Author Topic: v5.70 Test Campaign Ship/Missile Designs  (Read 5039 times)

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Offline Steve Walmsley (OP)

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v5.70 Test Campaign Ship/Missile Designs
« on: August 11, 2012, 02:00:32 PM »
It looks like I am going to have to start a new test campaign due to an issue I found with trojan asteroids. I've changed the way their orbit is calculated, which won't work with existing systems. This isn't really that big a deal as not much was happening in the current campaign and I need to try something more high intensity. Rather than post the entire campaign report (as I am using the same initial fluff for the new one), I'm just going to post some of the ship designs to give a flavour for how the new rules affect the games. The major difference is the amount of fuel, the larger crew quarters and the generally much shorter range of ships. More tankers and refueling outposts will be needed.

Vanguard class Geological Survey Vessel   3,750 tons     75 Crew     567.6 BP      TCS 75  TH 240  EM 0
3200 km/s     Armour 1-21     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 4     PPV 0
Maint Life 6.34 Years     MSP 378    AFR 28%    IFR 0.4%    1YR 16    5YR 243    Max Repair 100 MSP
Intended Deployment Time: 48 months    Spare Berths 2    

Terradyne NP-80 Nuclear Pulse Drive (3)    Power 80    Fuel Use 81%    Signature 80    Exp 10%
Fuel Capacity 1,000,000 Litres    Range 59.3 billion km   (214 days at full power)
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Minerva class Freighter   40,000 tons     160 Crew     626.4 BP      TCS 800  TH 1000  EM 0
1250 km/s     Armour 1-104     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 10    Max Repair 50 MSP
Intended Deployment Time: 3 months    Spare Berths 54    
Cargo 25000    Cargo Handling Multiplier 10    

Terradyne NP-200 Commercial Drive (5)    Power 200    Fuel Use 22.5%    Signature 200    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 20.0 billion km   (185 days at full power)

Vesta class Colony Ship   27,050 tons     205 Crew     1020.4 BP      TCS 541  TH 1000  EM 0
1848 km/s     Armour 1-80     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 24    Max Repair 50 MSP
Intended Deployment Time: 3 months    Spare Berths 3    
Cryogenic Berths 50000    Cargo Handling Multiplier 10    

Terradyne NP-200 Commercial Drive (5)    Power 200    Fuel Use 22.5%    Signature 200    Exp 5%
Fuel Capacity 750,000 Litres    Range 22.2 billion km   (138 days at full power)

Dominion class Troop Transport   24,300 tons     180 Crew     656.4 BP      TCS 486  TH 800  EM 0
1646 km/s     Armour 1-74     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 17    Max Repair 50 MSP
Intended Deployment Time: 3 months    Spare Berths 0    
Troop Capacity: 5 Battalions    Cargo Handling Multiplier 10    

Terradyne NP-200 Commercial Drive (4)    Power 200    Fuel Use 22.5%    Signature 200    Exp 5%
Fuel Capacity 750,000 Litres    Range 24.7 billion km   (173 days at full power)

Vulcan class Fuel Harvester    70,000 tons     310 Crew     1231.2 BP      TCS 1400  TH 400  EM 0
285 km/s     Armour 1-151     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 11    Max Repair 50 MSP
Intended Deployment Time: 3 months    Spare Berths 2    
Fuel Harvester: 25 modules producing 700000 litres per annum

Terradyne NP-200 Commercial Drive (2)    Power 200    Fuel Use 22.5%    Signature 200    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 11.4 billion km   (462 days at full power)

Covenant class Survey Cruiser    6,000 tons     150 Crew     890 BP      TCS 120  TH 480  EM 0
4000 km/s    JR 3-50     Armour 1-29     Shields 0-0     Sensors 1/5/3/0     Damage Control Rating 5     PPV 0
Maint Life 4.72 Years     MSP 464    AFR 57%    IFR 0.8%    1YR 34    5YR 512    Max Repair 100 MSP
Intended Deployment Time: 48 months    Spare Berths 1    

