Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: Borealis4x on November 20, 2020, 11:16:44 AM
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Is it possible to create a tanker, freighter, colony ship, collier and military supply ship that can all be built in the same shipyard?
So far, I've only been able to get freighters and colony ships to share a yard but I'd be really cool if I could get most of my logistics ships buildable by the same facility.
On another note, do you find yourself radically altering the composition of your commercial vessels much? I don't.
My base freighter, the Luna class, starts as a single standard cargo bay freighter with 2 engines and a couple of cargo shuttle bays and stays that way through the whole game. The only changes I make are upgrading the engine and cargo shuttle tech ever 2 or 3 generations. I try to do something similar with all my other logistic ships; create a standard design that I'm happy with and then keep it updates with the latest parts without changing the design too radically to the point you can't retrofit it.
First Generation 'Luna A'
Luna A class Freighter 39,806 tons 155 Crew 348.9 BP TCS 796 TH 100 EM 0
125 km/s Armour 1-103 Shields 0-0 HTK 34 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 5 Max Repair 50 MSP
Cargo 25,000 Cargo Shuttle Multiplier 4
Lieutenant Control Rating 1 BRG
Intended Deployment Time: 3 months
Lockheed-Boeing Armstrong Mass Reaction Drive (2) Power 100 Fuel Use 5.59% Signature 50 Explosion 5%
Fuel Capacity 750,000 Litres Range 60.4 billion km (5590 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
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Getting all of them in one is hard because of how expensive stuff like magazines gets.
I think the best I ever did was 3. Freighter, colony ship, and tanker; or freighter, colony ship, and non-drop troop transport.
I've used Iceranger's ship optimizer to help figure out what works. Worth noting that to get three, you end up tooling to a different, larger class that has some components from each of them. If you just want two, usually the colony ship will work b/c of how expensive the cryo modules are.
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Being built at the same shipyard is based on similarity of components, so while I haven't done the math I would guess the more engine tonnage/cost the easier it would be to use the same yard, since the engine is the main component that would be the same. So it's probably easier with faster transports with more engines.
I mostly do what you do, though I sometimes eventually switch to a superfreighter design with 125,000 cargo to make the most use of very large high efficiency engines. It can also make sense to switch to more lower power engines; since the main cost of freighters is the engines, and engine cost is based on power, a freighter with 2 50% fuel use engines costs about the same as one with 4 25% fuel use engines, while being nearly the same speed and using much less fuel.
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The general rule is that for a shipyard tooled for class A, it can build class B if the refit cost from A to B is less than 20% of the BP cost for class A, where refit cost is:
Refit Cost = (cost of B components not on A) * 1.20 * ABS(sizeA - sizeB) / sizeA
Note that this is not a symmetrical cost, i.e. the cost to refit from A to B is not the same as or even mathematically related to the cost to refit from B to A, since the cost of removed components does not factor into the calculation. In other words, if a shipyard tooled for A can build B, that does not mean that a thipyard tooled for B can build A, so you need to choose which class you tool for very carefully.
For a freighter/colony ship combo this is fairly easy, as the cargo hold is quite cheap and the components are otherwise identical. Design a freighter with your desired size of cargo hold, then copy it and replace the cargo hold with cryo modules of the same total mass for your colony ship. Tool the shipyard to build the colony ship (which is usually more expensive) and you've got it. You may be able to do something similar for a supply ship (carrying MSP) since it also uses cargo shuttles, but given how tonnage-efficient MSP is this may be a waste of tonnage until much later in the game
For the collier and tanker this is harder since they require different load/unload modules which bumps up the cost of a refit. Honestly, my suggestion here would be to just build more commercial shipyards since they're really not that expensive to push up to the 25,000 or 50,000 tons you would need for each type of auxiliary ship. Alternatively, you can combine tanker/collier/supply ships into one larger auxiliary design, which will save you a couple shipyards at the cost of an inefficient design.
As a general note, if you're having trouble getting two ships to be buildable at a common shipyard, remember that they need to have a lot of their component BP in common. Often the most expensive common component is going to be the engines, which leads to the rather unintuitive advice that you may be able to make the refit cost "cheaper" (i.e. a smaller percentage of the ship cost) by adding more engines. For your Luna class I would probably add 4-6 more engines at least, which also gives you more speed (125 km/s is painfully slow outside of the conventional era), and that might help you get closer to a common shipyard for more of your commercial ships as well - eventually, engine costs will be high enough that even the tanker and collier refit costs will get under that 20% margin. As a side note I'll point out that the optimal ratio of engine mass to fuel mass is 3:1 so if for example you have six engines (150 HS), you can bump up to 50 HS of fuel (2,500,000 litres), which is a bit more than 3x what you have now so you'll keep roughly the same range.
