Hey again, I have just designed this Jump Battlecruiser predominately for safe exploration. I just want to know if it will work properly. Obviously the main things I am not sure about are the Lasers and the Jump drive. I want to know whether my engine is capable of transit without a Jump gate. It is a normal engine is there any modification I need to put on the engine?
The lasers I am also concerned about. Will they work efficiently and if they dont work at all then why?
Thanks, Meridian
Seychelles class Jump Battlecruiser 6750 tons 483 Crew 500 BP TCS 135 TH 186 EM 0
1377 km/s Armour 1-31 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 28
Annual Failure Rate: 364% IFR: 5.1% Maint Capacity 46 MSP Max Repair 43 MSP Est Time: 0.29 Years
If this ship is meant to jump through a contested jumppoint, i.e. one, where you expect hostiles to be on the other end, you need a lot more passive defenses (armor and/or shields). As others have mentioned, your maintenance capacity (and damage control) is pathetic.
Note: Even if you play with mainenance=off, you are simply unable to repair any damage through combat and this is very _very_ bad (even if you could, with a damage control rating of 1 it would take forever to fix anything)
Nuclear Thermal Engine C2 (3) Power 62 Fuel Use 10% Signature 62 Armour 0 Exp 1%
Fuel Capacity 50,000 Litres Range 133.3 billion km (1120 days at full power)
You are using commertial engines on a military ship. While this is perfectly allright, you have to be aware that, while commertial engines are very fuel efficient, their power-to-weight ratio suck (62 power for 1250tons, while a military nuclear thermal engine provides 25 power for 250 tons)
I´d realy design a military engine and use that.
Allready mentioned: Without a (additional) jump engine, your "jumpship" won´t jump anywhere
10cm C3 Near Ultraviolet Laser (4) Range 90,000km TS: 3000 km/s Power 3-3 RM 3 ROF 5 3 3 3 2 1 1 1 1 1 0
15cm C3 Near Ultraviolet Laser (4) Range 180,000km TS: 3000 km/s Power 6-3 RM 3 ROF 10 6 6 6 4 3 3 2 2 2 1
Fire Control S04 96-3000 (2) Max Range: 192,000 km TS: 3000 km/s 95 90 84 79 74 69 64 58 53 48
Fire Control S04 24-12000 (2) Max Range: 48,000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
I am assuming the 10cm lasers are primarily meant as anti-missile armament. In that case, your firecontrol tracking speed of 12.000 km/s won´t help you a lot, as your lasers are hull mounted and can only track at 3.000 km/s (the slower tracking speed of either weapon or firecontrol apply). I suggest putting them in a turret with a 12.000km/s tracking speed.
Mentioned allready: Your lasers will not fire, as they are out of power. You need some powerplants!
Active Search Sensor S20-R2 (1) GPS 40 Range 400k km Resolution 2
Active Search Sensor S20-R100 (1) GPS 2000 Range 20.0m km Resolution 100
This design is classed as a military vessel for maintenance purposes
The sensors seem ok except for the short range (anti-missile?) sensor. If this is indeed meant as an anti-missile sensor, you should use a resolution of 1. As it is, it can pick up missiles (size 1) only out to 100k km (Range = Range x (resolution / target size) squared). Personally, I would put at least some small passive (thermal or EM) on the ship, so it doesn´t have to run around with its actives on all the time (all my warships have a 50 to 100ton thermal and EM sensor as backup, should anything happen to the fleet scout)
Note: It is very _very_ hard (perhaps impossible?) to design a combat worthy jumpship at that size and at that tech-levels