Author Topic: Ships  (Read 43011 times)

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Offline iceball3

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Re: Ships
« Reply #60 on: March 03, 2016, 10:51:32 AM »
I still stand by the fact you've made a gigantic ship that tries to specialize in everything, and in effect is good at nothing at all. Like I said, it's never going to repay the cost that went in to build it. Or replace it when it inevitably is destroyed in some manner.

Anyhow, I've designed a specialized point-defense platform for use in final-fire planetary defense against missiles. Check it.
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Type-A Aurora class Point Defence Base 415 tons     18 Crew     64.8 BP      TCS 8.3  TH 0  EM 0
Armour 5-4     Shields 0-0     Sensors 1/1/0/0     Damage Control 1     PPV 6
Annual Failure Rate: 61%    IFR: 0.9%    Maintenance Capacity 0 MSP
Spare Berths 3   

1x R1.5/C3 "Snapfire" NPS Meson Projector Platform (1x1)    Range 15 000km     TS: 30000 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
Stationary HV Fire Control Platform S00.4 24-7500  (1)    Max Range: 48 000 km   TS: 30000 km/s     79 58 38 17 0 0 0 0 0 0
MCD "Compact" Stellarator Fusion PB-1 (1)     Total Power Output 3     Armour 0    Exp 5%

This ship is classed as a Planetary Defence Centre
A fun thing, as it turns out, is that you can make BFC that is both "PDC only" and "fighter only" at the same time. It stands to reason that I make a PDC matching both requirements, and thus, increasing the capabilities of my BFC farther than my previous limit of a 4x multiplier.
My current maximum at my tech is 20,000 km/s tracking speed, but the maximum with the Fighter-Only designation is 80,000 km/s. I didn't make an 80,000 km/s turret though, because the turret gear would be far too big for a fighter mount at my tech level, combined with the fact that the BFC would be bigger than it already is due to larger multiplier use.
 
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Offline Rich.h

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Re: Ships
« Reply #61 on: March 03, 2016, 12:04:11 PM »
I read somewhere that "couldn't the resources spent making those super huge ships be spent on killing stuff instead?" and to that I answer probably, but I don't want to.   But I fear I went sort of full retard on this one.   It began as an asteroid miner and well .  .  .   I kinda lost it.   I wanted a jump engine on it as well, but well you know.   As I type this I realized I could at least have equipped it with jump gate construction facilities, but it's already in production. 

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Astro class Asteroid Miner    1 287 750 tons     10660 Crew     45480.8 BP      TCS 25755  TH 7680  EM 0
1242 km/s     Armour 1-1054     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 150 MSP
Intended Deployment Time: 120 months    Spare Berths 0   
Cargo 100000    Cargo Handling Multiplier 40   
Recreational Facilities
Fuel Harvester: 8 modules producing 448000 litres per annum
Asteroid Miner: 150 module(s) producing 2400 tons per mineral per annum

320 EP Commercial Magneto-plasma Drive (100)    Power 320    Fuel Use 2.53%    Signature 76.8    Exp 4%
Fuel Capacity 10 000 000 Litres    Range 55.2 billion km   (514 days at full power)

Improved Geological Sensors (1)   2 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

13355. 1 Duranium
263. 7 Neutronium
5 Corbomite
400 Tritanium
1560 Boronide
7947 Mercassium
150 Uridium
9000 Corondium
12800 Gallicite

OBVIOUSLY I could have made the propulsion a bit more effecient, but I didn't get a P/P scientist until like 2055 so that part was slow to develop.   Also I like round numbers.   I see this as a testament of not having encountered a single hostile alien in my current game.   Peace in our time etc.

Part of the issue of that design is the sorium harvesting along with the speed of the thing (meaning wasteful engines),  and oddly enough it is just plain too small for the purpose. With how 7.1 is at the moment there is no real way to do it properly unless you turn off maintenance failures, however if you do that then you can come up with something like this.

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Sheffield class Asteroid Miner    2 999 200 tons     25080 Crew     154811.5 BP      TCS 59984  TH 18000  EM 0
300 km/s    JR 2-25(C)     Armour 1-1852     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 0 Years     MSP 32    AFR 71961605%    IFR 999466.7%    1YR 1    5YR 1    Max Repair 62797 MSP
Intended Deployment Time: 120 months    Flight Crew Berths 0   
Hangar Deck Capacity 104000 tons     Cargo 50000   
Asteroid Miner: 400 module(s) producing 8000 tons per mineral per annum

JC3000K Commercial Jump Drive     Max Ship Size 3000000 tons    Distance 25k km     Squadron Size 2
Powedll Class 8 Ion Drive COM (60)    Power 300    Fuel Use 5.3%    Signature 300    Exp 5%
Fuel Capacity 60 000 000 Litres    Range 67.9 billion km   (2620 days at full power)

In the hanger bay you store one of these, along with a quick 2.5k geological survey vessel.

