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Offline Ninetails (OP)

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Ship reviews
« on: October 19, 2014, 01:45:40 PM »
There seem to be a lot of threads around where one person is posting some designs and others are commenting on them, trying to review them and the strategic use of them.    The use of new threads for each person wanting to share and review designs from each concepts of each campain could quickly build up way to many threads, and it is my belief that many holds back with posting their designs for this very reason.    If we have a thread where several people can bring out each of their own design without feeling like they are interfering, then it easier for more people to share their designs and get feedback from their peers.    There is also the added bonus, that it will many be the lastest posts that are relevant, and as such it will stay friendly to new readers even if it gets very long.   

I suggest that before we also include some background information for the design, so it will be easier for other readers to review it.    This information could for instance be the intended use of the design, where it fits in the larger fleet - including what type of ships it will operate together with, what kind of targets/goal it is supposed to be used against/for, and possibly what kind of problem it is supposed to solve and/or what other non-obvious techs are available (mostly relevant if they were part of the design considerations).   Also, feel free to roleplay your introduction.   

TL:DR: Post design of your ships and/or review others designs of ships.

I will start out with one first, to get it going.   
Around 40 years into a (mostly) standard conventional hive mind game We started to find evidence that other sentients exists, you know: ruins, spaceship wrecks, jumpgates back to Our homeworld.    We obviously got paranoid and immidiately got the engineers working on Our very first military ship, the Gladius class cruiser, from whatever technology was at hand at the time (or very quickly researched).    Since We did not (and still do not) have  wast amounts of shipyard capabilities nor experiance in building complicated fleets, the best choice seemed to be a well rounded warship capable of operating both alone and in groups, and able to operate at suffient range to project power to most of our explored galaxy (1-2 layers from Sol).    It was intended to have its main use in the time range of 40-50 years into the game, and be replaced with something else depending on how things panned out.    Since the game would be a quite weak start compared to starting NPR's (1 research center in conventional age makes it take quite a long time to catch up), none of those were included so the targets are mainly things that could be spawned by exploration.    Also note that the campain have the no overhaul option enabled (so maintaince life is irrelevant).   

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Gladius class Cruiser    10,000 tons     289 Crew     2500.5 BP      TCS 200  TH 160  EM 0
5000 km/s    JR 3-50     Armour 6-41     Shields 0-0     Sensors 66/66/0/0     Damage Control Rating 1     PPV 36.08
Maint Life 0.07 Years     MSP 156    AFR 800%    IFR 11.1%    1YR 2214    5YR 33213    Max Repair 900 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 170    

J10000(3-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 3
Haswell 1000 EP Magnetic Fusion Drive (1)    Power 1000    Fuel Use 11.45%    Signature 160    Exp 8%
Fuel Capacity 350,000 Litres    Range 55.0 billion km   (127 days at full power)

Twin TurboLaser 10cm C3 Ultraviolet Laser Turret (2x2)    Range 120,000km     TS: 16000 km/s     Power 6-6     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Twin Light LaserCannon 15cm C3 Ultraviolet Laser Turret (1x2)    Range 240,000km     TS: 8000 km/s     Power 12-6     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
CIWS-160 (1x8)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
TurboLaser Fire Control S04 64-16000 (1)    Max Range: 128,000 km   TS: 16000 km/s     92 84 77 69 61 53 45 37 30 22
Light LaserCannon Fire Control S04 128-8000 (1)    Max Range: 256,000 km   TS: 8000 km/s     96 92 88 84 80 77 73 69 65 61
Magnetic Confinement Fusion Reactor Technology PB-1 (2)     Total Power Output 20    Armour 0    Exp 5%

Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 10
Anti-Warship Missile Fire Control FC110-R100 (1)     Range 110.9m km    Resolution 100
Anti-Missle Missile Fire Control FC11-R1 (1)     Range 11.1m km    Resolution 1
W1/1 "Firefly" mk I  Anti-missile Missile (90)  Speed: 45,000 km/s   End: 5m    Range: 13.6m km   WH: 1    Size: 1    TH: 270/162/81
"Arrow" 4/1 Anti-Ship Missle (80)  Speed: 30,000 km/s   End: 57.1m    Range: 102.9m km   WH: 4    Size: 1    TH: 100/60/30

Anti-Missle Active Search Sensor MR10-R1 (1)     GPS 95     Range 10.4m km    MCR 1.1m km    Resolution 1
Anti-Warship Active Search Sensor MR103-R100 (1)     GPS 9450     Range 104.0m km    Resolution 100
OmniTech Thermal Sensor TH6-66 (1)     Sensitivity 66     Detect Sig Strength 1000:  66m km
OmniTech EM Detection Sensor EM6-66 (1)     Sensitivity 66     Detect Sig Strength 1000:  66m km

ECM 20

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
« Last Edit: October 19, 2014, 01:49:05 PM by Ninetails »
 

Offline Jorgen_CAB

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Re: Ship reviews
« Reply #1 on: October 19, 2014, 03:21:10 PM »
I would say it is a pretty decent and fun looking ship from an RP perspective.

The only MAJOR! flaw is that you forgot to put any engineering sections on it except the first one. This ship will not reach far beyond Sol before it breaks down and have to be dragged back to earth by a tug. ;)
« Last Edit: October 19, 2014, 03:23:05 PM by Jorgen_CAB »
 

Offline GreatTuna

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Re: Ship reviews
« Reply #2 on: October 19, 2014, 03:53:45 PM »
That's nice idea.

The Space Navy of Zemnoy Soyuz was created as a response to increasing amount of aggression from wormhole spawns, back in 2154 earth-year. At first it was composed only from Quick Response fleet, main purpose of which is protecting colonies of Moskva, Teegardens Star and GJ 1041. Because of that, the fleet needs to be quick both in strike and retreat.
In 2154 it was composed of Slava (Glory) cruisers, and nothing changed since, except from constant improving of cruisers.

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Slava class Cruiser    5 000 tons     170 Crew     946 BP      TCS 100  TH 1080  EM 0
10800 km/s     Armour 4-26     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 4     PPV 12
Maint Life 2.03 Years     MSP 473    AFR 50%    IFR 0.7%    1YR 152    5YR 2287    Max Repair 540 MSP
Intended Deployment Time: 24 months    Spare Berths 3   

Korolyov Turbines 1080 EP MilMPD (1)    Power 1080    Fuel Use 52.94%    Signature 1080    Exp 13%
Fuel Capacity 250 000 Litres    Range 17.0 billion km   (18 days at full power)

Browning Meson Cannon 90K\12R (4)    Range 48 000km     TS: 10800 km/s     Power 3-3     RM 9    ROF 5        1 1 1 1 0 0 0 0 0 0
OR
Browning HPM 45K\12R (4)    Range 45 000km     TS: 10800 km/s     Power 3-3     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0

Fire Control S01.5 24-6000 (1)    Max Range: 48 000 km   TS: 6000 km/s     79 58 38 17 0 0 0 0 0 0
Shaw-Banks Stellarator Fusion Reactor Technology PB-1 (2)     Total Power Output 12    Armour 0    Exp 5%

Ratters Ship Detector R100\Sz2 (1)     GPS 2400     Range 14.4m km    Resolution 100
Ratters Thermal Detector S6\Sz1 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Ratters EM Detector S6\Sz1 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Military Vessel for maintenance purposes

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Slava V class Cruiser    5 000 tons     170 Crew     1953.5 BP      TCS 100  TH 2700  EM 0
27000 km/s     Armour 5-26     Shields 0-0     Sensors 14/14/0/0     Damage Control Rating 4     PPV 12
Maint Life 1.86 Years     MSP 977    AFR 50%    IFR 0.7%    1YR 359    5YR 5382    Max Repair 1350 MSP
Intended Deployment Time: 24 months    Spare Berths 3   

Korolyov Turbines 2700 EP MilSCAMD (1)    Power 2700    Fuel Use 26.47%    Signature 2700    Exp 13%
Fuel Capacity 300 000 Litres    Range 40.8 billion km   (17 days at full power)

Browning Meson Cannon 90K\12R (4)    Range 90 000km     TS: 27000 km/s     Power 3-3     RM 9    ROF 5        1 1 1 1 1 1 1 1 1 0
OR
Browning HPM 45K\12R (4)    Range 45 000km     TS: 27000 km/s     Power 3-3     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0

Fire Control S01.5 60-10000 (1)    Max Range: 120 000 km   TS: 10000 km/s     92 83 75 67 58 50 42 33 25 17
Shaw-Banks MCR PB-1 (2)     Total Power Output 20    Armour 0    Exp 5%

Ratters Ship Detector R100\Sz2\T5 (1)     GPS 7200     Range 129.6m km    Resolution 100
Ratters Thermal Detector S14\Sz1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Ratters EM Detector S14\Sz1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Military Vessel for maintenance purposes

The time passed, and while cruisers performed well against alien menace, it soon [ooc]after 30 years, heh[/ooc] became evident that the Quick Response fleet is simply not enough. The expanding empire needed more, and after hard work their needs were satisfied.
An Offensive Fleet was created, composing from different ships, all acting together in one group:

Gimcheon, well-armored Battlecruiser and mobile HQ of Fleet Command.

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F-Gimcheon II class Battlecruiser    30 000 tons     815 Crew     11285.5 BP      TCS 600  TH 9600  EM 3600
16000 km/s     Armour 11-86     Shields 120-300     Sensors 14/14/0/0     Damage Control Rating 23     PPV 112
Maint Life 2.35 Years     MSP 5408    AFR 313%    IFR 4.3%    1YR 1334    5YR 20012    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   
Flag Bridge   

Izmaylov Foundation 1600 EP Solid Core AM Drive (6)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 2 000 000 Litres    Range 80.0 billion km   (57 days at full power)
Aelith Theta Weapons Pacifier (30)   Total Fuel Cost  300 Litres per hour  (7 200 per day)

Shaw-Banks 25cm C8 X-Ray Laser (14)    Range 320 000km     TS: 16000 km/s     Power 16-8     RM 7    ROF 10        16 16 16 16 16 16 16 13 12 11
Fire Control S02 160-5000 (2)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Shaw-Banks MCR PB-1 (12)     Total Power Output 120    Armour 0    Exp 5%

Ratters Ship Detector R100\Sz2\T5 (1)     GPS 7200     Range 129.6m km    Resolution 100
Ratters Thermal Detector S14\Sz1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Ratters EM Detector S14\Sz1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-4 (1)         ECM 40

This design is classed as a Military Vessel for maintenance purposes

Arethusa, the carrier and backup jump tender. [ooc]strangely enough, I never got morale penalties for fighter crews despite the carrier having 0 flight crew berths[/ooc]

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F-Arethusa II class Carrier    30 000 tons     580 Crew     7493.5 BP      TCS 600  TH 9600  EM 4200
16000 km/s    JR 3-50     Armour 5-86     Shields 140-300     Sensors 1/1/0/0     Damage Control Rating 26     PPV 0
Maint Life 2.37 Years     MSP 4059    AFR 276%    IFR 3.8%    1YR 987    5YR 14805    Max Repair 800 MSP
Intended Deployment Time: 48 months    Flight Crew Berths 0   
Hangar Deck Capacity 6000 tons     

