Author Topic: Opinions  (Read 1639 times)

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Offline AtomikKrab (OP)

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Opinions
« on: January 21, 2010, 01:10:09 AM »
This is a mockup design of a battleship I plan to design, the tech is starting level so it's not good at all and I plan to shoehorn in a jumpdrive when armor improvements make space available and efficency makes it fit, right now 25000 tons to jump this so it's a ways off.

Code: [Select]
Queen Elizabeth class Battleship    125000 tons     10858 Crew     12515.2 BP      TCS 2500  TH 14000  EM 0
5600 km/s     Armour 10-222     Shields 0-0     Sensors 1/1/1/0     Damage Control Rating 125     PPV 15
Annual Failure Rate: 1000%    IFR: 13.9%    Maintenance Capacity 7822 MSP    Max Repair 150 MSP
Flag Bridge    Magazine 137    

Nuclear Pulse Engine E9 (350)    Power 40    Fuel Use 90%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 2,130,000 Litres    Range 34.1 billion km   (70 days at full power)

Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 30
Size 5 Missile Launcher (1)    Missile Size 5    Rate of Fire 150
Missile Fire Control FC20-R84 (1)     Range 50.4m km    Resolution 84
Missile Fire Control FC20-R1 (10)     Range 600k km    Resolution 1

Active Search Sensor S60-R1 (5)     GPS 60     Range 600k km    Resolution 1
Active Search Sensor S60-R84 (1)     GPS 5040     Range 50.4m km    Resolution 84
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

I'd like to get to about 3 mkm for my anti missile sensors and improve the quality overall of my sensor stuff to save space there, and armor improvements will allow me to fit in more launchers and ammo space, engines will stay the same, but upgrades will provide increased speed so that's good, and eventually I will have a lightning fast missile battleship by the time I encounter other nprs I hope.
 

Offline Rathos

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Re: Opinions
« Reply #1 on: January 21, 2010, 02:47:21 AM »
I've come to the conclusion that largish ships should be avoided until you get magneto-plasma or around there drives. Otherwise they just take too many engines.

Here is what i've designed as my starting combat ship.

Code: [Select]
Coontz class Gunboat    4200 tons     428 Crew     573 BP      TCS 84  TH 160  EM 0
1904 km/s     Armour 4-23     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 20
Annual Failure Rate: 141%    IFR: 2%    Maintenance Capacity 85 MSP    Max Repair 60 MSP
Magazine 20    

Nuclear Pulse Engine E9 (4)    Power 40    Fuel Use 90%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 23.8 billion km   (144 days at full power)

Size 2 Missile Launcher (10)    Missile Size 2    Rate of Fire 30
Missile Fire Control FC60-R14 (1)     Range 25.2m km    Resolution 14

Active Search Sensor S60-R500 (1)     GPS 30000     Range 300.0m km    Resolution 500
Active Search Sensor S60-R20 (1)     GPS 1200     Range 12.0m km    Resolution 20
Active Search Sensor S60-R1 (1)     GPS 60     Range 600k km    Resolution 1

This design is classed as a military vessel for maintenance purposes

Strictly for short-range missions. It is cheap which will help to cut military costs during the time you need most of your resources devoted to expanding the Sol economy.

I also feel like if your going to make a 125 thousand ton warship you should include more weapons to mass ratio. The aliens I've run into will out run you anyway since I've always seen them at 7500-15000km/s. So might as well strap enough firepower to deal with ALL of them and not worry about trying to escape. Also your ship gets terrible gas mileage.

It will however be an impressive project to awe civilian administrators and to have cocktail parties at. That I can understand  :wink:
 

Offline AtomikKrab (OP)

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Re: Opinions
« Reply #2 on: January 21, 2010, 03:01:01 AM »
ah, but it's engines and size are to scale with the 100k km/s superdreadnaught from my playground game. thus once I get the next level of engines it will go faster, once I research the second level of armor I can fit more weapons, and so on.
 

Offline Hawkeye

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Re: Opinions
« Reply #3 on: January 21, 2010, 10:29:53 AM »
Quote from: "Rathos"
I've come to the conclusion that largish ships should be avoided until you get magneto-plasma or around there drives. Otherwise they just take too many engines.

Here is what i've designed as my starting combat ship.

