 Litres
Fuel Consumption per Engine Power Hour: 4.892 Litres
Engine Size: 50 Tons Engine HTK: 1
Thermal Signature: 40 Exp Chance: 25
Cost: 20 Crew: 2
Materials Required: 20x Gallicite
Military Engine
StarTech System X-375M1 "Raptor" Plasma Jet Engine:
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Engine Power: 3 Fuel Use Per Hour: 613.11 Litres
Fuel Consumption per Engine Power Hour: 204.369 Litres
Engine Size: 1 MSP Cost: 0.75
Thermal Signature: 3
Materials Required: 0.75x Gallicite
Intelligent Solutions M1R1 "Gossamer" Fine Resolution Target Acquisition Scanner:
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Active Sensor Strength: 4.2 Sensitivity Modifier: 110%
Sensor Size: 10 Tons Sensor HTK: 0
Resolution: 1 Maximum Range vs 50 ton object (or larger): 460,000 km
Range vs Size 6 Missile (or smaller): 50,094 km
Range vs Size 8 Missile: 73,600 km
Range vs Size 12 Missile: 165,600 km
Chance of destruction by electronic damage: 100%
Cost: 4 Crew: 0
Materials Required: 4x Uridium
Intelligent Solutions M1R1-A100 "Gossamer" Coarse Resolution Module:
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Active Sensor Strength: 2.1 Sensitivity Modifier: 110%
Sensor Size: 5 Tons Sensor HTK: 0
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 2,310,000 km
Range vs 1000 ton object: 92,400 km
Range vs 250 ton object: 5,775 km
Chance of destruction by electronic damage: 100%
Cost: 2 Crew: 0
Materials Required: 2x Uridium
Intelligent Solutions M1R1-T10E "Gossamer" EM Passive Surveillance Module:
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EM Sensitivity: 2.2
Sensor Size: 10 Tons Sensor HTK: 0
Chance of destruction by electronic damage: 100%
Cost: 2 Crew: 0
Materials Required: 2x Uridium
Intelligent Solutions M1R1-T10H "Gossamer" TH Passive Surveillance Module:
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Thermal Sensor Sensitivity: 2
Sensor Size: 10 Tons Sensor HTK: 0
Chance of destruction by electronic damage: 100%
Cost: 2 Crew: 0
Materials Required: 2x Uridium
Euclidean Arms "Raptor" ECA-R1A1 High-Band Integrated FCS Module:
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Active Sensor Strength: 4.2 Sensitivity Modifier: 110%
Sensor Size: 10 Tons Sensor HTK: 0
Resolution: 1 Maximum Range vs 50 ton object (or larger): 1,380,000 km
Range vs Size 6 Missile (or smaller): 150,282 km
Range vs Size 8 Missile: 220,800 km
Range vs Size 12 Missile: 496,800 km
Chance of destruction by electronic damage: 100%
Cost: 4 Crew: 0
Materials Required: 4x Uridium
Euclidean Arms "Raptor" ECA-R5A10 Low-Band Integrated FCS Module:
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Active Sensor Strength: 2.1 Sensitivity Modifier: 110%
Sensor Size: 5 Tons Sensor HTK: 0
Resolution: 50 Maximum Range vs 2500 ton object (or larger): 4,890,000 km
Range vs 1000 ton object: 782,400 km
Range vs 250 ton object: 48,900 km
Chance of destruction by electronic damage: 100%
Cost: 2 Crew: 0
Materials Required: 2x Uridium
Colonial Winchester "Swinglock" 10/4040 Beam-Type FCS:
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50% Accuracy at Range: 40,000 km Tracking Speed: 4000 km/s
Size: 10 Tons HTK: 0 Cost: 6 Crew: 1
Chance of destruction by electronic damage: 100%
Fighter Only
Materials Required: 6x Uridium
NexTech Model 252 "Squire" Energy-Based Defensive Screen System:
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Shield Strength: 2
Recharge Rate: 2 Recharge Time: 300 seconds
Cost: 8 Crew: 1 Daily Fuel Cost while Active: 240 Litres
Materials Required: 2x Duranium 3x Corbomite 3x Boronide
Euclidean Arms "Raptor" ECA-MLS33R505 Missile Pod:
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Maximum Missile Size: 3 Rate of Fire: 150 seconds
Launcher Size: 75 Tons Launcher HTK: 1