Sidorov & Popov J30K Prizhkoviy dvigatel'     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3
Izmaylov Foundation 1600 EP Solid Core AM Drive (6)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 3 050 000 Litres    Range 122.0 billion km   (88 days at full power)
Aelith Theta Weapons Pacifier (35)   Total Fuel Cost  350 Litres per hour  (8 400 per day)

Strike Group
6x Gordi IV Fighter   Speed: 36000 km/s    Size: 10
3x Nanuchka III Fighter   Speed: 63829 km/s    Size: 9.4
3x Guderian III Fighter   Speed: 24000 km/s    Size: 10

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Gordi IV class Fighter    500 tons     4 Crew     438.6 BP      TCS 10  TH 360  EM 240
36000 km/s     Armour 4-5     Shields 8-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 14.25 Years     MSP 274    AFR 4%    IFR 0.1%    1YR 3    5YR 38    Max Repair 180 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   

Fasters EPAM Drive Tripled (1)    Power 360    Fuel Use 378.02%    Signature 360    Exp 30%
Fuel Capacity 25 000 Litres    Range 2.4 billion km   (18 hours at full power)
Aelith Theta Weapons Pacifier (2)   Total Fuel Cost  20 Litres per hour  (480 per day)

MicroTech X-Ray Mini-Laser (1)    Range 120 000km     TS: 36000 km/s     Power 3-3     RM 7    ROF 5        3 3 3 3 3 3 3 2 2 2
Fire Control S00.5 60-8000 (FTR) (1)    Max Range: 120 000 km   TS: 32000 km/s     92 83 75 67 58 50 42 33 25 17
Solid-core Anti-matter Power Plant Technology PB-1 (1)     Total Power Output 3.2    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes
Code: [Select]
Nanuchka III class Fighter    470 tons     6 Crew     346 BP      TCS 9.4  TH 600  EM 0
63829 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 1.59 Years     MSP 46    AFR 17%    IFR 0.2%    1YR 21    5YR 316    Max Repair 300 MSP
Intended Deployment Time: 0.1 months    Spare Berths 4   

Fasters EPAM Drive 5X-ed (1)    Power 600    Fuel Use 370.23%    Signature 600    Exp 30%
Fuel Capacity 5 000 Litres    Range 0.5 billion km   (2 hours at full power)

Browning Meson Cannon 90K\12R (1)    Range 64 000km     TS: 63829 km/s     Power 3-3     RM 9    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S00.5 32-4000 (FTR) (1)    Max Range: 64 000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0
Solid-core Anti-matter Power Plant Technology PB-1 (1)     Total Power Output 3.2    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes

Code: [Select]
Guderian III class Fighter    500 tons     5 Crew     290.5 BP      TCS 10  TH 240  EM 0
24000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 5
Maint Life 2.18 Years     MSP 36    AFR 20%    IFR 0.3%    1YR 10    5YR 153    Max Repair 120 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5   

Fasters EPAM Drive Doubled (1)    Power 240    Fuel Use 381.92%    Signature 240    Exp 30%
Fuel Capacity 5 000 Litres    Range 0.5 billion km   (5 hours at full power)

ExpAI Figther Particle Beam-2 II (1)    Range 240 000km     TS: 24000 km/s     Power 5-5    ROF 5        2 2 2 2 2 2 2 2 2 2
Fire Control S01 192-2500 (FTR) (1)    Max Range: 384 000 km   TS: 10000 km/s     97 95 92 90 87 84 82 79 77 74
Shaw-Banks MCR PB-1 (1)     Total Power Output 10    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes

Class 1000, a real jump tender and tanker (and support vessel if really needed).

Code: [Select]
F-Class 1000 II class Jump Tender    30 000 tons     620 Crew     7234 BP      TCS 600  TH 9600  EM 1200
16000 km/s    JR 6-500     Armour 6-86     Shields 40-300     Sensors 1/1/0/0     Damage Control Rating 49     PPV 0
Maint Life 4.21 Years     MSP 7385    AFR 146%    IFR 2%    1YR 668    5YR 10022    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   

ExpAI J30000(6-500) Military Jump Drive     Max Ship Size 30000 tons    Distance 500k km     Squadron Size 6
Izmaylov Foundation 1600 EP Solid Core AM Drive (6)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 8 000 000 Litres    Range 320.0 billion km   (231 days at full power)
Aelith Theta Weapons Pacifier (10)   Total Fuel Cost  100 Litres per hour  (2 400 per day)

This design is classed as a Military Vessel for maintenance purposes

Airthimble, an Area Point Defence ship.

Code: [Select]
F-Airthimble class Area Defence Cruiser    15 000 tons     422 Crew     7556 BP      TCS 300  TH 4800  EM 0
16000 km/s     Armour 5-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 92.73
Maint Life 1.8 Years     MSP 3148    AFR 180%    IFR 2.5%    1YR 1210    5YR 18157    Max Repair 1152 MSP
Intended Deployment Time: 48 months    Spare Berths 0   

Izmaylov Foundation 1600 EP Solid Core AM Drive (3)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 600 000 Litres    Range 48.0 billion km   (34 days at full power)

Quad ExpAI Area Point Defence 200mm C10 X-Ray Laser Turret (3x4)    Range 480 000km     TS: 32000 km/s     Power 40-40     RM 7    ROF 5        10 10 10 10 10 10 10 8 7 6
Fire Control S08 240-32000 (1)    Max Range: 480 000 km   TS: 32000 km/s     98 96 94 92 90 88 85 83 81 79
Shaw-Banks SCAMR PB-1 (8)     Total Power Output 128    Armour 0    Exp 5%

Ratters Missile Detector R1\Sz2\T6 (1)     GPS 96     Range 23.0m km    MCR 2.5m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Dellyn, short-to-mid range meson platform (HPM variant exists).

Code: [Select]
F-Dellyn II class Cruiser    15 000 tons     606 Crew     4167.5 BP      TCS 300  TH 4800  EM 0
16000 km/s     Armour 5-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 45     PPV 72
Maint Life 3.02 Years     MSP 2605    AFR 120%    IFR 1.7%    1YR 428    5YR 6418    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   

Izmaylov Foundation 1600 EP Solid Core AM Drive (3)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 600 000 Litres    Range 48.0 billion km   (34 days at full power)

Shaw-Banks R40/C5 Meson Cannon (12)    Range 320 000km     TS: 16000 km/s     Power 10-5     RM 40    ROF 10        1 1 1 1 1 1 1 1 1 1
Fire Control S02 160-5000 (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Shaw-Banks MCR PB-1 (6)     Total Power Output 60    Armour 0    Exp 5%

ExpAI Backup Sensor System-2 (1)     GPS 360     Range 6.5m km    Resolution 100

ECCM-4 (1)         ECM 40

This design is classed as a Military Vessel for maintenance purposes

Konigsberg, a main combatant ship (railgun and particle variants exist).

Code: [Select]
F-Konigsberg II class Frigate    15 000 tons     448 Crew     5721.5 BP      TCS 300  TH 4800  EM 0
16000 km/s     Armour 7-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 46     PPV 64
Maint Life 3.71 Years     MSP 3933    AFR 109%    IFR 1.5%    1YR 445    5YR 6677    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   

Izmaylov Foundation 1600 EP Solid Core AM Drive (3)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 1 100 000 Litres    Range 88.0 billion km   (63 days at full power)

Shaw-Banks 25cm C8 X-Ray Laser (8)    Range 320 000km     TS: 16000 km/s     Power 16-8     RM 7    ROF 10        16 16 16 16 16 16 16 13 12 11
Fire Control S02 160-5000 (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Shaw-Banks MCR PB-1 (7)     Total Power Output 70    Armour 0    Exp 5%

ExpAI Backup Sensor System-2 (1)     GPS 360     Range 6.5m km    Resolution 100

ECCM-4 (1)         ECM 40

This design is classed as a Military Vessel for maintenance purposes

Morningstar, a Gauss platform for point defence purposes.

Code: [Select]
F-Morning Star II class Escort    15 000 tons     359 Crew     3913 BP      TCS 300  TH 4800  EM 0
16000 km/s     Armour 4-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 113.28
Maint Life 1.62 Years     MSP 1630    AFR 180%    IFR 2.5%    1YR 725    5YR 10870    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   

Izmaylov Foundation 1600 EP Solid Core AM Drive (3)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 550 000 Litres    Range 44.0 billion km   (31 days at full power)

Quad Browning Gauss Machine Gun 30K\36R Turret (4x12)    Range 30 000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-20000 (1)    Max Range: 80 000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0

Ratters Missile Detector R1\Sz2\T5 (1)     GPS 72     Range 13.0m km    MCR 1.4m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Selket, an AMM platform for point defence purposes.

Code: [Select]
F-Selket II class Gvardeysky Raketnyy Kreyser    30 000 tons     751 Crew     7967.5 BP      TCS 600  TH 9600  EM 0
16000 km/s     Armour 7-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 33     PPV 90
Maint Life 3.25 Years     MSP 5477    AFR 218%    IFR 3%    1YR 783    5YR 11751    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   
Magazine 1710   

Izmaylov Foundation 1600 EP Solid Core AM Drive (6)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 2 000 000 Litres    Range 80.0 billion km   (57 days at full power)

Browning Missile Gun (90)    Missile Size 1    Rate of Fire 5
Ratters AMM Launcher Assistant R1\Sz1\T5 (3)     Range 19.4m km    Resolution 1
Size 1 Anti-missile Missile-3 (1710)  Speed: 120 000 km/s   End: 1.4m    Range: 10.2m km   WH: 1    Size: 1    TH: 1360/816/408

Ratters Missile Detector R1\Sz2\T5 (1)     GPS 72     Range 13.0m km    MCR 1.4m km    Resolution 1

ECCM-4 (1)         ECM 40

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

Settembrini, an ASM platform for anti-ship purposes. It was designed to launch large salvos of missiles.

Code: [Select]
F-Settembrini II class Raketnyy Kreyser    15 000 tons     308 Crew     4105.5 BP      TCS 300  TH 4800  EM 0
16000 km/s     Armour 6-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 12     PPV 65
Maint Life 2.47 Years     MSP 2053    AFR 150%    IFR 2.1%    1YR 465    5YR 6977    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   
Magazine 800   

Izmaylov Foundation 1600 EP Solid Core AM Drive (3)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 1 250 000 Litres    Range 100.0 billion km   (72 days at full power)

Hit-and-Run ASM System Mk. 2 (52)    Missile Size 5    Rate of Fire 2145
Ratters ASM Launcher Assistant R100\Sz1\T5 (1)     Range 194.4m km    Resolution 100
Ratters AMM Launcher Assistant R1\Sz1\T5 (1)     Range 19.4m km    Resolution 1
Size 5 Anti-ship Missile-3 (160)  Speed: 120 000 km/s   End: 5.6m    Range: 40.7m km   WH: 12    Size: 5    TH: 600/360/180

ExpAI Backup Sensor System-2 (1)     GPS 360     Range 6.5m km    Resolution 100

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

Apollo, a supply vessel.