Gryphonne MJ-60 Military Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Terradyne ION-120 Military Drive (4)    Power 120    Fuel Use 63%    Signature 120    Exp 10%
Fuel Capacity 1,000,000 Litres    Range 47.6 billion km   (137 days at full power)

EM Detection Sensor (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Gravitational Survey Sensors (3)   3 Survey Points Per Hour

Daedalus class Tanker    14,000 tons     85 Crew     743 BP      TCS 280  TH 900  EM 0
3214 km/s     Armour 1-51     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 33    Max Repair 75 MSP
Intended Deployment Time: 3 months    Spare Berths 5    

Terradyne ION-300 Commercial Drive (3)    Power 300    Fuel Use 17.5%    Signature 300    Exp 5%
Fuel Capacity 6,000,000 Litres    Range 440.8 billion km   (1587 days at full power)

Initial ASM design below - it uses two of the MD-162 engines

Exorcist Anti-ship Missile
Missile Size: 4 MSP  (0.2 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 10
Speed: 16200 km/s    Engine Endurance: 179 minutes   Range: 174.1m km
Thermal Sensor Strength: 0.135    Detect Sig Strength 1000:  135,000 km
Cost Per Missile: 2.526
Chance to Hit: 1k km/s 162%   3k km/s 50%   5k km/s 32.4%   10k km/s 16.2%
Materials Required:    1.5x Tritanium   0.081x Boronide   0.135x Uridium   0.81x Gallicite   Fuel x325
Development Cost for Project: 253RP

Astratech MD-162 Missile Drive
Engine Power: 1.62      Fuel Use Per Hour: 54.43 Litres
Fuel Consumption per Engine Power Hour: 33.6 Litres
Engine Size: 0.9 MSP      Cost: 0.405
Thermal Signature: 1.62
Materials Required: 1x Tritanium  0.405x Gallicite
Development Cost for Project: 81RP

An updated version that uses a single MD-378. This was created after the max engine boost tech was increased form 1.5x to 1.75x.

Exorcist II Anti-Ship Missile
Missile Size: 4 MSP  (0.2 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 10
Speed: 18900 km/s    Engine Endurance: 115 minutes   Range: 130.6m km
Thermal Sensor Strength: 0.135    Detect Sig Strength 1000:  135,000 km
Cost Per Missile: 2.661
Chance to Hit: 1k km/s 189%   3k km/s 60%   5k km/s 37.8%   10k km/s 18.9%
Materials Required:    15.2x Duranium   1.5x Tritanium   0.081x Boronide   60.8x Sorium   0.135x Uridium   0.945x Gallicite   Fuel x325

Astratech MD-378 Missile Drive
Engine Power: 3.78      Fuel Use Per Hour: 169.34 Litres
Fuel Consumption per Engine Power Hour: 44.8 Litres
Engine Size: 1.8 MSP      Cost: 0.945
Thermal Signature: 3.78
Materials Required: 1.5x Tritanium  0.945x Gallicite
Development Cost for Project: 189RP

Juno class Colony Ship   47,600 tons     350 Crew     1949 BP      TCS 952  TH 2400  EM 0
2521 km/s     Armour 1-116     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 26    Max Repair 75 MSP
Intended Deployment Time: 3 months    Spare Berths 3    
Cryogenic Berths 100000    Cargo Handling Multiplier 20    

Terradyne ION-300 Commercial Drive (8)    Power 300    Fuel Use 17.5%    Signature 300    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 21.6 billion km   (99 days at full power)

Emperor class Missile Cruiser    15,000 tons     338 Crew     2113 BP      TCS 300  TH 1200  EM 0
4000 km/s     Armour 7-54     Shields 0-0     Sensors 1/12/0/0     Damage Control Rating 5     PPV 48
Maint Life 1.93 Years     MSP 440    AFR 360%    IFR 5%    1YR 154    5YR 2307    Max Repair 144 MSP
Intended Deployment Time: 12 months    Spare Berths 2    
Magazine 848    