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On another note, do you find yourself radically altering the composition of your commercial vessels much? I don't.
My base freighter, the Luna class, starts as a single standard cargo bay freighter with 2 engines and a couple of cargo shuttle bays and stays that way through the whole game. The only changes I make are upgrading the engine and cargo shuttle tech ever 2 or 3 generations. I try to do something similar with all my other logistic ships; create a standard design that I'm happy with and then keep it updates with the latest parts without changing the design too radically to the point you can't retrofit it.
It's worth building more than one "standard" size of freighter. Compare these two from my current game:
Seven Pillars V class Freighter 38,382 tons 147 Crew 495.4 BP TCS 768 TH 800 EM 0
1042 km/s Armour 1-101 Shields 0-0 HTK 40 Sensors 6/0/0/0 DCR 1 PPV 0
MSP 8 Max Repair 50 MSP
Cargo 25,000 Cargo Shuttle Multiplier 3
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Castille & Wilmes Nuclear S50-EP200 Commercial NPE (4) Power 800 Fuel Use 4.74% Signature 200 Explosion 5%
Fuel Capacity 250,000 Litres Range 24.7 billion km (274 days at full power)
Bravo II class Freighter 150,000 tons 265 Crew 1,063.3 BP TCS 3,000 TH 1,600 EM 0
533 km/s Armour 1-251 Shields 0-0 HTK 78 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 4 Max Repair 200 MSP
Cargo 125,000 Cargo Shuttle Multiplier 4
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Castille & Wilmes Nuclear S50-EP200 Commercial NPE (8) Power 1600 Fuel Use 4.74% Signature 200 Explosion 5%
Fuel Capacity 943,000 Litres Range 23.8 billion km (517 days at full power)
The second one has the same range and half the speed, but five times the cargo capacity. Overall this means that it has 2.5× the throughput as the smaller freighter even though it takes longer to deliver the first items. (One side note: in this game I'm facing a shortage of neutronium, so I stopped expanding my largest shipyard. Eventually I'll decide to expand it again, and then I'll bring this up to a million liters of fuel instead of 943kl; it's cheaper to use a single large fuel tank than to use several smaller sizes.)
Another useful way to specialize your freighters is by range. If all of your freighters have maximum range, then they're carrying around a lot of fuel that they will never use. All those millions of liters of unused fuel could be used instead to fuel a military expedition, for example.
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Bishop-Class Transport:
Bishop-Class Transport 150,000 tons 518 Crew 2,643.8 BP TCS 3,000 TH 2,025 EM 0
675 km/s Armour 3-251 Shields 0-0 HTK 154 Sensors 1/1/0/0 DCR 30 PPV 0
MSP 350 Max Repair 100 MSP
Hangar Deck Capacity 2,000 tons Troop Capacity 5,000 tons Cargo 100,000 Cryogenic Berths 4,000 Cargo Shuttle Multiplier 16
Captain Control Rating 2 BRG ENG
Intended Deployment Time: 16.8 months Flight Crew Berths 40
Laske International T4500-100T Ion Drive, Class 337-5/0-3C (6) Power 2025.0 Fuel Use 0.99% Signature 337.5 Explosion 3%
Fuel Capacity 242,000 Litres Range 29.5 billion km (505 days at full power)
Laske International Guardian CIWS (4x8) Range 1000 km TS: 16,000 km/s ROF 5
T15/10-5R500 Active Sensor Suite, Commercial Grade (1) GPS 1500 Range 17.3m km Resolution 500
T15/10-5R1 Active Sensor Suite, Commercial Grade (1) GPS 3 Range 2.2m km MCR 196.7k km Resolution 1
Sensor Calibrator [TH] (1) Sensitivity 1 Detect Sig Strength 1000: 7.9m km
Sensor Calibrator [EM] (1) Sensitivity 1 Detect Sig Strength 1000: 7.9m km
This design is classed as a Commercial Vessel for maintenance purposes
^Based on this ship: https://homeworld.fandom.com/wiki/Hiigaran_Crew_Transport
- My current game's "Standardized" Transport. It moves 4,000 Colonists, 20 Pieces of Infrastructure to support them and 5,000 tons of troops to police them. This is very much a 'cosplay' of the Hiigaran Crew Transport from Homeworld 2, and has several Role-Play elements as well, such as the Active Sensors, Main Engineering and the 30x Engineering Spaces that it really doesn't need. Also, it's deployment range is yuuge for a Commercial Ship.