Code: [Select]
F-Apollo II class Support Vessel    15 000 tons     306 Crew     3677.5 BP      TCS 300  TH 4800  EM 0
16000 km/s     Armour 5-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 33     PPV 0
Maint Life 11.61 Years     MSP 13057    AFR 54%    IFR 0.8%    1YR 178    5YR 2672    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   

Izmaylov Foundation 1600 EP Solid Core AM Drive (3)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 3 250 000 Litres    Range 260.0 billion km   (188 days at full power)

This design is classed as a Military Vessel for maintenance purposes

Cornmeat, survey ship of the Fleet.

Code: [Select]
F-Cornmeat II class Survey Support    10 000 tons     230 Crew     3689.5 BP      TCS 200  TH 3200  EM 0
16000 km/s     Armour 8-41     Shields 0-0     Sensors 140/140/0/0     Damage Control Rating 9     PPV 0
Maint Life 2.7 Years     MSP 2075    AFR 88%    IFR 1.2%    1YR 408    5YR 6115    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 1   

Izmaylov Foundation 1600 EP Solid Core AM Drive (2)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 1 050 000 Litres    Range 126.0 billion km   (91 days at full power)

Ratters Missile Detector R1\Sz15\T5 (1)     GPS 540     Range 97.2m km    MCR 10.6m km    Resolution 1
Ratters Ship Detector R100\Sz15\T5 (1)     GPS 54000     Range 972.0m km    Resolution 100
Ratters Thermal Detector S140\Sz10 (1)     Sensitivity 140     Detect Sig Strength 1000:  140m km
Ratters EM Detector S140\Sz10 (1)     Sensitivity 140     Detect Sig Strength 1000:  140m km

This design is classed as a Military Vessel for maintenance purposes

Addroc, close-range meson combatant (HPM variant exists).

Code: [Select]
F-Addroc II class Cruiser    5 000 tons     161 Crew     1503 BP      TCS 100  TH 1600  EM 0
16000 km/s     Armour 7-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 12
Maint Life 3.83 Years     MSP 1127    AFR 33%    IFR 0.5%    1YR 121    5YR 1811    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 1   

Izmaylov Foundation 1600 EP Solid Core AM Drive (1)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 350 000 Litres    Range 84.0 billion km   (60 days at full power)

Browning Meson Cannon 90K\12R (4)    Range 90 000km     TS: 16000 km/s     Power 3-3     RM 9    ROF 5        1 1 1 1 1 1 1 1 1 0
Fire Control S01.5 60-10000 (1)    Max Range: 120 000 km   TS: 10000 km/s     92 83 75 67 58 50 42 33 25 17
Shaw-Banks MCR PB-1 (2)     Total Power Output 20    Armour 0    Exp 5%

ExpAI Backup Sensor System-2 (1)     GPS 360     Range 6.5m km    Resolution 100

ECCM-4 (1)         ECM 40

This design is classed as a Military Vessel for maintenance purposes

And the Grim Reaper, the plasma carronade combatant.

Code: [Select]
F-Grim Reaper II class Corvette    5 000 tons     132 Crew     1560.5 BP      TCS 100  TH 1600  EM 360
16000 km/s     Armour 5-26     Shields 12-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 19
Maint Life 2.34 Years     MSP 780    AFR 50%    IFR 0.7%    1YR 193    5YR 2901    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0   

Izmaylov Foundation 1600 EP Solid Core AM Drive (1)    Power 1600    Fuel Use 15%    Signature 1600    Exp 10%
Fuel Capacity 250 000 Litres    Range 60.0 billion km   (43 days at full power)
Aelith Theta Weapons Pacifier (3)   Total Fuel Cost  30 Litres per hour  (720 per day)

Endoso-Someya 600mm C8 Plasma Carronade (1)    Range 80 000km     TS: 16000 km/s     Power 96-8     RM 1    ROF 60        96 48 32 24 19 16 13 12 0 0
Fire Control S02 40-20000 (1)    Max Range: 80 000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
Shaw-Banks MCR PB-1 (1)     Total Power Output 10    Armour 0    Exp 5%

ECCM-4 (1)         ECM 40

This design is classed as a Military Vessel for maintenance purposes

For now, the fleet is only ready for 8%, but these eight percent already showed their effectiveness in battle.
 

Offline Sharp

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Re: Ship reviews
« Reply #3 on: October 19, 2014, 07:45:35 PM »
I would say it is a pretty decent and fun looking ship from an RP perspective.

The only MAJOR! flaw is that you forgot to put any engineering sections on it except the first one. This ship will not reach far beyond Sol before it breaks down and have to be dragged back to earth by a tug. ;)

He has no overhaul required, of course it means the ship won't be able to repair itself if any internal gets shot and for such an all in one ship having 6 layers of armour seems pretty low.

I'm not a big fan of the all in one ships unless they are battlestars and massive, not a 10kton Frigate, in massive numbers I suppose it can do work well and all specifications come down to necessity in the end, if you only have one naval shipyard then All in one ships might be required but if more shipyards are available I would prefer a dedicated AMM ship, a dedicated Missile Frigate and a dedicated Beam Warship as opposed to the all in one design.
 

Offline Jorgen_CAB

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Re: Ship reviews
« Reply #4 on: October 20, 2014, 01:53:46 AM »
Ahh... did not notice that... ;)

All in one ships are in my opinion as effective as any other ship when you consider stuff other than just pure combat effectiveness, such as refit, yard space, resources, wealth, workforce etc... and a few other things. A good mix of different types of ships based on your needs can be more important. It also depends heavily on your Meta-Game and setting. In my games for example, there are about ten competing factions in Sol (no AI), you build what ships you can to have a decent fleet. No factions have the time to really make sure all their ships are perfectly optimized and alaround ships are likely to become more common in all sizes as a side effect. Time is a huge issue for these factions, even more so than resources many times.

In general I would say that the smaller a ship is the more specialize it will get, but at 10.000t you usually can start to flesh them out. The higher your technology the more they can hold different types of systems.

It then also depends on what house rules you impose on the game which is part of the Meta-Game. I use very elaborate house rules to make the game what I feel is more realistic, such as laboratories being dedicated to certain fields and cant freely be switched between projects. This forces science to progress much different and also why ships might look different as a result. Industry have the same restrictions, no faction can switch production from one thing to the next, everything has to be long term thinking, usually in five to ten year cycles. Just as a few examples why ships in different players universes can be so different and also why it is good to explain those constraints when posting ships since it make it easier to understand under what conditions a ship is designed.


@Great Tuna

Nice ships I only have one question and that is the reasons for your extremely long deployment with low maintenance in comparison?

I might even go so long to think that 48 months are on the border of unrealistic from a human standpoint in other than special cases. Not that its important if it is realistic or not, but some RP reasons why would be nice... ;)

Also, what are the reasons for such huge ranges instead of building a proper supply fleet to support your combat ships?
« Last Edit: October 20, 2014, 02:00:01 AM by Jorgen_CAB »
 

Offline GreatTuna

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Re: Ship reviews
« Reply #5 on: October 20, 2014, 07:54:18 AM »
@Great Tuna

Nice ships I only have one question and that is the reasons for your extremely long deployment with low maintenance in comparison?

I might even go so long to think that 48 months are on the border of unrealistic from a human standpoint in other than special cases. Not that its important if it is realistic or not, but some RP reasons why would be nice... ;)

Also, what are the reasons for such huge ranges instead of building a proper supply fleet to support your combat ships?


[ooc]I didn't really consider 48 months of deployment as "extremely long". Also, I do have commercial support fleet, the fuel is just for "commercial targets going out first" scenario.[/ooc]

For Quick Response team using commercial support is equal to slowing down, and slow ships prevent quick response.
Most of ships are stationed in Moskva system, where they are built, and the distance from the farthest colony of Zemnoy Soyuz, EZ Aquarii-C II, is about 20 billion kilometers.
The deployment time is rudiment of old times, when fleet was used for patrol, direct offense and scouting.

The main purpose of the Fleet is long-range offense. If we want our ships to be effective in enemy space (note: "enemy space" means "every system aside from these populated by us", because wormholes are everywhere, and spawns are sudden), we need them to be independent from external supplies, fuel and recreation.

Despite that, our Navy still has Commercial Support Fleet, designed for use in ZemSoy-controlled systems:

Kalinin, a mobile refueling station:

Code: [Select]
Kalinin II class Fuel Harvester    100 000 tons     323 Crew     6254.5 BP      TCS 2000  TH 5000  EM 0
2500 km/s     Armour 10-191     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 39    Max Repair 250 MSP
Intended Deployment Time: 120 months    Spare Berths 1    
Fuel Harvester: 10 modules producing 720000 litres per annum

Kiselyov Techsystems 1000 EP Commercial Solid Core AM Drive (5)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 50 350 000 Litres    Range 4100.9 billion km   (18985 days at full power)

Browning ASM Defence Mk. 1 (11x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

Bodry, a conventional tanker:

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Bodry II class Tanker    25 600 tons     141 Crew     2674 BP      TCS 512  TH 5000  EM 0
9765 km/s     Armour 10-77     Shields 0-0     Sensors 18/24/0/0     Damage Control Rating 1     PPV 0
MSP 65    Max Repair 250 MSP
Intended Deployment Time: 120 months    Spare Berths 0    

Kiselyov Techsystems 1000 EP Commercial Solid Core AM Drive (5)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 3181.4 billion km   (3770 days at full power)

ExpAI Active Search Sensor MR44-R15 (1)     GPS 720     Range 44.6m km    Resolution 15
Ratters Thermal Detector S18\Sz1 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Ratters EM Detector S24\Sz1 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

This design is classed as a Commercial Vessel for maintenance purposes

Basra, a mobile ammo storage\transportation unit:

Code: [Select]
Basra class Collier    15 000 tons     198 Crew     1875.5 BP      TCS 300  TH 1000  EM 0
3333 km/s     Armour 6-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 15     PPV 0
Maint Life 6.35 Years     MSP 1211    AFR 116%    IFR 1.6%    1YR 52    5YR 775    Max Repair 250 MSP
Intended Deployment Time: 24 months    Spare Berths 1    
Magazine 3240    

Kiselyov Techsystems 1000 EP Commercial Solid Core AM Drive (1)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 1 000 000 Litres    Range 542.9 billion km   (1885 days at full power)

This design is classed as a Military Vessel for maintenance purposes

The maintenance is covered with supply ships: previously mentioned Apollo and commercial Antioch.