Quote
Sheffield2 class Fuel Harvester    98 800 tons     390 Crew     1863.5 BP      TCS 1976  TH 600  EM 0
303 km/s     Armour 1-190     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 12    Max Repair 75 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Fuel Harvester: 33 modules producing 3960000 litres per annum

Powedll Class 8 Ion Drive COM (2)    Power 300    Fuel Use 5.3%    Signature 300    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 343.0 billion km   (13102 days at full power)

You could no doubt get better efficiency by playing with the engines but I simply slapped it together with my current campaign designs. For a ship of this kind I always thing speed is pointless, for the sake of all that fuel wastage you can simply increase the deployment time and throw on some more crew quarters at a fraction of the cost and space. The design above will happily stay out for 10 years, now at a best case scenario you can fill the cargo hold with minerals in 6.25 years, obviously that will never be the case so working on an average of 12 years to fill up, but that is assuming you want the crew fully happy and let's face it mining ships should never have happy crew and nothing will go bad otherwise. So you actually have around a 3.5 year trip each way on the fuel amount.

By throwing in a hanger with fuel ships you let the main vessel do mining which is what it is meant for, no point wasting a year or two sitting round a gas giant or your general civilization growth will have outpaced the distance your mining ships can travel, and thus it is better then to just use auto mines and mass drivers. With the addition of a small survey craft you have the ability to arrive in a system and let it zip out quick to find a source of fuel first then find you suitable mining spots.

Along with the cost of the fuel harvester, you will need a likely 10 year wait for a return on investment in minerals, as this brute can still only bring you back 25k tons of minerals when fully laden. Though to be honest I would be keeping a sharp eye on my jump drive technology for this kind of design as I still think it is a little on the small side for the task, you need to really be dragging back 50k tons of minerals, but to do that you also need vast numbers of mining modules as the speed you fill your hold is more important than the size of the hold. Assuming you were avoiding a gate construction module so as not to open up al your boarders to a galaxy of nasties. Then I think somewhere around the 5m ton mark would be a viable mining vessel that was actually bringing in sensible numbers of minerals to your industry at a rate where they were usable, although you would still likely have to have 5-10 of these things to make sure you have a nice steady flow.

On a side note I noticed that when I slapped this jump drive on the design I was getting an error 6 rounding error, not sure why that is.
 

Offline Frick

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Re: Ships
« Reply #62 on: March 13, 2016, 01:34:24 AM »
Quote from: iceball3 link=topic=7697. msg87594#msg87594 date=1457023892
I still stand by the fact you've made a gigantic ship that tries to specialize in everything, and in effect is good at nothing at all.  Like I said, it's never going to repay the cost that went in to build it.  Or replace it when it inevitably is destroyed in some manner.

And I completely agree.  I still like to think about it as a mobile palace though, so in my fantasies it almost works out.
 

Offline mtm84

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Re: Ships
« Reply #63 on: March 13, 2016, 06:40:35 PM »
And I completely agree.  I still like to think about it as a mobile palace though, so in my fantasies it almost works out.

This always seems to be a big point of friction in these kind of threads, and open ended games in general.  There is no real win condition, you basically stop playing when ever you get tired/bored/annoyed with the current game.  But inside that open ended world there are game mechanics in place, and any time you have game mechanics, you will have people that want to min/max them for fun an profit.  And these guys will always be arguing with people who just want to do what ever the heck they feel like, for what ever reason they feel like.  But in the end, it all comes down to what the player personally finds enjoyment doing.  I myself have spent way to much time in this game trying to recreate ww1 and ww2 naval ships in Aurora, knowing full well they are basically pointless vs most things the AI will create.  But it tickles my fancy so I do it anyways.

So I guess what I am saying is, have fun doing whatever it is you do in this game.
 

Offline Vandermeer

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Re: Ships
« Reply #64 on: March 13, 2016, 07:54:57 PM »
I agree with your point completely, but must however add that we don't really have these extreme people here who would ever try to force their game-style on others. Sometimes there is debate about what is efficient and what not, and whether this design tactic is more capable or the other. Those debates exist for illumination however, not to convert others to play a certain way.
I personally am always intrigued to figure out the most effective way to do something, especially in a game this technical as Aurora. So I look up what other people have to report on that front, or sometimes present my own findings for debate. However, even when I learn said optimum solution, I usually just put it up some shelf and then proceed to do things the way I feel most entertained at that day. It is nice knowing the truth, but then you must have fun in life too.

That player type who really plays the min/max way you say, is usually just the type of person who seeks before anything challenge in a game. They have a need to find optimal strategies, because only with a mindset like this do you survive games like Xcom: The Long War, old platformer games,  or whatever Darksouls joke you want to put here.
People who prefer playing games on easy or somewhat medium like me, are more akin to the Carebears, who like to stroll around "sightseeing" those games, meaning interest in the fantasy and possibilities that a particular simulation offers. It's nothing to be beaten, but something to be experienced.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Noble713

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Re: Ships
« Reply #65 on: March 22, 2016, 03:56:50 AM »
Nothing really fancy here, just sharing my workhorse frigate squadron:

3x Luda Missile Frigates + 1x Lubao Escort

The box launchers give it a solid alpha strike, usually doing enough damage to destroy ships outright. If not, the follow-on salvos finish the job. It's not meant for major fleet actions, so they are fast enough to break contact if they run into a powerful enemy fleet (as I type this I've got a force of 18 destroyers and 13 cruisers I'm about to fire on and flee from). Both ships are built (along with my surveillance frigate) in shipyards tooled with a slightly-larger modular "placeholder" class.