Bishop -TT Class Transport:
Bishop -TT Class Transport 150,000 tons 1,109 Crew 7,439 BP TCS 3,000 TH 4,320 EM 0
1440 km/s Armour 5-251 Shields 0-0 HTK 389 Sensors 1/1/0/0 DCR 30 PPV 0
MSP 1,309 Max Repair 360 MSP
Troop Capacity 80,000 tons Drop Capable Cargo Shuttle Multiplier 32
Captain Control Rating 2 BRG ENG
Intended Deployment Time: 72 months
Laske International T9000-100T Magneto-plasma Drive, Class 1440/0-5C (3) Power 4320 Fuel Use 2.08% Signature 1440 Explosion 5%
Fuel Capacity 4,700,000 Litres Range 270.7 billion km (2175 days at full power)
Zingarelli Naval Angel CIWS (4x8) Range 1000 km TS: 20,000 km/s ROF 5
T15/10-5R1 Active Sensor Suite, Commercial Grade (1) GPS 3 Range 2.2m km MCR 196.7k km Resolution 1
T15/10-5R500 Active Sensor Suite, Commercial Grade (1) GPS 1500 Range 17.3m km Resolution 500
Sensor Calibrator [EM] (1) Sensitivity 1 Detect Sig Strength 1000: 7.9m km
Sensor Calibrator [TH] (1) Sensitivity 1 Detect Sig Strength 1000: 7.9m km
This design is classed as a Commercial Vessel for maintenance purposes
*I have Trans-Newtonian Cargo Shuttles, so the Bishop has 8x Cargo Shuttle Bays and the Bishop -TT has 16x Cargo Shuttle Bays.
- A dedicated troop transport built off of the Bishop hull. It's not refit capable, being fluffed as having been based off the existing hull in order to save time & money in designing a troop transport.
Meta Bishop-Class Transport :
Meta Bishop-Class Transport 147,444 tons 361 Crew 2,091.2 BP TCS 2,949 TH 2,025 EM 0
686 km/s Armour 3-248 Shields 0-0 HTK 107 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 8 Max Repair 100 MSP
Hangar Deck Capacity 2,000 tons Troop Capacity 5,000 tons Cargo 100,000 Cryogenic Berths 4,000 Cargo Shuttle Multiplier 16
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Flight Crew Berths 40
Laske International T4500-100T Ion Drive, Class 337-5/0-3C (6) Power 2025.0 Fuel Use 0.99% Signature 337.5 Explosion 3%
Fuel Capacity 242,000 Litres Range 29.9 billion km (505 days at full power)
Laske International Guardian CIWS (4x8) Range 1000 km TS: 16,000 km/s ROF 5
This design is classed as a Commercial Vessel for maintenance purposes
- A version of the Bishop with the 'useless' bits stripped out.
Meta Bishop -TT Class Transport:
Meta Bishop -TT Class Transport 144,920 tons 952 Crew 6,383.8 BP TCS 2,898 TH 4,320 EM 0
1490 km/s Armour 5-245 Shields 0-0 HTK 294 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 27 Max Repair 360 MSP
Troop Capacity 80,000 tons Drop Capable Cargo Shuttle Multiplier 32
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Laske International T9000-100T Magneto-plasma Drive, Class 1440/0-5C (3) Power 4320 Fuel Use 2.08% Signature 1440 Explosion 5%
Fuel Capacity 4,700,000 Litres Range 280.1 billion km (2175 days at full power)
Zingarelli Naval Angel CIWS (4x8) Range 1000 km TS: 20,000 km/s ROF 5
This design is classed as a Commercial Vessel for maintenance purposes
- The Bishop -TT with the 'useless' bits cut out.
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On another note, do you find yourself radically altering the composition of your commercial vessels much? I don't.
My base freighter, the Luna class, starts as a single standard cargo bay freighter with 2 engines and a couple of cargo shuttle bays and stays that way through the whole game. The only changes I make are upgrading the engine and cargo shuttle tech ever 2 or 3 generations. I try to do something similar with all my other logistic ships; create a standard design that I'm happy with and then keep it updates with the latest parts without changing the design too radically to the point you can't retrofit it.
