Author Topic: The Javelin-Class Starfighter, a 500-Ton Multi-Role Fighter Craft w/ Missiles  (Read 4531 times)

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Offline xenoscepter (OP)

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Javelin-Class Starfighter:
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Code: [Select]
Javelin-Class Starfighter    500 tons     5 Crew     106 BP      TCS 10  TH 40  EM 60
4000 km/s     Armour 1-5     Shields 2-300     Sensors 2/2/0/0     Damage Control Rating 0     PPV 4.4
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 5    5YR 82    Max Repair 20 MSP
Intended Deployment Time: 0.5 months    Spare Berths 1   
Magazine 6   

StarTech Systems J1 "Javelin" Plasma Jet Engine (1)    Power 40    Fuel Use 489.16%    Signature 40    Exp 25%
Fuel Capacity 75,000 Litres    Range 5.5 billion km   (15 days at full power)
NexTech Model 252 "Squire" Energy-Based Defensive Screen System (1)   Total Fuel Cost  10 Litres per hour  (240 per day)

MiliTech Navalwright MT-T70[2210] Armored Single-Mount Gauss Cannon (1x2)    Range 20,000km     TS: 4000 km/s     Accuracy Modifier 10%     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Colonial Winchester "Swinglock" 10/4040  Beam-Type FCS (1)    Max Range: 80,000 km   TS: 4000 km/s     88 75 62 50 38 25 12 0 0 0

Euclidean Arms "Raptor" ECA-MLS33R505 Missile Pod (2)    Missile Size 3    Rate of Fire 150
Euclidean Arms "Raptor" ECA-R5A10 Low-Band Integrated FCS Module (2)     Range 4.9m km    Resolution 50
Euclidean Arms "Raptor" ECA-R1A1 High-Band Integrated FCS Module (2)     Range 1.4m km    Resolution 1
Euclidean Arms ECA-M3 "Raptor" ASM (1)  Speed: 20,000 km/s   End: 4.9m    Range: 5.9m km   WH: 6    Size: 3    TH: 240/144/72
Euclidean Arms ECA-M3O "Raptor" OBM (1)  Speed: 20,000 km/s   End: 24.5m    Range: 29.4m km   WH: 2    Size: 3    TH: 66/40/20

Intelligent Solutions M1R1-A100 "Gossamer" Coarse Resolution Module (1)     GPS 210     Range 2.3m km    Resolution 100
Intelligent Solutions M1R1 "Gossamer" Fine Resolution Target Acquisition Scanner (1)     GPS 5     Range 460k km    MCR 50k km    Resolution 1
Intelligent Solutions M1R1-T10H "Gossamer" TH Passive Surveillance Module (1)     Sensitivity 2     Detect Sig Strength 1000:  2m km
Intelligent Solutions M1R1-T10E "Gossamer" EM Passive Surveillance Module (1)     Sensitivity 2.2     Detect Sig Strength 1000:  2.2m 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 Fighter for production, combat and maintenance purposes


Research Required:
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- Defensive Systems -


