Author Topic: Ships of the Bacon Federation Navy (BFN)  (Read 2961 times)

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Offline baconholic (OP)

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Ships of the Bacon Federation Navy (BFN)
« on: February 19, 2016, 12:17:56 PM »
This is my very first Aurora 4x game so I am kinda a noob in the ship design department.  I'm about 65 years into the game and have managed to "civilized" 4 different races on 2 other planets.  Here are the ship designs that has help me come along so far.  I've categorized my ships into 3 different generations:

Generation I:

The Mogami class DDG, first and only class of warship of Gen I BFN.  Looking back, it's not a horrible design.  However, my incompetence at fighting (don't even know how to use F8) and no knowledge of jump shock led to 12 of these ships dying a horrible death.  RIP in pieces Mogami.

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Mogami class Missile Destroyer    11 000 tons     277 Crew     1618.08 BP      TCS 220  TH 240  EM 0
1090 km/s     Armour 5-44     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 34
Maint Life 7.09 Years     MSP 919    AFR 96%    IFR 1.3%    1YR 32    5YR 479    Max Repair 192 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 610   

60 EP Ion Drive (4)    Power 60    Fuel Use 66.5%    Signature 60    Exp 10%
Fuel Capacity 690 000 Litres    Range 17.0 billion km   (180 days at full power)

CIWS-50 (2x2)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Size 6 Missile Launcher (4)    Missile Size 6    Rate of Fire 180
Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 30
Missile Fire Control FC7-R1 (1)     Range 7.7m km    Resolution 1
Missile Fire Control FC206-R20 (1)     Range 206.1m km    Resolution 20
Size 6 Anti-ship Missile (85)  Speed: 13 700 km/s   End: 245.4m    Range: 201.7m km   WH: 9    Size: 6    TH: 50/30/15
Size 1 Anti-missile Missile (100)  Speed: 16 800 km/s   End: 99m    Range: 99.8m km   WH: 1    Size: 1    TH: 67/40/20

ASR PD2-R1 (1)     GPS 32     Range 2.6m km    MCR 279k km    Resolution 1
ASR SR8-R10 (1)     GPS 320     Range 8.1m km    Resolution 10
ASR LR94-R150 (1)     GPS 14400     Range 94.1m km    Resolution 150
ASR MR59-R60 (1)     GPS 5760     Range 59.5m km    Resolution 60

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

Generation II will be coming up in a bit.
 

Offline baconholic (OP)

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #1 on: February 19, 2016, 01:36:25 PM »
Generation II warships of BFN:

Fubuki class DDG, workhorse of the BFN.  They are responsible for the conquest of the New Oslo Republic, Kilbourne Unity [KBU], Da Nang Imperium (same planet as KBU), and Reapers World Republic (same planet as KBU).  Current missile load-out represent those at the the end of the Kilbourne War.  Earlier versions started out with 13,700 km/s, 201m km, and WH 9.

Total ship built: 18
Ships lost in combat: 3 due to jump shock vs the New Oslo Republic
Estimated missiles fired: 6,000

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Fubuki class Missile Destroyer    11 000 tons     222 Crew     1970.8 BP      TCS 220  TH 500  EM 0
2272 km/s     Armour 7-44     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 48
Maint Life 3.35 Years     MSP 1120    AFR 96%    IFR 1.3%    1YR 151    5YR 2268    Max Repair 420 MSP
Intended Deployment Time: 24 months    Spare Berths 3   
Magazine 576   

500 EP Magnetic Fusion Drive (1)    Power 500    Fuel Use 48%    Signature 500    Exp 10%
Fuel Capacity 900 000 Litres    Range 30.7 billion km   (156 days at full power)

CIWS-160 (2x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Size 6 Missile Launcher (50% Reduction) (16)    Missile Size 6    Rate of Fire 300
Missile Fire Control FC415-R100 (1)     Range 415.8m km    Resolution 100
MFD Size 6 WH20-290m Missile (96)  Speed: 22 300 km/s   End: 219.6m    Range: 293.9m km   WH: 20    Size: 6    TH: 96/58/29

Active Ship Sensor MR462-R100 (1)     GPS 42000     Range 462.0m km    Resolution 100

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


Fujinami class FFG.  The AMM escort for the Fubuki class DDG.  AMMs were also used to provide additional firepower when the Fubuki's ran out of ammo.

Total ship built: 18
Ships lost in combat: 3 due to jump shock vs the New Oslo Republic
Estimated missiles fired: 7,500

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Fujinami class Missile Frigate    11 000 tons     272 Crew     2458.8 BP      TCS 220  TH 500  EM 0
2272 km/s     Armour 8-44     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 24
Maint Life 2.68 Years     MSP 1397    AFR 96%    IFR 1.3%    1YR 277    5YR 4152    Max Repair 840 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 504   

500 EP Magnetic Fusion Drive (1)    Power 500    Fuel Use 48%    Signature 500    Exp 10%
Fuel Capacity 1 000 000 Litres    Range 34.1 billion km   (173 days at full power)

Size 1 Missile Launcher (24)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC103-R1 (1)     Range 104.0m km    Resolution 1
MFD Size 1 Anti-missile Missile (504)  Speed: 38 000 km/s   End: 5.1m    Range: 11.6m km   WH: 1    Size: 1    TH: 329/197/98

Active Missile Sensor MR92-R1 (1)     GPS 840     Range 92.4m km    MCR 10.1m km    Resolution 1

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


Fumitsuki class CC, the eye of the fleet.  One very big active sensor.  Final judgement: not enough active sensors.

