Author Topic: FAC Designs  (Read 7903 times)

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Offline welchbloke (OP)

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FAC Designs
« on: February 17, 2009, 02:54:30 PM »
I'd appreciate any critique on my first FAC designs

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Ironsides class Gunboat    1000 tons     114 Crew     141 BP      TCS 20  TH 120  EM 30
6000 km/s     Armour 1-8     Shields 1-200     Sensors 1/1/0/0     Damage Control Rating 2     PPV 4
Annual Failure Rate: 4%    IFR: 0.1%    Maintenance Capacity 176 MSP    Max Repair 30 MSP

GB Ion Engine E100 (1)    Power 120    Efficiency 10.00    Signature 120    Armour 0    Exp 15%
Fuel Capacity 100,000 Litres    Range 18.0 billion km   (34 days at full power)
Alpha R200/10 Shields (1)   Total Fuel Cost  10 Litres per day

12cm C2 Visible Light Laser (1)    Range 32,000km     TS: 6000 km/s     Power 4-2     RM 2    ROF 10        4 4 2 0 0 0 0 0 0 0
Fire Control S01 16-2400 (1)    Max Range: 32,000 km   TS: 2400 km/s     69 37 6 0 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 6    Armour 0    Exp 5%

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Locust class Gunboat    1000 tons     91 Crew     190 BP      TCS 20  TH 120  EM 0
6000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8%    IFR: 0.1%    Maintenance Capacity 119 MSP    Max Repair 96 MSP

GB Ion Engine E100 (1)    Power 120    Efficiency 10.00    Signature 120    Armour 0    Exp 15%
Fuel Capacity 100,000 Litres    Range 18.0 billion km   (34 days at full power)

Active Search Sensor S96-R14/100 (1)     GPS 1344     Range 13.4m km    Resolution 14
The idea was to create hunter groups of FACs (Ironsides) each group would have a dedicated scout FAC (Locust).  I know the tech is a little mismatched but I'm using what was random;y generated when this race was created.  I was trying to keep the ship size down and have common fleet speed; I may have made them a little too light though....
Welchbloke
 

Offline Beersatron

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Re: FAC Designs
« Reply #1 on: February 17, 2009, 03:16:57 PM »
I haven't designed any ships yet myself but I noticed that the tracking speed on the 'Fire Control S01 16-2400' was 2400 but the TS on the lasers were 6000.

Would this create a bottleneck wherein the lasers will only be effective at 2400?
 

Offline waresky

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Re: FAC Designs
« Reply #2 on: February 17, 2009, 04:01:42 PM »
Interesting naval doctrine,and yes,the FC at 2400km/s created a bottleneck,laser are more faster.
Are a classic "newbee" design same mine first...e.g. only last month ive understand the powerful and better effort to Missile Anti-Missile,than Gauss range.

At last ur FAC r interesting,BUT better raise up ur TS of Fire control (target speed).
 

Offline welchbloke (OP)

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Re: FAC Designs
« Reply #3 on: February 17, 2009, 04:11:37 PM »
Quote from: "waresky"
Interesting naval doctrine,and yes,the FC at 2400km/s created a bottleneck,laser are more faster.
Are a classic "newbee" design same mine first...e.g. only last month ive understand the powerful and better effort to Missile Anti-Missile,than Gauss range.

At last ur FAC r interesting,BUT better raise up ur TS of Fire control (target speed).
Bugger! How did I miss the FC speed  :oops: I'll design some better FC and see where that leads me.  I was intending to have other specialist FACs to meet other requirements (ie a missile FAC and a PD FAC).  I was also think about a tender design (think SFB PFT).
Welchbloke
 

Offline mavikfelna

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Re: FAC Designs
« Reply #4 on: February 17, 2009, 06:46:56 PM »
You've also got too much power for your laser. You only need 2 power per impulse  but you're generating 6.

--Mav
 

Offline waresky

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Re: FAC Designs
« Reply #5 on: February 18, 2009, 12:04:31 AM »
Generated more power r ever better than have same them..why?
Because on battle u can lost very fast an PowGen,from hits,and have more r different between live and death..

Edit: Obviously NOT 1 single power..but 2 or 3 PowerGen:D
 

Offline Charlie Beeler

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Re: FAC Designs
« Reply #6 on: February 18, 2009, 07:15:29 AM »
I'd invest research into basic tracking speed up 4000kps, beam range at least up to 32,000km and start on thermal reduction for the engines.  

The 2 basic sensor techs so that you don't have to use oversized FC's and the engine tech to help you get in close enough for the first strike without being detected on thermal passives.  

As has already been pointed out, you can also downsize the reactor since you only need one that gen's 2 points per 5 sec's.  If you have already researched internal armor you might beable to add a point or 2 after downsizing.