Laminate Composite Armor - 20,000 RPs

Gamma Shields - 4,000 RPs

Shield Regeneration Rate 2 - 4,000 RPs


- Logistics / Ground Combat -


Fuel Storage - Tiny - 3,000 RPs


- Missiles / Kinetic Weapons -


Enhanced Radiation Warhead [20% Yield, 5x Rad] - 10,000RPs

Two-stage Thermonuclear Warhead: Strength: 6x MSP - 15,000 RPs

Reduced-size Launcher 0.5 Size / 5x Reload - 2,000 RPs

Missile Launcher Reload Rate 3 - 4,000 RPs

Missile Agility 80 per MSP - 15,000 RPs

Gauss Cannon Launch Velocity 2 - 3,000 RPs

Gauss Cannon Rate of Fire 2 - 3,000 RPs


- Power and Propulsion -


Fuel Consumption: 0.5 Litres per Engine Power Hour - 15,000 RPs

Magneto-plasma Drive Technology - 20,000 RPs

Maximum Engine Power Modifier x2.5 - 15,000 RPs


- Sensors and Fire Control -


Active Grav Sensor Strength 21 - 8,000 RPs

Beam Fire Control Range 40,000 km - 16,000 RPs

EM Sensor Sensitivity 11 - 8,000 RPs

Fire Control Speed Rating 2000 km/s - 2,000 RPs

Thermal Sensor Sensitivity 11 - 8,000 RPs


- Racial Techs -


NexTech Model 252 "Suire" Energy-Based Defensive Screen System - 800 RP

MiliTech Navalwright MT-T70[2210] Gauss Cannon Core - 24 RPs

MiliTech Navalwright MT-T70[2210] Armored Single-Mount Gauss Cannon - 20 RPs

Euclidean Arms ECA-M3 "Raptor" ASM - 382 RPs

Euclidean Arms ECA-M3O "Raptor" OBM - 350 RPs

Euclidean Arms "Raptor" ECA-MLS33R505 Missile Pod - 90 RPs

StarTech Systems J1 "Javelin" Plasma Jet Engine - 200 RPs

StarTech System X-375M1 "Raptor" Plasma Jet Engine - 150 RPs

Intelligent Solutions M1R1 "Gossamer" Fine Resolution Target Acquisition Scanner - 40 RPs

Intelligent Solutions M1R1-A100 "Gossamer" Coarse Resolution Module - 20 RPs

Intelligent Solutions M1R1-T10E "Gossamer" EM Passive Surveillance Module - 20 RPs

Intelligent Solutions M1R1-T10H "Gossamer" TH Passive Surveillance Module - 20 RPs

Euclidean Arms "Raptor" ECA-R1A1 High-Band Integrated FCS Module - 40 RPs

Euclidean Arms "Raptor" ECA-R5A10 Low-Band Integrated FCS Module - 20 RPs

Colonial Winchester "Swinglock" 10/4040  Beam-Type FCS - 60 RPs


Player-Made Component Specs:
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StarTech Systems J1 "Javelin" Plasma Jet Engine:
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Code: [Select]
Engine Power: 40     Fuel Use Per Hour: 195.66 Litres
Fuel Consumption per Engine Power Hour: 4.892 Litres
Engine Size: 50 Tons    Engine HTK: 1
Thermal Signature: 40     Exp Chance: 25
Cost: 20    Crew: 2
Materials Required: 20x Gallicite
Military Engine


StarTech System X-375M1 "Raptor" Plasma Jet Engine:
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Code: [Select]
Engine Power: 3      Fuel Use Per Hour: 613.11 Litres
Fuel Consumption per Engine Power Hour: 204.369 Litres
Engine Size: 1 MSP      Cost: 0.75
Thermal Signature: 3
Materials Required: 0.75x Gallicite


Intelligent Solutions M1R1 "Gossamer" Fine Resolution Target Acquisition Scanner:
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Code: [Select]
Active Sensor Strength: 4.2   Sensitivity Modifier: 110%
Sensor Size: 10 Tons    Sensor HTK: 0
Resolution: 1    Maximum Range vs 50 ton object (or larger): 460,000 km
Range vs Size 6 Missile (or smaller): 50,094 km
Range vs Size 8 Missile: 73,600 km
Range vs Size 12 Missile: 165,600 km
Chance of destruction by electronic damage: 100%
Cost: 4    Crew: 0
Materials Required: 4x Uridium


Intelligent Solutions M1R1-A100 "Gossamer" Coarse Resolution Module:
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Code: [Select]
Active Sensor Strength: 2.1   Sensitivity Modifier: 110%
Sensor Size: 5 Tons    Sensor HTK: 0
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 2,310,000 km
Range vs 1000 ton object: 92,400 km
Range vs 250 ton object: 5,775 km
Chance of destruction by electronic damage: 100%
Cost: 2    Crew: 0
Materials Required: 2x Uridium


Intelligent Solutions M1R1-T10E "Gossamer" EM Passive Surveillance Module:
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Code: [Select]
EM Sensitivity: 2.2
Sensor Size: 10 Tons    Sensor HTK: 0
Chance of destruction by electronic damage: 100%
Cost: 2    Crew: 0
Materials Required: 2x Uridium


Intelligent Solutions M1R1-T10H "Gossamer" TH Passive Surveillance Module:
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Code: [Select]
Thermal Sensor Sensitivity: 2
Sensor Size: 10 Tons    Sensor HTK: 0
Chance of destruction by electronic damage: 100%
Cost: 2    Crew: 0
Materials Required: 2x Uridium
 

Euclidean Arms "Raptor" ECA-R1A1 High-Band Integrated FCS Module:
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Code: [Select]
Active Sensor Strength: 4.2   Sensitivity Modifier: 110%
Sensor Size: 10 Tons    Sensor HTK: 0
Resolution: 1    Maximum Range vs 50 ton object (or larger): 1,380,000 km
Range vs Size 6 Missile (or smaller): 150,282 km
Range vs Size 8 Missile: 220,800 km
Range vs Size 12 Missile: 496,800 km
Chance of destruction by electronic damage: 100%
Cost: 4    Crew: 0
Materials Required: 4x Uridium


