My first generation ships.
Queensland class Battleship 19000 tons 1892 Crew 3050.12 BP TCS 380 TH 1380 EM 1200
3631 km/s Armour 6-63 Shields 40-300 Sensors 44/1/0/0 Damage Control Rating 2 PPV 94
Annual Failure Rate: 1444% IFR: 20.1% Maintenance Capacity 1201 MSP Max Repair 150 MSP
Flag Bridge Magazine 628
Ion Engine E5 (23) Power 60 Efficiency 0.50 Signature 60 Armour 0 Exp 5%
Fuel Capacity 600,000 Litres Range 113.7 billion km (362 days at full power)
Gamma R300/10 Shields (20) Total Fuel Cost 200 Litres per day
Triple 20cm C4 Near Ultraviolet Laser Turret (2x3) Range 256,000km TS: 5000 km/s Power 30-12 RM 3 ROF 15 10 10 10 7 5 5 4 3 3 3
10cm Railgun V2/C4 (6x4) Range 20,000km TS: 5000 km/s Power 3-4 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S04 128-5000 (1) Max Range: 256,000 km TS: 5000 km/s 96 92 88 84 80 77 73 69 65 61
Fire Control S04 32-20000 (1) Max Range: 64,000 km TS: 20000 km/s 84 69 53 37 22 6 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (2) Total Power Output 45 Armour 0 Exp 5%
AS Missile Launcher 1 (6) Missile Size 6 Rate of Fire 45
Missile Fire Control FC151.2-R40 (1) Range 151.2m km Resolution 40
Size 6 Anti-ship Missile mk2 (105) Speed: 21,600 km/s End: 71.8m Range: 93m km WH: 7 Size: 6 TH: 72 / 43 / 21
Active Search Sensor S50.4-R40 (1) GPS 5040 Range 50.4m km Resolution 40
Thermal Sensor TH4-44 (1) Sensitivity 44 Detect Sig Strength 1000: 44m km
Combat review: Slow, decent but not great armor, but magazine space kept the ship in combat for quite a while.
First, I am not sure why you add the S04 32-20000 firecon, as non of your weapons can match the tracking speed. Cut the tracking speed to 5000 and use it for your railguns
Second, it seems like you put a maintenance storage on, but virtually no engineering spaces. While this gives you a decent amount of maintenance parts, the anual failur rate is horrible.
Edit: after looking through your other designs, this seems to be true for all of your larger ships.
Third, mounting the 20cm lasers in turrets seems a waste of space, if you are using the natural tracking speed (i.e. 5000 km/s) anyway. If you want to use the lasers in a dual (anti ship / anti missile) role, the turrets should have a higher tracking speed, matching the tracking speed of the S04 FC (this will, of course raise the mass used quite a bit)
Fourth, you are mounting Anti-Missile-Missile-Launchers but no active sensor to spot those enemy missiles. Now I realize, your basic cruiser has one, but what if you are forced to use the BB alone, or all your cruisers get smashed?
Lastely, I would probably half the size of the thermal passive and add a similar sized EM sensor, but that is just my preferences.
Nelson class Cruiser 8250 tons 830 Crew 1457.6 BP TCS 165 TH 780 EM 0
4727 km/s Armour 4-36 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 34
Annual Failure Rate: 272% IFR: 3.8% Maintenance Capacity 1221 MSP Max Repair 126 MSP
Ion Engine E5 (13) Power 60 Efficiency 0.50 Signature 60 Armour 0 Exp 5%
Fuel Capacity 500,000 Litres Range 218.2 billion km (534 days at full power)
Single 20cm C4 Near Ultraviolet Laser Turret (2x1) Range 256,000km TS: 5000 km/s Power 10-4 RM 3 ROF 15 10 10 10 7 5 5 4 3 3 3
Triple 20cm C4 Near Ultraviolet Laser Turret (1x3) Range 256,000km TS: 5000 km/s Power 30-12 RM 3 ROF 15 10 10 10 7 5 5 4 3 3 3
Fire Control S04 128-5000 (1) Max Range: 256,000 km TS: 5000 km/s 96 92 88 84 80 77 73 69 65 61
Fire Control S04 32-20000 (1) Max Range: 64,000 km TS: 20000 km/s 84 69 53 37 22 6 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (1) Total Power Output 22.5 Armour 0 Exp 5%
Active Search Sensor S50.4-R40 (1) GPS 5040 Range 50.4m km Resolution 40
Active Search Sensor S126-R1 (1) GPS 126 Range 1.3m km Resolution 1
Basic close in cruiser. After action review: Little slow and need faster firing weapons but got the job done quite well.
