Aurora 4x

C# Aurora => C# Bureau of Design => Topic started by: HighTemplar on November 09, 2020, 11:51:00 PM

Title: Ship designs from a 6 powers game
Post by: HighTemplar on November 09, 2020, 11:51:00 PM
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FX-1 class Fighter      250 tons       4 Crew       46.9 BP       TCS 5    TH 25    EM 0
5019 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 16
Maint Life 0 Years     MSP 0    AFR 49%    IFR 0.7%    1YR 3    5YR 42    Max Repair 18.9 MSP
Magazine 16   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

General Electric F402 (1)    Power 25.0    Fuel Use 1073.31%    Signature 25.00    Explosion 20%
Fuel Capacity 8,000 Litres    Range 0.5 billion km (29 hours at full power)

General Dynamics Size 4.0 Box Launcher (4)     Missile Size: 4.0    Hangar Reload 100 minutes    MF Reload 16 hours
Raytheon 63Mkm Missile Fire Control FC63-R60 (1)     Range 63.7m km    Resolution 60
General Dynamics ASM 1 Harpoon (4)    Speed: 27,050 km/s    End: 37.7m     Range: 61.1m km    WH: 5    Size: 4.00    TH: 90/54/27

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 Fighter for production, combat and planetary interaction

The first prototype provided by Mcdonnell Douglas in response to the DoD's future fighter project, the FX-1 were designed to operate in squadrons of 12 from the yet to be designed space carrier project, the FX-1 was designed to operate in the blind spot beyond the enemy's AMM sensors (calculated to be beyond 60Mkm at the unheard of at the time sensor size of 2500 tons (an entire New York class Frigate was only 3000) hence the 61Mkm range of the harpoon missile), but also being small enough to escape detection by ASM sensors. Sensor coverage was to be provided by the carrier or a dedicated sensor class (Executives at Mcdonnell Douglas secretly hoped that this would fall through and a sensor fighter design would be commissioned). 

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FX-2 class Fighter      250 tons       4 Crew       53.4 BP       TCS 5    TH 8    EM 0
4383 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 16
Maint Life 3.24 Years     MSP 20    AFR 50%    IFR 0.7%    1YR 3    5YR 43    Max Repair 19.1450 MSP
Magazine 16   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

General Electric F403 (1)    Power 21.9    Fuel Use 768.68%    Signature 7.6580    Explosion 17%
Fuel Capacity 6,000 Litres    Range 0.6 billion km (35 hours at full power)

General Dynamics Size 4.0 Box Launcher (4)     Missile Size: 4.0    Hangar Reload 100 minutes    MF Reload 16 hours
Raytheon 63Mkm Missile Fire Control FC63-R60 (1)     Range 63.7m km    Resolution 60
General Dynamics ASM 1 Harpoon (4)    Speed: 27,050 km/s    End: 37.7m     Range: 61.1m km    WH: 5    Size: 4.00    TH: 90/54/27

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 Fighter for production, combat and planetary interaction

After reviewing the FX-1 the DoD requested a less powerful but more fuel efficient engine and the addition of maintenance storage, Mcdonnell Douglas took this requirement to General Electric who proceeded to come up with the F403 engine, while a 12.4% reduction in power over the F402 it more than made up for it by reducing fuel usage by 28.4%, this allowed Mcdonnell Douglas to remove 2000 litres of fuel and some other nice to haves (leather seats became canvas, chrome finish became aluminum) were able to add enough storage for 20 MSP while still increasing the range
Title: Re: Ship designs from a 6 powers game
Post by: HighTemplar on November 10, 2020, 04:45:58 AM
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Abdiel class Orbital Weapon Platform      1,000 tons       13 Crew       112.9 BP       TCS 20    TH 13    EM 0
625 km/s      Armour 1-8       Shields 0-0       HTK 7      Sensors 0/0/0/0      DCR 1      PPV 60
Maint Life 20.59 Years     MSP 70    AFR 8%    IFR 0.1%    1YR 0    5YR 5    Max Repair 21.0 MSP
Troop Capacity 100 tons     Boarding Capable    Magazine 60   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 60 months    Morale Check Required   

Rolls Royce Sparrow (1)    Power 12.5    Fuel Use 189.74%    Signature 12.50    Explosion 10%
Fuel Capacity 164,000 Litres    Range 15.6 billion km (288 days at full power)

Size 2.0 Box Launcher (30)     Missile Size: 2.0    Hangar Reload 70 minutes    MF Reload 11 hours
General Electric 10.8Mkm R1 Missile Fire Control (1)     Range 10.8m km    Resolution 1
Imperial Rocketry PBM-1 Judgement (30)    Speed: 28,100 km/s    End: 2.2m     Range: 3.6m km    WH: 5    Size: 2.00    TH: 93/56/28

