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Posted by: Garfunkel
« on: October 22, 2015, 09:35:15 PM »

Good luck. Keep us posted!
Posted by: joeclark77
« on: September 04, 2015, 10:40:16 AM »

My designs have been updated a bit.  I decided that my tugs will carry 10,000 human colonists each, so I can seed the conquered worlds with 50,000 people, and bring 50,000 aliens back to sell as circus attractions or whatever.  That required a few more engines and a bit more fuel each.


Code: [Select]
Titan class Fleet Tug    101,450 tons     480 Crew     5333.5 BP      TCS 2029  TH 7200  EM 0
7097 km/s     Armour 1-193     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 33    Max Repair 108 MSP
Intended Deployment Time: 3 months    Spare Berths 5   
Cryogenic Berths 10000    Tractor Beam     

Talbot-Saunders 480 EP Cool Fusion Lightyear Drive (30)    Power 480    Fuel Use 0.99%    Signature 240    Exp 3%
Fuel Capacity 22,000,000 Litres    Range 3942.8 billion km   (6430 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


My top speed will be a little higher now, about 5500 km/s if I recall correctly.  Each invasion fleet will carry two divisions of ground troops, in ten of these:


Code: [Select]
Argo class Troop Transport    51,500 tons     250 Crew     2282 BP      TCS 1030  TH 2880  EM 0
5592 km/s     Armour 1-123     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 28    Max Repair 108 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Troop Capacity: 5 Battalions    Cargo Handling Multiplier 5   

Talbot-Saunders 480 EP Cool Fusion Lightyear Drive (12)    Power 480    Fuel Use 0.99%    Signature 240    Exp 3%
Fuel Capacity 8,000,000 Litres    Range 2824.2 billion km   (5845 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Posted by: 83athom
« on: September 04, 2015, 09:12:38 AM »

Be sure to use the "Continual expansion" to increase your shipyards as that is a lot faster. Mine took about 3-4 years to go from 10,000t cap to 30,000tons (second shipyard cost/time tech), but that was with only 1 slip. Also, I think you need to bring along a commercial "base" with you to house some human population as well as other things a population might need.
Posted by: joeclark77
« on: September 04, 2015, 01:57:34 AM »

I should add that I have stolen all 4 generations of engine tech since I started the game at Ion level.  I've been battling spoilers non-stop and have disassembled a few nice prize ships.  Being in the last stage of the fusion era less than 30 years into the game, I think these NPRs are most likely a few tech levels beneath me.
Posted by: joeclark77
« on: September 04, 2015, 01:36:50 AM »

So, the closer system (Dragoon) is about 700B kilometers from the jump point, and the more distant one (Deercreek) is about 1.2T kilometers from its jump point.  I discovered both about the same time.  Both had perfectly-habitable worlds.  I know Deercreek has an NPR because they have a civilian mining colony around the "A" star, and I made contact.  As for Dragoon, I didn't know, but I have the NPR generation chance cranked up pretty high so I was hopeful.

To scout the systems, I created modified versions of my standard geo survey ship.  Typically my survey ship is a 40HS, 0.3 power civilian engine with a civilian jump engine, grav survey module, and a fuel tank strapped on.  The efficiency of the engine gets them great range already, but not quite enough for this job.  I dropped the jump engine and added fuel tanks and extra deployment time. 

The geo survey ship arrived at Dragoon-B and confirmed that there was an NPR there; the journey took about 5 years.  It has a small active scanner so I was able to determine their navy is pretty limited: three or four 8000T ships, two orbital defense bases of some kind, four FACs, and 50,000T of shipyards.  I made contact, assigned diplomats, and sent the scout ship to a remote planet.  He can fly back to the alien homeworld after relations improve, if I need a new scan. 

The survey vessel headed for Deercreek-B is still en route.  When it gets there, it will have flown about 10 years from the jump point.  I am already on friendly terms with the Deercreek aliens, but I have no idea how big their military will be.

The tug's engines are inertial fusion tech, which I just achieved.  Talbot and Saunders have been my main P+P researchers for the past four generations of engine tech breakthroughs, and both are old and sick, so I figured this engine would be their last big achievement and I named it after them.  They're 50HS and 0.3 power, very fuel efficient.  The fighters and missiles I showed earlier are magnetic fusion; new designs are on the way.

Currently my biggest military shipyards are 18000T and are in the middle of "add slipway" jobs, so I'll have to wait a couple years before I can even start expanding their tonnage.  My goal is to have 30000T war pods for those tugboats to haul into place.  Four "base stars" (carriers) and one "battlestar" (flag bridge, AMMs, and sensors) pulled by five tugs, and a bunch of long-range troopships, per invasion fleet.  I know, I'll never be able to haul away the minerals or installations I capture, but what I want most is the economic and research production.  And the glory.
Posted by: MarcAFK
« on: September 04, 2015, 12:52:04 AM »

Have you scouted the system yet?
I'm curious to see what kind of design you would come up with to gather intelligence on them before sending the main fleet.
What tech level are those engines btw?
Posted by: joeclark77
« on: September 03, 2015, 10:35:22 PM »

Sure.  It'll probably be a few weeks, though.  It'll take 5 to 10 in-game years before I have the first fleet built.  I'll probably send it to the more distant NPR while I complete the second fleet.  Then it'll be another 5 to 10 years before they arrive!
Posted by: linkxsc
« on: September 03, 2015, 07:37:50 PM »

Screenys down the line if you would please.
Posted by: joeclark77
« on: September 03, 2015, 07:00:42 PM »

Got my tug designed.  When I added 30,000T to the design (a large and small cargo bay) it got 5267 km/s and a range of 3192.1 billion km.  Should take 5 years to haul a 30,000T war pod to my nearer enemy, and up to 10 years for the more distant one.

