Author Topic: Standardized Ship Designs  (Read 2670 times)

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Offline Borealis4x (OP)

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Standardized Ship Designs
« on: November 20, 2020, 11:16:44 AM »
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'

Code: [Select]
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
 

Offline TheTalkingMeowth

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Re: Standardized Ship Designs
« Reply #1 on: November 20, 2020, 12:10:50 PM »
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.
 

Offline Bremen

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Re: Standardized Ship Designs
« Reply #2 on: November 20, 2020, 12:12:29 PM »
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.
 

Offline nuclearslurpee

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Re: Standardized Ship Designs
« Reply #3 on: November 20, 2020, 12:24:26 PM »
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:

Code: [Select]
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.
 

Offline db48x

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Re: Standardized Ship Designs
« Reply #4 on: November 20, 2020, 12:27:41 PM »
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:

Code: [Select]
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)

Code: [Select]
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.
 

Offline xenoscepter

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Re: Standardized Ship Designs
« Reply #5 on: November 20, 2020, 04:06:45 PM »
Bishop-Class Transport:

Code: [Select]
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:

Code: [Select]
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 :

Code: [Select]
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:

Code: [Select]
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.
« Last Edit: November 20, 2020, 04:13:39 PM by xenoscepter »
 

Offline Borealis4x (OP)

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Re: Standardized Ship Designs
« Reply #6 on: November 20, 2020, 04:29:51 PM »
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:

Code: [Select]
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)

Code: [Select]
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.
« Last Edit: November 20, 2020, 04:33:07 PM by BasileusMaximos »
 

Offline Borealis4x (OP)

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Re: Standardized Ship Designs
« Reply #7 on: November 20, 2020, 04:32:18 PM »
Bishop-Class Transport:

Code: [Select]
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:

Code: [Select]
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 :

Code: [Select]
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:

Code: [Select]
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
 

Offline Droll

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Re: Standardized Ship Designs
« Reply #8 on: November 20, 2020, 04:38:42 PM »
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.
 

Offline Borealis4x (OP)

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Re: Standardized Ship Designs
« Reply #9 on: November 20, 2020, 04:47:39 PM »
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...
 

Offline TheTalkingMeowth

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Re: Standardized Ship Designs
« Reply #10 on: November 20, 2020, 05:27:41 PM »
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.
 

Offline xenoscepter

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Re: Standardized Ship Designs
« Reply #11 on: November 20, 2020, 06:05:43 PM »
- 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...
 

Offline Platys51

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Re: Standardized Ship Designs
« Reply #12 on: November 21, 2020, 05:03:01 PM »
My starting commercial vessel in current game:

Quote
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.

Quote
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

Quote
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

Quote
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.
 

Offline Borealis4x (OP)

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Re: Standardized Ship Designs
« Reply #13 on: November 22, 2020, 12:10:35 AM »
My starting commercial vessel in current game:

Quote
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.

Quote
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

Quote
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

Quote
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.
 

Offline Platys51

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Re: Standardized Ship Designs
« Reply #14 on: November 22, 2020, 03:03:42 AM »
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.

Quote
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

Quote
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. . .