Total ship built: 6
Ships lost in combat: 1 due to jump shock vs the New Oslo Republic

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Fumitsuki class Command Ship    11 000 tons     231 Crew     2518.8 BP      TCS 220  TH 500  EM 1500
2272 km/s     Armour 10-44     Shields 50-300     Sensors 24/66/0/0     Damage Control Rating 10     PPV 0
Maint Life 2.38 Years     MSP 1431    AFR 96%    IFR 1.3%    1YR 345    5YR 5173    Max Repair 1050 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

500 EP Magnetic Fusion Drive (1)    Power 500    Fuel Use 48%    Signature 500    Exp 10%
Fuel Capacity 1 250 000 Litres    Range 42.6 billion km   (217 days at full power)
Delta R300/300 Shields (20)   Total Fuel Cost  250 Litres per hour  (6 000 per day)

CIWS-160 (2x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR1633-R200 (1)     GPS 210000     Range 1 633.4m km    Resolution 200
Thermal Sensor TH4-24 (70%) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
EM Detection Sensor EM6-66 (1)     Sensitivity 66     Detect Sig Strength 1000:  66m km

This design is classed as a Military Vessel for maintenance purposes


Gremyashchiy class DD, the close combat warship of the fleet.  They also perform decently as PD vessels when employed en mass.  They didn't saw much action and only took part in killing scouts and mop ups.  They did taught me one important lesson which if you set your PD range to be bigger than your firing range, no PD will go off at all.  Lucky no DDs were lost in that experiment, though a few were badly injured. 

Total ship built: 18
Ships lost in combat: 3 due to jump shock vs the New Oslo Republic

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Gremyashchiy class Destroyer    11 000 tons     357 Crew     2212.8 BP      TCS 220  TH 500  EM 900
2272 km/s     Armour 7-44     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 10     PPV 70
Maint Life 5.35 Years     MSP 1257    AFR 96%    IFR 1.3%    1YR 73    5YR 1102    Max Repair 250 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

500 EP Magnetic Fusion Drive (1)    Power 500    Fuel Use 48%    Signature 500    Exp 10%
Fuel Capacity 1 100 000 Litres    Range 37.5 billion km   (190 days at full power)
Delta R300/300 Shields (12)   Total Fuel Cost  150 Litres per hour  (3 600 per day)

CIWS-160 (1x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
20cm Railgun V4/C4 (10x4)    Range 160 000km     TS: 8000 km/s     Power 12-4     RM 4    ROF 15        4 4 4 4 3 2 2 2 1 1
Fire Control S08 96-16000 (1)    Max Range: 192 000 km   TS: 16000 km/s     95 90 84 79 74 69 64 58 53 48
Magnetic Confinement Fusion Reactor Technology PB-1 (6)     Total Power Output 60    Armour 0    Exp 5%

Active Search Sensor MR92-R100 (1)     GPS 8400     Range 92.4m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes


Finally, the hero of the 2nd Generation of BFN, I present to you the JPDB Sandbag.  A simple punching bag that took a full year of factory built to complete.  It served to draw fire from huge New Oslo fleet that parked itself right on top of their jump point while my fleet recovers from jump shock.  Crew grade went from -10% to over 150% in just a few minutes of fighting, then it cap back down to 34%.  I wish I can award a medal to a ship.

Total ship built: 1
Number in reserve/museum on Earth: 1

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Sandbag class Jump Point Defence Base    459 000 tons     840 Crew     31168.2 BP      TCS 9180  TH 0  EM 0
1 km/s     Armour 50-530     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 42    Max Repair 34 MSP
Intended Deployment Time: 240 months    Spare Berths 0   
Habitation Capacity 50 000   

CIWS-160 (100x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes

Next up Generation 2. 5: Carriers and their escort.
 

Offline baconholic (OP)

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #2 on: February 19, 2016, 02:01:10 PM »
Generation 2. 5 - Carrier and their escorts.  Gen 2. 5 were built on the same engine their as Gen 2 warship, they are just bigger and they have improved missiles and sensors.

The Forrestal/Kitty Meow class CV.  Basically the same class except for changing out the CIWS-160 (8x6) for Single Gauss Cannon R4-100 Turret (6x4).  1 Forrestal class CV saw combat during the second half of the Kilbourne War.  Their performance were considered above average, losing only a few fighter-bombers to AMMs and FACs. 

Current loadout/strike group is post war.  Kilbourne War strike group consists of only 40 x FB-2 class Fighter-bombers.