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Luda class Missile Frigate    4,950 tons     138 Crew     1376.2 BP      TCS 99  TH 153.6  EM 0
6464 km/s     Armour 5-25     Shields 0-0     Sensors 14/18/0/0     Damage Control Rating 23     PPV 23.4
Maint Life 3.16 Years     MSP 608    AFR 56%    IFR 0.8%    1YR 91    5YR 1369    Max Repair 640 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 240   

Shenyang M640 Turbo Fusion Drive (1)    Power 640    Fuel Use 129.53%    Signature 153.6    Exp 16%
Fuel Capacity 750,000 Litres    Range 21.1 billion km   (37 days at full power)

Jiangnan BL-6 (6)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Jiangnan ML6-75 (4)    Missile Size 6    Rate of Fire 60
Phazotron Missile Director FC54-R20 (1)     Range 54.1m km    Resolution 20
ASM-3 Sarissa (40)  Speed: 40,000 km/s   End: 20.8m    Range: 50m km   WH: 16    Size: 6    TH: 186/112/56

NRIET GraDAR MR56-R20 (1)     GPS 1400     Range 56.3m km    Resolution 20
NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Phazotron EM Detector 1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

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

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Lubao class Escort    5,000 tons     136 Crew     1599.8 BP      TCS 100  TH 153.6  EM 0
6400 km/s     Armour 5-26     Shields 0-0     Sensors 14/18/0/0     Damage Control Rating 23     PPV 23.46
Maint Life 2.33 Years     MSP 600    AFR 66%    IFR 0.9%    1YR 150    5YR 2253    Max Repair 640 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 188   

Shenyang M640 Turbo Fusion Drive (1)    Power 640    Fuel Use 129.53%    Signature 153.6    Exp 16%
Fuel Capacity 700,000 Litres    Range 19.5 billion km   (35 days at full power)

Gryazev-Shipunov Quad Gauss Cannon R4-V4-50 Turret (1x16)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Rheinmetall Fire Control R60-T25000 (1)    Max Range: 120,000 km   TS: 25000 km/s     92 83 75 67 58 50 42 33 25 17

Jiangnan ML-1 (8)    Missile Size 1    Rate of Fire 5
Phazotron Missile Director FC15-R1 (2)     Range 15.1m km    Resolution 1
AMM-2 Kerambit (188)  Speed: 40,000 km/s   End: 1.1m    Range: 2.7m km   WH: 1    Size: 1    TH: 440/264/132

NRIET GraDAR MR5-R1 (1)     GPS 28     Range 5.0m km    MCR 549k km    Resolution 1
NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Phazotron EM Detector 1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

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

My first AMMs were crap but almost nothing is getting past these Lubaos now, partly because of their big, accurate Gauss turrets.
 

Offline 83athom (OP)

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Re: Ships
« Reply #66 on: March 23, 2016, 09:31:36 AM »
My first warships in a v7.1 game I just started. The Fletcher class has one more slipway and builds in 2/3 the time of the John Paul Jones class.

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Fletcher class Frigate    30 000 tons     713 Crew     5134.8 BP      TCS 600  TH 600  EM 0
2000 km/s     Armour 6-86     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 26     PPV 190
Maint Life 2.99 Years     MSP 1712    AFR 450%    IFR 6.2%    1YR 287    5YR 4310    Max Repair 210 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 1440    Cryogenic Berths 400   

240EP 25HS ID (5)    Power 240    Fuel Use 30.05%    Signature 120    Exp 8%
Fuel Capacity 1 840 000 Litres    Range 36.7 billion km   (212 days at full power)

CPED-S4R4-150 (2)    Range 150 000km     TS: 3000 km/s     Power 10-4    ROF 15        4 4 4 4 4 4 4 4 4 4
250mm V4/C4 Railgun (4x4)    Range 192 000km     TS: 3000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
100m V4/C4 Railgun (8x4)    Range 40 000km     TS: 3000 km/s     Power 3-4     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
PDFC S00.5 24-3000 H70 (2)    Max Range: 48 000 km   TS: 3000 km/s     79 58 38 17 0 0 0 0 0 0
LRFC S02 96-3000 H70 (2)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
GCFRT PO-9 (8)     Total Power Output 72    Armour 0    Exp 5%

S6R4 ML 50% (40)    Missile Size 6    Rate of Fire 225
MFC120-R20 (70%) (2)     Range 120.2m km    Resolution 20
Harpoon M31S6 ASM (240)  Speed: 12 000 km/s   End: 73.5m    Range: 52.9m km   WH: 9    Size: 6    TH: 56/33/16

Missile Defence Sensor MR13-R1 (70%) (1)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Combat Sensor MR164-R150 (70%) (1)     GPS 25200     Range 164.6m km    Resolution 150
Combat Sensor MR60-R20 (70%) (1)     GPS 3360     Range 60.1m km    Resolution 20
TS1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EMS1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

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
Code: [Select]
John Paul Jones class Destroyer    50 000 tons     1311 Crew     8406.76 BP      TCS 1000  TH 960  EM 0
1920 km/s     Armour 7-120     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 53     PPV 380
Maint Life 3.05 Years     MSP 3468    AFR 606%    IFR 8.4%    1YR 558    5YR 8376    Max Repair 288 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 1920   

480EP 50HS ID (4)    Power 480    Fuel Use 20.03%    Signature 240    Exp 8%
Fuel Capacity 2 155 000 Litres    Range 38.7 billion km   (233 days at full power)