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Antioch II class Support Vessel    33 500 tons     1341 Crew     5716.5 BP      TCS 670  TH 5000  EM 0
7462 km/s     Armour 10-92     Shields 0-0     Sensors 14/14/0/0     Damage Control Rating 241     PPV 0
MSP 25704    Max Repair 250 MSP
Intended Deployment Time: 48 months    Spare Berths 0    

Kiselyov Techsystems 1000 EP Commercial Solid Core AM Drive (5)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 750 000 Litres    Range 182.3 billion km   (282 days at full power)

ExpAI Active Search Sensor MR15-R15 (1)     GPS 420     Range 15.2m km    Resolution 15
Ratters Thermal Detector S14\Sz1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Ratters EM Detector S14\Sz1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Commercial Vessel for maintenance purposes

[ooc]P. S. Also ships have such low maint life due to lack of space to engineering spaces. After all, that's why I carry these supply ships around.[/ooc]
« Last Edit: October 20, 2014, 07:58:18 AM by GreatTuna »
 

Offline Ninetails (OP)

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Re: Ship reviews
« Reply #6 on: October 26, 2014, 12:21:04 PM »
I cannot really do much reviewing of the entire fleet, as I have no hands on experience with design and and use of combined arms starfleets (yet).  I am starting to warm up quite a bit to the idea of meson ships, and I am probably going to use your Slava Cruisers as a reference point on what can be achived design wise with them.  I suppose you have been using them against some heavily armored/shielded targets, since my numbercrushing tells me that (10 cm) lasers are better against ships with less armor plates than about 40-100% of their HS (the first of your ships has 4 layers of 26 = 104 armor plates vs 100 HS of vacuum displacement, making it a toss up depending on utilities such as early damage vs range) - depending on the inner structure of the ship.

One other painfull thing I noticed, is that while you have a lot of maintainance supplies (2 years) you still does not have enough to fix your largest component, which serverly diminishes the value of all those engineering sections (as only their decrease in failure rate will be helping you).  This lack of repairability makes the maintainance life shown be much larger than what you can actually expect.  The other problem I see is the missmatched BFC and weapons, especially on the first version.  For mesons you could safely reduce the range modifier without it having any effect of the performance of the weapon, while making them cheaper to manufacture.  I suppect there is some other reasoning behind this, such as help with refiting.
For your fleet I find it funny how your area point defense ship packs so much more firepower 12x10 damage to a range of 480k km (Mm) at RF 5, giving 120 dp5s vs 8x16 damage at range 320k km at RF 10, giving 64 dp5s, which is about half of the other, while the range of the smaller lasers from the firecontrol makes them surperior at most of the longer ranges.  You probably need to ensure that there is better BFC on your main combatant, and with its size you could even include a spare or 2 for redundancy and multitargeting, even to the point of removing one of the lasers and filling up with something else (like shields) for the last few HS.


For my own game:
Following the launch of the Gladius class Cruiser the sectors which instigated the paranoia was surveyed, and at first no actual contact was detected.  This was both conforting and worrisome: While no actual aliens were found to just about to invade Sol, it could be the the outsurts of a much larger alien empire.  After surveying sustems further out, an offending alien race was encountered roughly 15 years after the Gladius Cruiser had been introduced, which had now greatly outlived its intended service time.  A Gladius Cruiser was immidately dispached to the jump point leading back into Our space, to ensure that no pesky aliens would sneak in and hunt Us.  The survey ship was then left to investigate the tiny system, with bodies orbiting at most a few hundred million km from the star.  After completing the geo survery and finding only 3 objects with minerals (including the only 2 plannets), and the location of what looked like a possible homeworld the survey ship retreated, without having provoked the opposition to attacking.  A second Gladius class Cruiser was dispatched to get a closer look at these aliens with some propor sensors.  After moving to the homeworld We declared war on these pesky aliens in the name of the perservation of the holy CPU time.  The single Gladius cruiser quickly chased down its first target and shot it full of laserholes.  When it started to look for its next target a storm of arbitaril timed missils started to rain down upon it, but with a speed of only 8000 km/s it was a just a matter of moving the other way and setting the turbolasers to deal with them while they closed in.  However, before this the entire arsenal of "firefly" AMMs were used up, as We had been serverly underestimating the sheer amount of missils that would be sent at Us.  After the "firefly"'s were used up, the missil systems switched to "Arrow" ASM, and picked some random ship of around 22 000t, and started firering voley after voley at it.  In the end it just got blown up by the last voley, and without more missils, and relatively far away from reinforcements, and the sole Gladius cruiser had to deal with an entire race all by itself, and only using beam weapons.  Luckily the aliens had scattered their ships, which most of were only moving around 1300 km/s.  This allowed the cruiser to close in and kill each of the ships after much manouvering and many many missils shot down or otherwise eliminated (I estimate atleast a thousand or more).  The homeworld turned out to be defended by some heavy anti missil systems, both sporting enormous AMM banks, which could penetrate the cruisers point defense, and large banks of point defense beams.  After trying to get close, the cruiser was heavily damaged, and had to return.  The entire fleet was assembled (okay it was just 2 ships), and they started to pummel the defenses with "Arrow" ASM missils.  Most of those were shut down, and they only managed to damage a part of the defense, so the only option left was to "lure" out all their AMM by out maneuvering them (it was with the right timing to get just outside their MFC before they hit) and make them use up all their missils before closing in.  Since none of the habbiteable zones had more thn . 7 atm of atmosphere, beam weapons was in the end used to eliminate all opposition, and troops were transfered from earth for ground conquest of what was belived to be their homeworld, after which a number of ships out of system also surrendered.  Over time, the systems around the aliens were investigated, and no lingering signs of survivers were found.  This finally quelled most of the paranoia, though several naval shipyards of varying sizes had been constructed in the mean while.

Following the successive deployment of the Gladius, it was decided that it deserved to be mordernized into a version, that was not just quickly thrown together from whatever was at hand at the time.  This required some research time, which was easier to give with no overhanging threath.  The final design uses many of the experiances from the depleyment and engagements of from the "First CPU war".  I now present you Gladius - II class Cruiser:
Code: [Select]
Gladius - II class Cruiser    10,000 tons     276 Crew     6493.4 BP      TCS 200  TH 240  EM 600
10000 km/s    JR 3-50     Armour 6-41     Shields 20-300     Sensors 160/160/0/0     Damage Control Rating 1     PPV 59.45
Maint Life 0.08 Years     MSP 406    AFR 800%    IFR 11.1%    1YR 5268    5YR 79024    Max Repair 2000 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 210   

J10500(3-50) S14 Military Jump Drive     Max Ship Size 10500 tons    Distance 50k km     Squadron Size 3
Haswell 2000 EP Gas Core AM Drive (1)    Power 2000    Fuel Use 5.72%    Signature 240    Exp 8%
Fuel Capacity 250,000 Litres    Range 78.7 billion km   (91 days at full power)
Xi R300/240 Shields (4)   Total Fuel Cost  40 Litres per hour  (960 per day)

Twin TurboLaser 20cm C10 X-Ray Laser Turret (2x2)    Range 700,000km     TS: 25000 km/s     Power 20-20     RM 7    ROF 5        10 10 10 10 10 10 10 8 7 6
Twin Gauss Cannon R3-85 Turret (1x10)    Range 30,000km     TS: 50000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S04 400-25000 (1)    Max Range: 800,000 km   TS: 25000 km/s     99 98 96 95 94 92 91 90 89 88
Final Fire Control S00.5 25-50000 (1)    Max Range: 50,000 km   TS: 50000 km/s     80 60 40 20 0 0 0 0 0 0
Gas-core Anti-matter Power Plant Technology PB-1 (2)     Total Power Output 40    Armour 0    Exp 5%

Volley Size 1 Missile Launcher (25% Reduction) (20)    Missile Size 1    Rate of Fire 500
Rapid Fire Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC115-R1 (1)     Range 115.2m km    Resolution 1
"Firefly"  II: 1/1 (TS111) Anti-missile Missile (90)  Speed: 150,000 km/s   End: 1.8m    Range: 15.9m km   WH: 1    Size: 1    TH: 3700/2220/1110
"Arrow" III: 9/1 (TS10.4) Anti-Ship Missile (120)  Speed: 40,000 km/s   End: 46.3m    Range: 111.1m km   WH: 9    Size: 1    TH: 346/208/104

Active Search Sensor MR115-R1 (1)     GPS 360     Range 115.2m km    MCR 12.5m km    Resolution 1
OmniTech Thermal Sensor TH5-160 (1)     Sensitivity 160     Detect Sig Strength 1000:  160m km
OmniTech EM Detection Sensor EM5-160 (1)     Sensitivity 160     Detect Sig Strength 1000:  160m km

Compact ECCM-2 (1)         ECM 60

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

As can be seen, technology have been wastly improved at this point (about 70 years into the game).  Design wise, increases in jump drive efficiency made it possible to expand the weapon systems.  The lasers were contracted into much more powerfull 20cm x-ray turbolasers, vastly increasing the beam range, which was found to be a very important part in the effective engagements of other weapon carrying ships (against beam to ensure that only one side could fire, and against missils to give time to actually shoot down missils), while also vastly increasing the over time firepower (from total 18 dp5s to 40 dp5s at point blank).  An extra 50% increase in the hull space for launchers was allocated and used for reduced sized launchers, which allows powervolleys of 3 times the size (I am personally quite happy about that design, since it allows both overwhelming volleys and rapid fire without too much opportunity cost).  Sensors are also much more powerfull at this point (200k+ RP/year to a category tend to do that), allowing them both to be descrease in size and change to solely resolution 1 sensors (which only has an EM profile/range of a 10th of a resolution 100 sensor).  This allowed more space, prevents mid sized objects from not being detected and give better intel about missils, which can help with better maneuvering.  The increase in ECM helps running from MFC range.  Some small amount of shields were added to prevent larger AMM voleys to do lasting damage on the ship, and allows other tentative maneuveres without as much danger (such as figureing out best range of beam engagement).  The "Arrow" class missils were redesigned to carry very large percentage warheads (above 50%), since they were still easily able to hit most lower (or perhaps equal) tech targets.  Oh, and the speed got doubled, yeah it has been that long.  Of other note, the turbolasers are not running at max speed, simply because those gears were taking up too much space, and there is a fair chance most targets they will encounter will be sufficiently slow, and if not, there is the new final fire point defense, which replaces the CIWS, so that multiple of these ships will be able to protect each other, and because there is a serious advantage in ensuring a minimum number of intercepted missils - mainly by allowing you ignore them as non-threathening from other perspectives.  To achive the surefire version, I changed to 5HS sized gauss cannons, which has 85% hit chance.  With a crew rating above 18%, this becomes sure hit at point blank range, with all above this effectively going into increasing the effective tracking speed.
 

Offline GreatTuna

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Re: Ship reviews
« Reply #7 on: October 26, 2014, 03:00:22 PM »
You are right about what enemies I fight. Lasers won't cut this
Code: [Select]
19-100armour. All my designs are "lightly armored" compared to this.

About BFC mismatch: they already have 2x speed modifier, and I'm keeping that extra range for extra accuracy (ships aren't able to keep 0kkm range all the time). And yes, meson and microwave variants are interchangeable.
Maintenance is hard to improve due to lack of space: it's usually better to have 4 meson cannons than 3 meson cannons and ability to repair engine.

About fleet: main combatant and area point defence ship both have x4 range mod., but Airthimble was designed much later than Konigsberg, when newer BFC were availible. And those lasers, they were the largest I could afford at that time, and they were aimed at dealing more damage per shot, as opposed to dealing damage over time. I will change these all when I'm ready to design new generation of ships.

About your design:
Whoa. No one can oppose you on this tech level.
I'm not a big fan of multi-purpose ships, but this one looks fine, too fine. Only one thing is of concern: "Arrow" missile is too slow. Your own PD shoots it down with 100% accuracy, and it's no wonder that "most of missiles were shot down" by enemy PD.
Back in v6.21, when I was designing size 1 ASM, I just took my AMM and swapped most of the agility for the warhead. This will make your missiles weaker, but they'll be able to bypass point defence much better.
 

