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Posted by: Brian Neumann
« on: August 25, 2009, 06:16:30 PM »

A lot of the time when designing FAC with energy weapons I try to make a couple of designs.  My prefered weapon on FAC's is the Meson as it ignores armor and shields, both of wich can make a big difference when fighting larger ships.  Some will be equipped with a single longer ranged meson (12 or 15cm) while others will have two 10cm.  All classes will have a .5hs grav sensor with a resolution of 1.  This is enough for the weapons to be used as point defense.  While it is not as effective as putting the weapons on turrets, I have often found that the speed of the FAC is about twice as fast as the fire control base speed.  The result is that there is a lot of semi effective point defense.  Against smaller salvo's this can work fairly well, against a large salvo targeted on most of the force it will not do much.  Example below.

Code: [Select]
Raider class Fast Attack Craft    1000 tons     106 Crew     373.4 BP      TCS 20  TH 120  EM 60
8000 km/s     Armour 3-8     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 3
Annual Failure Rate: 8%    IFR: 0.1%    Maintenance Capacity 233 MSP    Max Repair 141 MSP

GB Magneto-plasma Drive E70 (1)    Power 160    Efficiency 7.00    Signature 120    Armour 0    Exp 15%
Fuel Capacity 60,000 Litres    Range 15.4 billion km   (22 days at full power)
Delta R300/17.5 Shields (1)   Total Fuel Cost  18 Litres per day

R6/C3 Meson Cannon (1)    Range 60,000km     TS: 8000 km/s     Power 3-3     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S03 80-9375 H70 gb (1)    Max Range: 160,000 km   TS: 9375 km/s     94 88 81 75 69 62 56 50 44 38
SF Reactor PB-1 AR-0 s.5 (1)     Total Power Output 3    Armour 0    Exp 5%

Active Search Sensor S14-R1 (70%) (1)     GPS 14     Range 140k km    Resolution 1
Active Search Sensor S56-R20 (70%) (1)     GPS 1120     Range 11.2m km    Resolution 20

This design is classed as a military vessel for maintenance purposes

A typical missile is going about 32-36,000km/s  for the above gunboat about 1/4 of the time they will stop an incomming missile.  This does not sound all that good, until you think about having two 5 missile salvo's approaching a group of 8 gunboats.  To me this would be an engagement between a pair of destroyers and a small FAC group.  The missiles will have about a 60% hit rate against the gunboats.  Two of the missiles will be shot down by the gunboats leaving three.  Probably two of these hit for 6 points of damage each.  This might or might not penetrate the armor depending if they hit on top of each other.  If one more missile had hit then it would probably have done at least a couple of internals.  Total damage from both salvo's is one gunboat having suffered enough damage to have a good chance of either hitting the engines or weapons.  The other is probably without shields and most of it's armor but will require another salvo to take it out.  If the point defense had not fired then the chances are that both would be out of action.  If you repeat this four times the net effect is that 4 gunboats are out of action and 4 are still in action, compared to all 8 having been knocked out.  Given the speed difference and small size the FAC's would have covered at least 240,000km assuming that the other ships are moving to slow the range change.  If they are trying to seperate then the distance could be as much as 720,000km.  Against such small targets this might be enough that they can not see/target you effectively.

There are a lot more variables to consider when using beam armed FAC's vs the missile armed FAC's.  Beam armed FAC's have to be able to penetrate the missile envelope around thier target ships.  If you can get into close range with an enemy, the big question is who has the greater effective energy range.  A lot of the designs I have seen from the computer do not put a mid range middle speed fire control on the ships.  This means that to target the FAC's the computer's ship must choose between a short range fire control with no reduction due to speed, or a long range fire control that takes a hefty penalty to speed.  If the FAC's can stay out at a range where their hit chances are good (my gunboat above has at least a 50% chance at maximum range) then they will be able to rack up the damage while taking relitively less damage.  It is all a balancing act.  I have had a dozen FAC's with mesons take out an equal number of much larger ships.  The larger ships had a narrow window where they could not see the FAC's because of the resolution on their grav sensors but the FAC's could still be in range of the ships.  I picked the bigger ships apart without taking any damage.  If they had a sensor that could see me I would have been toast.  