General Electric 8.5Mkm R1 Active Search Sensor  (1)     GPS 21     Range 8.6m km    MCR 933.8k km    Resolution 1

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 Abdiel class is an attempt by the British to emplace a nuclear deterrent in earth orbit, not much more than 30 missile launchers strapped together the Abdiel fulfills this purpose
Title: Re: Ship designs from a 6 powers game
Post by: Caveman31 on November 11, 2020, 01:10:09 AM
Love the reasoning behind which power made what and for what reason, keep them coming!!
Title: Re: Ship designs from a 6 powers game
Post by: HighTemplar on November 11, 2020, 07:59:14 AM
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New York class Frigate      3,000 tons       75 Crew       535.6 BP       TCS 60    TH 66    EM 0
3125 km/s      Armour 4-18       Shields 0-0       HTK 26      Sensors 0/0/0/0      DCR 1      PPV 10
Maint Life 2.46 Years     MSP 191    AFR 72%    IFR 1.0%    1YR 44    5YR 654    Max Repair 164.0625 MSP
Magazine 190   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Pratt and Whitney F103 (1)    Power 187.5    Fuel Use 48.99%    Signature 65.6250    Explosion 10%
Fuel Capacity 221,000 Litres    Range 27.1 billion km (100 days at full power)

General Dynamics Size 1 Missile Launcher (10)     Missile Size: 1    Rate of Fire 10
Raytheon 1.6Mkm Anti-Missile Fire Control FC15-R1 (2)     Range 15.3m km    Resolution 1
General Dynamics AMM 1 Patriot (190)    Speed: 43,200 km/s    End: 0.4m     Range: 0.9m km    WH: 1    Size: 1.0000    TH: 230/138/69

Raytheon 1.6Mkm Active Missile Search Sensor AS14-R1 (1)     GPS 63     Range 14.9m km    MCR 1.6m km    Resolution 1

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 New York class frigate represents the DoD's attempt to fit a viable missile defense platform in as small a frame as possible, the plan is to have 2 New York class frigates escorting 1 Bunker Hill class escort carrier making up a task force (with plans to add a supply/sensor ship in the future). However confidential DoD analysis predicts an average of 25-30 missiles shot down in a simulated attack by a squadron (12) Mcdonnell Douglas F-2 Vipers (Production variant of the FX-2) leaving 18-23 to impact on the task force. While positive for the proponents of fighter warfare it has left the DoD considering increasing the escort on it's task forces.

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EX-1 class Scout Fighter      250 tons       8 Crew       87.6 BP       TCS 5    TH 9    EM 0
5119 km/s      Armour 1-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 3.77 Years     MSP 100    AFR 50%    IFR 0.7%    1YR 11    5YR 165    Max Repair 57.8 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

General Electric F404 (1)    Power 25.5    Fuel Use 652.65%    Signature 8.9250    Explosion 17%
Fuel Capacity 12,000 Litres    Range 1.3 billion km (3 days at full power)

Raytheon 55Mkm Active Search Sensor AS55-R60 (1)     GPS 3465     Range 55.7m km    Resolution 60

This design is classed as a Fighter for production, combat and planetary interaction
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EX-2 class Scout Fighter      250 tons       8 Crew       89.2 BP       TCS 5    TH 8    EM 0
4383 km/s      Armour 1-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 3.40 Years     MSP 100    AFR 50%    IFR 0.7%    1YR 13    5YR 197    Max Repair 63.0 MSP
Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

General Electric F403 (1)    Power 21.9    Fuel Use 768.68%    Signature 7.6580    Explosion 17%
Fuel Capacity 10,000 Litres    Range 0.9 billion km (59 hours at full power)

Raytheon 58Mkm Active Search Sensor AS58-R60 (1)     GPS 3780     Range 58.1m km    Resolution 60

This design is classed as a Fighter for production, combat and planetary interaction

