Author Topic: Imperial Battlecruiser  (Read 1751 times)

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Offline waresky (OP)

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Imperial Battlecruiser
« on: November 19, 2009, 08:13:45 AM »
Earth Admiralty
Gobi Desert Planetary Yard
zulu 15 february 2190

Our dummy NavDesigners happy to presents lately most expensive design..


Code: [Select]
FNE Ironsides class Battlecruiser    185650 tons     16066 Crew     37508.1001 BP      TCS 3713  TH 4275  EM 450
2302 km/s     Armour 10-289     Shields 15-300     Sensors 160/408/0/0     Damage Control Rating 851     PPV 116
Annual Failure Rate: 344%    IFR: 4.8%    Maintenance Capacity 101155 MSP    Max Repair 2772 MSP
Troop Capacity: 2 Companies    Magazine 5966    

GeneralElectrics Ion Engine E2 ARM-2 (190)    Power 45    Fuel Use 20%    Signature 22.5    Armour 2    Exp 1%
Fuel Capacity 1,600,000 Litres    Range 77.5 billion km   (389 days at full power)
Beta R300/12 Shields (10)   Total Fuel Cost  120 Litres per day

CIWS-320 ECCM-1 (5x4)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
RGM Size 8 Missile Launcher (14)    Missile Size 8    Rate of Fire 30
RIM Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 5
RIM Missile Fire Control FC240-R1 (40%) (2)     Range 7.2m km    Resolution 1
A-Fighter Missile Fire Control FC240-R4 (40%) (1)     Range 28.8m km    Resolution 4
A-Boat Missile Fire Control FC240-R18 (40%) (2)     Range 129.6m km    Resolution 18
RIM-1 Guardian 167 (600)  Speed: 33,600 km/s   End: 1.5m    Range: 3m km   WH: 1    Size: 1    TH: 537 / 322 / 161
RGM-8 Amraam-T 167 (666)  Speed: 19,200 km/s   End: 78.1m    Range: 90m km   WH: 19    Size: 8    TH: 140 / 84 / 42

AS 33 Active Search Sensor S1584-R20 (40%) (1)     GPS 31680     Range 316.8m km    Resolution 20
AF 10 Active Search Sensor S480-R5 (40%) (1)     GPS 2400     Range 24.0m km    Resolution 5
XSEH 18 Active Search Sensor S864-R1 (40%) (1)     GPS 864     Range 8.6m km    Resolution 1
Thermal Sensor TH5-160 (40%) (1)     Sensitivity 160     Detect Sig Strength 1000:  160m km
EM Detection Sensor EM17-408 (40%) (1)     Sensitivity 408     Detect Sig Strength 1000:  408m km

ECCM-2 (1)         ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes

Too big?
Good def?
Sensor and FC adeguate?
 

Offline Brian Neumann

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Re: Imperial Battlecruiser
« Reply #1 on: November 19, 2009, 09:03:35 AM »
Your ship is a monster.  On something that big I would make sure that there is a backup for each sensor system.  At a minimum a second long range sensor that can detect gunboats out to your missile range.  I would also include an extra fire control or two for each system.  It is to easy for a single hit to leave you without the ability to engage a particular size target at any range.  They do not need to be the same size as the others, just enough for short range against missiles and medium range for ships.  I would also include one ECCM system for each fire control.  Right now you have one that can only help the fire from a single fire control system.  If you do not want the mass penalty for that many full size units then have 2 full size and the rest be the compact eccm.  While they are not as good they will help and only take 1/3 the space.

Good luck with this monster in combat.

Brian
 

Offline Hawkeye

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Re: Imperial Battlecruiser
« Reply #2 on: November 19, 2009, 10:18:02 AM »
I agree with Brian on the backup systems.

I have no idea how much mass an additional point of armor would cost, but shields are very light. With this one (Yamato on steroids) I expect shield ratings in the hundreds not dozens  :D )
With Ion-engines, I aim for a speed in the 4k range, but going slower with such a monster is ok. The fact it still needs nearly 50.000t of engines suggests to me, your engine tech is not advanced enough to build such a monster.

Rationally speaking, this thing is highly inefficient. With the resources used for one of those, you could build a whole cruiser squadron, probably along with the required destroyers as escorts. This CruRon would whipe the floor with your battleship. Of course, there is the awe-factor, when (assuming multiplayer) your enemy gets his first scan of this. Can you imagine his face, when he looks at the mass reading?
Ralph Hoenig, Germany
 

Offline Steve Walmsley

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Re: Imperial Battlecruiser
« Reply #3 on: November 19, 2009, 10:56:59 AM »
Quote from: "Hawkeye"
Of course, there is the awe-factor, when (assuming multiplayer) your enemy gets his first scan of this. Can you imagine his face, when he looks at the mass reading?
Based on size, the opponent would probably assume it was a large freighter, or some other commercial design. It really would be a shock when it opened fire :)

Steve
 

Offline waresky (OP)