A missile armed FAC has a good standoff range and with enough box launchers they can pack 7-10, launchers depending on size,  It does not take many of these to put together a decent salvo.  This is especially true if they can get into a shorter range for the missiles without being spotted.  That will let you trade fuel for a bigger warhead or other options on the missile.  My FAC's usually use the same size launchers as my battlecruisers on down.  (The missile is usually a different design, but by using the same size they can always fall back on the more common missiles.  Or my bigger ships can load up with a shorter range missile if it is called for.)  This sort of thing makes the missile armed FAC's easier to use, but they are always limited by their amunition.  

Here are the missiles that this same race uses just to compare.
Code: [Select]
Size 1 Anti-missile Missile (1)  Speed: 32,000 km/s   End: 1.3m    Range: 2.6m km   WH: 1    Size: 1    TH: 309 / 185 / 92
Size 2ir Anti-missil Missile (1)  Speed: 32,000 km/s   End: 1.3m    Range: 2.6m km   WH: 1    Size: 2    TH: 266 / 160 / 80
Size 4 Anti-ship Missile (1)  Speed: 35,200 km/s   End: 15.2m    Range: 32.1m km   WH: 5    Size: 4    TH: 176 / 105 / 52
Size 12a Anti-ship Missile (1)  Speed: 32,000 km/s   End: 22.3m    Range: 42.8m km   WH: 10    Size: 12    TH: 160 / 96 / 48
Size 12a2 Anti-ship Missile (1)  Speed: 32,000 km/s   End: 22.3m    Range: 42.8m km   WH: 5    Size: 12    TH: 160 / 96 / 48
Size 12f Anti-ship Missile (1)  Speed: 44,800 km/s   End: 0.8m    Range: 2.2m km   WH: 15    Size: 12    TH: 194 / 116 / 58
Size 4f Anti-ship Missile (1)  Speed: 39,200 km/s   End: 1.4m    Range: 3.2m km   WH: 7    Size: 4    TH: 156 / 94 / 47
Size 1 Anti-ship Missile (1)  Speed: 32,000 km/s   End: 6.7m    Range: 12.9m km   WH: 2    Size: 1    TH: 138 / 83 / 41

Hope my rambling on helps to put a context on the differences between the two classes of FAC's

Brian
Posted by: welchbloke
« on: August 25, 2009, 05:03:14 PM »

Quote from: "simon"
Why unsupported beam FAC  should not go toe to toe with intact Heavy units

  :(   Have you considered having mixed flotillas of FACs with some dedicated PD units and maybe a scout design mixed in? (Sort of like the PF flotiilas in SFB if you've ever played it).  I would wholeheartedly concur that FACs should not be used in WP assaults unless you have an awful lot of them and don't mind taking huge losses.  I tend to use my FACs as long range strike assets or to protect the flanks of my main fleets.
Posted by: simon
« on: August 25, 2009, 08:14:10 AM »