With the inclusion of an active sensor on the Bunker Hill class deemed impractical (while still keeping her at 7000 tons) the DoD put out a tender for a scout fighter, this time (unlike during the future fighter project) two companies made it off the drawing board. The Mcdonnell Douglas EX-2 and the Lochheed Martin EX-1. To design the FX-2 Mcdonnell Douglas took the F-2 Viper, took off the missile launches and fire control and replaced them with the 150 ton Raytheon 58Mkm Active Search Sensor AS58-R60 (hence forth all sensors will be referred to by their AS and R designation (in this case AS58-R60) as well as adding extra fuel and maintenance supplies. Lochheed Martin built their design from the ground up, the EX-1 made two major changes compared to the EX-2. The first of which was to replace the AS58-R60 active sensor with the AS55-R60, this sensor while giving up 3Mkm on the AS58-R60 was 12 tons lighter (a not insignificant amount when the whole fighter only weighed 250 tons). This allowed Lochheed Martin to implement their other major change: replacing the General Electric F403 engine with the General Electric F404, the F404 while 10 tons heavier was more powerful while also using less fuel, this allowed the EX-1 to have a higher top speed and range than the EX-2. The EX-2 design was the early favorite due to the success of the F-2 viper (the first of which were beginning to roll off the production line and wow anyone flying them). However the DoD's desire to spread production (to benefit the districts of more congressmen and senators making funding harder to cut) combined with a Lochheed Martin lobbying campaign to imply a corrupt bargain in the single company prototype stage of the future fighter project the DoD decided to choose the EX-1 naming it the Lochheed Martin E-1 Sentry (the fact that a majority of the review committee considered it the better design was considered an added bonus).


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Sorry its nearly all American designs (so far), there are actually 6 powers in the game (United States, USSR, Great Britain, German Empire, France and Japan) but most of the powers are holding off until their shipyards are bigger, I might throw in some ground forces next time as well (and the Bunker Hill class of course)
Title: Re: Ship designs from a 6 powers game
Post by: Iestwyn on November 13, 2020, 03:46:08 AM
Not sure why the more experienced people on the forum haven't commented more on this; I'm really only barely getting back into Aurora, so I won't have much to add. I really like the lore behind everything.

Out of curiosity, why have engines on the Abdiel at all? As far as I know it shouldn't need any in orbit, and it's pretty slow with them anyways. Getting rid of the engines and fuel would make room for a bigger payload.
Title: Re: Ship designs from a 6 powers game
Post by: Black on November 13, 2020, 04:15:11 AM
Ability to leave orbit can be beneficial, for example to get out of range of STO weapons on the surface.
Title: Re: Ship designs from a 6 powers game
Post by: Iestwyn on November 13, 2020, 04:21:58 AM
Oh, that's fair. Wouldn't you want to be a bit faster, then?
Title: Re: Ship designs from a 6 powers game
Post by: Black on November 13, 2020, 06:07:39 AM
It depends on the range of enemy beam weapons. But IMO this speed should be enough on this tech level. You dont really need to got that far.

It also allows this platform to move to guard jump point or to bombard hostile colony on other planet in Sol.

In Honorverse, Manticoran fortresses guarding junction also have limited mobility so they can change formation around the wormholes and such.
Title: Re: Ship designs from a 6 powers game
Post by: HighTemplar on November 13, 2020, 07:11:10 AM
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Baden class Corvette      1,000 tons       49 Crew       264.8 BP       TCS 20    TH 156    EM 0
7815 km/s      Armour 1-8       Shields 0-0       HTK 9      Sensors 0/0/0/0      DCR 0      PPV 8
Maint Life 3.23 Years     MSP 81    AFR 32%    IFR 0.4%    1YR 12    5YR 175    Max Repair 78.125 MSP
Korvettenkapitan    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Porsche 902 (1)    Power 156.2    Fuel Use 838.53%    Signature 156.25    Explosion 25%
Fuel Capacity 34,000 Litres    Range 0.7 billion km (25 hours at full power)

Kiese Advanced Defence Systems 12cm C4 Ultraviolet Laser (2)    Range 160,000km     TS: 7,815 km/s     Power 4-4     RM 40,000 km    ROF 5       
Hecker & Rosenquist Beam Fire Control R192-TS7500 (1)     Max Range: 192,000 km   TS: 7,500 km/s     95 90 84 79 74 69 64 58 53 48
Schwarz Thrust Gas-Cooled Fast Reactor R8-PB40 (1)     Total Power Output 8.1    Exp 20%

Heine-Wiegmann Electronics 2.7Mkm Active Search Sensor AS2-R1 (1)     GPS 3     Range 2.7m km    MCR 295.3k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