Euclidean Arms "Raptor" ECA-R5A10 Low-Band Integrated FCS Module:
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Code: [Select]
Active Sensor Strength: 2.1   Sensitivity Modifier: 110%
Sensor Size: 5 Tons    Sensor HTK: 0
Resolution: 50    Maximum Range vs 2500 ton object (or larger): 4,890,000 km
Range vs 1000 ton object: 782,400 km
Range vs 250 ton object: 48,900 km
Chance of destruction by electronic damage: 100%
Cost: 2    Crew: 0
Materials Required: 2x Uridium


Colonial Winchester "Swinglock" 10/4040  Beam-Type FCS:
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Code: [Select]
50% Accuracy at Range: 40,000 km     Tracking Speed: 4000 km/s
Size: 10 Tons    HTK: 0    Cost: 6    Crew: 1
Chance of destruction by electronic damage: 100%
Fighter Only
Materials Required: 6x Uridium


NexTech Model 252 "Squire" Energy-Based Defensive Screen System:
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Code: [Select]
Shield Strength: 2
Recharge Rate: 2    Recharge Time: 300 seconds
Cost: 8    Crew: 1     Daily Fuel Cost while Active: 240 Litres
Materials Required: 2x Duranium  3x Corbomite  3x Boronide


Euclidean Arms "Raptor" ECA-MLS33R505 Missile Pod:
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Code: [Select]
Maximum Missile Size: 3     Rate of Fire: 150 seconds
Launcher Size: 75 Tons    Launcher HTK: 1
Cost Per Launcher: 9    Crew Per Launcher: 2
Materials Required: 2.25x Duranium  6.75x Tritanium


MiliTech Navalwright MT-T70[2210] Gauss Cannon Core:
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Code: [Select]
Damage Output 1     Rate of Fire: 2 shots every 5 seconds     Range Modifier: 2
Max Range 20,000 km     Size: 30 Tons    HTK: 0
Cost: 2.4    Crew: 1
Materials Required: 2.4x Vendarite
This weapon has a penalty to accuracy. Chance to hit is multiplied by 0.1


MiliTech Navalwright MT-T70[2210] Armored Single-Mount Gauss Cannon:
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Code: [Select]
Damage Output 1x2      Rate of Fire: 5 seconds     Range Modifier: 2
Max Range 20,000 km    Turret Size: 1.4    SPW: 1.4    Turret HTK: 1
Cost: 7    Crew: 1
Maximum Tracking Speed: 0km/s
Materials Required: 5x Neutronium  2.4x Vendarite 


Euclidean Arms ECA-M3 "Raptor" ASM:
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Code: [Select]
Missile Size: 3 MSP  (0.15 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 36
Speed: 20000 km/s    Engine Endurance: 5 minutes   Range: 5.9m km
Cost Per Missile: 3.818
Chance to Hit: 1k km/s 720%   3k km/s 216%   5k km/s 144%   10k km/s 72%
Materials Required:    1.5x Tritanium   2.318x Gallicite   Fuel x50


Euclidean Arms ECA-M3O "Rex" OBM:
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Code: [Select]
Missile Size: 3 MSP  (0.15 HS)     Warhead: 2.2    Armour: 0     Manoeuvre Rating: 10
Speed: 20000 km/s    Engine Endurance: 24 minutes   Range: 29.4m km
Cost Per Missile: 3.5
Radiation Damage: 55
Chance to Hit: 1k km/s 200%   3k km/s 60%   5k km/s 40%   10k km/s 20%
Materials Required:    2.75x Tritanium   0.75x Gallicite   Fuel x250
« Last Edit: June 16, 2019, 01:59:17 AM by xenoscepter »
 

Iranon

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Very interesting. However, in my empire someone would find new career opportunities in airlock safety testing.

Two engines at 1.5 power and 25000l fuel would increase speed to 4800km/s while increasing range, and reducing fuel consumption to less than a third.

The weapons seem terrible. Further reduction of missile launchers would have been rather cheap considering your general tech level. The tiny Gauss weapon allows your craft to be multi-role... but I don't see one of these doing very much, and 10cm railguns are about 4 times as effective per ton (also: longer-ranged and cheaper).