Offline Ninetails (OP)

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Re: Ship reviews
« Reply #8 on: October 26, 2014, 05:21:24 PM »
About the BFC mismatch, I was actually taking about the range, where your mesons have a theoretical range of 90k km but only makes use of 48k km of them thanks to the BFC, where you could lower the focusing on the meson beams to make it slightly cheaper.  19-100 armor, wow! That is 1900 armor plates.  With the best armor tech it would take around 42HS for so much armor, and the width suggest somewhere around 30+/-8 kT craft.  I suspect your quick response fleet is quite a bit more numberous than I though earlier.

I am not really happy about the speed of the arrow missils either, but it certainly is sufficient against the opponents I have used them against.  They were using around 50 laser cannons and more than 70 antimissile launchers to shoot down an average of 15 out of 20 missils in each voley.  With a single ships voleys being up to 30 missils, it is going to be hard for most to counter them, even if they have 100% hit chance.  A couple of them and we are taking about some serious sized voleys.  The actual problem I had with the missils what that the combined firepower stored in one ship was just barely enough to take out a single other ship.  The easiest way to go about this, was to simply make they carry larger more powerfull warheads.  The first design had a combined ASM damage potential of 320, while the new one has 1080.  There is also the strategic reason, which is simply: why should I increase the cost/damage of my missils if they against most targets get in atleast 90% of the time.  From the design point of view, it is just really hard to get it all: I needed a size 1 missil with a range around 100m km, which caries a somewhat large warhead and was still able to hit targets decently reliably without costing too much.  Getting a good speed on top of all of that proved to be a challenge.  A larger missil would have an easier time with the fuel efficiency and theirfor the range, so it would be easier to increase the speed.  It would also be easier to reach a good penetrating warhead size, so it would not need as much size to warhead, making it easier again.

About multi-purpose ships, I must say I really like them, though I still want to learn to build a combined arms fleet at some point.  The power of multi-purpose ships comes partly from efficient trade-offs.  For instance, consider the use of a beam combatant.  Since I have generally been favoring fast firering beam weapons (since they are usually the most usefull in terms of dp5s/HS), then the main cost of converting those from an anti ship role to also deal with missils is not all that huge they need to get turrented and the fire control increases in size.  If you have several turents pr fire control, the fire control cost will be quite acceptable, and you will still be able to put about 70-90% of the firepower you had beforehand on there (depending on whether they were turrented beforehand).  One might say: "but that is worse than the specialiced craft" and while they would be correct, the real gain is that it now fits 2 roles which you needed different ships for before.  It might only be 50% the effect of a similar point defense ship, but add those 2 efficiencies together, and the combined craft would have a total efficiency of 120-140%, assuming it was not that great at the point defense role.  This means that for the same number of ships, your new fleet will have more overall efficiency, meaning it can do more for the same amount of tonnage.  Another of these is the usage of size 1 ASM's.  You simply take your standard AMM design, and add sensor/MFC to target ships and design a size 1 ASM, which can then use the same launchers.  Thereby you get a ship which has a slight increase in sensor cost (which is probably not all that huge a portion of the ship), needing a bit more magazines, but most importantly, it allows duel usesage of those all important launchers.  Personally I do not consider size 1 ASM viable until you have 8xMSP warheads, which is what was used in the first generation of "Arrow"s.  One can then combine both a missil and beam design, by making use of the same sensors and such, giving you a design much like the gladius.  The next pro for multi-purpose vessels comes from the logistics necessary to build and maintain (refit) them, which is simply a lot less.

Ofcause a well structured fleet has other types of gains, mainly by not needing to put certain compontents on several ships, thereby allowing them to use much more powerfull versions of sensors, and/or save a lot of space on jump drives and so on.  The other main gain is much easier adjustment of how much you need of each type of ship, you just build/allocate more of them.  There is merrit in both specialiced and multi-purpose approaches, and the optimal fleets probably use some elements from both.
 

Offline JOKER

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Re: Ship reviews
« Reply #9 on: October 28, 2014, 02:11:36 AM »
There's the ships with which I won the Clan War. Clan is a 800% difficulty NPR with several hundreds of warships, end-game armor tech and combined point-defence firepower. Due to the position of jump points, most battle happened in deep space, with long-range missiles and bombers.

Tier 1 Warships and fighters, designed before the Clan War. These designs are equipped with Tier 2 anti-ship missiles, because Tier 1 anti-ship missiles are not effective against Clan point-defence firepower at all.

Fenris class Cruiser, the very basic single-role area defence cruiser. AMM system works so well that flak turrets hardly have a chance to fire.
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GTC Fenris class Cruiser    10,000 tons     246 Crew     2096.25 BP      TCS 200  TH 1000  EM 0
5000 km/s     Armour 6-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 55.4
Maint Life 3.89 Years     MSP 1048    AFR 100%    IFR 1.4%    1YR 110    5YR 1646    Max Repair 250 MSP
Intended Deployment Time: 20 months    Spare Berths 0    
Magazine 470    

Lumion-I 500 EP ICF Drive (2)    Power 500    Fuel Use 22.5%    Signature 500    Exp 10%
Fuel Capacity 800,000 Litres    Range 64.0 billion km   (148 days at full power)

Flak Turret MK1 (2x8)    Range 20,000km     TS: 25000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Flak Control MK1 (1)    Max Range: 40,000 km   TS: 25000 km/s     75 50 25 0 0 0 0 0 0 0

Missile Tube S1 (20)    Missile Size 1    Rate of Fire 5
R&D AMM FC38 (2)     Range 38.9m km    Resolution 1
RAM-1A (470)  Speed: 60,000 km/s   End: 1.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 960/576/288

R&D MAAS MR38-R1 (1)     GPS 216     Range 38.9m km    MCR 4.2m km    Resolution 1

ECM 30

Leviathan class Cruiser, the very basic single-role missile cruiser. They don't have enough firepower, and their flak turrets are totally useless. Many of them lost due to Clan AMM spam.
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GTC Leviathan class Cruiser    10,000 tons     254 Crew     2071.6 BP      TCS 200  TH 1000  EM 0
5000 km/s     Armour 8-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 44.7
Maint Life 3.98 Years     MSP 1036    AFR 100%    IFR 1.4%    1YR 104    5YR 1566    Max Repair 250 MSP
Intended Deployment Time: 20 months    Spare Berths 0    
Magazine 576    

Lumion-I 500 EP ICF Drive (2)    Power 500    Fuel Use 22.5%    Signature 500    Exp 10%
Fuel Capacity 800,000 Litres    Range 64.0 billion km   (148 days at full power)

Flak Turret MK1 (1x8)    Range 20,000km     TS: 25000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Flak Control MK1 (1)    Max Range: 40,000 km   TS: 25000 km/s     75 50 25 0 0 0 0 0 0 0

Missile Tube S6 (6)    Missile Size 6    Rate of Fire 60
R&D SSM FC414 (1)     Range 414.0m km    Resolution 140
SSM-3 (96)  Speed: 75,000 km/s   End: 43.7m    Range: 196.5m km   WH: 16    Size: 6    TH: 250/150/75

R&D MAAS MR1-R1 (1)     GPS 8     Range 1.3m km    MCR 141k km    Resolution 1
Wellen-Hinde MASS MR383-R140 (1)     GPS 25200     Range 383.4m km    Resolution 140

ECCM-3 (1)         ECM 30

Orion class Star Destroyer. With heavy armor, combined weapon and electronic systems, they were designed to be the flagship of a GTA fleet, but pushed to frontline by the number and firepower of Clan fleet. None of Orion class lost in the Clan War, though four out of thirteen were heavily damaged.
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GTD Orion class Destroyer    30,000 tons     773 Crew     6595.8 BP      TCS 600  TH 3000  EM 0
5000 km/s     Armour 15-86     Shields 0-0     Sensors 108/108/0/0     Damage Control Rating 25     PPV 122.9
Maint Life 2.85 Years     MSP 3435    AFR 288%    IFR 4%    1YR 619    5YR 9292    Max Repair 540 MSP
Intended Deployment Time: 20 months    Spare Berths 0    
Flag Bridge    Magazine 1730    

Lumion-II 1000 EP ICF Drive (3)    Power 1000    Fuel Use 15%    Signature 1000    Exp 10%
Fuel Capacity 1,600,000 Litres    Range 64.0 billion km   (148 days at full power)

Flak Turret MK1 (2x8)    Range 20,000km     TS: 25000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Flak Control MK1 (1)    Max Range: 40,000 km   TS: 25000 km/s     75 50 25 0 0 0 0 0 0 0

Missile Tube S1 (20)    Missile Size 1    Rate of Fire 5
Missile Tube S6 (15)    Missile Size 6    Rate of Fire 60
R&D SSM FC414 (1)     Range 414.0m km    Resolution 140
R&D AMM FC38 (2)     Range 38.9m km    Resolution 1
RAM-1A (650)  Speed: 60,000 km/s   End: 1.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 960/576/288
SSM-3 (180)  Speed: 75,000 km/s   End: 43.7m    Range: 196.5m km   WH: 16    Size: 6    TH: 250/150/75

R&D MAAS MR38-R1 (1)     GPS 216     Range 38.9m km    MCR 4.2m km    Resolution 1
Wellen-Hinde MASS MR1150-R140 (1)     GPS 75600     Range 1,150.1m km    Resolution 140
Rayson Thermal Sensor TH6-108 (1)     Sensitivity 108     Detect Sig Strength 1000:  108m km
Rayson EM Detection Sensor EM6-108 (1)     Sensitivity 108     Detect Sig Strength 1000:  108m km

ECCM-3 (1)         ECM 30

The Aeolus class is a "Milk Box" style light carrier. They are barely good enough to use, but soon be replaced by Titan class.
Code: [Select]
GTC Aeolus class Light Carrier    10,000 tons     160 Crew     1323.75 BP      TCS 200  TH 1000  EM 0
5000 km/s     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
Maint Life 2.95 Years     MSP 496    AFR 133%    IFR 1.9%    1YR 85    5YR 1269    Max Repair 250 MSP
Intended Deployment Time: 16 months    Flight Crew Berths 58    
Hangar Deck Capacity 4000 tons     Magazine 450    

Lumion-I 500 EP ICF Drive (2)    Power 500    Fuel Use 22.5%    Signature 500    Exp 10%
Fuel Capacity 1,000,000 Litres    Range 80.0 billion km   (185 days at full power)

GTFB Medusa is an old bomber, both sensor and missile range are totally useless against Clan AMM spam. However, the last two wings of Medusa joined the final assault against Clan homeworld, bombed shipyard and ground targets with great efficiency.
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GTFB Medusa class Fighter-bomber    500 tons     2 Crew     147.6 BP      TCS 10  TH 180  EM 0
18000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 5.4
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 9    5YR 133    Max Repair 30 MSP
Intended Deployment Time: .1 months    Spare Berths 8    
Magazine 36    

60 EP ICF Fighter Drive (3)    Power 60    Fuel Use 462.98%    Signature 60    Exp 30%
Fuel Capacity 25,000 Litres    Range 1.9 billion km   (29 hours at full power)