It's worth building more than one "standard" size of freighter. Compare these two from my current game:
Seven Pillars V class Freighter 38,382 tons 147 Crew 495.4 BP TCS 768 TH 800 EM 0
1042 km/s Armour 1-101 Shields 0-0 HTK 40 Sensors 6/0/0/0 DCR 1 PPV 0
MSP 8 Max Repair 50 MSP
Cargo 25,000 Cargo Shuttle Multiplier 3
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Castille & Wilmes Nuclear S50-EP200 Commercial NPE (4) Power 800 Fuel Use 4.74% Signature 200 Explosion 5%
Fuel Capacity 250,000 Litres Range 24.7 billion km (274 days at full power)
Bravo II class Freighter 150,000 tons 265 Crew 1,063.3 BP TCS 3,000 TH 1,600 EM 0
533 km/s Armour 1-251 Shields 0-0 HTK 78 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 4 Max Repair 200 MSP
Cargo 125,000 Cargo Shuttle Multiplier 4
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Castille & Wilmes Nuclear S50-EP200 Commercial NPE (8) Power 1600 Fuel Use 4.74% Signature 200 Explosion 5%
Fuel Capacity 943,000 Litres Range 23.8 billion km (517 days at full power)
The second one has the same range and half the speed, but five times the cargo capacity. Overall this means that it has 2.5× the throughput as the smaller freighter even though it takes longer to deliver the first items. (One side note: in this game I'm facing a shortage of neutronium, so I stopped expanding my largest shipyard. Eventually I'll decide to expand it again, and then I'll bring this up to a million liters of fuel instead of 943kl; it's cheaper to use a single large fuel tank than to use several smaller sizes.)
Another useful way to specialize your freighters is by range. If all of your freighters have maximum range, then they're carrying around a lot of fuel that they will never use. All those millions of liters of unused fuel could be used instead to fuel a military expedition, for example.
Oh, I do have multiple different types of freighters. Usually they're:
A. Standard freighter with 1 standard cargo bay for early game logistics
B. Light Freighter with small cargo bay for mineral hauling
C. A Heavy Freighter with a large cargo bay that supplants the standard freighter mid-gane
D. A Super Freighter with multiple large cargo bays for quickly setting up colonies
But they all stick to the same design with only the engine tech and cargo shuttles changing.
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Bishop-Class Transport:
Bishop-Class Transport 150,000 tons 518 Crew 2,643.8 BP TCS 3,000 TH 2,025 EM 0
675 km/s Armour 3-251 Shields 0-0 HTK 154 Sensors 1/1/0/0 DCR 30 PPV 0
MSP 350 Max Repair 100 MSP
Hangar Deck Capacity 2,000 tons Troop Capacity 5,000 tons Cargo 100,000 Cryogenic Berths 4,000 Cargo Shuttle Multiplier 16
Captain Control Rating 2 BRG ENG
Intended Deployment Time: 16.8 months Flight Crew Berths 40
Laske International T4500-100T Ion Drive, Class 337-5/0-3C (6) Power 2025.0 Fuel Use 0.99% Signature 337.5 Explosion 3%
Fuel Capacity 242,000 Litres Range 29.5 billion km (505 days at full power)
Laske International Guardian CIWS (4x8) Range 1000 km TS: 16,000 km/s ROF 5
T15/10-5R500 Active Sensor Suite, Commercial Grade (1) GPS 1500 Range 17.3m km Resolution 500
T15/10-5R1 Active Sensor Suite, Commercial Grade (1) GPS 3 Range 2.2m km MCR 196.7k km Resolution 1
Sensor Calibrator [TH] (1) Sensitivity 1 Detect Sig Strength 1000: 7.9m km
Sensor Calibrator [EM] (1) Sensitivity 1 Detect Sig Strength 1000: 7.9m km
This design is classed as a Commercial Vessel for maintenance purposes
^Based on this ship: https://homeworld.fandom.com/wiki/Hiigaran_Crew_Transport
- My current game's "Standardized" Transport. It moves 4,000 Colonists, 20 Pieces of Infrastructure to support them and 5,000 tons of troops to police them. This is very much a 'cosplay' of the Hiigaran Crew Transport from Homeworld 2, and has several Role-Play elements as well, such as the Active Sensors, Main Engineering and the 30x Engineering Spaces that it really doesn't need. Also, it's deployment range is yuuge for a Commercial Ship.