Terradyne ION-120 Military Drive (10)    Power 120    Fuel Use 63%    Signature 120    Exp 10%
Fuel Capacity 1,250,000 Litres    Range 23.8 billion km   (68 days at full power)

Pegasus IV Missile Launcher (12)    Missile Size 4    Rate of Fire 40
Gabriel-90 Missile Fire Control (2)     Range 86.4m km    Resolution 100
Exorcist II Anti-Ship Missile (212)  Speed: 18,900 km/s  End: 115m  Range: 130m km  WH: 6   Size: 4  TH: 63 / 37 / 18

Raphael-90 Active Search Sensor (1)     GPS 14400     Range 86.4m km    Resolution 100
Uriel-12 EM Sensor (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

Sword class Frigate    6,000 tons     170 Crew     1013 BP      TCS 120  TH 480  EM 0
4000 km/s     Armour 5-29     Shields 0-0     Sensors 1/12/0/0     Damage Control Rating 3     PPV 24
Maint Life 3.29 Years     MSP 317    AFR 96%    IFR 1.3%    1YR 44    5YR 663    Max Repair 96 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

Terradyne ION-120 Military Drive (4)    Power 120    Fuel Use 63%    Signature 120    Exp 10%
Fuel Capacity 500,000 Litres    Range 23.8 billion km   (68 days at full power)

15cm C3 Near Ultraviolet Laser (6)    Range 180,000km     TS: 4000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Zadkiel-128 Beam Fire Control (2)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor (3)     Total Power Output 18    Armour 0    Exp 5%

Raphael-60 Active Search Sensor (1)     GPS 9600     Range 57.6m km    Resolution 100
Uriel-12 EM Sensor (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
« Last Edit: August 11, 2012, 07:08:24 PM by Steve Walmsley »
 

Offline Zed 6

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #1 on: August 11, 2012, 03:42:39 PM »
Maybe I missed it somewhere but Spare Berths?
 

Offline Steve Walmsley (OP)

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #2 on: August 11, 2012, 03:45:00 PM »
Maybe I missed it somewhere but Spare Berths?

The number of passengers (lifepod survivors for example) the ship can carry without the chance of causing problems for its life support systems.

Steve
 

Offline Eseraith

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #3 on: August 11, 2012, 04:43:36 PM »
The number of passengers (lifepod survivors for example) the ship can carry without the chance of causing problems for its life support systems.

Steve

Would this include teams and or officers being transported by the ship?
 

Offline Zed 6

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #4 on: August 11, 2012, 09:36:28 PM »
Thanks for the quick reply. Interesting. Would that scale up the life support problems if for example, more and more life pod survivors are brought aboard to the point of life support failure?
 

Offline icecoldblood

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #5 on: August 11, 2012, 09:59:02 PM »
Are commercial ships exempt from crew morale? Your commercial ships have really low deployment times.
 

Offline Steve Walmsley (OP)

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #6 on: August 12, 2012, 05:58:21 AM »
Are commercial ships exempt from crew morale? Your commercial ships have really low deployment times.

Commercial ships aren't exempt. It's just that the penalties for low morale will rarely apply to them so for the classes involved I decided they didn't need long deployment times. If was a created a commercial geosurvey ship I would add extra accommodations.

To qualify as commercial btw, a ship must have at least a 3 month deployment time.

Steve
 

Offline Steve Walmsley (OP)

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #7 on: August 12, 2012, 06:01:48 AM »
Thanks for the quick reply. Interesting. Would that scale up the life support problems if for example, more and more life pod survivors are brought aboard to the point of life support failure?