Code: [Select]
Coontz class Gunboat    4200 tons     428 Crew     573 BP      TCS 84  TH 160  EM 0
1904 km/s     Armour 4-23     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 20
Annual Failure Rate: 141%    IFR: 2%    Maintenance Capacity 85 MSP    Max Repair 60 MSP
Magazine 20    

Nuclear Pulse Engine E9 (4)    Power 40    Fuel Use 90%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 23.8 billion km   (144 days at full power)

Size 2 Missile Launcher (10)    Missile Size 2    Rate of Fire 30
Missile Fire Control FC60-R14 (1)     Range 25.2m km    Resolution 14

Active Search Sensor S60-R500 (1)     GPS 30000     Range 300.0m km    Resolution 500
Active Search Sensor S60-R20 (1)     GPS 1200     Range 12.0m km    Resolution 20
Active Search Sensor S60-R1 (1)     GPS 60     Range 600k km    Resolution 1

This design is classed as a military vessel for maintenance purposes

Strictly for short-range missions. It is cheap which will help to cut military costs during the time you need most of your resources devoted to expanding the Sol economy.

I also feel like if your going to make a 125 thousand ton warship you should include more weapons to mass ratio. The aliens I've run into will out run you anyway since I've always seen them at 7500-15000km/s. So might as well strap enough firepower to deal with ALL of them and not worry about trying to escape. Also your ship gets terrible gas mileage.

It will however be an impressive project to awe civilian administrators and to have cocktail parties at. That I can understand  :)

Ammo:
You only have 10 missile onboard. This is _not_ going to do you any good. A rule of thump for me is that I need missiles for at least 10 salvos. Recently, due to the changes Steve made, I am actually aiming for 15 to 20 salvos.
There is an old saying: There is nothing better than magazin space  -  except more magazin space :)  --> there never is enough!!

Engineering:
You can repair the largest system on board only once. On small ships like DDs and CLs (mine are no larger than 10.000t) I aim for spare stockpiles able to repair the largest system three times, but this is, of course a presonal preference. At least go for a stockpile of 120, so you can repair any part via damage control.

Sensors:
What is the res-1 active sensor for? You have no weapon to engage missiles.
You also have a rather large "gap" in the resolution of your two other sensors. While the res-14 one is good (ok, I´d have gone for a res 20, but each to his own) your res-500 has way too large a resolution, IMO. Yes, it can see a 25.000t ship out to 300 mkm, but if a 5.000t DD approaches, it can´t see it sooner than when it enters the range of the res-14 sensor (Range / (Resolution/target_size)^2 = 12 mkm) anyway.
I suggest scrapping the res-1 sensor, adding the saved mass to the larger sensor and bring resolution on it down to 100. This would give you a sensor, that can see a 5.000t ship out to 120 mkm, while a 2.500t ship would be seen at 30 mkm.
Ralph Hoenig, Germany
 

Offline sloanjh

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Re: Opinions
« Reply #4 on: January 21, 2010, 11:12:59 AM »
Quote from: "Hawkeye"
Engineering:
You can repair the largest system on board only once. On small ships like DDs and CLs (mine are no larger than 10.000t) I aim for spare stockpiles able to repair the largest system three times, but this is, of course a presonal preference. At least go for a stockpile of 120, so you can repair any part via damage control.

Here's an example where design philosophies differ.  Since a GB is a parasite, I put minimal engineering into it.  If I can afford it, I go for enough spares to suffer a worst-case breakdown (which is what you seem to have done).  Sometimes (at low armor tech, usually) my mass budget is so tight that I can't afford that, at which point I'll make a "flying coffin" design that breaks (and possibly explodes) if it has a maintenance failure.

John
 

Offline Hawkeye

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Re: Opinions
« Reply #5 on: January 21, 2010, 12:10:45 PM »
Quote from: "sloanjh"
Quote from: "Hawkeye"
Engineering:
You can repair the largest system on board only once. On small ships like DDs and CLs (mine are no larger than 10.000t) I aim for spare stockpiles able to repair the largest system three times, but this is, of course a presonal preference. At least go for a stockpile of 120, so you can repair any part via damage control.

Here's an example where design philosophies differ.  Since a GB is a parasite, I put minimal engineering into it.  If I can afford it, I go for enough spares to suffer a worst-case breakdown (which is what you seem to have done).  Sometimes (at low armor tech, usually) my mass budget is so tight that I can't afford that, at which point I'll make a "flying coffin" design that breaks (and possibly explodes) if it has a maintenance failure.

John

I agree with you on a gunboat, but while the above ship is _called_ a gunboat, at 4.200t, id rather rate it as a large corvette/small destroyer.
Ralph Hoenig, Germany
 

Offline Rathos

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Re: Opinions
« Reply #6 on: January 21, 2010, 12:59:09 PM »
My fighters are 1000 tons, anything less is a missile. The list below is what I generally use. Though don't be surprised if I break my own rules. It all depends on how I see the government/people I'm playing as.