Bishop -TT Class Transport:
Bishop -TT Class Transport 150,000 tons 1,109 Crew 7,439 BP TCS 3,000 TH 4,320 EM 0
1440 km/s Armour 5-251 Shields 0-0 HTK 389 Sensors 1/1/0/0 DCR 30 PPV 0
MSP 1,309 Max Repair 360 MSP
Troop Capacity 80,000 tons Drop Capable Cargo Shuttle Multiplier 32
Captain Control Rating 2 BRG ENG
Intended Deployment Time: 72 months
Laske International T9000-100T Magneto-plasma Drive, Class 1440/0-5C (3) Power 4320 Fuel Use 2.08% Signature 1440 Explosion 5%
Fuel Capacity 4,700,000 Litres Range 270.7 billion km (2175 days at full power)
Zingarelli Naval Angel CIWS (4x8) Range 1000 km TS: 20,000 km/s ROF 5
T15/10-5R1 Active Sensor Suite, Commercial Grade (1) GPS 3 Range 2.2m km MCR 196.7k km Resolution 1
T15/10-5R500 Active Sensor Suite, Commercial Grade (1) GPS 1500 Range 17.3m km Resolution 500
Sensor Calibrator [EM] (1) Sensitivity 1 Detect Sig Strength 1000: 7.9m km
Sensor Calibrator [TH] (1) Sensitivity 1 Detect Sig Strength 1000: 7.9m km
This design is classed as a Commercial Vessel for maintenance purposes
*I have Trans-Newtonian Cargo Shuttles, so the Bishop has 8x Cargo Shuttle Bays and the Bishop -TT has 16x Cargo Shuttle Bays.
- A dedicated troop transport built off of the Bishop hull. It's not refit capable, being fluffed as having been based off the existing hull in order to save time & money in designing a troop transport.
Meta Bishop-Class Transport :
Meta Bishop-Class Transport 147,444 tons 361 Crew 2,091.2 BP TCS 2,949 TH 2,025 EM 0
686 km/s Armour 3-248 Shields 0-0 HTK 107 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 8 Max Repair 100 MSP
Hangar Deck Capacity 2,000 tons Troop Capacity 5,000 tons Cargo 100,000 Cryogenic Berths 4,000 Cargo Shuttle Multiplier 16
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Flight Crew Berths 40
Laske International T4500-100T Ion Drive, Class 337-5/0-3C (6) Power 2025.0 Fuel Use 0.99% Signature 337.5 Explosion 3%
Fuel Capacity 242,000 Litres Range 29.9 billion km (505 days at full power)
Laske International Guardian CIWS (4x8) Range 1000 km TS: 16,000 km/s ROF 5
This design is classed as a Commercial Vessel for maintenance purposes
- A version of the Bishop with the 'useless' bits stripped out.
Meta Bishop -TT Class Transport:
Meta Bishop -TT Class Transport 144,920 tons 952 Crew 6,383.8 BP TCS 2,898 TH 4,320 EM 0
1490 km/s Armour 5-245 Shields 0-0 HTK 294 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 27 Max Repair 360 MSP
Troop Capacity 80,000 tons Drop Capable Cargo Shuttle Multiplier 32
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Laske International T9000-100T Magneto-plasma Drive, Class 1440/0-5C (3) Power 4320 Fuel Use 2.08% Signature 1440 Explosion 5%
Fuel Capacity 4,700,000 Litres Range 280.1 billion km (2175 days at full power)
Zingarelli Naval Angel CIWS (4x8) Range 1000 km TS: 20,000 km/s ROF 5
This design is classed as a Commercial Vessel for maintenance purposes
- The Bishop -TT with the 'useless' bits cut out.
I really hate how passive sensors mark a ship as military. If you ask me, they should be a standard part of all ships. Perhaps treat them like engines where beyond a certain sensitivity they are classified as military-grade
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I really hate how passive sensors mark a ship as military. If you ask me, they should be a standard part of all ships. Perhaps treat them like engines where beyond a certain sensitivity they are classified as military-grade
Thats.... exactly how passives work. Try making a size 1 (50t) passive.
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I really hate how passive sensors mark a ship as military. If you ask me, they should be a standard part of all ships. Perhaps treat them like engines where beyond a certain sensitivity they are classified as military-grade
Thats.... exactly how passives work. Try making a size 1 (50t) passive.
Really? How have I not realized this...