Code: [Select]
Titan class Fleet Tug    84,250 tons     395 Crew     4505 BP      TCS 1685  TH 6000  EM 0
7121 km/s     Armour 1-171     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 33    Max Repair 108 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Tractor Beam     

Talbot-Saunders 480 EP Cool Fusion Lightyear Drive (25)    Power 480    Fuel Use 0.99%    Signature 240    Exp 3%
Fuel Capacity 20,000,000 Litres    Range 4315.8 billion km   (7014 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Posted by: joeclark77
« on: September 03, 2015, 02:54:28 PM »

Couple things I wonder about though. Whats the orbital speed of the target planets, or the stars they are around, around the central star in the system.
You might find that it'd be a lot more efficient, to do some math, figure out how long it would take to get to the target destination. Figure out about how much farther along its orbit it will be, and head towards where the planet will be, rather than just a simple "move to" which you may find spends a lot of extra time and fuel curving along to the area.
You're right about that.  With my geo survey scout that went to the first target, I planned for more than enough fuel to make the round trip, but it arrived with only 40-something percent of its fuel left.  Because it had actually gone in a big curve toward the remote star...
Posted by: linkxsc
« on: September 03, 2015, 02:00:56 PM »

On the note of the "building the "ship" in sections and tugging it out there. Thats actually not unheard of in the forums here. Think there there was 1 guy who was doing "modular" ship designs before.
But getting tractor systems to work can be a bit of an orginizational nightmare.
Basically though there are 2 ways to do this.

1. Civilian engine>Military hardware section.
In this manner you can build abnormally large Civilian engine sections that won't eat up any MSP on the long voyage or need rampant naval yard expansion. Also a bit more efficient than military engines.
Coupled with a few Engine>Fuel tank ships to act as tankers and you can get a pretty long endurance fleet. Nice thing, if 1 of the engine sections does get damaged in combat, you can switch it out with 1 off of a tanker.

2. Also possible is bringing an Engine>hanger. And store a more proper warship in the hanger section (so you don't have to worry as much about maintenance), OR bring a military engine section in the hanger, to be switched out with the civilian one when you get into combat distance of the target.

3. Drop tanks. Rather than building a civilian engine and specialized military sections. Just keep your existing warships, but build some fuel/MSP/tractor sections that can be tractored onto them for the duration of the trip. Added bonus for this method is that when getting into combat range, you just unequip the tanks, and your ships will be right at normal combat speed.
I've actually done this one before with some cruisers (cruiser to me is a ship with long endurance to hang around away from bases for long periods) to moderate degrees of sucess, helpful also that when the tanks were dropped by the ships in question, they ended up being bait for some enemy fire while my ships sped away.



Personally for your particular mission profile, 2 would be my tactic. A hanger section to house any given ship is generally 5-20% bigger as far as the hangers go. A bit of space is wasted in crew quarters, a magazine for reloads if you're using box launchers, and any other extracurriculars. But guessing that to tote around a 30kt ship, you're probably looking at a ~40kt section, which can be hauled by a 120kt engine section (~50% engine, ~50% fuel) probably wouldn't be too far off. Bonus points, when you get there, you'll have hangers for your fleet so you don't have to worry about maintenance for a while longer, because on extremely long deployments, the maint can kill you.
Also a standard hanger section can work for any kind of ship, be it a sensor scout, a battleship, or a few dozen FACs or fighters.
Anything that can be made 100% civilian though should be, because of how fast you can modify civvy shipyards.


But how you do it is up to you.
Couple things I wonder about though. Whats the orbital speed of the target planets, or the stars they are around, around the central star in the system.
You might find that it'd be a lot more efficient, to do some math, figure out how long it would take to get to the target destination. Figure out about how much farther along its orbit it will be, and head towards where the planet will be, rather than just a simple "move to" which you may find spends a lot of extra time and fuel curving along to the area.
Posted by: 83athom
« on: September 02, 2015, 11:59:37 AM »

Going at less than max speed doesn't make the journey use any less fuel.  It just makes the trip take more time.  So sure, you'll have burnt less fuel 1 year into the journey, but you'll also have made an equally less amount of progress.
That is exactly how I put it. "Another thing to keep in mind is that the fuel time for your faster ships is at max power" "thus taking the years to expend the fuel instead of the stated time"
Posted by: Barkhorn
« on: September 02, 2015, 11:45:08 AM »