Yes. This is to prevent the "FAC picks up 2000 survivors" issue. However, there are now smaller cryogenic modules that you can add to a ship for the purposes of rescusing survivors. The frigate below (from my new campaign) has cryo-space for 400. You could also build a dedicated "Hospital Ship", or bring along an empty colony ship.

Exidium class Frigate    7,500 tons     203 Crew     1160.8 BP      TCS 150  TH 600  EM 0
4000 km/s     Armour 6-34     Shields 0-0     Sensors 1/16/0/0     Damage Control Rating 4     PPV 32
Maint Life 3.61 Years     MSP 387    AFR 112%    IFR 1.6%    1YR 46    5YR 689    Max Repair 96 MSP
Intended Deployment Time: 12 months    Spare Berths 2    
Cryogenic Berths 400    

Terradyne ION-120 Military Drive (5)    Power 120    Fuel Use 54%    Signature 120    Exp 10%
Fuel Capacity 500,000 Litres    Range 22.2 billion km   (64 days at full power)

15cm C3 Near Ultraviolet Laser (8)    Range 180,000km     TS: 4000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
PanTerra FCB-128 Beam Fire Control (2)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61

Reichmann Industries AS-80 Active Search Sensor (1)     GPS 9600     Range 76.8m km    Resolution 100
Uriel-16 EM Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

This design is classed as a Military Vessel for maintenance purposes
 

Offline Garfunkel

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #8 on: August 12, 2012, 09:57:34 AM »
Guys, you could also read the actual "Changes in 5.70"-thread where Steve has gone over all these changes already.

Steve, have you tweaked/boosted the engines? They appear bit more powerful than the current ones, especially with Nuclear Pulse tech.
 

Offline Steve Walmsley (OP)

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #9 on: August 12, 2012, 10:13:15 AM »
Guys, you could also read the actual "Changes in 5.70"-thread where Steve has gone over all these changes already.

Steve, have you tweaked/boosted the engines? They appear bit more powerful than the current ones, especially with Nuclear Pulse tech.

Engines can now be different sizes. I think the commercial ones in the designs above are 50 HS rather than 25 HS.

Steve
 

Offline Stephan

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #10 on: August 13, 2012, 03:20:19 AM »
Yes. This is to prevent the "FAC picks up 2000 survivors" issue. However, there are now smaller cryogenic modules that you can add to a ship for the purposes of rescusing survivors. The frigate below (from my new campaign) has cryo-space for 400. You could also build a dedicated "Hospital Ship", or bring along an empty colony ship.

Exidium class Frigate    7,500 tons     203 Crew     1160.8 BP      TCS 150  TH 600  EM 0
4000 km/s     Armour 6-34     Shields 0-0     Sensors 1/16/0/0     Damage Control Rating 4     PPV 32
Maint Life 3.61 Years     MSP 387    AFR 112%    IFR 1.6%    1YR 46    5YR 689    Max Repair 96 MSP
Intended Deployment Time: 12 months    Spare Berths 2    
Cryogenic Berths 400    

Terradyne ION-120 Military Drive (5)    Power 120    Fuel Use 54%    Signature 120    Exp 10%
Fuel Capacity 500,000 Litres    Range 22.2 billion km   (64 days at full power)

15cm C3 Near Ultraviolet Laser (8 )    Range 180,000km     TS: 4000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
PanTerra FCB-128 Beam Fire Control (2)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61

Reichmann Industries AS-80 Active Search Sensor (1)     GPS 9600     Range 76.8m km    Resolution 100
Uriel-16 EM Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

This design is classed as a Military Vessel for maintenance purposes


No Power Plants required, Steve???
« Last Edit: August 13, 2012, 03:22:25 AM by Stephan »
 

Offline Theokrat

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #11 on: August 13, 2012, 08:00:43 AM »
Initial ASM design below - it uses two of the MD-162 engines