The Baden class corvette was designed by the German Empire to put a hull in space as quickly as possible. While comparing poorly to the British Abdiel in a direct engagement the Baden class was designed with a view towards securing space against the French and the USSR Germany's two main rivals in Europe. Once Germany had more hulls the Badens could be used as commerce raiders in the inner Sol system. The design caused outrage among the German defense industry as all parts (except for the Porsche 902 engine) were produced in house, this was according to the Imperial Defense Chancellery (IDC). This almost bought down the governing majority in the Reichstag as several conservative deputy's with Krupp or Rhinemetal interests in their constituencies threatened to support a motion of no confidence, they backed down when the Chancellor for defense agreed to have all future ship designs openly bid on and voted on by the Reichstag and Bundesrat (This did not please the Keiser). This likely contributed to the German Imperial Navy's lack of a unified doctrine and subsequent lack of construction over the next several years


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The bit at the end is me trying to come up with an excuse for not seeing any german designs for a while (edit: after the Baden)

On the Abdiel engine issue the lack of speed was deliberate(ish). The Abdiel was basically supposed to be a nuclear deterrent so that if any nations got frisky on earth (looking at you USSR) the diplomats from the foreign office would be able to remind them of the sword of Damocles hanging over their heads. To be an effective deterrent it had to be able to credibly be able to punch missiles through any ground based AMM defenses that were developed in the next 5-10 years, I calculated that 30 missiles would about do it (hence why the missiles are small: so I could have a larger salvo size) and thus added them plus a fire control and a sensor to enable it to fire at shipping orbiting earth. As a deterrent it's actual capabilities in a fight didn't really matter to much as if it ever got in a fight it had failed as a deterrent (Hence the lack of armor, or long range fire control) after building the missile system and maintenance etc I was left with about 210 tons in non armor space (that is if I added 210 tons that plus the increase in armor would get me to 1000 tons). I wanted it to be able to move from planet to planet as it would be a good anti-beam ship defense for an outlying colony (good = better than nothing, in this case) a speed in the mid triple digits would allow it to travel to other planets while still retaining the range to do so. doubling the engine size (while reducing fuel) would leave it at a speed of about 1250km/s which is still stupidly slow (everyone is on Ion engine tech) to get to a reasonable speed would have reduced the range massively which I did not want to do as I did not want to have to baby sit it with tankers whenever I moved it. In short, it was fast enough for what I wanted it to do and I did not need to make it faster

To be honest though I didn't even think of beam armed STOs but it is a nice side effect (in my defense I did design the class in about 5 minutes at 4am)
Title: Re: Ship designs from a 6 powers game
Post by: Iestwyn on November 13, 2020, 10:24:29 AM
Excellent stuff, and a lot of good points regarding the Abdiel. Learning a lot!
Title: Re: Ship designs from a 6 powers game
Post by: Garfunkel on November 13, 2020, 12:29:29 PM
Even if it doesn't move, 625 km/s gives it a slightly bigger chance to "dodge" incoming fire than 1 km/s does.
Title: Re: Ship designs from a 6 powers game
Post by: Iestwyn on November 13, 2020, 01:29:16 PM
I totally forgot that missile dodge chance was tied to target speed. An incredibly rookie mistake.
Title: Re: Ship designs from a 6 powers game
Post by: TheTalkingMeowth on November 13, 2020, 01:55:24 PM
Even if it doesn't move, 625 km/s gives it a slightly bigger chance to "dodge" incoming fire than 1 km/s does.

Probably not gonna matter, though. Anything more advanced than a conventional missile is gonna be faster than 7000km/s, and so a guaranteed hit.
Title: Re: Ship designs from a 6 powers game
Post by: Garfunkel on November 14, 2020, 06:28:18 PM
Beam armed warships will not be going faster than 7000 km/s at early tech.
Title: Re: Ship designs from a 6 powers game
Post by: TheTalkingMeowth on November 14, 2020, 06:48:37 PM
Beam armed warships will not be going faster than 7000 km/s at early tech.

But they WILL be faster than 625km/s and so will have unreduced hit chance.

Missiles need to be 10x faster than their targets to have 100% hit without agility. Beams just need to be faster, period.
Title: Re: Ship designs from a 6 powers game
Post by: HighTemplar on November 17, 2020, 06:29:31 AM
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FX-3 class Strikefighter      250 tons       4 Crew       58.5 BP       TCS 5    TH 13    EM 0
7528 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 12.5
Maint Life 4.47 Years     MSP 40    AFR 50%    IFR 0.7%    1YR 3    5YR 49    Max Repair 32.8125 MSP
Magazine 12   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

General Electric F405 (1)    Power 37.5    Fuel Use 1711.63%    Signature 13.1250    Explosion 25%
Fuel Capacity 26,000 Litres    Range 1.1 billion km (40 hours at full power)

