Starshot class Colony Ship 12,000 tons 275 Crew 426.6 BP TCS 240 TH 10 EM 0
41 km/s Armour 1-46 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 0
MSP 89 Max Repair 5 MSP
Intended Deployment Time: 3 months Spare Berths 5
Passengers 500
ArcaneTech Project Starshot (2) Power 5 Fuel Use 8.84% Signature 5 Exp 5%
Fuel Capacity 180,000 Litres Range 30.1 billion km (8484 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Starshot II class Freighter 12,000 tons 77 Crew 238.6 BP TCS 240 TH 10 EM 0
41 km/s Armour 1-46 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 0
MSP 50 Max Repair 5 MSP
Intended Deployment Time: 3 months Spare Berths 203
Cargo 5000
ArcaneTech Project Starshot (2) Power 5 Fuel Use 8.84% Signature 5 Exp 5%
Fuel Capacity 180,000 Litres Range 30.1 billion km (8484 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Stargaze class Science Vessel 3,000 tons 80 Crew 423.6 BP TCS 60 TH 3 EM 0
50 km/s Armour 1-18 Shields 0-0 Sensors 5/5/1/1 Damage Control Rating 6 PPV 0
Maint Life 19.69 Years MSP 530 AFR 12% IFR 0.2% 1YR 3 5YR 39 Max Repair 100 MSP
Intended Deployment Time: 12 months Spare Berths 9
ArcaneTech Project Stargaze (1) Power 3 Fuel Use 38.97% Signature 3 Exp 7%
Fuel Capacity 230,000 Litres Range 35.4 billion km (8197 days at full power)
Pioneer Electronics Project Stargaze Gamma Module (1) GPS 10 Range 500k km MCR 55k km Resolution 1
Pioneer Electronics Project Stargaze Beta Module (1) GPS 100 Range 1.6m km Resolution 10
Pioneer Electronics Project Stargaze Alpha Module (1) GPS 1000 Range 5.0m km Resolution 100
Pioneer Electronics Project Stargaze TH Passive Module (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
Pioneer Electronics Project Stargaze EM Passive Module (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
Geological Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
Stargaze II class Science Vessel 3,000 tons 60 Crew 273.6 BP TCS 60 TH 3 EM 0
50 km/s Armour 1-18 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 6 PPV 0
Maint Life 54.98 Years MSP 342 AFR 12% IFR 0.2% 1YR 0 5YR 3 Max Repair 5 MSP
Intended Deployment Time: 12 months Flight Crew Berths 29
Hangar Deck Capacity 500 tons
ArcaneTech Project Stargaze (1) Power 3 Fuel Use 38.97% Signature 3 Exp 7%
Fuel Capacity 380,000 Litres Range 58.5 billion km (13543 days at full power)
Strike Group
1x Greenfield Shuttle Speed: 100 km/s Size: 10
This design is classed as a Military Vessel for maintenance purposes
GasMover class Tanker 12,000 tons 90 Crew 495 BP TCS 240 TH 12 EM 0
50 km/s Armour 3-46 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 0
MSP 103 Max Repair 5 MSP
Intended Deployment Time: 9 months Spare Berths 6
ArcaneTech Glidejet (3) Power 4 Fuel Use 8.49% Signature 4 Exp 5%
Fuel Capacity 2,000,000 Litres Range 353.4 billion km (81795 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Greenfield class Shuttle 500 tons 10 Crew 36.6 BP TCS 10 TH 1 EM 0
100 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Life 46.49 Years MSP 46 AFR 2% IFR 0% 1YR 0 5YR 1 Max Repair 5 MSP
Intended Deployment Time: 1 months Spare Berths 10
ArcaneTech Project Greenfield (1) Power 1 Fuel Use 95% Signature 1 Exp 10%
Fuel Capacity 40,000 Litres Range 15.2 billion km (1754 days at full power)
This design is classed as a Fighter for production, combat and maintenance purposes
I'd recommend splitting the Stargazer I class into separate grav and geo survey vessels. Including a thermal sensor is a good idea in geo survey ships, and you could consider keeping one of the active sensors but I don't see a need for the EM sensor or all of the active sensors.
If you can afford to research a 25HS engine the geo survey ship can be commercial (make sure all sensors are 1HS or smaller) so you don't have to worry about maintenance and can drop all but one engineering section. Use the tonnage to add a second commercial engine. Your current design can run full throttle for 22 years, so you can probably afford more speed.
The grav survey ship will be military so will need to keep the engineering sections but could also use the same commercial engine(s).
Disclaimer: I'm still on my first play-through, so don't follow my advice blindly.
As far as "is only true if they are indeed always escorted by scouts", I am trying very hard but I can't come up with a reason why it would not be always true. I always have scouts embarked on the survey support carriers. I always have the survey support carriers in the system that is being grav surveyed (in part because they are also flag ships, providing survey bonuses to the whole flotilla). If somehow all my scouts have been eaten, I am not going to probe a new system without getting more scouts. So what is a plausible scenario for someone with a doctrine of probing ahead of their survey ships NOT doing so? Logistics somehow failed to plan to build the proper number of scouts, but don't worry, you can go into this system in a ship that is too slow to run away and too big to avoid detection, but it is okay because it has some sensors on it? I don't get it.90% of the time getting into system without scouting results in no casualties why whould anyone ever stop exploring in a fear of losing a mere survey vessel? I possibly cannot understand that. You could have strategical problem with resources and build capacity if you have to save each and every survey vessel but through the whole game?
Doren, 90% of the time, sure. But I am not actually worried that much about losing a survey vessel as I am its transit being detected. Had that happen with 7 swarm mother ships, and only the fact that there was a 5 system loop allowed me to withdraw my surviving survey ships away from Earth, confident that I could do so without being followed further. Yes, those ships detected a transit and followed me, which resulted in me revising my probe strategy for future games.I guess this has been the hidden agenda that you've been including in your thought process. Now I personally still disagree that you would have to go all the way to prevent this scenario mostly because I've ever only met 3 queens at once and never had problem with them following me except once and even then they just moved to the next system.
Losing a survey ship or scout is one thing. Losing a whole survey flotilla because I do not dare have them transit out? No thanks.
Every transit of the explorer corps puts my entire civilization at risk. But failing to explore would leave our civilization to wither and die.
Having re-read this old thread,it struck me that having A Geological Survey Sensor and a Gravitational Survey Sensor on one ship was cheaper than building two ships each sporting one sensor (or even two of them). That's double the engines, double the fuel, double the life support, double the armor, etc. It really only makes sense if your using FACs or Fighters and can hangar them, since you build the big expensive carrier once, then deploy the minions as needed; allowing ease of mix and match to suit the mission at hand. The carriers also carry some inherent military value.The reason why most people separated the two is that Geological Survey Sensors are a commercial component whereas Gravitational Survey Sensor is a military component. So it was very much possible and recommended to build a commercial GeoSurveyor that didn't have to worry about maintenance, and a streamlined GravSurveyor that would return to maintenance facilities every 2 years.
I am at a loss as to how people can think putting both geo and grav sensors on a ship could be more efficient.
Consider a dummy system that masses 5 HS and costs 100 BP. If you put it on a dedicated grav survey ship, it will move slower and cost more. A ship that is grav surveying can't also geo survey, and vice versa. All the time that a ship is doing one task, the other survey equipment is dead weight.