Since the Locust looks to be intended for stand off detection you might consider a standard engine instead of a GB engine.  Yes it cuts speed in half, but it also reduces your thermal signature.  This helps also long as the opfor hasn't got good EM suites for finding active scans at range or strong actives for finding small TCS's at range.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline jfelten

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Re: FAC Designs
« Reply #7 on: February 18, 2009, 07:23:24 AM »
Quote from: "Charlie Beeler"
Since the Locust looks to be intended for stand off detection you might consider a standard engine instead of a GB engine.  Yes it cuts speed in half, but it also reduces your thermal signature.  This helps also long as the opfor hasn't got good EM suites for finding active scans at range or strong actives for finding small TCS's at range.

How would that compare against running the current engine at half throttle?  Wouldn't you then have the lower thermal emission as well as the sprint ability if needed?
 

Offline Charlie Beeler

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Re: FAC Designs
« Reply #8 on: February 18, 2009, 09:10:29 AM »
Quote from: "jfelten"
Quote from: "Charlie Beeler"
Since the Locust looks to be intended for stand off detection you might consider a standard engine instead of a GB engine.  Yes it cuts speed in half, but it also reduces your thermal signature.  This helps also long as the opfor hasn't got good EM suites for finding active scans at range or strong actives for finding small TCS's at range.

How would that compare against running the current engine at half throttle?  Wouldn't you then have the lower thermal emission as well as the sprint ability if needed?

Loiter time is segnificantly increased.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Hawkeye

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Re: FAC Designs
« Reply #9 on: February 18, 2009, 10:27:40 AM »
Quote from: "waresky"
Generated more power r ever better than have same them..why?
Because on battle u can lost very fast an PowGen,from hits,and have more r different between live and death..

Edit: Obviously NOT 1 single power..but 2 or 3 PowerGen:D

I would agree if the desing would be at least a heavy cruiser.
A FAC, however, once the armor is breached, is pretty much dead anyway. No use to keep the guns powered, when the ship is allready falling apart around you.

FACs, IMO, are throwaway ships (yes, the crews realy don´t like that designation) if they are armed with relative short range weapons. At the range the low-tech lasers work, there is not a large chance for them to stay undetected, and once targetet and locked, they probably don´t live long anyway. Better they deal as much damage during that timespan as possible, than trying to keep a criple shooting.
Ralph Hoenig, Germany
 

Offline jfelten

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Re: FAC Designs
« Reply #10 on: February 18, 2009, 11:32:36 AM »
Quote from: "Charlie Beeler"
Quote from: "jfelten"
Quote from: "Charlie Beeler"
Since the Locust looks to be intended for stand off detection you might consider a standard engine instead of a GB engine.  Yes it cuts speed in half, but it also reduces your thermal signature.  This helps also long as the opfor hasn't got good EM suites for finding active scans at range or strong actives for finding small TCS's at range.

How would that compare against running the current engine at half throttle?  Wouldn't you then have the lower thermal emission as well as the sprint ability if needed?

Loiter time is segnificantly increased.

I thought fuel usage fell when you decreased speed.
 

Offline Charlie Beeler

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Re: FAC Designs
« Reply #11 on: February 18, 2009, 11:46:48 AM »
Quote from: "jfelten"

I thought fuel usage fell when you decreased speed.

GB engines still burn at a higher rate than standard engines (x10).  So even if you reduce the operational speed of the GB engine the equivelent of a standard engine the standard will still have a greater loiter time.  

You do make a good point about the available reserve speed and equivelent thermal signature.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline jfelten

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Re: FAC Designs
« Reply #12 on: February 18, 2009, 11:58:53 AM »
Quote from: "Charlie Beeler"
Quote from: "jfelten"

I thought fuel usage fell when you decreased speed.

GB engines still burn at a higher rate than standard engines (x10).  So even if you reduce the operational speed of the GB engine the equivelent of a standard engine the standard will still have a greater loiter time.  

You do make a good point about the available reserve speed and equivelent thermal signature.

10x fuel consumption is certainly a factor then.
 

Offline waresky

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CG-Sharnhost III vs HC-Krivak (alien)
« Reply #13 on: February 18, 2009, 01:26:38 PM »
Sharnhost III class Missile Cruiser    15000 tons     1236 Crew     2214.4 BP      TCS 300  TH 420  EM 120
1400 km/s     Armour 12-54     Shields 4-400     Sensors 30/30/0/0     Damage Control Rating 58     PPV 26
Annual Failure Rate: 64%    IFR: 0.9%    Maintenance Capacity 2583 MSP    Max Repair 140 MSP
Magazine 560    

GE Ion Engine H2  E5 HighPower (7)    Power 60    Efficiency 0.50    Signature 60    Armour 0    Exp 5%    Hyper Capable
Fuel Capacity 330,000 Litres    Range 79.2 billion km   (654 days at full power)
Gamma R400/10 Shields (2)   Total Fuel Cost  20 Litres per day