General Dynamics Gauss Cannon R300-8.00 (1x3)    Range 16,000km     TS: 7,528 km/s     Accuracy Modifier 8.00%     RM 30,000 km    ROF 5       
General Dynamics Beam Fire Control R16-TS5000 (1)     Max Range: 16,000 km   TS: 5,000 km/s     38 0 0 0 0 0 0 0 0 0

General Dynamics Size 4.0 Box Launcher (3)     Missile Size: 4.0    Hangar Reload 100 minutes    MF Reload 16 hours
General Dynamics 9.2Mkm Anti-Fighter Missile Fire Control FC9-R5 (1)     Range 9.3m km    Resolution 5
Raytheon ARM 1 Shrike (3)    Speed: 27,950 km/s    End: 50.2m     Range: 84.2m km    WH: 2    Size: 4.000    TH: 93/55/27

Raytheon 4.6Mkm Active Fighter Search Sensor AS4-R5 (1)     GPS 11     Range 4.6m km    Resolution 5

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 Fighter for production, combat and planetary interaction
 

Quote
FX-4 class Interceptor      250 tons       4 Crew       64.2 BP       TCS 5    TH 13    EM 0
7528 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 14.5
Maint Life 4.55 Years     MSP 40    AFR 50%    IFR 0.7%    1YR 3    5YR 47    Max Repair 32.8125 MSP
Magazine 14   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

General Electric F405 (1)    Power 37.5    Fuel Use 1711.63%    Signature 13.1250    Explosion 25%
Fuel Capacity 11,000 Litres    Range 0.5 billion km (17 hours at full power)

General Dynamics Gauss Cannon R300-8.00 (1x3)    Range 16,000km     TS: 7,528 km/s     Accuracy Modifier 8.00%     RM 30,000 km    ROF 5       
General Dynamics Beam Fire Control R16-TS5000 (1)     Max Range: 16,000 km   TS: 5,000 km/s     38 0 0 0 0 0 0 0 0 0

General Dynamics Size 1 Box Launcher (14)     Missile Size: 1    Hangar Reload 50 minutes    MF Reload 8 hours
General Dynamics 9.2Mkm Anti-Fighter Missile Fire Control FC9-R5 (1)     Range 9.3m km    Resolution 5
General Dynamics CAM 1 Pikeman (14)    Speed: 25,600 km/s    End: 3.1m     Range: 4.7m km    WH: 2    Size: 1.0000    TH: 136/81/40

Raytheon 4.6Mkm Active Fighter Search Sensor AS4-R5 (1)     GPS 11     Range 4.6m km    Resolution 5

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 Fighter for production, combat and planetary interaction

The results of Fleet defense against an attack squadron 2002 (where 20+ missiles were projected to get through the AMM fire from two New York class frigates) alarmed the DoD who immediately put out a tender for a fighter capable of defending against an attack by a hostile fighter squadron. Both Lochheed Martin and a newcomer to the fighter game Northrop-Grumman submitted bids, however these bids were radically different from each other. Northrop-Grumman submitted arguably the most conventional design with the FX-4, an interceptor armed with the General Dynamics R300-8 gauss cannon and 14 General Dynamics CAM 1 Pikeman close attack missiles, the idea was to get in close while remaining too small for the fire controls of the opposing fighters to get target lock, it was calculated that 2 pikemen would be required to destroy each fighter so the FX-4 was capable of destroying 7 fighters before switching to guns (hits were close to guaranteed provided enemy fighters had a similar speed to the F-2). The FX-3, the submission from Lochheed Martin was far more radical, working closely with Raytheon Lochheed Martin built the FX-3 around the unique capabilities of the Raytheon ARM 1 Shrike anti-radiation missile
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Missile Size: 4.000 MSP  (10.0000 Tons)     Warhead: 2    Radiation Damage: 2    Manoeuvre Rating: 10
Speed: 27,950 km/s     Fuel: 645     Flight Time: 50 minutes     Range: 84.21m km
EM Sensor Strength: 0.14    Detect Sig Strength 1000:  2,958,040 km
Cost Per Missile: 3.524     Development Cost: 352
Chance to Hit: 1k km/s 279.5%   3k km/s 93.2%   5k km/s 55.9%   10k km/s 28.0%

Materials Required
Tritanium  0.5
Boronide  0.084
Uridium  0.14
Gallicite  2.80
Fuel:  645
 
