Author Topic: ship testing  (Read 1627 times)

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Offline alexwildstar (OP)

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ship testing
« on: July 24, 2009, 02:10:45 PM »
Is this a fairly rounded out ship.


Independence class Battleship    22200 tons     2888 Crew     39343.5 BP      TCS 22.2  TH 3500  EM 18000
7882 km/s     Armour 14-70     Shields 600-300     Sensors 72/144/0/0     Damage Control Rating 35     PPV 182
Annual Failure Rate: 788%    IFR: 11%    Maintenance Capacity 5538 MSP    Max Repair 2625 MSP
Flag Bridge    Tractor Beam    

Photonic Drive E1 ARM-5 (7)    Power 500    Efficiency 0.10    Signature 500    Armour 5    Exp 5%
Fuel Capacity 250,000 Litres    Range 202.7 billion km   (297 days at full power)
Omega R300/15 Shields (40)   Total Fuel Cost  600 Litres per day

Quad 10cm C25 Far Gamma Ray Laser Turret (1x4)    Range 360,000km     TS: 100000 km/s     Power 12-100     RM 12    ROF 5        3 3 3 3 3 3 3 3 3 3
50cm Railgun V7/C25 (11x4)    Range 1,400,000km     TS: 25000 km/s     Power 60-25     RM 7    ROF 15        20 20 20 20 20 20 20 17 15 13
Fire Control S04 175-100000 (1)    Max Range: 350,000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Fire Control S04 700-25000 (3)    Max Range: 1,400,000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-1 AR-5 (3)     Total Power Output 1080    Armour 5    Exp 5%

Active Search Sensor S900-R67 (1)     GPS 60300     Range 603.0m km    Resolution 67
Thermal Sensor TH3-72 (1)     Sensitivity 72     Detect Sig Strength 1000:  72m km
EM Detection Sensor EM6-144 (5)     Sensitivity 144     Detect Sig Strength 1000:  144m km
Cloaking Device: Class cross-section reduced to 5% of normal

ECM 70
 

Offline Erik L

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Re: ship testing
« Reply #1 on: July 24, 2009, 02:23:10 PM »
Biggest issue I see is your scanners will have a hard time seeing missiles.

Most designs will include a big scanner like you have for ships, and one the is resolution 0 for missiles.

And this is a personal preference, but I'd add one more main battery fire control suite.

Offline mavikfelna

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Re: ship testing
« Reply #2 on: July 24, 2009, 02:31:48 PM »
Way too much capacitor for your weapons. The lasers only need a C3 and the railguns should be C20. You wouldn't need as big a reactor with those changes. You'd only need 232 points of power. You could have much smaller reactors.

I would also drop the tractor beam and add more engineering spaces. More engines might be helpful too.

And the sensor and firecontrol advice already given.

--Mav
 

Offline Beersatron

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Re: ship testing
« Reply #3 on: July 24, 2009, 02:47:40 PM »
Quote from: "alexwildstar"
Is this a fairly rounded out ship.

Code: [Select]
Independence class Battleship    22200 tons     2888 Crew     39343.5 BP      TCS 22.2  TH 3500  EM 18000
7882 km/s     Armour 14-70     Shields 600-300     Sensors 72/144/0/0     Damage Control Rating 35     PPV 182
Annual Failure Rate: 788%    IFR: 11%    Maintenance Capacity 5538 MSP    Max Repair 2625 MSP
Flag Bridge    Tractor Beam    

Photonic Drive E1 ARM-5 (7)    Power 500    Efficiency 0.10    Signature 500    Armour 5    Exp 5%
Fuel Capacity 250,000 Litres    Range 202.7 billion km   (297 days at full power)
Omega R300/15 Shields (40)   Total Fuel Cost  600 Litres per day

Quad 10cm C25 Far Gamma Ray Laser Turret (1x4)    Range 360,000km     TS: 100000 km/s     Power 12-100     RM 12    ROF 5        3 3 3 3 3 3 3 3 3 3
50cm Railgun V7/C25 (11x4)    Range 1,400,000km     TS: 25000 km/s     Power 60-25     RM 7    ROF 15        20 20 20 20 20 20 20 17 15 13
Fire Control S04 175-100000 (1)    Max Range: 350,000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Fire Control S04 700-25000 (3)    Max Range: 1,400,000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-1 AR-5 (3)     Total Power Output 1080    Armour 5    Exp 5%

Active Search Sensor S900-R67 (1)     GPS 60300     Range 603.0m km    Resolution 67
Thermal Sensor TH3-72 (1)     Sensitivity 72     Detect Sig Strength 1000:  72m km
EM Detection Sensor EM6-144 (5)     Sensitivity 144     Detect Sig Strength 1000:  144m km
Cloaking Device: Class cross-section reduced to 5% of normal

ECM 70


Think the guys have covered everything, the only thing I noticed is that it looks like you have 5 EM Sensors?