Total ship built: 2
Ships lost in combat: 0

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Kitty Meow class Carrier    80 000 tons     1460 Crew     12576 BP      TCS 1600  TH 10000  EM 0
6250 km/s     Armour 5-165     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 100     PPV 50.4
Maint Life 3.53 Years     MSP 9825    AFR 512%    IFR 7.1%    1YR 1209    5YR 18131    Max Repair 625 MSP
Intended Deployment Time: 60 months    Flight Crew Berths 288   
Flag Bridge    Hangar Deck Capacity 20000 tons     Magazine 5400    Cryogenic Berths 400   

1250 EP Magnetic Fusion Drive (8)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 5 000 000 Litres    Range 75.0 billion km   (138 days at full power)

Single Gauss Cannon R4-100 Turret (6x4)    Range 40 000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S02 40-25000 (1)    Max Range: 80 000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0

I2FD AFM1 WH4-100m 50600 (960)  Speed: 50 600 km/s   End: 33.1m    Range: 100.4m km   WH: 4    Size: 1    TH: 438/263/131
I2FD AMM1 WH1-20m 92200 (840)  Speed: 92 200 km/s   End: 3.6m    Range: 20.2m km   WH: 1    Size: 1    TH: 1751/1051/525
I2FD ASM6 WH30-100m 65700 (600)  Speed: 65 700 km/s   End: 25.6m    Range: 101m km   WH: 30    Size: 6    TH: 438/262/131

Strike Group
24x SFA-4 Fighter   Speed: 38095 km/s    Size: 5.04
30x SFB-4 Fighter-bomber   Speed: 38095 km/s    Size: 5.04
10x SFP-2 Fighter-bomber   Speed: 19200 km/s    Size: 10
4x SFR-2 Fighter-Scout   Speed: 38095 km/s    Size: 5.04
1x SFT-2 Fighter Transport   Speed: 19200 km/s    Size: 5

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

FB-2 class Fighter-bomber, the original strike group of the Forrestal class CV.  War time experience found that 20m was too short of range for fighter-bombers, especially when we found out later that the enemy had a 3 tier active sensor tech advantage over us.  Seriously, they had T8 active sensor tech while still in Ion tier everything else.

Total built: 60
Fighters lost in combat: 12

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FB-2 class Fighter-bomber    242 tons     1 Crew     79.6 BP      TCS 4.84  TH 100  EM 0
20661 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Maint Life 10.15 Years     MSP 21    AFR 4%    IFR 0.1%    1YR 0    5YR 6    Max Repair 25 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3   
Magazine 12   

50 EP Magnetic Fusion Drive (2)    Power 50    Fuel Use 336.02%    Signature 50    Exp 20%
Fuel Capacity 10 000 Litres    Range 2.2 billion km   (29 hours at full power)

AMM6 R2700-BML (2)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Missile Fire Control FC21-R20 (70%) (1)     Range 21.0m km    Resolution 20
MFD Size 6 WH20-20m Box Missile (2)  Speed: 29 000 km/s   End: 11.8m    Range: 20.5m km   WH: 20    Size: 6    TH: 174/104/52

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 Fighter for production, combat and maintenance purposes

The Ticonderoga class CG and Arleigh Burke class DDG were just 20,000t version of the Fubuki and Fujinami, so I'll just skip those.

The role of the Gremyashchiy class DD were replaced by the Cleveland class CLE.  Gauss replaced railgun as the preferred PD weapon of the fleet.

Total ship built: 6
Ships lost in combat: 0

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Cleveland class Escort Cruiser    20 000 tons     510 Crew     4275 BP      TCS 400  TH 2500  EM 0
6250 km/s     Armour 5-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 25     PPV 168
Maint Life 4.61 Years     MSP 3340    AFR 128%    IFR 1.8%    1YR 256    5YR 3840    Max Repair 625 MSP
Intended Deployment Time: 60 months    Spare Berths 3   
Cryogenic Berths 600   

1250 EP Magnetic Fusion Drive (2)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 1 000 000 Litres    Range 60.0 billion km   (111 days at full power)

Single Gauss Cannon R4-100 Turret (20x4)    Range 40 000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S02 40-25000 (5)    Max Range: 80 000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0

This design is classed as a Military Vessel for maintenance purposes

Overall, Generation 2. 5 were just experiments in CV design and combat.  Lessons learned were applied to upcoming Generation 3 designs.
 

Offline baconholic (OP)

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #3 on: February 19, 2016, 02:39:43 PM »
Generation 3 of BFN has currently been fully designed and in the process of retooling.  They haven't seen combat yet so I don't know how effective they are.

Since I am currently out of enemies to fight, I'll start with the current survey ship for finding more aliens.

Cartographer V class SS.  This stealth surveyor is designed with cloaking technology to have a TCS of a FAC.  It's designed to go in stealthily and detect enemy activities before we get detected.