Cost Per Launcher: 9 Crew Per Launcher: 2
Materials Required: 2.25x Duranium 6.75x Tritanium
MiliTech Navalwright MT-T70[2210] Gauss Cannon Core:
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Damage Output 1 Rate of Fire: 2 shots every 5 seconds Range Modifier: 2
Max Range 20,000 km Size: 30 Tons HTK: 0
Cost: 2.4 Crew: 1
Materials Required: 2.4x Vendarite
This weapon has a penalty to accuracy. Chance to hit is multiplied by 0.1
MiliTech Navalwright MT-T70[2210] Armored Single-Mount Gauss Cannon:
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Damage Output 1x2 Rate of Fire: 5 seconds Range Modifier: 2
Max Range 20,000 km Turret Size: 1.4 SPW: 1.4 Turret HTK: 1
Cost: 7 Crew: 1
Maximum Tracking Speed: 0km/s
Materials Required: 5x Neutronium 2.4x Vendarite
Euclidean Arms ECA-M3 "Raptor" ASM:
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Missile Size: 3 MSP (0.15 HS) Warhead: 6 Armour: 0 Manoeuvre Rating: 36
Speed: 20000 km/s Engine Endurance: 5 minutes Range: 5.9m km
Cost Per Missile: 3.818
Chance to Hit: 1k km/s 720% 3k km/s 216% 5k km/s 144% 10k km/s 72%
Materials Required: 1.5x Tritanium 2.318x Gallicite Fuel x50
Euclidean Arms ECA-M3O "Rex" OBM:
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Missile Size: 3 MSP (0.15 HS) Warhead: 2.2 Armour: 0 Manoeuvre Rating: 10
Speed: 20000 km/s Engine Endurance: 24 minutes Range: 29.4m km
Cost Per Missile: 3.5
Radiation Damage: 55
Chance to Hit: 1k km/s 200% 3k km/s 60% 5k km/s 40% 10k km/s 20%
Materials Required: 2.75x Tritanium 0.75x Gallicite Fuel x250
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Very interesting. However, in my empire someone would find new career opportunities in airlock safety testing.
Two engines at 1.5 power and 25000l fuel would increase speed to 4800km/s while increasing range, and reducing fuel consumption to less than a third.
The weapons seem terrible. Further reduction of missile launchers would have been rather cheap considering your general tech level. The tiny Gauss weapon allows your craft to be multi-role... but I don't see one of these doing very much, and 10cm railguns are about 4 times as effective per ton (also: longer-ranged and cheaper).
Splitting things up, including the sensors, would allow the same capability with a much lower sensor footprint.
I don't really see the shield system doing anything, for fighters I'd rather focus on defensive weaponry to avoid getting hit.
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Starfighter
4000 km/s
Uh, what?
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That thing will get munched up in a dogfight and doesn't have the range or speed to fight capital ships. It'll get outrun by capitals two tech levels down and its missiles won't be able to even begin to outrange anything on your tech level. Multipurpose fighters, with some exceptions, are generally speaking a bad proposition as it completely nullifies their advantages over larger ships.
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For some constructive feedback, this thing should be scooting around at at least 12kkm/s. I guess 10kkm/s would be OK for a dedicated bomber, but only if it were launching from beyond the enemy's AFM envelope.
Better would be 19kkm/s (4 HS, x3 powermod) but you don't have the tech for that.
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I've built slower fighters at higher tech, and liked them just fine.
The problem is that this one seems to do nothing well.
It doesn't excel at being hard to spot (capability could be split between several smaller fighters). It doesn't make good use of fighter BFCs (slow, no turret). It doesn't excel at being expendable because it's quite expensive for its capability, and also requires logistics support by a mothership.