CPED-S4R4-150 (4)    Range 150 000km     TS: 3000 km/s     Power 10-4    ROF 15        4 4 4 4 4 4 4 4 4 4
250mm V4/C4 Railgun (8x4)    Range 192 000km     TS: 3000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
100m V4/C4 Railgun (16x4)    Range 40 000km     TS: 3000 km/s     Power 3-4     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
PDFC S00.5 24-3000 H70 (4)    Max Range: 48 000 km   TS: 3000 km/s     79 58 38 17 0 0 0 0 0 0
LRFC S02 96-3000 H70 (4)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
GCFRT PO-9 (14)     Total Power Output 126    Armour 0    Exp 5%

S6R4 ML 50% (80)    Missile Size 6    Rate of Fire 225
MFC120-R20 (70%) (4)     Range 120.2m km    Resolution 20
Harpoon M31S6 ASM (320)  Speed: 12 000 km/s   End: 73.5m    Range: 52.9m km   WH: 9    Size: 6    TH: 56/33/16

Missile Defence Sensor MR13-R1 (70%) (1)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Combat Sensor MR60-R20 (70%) (1)     GPS 3360     Range 60.1m km    Resolution 20
Combat Sensor MR164-R150 (70%) (1)     GPS 25200     Range 164.6m km    Resolution 150
TS1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EMS1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

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
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.
 

Offline TheDeadlyShoe

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Re: Ships
« Reply #67 on: March 24, 2016, 01:54:09 PM »
@83athom:

Your 100mm railguns have capacitor 4, when they only need capacitor 3.  Also, they're labeled '100m' railguns.

You also might want at least some better passive sensors, unless you have another ship for that purpose. *Shrawg!*
 

Offline 83athom (OP)

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Re: Ships
« Reply #68 on: March 24, 2016, 02:01:06 PM »

Your 100mm railguns have capacitor 4, when they only need capacitor 3.  Also, they're labeled '100m' railguns.

You also might want at least some better passive sensors, unless you have another ship for that purpose. *Shrawg!*
Yah, I didn't notice that till now. What I want to say is "No, that is a 100m gun that fires every 5 seconds" but you can see the damage so :P. And yes I have something in the works for a Recon Frigate.
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.
 

Offline AL

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Re: Ships
« Reply #69 on: March 27, 2016, 04:45:53 AM »
I finally decided to jump on the shipyard multiclassing bandwagon, and here is the ship "template" I came up with:
Quote
CT-10k class Fleet Support Vessel    10 000 tons     131 Crew     17492.8 BP      TCS 200  TH 0  EM 0
1 km/s     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 2000%    IFR 27.8%    1YR 13853    5YR 207792    Max Repair 720 MSP
Intended Deployment Time: 0.1 months    Spare Berths 9   

Fuel Capacity 15 000 Litres    Range N/A

FC-384/5 (1)    Max Range: 384 000 km   TS: 5000 km/s     97 95 92 90 87 84 82 79 77 74
FC-384/25 (24)    Max Range: 384 000 km   TS: 25000 km/s     97 95 92 90 87 84 82 79 77 74

This design is classed as a Military Vessel for maintenance purposes
Basically, just full of max size fire controls and a couple fuel tanks to round off the size.

For comparison purposes, the most expensive ship I have fielded in this game so far is:
Quote
D-1 class Destroyer    10 000 tons     334 Crew     3265.28 BP      TCS 200  TH 2000  EM 0
10000 km/s     Armour 10-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 55
Maint Life 2.88 Years     MSP 1225    AFR 133%    IFR 1.9%    1YR 217    5YR 3254    Max Repair 500 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Magazine 32   

M160-S25 Magnetic Fusion Drive (2)    Power 1000    Fuel Use 121.43%    Signature 1000    Exp 16%
Fuel Capacity 865 000 Litres    Range 12.8 billion km   (14 days at full power)

PL-6 (10)    Range 300 000km     TS: 10000 km/s     Power 6-6     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
EMP Emitter (5)    Range 30 000km     TS: 10000 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
FC-48/5 (1)    Max Range: 48 000 km   TS: 5000 km/s     79 58 38 17 0 0 0 0 0 0
FC-384/5 (2)    Max Range: 384 000 km   TS: 5000 km/s     97 95 92 90 87 84 82 79 77 74
MagFusion Power Cell (25)     Total Power Output 75    Armour 0    Exp 5%

AS-R1-S2-M2 (1)     GPS 56     Range 10.1m km    MCR 1.1m km    Resolution 1
AS-R100-S2-M2 (1)     GPS 5600     Range 100.8m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes
As can be seen, the template outprices that ship by over 5 times its BP. According to the class design screen, a shipyard tooled to this beast can build basically every other ship that I've designed so far (notably including all my 500 ton fighters as well as a 20kt carrier which is twice as big size-wise as the template). Funnily enough, it still can't actually build the D-1 design from above even with all this min-maxing shennanigans.

So the question is, what is the most expensive component in terms of BP per ton? The main competitors I can think of are max boosted engines with high thermal dampening, and maxed out FC's with high electronic hardening. Does anyone actually know what gives the highest cost for a given tech level?
 

Offline baconholic

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Re: Ships
« Reply #70 on: March 27, 2016, 11:56:56 AM »
So the question is, what is the most expensive component in terms of BP per ton? The main competitors I can think of are max boosted engines with high thermal dampening, and maxed out FC's with high electronic hardening. Does anyone actually know what gives the highest cost for a given tech level?