Missile Rail S6 (6)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Peel&Merkle MFC45-R140 (1)     Range 46.0m km    Resolution 140
ASM-3A (6)  Speed: 40,000 km/s   End: 10.4m    Range: 24.9m km   WH: 32    Size: 6    TH: 173/104/52

Peel&Merkle BASS MR30-R140 (1)     GPS 2016     Range 30.7m km    Resolution 140

GTFB Athena is a light bomber, designed to overrun Clan point-defence firepower with size1 FFARs. However, they don't have enough range and speed to survive even with Tier 2 missiles.
Code: [Select]
GTFB Athena class Fighter-bomber    330 tons     1 Crew     92.9 BP      TCS 6.6  TH 120  EM 0
18181 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Maint Life 0 Years     MSP 0    AFR 66%    IFR .9%    1YR 2    5YR 27    Max Repair 30 MSP
Intended Deployment Time: .1 months    Spare Berths 9    
Magazine 24    

60 EP ICF Fighter Drive (2)    Power 60    Fuel Use 462.98%    Signature 60    Exp 30%
Fuel Capacity 20,000 Litres    Range 2.4 billion km   (35 hours at full power)

Missile Rail S1 (24)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Peel&Merkle MFC45-R140 (1)     Range 46.0m km    Resolution 140
FFAR-2 (24)  Speed: 60,000 km/s   End: 14.6m    Range: 52.5m km   WH: 2    Size: 1    TH: 220/132/66

GTF Hercules, basic air superiority fighter. Even those old Tier 1 fighers are useful to hunt down Clan FACs.
Code: [Select]
GTF Hercules class Strikefighter    330 tons     2 Crew     142.2 BP      TCS 6.6  TH 120  EM 0
18181 km/s     Armour 2-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Maint Life 0 Years     MSP 0    AFR 66%    IFR .9%    1YR 7    5YR 110    Max Repair 43 MSP
Intended Deployment Time: .1 months    Spare Berths 8   
Magazine 12   

60 EP ICF Fighter Drive (2)    Power 60    Fuel Use 462.98%    Signature 60    Exp 30%
Fuel Capacity 25,000 Litres    Range 2.9 billion km   (44 hours at full power)

Missile Rail S2 (6)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Peel&Merkle MFC24-R10 (1)     Range 24.6m km    Resolution 10
AAM-3A (6)  Speed: 60,000 km/s   End: 6.3m    Range: 22.6m km   WH: 4    Size: 2    TH: 440/264/132

Peel&Merkle FASS MR24-R10 (1)     GPS 432     Range 24.6m km    Resolution 10

Tier 2 Warships and fighters, designed during the Clan War. They have up-to-date sensor system and engine. Some Orions are upgraded to Tier 2. Many bombers, about 20 cruisers, 4 Titans and 4 Orions caught up with the final assault against Clan homeworld.

Though have new laser weapons, Fenris II's extra magazines values much more.
Code: [Select]
GTC Fenris II class Cruiser    10,000 tons     242 Crew     2536.5 BP      TCS 200  TH 1250  EM 0
6250 km/s     Armour 6-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 40.5
Maint Life 3.1 Years     MSP 1110    AFR 114%    IFR 1.6%    1YR 174    5YR 2609    Max Repair 312.5 MSP
Intended Deployment Time: 20 months    Spare Berths 1   
Magazine 845   

Lumion-III 625 EP MF Drive (2)    Power 625    Fuel Use 22.5%    Signature 625    Exp 10%
Fuel Capacity 750,000 Litres    Range 60.0 billion km   (111 days at full power)

Pulse Laser Turret (2x4)    Range 60,000km     TS: 25000 km/s     Power 12-6     RM 7    ROF 10        3 3 3 3 3 3 0 0 0 0
AA Control (1)    Max Range: 60,000 km   TS: 25000 km/s     83 67 50 33 17 0 0 0 0 0
M.C.Fusion Reactor-6 (2)     Total Power Output 12    Armour 0    Exp 16%

Missile Tube S1 (20)    Missile Size 1    Rate of Fire 5
R&D AMM FC38 (2)     Range 38.9m km    Resolution 1
RAM-1A (845)  Speed: 60,000 km/s   End: 1.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 960/576/288

R&D MAAS MR38-R1 (1)     GPS 216     Range 38.9m km    MCR 4.2m 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

Leviathan II, stripped with flaks, equipped more missile tubes.
Code: [Select]
GTC Leviathan II class Cruiser    10,000 tons     262 Crew     2013.5 BP      TCS 200  TH 1250  EM 0
6250 km/s     Armour 8-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 45
Maint Life 2.71 Years     MSP 755    AFR 133%    IFR 1.9%    1YR 147    5YR 2212    Max Repair 312.5 MSP
Intended Deployment Time: 20 months    Spare Berths 1   
Magazine 810   

Lumion-III 625 EP MF Drive (2)    Power 625    Fuel Use 22.5%    Signature 625    Exp 10%
Fuel Capacity 750,000 Litres    Range 60.0 billion km   (111 days at full power)

Missile Tube S6 (10)    Missile Size 6    Rate of Fire 60
R&D SSM FC219 (1)     Range 219.9m km    Resolution 200
SSM-3 (135)  Speed: 75,000 km/s   End: 43.7m    Range: 196.5m km   WH: 16    Size: 6    TH: 250/150/75

Wellen-Hinde MASS MR229-R200 (1)     GPS 18000     Range 229.1m km    Resolution 200

ECCM-3 (1)

Titan class Heavy Carrier have better protection and speed. One Titan is capable to do what three Aeolus can do, and with greater viability.
Code: [Select]
GTD Titan class Heavy Carrier    30,000 tons     555 Crew     5008.5 BP      TCS 600  TH 3750  EM 0
6250 km/s     Armour 4-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 25     PPV 20
Maint Life 2.2 Years     MSP 2609    AFR 288%    IFR 4%    1YR 723    5YR 10839    Max Repair 625 MSP
Intended Deployment Time: 20 months    Flight Crew Berths 71   
Hangar Deck Capacity 9000 tons     Magazine 2045   

Lumion-IV 1250 EP MF Drive (3)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 1,850,000 Litres    Range 74.0 billion km   (137 days at full power)

Missile Tube S1 (20)    Missile Size 1    Rate of Fire 5
R&D AMM FC38 (2)     Range 38.9m km    Resolution 1
RAM-1A (401)  Speed: 60,000 km/s   End: 1.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 960/576/288
AAM-3A (36)  Speed: 60,000 km/s   End: 6.3m    Range: 22.6m km   WH: 4    Size: 2    TH: 440/264/132
Cyclops II LR Torpedo (262)  Speed: 75,000 km/s   End: 14.7m    Range: 66.2m km   WH: 10    Size: 6    TH: 250/150/75

R&D MAAS MR38-R1 (1)     GPS 216     Range 38.9m km    MCR 4.2m km    Resolution 1

ECM 30

Strike Group
16x GTFB Ursa II Fighter-bomber   Speed: 22500 km/s    Size: 10
3x GTF Hercules II Strikefighter   Speed: 22727 km/s    Size: 6.6

Orion II Flagship, the refitted version of original Orion class. With more firepower and speed, four of them performed very well in crushing Clan's last stand.
Code: [Select]
GTD Orion II Flagship class Destroyer    30,000 tons     795 Crew     6891 BP      TCS 600  TH 3750  EM 0
6250 km/s     Armour 15-86     Shields 0-0     Sensors 108/108/0/0     Damage Control Rating 25     PPV 110
Maint Life 2.72 Years     MSP 3589    AFR 288%    IFR 4%    1YR 694    5YR 10411    Max Repair 625 MSP
Intended Deployment Time: 20 months    Spare Berths 0   
Flag Bridge    Magazine 2090   

Lumion-IV 1250 EP MF Drive (3)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 1,550,000 Litres    Range 62.0 billion km   (114 days at full power)

Missile Tube S6 (20)    Missile Size 6    Rate of Fire 60
Missile Tube S1 (20)    Missile Size 1    Rate of Fire 5
R&D AMM FC38 (2)     Range 38.9m km    Resolution 1
R&D SSM FC219 (2)     Range 219.9m km    Resolution 200
RAM-1A (620)  Speed: 60,000 km/s   End: 1.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 960/576/288
SSM-3 (245)  Speed: 75,000 km/s   End: 43.7m    Range: 196.5m km   WH: 16    Size: 6    TH: 250/150/75

R&D MAAS MR38-R1 (1)     GPS 216     Range 38.9m km    MCR 4.2m km    Resolution 1
Wellen-Hinde MASS MR1150-R140 (1)     GPS 75600     Range 1,150.1m km    Resolution 140
Rayson Thermal Sensor TH6-108 (1)     Sensitivity 108     Detect Sig Strength 1000:  108m km
Rayson EM Detection Sensor EM6-108 (1)     Sensitivity 108     Detect Sig Strength 1000:  108m km

ECCM-3 (2)

Because of their speed and weapon range, GTFB Ursa II have greater viability against AMM spam, even without their shields. Get in, release torpedos, get out before AMMs catch up with them, that's how they survive.
Code: [Select]
GTFB Ursa II class Fighter-bomber    500 tons     2 Crew     185.9 BP      TCS 10  TH 225  EM 240
22500 km/s     Armour 1-5     Shields 8-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 12    5YR 182    Max Repair 37.5 MSP
Intended Deployment Time: .1 months    Spare Berths 8   
Magazine 24   

75 EP MF Fighter Drive (3)    Power 75    Fuel Use 462.98%    Signature 75    Exp 30%
Fuel Capacity 30,000 Litres    Range 2.3 billion km   (28 hours at full power)
Reflective Shields MK2 (2)   Total Fuel Cost  24 Litres per hour  (576 per day)

Missile Rail S6 (4)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Peel&Merkle MFC82-R200 (1)     Range 82.5m km    Resolution 200
Cyclops II LR Torpedo (4)  Speed: 75,000 km/s   End: 14.7m    Range: 66.2m km   WH: 10    Size: 6    TH: 250/150/75

Tier 3 Warships, designed during the Post-War era. With some end-game tech pillaged from Clan homeworld, they totally outperformed Tier 2 ships.