Additional capability should be reviewed with an eye to whether it's worth the design concessions. There is always an opportunity cost in fighters - inefficient propulsion plants because we don't have the space, cost and sensor footprint.
Want to add the ability to destroy undefended targets of opportunity, or at least force a reaction, to a scout fighter? By all means add a tiny Gauss cannon even if it's weak per ton. But we should be extra-stingy, a true combat craft isn't in the cards. Smallest version, definitely no armoured mount. If you absolutely need to add a non-box launcher... how about a magazine for some sensor buoys instead of a second tube? This adds important capability to the recon role if your fighter has no loiter time, and allows multiple pot shots if you go for a combat load and the opportunity presents itself. But not too many optional things at once.
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@Iranon
This ship is really all about concessions. The Javelin-Class was meant to fulfill the role of being stuck into anything with 500 Tons of Hangar Space then launched to fulfill whatever need arose. Pesky Enemy Scout? Load ASM and Launch the Javelin. Want to nuke the bugs? Load OBM and Launch the Javelin. Got a weird contact? Launch the Javelin to take a closer look. I understand the contention with an Armoured Turret, but HTK is the only defense against Mesons... and I'm finding bug-borne Meson Cannons to be a real ache in the caboose. The tubes are meant to be loaded from within a Hangar Bay and load faster than Box Launchers. Need a probe? No need to mount a launcher on a ship, just make sure you have two Boat Bays, a Size 60 Magazine and Launch the Javelin. It's a workhorse craft built to give my bigger ships flexibility at a relatively low cost. I believe a Size 60 magazine can be had for somewhere around 150-300 tons off the top of my head, so that's 450~900 Tons when you count the boat bays to have the ability to:
- Carry and launch (admittedly small) probes.
- Use the Raptor ASMs to rip apart a Fighter-Sized Scout.
- Conduct Orbital Bombardments.
- Investigate new contacts from a minimalistic Air Base PDC on a Listening Post.
- Engage lightly-defended Space Stations or other Targets of Opportunity with the Gauss Cannon.
- Kill bugs.
The shields let it take a shot from it's own Gauss Cannon w/o damage to the armor, as well as survive a pair of Raptor ASM hits and potentially keep on fighting. The long range and two-week deployment time afford me some leeway for how I set up postings. Basically, just stick a Javelin in it and you have a little Swiss Army knife, not as good as a full tool kit but a helluva lot better than nothing.
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The only defense against mesons is to kill them from beyond the range the mesons have, and/or to be faster than the mesons. Trying to build to duel inside the mesons range ensures you will take a lot of damage even if you win. I prefer designs that if I manage to choose the range, I win decisively with little casualties.
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. . . The Javelin-Class was meant to fulfill the role of being stuck into anything with 500 Tons of Hangar Space then launched to fulfill whatever need arose. . .
You may find that easier with two (different) 250-ton small craft designs. A fast, stealthy gunship and a slower missile/cargo carrier.
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@ Father Tim
That is... entirely possible. :P I may do that in the future.
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Multirole ships are problematic in Aurora4x. Sometimes it makes sense for the larger ships, because you will always want some point defense with those ships. And certainly the AI ships would be better if they had a beam or two on their missile ships, so they when they foolishly shoot themselves dry they can do something other than ram, and can at least force their enemy to waste some firepower on them.
But for the most part, generalist designs are less effective than splitting up their jobs into smaller ships that have smaller sensor cross-section.
Unless you have a diplomatic induced restriction that only solo ships are allowed in certain areas of space, or if you have a serious RP rule that you MUST patrol space with independently operating warships, you are better off designing squadrons rather than solo ships. Just hope that you don't absentmindedly send out a squadron without its active sensor component.
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So, I took Father Tim's advice... well, a little bit. I still wanted a "true" multi-role fighter, so I retained a 500-Ton version of the Javelin-Class and simply called it the Javelin II. They are different enough from the rest of my entourage [I'm developing an entire fleet at once, may post it here, might now, so take these with a pinch of salt or two... or three.] that they don't need to be of a lower tech to justify their existence. I intend to first develop several 40,000 RP-Cost Military Techs before I start designing, much less cranking out ships. The NPRs may have other ideas, but this fleet is still meant to be an end goal for my "standard" fleet.