Beam fire control is definitely the most expensive per tonnage wise. Sometimes, beam ships are just too expensive to be multi-class build in the same shipyard. Personally, I tend to reserve 1 shipyard with just 1 slipway and pre-build all the expensive beam components. The multi-class shipyard can handle everything else with their multiple slipways.
 

Offline 83athom (OP)

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Re: Ships
« Reply #71 on: March 31, 2016, 08:04:14 AM »
Next batch of a few designs. These are both more geared for fleet support than firepower.
Code: [Select]
Interdictor class Recon Frigate    30 000 tons     659 Crew     5083.4 BP      TCS 600  TH 840  EM 0
2800 km/s     Armour 8-86     Shields 0-0     Sensors 18/24/0/0     Damage Control Rating 13     PPV 128
Maint Life 1.48 Years     MSP 1377    AFR 553%    IFR 7.7%    1YR 701    5YR 10522    Max Repair 336 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 720   

240EP 25HS ID (7)    Power 240    Fuel Use 30.05%    Signature 120    Exp 8%
Fuel Capacity 3 040 000 Litres    Range 60.7 billion km   (250 days at full power)

CPED-S4R4-150 (4)    Range 150 000km     TS: 3000 km/s     Power 10-4    ROF 15        4 4 4 4 4 4 4 4 4 4
100mm V4/C4 Railgun (8x4)    Range 40 000km     TS: 3000 km/s     Power 3-4     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
250mm V4/C4 Railgun (2x4)    Range 192 000km     TS: 3000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
LRFC S02 96-3000 H70 (2)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
PDFC S00.5 24-3000 H70 (2)    Max Range: 48 000 km   TS: 3000 km/s     79 58 38 17 0 0 0 0 0 0
GCFRT PO-9 (7)     Total Power Output 63    Armour 0    Exp 5%

S6R4 ML 50% (20)    Missile Size 6    Rate of Fire 225
MFC120-R20 (70%) (1)     Range 120.2m km    Resolution 20
Harpoon M31S6 ASM (120)  Speed: 12 000 km/s   End: 73.5m    Range: 52.9m km   WH: 9    Size: 6    TH: 56/33/16

Gaurdian Sensor MR26-R1 (1)     GPS 336     Range 26.9m km    MCR 2.9m km    Resolution 1
Overwatch Sensor MR380-R200 (1)     GPS 67200     Range 380.1m km    Resolution 200
Overwatch Sensor MR190-R50 (1)     GPS 16800     Range 190.1m km    Resolution 50
Thermal Sensor TH3-18 (70%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM3-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

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
The Interdictor is equiped with larger sensor arrays than the Fletcher class in order to get a better view of enemy line compositions so the Admirals can make better decisions during a fleet engagement.
Code: [Select]
Spruance class Cruiser    100 000 tons     2486 Crew     16419.8 BP      TCS 2000  TH 1920  EM 9000
1920 km/s     Armour 12-191     Shields 300-300     Sensors 18/24/1/1     Damage Control Rating 100     PPV 524
Maint Life 3.98 Years     MSP 9210    AFR 1000%    IFR 13.9%    1YR 929    5YR 13939    Max Repair 288 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 3   
Hangar Deck Capacity 1000 tons     Troop Capacity: 3 Companies    Magazine 2880    Cryogenic Berths 2000    Cargo Handling Multiplier 25   

480EP 50HS ID (8)    Power 480    Fuel Use 20.03%    Signature 240    Exp 8%
Fuel Capacity 5 005 000 Litres    Range 45.0 billion km   (271 days at full power)
Delta R300/420 Shields (120)   Total Fuel Cost  2 100 Litres per hour  (50 400 per day)

CPED-S4R4-150 (12)    Range 150 000km     TS: 3000 km/s     Power 10-4    ROF 15        4 4 4 4 4 4 4 4 4 4
250mm V4/C4 Railgun (16x4)    Range 192 000km     TS: 3000 km/s     Power 15-4     RM 4    ROF 20        5 5 5 5 4 3 2 2 2 2
100mm V4/C4 Railgun (24x4)    Range 40 000km     TS: 3000 km/s     Power 3-4     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
PDFC S00.5 24-3000 H70 (4)    Max Range: 48 000 km   TS: 3000 km/s     79 58 38 17 0 0 0 0 0 0
LRFC S02 96-3000 H70 (6)    Max Range: 192 000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
GCFRT PO-9 (24)     Total Power Output 216    Armour 0    Exp 5%

S6R4 ML 50% (80)    Missile Size 6    Rate of Fire 225
MFC120-R20 (70%) (4)     Range 120.2m km    Resolution 20
Harpoon M31S6 ASM (480)  Speed: 12 000 km/s   End: 73.5m    Range: 52.9m km   WH: 9    Size: 6    TH: 56/33/16

Combat Sensor MR60-R20 (70%) (2)     GPS 3360     Range 60.1m km    Resolution 20
Missile Defence Sensor MR13-R1 (70%) (2)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Combat Sensor MR164-R150 (70%) (2)     GPS 25200     Range 164.6m km    Resolution 150
Thermal Sensor TH3-18 (70%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM3-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

Strike Group
2x Backfire Dropship   Speed: 11088 km/s    Size: 9.74

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
The preferred craft for the cruiser is a couple marine dropships in order to capture enemy ships and gather valuable intel.
Code: [Select]
Backfire class Dropship    487 tons     2 Crew     112.6 BP      TCS 9.74  TH 54  EM 0
11088 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 97%    IFR 1.4%    1YR 17    5YR 255    Max Repair 27 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Drop Capacity: 1 Company   

36EP 2HS ID (3)    Power 36    Fuel Use 189.04%    Signature 18    Exp 15%
Fuel Capacity 15 000 Litres    Range 2.9 billion km   (3 days at full power)

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.
 