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Strength 1 passives USED to be free on every ship. But with the C# changes making small passives so much better, Steve decided to strip that out. I stick 50 ton latest tech E and T sensors on basically everything, but you could even go down to 15 ton sensors.
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- Snipped.
I really hate how passive sensors mark a ship as military. If you ask me, they should be a standard part of all ships. Perhaps treat them like engines where beyond a certain sensitivity they are classified as military-grade
- All of those ships are very clearly still commercial...
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My starting commercial vessel in current game:
Backbone 20kt class Tug 20 000 tons 160 Crew 606. 1 BP TCS 400 TH 1 400 EM 0
3500 km/s Armour 1-65 Shields 0-0 HTK 103 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 18 Max Repair 100 MSP
Tractor Beam
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months
Commercial Improved Nuclear Pulse Engine EP100. 0 (14) Power 1400 Fuel Use 4. 48% Signature 100 Explosion 4%
Fuel Capacity 888 000 Litres Range 178. 4 billion km (589 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Then as ship is made, cargo is tugged to select role.
Police Force Deployment class Troop Transport 12 390 tons 80 Crew 298. 4 BP TCS 248 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 29 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 15 Max Repair 80 MSP
Troop Capacity 10 000 tons Cargo Shuttle Multiplier 4
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Fuel Capacity 50 000 Litres Range N/A
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
180 JSS module class Jump Stabilisation Station 50 565 tons 110 Crew 1 068. 1 BP TCS 1 011 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 10 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 13 Max Repair 1000 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Jump Point Stabilisation: 180 days
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
25kt Freighter class Freighter 26 353 tons 35 Crew 134. 9 BP TCS 527 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 6 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 3 Max Repair 50 MSP
Cargo 25 000 Cargo Shuttle Multiplier 2
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
Ofcourse, there are quite few more. Colony, large cargo, survey station etc. Limit is your immagination.
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My starting commercial vessel in current game:
Backbone 20kt class Tug 20 000 tons 160 Crew 606. 1 BP TCS 400 TH 1 400 EM 0
3500 km/s Armour 1-65 Shields 0-0 HTK 103 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 18 Max Repair 100 MSP
Tractor Beam
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months
Commercial Improved Nuclear Pulse Engine EP100. 0 (14) Power 1400 Fuel Use 4. 48% Signature 100 Explosion 4%
Fuel Capacity 888 000 Litres Range 178. 4 billion km (589 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Then as ship is made, cargo is tugged to select role.
Police Force Deployment class Troop Transport 12 390 tons 80 Crew 298. 4 BP TCS 248 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 29 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 15 Max Repair 80 MSP
Troop Capacity 10 000 tons Cargo Shuttle Multiplier 4
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Fuel Capacity 50 000 Litres Range N/A
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
180 JSS module class Jump Stabilisation Station 50 565 tons 110 Crew 1 068. 1 BP TCS 1 011 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 10 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 13 Max Repair 1000 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Jump Point Stabilisation: 180 days
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
25kt Freighter class Freighter 26 353 tons 35 Crew 134. 9 BP TCS 527 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 6 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 3 Max Repair 50 MSP
Cargo 25 000 Cargo Shuttle Multiplier 2
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
Ofcourse, there are quite few more. Colony, large cargo, survey station etc. Limit is your immagination.
Using tractor beam ships to pull modules you can easily make via construction facotories is quite ingenious I have to admit. I wouldn't use it for freighters and tankers, but I can with jump-stabilization ships.
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It allows much greater flexibility. In my opinion its more than worth. Especially once you start making bigger ships, the resource you spend on tractor beam will be saved on less armor for whatever its tugging.
100kt Freighter - Copy class Freighter 105 839 tons 130 Crew 480 BP TCS 2 117 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 20 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 2 Max Repair 50 MSP
Cargo 100 000 Cargo Shuttle Multiplier 10
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Fuel Capacity 50 000 Litres Range N/A
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
100kt Freighter - Copy class Freighter 106 173 tons 130 Crew 669. 7 BP TCS 2 123 TH 0 EM 0
1 km/s Armour 1-199 Shields 0-0 HTK 20 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 3 Max Repair 50 MSP
Cargo 100 000 Cargo Shuttle Multiplier 10
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Fuel Capacity 50 000 Litres Range N/A
This design is classed as a Commercial Vessel for maintenance purposes
Thats same module only with armor. Almost 200 difference on small variant like 100kt. . .