Splitting things up, including the sensors, would allow the same capability with a much lower sensor footprint.

I don't really see the shield system doing anything, for fighters I'd rather focus on defensive weaponry to avoid getting hit.
 

Offline Jovus

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Offline JustAnotherDude

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That thing will get munched up in a dogfight and doesn't have the range or speed to fight capital ships. It'll get outrun by capitals two tech levels down and its missiles won't be able to even begin to outrange anything on your tech level. Multipurpose fighters, with some exceptions, are generally speaking a bad proposition as it completely nullifies their advantages over larger ships.
 

Offline Jovus

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For some constructive feedback, this thing should be scooting around at at least 12kkm/s. I guess 10kkm/s would be OK for a dedicated bomber, but only if it were launching from beyond the enemy's AFM envelope.

Better would be 19kkm/s (4 HS, x3 powermod) but you don't have the tech for that.
 

Iranon

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I've built slower fighters at higher tech, and liked them just fine.
The problem is that this one seems to do nothing well.

It doesn't excel at being hard to spot (capability could be split between several smaller fighters). It doesn't make good use of fighter BFCs (slow, no turret). It doesn't excel at being expendable because it's quite expensive for its capability, and also requires logistics support by a mothership.

Additional capability should be reviewed with an eye to whether it's worth the design concessions. There is always an opportunity cost in fighters - inefficient propulsion plants because we don't have the space, cost and sensor footprint.
Want to add the ability to destroy undefended targets of opportunity, or at least force a reaction, to a scout fighter? By all means add a tiny Gauss cannon even if it's weak per ton. But we should be extra-stingy, a true combat craft isn't in the cards. Smallest version, definitely no armoured mount.  If you absolutely need to add a non-box launcher... how about a magazine for some sensor buoys instead of a second tube? This adds important capability to the recon role if your fighter has no loiter time, and allows multiple pot shots if you go for a combat load and the opportunity presents itself. But not too many optional things at once.
 
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Offline xenoscepter (OP)

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@Iranon

     This ship is really all about concessions. The Javelin-Class was meant to fulfill the role of being stuck into anything with 500 Tons of Hangar Space then launched to fulfill whatever need arose. Pesky Enemy Scout? Load ASM and Launch the Javelin. Want to nuke the bugs? Load OBM and Launch the Javelin. Got a weird contact? Launch the Javelin to take a closer look. I understand the contention with an Armoured Turret, but HTK is the only defense against Mesons... and I'm finding bug-borne Meson Cannons to be a real ache in the caboose. The tubes are meant to be loaded from within a Hangar Bay and load faster than Box Launchers. Need a probe? No need to mount a launcher on a ship, just make sure you have two Boat Bays, a Size 60 Magazine and Launch the Javelin. It's a workhorse craft built to give my bigger ships flexibility at a relatively low cost. I believe a Size 60 magazine can be had for somewhere around 150-300 tons off the top of my head, so that's 450~900 Tons when you count the boat bays to have the ability to:

 - Carry and launch (admittedly small) probes.

 - Use the Raptor ASMs to rip apart a Fighter-Sized Scout.

 - Conduct Orbital Bombardments.

 - Investigate new contacts from a minimalistic Air Base PDC on a Listening Post.

 - Engage lightly-defended Space Stations or other Targets of Opportunity with the Gauss Cannon.

 - Kill bugs.

     The shields let it take a shot from it's own Gauss Cannon w/o damage to the armor, as well as survive a pair of Raptor ASM hits and potentially keep on fighting. The long range and two-week deployment time afford me some leeway for how I set up postings. Basically, just stick a Javelin in it and you have a little Swiss Army knife, not as good as a full tool kit but a helluva lot better than nothing.
 

Offline Michael Sandy

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The only defense against mesons is to kill them from beyond the range the mesons have, and/or to be faster than the mesons.  Trying to build to duel inside the mesons range ensures you will take a lot of damage even if you win.  I prefer designs that if I manage to choose the range, I win decisively with little casualties.
 

Offline Father Tim

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. . .  The Javelin-Class was meant to fulfill the role of being stuck into anything with 500 Tons of Hangar Space then launched to fulfill whatever need arose. . .

You may find that easier with two (different) 250-ton small craft designs.  A fast, stealthy gunship and a slower missile/cargo carrier.
 
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Offline xenoscepter (OP)

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@ Father Tim

That is... entirely possible.  :P I may do that in the future.
 

