Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: Kaiser on July 17, 2020, 09:06:19 AM
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Hi, I have just designed my first CV in Aurora, comments are highly appreciated.
Kronprinz Wilhelm class Carrier 34.000 tons 884 Crew 7.129 BP TCS 680 TH 1.050 EM 0
4411 km/s Armour 2-93 Shields 0-0 HTK 244 Sensors 41/40/0/0 DCR 56 PPV 84.8
Maint Life 5.46 Years MSP 6.054 AFR 200% IFR 2.8% 1YR 341 5YR 5.119 Max Repair 656.25 MSP
Hangar Deck Capacity 10.000 tons Magazine 400
Kapitan zur See Control Rating 6 BRG AUX ENG CIC FLG PFC
Intended Deployment Time: 24 months Flight Crew Berths 200 Morale Check Required
Martens & Weis Internal Fusion Drive EP750.00 (4) Power 3000 Fuel Use 40.34% Signature 262.50 Explosion 12%
Fuel Capacity 3.002.000 Litres Range 39.4 billion km (103 days at full power)
Single 10cm C3 Near Ultraviolet Laser Turret (20x1) Range 90.000km TS: 25000 km/s Power 3-3 RM 30.000 km ROF 5 3 3 3 2 1 1 1 1 1 0
Bassmann Electronics Industries Beam Fire Control R96-TS25000 (50%) (4) Max Range: 96.000 km TS: 25.000 km/s 90 79 69 58 48 38 27 17 6 0
Friedemann-Feinberger Aeromarine Stellarator Fusion Reactor R32 (2) Total Power Output 64.8 Exp 5%
Andres-Öttinger Electronics Industries Active Search Sensor AS102-R100 (50%) (1) GPS 14000 Range 102.8m km Resolution 100
Andres-Öttinger Electronics Industries Active Search Sensor AS10-R1 (1) GPS 42 Range 10.3m km MCR 930.8k km Resolution 1
Hauch Electronic Systems Thermal Sensor TH3.75-41.25 (50%) (1) Sensitivity 41.25 Detect Sig Strength 1000: 50.8m km
Beckermann Electronic Systems EM Sensor EM5-40 (50%) (1) Sensitivity 40 Detect Sig Strength 1000: 50m km
Strike Group
20x Lützow Bomber Speed: 16031 km/s Size: 9.98
This design is classed as a Military Vessel for maintenance purposes
I have no incoming threats so for the moment it's quite simple.
It mounts 20 single laser turrets as PD linked to 4 FC + all the C&C systems.
Range is enough, 40billions Km.
Active at 100millions Km and passive at 50 millions.
No CIWS, shield or clock systems, although I plan to add them in the future.
The air component is made of a bomber class:
Lützow class Bomber 500 tons 13 Crew 185.7 BP TCS 10 TH 56 EM 0
16031 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 1 PPV 3.6
Maint Life 23.88 Years MSP 232 AFR 2% IFR 0.0% 1YR 1 5YR 12 Max Repair 140 MSP
Magazine 24
Korvettenkapitan Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Hahn Aeromarine Internal Fusion Drive EP160.00 (1) Power 160 Fuel Use 357.77% Signature 56.00 Explosion 20%
Fuel Capacity 11.000 Litres Range 1.1 billion km (19 hours at full power)
Schurz-Bültel Size 1 Box Launcher (14) Missile Size: 1 Hangar Reload 50 minutes MF Reload 8 hours
Schurz-Bültel Size 5 Box Launcher (2) Missile Size: 5 Hangar Reload 111 minutes MF Reload 18 hours
Schwarzschild Electronics Industries Missile Fire Control FC13-R10 (50%) (2) Range 13.5m km Resolution 10
Andres-Öttinger Electronics Industries Active Search Sensor AS14-R100 (50%) (1) GPS 280 Range 14.5m km Resolution 100
This design is classed as a Fighter for production, combat and planetary interaction
Please feel free to criticize :)
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If you have gauss firing rate above 2, gauss turrets are better than laser turrets in PD role.
While the carrier itself being slow is usually not a big issue, the fighters generally need to be fast. 16kkm for your engine tech is really slow for (even missile) fighters.
The magazine space is probably a bit small. Each bomber needs a total of 24 MSP worth of missiles to reload, so 20 of them requires at least 480 MSP in the magazine space for a full reload. Thus the current magazine space is not enough for even one full reload.
10kt hanger space on a 34kt slow carrier isn't that efficient at all. Consider moving some of the sensors and stuff to its escort ships.
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In my opinion the laser guns are just fine due to their range at 90.000km they can potentially be used in beam combat allot more reliably than Gauss can... I usually like 12cm lasers for dual purpose PD weapons even better.
I think 10.000t of hangar space are relatively fine for a carrier... I try to have about 1/3 of the carrier be hangar space... down to 25% is acceptable depending on what type of carrier it is. I tend to build battle carriers rather than pure carriers though.
I do think that the armour on the carrier are too weak... If you had really strong shields I could accept two layers of armour but not as it is now. carrier can potentially attract allot of attention from enemy missiles.
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Don't forget that carrier acts as tanker for the parasites it carry, so if you want more than one strike, you need enough fuel to supply your fighters.
I am sceptical about the lasers, with 2 layers of armor, you do not want to get in beam range because beam combat will kill it very fast and you will not keep the range advantage against shorter ranged beams with that speed.
Edit: You can most likely reduce deployment time of your fighter and get something else on freed tonnage.
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Echoing what others have posted here, this carrier has a bit of a capability mismatch.
The low speed, monstrously long range sensors, and low armor say "I'm a fleet carrier that has no business shooting anyone or getting shot at." But for such a carrier, having less than 1/3 of the hull as hangar and less than 1 full fighter missile reload is pretty bad. And such a carrier should have no need for such a heavy dual-purpose energy armament.
The small fighter wing and significant energy armament say "I'm a battle carrier/battlestar and I'm ok with fighting at knife range," but you lack the armor, speed, and offensive punch for that to be a good idea.
You probably need to either cut back on the integral weapons in exchange for more fighters and more ammo, or find a way to up speed, guns, and passive defenses so that the carrier can actually afford to get shot at.