Now this is the re-designed Javelin-Class, fulfilling the exact same roles as the OP, but at half the weight allowing for them to be crammed into any ship with a single Boat Bay:
[Bear in mind the higher tech, there is no tech at or below a cost of 40,000 RP that I do not have access to.]
Javelin-Class Starfighter 250 tons 2 Crew 72.1 BP TCS 5 TH 50 EM 0
10000 km/s Armour 2-3 Shields 0-0 Sensors 2/2/0/0 Damage Control Rating 0 PPV 1.4
Maint Life 9.97 Years MSP 18 AFR 5% IFR 0.1% 1YR 0 5YR 5 Max Repair 25 MSP
Intended Deployment Time: 0.25 months Spare Berths 5
Magazine 6
Javelin Mk. II Internal Fusion Drive (1) Power 50 Fuel Use 391.33% Signature 50 Exp 25%
Fuel Capacity 50,000 Litres Range 9.2 billion km (10 days at full power)
Javelin Mk. II Gauss Cannon (1) Range 20,000km TS: 10000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Javelin Mk. II B-FCS (1) Max Range: 20,000 km TS: 10000 km/s 50 0 0 0 0 0 0 0 0 0
Javelin Mk. II Box Launcher (2) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Javelin Mk. II R50 MFCS (1) Range 13.7m km Resolution 50
Raptor ASM (2) Speed: 40,000 km/s End: 5.7m Range: 13.6m km WH: 8 Size: 3 TH: 520/312/156
Javelin Mk. II R50 TSAA Module (1) GPS 180 Range 4.6m km Resolution 50
Javelin Mk. II R1 TSAA Module (1) GPS 8 Range 1.3m km MCR 141k km Resolution 1
Javelin Mk. II TH Detection Sensor (1) Sensitivity 2 Detect Sig Strength 1000: 2m km
Javelin Mk. II EM Detection Sensor (1) Sensitivity 2.2 Detect Sig Strength 1000: 2.2m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and maintenance purposes
And this is the Javelin II-Class, built to fit the "multi-role" design. I have a plethora of fighters within this fleet each performing a different role, and the Javelin II fits all of those adequately, while not over-lapping with them due to one thing or another. Examples: The Rapier-Class is objectively superior to the Javelin II-Class in nearly every respect, but it costs more than 150% as much in BP to produce and it's missiles cost more than 3x as much as the Javelin II's own missiles while taking longer to reload. [45 minutes versus two and a half! :o] The Fox-Class Scout goes twice as fast while massing a quarter of the Javelin-II's weight [thus fitting inside of a single Small Boat Bay] and can shuttle two teams, but is devoid of armament and thus unfit for being pressed into the combat role. The Albatross-Class is in most respects comparable and in many ways better than the Javelin II, but lacks the passive sensor capabilities of the Javelin II as well as the ability to conduct Orbital Bombardment on account of it being armed with only a single 10cm Meson Cannon. As such the Javelin II-Class fits the bill of a "true" multi-role fighter in that it is very the essence of compromise. When in doubt, "Launch the Javelins!"