Offline Michael Sandy

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Multirole ships are problematic in Aurora4x.  Sometimes it makes sense for the larger ships, because you will always want some point defense with those ships.  And certainly the AI ships would be better if they had a beam or two on their missile ships, so they when they foolishly shoot themselves dry they can do something other than ram, and can at least force their enemy to waste some firepower on them.

But for the most part, generalist designs are less effective than splitting up their jobs into smaller ships that have smaller sensor cross-section.

Unless you have a diplomatic induced restriction that only solo ships are allowed in certain areas of space, or if you have a serious RP rule that you MUST patrol space with independently operating warships, you are better off designing squadrons rather than solo ships.  Just hope that you don't absentmindedly send out a squadron without its active sensor component.
 

Offline xenoscepter (OP)

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So, I took Father Tim's advice... well, a little bit. I still wanted a "true" multi-role fighter, so I retained a 500-Ton version of the Javelin-Class and simply called it the Javelin II. They are different enough from the rest of my entourage [I'm developing an entire fleet at once, may post it here, might now, so take these with a pinch of salt or two... or three.] that they don't need to be of a lower tech to justify their existence. I intend to first develop several 40,000 RP-Cost Military Techs before I start designing, much less cranking out ships. The NPRs may have other ideas, but this fleet is still meant to be an end goal for my "standard" fleet.

Now this is the re-designed Javelin-Class, fulfilling the exact same roles as the OP, but at half the weight allowing for them to be crammed into any ship with a single Boat Bay:

[Bear in mind the higher tech, there is no tech at or below a cost of 40,000 RP that I do not have access to.]

Code: [Select]
Javelin-Class Starfighter    250 tons     2 Crew     72.1 BP      TCS 5  TH 50  EM 0
10000 km/s     Armour 2-3     Shields 0-0     Sensors 2/2/0/0     Damage Control Rating 0     PPV 1.4
Maint Life 9.97 Years     MSP 18    AFR 5%    IFR 0.1%    1YR 0    5YR 5    Max Repair 25 MSP
Intended Deployment Time: 0.25 months    Spare Berths 5   
Magazine 6   

Javelin Mk. II Internal Fusion Drive (1)    Power 50    Fuel Use 391.33%    Signature 50    Exp 25%
Fuel Capacity 50,000 Litres    Range 9.2 billion km   (10 days at full power)

Javelin Mk. II Gauss Cannon (1)    Range 20,000km     TS: 10000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Javelin Mk. II B-FCS (1)    Max Range: 20,000 km   TS: 10000 km/s     50 0 0 0 0 0 0 0 0 0

Javelin Mk. II Box Launcher (2)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
Javelin Mk. II R50 MFCS (1)     Range 13.7m km    Resolution 50
Raptor ASM (2)  Speed: 40,000 km/s   End: 5.7m    Range: 13.6m km   WH: 8    Size: 3    TH: 520/312/156

Javelin Mk. II R50 TSAA Module (1)     GPS 180     Range 4.6m km    Resolution 50
Javelin Mk. II R1 TSAA Module (1)     GPS 8     Range 1.3m km    MCR 141k km    Resolution 1
Javelin Mk. II TH Detection Sensor (1)     Sensitivity 2     Detect Sig Strength 1000:  2m km
Javelin Mk. II EM Detection Sensor (1)     Sensitivity 2.2     Detect Sig Strength 1000:  2.2m 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 Fighter for production, combat and maintenance purposes

And this is the Javelin II-Class, built to fit the "multi-role" design. I have a plethora of fighters within this fleet each performing a different role, and the Javelin II fits all of those adequately, while not over-lapping with them due to one thing or another. Examples: The Rapier-Class is objectively superior to the Javelin II-Class in nearly every respect, but it costs more than 150% as much in BP to produce and it's missiles cost more than 3x as much as the Javelin II's own missiles while taking longer to reload. [45 minutes versus two and a half! :o] The Fox-Class Scout goes twice as fast while massing a quarter of the Javelin-II's weight [thus fitting inside of a single Small Boat Bay] and can shuttle two teams, but is devoid of armament and thus unfit for being pressed into the combat role. The Albatross-Class is in most respects comparable and in many ways better than the Javelin II, but lacks the passive sensor capabilities of the Javelin II as well as the ability to conduct Orbital Bombardment on account of it being armed with only a single 10cm Meson Cannon. As such the Javelin II-Class fits the bill of a "true" multi-role fighter in that it is very the essence of compromise. When in doubt, "Launch the Javelins!"