Gauss Cannon R2-100 (1x2)    Range 20,000km     TS: 6400 km/s     Accuracy Modifier 100%     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S05 64-3000 H40 (1)    Max Range: 128,000 km   TS: 3000 km/s     92 84 77 69 61 53 45 37 30 22

Borneo 3 Launcher 02-020 (10)    Missile Size 2    Rate of Fire 20
Borneo Anti-Ship  FC60-R14/100 (2)     Range 25.2m km    Resolution 14
Borneo 2 (280)  Speed: 8400 km/s   End: 41.7 minutes    Range: 21m km   Warhead: 4    MR: 12    Size: 2

Borneo Active Sensor S140-R16/100 (1)     GPS 2240     Range 22.4m km    Resolution 16
Thermal Sensor TH5-30/40 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM5-30/100 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

NOTE:ive been made an BIG mistake on set an FC linked to Gauss..the TS of them..3000..:( a very newbee error.Fatal on middle of the Battle.
Lucky ive another Class-ships joined ever at the Cruiser.AN classic CLE-Cromwell 61 (older but in battle prove a decent PointDef coverage)
________________________________________________________________________________
ELSAS Race

Krivak class Cruiser Armored    11300 tons     1027 Crew     2044 BP      TCS 226  TH 360  EM 0
1592 km/s     Armour 5-44     Shields 0-0     Sensors 24/33/0/0     Damage Control Rating 27     PPV 90
Annual Failure Rate: 60%    IFR: 0.8%    Maintenance Capacity 2922 MSP    Max Repair 205 MSP

Nuclear Pulse Engine E6 (9)    Power 40    Efficiency 0.60    Signature 40    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 66.3 billion km   (482 days at full power)

Single 250mm C3 Near Ultraviolet Laser Turret (4x1)    Range 80,000km     TS: 10000 km/s     Power 16-3     RM 3    ROF 30        16 16 16 12 9 8 6 5 0 0
Gauss Cannon R4-100 (1x3)    Range 40,000km     TS: 1600 km/s     Accuracy Modifier 100%     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S04 40k-6400kms (5)    Max Range: 80,000 km   TS: 6400 km/s     88 75 62 50 38 25 12 0 0 0
Pebble Bed Reactor Technology PB-1 AR-4 (3)     Total Power Output 36    Armour 0    Exp 5%

Active Search Sensor S8-R1/100 (1)     GPS 8     Range 80k km    Resolution 1
Thermal Sensor TH24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Electromagnetic Sensor EM33 (1)     Sensitivity 33     Detect Sig Strength 1000:  33m km

ECCM-3 (1)



This 2 Cruisers have fought a valiant but fast battle..the thikest Sharnhost Armor stopp 90% of Lasers HC's damage.
otherwise the Borneo 2 crush easy the HC armor and destroy and kill interior of them..
 

Offline welchbloke (OP)

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Re: FAC Designs
« Reply #14 on: February 18, 2009, 05:30:42 PM »
OK, I've fiddled around with the Ironsides Class without increasing the tech(I'm trying to create a viable FAC for the NPR I've encountered).  The range is *extremely* limited and as a result I'm definately going to have some kind of PFT design; I'm currently undecided about whether I'm going to go with a parasite carrier or a straight tender with fuel/maintenance/sensor support for the flotilla.  
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Ironsides class Rev A Gunboat    1000 tons     108 Crew     123 BP      TCS 20  TH 120  EM 30
6000 km/s     Armour 1-8     Shields 1-200     Sensors 1/1/0/0     Damage Control Rating 1     PPV 4
Annual Failure Rate: 8%    IFR: 0.1%    Maintenance Capacity 77 MSP    Max Repair 30 MSP

GB Ion Engine E100 (1)    Power 120    Efficiency 10.00    Signature 120    Armour 0    Exp 15%
Fuel Capacity 50,000 Litres    Range 9.0 billion km   (17 days at full power)
Alpha R200/10 Shields (1)   Total Fuel Cost  10 Litres per day

12cm C2 Visible Light Laser (1)    Range 32,000km     TS: 6000 km/s     Power 4-2     RM 2    ROF 10        4 4 2 0 0 0 0 0 0 0
Fire Control S03 16-7200 (1)    Max Range: 32,000 km   TS: 7200 km/s     69 37 6 0 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 3    Armour 0    Exp 5%
The reactor is now 0.5 HS in size hence the power 3 not 2.  I'm deliberately designing these as attrition units (the NPR is a Tyranny and not averse to losing people).  The only reason the Locust has a GB engine is due to role playing decisions on my part.  The NPR has gone with a single FAC hull and will specalise them for different roles (I've been heavily influenced by the PF and Interceptor fluff from SFB in this).
Welchbloke