Author Topic: My ship concepts  (Read 6876 times)

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Offline DuraniumCowboy (OP)

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Re: My ship concepts
« Reply #15 on: June 17, 2014, 09:28:21 PM »
Here is the updated design for the Ark Royal.  BTW, I tend to not optimize each platform as much as some folks.  I think a key to resiliency is the ability to spread secondary missions across platforms, so while this CVE isn't 100% optimized as a pure carrier, it can pull its own in a CTF and at least have some secondary capabilities should its escorts get mauled.

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Ark Royal class Escort Carrier    20 600 tons     295 Crew     2383.92 BP      TCS 412  TH 720  EM 0
1747 km/s     Armour 3-66     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 8
Maint Life 2.33 Years     MSP 579    AFR 424%    IFR 5.9%    1YR 145    5YR 2175    Max Repair 150 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 1   
Flag Bridge    Hangar Deck Capacity 6000 tons     Magazine 616   

C-M-1 60 EP Ion Drive (12)    Power 60    Fuel Use 66.5%    Signature 60    Exp 10%
Fuel Capacity 4 000 000 Litres    Range 52.5 billion km   (348 days at full power)

B-1 CIWS-120 (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
MB-2L-B Size 2 Missile Launcher (50% Reduction) (8)    Missile Size 2    Rate of Fire 150
C-MFC-PD-H-1 Missile Fire Control FC9-R1 (2)     Range 9.6m km    Resolution 1
CM-3 (40)  Speed: 25 200 km/s   End: 6m    Range: 9.1m km   WH: 1    Size: 2    TH: 117/70/35
LAM-2 (268)  Speed: 12 600 km/s   End: 12.1m    Range: 9.1m km   WH: 4    Size: 2    TH: 58/35/17

C-ASR-HX-1 Active Search Sensor MR40-R80 (70%) (1)     GPS 4480     Range 40.1m km    Resolution 80

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
 

Offline Barkhorn

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Re: My ship concepts
« Reply #16 on: June 17, 2014, 09:46:51 PM »
You need more crew space.  You only have one flight crew berth, which is absolutely not enough for 6000 tons worth of fighters.  Design your fighter first, see how many crew it needs, multiply that by how many your carrier will carry, and that'll tell you how many flight crew berths you need.
 

Offline DuraniumCowboy (OP)

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Re: My ship concepts
« Reply #17 on: June 18, 2014, 05:55:06 PM »
Do you need flight crew berths for Gun Boats you carry?  It looks like I don't, at least I haven't had any problems operating that way.  I will need to add berths if I go to fighters I assume.
 

Offline Kindelnik

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Re: My ship concepts
« Reply #18 on: June 18, 2014, 08:01:40 PM »
Off topic, but just started reading the 2nd ark royal book.
I'm guess that's the namesake for this design?
 

Offline Barkhorn

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Re: My ship concepts
« Reply #19 on: June 18, 2014, 11:14:14 PM »
If you dont provide flight crew berths, the crew bunks on their fighters/gunboats.  Since the parasite craft almost certainly have lower deployment length than the carrier, they'll be taking some pretty big morale penalties pretty frequently.  And I don't know if you get the "Low Morale" warning for parasites that are in a hangar deck.
 

Offline DuraniumCowboy (OP)

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Re: My ship concepts
« Reply #20 on: June 19, 2014, 03:40:11 PM »
The crew berth concept makes sense, I just hadn't seen that spelled out anywhere.  I like reading a lot of Nutall'a stuff, but actually haven't read Ark Royal.  I am just basing my carrier names for CVE's off of notable early WWII light carrier designs.  My CVE 1 is the Ranger (the name of America's first carrier), CVE 2 will be Ark Royal (helped sink the Bismark) and the CVE 3 will probably be Akagi, Kaga or Hosho.   
 

Offline Charlie Beeler

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Re: My ship concepts
« Reply #21 on: June 19, 2014, 06:46:27 PM »
If you mean Ranger is is the first purpose built carrier you're correct.  Otherwise she was actually the 4th after Langley, Lexington, and Saratoga.  And she was always listed as a Fleet Carrier not a Light Carrier.  Granted she was smallest Fleet Carrier.  The other carriers you've listed names for were also Fleet Carriers not Light Carriers. 