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Cartographer V class Survey Ship    4 800 tons     135 Crew     1725.2 BP      TCS 19.2  TH 153.6  EM 0
6666 km/s     Armour 1-25     Shields 0-0     Sensors 108/180/2/2     Damage Control Rating 6     PPV 0
Maint Life 7.62 Years     MSP 1348    AFR 30%    IFR 0.4%    1YR 41    5YR 613    Max Repair 320 MSP
Intended Deployment Time: 60 months    Spare Berths 5   

Narwhal Dynamics I2FD 320EP TR25 100x30ME (2)    Power 320    Fuel Use 27%    Signature 76.8    Exp 10%
Fuel Capacity 840 000 Litres    Range 116.7 billion km   (202 days at full power)

AS60-18 MR43-R5 (FTR vs. FTR) (1)     GPS 540     Range 43.5m km    Resolution 5
TS18 TH6-108 (1)     Sensitivity 108     Detect Sig Strength 1000:  108m km
EMS18 EM10-180 (1)     Sensitivity 180     Detect Sig Strength 1000:  180m km
Improved Gravitational Sensors (1)   2 Survey Points Per Hour
Improved Geological Sensors (1)   2 Survey Points Per Hour
Cloaking Device: Class cross-section reduced to 20% of normal

This design is classed as a Military Vessel for maintenance purposes

Kennedy class Gen 3 CV

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Kennedy class Carrier    80 000 tons     1519 Crew     13898.8 BP      TCS 1600  TH 12800  EM 0
8000 km/s     Armour 6-165     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 100     PPV 0
Maint Life 3.37 Years     MSP 10858    AFR 512%    IFR 7.1%    1YR 1452    5YR 21782    Max Repair 800 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 250   
Flag Bridge    Hangar Deck Capacity 30000 tons     Magazine 2700   

Narwhal Dynamics I2FD 1600EP 100x30ME (8)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 5 000 000 Litres    Range 75.0 billion km   (108 days at full power)

CIWS-320 (8x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
I2FD AFM1 WH4-100m 50600 (960)  Speed: 50 600 km/s   End: 33.1m    Range: 100.4m km   WH: 4    Size: 1    TH: 438/263/131
I2FD AMM1 WH1-20m 92200 (300)  Speed: 92 200 km/s   End: 3.6m    Range: 20.2m km   WH: 1    Size: 1    TH: 1751/1051/525
I2FD ASM6 WH30-100m 65700 (240)  Speed: 65 700 km/s   End: 25.6m    Range: 101m km   WH: 30    Size: 6    TH: 438/262/131

Strike Group
40x SFA-4 Fighter   Speed: 38095 km/s    Size: 5.04
40x SFB-4 Fighter-bomber   Speed: 38095 km/s    Size: 5.04
16x SFP-2 Fighter-bomber   Speed: 19200 km/s    Size: 10
5x SFR-2 Fighter-Scout   Speed: 38095 km/s    Size: 5.04
2x SFT-2 Fighter Transport   Speed: 19200 km/s    Size: 5

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

SFA-4 class Fighter, they are designed to kill enemy fighters and provide saturated missile strikes in conjunctions with missile strikes from SFB-4 bombers and fleet DDG/CGs.

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SFA-4 class Fighter    252 tons     2 Crew     251.2 BP      TCS 5.04  TH 46.08  EM 0
38095 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 6    5YR 91    Max Repair 96 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Magazine 12   

Narwhal Dynamics I2FD 96EP TR25 300x30ME (2)    Power 96    Fuel Use 462.98%    Signature 23.04    Exp 30%
Fuel Capacity 15 000 Litres    Range 2.3 billion km   (16 hours at full power)

AMM1 R450-BML (12)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
FFT FC20-R10 (1)     Range 20.5m km    Resolution 10
FST FC162-R100 (1)     Range 162.0m km    Resolution 100
I2FD AFM1 WH4-100m 50600 (8)  Speed: 50 600 km/s   End: 33.1m    Range: 100.4m km   WH: 4    Size: 1    TH: 438/263/131
I2FD AMM1 WH1-20m 92200 (4)  Speed: 92 200 km/s   End: 3.6m    Range: 20.2m km   WH: 1    Size: 1    TH: 1751/1051/525

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 Fighter for production, combat and maintenance purposes

SFB-4 class Fighter-bombers, they are just cheap missile launching platforms.

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SFB-4 class Fighter-bomber    252 tons     2 Crew     242.8 BP      TCS 5.04  TH 46.08  EM 0
38095 km/s     Armour 2-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 13    5YR 193    Max Repair 96 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Magazine 12   

Narwhal Dynamics I2FD 96EP TR25 300x30ME (2)    Power 96    Fuel Use 462.98%    Signature 23.04    Exp 30%
Fuel Capacity 15 000 Litres    Range 2.3 billion km   (16 hours at full power)

AMM6 R2700-BML (2)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
FST FC162-R100 (1)     Range 162.0m km    Resolution 100
I2FD ASM6 WH30-100m 65700 (2)  Speed: 65 700 km/s   End: 25.6m    Range: 101m km   WH: 30    Size: 6    TH: 438/262/131

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 Fighter for production, combat and maintenance purposes

SFR-2 class Fighter-Recon.  They provide the sensors for targeting enemy fighters and FACs.  Lessons learn from the Kilbourne War emphasis that our strike groups lack the ability to detect enemy fighters and FACs while operating away from the CTF.  Each strike group will have at least 1 SFR-2 to accompany them.