Why unsupported beam FAC  should not go toe to toe with intact Heavy units
22nd October 08
    Ordnance Development Board's approved missile designs as well as the sensor buoys are currently being researched in preparation for mass production.Only the Longhead autonomous missile is being currently produced and the cost of production is very high especially in terms of each missiles fuel demands standing at a staggering 5000 liters per missile, the ODB has been instructed to look into less expensive missile design with a shorter production schedule and reduced cost in case the upcoming conflict with the hostiles Aliens in Niven last longer than stocks of more sophisticated missiles.Meanwhile the First Starguard's FAC shall proceed to Shaka system at reduced speed :) . A three craft detachment will therfore attempt to draw the hostiles out and pinpoint their location after which the rest of the First Starguard will transit in support with the aim of slowing down the hostiles.The heavier second starguard is tasked with cleaning up damaged hostile units if the situtation permits but must not sustain heavy losses as they also guard the vital Shaka junction. Commanding this Operation dubbed operation Solstice is Vice Admiral Delmar Dangerfield aboard the destroyer Revenger 001 in Shaka.
 Meanwhile the ICD informs as that they will soon begin manufacture of automated mines as the tranfer of mining capacity is almost compensated for by the increase in manned mining capacity, this should allow us to expand our off-world resource bas without draining our reserves, Once resources within sol are being fully exploited attention will turn to tapping the Massive resources in the Shaka system.
2nd December 08 08:01
  The recon force discovers hostiles smack on top of the jumpoint[dead on arrival].Defenders consist of five vessels so close that it is immediatly apparent that the jumpoint coordinates are known. They probably include the missile combatants. The recon awaits transit surges to dampen down as the Accord waits for the Aliens to react. Analysis of IR signatures indicates that although Two have emissions lower than our warbow class cruiser  the other three have signatures almost forty percent higher all have emission higher than our Timur and Revenge class beam destroyers a sobering analysis. Tactical officers postulate that the heavier units are the missile units and therefore priority targets.In Shaka Vice Admiral Delmar considers transiting to engage now that the hostiles have been located but their armament is unknown and there may be more combatants beyond FAC detection range instead the main body of the First Starguard is ordered to transit and engage.The recon force is instructed to move away from the Jumpoint to draw away the Defenders in preparation for further transit .
fire control systems aboard the FAC are yet to stabalize so all they can do is observe the defenders as they await tranist surges to subside.Meanwhile in Shaka as main body prepares to transit Vice Admiral wishes he had the Warbow missile cruisers in support with their autonomous missiles as well as sensor buoys, as it is the defender have yet to fire ten seconds into the assault so he can not yet deploy his heavier units in confidence.
  With one shattering salvo the Recon force disintegrates as eleven missiles intercept and rip apart their targets with strength 13 Nuclear explosions only scorpion 005 survives the salvo she is ordered to keep closing :P Scorpion 005 is blown to pieces with enough power to kill her ten times. With the Recon force now dead the first starguard egress away from the jumppoint. :idea: In Shaka Vice Admiral Delmar modifies his plans, if the defenders can be drawn away from the jumpoint a squadron of Timur class beam destroyers will transit attempt a lightening strike on the suspected sensor outpost and deny the defenders long-range sensor capability. The First Starguard is ordered to split again and offer the defenders multiple targets in case they decide to close range once more. To the immense shock of the crew of the First starguard contacts consistent with an inbound salvo are detected closing at 23100 km\s astern salvo composition is estimated as ten missiles in two five missile salvos, enough to destroy most if not all the FAC. As the fire control systems seem still unable to lock up the missiles all the First Starguard can do is await the imminent impact.
    :|  If undetected missile salvos are en route to the survivors of the First Starguard Vice admiral Delmar expects their demise shortly. The next few minutes will decide the out come. :(
  :? Numbers cannot make up for less able fire control. I think missile armed FAC are more capable offer trans-system strike over billion mile range in coordination with heavy units kind of like gunboats in the Rigellian story. I have this feeeling even with more units i would still have lost.
Posted by: Erik L
« on: April 18, 2009, 03:08:57 PM »

Quote from: "Starkiller"
I wonder if one could do a gunboat tender?

Yes you can.  :twisted:
Posted by: Hawkeye
« on: April 18, 2009, 03:06:07 PM »

Well, in my opinion, missile armed FACs only make sense, once you have researched a couple of launcher miniaturization techs. The one below uses 25% size launchers

Code: [Select]
Wolf class Fast Attack Craft 1000 tons     78 Crew     140 BP      TCS 20  TH 120  EM 0
6000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 7.5
Annual Failure Rate: 0%    IFR: 0%    Maintenance Capacity 88 SP
Magazine 62  

MTU Typ 120 Schnellboot-Ionentriebwerk (1)    Power 120    Engine Efficiency 9.0    Armour 0    Exp 15%
Max Fuel Capacity 50,000 Litres    Range 10.0 billion km   (19 days at full power)

Mauser Typ 2/0,25 Sperlingsflug Mini-ASR-Werfer (15)    Missile Size 2    Rate of Fire 2000
Zuse RFL 29 Raketen-Feuerleitsystem (1)     Range 28.8m km    Resolution 60
Sperling ASR-2 (31)  Speed: 18,000 km/s   End: 23.1m    Range: 25m km   WH: 3    Size: 2    TH: 96 / 57 / 28

With Box Launchers, I could put in 25 to 30 launchers in every ship.
As I am usually organizing my FACs in squadrons of 6 missile boats and 2 scouts with active sensors, to provide backup, should the enemy be out of range of any larger ships or PDCs radar, this will give me a salvo strength of 150 to 180 missiles.