Offline Noble713

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Re: Ships
« Reply #72 on: April 04, 2016, 09:35:24 AM »
I think I've been running into scattered Precursor squadrons at useful worlds. They are pretty annoying as they tend to destroy my survey ships and require a sizeable, coordinated military response. Jump tenders to move the warships, troop transports to secure the small planetside outposts, etc...
So now I'm starting to formalize these formerly task-organized forces. At the same time, I wanted to replace my civilian armored jump tenders with something more multi-purpose. And I'm finding the Precursor ships occasionally outrun my missile destroyers, so I need SOMETHING to catch them. All of this lead to my new Jump Carrier class:

Code: [Select]
Soryu class Jump Carrier    20,000 tons     498 Crew     6047.5 BP      TCS 400  TH 840  EM 750
8750 km/s    JR 7-1000     Armour 5-65     Shields 25-300     Sensors 14/1/0/0     Damage Control Rating 49     PPV 20.76
Maint Life 2.2 Years     MSP 3591    AFR 168%    IFR 2.3%    1YR 997    5YR 14952    Max Repair 1750 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 40   
Hangar Deck Capacity 3000 tons     Magazine 360   

CERN JM20(7-1000) Military Jump Drive     Max Ship Size 20000 tons    Distance 1000k km     Squadron Size 7
United Rockets M1750 Mag-Fusion Drive (2)    Power 1750    Fuel Use 46.38%    Signature 420    Exp 14%
Fuel Capacity 2,100,000 Litres    Range 40.8 billion km   (53 days at full power)
Boeing Xi R300/600 Shields (5)   Total Fuel Cost  125 Litres per hour  (3,000 per day)

Gryazev-Shipunov Twin Gauss Cannon RF5-67 Turret (2x10)    Range 40,000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Rheinmetall Fire Control R24-T25000 (2)    Max Range: 48,000 km   TS: 25000 km/s     79 58 38 17 0 0 0 0 0 0

FASM-2 Bludgeon (90)  Speed: 45,000 km/s   End: 4.5m    Range: 12.1m km   WH: 16    Size: 4    TH: 225/135/67

NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECM 40

Strike Group
1x FS-1 Growler Fighter-Scout   Speed: 15560 km/s    Size: 9.64
1x RF-2 Lynx Recon Fighter   Speed: 14000 km/s    Size: 10
4x SF-3 Tornado Strikefighter   Speed: 16233 km/s    Size: 9.24

It's not many fighters but they are fast enough to catch the 11k km/s Precursor ships and the squadron packs ~25 missiles, which is more than enough damage. These Jump Carriers will be the heart of my new Expeditionary Strike Groups, which include:

1x Destroyer Escort. The Marduk II doubled the AMM storage and switches in some twin turrets for shooting at more numerous but smaller salvos.
Code: [Select]
Marduk II class Destroyer Escort    9,900 tons     236 Crew     3204.5 BP      TCS 198  TH 336  EM 600
7070 km/s     Armour 5-41     Shields 20-300     Sensors 14/18/0/0     Damage Control Rating 35     PPV 39.02
Maint Life 1.86 Years     MSP 1012    AFR 156%    IFR 2.2%    1YR 372    5YR 5586    Max Repair 700 MSP
Intended Deployment Time: 18 months    Spare Berths 0   
Magazine 368   

Shenyang M700 Mag-Fusion Drive (2)    Power 700    Fuel Use 74.21%    Signature 168    Exp 14%
Fuel Capacity 2,000,000 Litres    Range 49.0 billion km   (80 days at full power)
Boeing Xi R300/600 Shields (4)   Total Fuel Cost  100 Litres per hour  (2,400 per day)

Gryazev-Shipunov Quad Gauss Cannon R4-V4-50 Turret (1x16)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Gryazev-Shipunov Twin Gauss Cannon R4-V4-50 Turret (2x8)    Range 40,000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Rheinmetall Fire Control R60-T25000 (1)    Max Range: 120,000 km   TS: 25000 km/s     92 83 75 67 58 50 42 33 25 17
Rheinmetall Fire Control R24-T25000 (2)    Max Range: 48,000 km   TS: 25000 km/s     79 58 38 17 0 0 0 0 0 0

Jiangnan ML-1 (8)    Missile Size 1    Rate of Fire 5
Phazotron Missile Director FC15-R1 (2)     Range 15.1m km    Resolution 1
AMM-4 Ka-Bar (368)  Speed: 75,000 km/s   End: 0.5m    Range: 2.1m km   WH: 1    Size: 1    TH: 975/585/292

NRIET GraDAR MR5-R1 (1)     GPS 28     Range 5.0m km    MCR 549k km    Resolution 1
NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Phazotron EM Detector 1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECCM-4 (2)         ECM 40

3x Missile Destroyers. The 2x Macedon carries my standard size-6 missiles. The 1x Malefactor carries longer-ranged 2-stage missiles with 25-point warheads. Along with the Marduk DEs, these are all built at modular "M Class" shipyards.