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SFR-2 class Fighter-Scout    252 tons     2 Crew     321 BP      TCS 5.04  TH 46.08  EM 0
38095 km/s     Armour 1-3     Shields 0-0     Sensors 10/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 8.19 Years     MSP 80    AFR 5%    IFR 0.1%    1YR 2    5YR 32    Max Repair 108 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

Narwhal Dynamics I2FD 96EP TR25 300x30ME (2)    Power 96    Fuel Use 462.98%    Signature 23.04    Exp 30%
Fuel Capacity 15 000 Litres    Range 2.3 billion km   (16 hours at full power)

AS60-18 MR43-R5 (FTR vs. FTR) (1)     GPS 540     Range 43.5m km    Resolution 5
TS18 TH0.6-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

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

SFP-2 class Meson bombers.  Big fighters that are designed to provide planetary bombardment and last ditch fleet PD.

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SFP-2 class Fighter-bomber    500 tons     7 Crew     279.4 BP      TCS 10  TH 46.08  EM 0
19200 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 3.88 Years     MSP 35    AFR 20%    IFR 0.3%    1YR 4    5YR 55    Max Repair 96 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3   

Narwhal Dynamics I2FD 96EP TR25 300x30ME (2)    Power 96    Fuel Use 462.98%    Signature 23.04    Exp 30%
Fuel Capacity 25 000 Litres    Range 1.9 billion km   (28 hours at full power)

R1.5/C3 Meson Cannon (2)    Range 15 000km     TS: 19200 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
BFC(FTR) S00.5 40-8000 (1)    Max Range: 80 000 km   TS: 32000 km/s     88 75 62 50 38 25 12 0 0 0
ICFR PW-6 Power Plant (1)     Total Power Output 6    Armour 0    Exp 5%

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


A major doctrine change happen between Generation 2 and Generation 3 at BFN.  The new G3 doctrine favored unifying all non CV and sensor roles into a single design, the end result is the Unity class DDG.

The Unity class DD is designed to be cheap and expendable ship that will be deployed en mass and in big groups to provide PD for each other.  The Bacon Federation currently have 30+ slipways available to mass produce these ships.  Each round will take less than 1 year.  Initial plans are to refit the current highly trained Fubuki , Fujinami , and Gremyashchiy ships to the the Unity at about 115% cost of normal BP.

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Unity class Missile Destroyer    12 000 tons     244 Crew     3047.4 BP      TCS 240  TH 1920  EM 0
8000 km/s     Armour 6-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 56.64
Maint Life 2.74 Years     MSP 1508    AFR 121%    IFR 1.7%    1YR 289    5YR 4342    Max Repair 480 MSP
Intended Deployment Time: 24 months    Spare Berths 18   
Magazine 1176    Cryogenic Berths 200   

Narwhal Dynamics I2FD 960EP 100x30ME (2)    Power 960    Fuel Use 21%    Signature 960    Exp 10%
Fuel Capacity 505 000 Litres    Range 36.1 billion km   (52 days at full power)

Quad Gauss Cannon R4-100 Turret (1x16)    Range 40 000km     TS: 40000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
BFC(Ship) S02 40-32000 (1)    Max Range: 80 000 km   TS: 32000 km/s     88 75 62 50 38 25 12 0 0 0

ASM6 R3000-25ML (16)    Missile Size 6    Rate of Fire 3000
SMT FC129-R1 (1)     Range 129.6m km    Resolution 1
SFT FC409-R10 (1)     Range 409.8m km    Resolution 10
I2FD ASM6 WH25-400m 48700 (196)  Speed: 48 700 km/s   End: 137.1m    Range: 400.7m km   WH: 25    Size: 6    TH: 308/185/92

AS60-18 MR10-R1 (PD) (1)     GPS 60     Range 10.8m km    MCR 1.2m km    Resolution 1

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

Similar to the Unity, the old Fumitsuki class CC will be refitted to the new Uniform class Destroyer Leader.  Instead of just 1 big sensors, multiple medium sized sensors are placed, plugging in holes sensor net.

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Uniform class Destroyer Leader    12 000 tons     346 Crew     6381.4 BP      TCS 240  TH 1920  EM 0
8000 km/s     Armour 8-46     Shields 0-0     Sensors 108/108/0/0     Damage Control Rating 16     PPV 0
Maint Life 5.26 Years     MSP 5550    AFR 68%    IFR 1%    1YR 335    5YR 5018    Max Repair 1200 MSP
Intended Deployment Time: 24 months    Spare Berths 2   
Cryogenic Berths 200   

Narwhal Dynamics I2FD 960EP 100x30ME (2)    Power 960    Fuel Use 21%    Signature 960    Exp 10%
Fuel Capacity 500 000 Litres    Range 35.7 billion km   (51 days at full power)

CIWS-320 (4x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
AS60-18 MR683-R10 (Ship vs. FTR) (1)     GPS 12000     Range 683.1m km    Resolution 10
AS60-18 MR2160-R100 (Ship vs. DD) (1)     GPS 120000     Range 2 160.0m km    Resolution 100
AS60-18 MR108-R1 (Ship vs. Missiles) (1)     GPS 600     Range 108.0m km    MCR 11.8m km    Resolution 1
AS60-18 MR3054-R200 (Ship vs. CL) (1)     GPS 240000     Range 3 054.7m km    Resolution 200
TS18 TH6-108 (1)     Sensitivity 108     Detect Sig Strength 1000:  108m km
EMS18 EM6-108 (1)     Sensitivity 108     Detect Sig Strength 1000:  108m km

This design is classed as a Military Vessel for maintenance purposes
 

Offline Veneke

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #4 on: February 19, 2016, 07:01:00 PM »
First - I love the name. Bacon Federation Navy? I approve. You've also quite the storied history of development. Lots of conquest and trial by fire. If you don't mind me saying so, it shows! Your designs get significantly progressively better in each generation.