Also, I think you would be able to get a more rounded Active Search Sensor by reducing the range to about 100million KM and decreasing the resolution so you can see small ships sooner.

A personal preference of mine is to pick a tonnage for certain classes and then fit as many of the best engines I have to get a rounded speed.

i.e.
I have decided on 10k tons for my Cruisers, they all have the same:
Engines
Armor
Shields
Fuel
etc

And then I made 3 classes from that base:
Missile Attack
Missile Defence
Jump Ship with an oversized fuel and maintenance loadout and extra sensitive Therm/EM sensors

So, once everything is fitted, all 3 classes are 10k tons and have the same speed. Haven't actually build any though! Another side effect is that I think since they are based on the same standard base hull that I may be able to cheaply refit as needed and may also be able to build multiple subclasses at the same yard.
 

Offline alexwildstar (OP)

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Re: ship testing
« Reply #4 on: July 24, 2009, 04:17:46 PM »
thanks guys I am still trying to figure out how to design the electronic stuff.  

   Now when building feeding my power requirements if I equalize the number on the left side on the ship design page will I have enough power to fire my weapons as much as I want.   I thought in previous answers I wanted to have more power than the required power on the right.   So much to learn so little time lol.   fyi this is my test game so I got outrageous tech and populations but it lets me try and figure out all the little stuff I need to know for a real campaign without having to start all over when I make a mistake  :D
 

Offline Brian Neumann

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Re: ship testing
« Reply #5 on: July 24, 2009, 08:40:14 PM »
One thing you do not have on the ship is any ECCM.  You need 1 eccm per fire control.  I usually use the compact version for all of my fire control, and on a ship this big include one full size fire control.  This way you have some extra incase of battle damage, but without using tons of space on the ship up.  I would also make sure that there is at least one backup fire control for each type on board the ship.  This is also to protect against battle damage.  One trick I learned a while ago was a X4 speed, X0.25 range.  This is a backup point defense.  I also like to through in backup active sensors that can spot missiles at close range and ships within beam weapon range.  Typically these will only be 1/2 space installations, but they give an important backup function.  This is particularily true because of the way that damage allocation works.  Check out the chart on the ship screen (F5 DAC tab)  The larger systems are more likely to be hit than the smaller systems.  Having smaller, less capable backups seem to survive much better when a ship is taking combat damage.  (I have tried this out several times in playtest).

Hope this helps.

Brian
 

Offline welchbloke

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Re: ship testing
« Reply #6 on: July 25, 2009, 03:58:08 AM »
Quote from: "Brian"
One thing you do not have on the ship is any ECCM.  You need 1 eccm per fire control.  I usually use the compact version for all of my fire control, and on a ship this big include one full size fire control.  This way you have some extra incase of battle damage, but without using tons of space on the ship up.  I would also make sure that there is at least one backup fire control for each type on board the ship.  This is also to protect against battle damage.  One trick I learned a while ago was a X4 speed, X0.25 range.  This is a backup point defense.  I also like to through in backup active sensors that can spot missiles at close range and ships within beam weapon range.  Typically these will only be 1/2 space installations, but they give an important backup function.  This is particularily true because of the way that damage allocation works.  Check out the chart on the ship screen (F5 DAC tab)  The larger systems are more likely to be hit than the smaller systems.  Having smaller, less capable backups seem to survive much better when a ship is taking combat damage.  (I have tried this out several times in playtest).

Hope this helps.

Brian
This is very fine advice and I will be incorporating it into the design philosophy for the next generation of my current race's warships.  Had never occured to me before though  :D
Welchbloke
 

Offline mavikfelna

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Re: ship testing
« Reply #7 on: July 25, 2009, 01:09:40 PM »
Quote from: "alexwildstar"
thanks guys I am still trying to figure out how to design the electronic stuff.  

   Now when building feeding my power requirements if I equalize the number on the left side on the ship design page will I have enough power to fire my weapons as much as I want.   I thought in previous answers I wanted to have more power than the required power on the right.   So much to learn so little time lol.   fyi this is my test game so I got outrageous tech and populations but it lets me try and figure out all the little stuff I need to know for a real campaign without having to start all over when I make a mistake  :D

On the power requirements; The number to the left is the total power required, the number to the right is the amount of power per 5 sec. increment that you can load. It is only the number on the right hand side that you need to worry about when determining your reactor power output. This is also why matching your capacitor size to the power requirements is so important, because if you have larger capacitors than required, you'll have to fully charge the capacitor bank before the weapon will fire.

So in the case of your lasers, even though they only need 16 points of power to fire, they have to charge 100 points because of the capacitors you are using.

--Mav