Exorcist Anti-ship Missile
Missile Size: 4 MSP  (0.2 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 10
Speed: 16200 km/s    Engine Endurance: 179 minutes   Range: 174.1m km
Thermal Sensor Strength: 0.135    Detect Sig Strength 1000:  135,000 km
Cost Per Missile: 2.526
Chance to Hit: 1k km/s 162%   3k km/s 50%   5k km/s 32.4%   10k km/s 16.2%
Materials Required:   1.5x Tritanium   0.081x Boronide   0.135x Uridium   0.81x Gallicite   Fuel x325
Development Cost for Project: 253RP

Astratech MD-162 Missile Drive
Engine Power: 1.62      Fuel Use Per Hour: 54.43 Litres
Fuel Consumption per Engine Power Hour: 33.6 Litres
Engine Size: 0.9 MSP      Cost: 0.405
Thermal Signature: 1.62
Materials Required: 1x Tritanium  0.405x Gallicite
Development Cost for Project: 81RP

An updated version that uses a single MD-378. This was created after the max engine boost tech was increased form 1.5x to 1.75x.

Exorcist II Anti-Ship Missile
Missile Size: 4 MSP  (0.2 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 10
Speed: 18900 km/s    Engine Endurance: 115 minutes   Range: 130.6m km
Thermal Sensor Strength: 0.135    Detect Sig Strength 1000:  135,000 km
Cost Per Missile: 2.661
Chance to Hit: 1k km/s 189%   3k km/s 60%   5k km/s 37.8%   10k km/s 18.9%
Materials Required:    15.2x Duranium   1.5x Tritanium   0.081x Boronide   60.8x Sorium   0.135x Uridium   0.945x Gallicite   Fuel x325

Astratech MD-378 Missile Drive
Engine Power: 3.78      Fuel Use Per Hour: 169.34 Litres
Fuel Consumption per Engine Power Hour: 44.8 Litres
Engine Size: 1.8 MSP      Cost: 0.945
Thermal Signature: 3.78
Materials Required: 1.5x Tritanium 0.945x Gallicite
Development Cost for Project: 189RP

I am slightly surprised by some of the mineral costs. For instance, why does the Exorcist II have such whooping Duranium and Sorium requirements (marked in red)? The Exorcist I did seemingly not require any Duranium or Sorium, and the only change of the Type II seems to be the driving engine (which does not require any Duranium or Sorium), while the fuel, warhead and agility seem to be unaltered.

Furthermore, the Exorcist I uses two MD-162 engines, which individually require 1 Tritanium, while the entire design requires only 1.5 Tritanium (marked in blue). The Exorcist II uses one MD-378, which also uses 1.5 Tritanium, which would match the requirement of the missile.
 

Offline Rabid_Cog

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #12 on: August 13, 2012, 10:55:06 AM »
Yeah, if you look at the cost per missile, it doesn't quite match up either. Cost is the sum of all mineral requirements, isn't it? Well, requiring 15.2 duranium means your cost of 2.661 for the second missile is impossible. (nevermind the 60 sorium!)

Perhaps your database had a hiccup where it transferred some costs from one entry to another. It happened in mine, it switched all the gallicite requirements from one of my engines to one of my tiny powerplants.
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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #13 on: September 11, 2012, 09:07:52 AM »
Wow, 1250000l of fuel when on max speed will last only 68 days?  :o
So the fuel crisis will get even worse.   ;D
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Offline Steve Walmsley (OP)

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Re: v5.70 Test Campaign Ship/Missile Designs
« Reply #14 on: September 11, 2012, 01:02:27 PM »
Yeah, if you look at the cost per missile, it doesn't quite match up either. Cost is the sum of all mineral requirements, isn't it? Well, requiring 15.2 duranium means your cost of 2.661 for the second missile is impossible. (nevermind the 60 sorium!)

Perhaps your database had a hiccup where it transferred some costs from one entry to another. It happened in mine, it switched all the gallicite requirements from one of my engines to one of my tiny powerplants.

Yes, this was a bug. I have found and fixed it for v6.00.

Steve