To save repeating the same comment on all ships I'm just going to preface this with saying that Gen 1 and 2 are painfully slow. Personally I aim for 3-4km/s at ion, 5-8km/s for mag fusion, and 8km/s or more for internal fusion.
 
None of your ships are jump-capable, not even the survey ship? It's very risky to build a jump gate on everything and going stealthy on the Cartographer is kinda a losing battle if it can't escape from a hostile system.
 
Generation 1
Mogami
It's only intended to be deployed away from a colony for 24 months, but it has a maintenance life of 96 months while only having fuel for 6 months. There can be some mismatch between fuel and the other two (eg if you want a ship to stay on station for a while and don't need it to move) but the deployment time and maintenance life should relatively similar.

Typically speaking I find that I fire off more AMMs than ASMs, but you have almost equal amounts of both.
 
Its anti-missile missile has way too much fuel. The Fire Control can only lock onto something up to 7.7mkm away, but the missile has fuel for 99mkm?
 
Its Active sensors are strange. It needs three: 1. 200mkm for its ASMs. 2. 10mkm for its AMMs. 3. a FAC/fighter sensor.

Generation 2
Fukubi
Deployment/maint are still mismatched but they're much closer now at least. However the extra maint on the Fukubi is effectively wasted, as it's not intended for it to operate without accompanying Fujinamis and Fumitsukis.

Its sensors and FC reach out to 400-450mkm, but the missiles only start to come into play around 2-300mkm.

Fujinami
I know everybody has their own naming preferences, but I'm curious why this is classified as a frigate when it has the same tonnage as a destroyer in the same generation.
 
With only one AMM FC you'll only be able to target one salvo at a time. Splitting this up into 2-3 FCs would give you better PD coverage.

Fumitsuki
I presume the extra fuel is to power the shield? It seems excessive. It's unlikely that you'll have the shield powered up for more than a week before resupplying, which is only 42k fuel.

Gremyashchiy
Much like the Fukubi this has a very high maintenance life compared to its deployment time and fuel.

How have you managed to get a railgun with a TS of 8000km/s but with a ship speed of only 2272km/s? That shouldn't be possible... at least, I don't think it should be. A railgun's TS is tied to the FC of the ship or its speed, whichever is lower.
 
You can save some space here by reworking the FC and sensors to match the engagement range of your railguns. The sensor is a bit more of a judgement call, as it can be useful to see things that you can't yet shoot.

Sandbag
lol! Nice.

Generation 2.5
Kitty Meow
This has the opposite problem of some previous designs, in that its maintenance life is exceeded by intended deployment time! Given that the carrier is usually the supply store for its parasite craft as well this could well prove problematic.

Fighters
You can remove the magazines from these. Box launchers can't be reloaded outside of a hangar.

I'm sure others will have more to say on it, but overall Gen 2.5 looks pretty solid.

Generation 3
Fighters
If you could bring the tonnage down to under 250 you could fit in 4 or 5 fighters per 1k tons of hangar space. It should be pretty easy to do too - if you just strip the magazines which you can't use anyway.
 
The SFA-4 needs a res 1 active sensor, and as your AMMs have a range of 20mkm you may as well strip the other sensor entirely.

The SFR-2 has 80 MSP that it doesn't need. The fighter complement has a deployment time measured in hours, it's exceptionally unlikely (impossible?) to get a maintenance failure in that amount of time.
 
The SFP-2 is an interesting design and role. Its fire control is over-engineered - the meson cannon TS is limited by the speed of the SFP-2 to 19.2km/s so the FC's TS of 32km/s is wasted. I'm very curious to see how that would perform.

Unity
Any chance the Fire Control could be buffed up to match the TS of the gauss turret? Alternatively the turret could be reworked down. One way or the other though that mismatch is resulting in wasted HS.
 
A 50 minute reload time on the Unity's launchers and carrying enough missiles for 12 full salvos seems crazy to me. With that long a reload time I'd honestly think it would be better to mount box launchers instead and settle for a massive first alpha strike. Alternatively have a smaller magazine (maybe enough for 1-2 reloads) and more normal launchers might work.
 
Uniform
Maintenance life is a bit high, but that's acceptable enough on ship carrying such critical components.
 
This would be an ideal ship for shields. Shields seem to have been stripped out since Generation 2, but the enemy will almost certainly target this first once its actives turn on and every bit of defence you can dedicate to it the better.
 

Offline baconholic (OP)

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #5 on: February 19, 2016, 09:34:02 PM »
Great to hear some feedback, I still have a lot to learn about ship designs and the game in general.

I definitely learned a lot about the need for more speed.  The Kilbourne Unity homeworld was revealed to me after New Oslo Republic surrendered, they were over 32b km away! It's the primary reason why Gen 2. 5/3 ships have such a big range and much higher speed.  The old Gen 2 ships spend close to a year going to the front line and back, not to mention not enough fuel to make the full trip.

