Author Topic: Largest Ships You've Used  (Read 11992 times)

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Offline scoopdjm

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Re: Largest Ships You've Used
« Reply #60 on: October 28, 2011, 08:34:32 PM »
I like the Idea too girlinhat, but when Im not using it in backwater, dead end colonies it makes me feel inadequate considering I'd have like  my entire extra-solar combat fleet right there
 

Offline OAM47

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Re: Largest Ships You've Used
« Reply #61 on: October 29, 2011, 12:03:16 AM »
(a lurker here *cough cough*)

My ships tend to be pretty small, though I've never stuck with a game for TOO long.

However, I have also tried the "only carry one fighter/FAC" technique.   I don't use it with carriers, though, but with "lone wolf" styled cruisers.   The unit inside is basically just a scout, either for jump points or a second set of eyes.   I actually prefer a full 1000 sizer for this, for longer operating time and better sensor mounts.   Typically my ships are pretty slow, too, so the extra scout offsets that somewhat too (though one could argue the cruiser would be better off just being lighter and a tad faster).
 

Offline Girlinhat

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Re: Largest Ships You've Used
« Reply #62 on: October 29, 2011, 12:48:55 AM »
I've been debating some ship ideas.  I'm a fan of certain "sensor grid" styles that I've mostly read about, where a ship itself doesn't have enough capacity to really survey an area, so it sends out probes to sit somewhere and send back data.  Some fiction uses this for one ship to keep eyes on several planets, other fiction puts close ship combat (laser range) requiring multiple external sensor buoys to help get a proper fix on the target.  These are usually the situations that have one big ship, capable of fielding its own PD and sensors and everything, so it's a bit different from Aurora style.  But, I'm still thinking about putting microships into a hangar, try and get them to fit into a size 5 or size 20 hangar, outfitted only with a small engine, a sensor suite, and some moderate fuel, with the intent of sending them out to act as forward eyes.  With the "sit 5 deg clockwise at X distance" options, this could be even easier.  I've also realized that a drone could be fit with sensors and some fuel, and fired at a waypoint, where it would wait until its fuel ran out, allowing for some ranged recon of a sort.

This doesn't really apply to the shipyard size argument, but it's an interesting tactic and would need some large vessels to sport it.
 

Offline Person012345

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Re: Largest Ships You've Used
« Reply #63 on: November 23, 2011, 05:34:16 PM »
I believe the largest I've built are 2 of these:
X-5M class Super-Transporter    2,399,450 tons     18455 Crew     97891.6 BP      TCS 47989  TH 171875  EM 0
3581 km/s     Armour 1-1596     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
MSP 127    Max Repair 100 MSP
Colonists 5000000    Habitation Capacity 100,000    Cargo Handling Multiplier 200    Tractor Beam     

Magnetic Confinement Fusion Drive Civ Mil (500)    Power 343.75    Fuel Use 6%    Signature 343.75    Armour 0    Exp 2%
Fuel Capacity 5,000,000 Litres    Range 62.5 billion km   (202 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes

I intend to build far bigger though. For the hell of it.
 

Offline GodEmperor

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Re: Largest Ships You've Used
« Reply #64 on: July 06, 2013, 09:21:28 AM »
Necro Thread :)

My largest ship :

Code: [Select]
Ark class Generation Ship    2 124 450 tons     3036 Crew     95849 BP      TCS 42489  TH 14000  EM 0
941 km/s     Armour 1-1472     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 1     PPV 0
MSP 28    Max Repair 500 MSP
Intended Deployment Time: 99999 months    Spare Berths -1   
Cargo 500000    Cryogenic Berths 100000   
Fuel Harvester: 10 modules producing 280000 litres per annum
Terraformer: 10 module(s) producing 0.015 atm per annum
Asteroid Miner: 10 module(s) producing 140 tons per mineral per annum

400 EP Commercial Inertial Fusion Drive (100)    Power 400    Fuel Use 3.98%    Signature 140    Exp 5%
Fuel Capacity 1 000 000 000 Litres    Range 2127.9 billion km   (26172 days at full power)

CIWS Falanga (2x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

This ship is developed with the sole purpose of making colony if i ever encounter another star system with beautiful planet laaarge distance from the any JP :) Load up some auto-mines, mass drivers, factories and colonists and in theory one of those ships can make a self-sufficient colony all by himself.
."I am Colonel-Commissar Ibram Gaunt. I am known as a fair man, unless I am pushed.
You have just pushed me."
 

Offline MarcAFK

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Re: Largest Ships You've Used
« Reply #65 on: July 10, 2013, 11:10:01 PM »
The largest ship i have actually constructed was only around 200 ktons, I tend to get distracted and bored and restart often.   
But i did create this for a Non standard start :
Code: [Select]
"%Tranquility Base class Orbital Habitat    151,656,450 tons     30510 Crew     191376 BP      TCS 3033129  TH 62500  EM 0
20 km/s     Armour 1-25332     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 1    Max Repair 31. 25 MSP
Intended Deployment Time: 120 months    Spare Berths 0  
Habitation Capacity 30,000,000  

125 EP Commercial Nuclear Thermal Engine (500)    Power 125    Fuel Use 8. 84%    Signature 125    Exp 5%
Fuel Capacity 2,500,000 Litres    Range 0. 0 billion km   (18 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes"
I popped this monstrosity around one of the smaller Jovian moons, and spawned a few freighters, fuel harvesters and Asteroid miners, then reduced earth to a Radioactive dust covered hulk with everything set to .   1 accessibility.   
Things weren't as slow as you might think, smaller populations waste far less on environmental (0% for the habitat)and service industry, This supports 200 factories and with a few hundred automines and 2-3 fuel harvesting ships I basically started with not less than 50% of the production level of a standard start.    The downside is not having large enough population to support large shipyards and research, but i was roleplaying an apocalyptic scenario where the survivors were basically just civilians/merchants.   
« Last Edit: July 11, 2013, 07:06:43 AM by MarcAFK »
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