Systems with major colonies usually receive 2 squadrons as guards to provide a mobile defense in adition to PDCs


Edit: You can often get away with shorter ranged missiles, as the resolution of enemy radar is most often in the 40 to 90 area, so you can sneak in close enough to get into firing range.
Posted by: Starkiller
« on: April 18, 2009, 01:10:25 PM »

Hmmm. Never noticed you could do a gunboat. They might actually be good as local 'behind the lines' patrol ships. I wonder if one could find a way
to do a full missle loadout. The Arachnids usually loaded them to the hilt with full sized ship killers, or FRAMs. :) I wonder if one could do a gunboat
tender? I think I'm wondering too much. Heh. Here's mine;

Code: [Select]
Collingwood class Gunboat    1000 tons     106 Crew     354.6 BP      TCS 20  TH 53.2  EM 60
7600 km/s     Armour 2-8     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 4
Annual Failure Rate: 8%    IFR: 0.1%    Maintenance Capacity 222 MSP    Max Repair 169 MSP

GB Magneto-plasma Drive E45 (1)    Power 152    Efficiency 4.50    Signature 53.2    Armour 0    Exp 12%
Fuel Capacity 50,000 Litres    Range 20.0 billion km   (30 days at full power)
Delta R300/12.5 Shields (1)   Total Fuel Cost  13 Litres per day

12cm C4 Far Ultraviolet Laser (1)    Range 120,000km     TS: 7600 km/s     Power 4-4     RM 5    ROF 5        4 4 4 4 4 3 2 2 2 2
Fire Control S03 60-12500 H50 (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-0.925 AR-0 (1)     Total Power Output 5.55    Armour 0    Exp 4%

Eric
Posted by: Erik L
« on: February 23, 2009, 04:28:02 PM »

Quote from: "welchbloke"
Quote from: "Brian"
Quote from: "waresky"
IVE onboard in some various Carriers a maintenance Module for my Fighter and FAC..and from 2061 (now am in 2080) never one produce something..
Fighter r in good salute,FAC same..and ive prepared an "Survey Tender Carrier" with maintenance and hangar for an "FAC" Survey vessel..and all goes as well.

Maintenance modules only count as a planetary maintenance for the purpose of keeping ships in orbit without adding to their time on the clock.  They will never produce any supplies.  The only place that they will work is if the ship mounting them is in orbit of a "colony"  The basic idea for this is that you can set up a forward base by having enough modules on various ships to support the combat ships in the area.  As long as the total number of maintenance modules will cover the size ship in orbit, that ship will not add time on it's clock, and it should not have any breakdowns that would use up engineering spares.  Each module will support 200tons (4hs) of ship.  You will need a total of 5 modules to support a typical FAC of 1000 tons (20hs) or 25 modules to support a 5000 ton (100hs) ship.  All of the modules do not need to be mounted on the same ship.

Hope this helps to clarify what the maintenance modules are for.

Brian
Does the colony require any population?

I believe the answer would be "No" in this case. You'd just need supplies of minerals and the ship-based Maintenance units.

So your Forward Fleet Maintenance Station could be a colony (used to signify a claimed planet), some automated mines and your DSR. Or for true mobility, add a couple ships with asteroid miners on them and freighters to carry the excess mineral stock.
Posted by: waresky
« on: February 23, 2009, 01:23:52 PM »

Friends we better use the right "topic's posts":)) otherwise we r lost in too many posts out of topic.
Before coming Steve and change our password:)

"Colony" r a terms for describe a "land with people",friend welch.
Am deploy Automatd Mines without people in a "colony" world..but for manage them people r useless.
Srry for my bad english mate
For other purpouse people need ever.
(no?):D
Posted by: welchbloke
« on: February 23, 2009, 01:15:23 PM »

Quote from: "Brian"
Quote from: "waresky"
IVE onboard in some various Carriers a maintenance Module for my Fighter and FAC..and from 2061 (now am in 2080) never one produce something..
Fighter r in good salute,FAC same..and ive prepared an "Survey Tender Carrier" with maintenance and hangar for an "FAC" Survey vessel..and all goes as well.