I use 11k/80k mobile jump gates for my fleet.  I have enough 11k jump ships to squadron jump all my smaller ships together.  The 80k jump ships can evacuate 1/2 of the carrier fleet with squadron jump, so I just need to build 2 more of them.  I only build the return jump gate when I am sure the other side is clear.  Is there a potential down side to using this strategy?

Generation 1
Like you said, I had absolutely no idea what I was doing  ;D.

Generation 2
Fubuki
Pretty much everything you said were point on.  Fubuki's FC was designed to be a bit longer because I anticipated a missile range upgrade will be easier and more often than ship refit.  The missiles used at the closing stage of the Kilbourne War was 360m km so I guess it's not a complete waste. 

Fujinami
The Flying Pig Ship Design Bureau's original design was for a smaller ship, but the the Warthog Council decided why build a smaller ship when the mobile jump gates and shipyard are all capable of 11,000t.

Gremyashchiy
I have no idea.  Maybe someone else better at this game can enlighten us on the TS of railguns.

Generation 2. 5
I think the magazines listed under class summary includes the box launcher too.  I don't think my fighters have extra magazines AFAIK.

Generation 3
Fighters
Is there a major difference between 247t fighter and 252t fighter other than the later can't fit in a Boat Bay - Small?

I think I'll split the active sensor into two.  One for targeting fighters and the other for PD.  You made me realized that ships with large anti-fighter sensors and long range AMMs can post a serious threat to my current fighter setup.

You are also point on about the MSP.  I can't repair the 108 MSP sensor or the 96 MSP engine anyway, so I'll put those extra 5 tons into something useful.

I am excited about the SFP-2 too, I guess we'll see how it do when I find the next target  ;).

Unity My 65% sensor researcher died, so the next tracking speed will take another 5 years.  I guess I'll so a minor refit once the new tracking is done.

Uniform Should I change out the CIWS and some armor for shields? I currently have Epsilon shield with 3 recharge rate.
 

Offline DIT_grue

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #6 on: February 19, 2016, 11:33:44 PM »
Gremyashchiy
Much like the Fukubi this has a very high maintenance life compared to its deployment time and fuel.

How have you managed to get a railgun with a TS of 8000km/s but with a ship speed of only 2272km/s? That shouldn't be possible... at least, I don't think it should be. A railgun's TS is tied to the FC of the ship or its speed, whichever is lower.

Gremyashchiy
I have no idea.  Maybe someone else better at this game can enlighten us on the TS of railguns.

There's a base tech line - off the top of my head, I think it's the Tracking Speed applicable to fire controls? - which can substitute for ship speed. (But it's really unusual for that to actually happen to anything with an engine.)
 

Offline TheDeadlyShoe

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #7 on: February 20, 2016, 12:10:16 AM »
A ship's fire control has no impact on a weapons tracking speed - only on how much of the weapons tracking speed you can use, as it were.  A weapons tracking speed is the higher of the turret speed, the ship speed, or the base Tracking Speed technology level.
 

Offline Veneke

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #8 on: February 20, 2016, 02:34:49 AM »
Looks like ye're right, but that's really odd. It's mounted directly on the hull, how can it turn faster than the ship?
 

Offline TheDeadlyShoe

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #9 on: February 20, 2016, 02:57:58 AM »
IMO:  Tracking speed is not about turning, but about the capability of the weapon to make fast and precise adjustments to its aimpoint - compensating for the rapid and minute vector changes being conducted by any vessel or missile in combat.

Fire controls determine how accurate the ship is at picking an aim point, while the weapons tracking speed represents the ability of the weapon to aim at that point and fire rapidly enough to score a hit.

 

Offline Nyvis

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #10 on: February 20, 2016, 07:45:09 AM »
Quote from: Veneke link=topic=8373. msg86894#msg86894 date=1455957289
Looks like ye're right, but that's really odd.  It's mounted directly on the hull, how can it turn faster than the ship?

Could be that it's mounted on the hull, but can still move for small angles adjustments.  It's not something unheard of in real life weapons.
 

Offline Veneke

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #11 on: February 20, 2016, 09:02:42 AM »
I had just always assumed that the TS would be limited by the speed of the ship if it wasn't in a dedicated turret. The more you know eh?
 


I use 11k/80k mobile jump gates for my fleet.  I have enough 11k jump ships to squadron jump all my smaller ships together.  The 80k jump ships can evacuate 1/2 of the carrier fleet with squadron jump, so I just need to build 2 more of them.  I only build the return jump gate when I am sure the other side is clear.  Is there a potential down side to using this strategy?

...

Generation 3
Fighters
Is there a major difference between 247t fighter and 252t fighter other than the later can't fit in a Boat Bay - Small?

...

Uniform Should I change out the CIWS and some armor for shields? I currently have Epsilon shield with 3 recharge rate.

No nothing really wrong with mobile jump gates. Not really something I've tried, but will have to give it a go.
 
I'm definitely nitpicking over a few tons per fighter, but you would be able to squeeze in one more SFP-2 if you made a couple of minor adjustments. What I did notice though on second look is that you're short on flight crew berths on the Gen 3 carrier. You need 286 (80 SFA, 80 SFB, 112 SFP, 10 SFR, 4(?) SFT) and only have 250.
 