GTCv Deimos, a 20000t pocket battleship that can totally overrun an Orion.
Code: [Select]
GTCv Deimos class Corvette    20,000 tons     572 Crew     5155 BP      TCS 400  TH 2500  EM 0
6250 km/s     Armour 20-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 110
Maint Life 2.43 Years     MSP 2094    AFR 246%    IFR 3.4%    1YR 488    5YR 7325    Max Repair 625 MSP
Intended Deployment Time: 20 months    Spare Berths 0   
Magazine 1640   

Lumion-IV 1250 EP MF Drive (2)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 1,250,000 Litres    Range 75.0 billion km   (138 days at full power)

Missile Tube S1 (20)    Missile Size 1    Rate of Fire 5
Missile Tube S6 (20)    Missile Size 6    Rate of Fire 60
RDX SSM FC244 (2)     Range 244.4m km    Resolution 200
RDX AMM FC40 (2)     Range 40.3m km    Resolution 1
RAM-1A (440)  Speed: 60,000 km/s   End: 1.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 960/576/288
SSM-3 (200)  Speed: 75,000 km/s   End: 43.7m    Range: 196.5m km   WH: 16    Size: 6    TH: 250/150/75

RDX MAAS MR38-R1 (1)     GPS 160     Range 38.4m km    MCR 4.2m km    Resolution 1
Wellen-Hinde MASS MR271-R200 (1)     GPS 16000     Range 271.5m km    Resolution 200

Compact ECCM-4 (2)         ECM 40

GTD Hecate, be-all-end-all battleship, final solution, in memory of the victory of Humanity, not finished yet.
Code: [Select]
GTD Hecate class Destroyer    39,550 tons     1204 Crew     11020.5 BP      TCS 791  TH 5000  EM 0
6321 km/s     Armour 30-103     Shields 0-0     Sensors 108/108/0/0     Damage Control Rating 30     PPV 220
Maint Life 2.8 Years     MSP 5224    AFR 417%    IFR 5.8%    1YR 967    5YR 14502    Max Repair 625 MSP
Intended Deployment Time: 20 months    Spare Berths 0   
Flag Bridge    Magazine 2530   

Lumion-IV 1250 EP MF Drive (4)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 2,000,000 Litres    Range 60.7 billion km   (111 days at full power)

Missile Tube S1 (40)    Missile Size 1    Rate of Fire 5
Missile Tube S6 (40)    Missile Size 6    Rate of Fire 60
RDX AMM FC40 (4)     Range 40.3m km    Resolution 1
RDX SSM FC244 (4)     Range 244.4m km    Resolution 200
RAM-1A (610)  Speed: 60,000 km/s   End: 1.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 960/576/288
SSM-3 (320)  Speed: 75,000 km/s   End: 43.7m    Range: 196.5m km   WH: 16    Size: 6    TH: 250/150/75

Wellen-Hinde MASS MR1150-R140 (1)     GPS 75600     Range 1,150.1m km    Resolution 140
RDX MAAS MR38-R1 (1)     GPS 160     Range 38.4m km    MCR 4.2m km    Resolution 1
Rayson Thermal Sensor TH6-108 (1)     Sensitivity 108     Detect Sig Strength 1000:  108m km
Rayson EM Detection Sensor EM6-108 (1)     Sensitivity 108     Detect Sig Strength 1000:  108m km

Compact ECCM-4 (4)         ECM 40
« Last Edit: October 28, 2014, 03:13:56 AM by JOKER »
 

Offline Ninetails (OP)

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Re: Ship reviews
« Reply #10 on: October 28, 2014, 06:36:03 PM »
Your fleet look like it is a lot less diverse than GreatTuna's, but still have all that is necessary for the main combatants in missil warfare.  This makes it much simpler for someone like me to get an overview of it and understand it, and I also suppose that it makes logistics quite a lot simpler.  With and anti-missile ship and an offensive missile ship you have a core that one can depend on, and the 2 other ships (the carrier and star destroyer) form nice additions, with the carrier allowing fighter/bomber attacks from even father away.  Design wise, I like how you combine the different anti-missil systems on one platform, which it more feasable to have a larger missile detector (which then increase hit rates through missile tracking and allow more AMM voleys to be fired).  I also agree with you that it was a good idea to get rid of the single twin gauss turret on your offensive missil cruiser, since it needed a lot of extra targeting systems that was not really used for anything and would be better fitted on more dedicated vessels.  I also really like that you have only put passive sensors on your star destroyer, and thereby allowed you to have large ones without needlessly filling up space on other ships with components that would not really help them.  In case you did not know (or remembered), you can create your own ship category (such as Cruiser, destroyer) by using the "New Hull" bottom on the design screen, so that you can get your Star Destroyer designation (which is somewhat different from the ship catagory of destroyer, which is normally used to hunt smaller vessels).  I am not really familiar with "Milk Box" style carriers, so I do not really know what it implies.

There are a few things I would like to hear your reasoning behind your design of.  First up is the lasers on GTC Fenris II class Cruiser.  I guess there is some kind of design compromise at play here, since it is not really optimized for any dirrect purpose I can think of.  While the use of 75% reduced sized 10cm is nice in a way, having your final fire only be able to fire half the time could create temporal holes in your defense which randomly arriving voleyes could end up using to entirely bypass your final fire defense.  To top this off, then guass cannons should be able to provide more hits for the same amount of space (assuming your previous flak turrets were twin gauss and not quad gauss), so it should only really be better at final fire against heavily armored missils, which does not actually sound all that unlikely in your scenario.  As a area defense it is serverly cripled by its fire control, which could have longer range even with only the first tech in the range category, it cannot even make use of the entire 7RM full damage zone, and the hit chances will prevent any real other use.  If it was to be used primarily as final fire, you could have spared the large range modifier and saved a huge factor on those lassers (because those reduced lasers can easily get expensive).  The other thing is on why both your ship sensor and missil fire control have about double the range of your ASM's.  There could be different reasons for this, but they would not necessarily make the the sensor and missil fire control have the same range (herein includes is extra sensor range for carrier use, and extra MFC range for ECCM lack).

There is another thing, the use of shields on fighter/bombers seem quite odd from a theoretical stand point.  Shields get strong when used on large craft and when the ship will take damage over a longer periode (either as small constant damage or surviving multiple voleys with sufficient time between to regenerate the shield).  For fighters they theoretically only need to hold off the damage for a single strike mission, since armor can be repaired back in the hanger of the carrier for free (uses maintaince supplies).  For most early to midgame tech levels (specifically T2-T6) you get 4 times as many armor blocks as you do shield points for the same amount of HS (idependent of size).  Since your fighter/bomber is such a small craft that it only has 5 armor colums you can almost get an entire armor layer for each shield point you give up, meaning that you could add an extra 6-7 layers of armor to your fighter without altering the size.  This means that shields lose their advantage in terms of penetration (since the same damage would not be able to penetrate faster through the armor).  It is theirfor only worth using if your opponent is useing microwaves or it sustain its full damage several times over a fight.

Oh, and congratulations on winning a war against a faction with such a huge economical and technological advantage.  I would have though that using missils against an economically/fleet size supperior foe would quickly make you run out of missils (like I did in my war, but on a much smaller scale), and therefor be unfeasiably.  But if they have a technological advantage beam combat can become quite one sided, and as such one would be forced to use the possible number wise equealizer in missils.
 

Offline JOKER

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Re: Ship reviews
« Reply #11 on: October 29, 2014, 02:28:11 AM »
Your fleet look like it is a lot less diverse than GreatTuna's, but still have all that is necessary for the main combatants in missile warfare.
"Milk Box" style means that, like Aeolus class, a cheap and small carrier with no extra armor, no point-defence, no sensor, but engine, deck and magazines. If anything so much as breathes on it, the whole vessel is going up like paper box on fire. Titan class is the opposite, big ones with AMM system and armor.

Using laser turret is for the situation that sometimes enemy missile will approach a point several kilos away, out of the range of gauss cannon, but still hit my ship. And my cruisers come out as large battlegroups(4-6 Orion, 10-18 Fenris, 30-40 Leviathan), the gauss would overkill anything other than AMM spam, reduced-size laser just fit her work - something like 9 ships fired and 11 ships ready for the next 5 second. Though in most situations, AMMs would finish everything.

And I forgot to care about the 7RM full damage zone. It's my mistake.

For the sensor and fire control, those on Tier 1 ships are designed for Tier 1 missiles, which have longer range and smaller warhead. But I need a faster, stronger Tier 2 missile that sacrificed range against Clan ships end-game armor and heavy point-defence. Against a Clan fleet with about 60 ships, none of a full broadside of 330 Tier 1 missiles hitted. For a single 30000t Clan battleship with 30 or more PD lasers, about 70 D16 hits could gurantee a kill. The big ones on Orion class are designed for long-range detection and bomber guidance, and bomber MFCs' extra range are for future missile design and ECCM lack.

As for the shields on bombers, tests showed that Clan use D8 ASM or 10-12 AMMs against a single bomber, so I thought two shield modules could gurantee them a chance to survive. This idea is not a success, as extra speed works better. Tier 3 bombers would have no shields but one more engine.

For this war, ordnance consumption is really a thorn in my flesh. One battle, and 10000 ASMs away. The biggest battle consumed over 10000 missiles carried by warships and 6000 more on supply ships. I have 15000 Tier 1 missiles in reserve and more in service, three big battles and they were all gone.
 

Offline Ninetails (OP)

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Re: Ship reviews
« Reply #12 on: November 06, 2014, 04:16:48 PM »
I have gone and started yet another game, with some different settings, and this time around i wanted to make a fleet composed of different types of ships. The designs were finalized in the years of 36,43 and 45 respectively (seen from the begining of the game). This game was yet another conventional game, and I have serverely restricted the amount of shipyards to be placed on earth (since the long term plan places them at Luna - where the gravity is much less). It should be noted that the no-overhaul option is still enabled, and that the main difference between this and the privous game is the use of High Imperial Monarchy as goverment (which only give 75% of normal conventional industry). All of the designs are created with extra large engines (50HS) with reduced power/efficency modifier. This is done to make the engine cheaper at the cost of slightly reduced military payload. The designs in order are as follows:

The Vitellus class Missile Frigate is designed to be cheap and provide good missile firepower at good range. It has been named after a missile researcher. 10 of these have been build.
Code: [Select]
Vitellus class Missile Frigate    7,500 tons     201 Crew     1111.25 BP      TCS 150  TH 750  EM 240
5000 km/s     Armour 4-34     Shields 8-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 36
Maint Life 0.17 Years     MSP 93    AFR 450%    IFR 6.2%    1YR 551    5YR 8267    Max Repair 281.25 MSP
Intended Deployment Time: 12 months    Spare Berths 2   
Magazine 324   

Std-75 750 EP Internal Fusion Drive (1)    Power 750    Fuel Use 12.18%    Signature 750    Exp 7%
Fuel Capacity 250,000 Litres    Range 49.3 billion km   (114 days at full power)
Gamma R300/288 Shields (4)   Total Fuel Cost  48 Litres per hour  (1,152 per day)

RR-3 Size 6 Missile Launcher (6)    Missile Size 6    Rate of Fire 60
Missile Fire Control FC115-R100 (1)     Range 115.2m km    Resolution 100
"Tiger" I: 12/6 (TS4.76) Anti-ship Missile (54)  Speed: 28,000 km/s   End: 68.9m    Range: 115.8m km   WH: 12    Size: 6    TH: 158/95/47

Active Search Sensor MR115-R100 (1)     GPS 14400     Range 115.2m km    Resolution 100

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
Note that the ASM has +95% chance of hitting ships of the same tech level. A new generation of "Tiger" missiles are in production, but only a few have been finished so far, they look like this:
Code: [Select]
"Tiger" II: 20/6 (TS12.16) Anti-ship Missile
Missile Size: 6 MSP  (0.3 HS)     Warhead: 20    Armour: 0     Manoeuvre Rating: 19
Speed: 64000 km/s    Engine Endurance: 31 minutes   Range: 119.2m km
Cost Per Missile: 10.9
Chance to Hit: 1k km/s 1216%   3k km/s 399%   5k km/s 243.2%   10k km/s 121.6%
Materials Required:    5x Tritanium   5.9x Gallicite   Fuel x1375