Gunboats 1,000-5,000

Corvette 5,000-12,000

Frigate 12,000-20,000

Light Destroyer 20000-25000

Destroyer 25,000-40,000

Light Cruiser 40,000-60,000

Cruiser 60,000-80,000

Battecruiser 80,000-100,000 (Also requires the speed of a destroyer)

Battleship & Escort Carriers 100,000-500,000

Heavy Battleship & Carriers 500,000-1,000,000

Dreadnought & Assault Carriers - 1,000,000+

Super-dreadnought & Fleet Command Carriers - 12,500,000+

Monitor & Super Carriers - 25,000,000+

Super Monitor - 50,000,000+

Star Base - 500,000,000+

Super-dreadnoughts and above are increasingly infeasible from a logistics standpoint.

Such a project wouldn't be done for the weapons or firepower, it would be done as a government mega-project to awe the civilians and show the might of the Emperor (Or council, king, queen, etc.)

It is incredibly hard to build an maintaining them is even worse. Do you know how many maintenance facilities it would take for a Super Monitor to overhaul it?

Also if the maintenance failure rate gets high enough it overflows and no maintenance is needed which I imagine will need to be fixed soon =)
 

Offline waresky

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Re: Opinions
« Reply #7 on: January 21, 2010, 01:05:36 PM »
Same other as point out: better FINALIZE and specialize a "right" sensor for ur Right MAIN weapons system.

if u have a Missile range 150 millions km (for example) u must have a Active over 150millions range BUT u need to CHOICE a "Ship philosophy": ur gunboat are a Bigship hunter? medium?

in my Missile frigate the "resolution" radar are from 900tons-class

In my Missile Cruiser the resolutions radar are abobe 1500-tons class.

And teh sensors are design accordingly.

Range,capability and missile type are ur goal for understand WHAT,how many,put Sensors Array onboard an ship.

Am use 1 type only (at last 2 of same for BACKUP in case of breack 1 of them)

And another word: 10 Missiles launcher..and ONE Missile Fire control r ur last choice? not 2 Fire Control?for shoot at 2 target same time?

if u design "Escort" ship remember to assign at last 3-4 Missile launchers (1-size each) for EACH Fire Control.

Good work:)
 

Offline Charlie Beeler

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Re: Opinions
« Reply #8 on: January 21, 2010, 01:10:35 PM »
To qualify was a fighter (ie build using fighter factory) It must mass 500t or less.  Plus so other qualifiers.  The class design window (F5) will tell you if the design qualifies or not.

Gunboats, within the comfines of Aurora, mass 1000t or less and don't require a bridge but don't qualify as a fighter so must be constructed by a shipyard.

Class identifiers after that are purely flavor items up to the player.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Rathos

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Re: Opinions
« Reply #9 on: January 21, 2010, 01:27:18 PM »
Well I haven't bothered making a carrier or fighters yet.

In-fact those "gunboats" are the smallest warship I've ever designed.

I suppose my 'fighters' are actually gunboats and my 'missiles' are actually fighters that might return or not  :wink:
 

Offline waresky

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Re: Opinions
« Reply #10 on: January 21, 2010, 01:36:46 PM »
Aurora are a awesome naval designer program:)

Everyone of us can design "realistic" or "bizzarre" class.
Test'em in combat and show if return safely..:D
 

Offline sloanjh

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Re: Opinions
« Reply #11 on: January 21, 2010, 04:10:22 PM »
Quote from: "Hawkeye"
Quote from: "sloanjh"
Quote from: "Hawkeye"
Engineering:
You can repair the largest system on board only once. On small ships like DDs and CLs (mine are no larger than 10.000t) I aim for spare stockpiles able to repair the largest system three times, but this is, of course a presonal preference. At least go for a stockpile of 120, so you can repair any part via damage control.

Here's an example where design philosophies differ.  Since a GB is a parasite, I put minimal engineering into it.  If I can afford it, I go for enough spares to suffer a worst-case breakdown (which is what you seem to have done).  Sometimes (at low armor tech, usually) my mass budget is so tight that I can't afford that, at which point I'll make a "flying coffin" design that breaks (and possibly explodes) if it has a maintenance failure.

John

I agree with you on a gunboat, but while the above ship is _called_ a gunboat, at 4.200t, id rather rate it as a large corvette/small destroyer.

Sorry - hadn't noticed that part - the name threw me.  I was talking about "real" GB, of course.

John