The thinking behind the Shrike is that any battle against a fighter equipped enemy would take place close to ground based sensors (due to range restrictions as well as there being not much of value in sol apart from the earth at the time) hence any time a scout fighter switched on it's active sensor it would be lit up like a Christmas tree for the ground based tracking stations on earth. The shrike would then be fired at the scout fighter locking on with it's inbuilt EM sensor when it got close and destroying the target, rendering the squadron it was presumably accompanying blind and either causing them to be unable to fire their munitions or causing their munitions (which presumably do not have sensors of their own) to self destruct mid flight. The Shrike was also slightly faster than the ASM 1 Harpoon in order to be able to beat any incoming ordinance 'to the punch' in the words of one Raytheon engineer (as an extra bonus to the cost conscious DoD the Shrike was even cheaper than a Harpoon). The FX-3 mounted 3 Shrikes (2 shrikes were calculated to be enough to disable and E-1 Sentry however a third was included as there was a small chance to miss) plus the R300-8 gauss cannon of the FX-4, this combined with it's long range (for a fighter) and high speed gave it a secondary function as a commerce raider (this wasn't particularly interesting to the DoD but it was a nice touch). The problem for the DoD was that both tactical approaches had huge flaws and easily executable counters, the FX-4 would likely not get into range before incoming missiles hit and the FX-3 could be counted by either turning active sensors off and on to bait the shot or by bringing fighters in closer while leaving the sensor fighter at maximum range in order to reduce the time on target for the incoming ordnance. However an easily countered defense was better than none and the DoD saw promise for the two approaches working together (the threat of the Shrike brining the fighters in closer making it easier for the FX-4 to intercept them). the FX-3 became the Lochheed Martin F-3 Wraith and the FX-4 became the F-4 Phantom. The DoD also drew up the Carrier Concept 02 around this time projecting a future fleet carrier would have 24 F-2 Rapiers, 1 F-3 Wraith, 2 F-4 Phantoms and 2 E-1 Sentries for a total hanger space of 7250 tons on a projected 16,000 ton vessel


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Last American designs for a while I promise (unless I finish the Bunker Hill before I go on holiday on Friday), the next one will probably be visiting Mother Russia for their take on a nuclear deterrent

The F-3 and F-4 are both somewhat compromised designs (needing large engines and loads of fuel (especially the F-3) to achieve that high speed), this means that the F-3 lacks a long range fire control so its kind of stuck in its roll (being unable to launch long-range strikes if the target has no EM signature). On the F-4 the missiles and FC/AS range is far too short (by the time the F-4 gets into range any fighters will probably be long gone). However short of constructing a massive anti fighter sensor on a dedicated platform (which is quite beyond America's capabilities ATM) its the best I could come up with (and what's the fun of being perfect all the time), of course America doesn't have to worry yet because no other power has fighters yet but that may change soon (he says definitely not foreshadowing the next couple of designs or anything)

One last thing the DoD is getting a bit ahead of itself with the Carrier Concept 02 (it doesn't even have the capability to build CVEs let alone a proper CV)
Title: Re: Ship designs from a 6 powers game
Post by: HighTemplar on May 10, 2021, 12:22:02 PM
STAVKA had a problem. The latest five year plan allocated production for only one military shipyard. This meant that the first Soviet ship would need to be an all-rounder capable of both defence, attack and detection, all while being logistically self-sufficient (the idea of basing the fleet around a smaller but flawed in some way was considered highly unsatisfactory). The problem was that the politburo wanted a deterrent against capitalist aggression now, rather than a functional fleet in ten years. To solve this problem STAVKA 'liberated' an idea from the decadent imperialists and decided to develop a design that could be built in a factory planet-side rather than at a dedicated shipyard in orbit.

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Tupolev Tu-1 class Bomber      500 tons       6 Crew       66.7 BP       TCS 10    TH 31    EM 0
3131 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0      PPV 32
Maint Life 15.09 Years     MSP 41    AFR 4%    IFR 0.1%    1YR 0    5YR 5    Max Repair 15.625 MSP
Magazine 32   
Captain 3rd rank    Control Rating 1   
Intended Deployment Time: 81 months    Morale Check Required   

Aviadvigatel PD-01 (1)    Power 31.2    Fuel Use 120.0%    Signature 31.25    Explosion 10%
Fuel Capacity 14,000 Litres    Range 4.2 billion km (15 days at full power)

People's Arsenal Size 16 Box Launcher (2)     Missile Size: 16    Hangar Reload 200 minutes    MF Reload 33 hours
People's Arsenal 70Mkm Missile Fire Control FC70-R120 (1)     Range 70.8m km    Resolution 120
People's Arsenal CLUS 1 Strategos (2)    Speed: 3,513 km/s    End: 2.7d     Range: 835.5m km    WH: 0    Size: 16    TH: 11/7/3

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 Fighter for production, combat and planetary interaction
 