Code: [Select]
Macedon class Missile Destroyer    10,000 tons     287 Crew     2912 BP      TCS 200  TH 336  EM 600
7000 km/s     Armour 5-41     Shields 20-300     Sensors 14/18/0/0     Damage Control Rating 35     PPV 54
Maint Life 2.11 Years     MSP 910    AFR 160%    IFR 2.2%    1YR 274    5YR 4103    Max Repair 700 MSP
Intended Deployment Time: 18 months    Spare Berths 1   
Magazine 480   

Shenyang M700 Mag-Fusion Drive (2)    Power 700    Fuel Use 74.21%    Signature 168    Exp 14%
Fuel Capacity 1,500,000 Litres    Range 36.4 billion km   (60 days at full power)
Boeing Xi R300/600 Shields (4)   Total Fuel Cost  100 Litres per hour  (2,400 per day)

Jiangnan BL-6 (10)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Jiangnan ML6-75 (10)    Missile Size 6    Rate of Fire 60
Phazotron Missile Director FC57-R20 (2)     Range 57.9m km    Resolution 20
ASM-5 Lance (80)  Speed: 75,000 km/s   End: 11.7m    Range: 52.6m km   WH: 16    Size: 6    TH: 325/195/97

NRIET GraDAR MR54-R20 (1)     GPS 1008     Range 54.1m km    Resolution 20
NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Phazotron EM Detector 1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECCM-4 (2)         ECM 40

Code: [Select]
Malefactor class Missile Destroyer    9,950 tons     224 Crew     2878.5 BP      TCS 199  TH 336  EM 600
7035 km/s     Armour 5-41     Shields 20-300     Sensors 14/18/0/0     Damage Control Rating 36     PPV 54
Maint Life 2.07 Years     MSP 1085    AFR 132%    IFR 1.8%    1YR 339    5YR 5090    Max Repair 700 MSP
Intended Deployment Time: 18 months    Spare Berths 1   
Magazine 558   

Shenyang M700 Mag-Fusion Drive (2)    Power 700    Fuel Use 74.21%    Signature 168    Exp 14%
Fuel Capacity 1,500,000 Litres    Range 36.6 billion km   (60 days at full power)
Boeing Xi R300/600 Shields (4)   Total Fuel Cost  100 Litres per hour  (2,400 per day)

Jiangnan ML12-50 (9)    Missile Size 12    Rate of Fire 300
Phazotron Missile Director FC103-R100 (1)     Range 103.7m km    Resolution 100
HSRASM-2 Shipwreck (1)  Speed: 56,200 km/s   End: 0.4m    Range: 1.2m km   WH: 25    Size: 8    TH: 224/134/67 [b]<---2-stage submunition[/b]
HASM-2 Trebuchet (45)  Speed: 17,500 km/s   End: 94.1m    Range: 99.8m km   WH: 1    Size: 12    TH: 58/35/17

NRIET GraDAR MR103-R100 (1)     GPS 4321     Range 103.7m km    Resolution 100
NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Phazotron EM Detector 1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECCM-4 (1)         ECM 40

2x Yuzhao Assault Transports. One Yuzhao carries 5 Marine Companies and the 3 Assault Shuttles. The other carries a Marine Battalion or Assault Infantry Battalion plus a Zubr-class dropship. The battalion's primary mission is to secure planetside outposts, but it could also board large (but hopefully slow, due to damage) ships.
Code: [Select]
Yuzhao class Assault Transport    16,050 tons     246 Crew     2301 BP      TCS 321  TH 450  EM 450
5841 km/s     Armour 5-56     Shields 15-300     Sensors 14/18/0/0     Damage Control Rating 21     PPV 15.56
Maint Life 2.09 Years     MSP 1030    AFR 179%    IFR 2.5%    1YR 314    5YR 4707    Max Repair 312.5 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 9   
Hangar Deck Capacity 1500 tons     Troop Capacity: 1 Battalion    Cargo Handling Multiplier 40   

Khrunichev C625LE Low Emission Mag-Fusion Drive (3)    Power 625    Fuel Use 3.54%    Signature 150    Exp 5%
Fuel Capacity 500,000 Litres    Range 158.4 billion km   (313 days at full power)
Boeing Xi R300/600 Shields (3)   Total Fuel Cost  75 Litres per hour  (1,800 per day)

Gryazev-Shipunov Twin Gauss Cannon R4-V4-50 Turret (2x8)    Range 40,000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Rheinmetall Fire Control R24-T25000 (2)    Max Range: 48,000 km   TS: 25000 km/s     79 58 38 17 0 0 0 0 0 0

NRIET Thermal Detector 1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Phazotron EM Detector 1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECM 40

Strike Group
3x Blackhawk Assault Shuttle   Speed: 39308 km/s    Size: 9.54

Code: [Select]
Zubr class Dropship    1,250 tons     8 Crew     625 BP      TCS 25  TH 90  EM 0
15000 km/s     Armour 5-10     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0.25 Years     MSP 31    AFR 125%    IFR 1.7%    1YR 125    5YR 1879    Max Repair 375 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Drop Capacity: 1 Battalion    Cargo Handling Multiplier 40   

Pratt & Whitney M375 Turbo Mag-Fusion Drive (1)    Power 375    Fuel Use 592.36%    Signature 90    Exp 30%
Fuel Capacity 40,000 Litres    Range 1.0 billion km   (18 hours at full power)

ECM 10

I like that I've essentially reproduced the Navy - Marine Corps Team and that it has grown organically in response to my in-game requirements.
 