Maintenance modules only count as a planetary maintenance for the purpose of keeping ships in orbit without adding to their time on the clock.  They will never produce any supplies.  The only place that they will work is if the ship mounting them is in orbit of a "colony"  The basic idea for this is that you can set up a forward base by having enough modules on various ships to support the combat ships in the area.  As long as the total number of maintenance modules will cover the size ship in orbit, that ship will not add time on it's clock, and it should not have any breakdowns that would use up engineering spares.  Each module will support 200tons (4hs) of ship.  You will need a total of 5 modules to support a typical FAC of 1000 tons (20hs) or 25 modules to support a 5000 ton (100hs) ship.  All of the modules do not need to be mounted on the same ship.

Hope this helps to clarify what the maintenance modules are for.

Brian
Does the colony require any population?
Posted by: waresky
« on: February 23, 2009, 01:12:47 PM »

Brian..am use maint in War front from 12 years.
Am know very well use and limits,ty for answer,i think r for some who never use too.
Maint in frontline r strategical.
But many mates dnt use Maintenance difficult.Am love it.
Without the game seems as Arcade version:D
Posted by: Brian Neumann
« on: February 23, 2009, 01:04:26 PM »

Quote from: "waresky"
IVE onboard in some various Carriers a maintenance Module for my Fighter and FAC..and from 2061 (now am in 2080) never one produce something..
Fighter r in good salute,FAC same..and ive prepared an "Survey Tender Carrier" with maintenance and hangar for an "FAC" Survey vessel..and all goes as well.

Maintenance modules only count as a planetary maintenance for the purpose of keeping ships in orbit without adding to their time on the clock.  They will never produce any supplies.  The only place that they will work is if the ship mounting them is in orbit of a "colony"  The basic idea for this is that you can set up a forward base by having enough modules on various ships to support the combat ships in the area.  As long as the total number of maintenance modules will cover the size ship in orbit, that ship will not add time on it's clock, and it should not have any breakdowns that would use up engineering spares.  Each module will support 200tons (4hs) of ship.  You will need a total of 5 modules to support a typical FAC of 1000 tons (20hs) or 25 modules to support a 5000 ton (100hs) ship.  All of the modules do not need to be mounted on the same ship.

Hope this helps to clarify what the maintenance modules are for.

Brian
Posted by: waresky
« on: February 23, 2009, 12:49:57 PM »

IVE onboard in some various Carriers a maintenance Module for my Fighter and FAC..and from 2061 (now am in 2080) never one produce something..
Fighter r in good salute,FAC same..and ive prepared an "Survey Tender Carrier" with maintenance and hangar for an "FAC" Survey vessel..and all goes as well.
Posted by: Charlie Beeler
« on: February 23, 2009, 12:28:04 PM »

Quote from: "adradjool"
You are correct, but I believe that they will produce maintenance supplies, with the necessary minerals available, which will allow the ship to perform it's own repairs as long as it has a damage control unit.  Smaller ships without the DC module are SOL.  It's kind of a middle ground so you don't necessarily have to send all your ships back to a shipyard for repairs.  At least this is how I remember they were supposed to work.

Adam.

Unless things have changed, Maint Modules do not produce maint supplies.

http://aurora.pentarch.org/viewtopic.php?f=1&t=1296
Posted by: waresky
« on: February 23, 2009, 10:38:39 AM »

Gauss point: interesting,and ty for explain,ive build some GC on Turrets,but never testing in battle (ive fought 2 at time)

FAC point: bad news mate...hmm..ive build just one FAC Carriers and fill with 5 newly very fast (8000kms) FAC,part of an CARRION (Carrier Squadroon)..ive an hostile race on horizon..so i can testing very near.
When ive fought am return there and report situation.
See ya
Posted by: welchbloke
« on: February 22, 2009, 09:03:57 PM »

My NPR FAC designs had a run out in combat against my Player race today.  Unfortunately they were wiped out after causing very minor damage to the attacking fleet. This was due mainly to being significantly oumassed and I didn't effectively use the missile boats to intecept the incoming missiles.  I only had to CG, but they destroyed a significant proportion of the FACs.  Some of this was due to poor combat settings on my part; I have learnt a lot though.