Javelin II-Class Multi-Role Starfighter 500 tons 5 Crew 156 BP TCS 10 TH 45 EM 30
6000 km/s Armour 3-5 Shields 1-300 Sensors 2/2/0/0 Damage Control Rating 0 PPV 4
Maint Life 0 Years MSP 0 AFR 100% IFR 1.4% 1YR 8 5YR 124 Max Repair 37.5 MSP
Intended Deployment Time: 0.25 months Spare Berths 2
Magazine 6
StarTech Systems J3M1 Javelin III Fusion Jet Starship Drive (1) Power 60 Fuel Use 617.3% Signature 45 Exp 30%
Fuel Capacity 80,000 Litres Range 4.7 billion km (8 days at full power)
Javelin Defense Screen (1) Total Fuel Cost 4 Litres per hour (96 per day)
Javelin Gauss Cannon (1) Range 20,000km TS: 6250 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Confederate NaviTech "Javelin" BFCS (1) Max Range: 24,000 km TS: 6000 km/s 58 17 0 0 0 0 0 0 0 0
Raptor Missile Launcher (2) Missile Size 3 Rate of Fire 150
Raptor R50 Integrated MFCS (1) Range 13.7m km Resolution 50
Raptor R1 Integrated MFCS (1) Range 3.9m km Resolution 1
Raptor ASM (2) Speed: 40,000 km/s End: 5.7m Range: 13.6m km WH: 8 Size: 3 TH: 520/312/156
Confederate NaviTech "Javelin TASS Module R100 (1) GPS 720 Range 13.0m km Resolution 100
Confederate NaviTech "Javelin TASS Module R1 (1) GPS 8 Range 1.3m km MCR 141k km Resolution 1
Confederate NaviTech "Javelin" Passive Surveillance Module [TH] (1) Sensitivity 2 Detect Sig Strength 1000: 2m km
Confederate NaviTech "Javelin" Passive Surveillance Module [EM] (1) Sensitivity 2.2 Detect Sig Strength 1000: 2.2m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and maintenance purposes
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There is one change I'd make to your 500-ton Javelin, and it's driving me NUTS that you STILL haven't made it. Namely, the missile launchers.
Don't use reloadable missile launchers if you don't have a magazine for them to reload from! It's a waste of space!
The 500-ton Javelin shouldn't be firing TWO missiles. . . it should be firing SIX (three box launchers fit in the space of one 50%-reduction launcher). Or, if you want MORE missiles, SEVEN (a 1-HS magazine component, with 90% feed efficiency research, holds 18 MSP of missiles. . . and fits in the space of one 50%-reduction size-3 launcher).
Yes, the box launchers have to go sit in the hangar for 22. 5 minutes to reload (note, they do so in parallel, not series), compared to the current zero (the 50%-reduction launcher can run through its reload cycle in flight). Yes, the magazine version can only fire one missile at a time, and then has to spend 2. 5 minutes cycling. But right now, it's getting the worst of both worlds - needs to fly back for reloads AND has a puny salvo size.
I'm not convinced that the thermal and EM sensors are worth their space. Ships come free with 1-strength sensors, so at this research level those only double the sensitivity. Maybe the 20 tons could go into better active sensors? I imagine the Javelin pilots would love to be able to track enemy capital ships from outside of AMM range. . .
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Yes. Something that's also driving me nuts is the engine. 2 engines, 2.0 power, 30000l fuel is good for 8000km/s and slightly longer range, on the same size.
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@ De Matt
- Box Launchers require a Hangar or Maintenance Facility / Module to perform a reload. The Javelin-II is twice the weight of a normal Javelin, but can reload from a collier or a planet just by sidling up to one and pressing "Reload". More weight, yes, but it allows for more flexibility in my logistics. Javelins will need Hangar Space not only to support them, but also to reload them. My Javelin-IIs only need Hangar Space to dock in, but can reload from a collier or a colony with missiles on it. I don't know if ever I'll need it, but I sure as well would like it; although it DOES add more value to my Courier type fighters assuming I have one Hangar Deck.
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Considering that you have less than eight days of deployment time, i doubt they will ever be far enough from the mothership for it to matter. Maybe use two 25% size launchers and add magazine instead?
On somewhat related note, i would also cut out the engineering spaces out of the 250t one and tried to fit something more usefull.
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Regarding reloadable launchers:
You need to make - and survive - 3 attack runs to break even with box launches. You need additional support capability (colliers or missile stockpiles).
This is before point defence, which greatly favours one sufficient strike over several small ones. Admittedly, the enemy may be more limited by number of salvos than number of missiles here.
Again, you insist on a marginal capability that may never become relevant, and reduce the efficacy for the simple and most likely scenario to a rather small fraction of what it could be. If you bring enough of an ammo train to support this, you may as well bring a dedicated strike fighter and only give the Javelin capability that can be had in a weight-efficient manner.