Offline Starmantle

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Re: Ships
« Reply #73 on: April 20, 2016, 10:38:26 PM »

The Warden class Escort Heavy Cruiser is a derivative of the larger Iron Knuckle-C class Flack Battle Cruiser and is a dedicated escort ship for fleet elements that operate near or intermittently in front-line battle fleets.  These elements include hospital frigates, marine boarding frigates, colliers, tankers, divisional troop transports, and other valuable support ships.  In some cases, the Warden might also escort convoys of freighters or colony ships. 

The primary armament of the Warden is its six fast-tracking Gauss turrets which are designed for sustained anti-missile defense, destroying up 48 missiles every 5 seconds to protect its convoy.  It has an array of 110 Active Defense Pods loaded with Meteor II anti-missiles for added defense for a single enemy missile wave. 

But because the Warden will often be the sole combat vessel in its fleet, it needs to be able to defend against other threats like longer ranged beam attacks, and it needs to be able to eliminate attackers.  For ranged offensive punch, the Warden can launch 140 Sparrow class ASMs at 70m KM (the same missile used by Y-Wing class Fighter-Bombers), and for close-in attacks, the cruiser has two banks of 8 Nova Missile launchers to be launched at 173,000 KM to bypass most anti-missile defenses and to deliver a massive punch of 64-strength warheads.  The Warden also has a single High Power Microwave cannon to blind enemy ships within 80,000 km as its only weapon that does not require ammo that can reach out farther than 30,000 KM.

The Warden Class has shield banks equal to a full 30,000 ton battle cruiser, good armor, a full ECM unit, a full sensor suite including an EM sensor, a 300m km area scanner,  a high quality anti-missile sensor, and two tiny backup sensors.  It has a maintenance life, deployment time, and fuel reserves that are in excess even of the requirement for modern battle cruiser fleets for long deployments, and it moves at fleet standard speed of 5,000km/s. 
Quote


Warden class Escort Heavy Cruiser    20 000 tons     414 Crew     4301 BP      TCS 400  TH 2000  EM 1920
5000 km/s     Armour 6-65     Shields 64-300     Sensors 1/36/0/0     Damage Control Rating 19     PPV 164.86
Maint Life 4.74 Years     MSP 2554    AFR 168%    IFR 2.3%    1YR 187    5YR 2798    Max Repair 500 MSP
Intended Deployment Time: 54 months    Spare Berths 0   
Magazine 410   

1000 EP Internal Fusion Drive (2)    Power 1000    Fuel Use 20%    Signature 1000    Exp 10%
Fuel Capacity 1 620 000 Litres    Range 72.9 billion km   (168 days at full power)
Theta R300/384 Shields (16)   Total Fuel Cost  256 Litres per hour  (6 144 per day)

R8/C4 High Power Microwave (1)    Range 80 000km     TS: 6250 km/s     Power 4-4     RM 8    ROF 5        1 1 1 1 1 1 1 1 0 0
Twin Gauss Cannon R3-100 Turret (6x8)    Range 30 000km     TS: 25000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-25000 (2)    Max Range: 80 000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0
Magnetic Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 4    Armour 0    Exp 5%

Active Defense Pod (110)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Sparrow Box Launcher (140)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Nova Box Launcher (16)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Missile Fire Control FC25-R1 (2)     Range 25.9m km    Resolution 1
Missile Fire Control FC77-R100 (2)     Range 77.8m km    Resolution 100
Missile Fire Control FC18-R50 (2)     Range 18.3m km    Resolution 50
Meteor Mk II (110)  Speed: 60 000 km/s   End: 0.4m    Range: 1.3m km   WH: 1    Size: 1    TH: 840/504/252
Sparrow Mk 1 (140)  Speed: 30 700 km/s   End: 38.1m    Range: 70.2m km   WH: 4    Size: 1    TH: 286/172/86
Nova Bomb Mk III (16)  Speed: 34 600 km/s   End: 1.6m    Range: 3.4m km   WH: 64    Size: 10    TH: 323/193/96

Active Search Sensor MR34-R1 (1)     GPS 192     Range 34.6m km    MCR 3.8m km    Resolution 1
Active Search Sensor MR8-R100 (1)     GPS 480     Range 8.6m km    Resolution 100
Active Search Sensor MR6-R50 (1)     GPS 240     Range 6.1m km    Resolution 50
Active Search Sensor MR302-R100 (1)     GPS 16800     Range 302.4m km    Resolution 100
EM Detection Sensor EM2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

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


Because the Warden class Escort Heavy Cruiser can be produced at shipyards already tooled for the larger Iron Knuckle-C class Flack Battle Cruiser, construction of the first 4 members of the class can begin immediately. 
 

Offline Starmantle

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Re: Ships
« Reply #74 on: April 21, 2016, 12:40:03 AM »
And    iceball3 - that's a really clever design.  I might have to borrow that idea!