While with the BB, two Firecons made sense in that there were two different weapons systems with different maximum ranges, this isn´t the case here. Having a second FC, that has a tracking speed, non of your weapons can match while at the same time being much shorter ranged than any of your weapons doesn´t make a lot of sense to me.
As with the BB, no sense in mounting 5.000 km/s weapons in turrets. Save the mass and put a few more guns in
I am currently aiming for enough magspace for at least 10 broadsides (preferably 15, but this is rarely possible)
Your missiles have a much longer range than your actives. I usually try to have it the other way around.
From the to-hit-chances of your missiles, I guess there isn´t a lot of mass invested in manouverability. Given that, I would probably go with size 3 missiles with half the warhead (same range, speed, etc.) an 10 or 12 launchers. This has the advantage to give you larger salvos, better able to swamp enemy PD and at the same time saves some mass, so you can increase magspace.
Rodney class Escort Cruiser 6700 tons 597 Crew 1233.36 BP TCS 134 TH 660 EM 0
4925 km/s Armour 3-31 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 12
Annual Failure Rate: 359% IFR: 5% Maintenance Capacity 115 MSP Max Repair 126 MSP
Magazine 302
Ion Engine E5 (11) Power 60 Efficiency 0.50 Signature 60 Armour 0 Exp 5%
Fuel Capacity 400,000 Litres Range 214.9 billion km (505 days at full power)
10cm Railgun V2/C4 (2x4) Range 20,000km TS: 5000 km/s Power 3-4 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S04 32-20000 (1) Max Range: 64,000 km TS: 20000 km/s 84 69 53 37 22 6 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (1) Total Power Output 9 Armour 0 Exp 5%
AM Missile Launcher 1 (6) Missile Size 1 Rate of Fire 10
Missile Fire Control FC3.78-R1 (2) Range 3.8m km Resolution 1
Size 1 Anti-missile Missile mk2 (302) Speed: 31,200 km/s End: 9.6m Range: 18m km WH: 1 Size: 1 TH: 124 / 74 / 37
Active Search Sensor S126-R1 (1) GPS 126 Range 1.3m km Resolution 1
Crusier Escort(missle armed) after action review: Performed admirably. Stopped approx. 90% of all missles shot at the fleet.
I just noticed this now, your AMMs have horrible intercept chance. 37% to hit an enemy missile, moving at 10.000km/s is BAAAAD. If the enemy uses missiles similar to your own (i.e. moving at about 20k) your hit rates will be abysimal. Remove some engine mass (and some fuel) and put it into manouverability.
As for all of your Beam/Railgun armed ships, FC only needs 5.000km/s if your weapons can only track at 5.000km/s
Generally, I don´t consider Railguns good for PD from the point Ion engines are up (on major warships that is, FACs is something else). Once missiles start moving at 20k+, the inability to mount Railguns in fast-tracking turrets kills them in that capacity. Better to go with meson/laserturrets with a tracking speed as high as your fastest tracking firecon.
The anti missile radar is also somewhat short ranged, given that your missile controll has 3 times the range.