Code: [Select]
Javelin II-Class Multi-Role Starfighter    500 tons     5 Crew     156 BP      TCS 10  TH 45  EM 30
6000 km/s     Armour 3-5     Shields 1-300     Sensors 2/2/0/0     Damage Control Rating 0     PPV 4
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 8    5YR 124    Max Repair 37.5 MSP
Intended Deployment Time: 0.25 months    Spare Berths 2   
Magazine 6   

StarTech Systems J3M1 Javelin III Fusion Jet Starship Drive (1)    Power 60    Fuel Use 617.3%    Signature 45    Exp 30%
Fuel Capacity 80,000 Litres    Range 4.7 billion km   (8 days at full power)
Javelin Defense Screen (1)   Total Fuel Cost  4 Litres per hour  (96 per day)

Javelin Gauss Cannon (1)    Range 20,000km     TS: 6250 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Confederate NaviTech "Javelin" BFCS (1)    Max Range: 24,000 km   TS: 6000 km/s     58 17 0 0 0 0 0 0 0 0

Raptor Missile Launcher (2)    Missile Size 3    Rate of Fire 150
Raptor R50 Integrated MFCS (1)     Range 13.7m km    Resolution 50
Raptor R1 Integrated MFCS (1)     Range 3.9m km    Resolution 1
Raptor ASM (2)  Speed: 40,000 km/s   End: 5.7m    Range: 13.6m km   WH: 8    Size: 3    TH: 520/312/156

Confederate NaviTech "Javelin TASS Module R100 (1)     GPS 720     Range 13.0m km    Resolution 100
Confederate NaviTech "Javelin TASS Module R1 (1)     GPS 8     Range 1.3m km    MCR 141k km    Resolution 1
Confederate NaviTech "Javelin" Passive Surveillance Module [TH] (1)     Sensitivity 2     Detect Sig Strength 1000:  2m km
Confederate NaviTech "Javelin" Passive Surveillance Module [EM] (1)     Sensitivity 2.2     Detect Sig Strength 1000:  2.2m 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 Fighter for production, combat and maintenance purposes
« Last Edit: June 21, 2019, 12:28:23 AM by xenoscepter »
 

Offline DeMatt

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There is one change I'd make to your 500-ton Javelin, and it's driving me NUTS that you STILL haven't made it.    Namely, the missile launchers. 

Don't use reloadable missile launchers if you don't have a magazine for them to reload from!  It's a waste of space!

The 500-ton Javelin shouldn't be firing TWO missiles.  .  .   it should be firing SIX (three box launchers fit in the space of one 50%-reduction launcher).    Or, if you want MORE missiles, SEVEN (a 1-HS magazine component, with 90% feed efficiency research, holds 18 MSP of missiles.  .  .   and fits in the space of one 50%-reduction size-3 launcher). 

Yes, the box launchers have to go sit in the hangar for 22. 5 minutes to reload (note, they do so in parallel, not series), compared to the current zero (the 50%-reduction launcher can run through its reload cycle in flight).    Yes, the magazine version can only fire one missile at a time, and then has to spend 2. 5 minutes cycling.    But right now, it's getting the worst of both worlds - needs to fly back for reloads AND has a puny salvo size. 



I'm not convinced that the thermal and EM sensors are worth their space.    Ships come free with 1-strength sensors, so at this research level those only double the sensitivity.    Maybe the 20 tons could go into better active sensors?  I imagine the Javelin pilots would love to be able to track enemy capital ships from outside of AMM range.  .  . 
« Last Edit: June 21, 2019, 05:31:57 PM by DeMatt »
 
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Iranon

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Yes. Something that's also driving me nuts is the engine. 2 engines, 2.0 power, 30000l fuel is good for 8000km/s and slightly longer range, on the same size.
 
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Offline xenoscepter (OP)

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@ De Matt

 - Box Launchers require a Hangar or Maintenance Facility / Module to perform a reload. The Javelin-II is twice the weight of a normal Javelin, but can reload from a collier or a planet just by sidling up to one and pressing "Reload". More weight, yes, but it allows for more flexibility in my logistics. Javelins will need Hangar Space not only to support them, but also to reload them. My Javelin-IIs only need Hangar Space to dock in, but can reload from a collier or a colony with missiles on it. I don't know if ever I'll need it, but I sure as well would like it; although it DOES add more value to my Courier type fighters assuming I have one Hangar Deck.