Most wont think the distinction is important.  But it is to those that take an interest in the history of WWII.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline DuraniumCowboy (OP)

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Re: My ship concepts
« Reply #22 on: June 20, 2014, 08:56:28 AM »
I take an interest in WWII History.  I just consider those aircraft carriers "light" relative to the later ships launched by both the USN and IJN.  And I know that Kaga and Akagi were built on BC Hulls and after their final mods where actually quite large at the start of the war.  When I make ship names, I usually just drop down the first think thing that comes to mind in a general sense, not too particular or interested in making sure every historical context in congruent.

After doing some more research, I got a sense for the difference between area defense and final protective fire.  Based on that, I have researched a few things and developed my DD concept, which is basically an escort/defensive unit.  Its about 50/50 AMM and Quad Guass Cannor FPF.  Mostly these guys stick will stick close to my carriers or other high value units:

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Bayonet class Destroyer    9 950 tons     176 Crew     1345.42 BP      TCS 199  TH 420  EM 0
2110 km/s     Armour 5-41     Shields 0-0     Sensors 24/8/0/0     Damage Control Rating 5     PPV 42.29
Maint Life 3.15 Years     MSP 423    AFR 158%    IFR 2.2%    1YR 64    5YR 963    Max Repair 128 MSP
Intended Deployment Time: 18 months    Spare Berths 1   
Magazine 366   

C-M-1 60 EP Ion Drive (7)    Power 60    Fuel Use 66.5%    Signature 60    Exp 10%
Fuel Capacity 1 150 000 Litres    Range 31.3 billion km   (171 days at full power)

Quad A1 B-1.5-1 Gauss Cannon R1-25 Turret (3x8)    Range 10 000km     TS: 12000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
C-FFC-1 Fire Control S01 12-12000 (3)    Max Range: 24 000 km   TS: 12000 km/s     58 17 0 0 0 0 0 0 0 0

MB-2L-B Size 2 Missile Launcher (50% Reduction) (8)    Missile Size 2    Rate of Fire 150
C-MFC-PD-H-1 Missile Fire Control FC9-R1 (2)     Range 9.6m km    Resolution 1
CM-3 (167)  Speed: 25 200 km/s   End: 6m    Range: 9.1m km   WH: 1    Size: 2    TH: 117/70/35
LAM-3X (16)  Speed: 12 600 km/s   End: 25.6m    Range: 19.4m km   WH: 4    Size: 2    TH: 54/32/16

C-MDR-H-1 Active Search Sensor MR10-R1 (1)     GPS 128     Range 10.2m km    MCR 1.1m km    Resolution 1
B-PT-1-H Thermal Sensor TH4-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
C-PEM-M-1 EM Detection Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

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
 

Offline DuraniumCowboy (OP)

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Re: My ship concepts
« Reply #23 on: June 21, 2014, 09:56:38 AM »
Here is my second generation scout frigate.  I use small scout forces to make an initial jump into an unexplored system, cruise around and try to find any aliens and then clear it for my commercial Geo Survey vessels.  As a secondary mission, these guys serve as pickets and jump ferries for the fleet.

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Ponce de Leon class Scout Frigate    5 100 tons     126 Crew     764.62 BP      TCS 102  TH 135  EM 0
1764 km/s    JR 4-250     Armour 2-26     Shields 0-0     Sensors 32/32/0/0     Damage Control Rating 3     PPV 4
Maint Life 3.85 Years     MSP 281    AFR 69%    IFR 1%    1YR 30    5YR 448    Max Repair 128 MSP
Intended Deployment Time: 36 months    Spare Berths 1   
Magazine 108   

C-JE-51-1 J5100(4-250) Military Jump Drive     Max Ship Size 5100 tons    Distance 250k km     Squadron Size 4
C-MS-1 60 EP Ion Drive (3)    Power 60    Fuel Use 66.5%    Signature 45    Exp 10%
Fuel Capacity 700 000 Litres    Range 37.1 billion km   (243 days at full power)