The next is the Captain class Frigate Leader, which is designed to jump gate passage, large passive sensors and a large resolution 1 active sensor (to see ships not well targeted by other ships sensors). 4 of these have been build.
Code: [Select]
Captain class Frigate Leader    7,500 tons     176 Crew     1311.4 BP      TCS 150  TH 750  EM 240
5000 km/s    JR 5-50     Armour 5-34     Shields 8-300     Sensors 165/165/0/0     Damage Control Rating 1     PPV 0
Maint Life 0.14 Years     MSP 109    AFR 450%    IFR 6.2%    1YR 790    5YR 11856    Max Repair 378 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

J7500(5-50) Military Jump Drive     Max Ship Size 7500 tons    Distance 50k km     Squadron Size 5
Std-60 750 EP Magnetic Fusion Drive (1)    Power 750    Fuel Use 5.58%    Signature 750    Exp 6%
Fuel Capacity 250,000 Litres    Range 107.5 billion km   (248 days at full power)
Gamma R300/288 Shields (4)   Total Fuel Cost  48 Litres per hour  (1,152 per day)

Captain's Active Search Sensor MR41-R1 (1)     GPS 378     Range 41.6m km    MCR 4.5m km    Resolution 1
Captain's Thermal Sensor TH15-165 (1)     Sensitivity 165     Detect Sig Strength 1000:  165m km
Captain's EM Detection Sensor EM15-165 (1)     Sensitivity 165     Detect Sig Strength 1000:  165m km

This design is classed as a Military Vessel for maintenance purposes
The extra layer of armor is there due to crew difference and armor advances making it otherwise go slightly below the targeted size. And since it would be necessary for jump point escapes it helps to have slightly better survivability (and no there was not enough room for propor engineering, I tried it).

The last is the Paidar class Frigate, which is designed to fill the 2 roles of point defense and short range beam warship. It has been named after a energy weapon researcher. The plan is to build 6 of these.
Code: [Select]
Paidar class Frigate    7,500 tons     257 Crew     1592 BP      TCS 150  TH 1200  EM 900
8000 km/s     Armour 5-34     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 43.1
Maint Life 0.16 Years     MSP 133    AFR 450%    IFR 6.2%    1YR 837    5YR 12561    Max Repair 450 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Cryogenic Berths 200   

Std-75 1200 EP Inertial Fusion Drive (1)    Power 1200    Fuel Use 7.31%    Signature 1200    Exp 7%
Fuel Capacity 250,000 Litres    Range 82.1 billion km   (118 days at full power)
Epsilon R300/288 Shields (10)   Total Fuel Cost  120 Litres per hour  (2,880 per day)

Twin R6/C3 Meson Cannon Turret (5x2)    Range 60,000km     TS: 20000 km/s     Power 6-6     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
R6/C3 High Power Microwave (2)    Range 60,000km     TS: 8000 km/s     Power 3-3     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S04 64-20000 (1)    Max Range: 128,000 km   TS: 20000 km/s     92 84 77 69 61 53 45 37 30 22
Fire Control S02 64-8000 (1)    Max Range: 128,000 km   TS: 8000 km/s     92 84 77 69 61 53 45 37 30 22
Inertial Confinement Fusion Reactor Technology PB-1 (3)     Total Power Output 36    Armour 0    Exp 5%

Active Search Sensor MR13-R1 (1)     GPS 126     Range 13.9m km    MCR 1.5m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
These are designed last, to make the most use of progress in the engine field, allowing them to go at 8000 km/s. The extra speed allow them to leave the rest of the task group after missile engagement and move in on the target. To weather the possible close range barrage they have been fitted with a significant amount of shields, which should hopefully take most of the damage from long range/long recharge broad sides. The 10 meson cannons can work well in final point defense mode (considering that current gauss tech would only allow 50% more hits/HS), and should also be sufficient to significant damage to the internals of other ships. The 2 High Power Microwaves function as a sort of paralysing poison, by quickly damaging sensors and fire control. The idea is to first let the shields take the first voley, and then move into close range why they are recharging. Then the HPM quickly shuts down the opponents targeting, so they cannot fire more voleyes while the mesons eat the rest of the ships internals. The firecontrols have extra range to ensure that the beam weapons are effective at their max ranges (which is otherwise somewhat short for meson/HPM's).
 

Offline firsal

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Re: Ship reviews
« Reply #13 on: November 12, 2014, 07:10:25 AM »
Hi.  I'm new to these forums, and don't know much.  All I've posted here is a bit of fiction a long while back, and, well, I'm back. 

So, I'm putting up my new Heavy Beam Cruiser design up for review.  Intended role is JP defense and mopping up of crippled hostiles after main missile combat. 

Code: [Select]
Nordic class Heavy Cruiser    15,000 tons     357 Crew     2592 BP      TCS 300  TH 1600  EM 0
5333 km/s     Armour 8-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 18     PPV 74.8
Maint Life 3.07 Years     MSP 864    AFR 225%    IFR 3.1%    1YR 137    5YR 2058    Max Repair 120 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

Bartlett-Howells Engines Limited 160 EP Magneto-plasma Drive (10)    Power 160    Fuel Use 45%    Signature 160    Exp 10%
Fuel Capacity 2,175,000 Litres    Range 58.0 billion km   (125 days at full power)

Lamb Technology GC R3-100 Single Turret (2x3)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Krupp Steel 12cm Railgun V4/C4 (4x4)    Range 80,000km     TS: 5333 km/s     Power 6-4     RM 4    ROF 10        2 2 2 2 1 1 1 1 0 0
Krupp Steel 25cm Railgun V4/C4 (2x4)    Range 200,000km     TS: 5333 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
Krupp Steel 20cm Railgun V4/C4 (2x4)    Range 160,000km     TS: 5333 km/s     Power 12-4     RM 4    ROF 15        4 4 4 4 3 2 2 2 1 1
Porter Limited Fire Control S02 160-5000 (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Martin-Bates Electronics Gauss Turret PD FC (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Horton-Dickinson Stellarator Fusion Reactor Technology PB-1 (6)     Total Power Output 36    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes
 

Offline 83athom

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Re: Ship reviews
« Reply #14 on: November 12, 2014, 07:35:09 AM »
I would love to see this against my battlecruiser;
Code: [Select]
Admiral class Battlecruiser    36 100 tons     1179 Crew     10190.8124 BP      TCS 722  TH 2812.5  EM 3750
5193 km/s     Armour 8-97     Shields 125-375     Sensors 55/55/2/0     Damage Control Rating 95     PPV 150
Maint Life 9.85 Years     MSP 14231    AFR 139%    IFR 1.9%    1YR 266    5YR 3993    Max Repair 878.9062 MSP
Intended Deployment Time: 36 months    Flight Crew Berths 20   
Hangar Deck Capacity 1000 tons     Troop Capacity: 2 Companies    Drop Capacity: 1 Company    Magazine 101   

1875 EP Gas Core AM Drive (2)    Power 1875    Fuel Use 6.09%    Signature 1406.25    Exp 7%
Fuel Capacity 2 500 000 Litres    Range 204.7 billion km   (456 days at full power)
Delta R375/150 Shields (50)   Total Fuel Cost  313 Litres per hour  (7 500 per day)

19cm C6 Ultraviolet Laser (Spinal) (1)    Range 360 000km     TS: 15000 km/s     Power 9-6     RM 4    ROF 10        9 9 9 9 7 6 5 4 4 3
15cm C6 Ultraviolet Laser (4)    Range 240 000km     TS: 15000 km/s     Power 6-6     RM 4    ROF 5        6 6 6 6 4 4 3 3 2 2
Particle Beam-9-R6 (4)    Range 240 000km     TS: 15000 km/s     Power 22-6    ROF 20        9 9 9 9 9 9 9 9 9 9
Gauss Cannon R6-100-V6 (5x6)    Range 60 000km     TS: 15000 km/s     Accuracy Modifier 100%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
CIWS-600 (4x12)    Range 1000 km     TS: 60000 km/s     ROF 5       Base 50% To Hit
20cm Railgun V4/C6 (7x4)    Range 160 000km     TS: 15000 km/s     Power 12-6     RM 4    ROF 10        4 4 4 4 3 2 2 2 1 1
Fire Control S01 60-30000 (2)    Max Range: 120 000 km   TS: 30000 km/s     92 83 75 67 58 50 42 33 25 17
Fire Control S01 240-7500 (2)    Max Range: 480 000 km   TS: 7500 km/s     98 96 94 92 90 88 85 83 81 79
Gas-core Anti-matter Power Plant PB-1-20 (5)     Total Power Output 100    Armour 0    Exp 5%

Size 5 Missile Launcher (2)    Missile Size 5    Rate of Fire 30
Size 1 Missile Launcher (3)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC62-R10 (2)     Range 62.6m km    Resolution 10
Size 1 AM/AF Missile (31)  Speed: 62 500 km/s   End: 50.2m    Range: 188.3m km   WH: 3    Size: 1    TH: 208/125/62
Size 5 Anti-ship Missile (14)  Speed: 12 500 km/s   End: 62.8m    Range: 47.1m km   WH: 16    Size: 5    TH: 75/45/22

Active Capital Search Sensor MR33-R1 (1)     GPS 300     Range 33.0m km    MCR 3.6m km    Resolution 1
Active Capital Search Sensor MR285-R75 (1)     GPS 22500     Range 285.8m km    Resolution 75
Active Capital Search Sensor MR404-R150 (1)     GPS 45000     Range 404.2m km    Resolution 150
Capital Thermal Sensor TH5-55 (2)     Sensitivity 55     Detect Sig Strength 1000:  55m km
Capital EM Detection Sensor EM5-55 (2)     Sensitivity 55     Detect Sig Strength 1000:  55m km
Improved Gravitational Sensors (1)   2 Survey Points Per Hour

ECCM-2 (4)         ECM 20

Strike Group
2x Falconer Heavy Fighter   Speed: 5154 km/s    Size: 9.7

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
Still in the design phase as I'm trying to either properly match the speed to its heavy fighters, or add a different type of fighter. Here is the Flaconer by the way;
Code: [Select]
Falconer class Heavy Fighter    485 tons     4 Crew     280.25 BP      TCS 9.7  TH 37.5  EM 0
5154 km/s     Armour 5-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 0 Years     MSP 0    AFR 97%    IFR 1.3%    1YR 33    5YR 502    Max Repair 101 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   

50 EP Gas Core AM Drive (1)    Power 50    Fuel Use 24.75%    Signature 37.5    Exp 10%
Fuel Capacity 5 000 Litres    Range 7.5 billion km   (16 days at full power)

10cm Railgun V4/C6 (2x4)    Range 40 000km     TS: 15000 km/s     Power 3-6     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S00.4 90-7500 (FTR) (1)    Max Range: 180 000 km   TS: 30000 km/s     94 89 83 78 72 67 61 56 50 44
Gas-core Anti-matter Power Plant Technology PB-1-6 (2)     Total Power Output 12    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.