Outreach class Destroyer Escort 4000 tons 427 Crew 725.8 BP TCS 80 TH 360 EM 0
4500 km/s Armour 2-22 Shields 0-0 Sensors 44/25/0/0 Damage Control Rating 1 PPV 12
Annual Failure Rate: 128% IFR: 1.8% Maintenance Capacity 113 MSP Max Repair 126 MSP
Ion Engine E5 (6) Power 60 Efficiency 0.50 Signature 60 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 180.0 billion km (462 days at full power)
10cm Railgun V2/C4 (4x4) Range 20,000km TS: 5000 km/s Power 3-4 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S04 32-20000 (1) Max Range: 64,000 km TS: 20000 km/s 84 69 53 37 22 6 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (1) Total Power Output 22.5 Armour 0 Exp 5%
Active Search Sensor S50.4-R40 (1) GPS 5040 Range 50.4m km Resolution 40
Thermal Sensor TH4-44 (1) Sensitivity 44 Detect Sig Strength 1000: 44m km
EM Detection Sensor EM5-25 (1) Sensitivity 25 Detect Sig Strength 1000: 25m km
Destroyer Escort(railgun) after action report: Performed quite well. Picked off all leakers missed by their CLE sister ships.
Hm, this is a DE, but it can´t detect enemy missiles?
I would probably rip out the S50.4-R40 and put a short ranged res-1 active on (range of about 500k should be enough). If you want, you can put a shorter ranged regular active in too but I don´t think this necessary, as the DE will probably be accompanying something with long ranged actives anyway.
Napoleon class Destroyer 4000 tons 422 Crew 726.8 BP TCS 80 TH 360 EM 0
4500 km/s Armour 2-22 Shields 0-0 Sensors 44/25/0/0 Damage Control Rating 2 PPV 14
Annual Failure Rate: 64% IFR: 0.9% Maintenance Capacity 227 MSP Max Repair 126 MSP
Ion Engine E5 (6) Power 60 Efficiency 0.50 Signature 60 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 180.0 billion km (462 days at full power)
Single 20cm C4 Near Ultraviolet Laser Turret (2x1) Range 64,000km TS: 5000 km/s Power 10-4 RM 3 ROF 15 10 10 10 7 5 5 0 0 0 0
Fire Control S04 32-20000 (1) Max Range: 64,000 km TS: 20000 km/s 84 69 53 37 22 6 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (1) Total Power Output 9 Armour 0 Exp 5%
Active Search Sensor S50.4-R40 (1) GPS 5040 Range 50.4m km Resolution 40
Thermal Sensor TH4-44 (1) Sensitivity 44 Detect Sig Strength 1000: 44m km
EM Detection Sensor EM5-25 (1) Sensitivity 25 Detect Sig Strength 1000: 25m km
Basic patrol DD after action review: Slow, poor armor, minimal weaponry. It did not do well in antimissle mode shooting down only a couple of leakers. In ship to ship did not perform well either, not enough firepower and too lite in armor even cripples of similar size hurt them if allowed within range.
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Well, I basicly said most above allready. One thing hovever is uniqe to this one. You have cut the range of your 20cm Lasers to 64k by using the FC your are useing. Coupled with the low armor, this probably crippled the design
General observants (not that I´m an expert, mind you, so take everything I say with a grain of salt).
It is important to match both: Tracking speed and range of your weapons and your firecons.
"Fixed" mounts (i.e. weapons mounted on the hull of a ship instead of in a turret) can track at either the max. speed of the ship or your basic max. tracking speed (in your case, apparently 5.000km/s), whichever is higher.
Useing firecons with higher tracking speed won´t help you.
Turrets CAN take advantage of FCs with higher tracking speed, but have to be designed with that tracking speed in mind. They are therefor good for PD duty.
Mounting large caliber guns in fast tracking turrets are a good way to use up an enormous amount of mass for little gain. Better to build a dedicated PD-turret with fast firing weapons (10 or 12 cm lasers/mesons for example with ROF5) and dedicated shipkilling weapons (like your 20cm lasers)
Engineering spaces give you some spare parts and lowers the chance of a system breaking down. I usualy try to have anough to get the annual chance to at least below 200% (i.e. less than two system breakdowns in the first year). Collier, tender and tanker (and sometimes flagships) might have a maintenance storage bay, so the warships can fill up their spare part holds.
As I said above, there is never enough magazin space