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Re: Imperial Battlecruiser
« Reply #4 on: November 20, 2009, 09:45:50 AM »
When u "try to" a design a same monster,the FIRST trouble u encounter r...maintenance and Enginneer need to maintain "LOW" the ""Annual Failure Rate: 344%    IFR: 4.8%    Maintenance Capacity 101155 MSP    Max Repair 2772 MSP""

for maintain this "LOW" (compared to ship mass) need a Engineer Division onboard:)..(801 engineer spare*50tons u can realize how much many tons waste for those..)

enough:ion Tech: for reach this "velocity" need 190 (!!!!) of this "
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GeneralElectrics Ion Engine E2 ARM-2 (190)    Power 45    Fuel Use 20%    Signature 22.5    Armour 2    Exp 1%and one of them weight: 450tons! because armor and other benefits security...190*450=85500 tons!!! only for drive them
So the point r: this Class r absolutely impossible to build for actual DRIVE (only for that) technology.
or something r wrong..:D

THIS design are primary for testing..and for puncture Steve at flanck..

more than 50% of ship mass devote to drive?
strange no?and for SPARE engineer...
Only that.

The Megatraveller Design program are deep same as Aurora..but u can reach easyli MORE AND MORE tonnage than this "monster"
A single Battle Rider on traveller are 300.000 tons! are jumperShip and CARRY a complement of 10.000-Class Rider ships..see u.

Drive 85500 tons
Engineer Spare 40050 tons
Magazine 21000 tons
ARMOUR 18120 tons
MISSILE Launchers: 5600 tons
Quarters 3300 tons
Fuel Bunker 2000 tons
etcetcetc..

i think my design in term of "RIGHT to" r perfect..BUT..tonnage need for them are absurde.
 

Offline waresky (OP)

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See this..
« Reply #5 on: November 20, 2009, 10:34:16 AM »
Code: [Select]
FNE Ironsides class Battlecruiser    48900 tons     4111 Crew     13668.54 BP      TCS 978  TH 855  EM 1200
1748 km/s     Armour 5-119     Shields 40-240     Sensors 160/408/0/0     Damage Control Rating 118     PPV 112
Annual Failure Rate: 217%    IFR: 3%    Maintenance Capacity 15375 MSP    Max Repair 2772 MSP
Flag Bridge    Magazine 2647    

GeneralElectrics Ion Engine E2 ARM-2 (38)    Power 45    Fuel Use 20%    Signature 22.5    Armour 2    Exp 1%
Fuel Capacity 520,000 Litres    Range 95.7 billion km   (633 days at full power)
Gamma R240/8 Shields (20)   Total Fuel Cost  160 Litres per day

CIWS-320 ECCM-1 (3x4)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
RGM Size 8 Missile Launcher (14)    Missile Size 8    Rate of Fire 30
A-Fighter Missile Fire Control FC240-R4 (40%) (2)     Range 28.8m km    Resolution 4
A-Boat Missile Fire Control FC240-R18 (40%) (2)     Range 129.6m km    Resolution 18
RGM-8 Amraam-T 167 (331)  Speed: 19,200 km/s   End: 78.1m    Range: 90m km   WH: 19    Size: 8    TH: 140 / 84 / 42

AS 33 Active Search Sensor S1584-R20 (40%) (1)     GPS 31680     Range 316.8m km    Resolution 20
AF 10 Active Search Sensor S480-R5 (40%) (1)     GPS 2400     Range 24.0m km    Resolution 5
Thermal Sensor TH5-160 (40%) (1)     Sensitivity 160     Detect Sig Strength 1000:  160m km
EM Detection Sensor EM17-408 (40%) (1)     Sensitivity 408     Detect Sig Strength 1000:  408m km

Compact ECCM-1 (2)         ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes


Same firepower..
 

Offline Beersatron

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Re: Imperial Battlecruiser
« Reply #6 on: November 20, 2009, 11:11:34 AM »
Do you use damage control? If you do, what happens to the failure rate when you remove them from the design?

Personally, I never bother because they appear to add a fair amount to the failure rate but I feel that doesn't outweigh any benefit in repairing damage especially when the engineering spaces add to the Damage Control Rating themselves and I always end up put a lot of them in.
 

Offline lastverb

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Re: Imperial Battlecruiser
« Reply #7 on: November 20, 2009, 11:23:11 AM »
well all of ur designs are monsters, ion engines and 200k mass for navy ship? when u get to 200k navy shipyards u would certainly not put ions on any ship, nearly all of ur desings are somewhat out of normal game, just for testing or roleplays on sci-fi books
 

Offline waresky (OP)

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Re: Imperial Battlecruiser
« Reply #8 on: November 20, 2009, 12:00:06 PM »
Am loving "Imperial" posture.
Big Empire,Army,Navy.
Universe.
Deep,dense,many planets,uncovered,unknown..infinite.
All others than our real world.:)
And if am stopping and look around,raise eye on our skyes..dont imagine what r REAL strangys awaitn for our mankind