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Tupolev Tu-2 class Bomber      500 tons       6 Crew       78.4 BP       TCS 10    TH 11    EM 0
3131 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0      PPV 32
Maint Life 14.47 Years     MSP 49    AFR 4%    IFR 0.1%    1YR 0    5YR 7    Max Repair 27.34375 MSP
Magazine 32   
Captain 3rd rank    Control Rating 1   
Intended Deployment Time: 81 months    Morale Check Required   

Aviadvigatel PD-02 (1)    Power 31.2    Fuel Use 120.0%    Signature 10.9375    Explosion 10%
Fuel Capacity 14,000 Litres    Range 4.2 billion km (15 days at full power)

People's Arsenal Size 16 Box Launcher (2)     Missile Size: 16    Hangar Reload 200 minutes    MF Reload 33 hours
People's Arsenal 70Mkm Missile Fire Control FC70-R120 (1)     Range 70.8m km    Resolution 120
People's Arsenal CLUS 1 Strategos (2)    Speed: 3,513 km/s    End: 2.7d     Range: 835.5m km    WH: 0    Size: 16    TH: 11/7/3

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 Fighter for production, combat and planetary interaction
 

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Missile Size: 16.00 MSP  (40.000 Tons)     Warhead: 0    Radiation Damage: 0    Manoeuvre Rating: 10
Speed: 3,513 km/s     Fuel: 3,700     1st Stage Flight Time: 66 hours    1st Stage Range: 833.3m km
2nd Stage Flight Time: 64 seconds    2nd Stage Range: 2,201.6k km
Cost Per Missile: 17.72     Development Cost: 1,772
Second Stage: People's Arsenal B1 Boxer x12
Second Stage Separation Range: 2,200,000 km
Chance to Hit: 1k km/s 35.1%   3k km/s 11.7%   5k km/s 7.0%   10k km/s 3.5%

Materials Required
Tritanium  6.0
Gallicite  11.72
Fuel:  3700
 

The Tupolev Tu-1/2 is a bomber designed to loiter powered down and undetected in deep space for years at a time in order to provide a second strike capability in the case of an attack on the motherland. The Tu-1/2 is built around 2 size 16 box launchers, allowing it to carry 2 People's Arsenal CLUS 1 Strategos strategic cluster munitions each capable of delivering 12 People's Arsenal B1 Boxer sub-munitions at a range of over 800Mkm, however the Strategos sacrificed speed for range being only capable of only around 3500km/s. This was offset by it's intended target being the home nation of whoever dared invade the mighty USSR, furthermore the sub-munitions had a speed over 34,000km/s which STAVKA projected would be enough to guarantee a hit on any conceivable warship, and with each Tu-1 capable of firing 24 sub-munitions at a target STAVKA hoped that a wing of 6 would be able to penetrate any anti-missile defences. The great debate within STAVKA concerned whether to equip the Tu-1/2 with thermal signature reduction technology or not. Not doing do would reduce the cost by around 15% while installing it would reduce the thermal signature by around 66%. With STAVKA deadlocked the decision was passed to the Politburo who decided a few less bombers was worth it if the bombers they got were much harder to detect. Thus the Tu-2 was put into production


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The Russians started out with a large population but less industry, thus to catch up they are skimping on military units. This was the solution I came up with to give them a deterrent on the cheep. At this point in the game 11TH and a range of 800Mkm+ is basically invisible. I was kind of shocked how far you can get the range on a 2 stage missile, I could have gone into the billions of kms but I wanted it to be fast enough to catch ships before launching the cluster munitions. You may see that it doesn't have a sensor and the Russians will soon rectify that problem with another design (but it's 5am and I have to get to bed)
Title: Re: Ship designs from a 6 powers game
Post by: HighTemplar on January 03, 2022, 02:18:27 AM
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Tupolev Tu-3 class Scout      500 tons       14 Crew       143 BP       TCS 10    TH 13    EM 0
3757 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 15.67 Years     MSP 169    AFR 4%    IFR 0.1%    1YR 1    5YR 19    Max Repair 84 MSP
Captain 3rd rank    Control Rating 1   
Intended Deployment Time: 104 months    Morale Check Required   

Aviadvigatel PD-03 (1)    Power 37.5    Fuel Use 109.54%    Signature 13.125    Explosion 10%
Fuel Capacity 14,000 Litres    Range 4.6 billion km (14 days at full power)

People's Arsenal 84.5Mkm Active Search Sensor AS94-R120 (1)     GPS 10080     Range 84.6m km    Resolution 120

This design is classed as a Fighter for production, combat and planetary interaction
 