As for the Uniform it would be better to drop the cryo berth first, and then maybe some maintenance if necessary, to fit the shield. I'd be slower to consider dropping armour/CIWS for it.
 

Iranon

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #12 on: February 20, 2016, 09:33:52 AM »
What the Uniform should definitely drop is its R200 sensor - increase the size of the R100 one by 50% instead and you have better range, against smaller ships, with a less visible sensor. If you even need to - 2 bllion ought to be enough of anybody :)

Range scales with the square root of resolution, so for identical-size sensors the longer-range one needs more than 4x the resolution to have any benefit over doubling the size.
Since a coarse-grained sensor has major disadvantages, increasing resolution by a factor of 10 is my personal minimum.
« Last Edit: February 21, 2016, 03:27:42 AM by Iranon »
 

Offline baconholic (OP)

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Re: Ships of the Bacon Federation Navy (BFN)
« Reply #13 on: February 21, 2016, 01:11:18 AM »
Uniform class Destroyer Leader
I've decided to completely remove the R200 sensor.  Given my current carrier fighter combat radius is at 1. 15b km, the 2. 16b km R100 sensor should provide enough coverage for now.  Extra deployment time and maint life were cut to get a nice shield going.

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X-Uniform (rev.1) class Destroyer Leader    12 000 tons     313 Crew     5387.4 BP      TCS 240  TH 1920  EM 2160
8000 km/s     Armour 8-46     Shields 72-360     Sensors 108/108/0/0     Damage Control Rating 12     PPV 0
Maint Life 3.81 Years     MSP 3367    AFR 96%    IFR 1.3%    1YR 364    5YR 5463    Max Repair 1200 MSP
Intended Deployment Time: 12 months    Spare Berths 3   

Narwhal Dynamics I2FD 960EP 100x30ME (2)    Power 960    Fuel Use 21%    Signature 960    Exp 10%
Fuel Capacity 510 000 Litres    Range 36.4 billion km   (52 days at full power)
Epsilon R360/216 Shields (24)   Total Fuel Cost  216 Litres per hour  (5 184 per day)

CIWS-320 (5x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
AS60-18 MR2160-R100 (Ship vs. DD) (1)     GPS 120000     Range 2 160.0m km    Resolution 100
AS60-18 MR683-R10 (Ship vs. FTR) (1)     GPS 12000     Range 683.1m km    Resolution 10
AS60-18 MR108-R1 (Ship vs. Missiles) (1)     GPS 600     Range 108.0m km    MCR 11.8m km    Resolution 1
TS18 TH6-108 (1)     Sensitivity 108     Detect Sig Strength 1000:  108m km
EMS18 EM6-108 (1)     Sensitivity 108     Detect Sig Strength 1000:  108m km

This design is classed as a Military Vessel for maintenance purposes


Unity class Missile Destroyer
Cut down on the extra deployment time, maint life, and other extras.  Result in almost doubling the single volley strength.  Also added 2 extra FC so it'll be 3 volleys of 10 missiles each. 

I've considered using box launchers, but decided against it since going back to the maintenance base for reload is a bit troublesome for my taste.  Besides by my calculation, I should have 54x30=1620 ship launched ASM6, 80x2=160 fighter launched ASM6, and 80x8=640 fighter launched AFM1 for a total of 2420 missiles on my alpha strikes from just the upgraded DDGs and fighters.  I might change my mind if the next alien target manages to shoot down that alpha strike volley.

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X-Unity (rev.1) class Missile Destroyer    12 000 tons     267 Crew     3392.2 BP      TCS 240  TH 1920  EM 900
8000 km/s     Armour 6-46     Shields 30-360     Sensors 1/1/0/0     Damage Control Rating 8     PPV 77.64
Maint Life 2.57 Years     MSP 1413    AFR 144%    IFR 2%    1YR 301    5YR 4509    Max Repair 480 MSP
Intended Deployment Time: 12 months    Spare Berths 4   
Magazine 720   

Narwhal Dynamics I2FD 960EP 100x30ME (2)    Power 960    Fuel Use 21%    Signature 960    Exp 10%
Fuel Capacity 515 000 Litres    Range 36.8 billion km   (53 days at full power)
Epsilon R360/216 Shields (10)   Total Fuel Cost  90 Litres per hour  (2 160 per day)

Quad Gauss Cannon R4-100 Turret (1x16)    Range 40 000km     TS: 40000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
BFC(Ship) S02 40-32000 (1)    Max Range: 80 000 km   TS: 32000 km/s     88 75 62 50 38 25 12 0 0 0

ASM6 R3000-25ML (30)    Missile Size 6    Rate of Fire 3000
SFT FC409-R10 (3)     Range 409.8m km    Resolution 10
I2FD ASM6 WH25-400m 48700 (120)  Speed: 48 700 km/s   End: 137.1m    Range: 400.7m km   WH: 25    Size: 6    TH: 308/185/92

AS60-18 MR10-R1 (PD) (1)     GPS 60     Range 10.8m km    MCR 1.2m km    Resolution 1

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

Kennedy class Carrier
I didn't even realized that the new SFA/B fighters now have 2 crews instead of 1 of the FB-2.  Thanks for pointing that out.