Amimai, I noticed something; you sure do like your box launcher cheese warships. I do understand the reasoning for it, a multi-hundred alpha-strike or waves of only a few dozen, but that just means that once they fire, they are basically hunks of useless metal waiting to be blasted by the stealth ships that were lying in wait. The only ships I put them on are my smaller ships like my fighters/bombers, FACs/gunships, and on some frigates. And to the original point of this topic page; I would simply design long range warships along with a fleetcarrier/mothership/tender/invasion-ship. A thing I usually do is use slightly more efficient drives (almost to the point of them being commercial) on some of my warships. This lets me have patrol warships that can move to and from worlds without using a lot of fuel, so a modified version of this could get you there. Another thing to keep in mind is that the fuel time for your faster ships is at max power, so them slowing down to keep with the fleet makes them more efficient saving fuel for the journey (thus taking the years to expend the fuel instead of the stated time). I would also make it so those ships really wouldn't be returning (although this is conflicting with my usual nobody left behind mentality I try to keep) so that you then have (subjugation) ships adding the the PDV. A side question as well; are there any LPs in the system that you could use to get there?
Going at less than max speed doesn't make the journey use any less fuel.  It just makes the trip take more time.  So sure, you'll have burnt less fuel 1 year into the journey, but you'll also have made an equally less amount of progress.
Posted by: joeclark77
« on: August 31, 2015, 08:43:33 PM »

I originally thought of a big fleet mothership, but realized it would take years to get my naval shipyards up to size.  On the other hand, I have huge commercial shipyards already, so, why not put all the tonnage of high-efficiency engines and fuel on commercial tugboats?  Then the thing being towed is basically a carrier with no engines but lots of magazines and MSP.  Then one or more "command pods" with sensors and AMM launchers to defend the fleet, while the fighters do the attacking.

Engines and sensors aren't ready, so the only design I have so far is for the carriers:
Code: [Select]
Arizona class Base Star    30,200 tons     386 Crew     4633 BP      TCS 604  TH 0  EM 0
1 km/s     Armour 20-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 30     PPV 0
Maint Life 19.52 Years     MSP 3877    AFR 243%    IFR 3.4%    1YR 19    5YR 290    Max Repair 15 MSP
Intended Deployment Time: 240 months    Flight Crew Berths 177   
Hangar Deck Capacity 12000 tons     Magazine 1584   

Fuel Capacity 2,000,000 Litres    Range N/A

Halberd ASM-4SR (384)  Speed: 50,000 km/s   End: 55.4m    Range: 166.3m km   WH: 9    Size: 4    TH: 166/100/50

ECM 10

Strike Group
10x Desperado-III Fighter   Speed: 28089 km/s    Size: 8.9

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

The Desperado-III is a meson fighter (or small FAC).
Code: [Select]
Desperado-III class Fighter    445 tons     5 Crew     234 BP      TCS 8.9  TH 125  EM 0
28089 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 89%    IFR 1.2%    1YR 14    5YR 211    Max Repair 46.875 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5   

62.5 EP Magnetic Fusion Thruster (4)    Power 62.5    Fuel Use 391.33%    Signature 31.25    Exp 25%
Fuel Capacity 20,000 Litres    Range 2.1 billion km   (20 hours at full power)

R4.5/C3 Meson Cannon (1)    Range 32,000km     TS: 28089 km/s     Power 3-3     RM 4.5    ROF 5        1 1 1 0 0 0 0 0 0 0
Desperado Fire Control S00.3 16-6250 (FTR) (1)    Max Range: 32,000 km   TS: 25000 km/s     69 37 6 0 0 0 0 0 0 0
Tokamak Fusion Reactor Technology P3.2 (1)     Total Power Output 3.2    Armour 0    Exp 5%

3gen Fighter Radar MR0-R1 (1)     GPS 3     Range 390k km    MCR 43k km    Resolution 1
Thermal Sensor TH0.2-1 (1)     Sensitivity 1     Detect Sig Strength 1000:  1m km
Fighter EM Detection Sensor EM0.1-1.4 (1)     Sensitivity 1.4     Detect Sig Strength 1000:  1.4m km

This design is classed as a Fighter for production, combat and maintenance purposes
I'll also have 24 box launcher fighters aboard (as soon as I develop box launchers).  If they carry 4 missiles each, that gives me volleys of 96 missiles per carrier, 384 for my intended fleet of 4 carriers, with four reloads.  Add to that 40 meson fighters and I think I'm in pretty good shape to attack a relatively small enemy.  With the last 1000T of hangar space, I'm thinking about some kind of sensor FAC so I could attack without revealing the location of the carriers.  Alternatively, I may shuffle things around and put a couple of boarding ships.

My latest idea is that the tugboats should also have one cryogenic transport each.  That way I could carry human colonists to the alien worlds, and carry a few aliens back across the void, one time only.  Not that these populations will be big enough to do very much, but for roleplaying purposes I'd like to seed new worlds in both directions.
Posted by: Anarade Relle
« on: August 31, 2015, 07:17:36 PM »

Personally, I like the idea of making big battlewagons with commercial engines. Followed by huge tankers and magazine ships.