One scout ship to accompany the Tu-2s, The sensor is crappy but its the best that could be mounted at current tech (and is more of a secondary use given the point of the Tu-2 is to bombard planets and thus shouldn't even be in range of other ships, and use of the sensor would give away the location of the squadron. however politburo hardliners being politburo hardliners the ability to shoot other ships had to be included or a lot of people would get to go on holiday in Siberia)

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Admiral Basisty class Destroyer      12,000 tons       481 Crew       2,553.6 BP       TCS 240    TH 1,125    EM 0
4687 km/s      Armour 5-46       Shields 0-0       HTK 81      Sensors 0/0/0/0      DCR 3      PPV 102
Maint Life 1.05 Years     MSP 799    AFR 384%    IFR 5.3%    1YR 731    5YR 10,967    Max Repair 562.5 MSP
Captain 1st rank    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 10 months    Morale Check Required   

Aviadvigatel PD-04 (1)    Power 1125    Fuel Use 67.50%    Signature 1125    Explosion 15%
Fuel Capacity 183,000 Litres    Range 4.1 billion km (10 days at full power)

People's Arsenal 20cm Railgun V40/C4 (6x4)    Range 160,000km     TS: 5,000 km/s     Power 12-4     Accuracy Modifier 100%     RM 40,000 km    ROF 15       
People's Arsenal 10cm Railgun V40/C4 (20x4)    Range 40,000km     TS: 5,000 km/s     Power 3-4     Accuracy Modifier 100%     RM 40,000 km    ROF 5       
People's Arsenal Beam Fire Control R192-TS5000 (2)     Max Range: 192,000 km   TS: 5,000 km/s     95 90 84 79 74 69 64 58 53 48
People's Arsenal Gas-Cooled Fast Reactor R109-PB40 (1)     Total Power Output 109.4    Exp 20%

People's Arsenal 2.7Mkm Active Search Sensor AS2-R1 (1)     GPS 3     Range 2.7m km    MCR 295.3k km    Resolution 1

ECM 10

This design is classed as a Military Vessel for maintenance purposes

The Admiral Basisty class Destroyer was designed in recognition of Soviet economic realities. Even if every resource in the nation was martialed towards shipbuilding the USSR would still be unable to keep up with capitalist shipbuilding. In such a rigged game the only winning move is not to play, the true breakthrough coming when it was realised that lacking the commercial shipping capacity the Soviets would not have many colonies to defend, thus resources could be plowed into the red army while the navy could be fobbed off with a compromised design. Enter the Admiral Basisty, designed to dominate earth orbit with thick armour, an enormous number of railguns and speedy enough to run down any other warship. The sacrifice for this was two fold, the engines while powerful were horribly inefficient crippling range and the design was ruinously expensive resulting in the USSR only being able to field a few of these behemoths. However the politburo saw these as minor drawbacks, the range was unimportant for operating in earth orbit and the lack of numbers would be countered by the lack of patrols resulting in the ability to surge the entire fleet in the first few weeks of any conflict (by which time the red army would have decided things one way or another)


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Despite lack of popular demand it's back
The Russians are all in on winning the ground war on earth thus want to dominate earth orbit above all else, now this is forced upon them by economic and diplomatic reality but its still not a terrible plan, any war will be started by Russia (with the dead hand of the Tu-2s to stop attacks) so destroyers can be maneuvered into position to hit key targets before war begins
Title: Re: Ship designs from a 6 powers game
Post by: Warer on January 03, 2022, 01:40:52 PM
I like it  :) And holy moly that is a lot of guns XD Bet everyone went :o when the USSR launched those.
Title: Re: Ship designs from a 6 powers game
Post by: nuclearslurpee on January 03, 2022, 11:00:40 PM
I like it  :) And holy moly that is a lot of guns XD Bet everyone went :o when the USSR launched those.

The secret is here:

Aviadvigatel PD-04 (1)    Power 1125    Fuel Use 67.50%    Signature 1125    Explosion 15%
Fuel Capacity 183,000 Litres    Range 4.1 billion km (10 days at full power)

A size-60 engine on a size-240 ship makes for a lot of extra room for guns, at the cost of either speed or as seen here range. This is a classic system patrol craft through and through and damn effective at the job, but don't count on it to prosecute any war against the soon-to-be-discovered Haplessians in Gamma Centauri or wherever.  ;)

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Despite lack of popular demand it's back

Indeed, one might even say it is because of the lack of popular demand, for what better reason to once more grace the forums?
Title: Re: Ship designs from a 6 powers game
Post by: Garfunkel on January 04, 2022, 02:02:59 AM
Always nice to see campaigns going on and on and on and on...  :D