MB-2L-B Size 2 Missile Launcher (50% Reduction) (4)    Missile Size 2    Rate of Fire 150
C-MFC-PD-H-1 Missile Fire Control FC9-R1 (1)     Range 9.6m km    Resolution 1
LAM-2 (12)  Speed: 12 600 km/s   End: 12.1m    Range: 9.1m km   WH: 4    Size: 2    TH: 58/35/17
CM-3 (42)  Speed: 25 200 km/s   End: 6m    Range: 9.1m km   WH: 1    Size: 2    TH: 117/70/35

C-MDR-H-1 Active Search Sensor MR10-R1 (1)     GPS 128     Range 10.2m km    MCR 1.1m km    Resolution 1
C-PT-H-1 Thermal Sensor TH4-32 (70%) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
C-PEM-H-1 EM Detection Sensor EM4-32 (70%) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

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
 

Offline Barkhorn

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Re: My ship concepts
« Reply #24 on: June 21, 2014, 04:14:12 PM »
You might be better off with some beam weapons instead of the missiles, unless you're using a bunch of these.  4 missiles per volley is bad, you'll pretty much never hit anything that can shoot back.
 

Offline NihilRex

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Re: My ship concepts
« Reply #25 on: June 21, 2014, 04:30:30 PM »
Unless of course your doctrine includes group salvoes from multiple ships or ships and fighters.
 

Offline Barkhorn

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Re: My ship concepts
« Reply #26 on: June 21, 2014, 05:15:08 PM »
Of course.  You can always overcome a lack of launchers by just making more ships, but that's pretty taxing logistically.
 

Offline papent

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Re: My ship concepts
« Reply #27 on: June 21, 2014, 05:19:24 PM »
That's my doctrine and strategy a large number of small ships are better to defend and patrol my vast expanses. also more billets for my officers to get groomed and experience in.
In my humble opinion anything that could be considered a balance issue is a moot point unless the AI utilize it against you because otherwise it's an exploit you willing choose to use to game the system. 
Rule 0 Is effect : "The SM is always right/ What SM Says Goes."
 

Offline DuraniumCowboy (OP)

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Re: My ship concepts
« Reply #28 on: June 22, 2014, 09:11:02 AM »
Well, remember, this is just s scout frigate.  I don't make a lot of these and they run in small groups with a primary mission to scout out unexplored jump points.  The design is designed to max out sensors and provide just enough defensive weapons to give them at least a small chance of escaping.  As a secondary mission, these guys jump ferry my missile frigates, so in fleet operations, these guys just need enough firepower to hold their own without becoming too much of a liability.
 

Offline DuraniumCowboy (OP)

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Re: My ship concepts
« Reply #29 on: June 22, 2014, 09:27:13 PM »
BTW, back to my Ark Royal design, it just rolled off the slipway.  I want to mod the class to have flight crew accommodations, and have copied the design.  However, my crew spaces seem locked to my deployment time, and it won't allow me to add extra crew spaces.  Any idea how to actually get around that?

Up until nowit hadn't really mattered, as my gunboat crews could just kick back in their internal spaces.  Since I designed them for occasional picket, there wasn't any issue.  Now that I am trying to use fighters, it will be an issue.  BTW, here is my base fighter design:

Code: [Select]
F-1 class Fighter    500 tons     14 Crew     83.4 BP      TCS 10  TH 72  EM 0
7200 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.5
Maint Life 4.41 Years     MSP 10    AFR 20%    IFR 0.3%    1YR 1    5YR 12    Max Repair 11 MSP
Intended Deployment Time: 1 months    Spare Berths 1   

C-F-1 18 EP Ion Drive (4)    Power 18    Fuel Use 190.97%    Signature 18    Exp 15%
Fuel Capacity 25 000 Litres    Range 4.7 billion km   (7 days at full power)

C-0.5-1 Gauss Cannon R2-8 (1x2)    Range 20 000km     TS: 7200 km/s     Accuracy Modifier 8%     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
C-1.5-2 Gauss Cannon R2-25 (2x2)    Range 20 000km     TS: 7200 km/s     Accuracy Modifier 25%     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
C-FTC-1 Fire Control S00.5 24-3000 (FTR) (1)    Max Range: 48 000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0

C-FAR-1 Active Search Sensor MR0-R10 (1)     GPS 32     Range 800k km    Resolution 10

This design is classed as a Fighter for production, combat and maintenance purposes