Author Topic: Repulse B Battlecruiser  (Read 1794 times)

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Offline plasticpanzers (OP)

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Repulse B Battlecruiser
« on: January 14, 2016, 11:10:48 PM »
Have been working with different aspects trying out missiles and fighters and find (at least so far) missiles are easier
to use and I don't screw up as bad.  This design worked out really well fighting the 'Squids' after my carrier and fighter
designs did not work very well.

Repulse B class Battlecruiser    44,700 tons     1189 Crew     10699.5 BP      TCS 894  TH 1056  EM 1080
4921 km/s    JR 3-50     Armour 4-112     Shields 36-300     Sensors 24/24/0/0     Damage Control Rating 24     PPV 138
Maint Life 1.07 Years     MSP 5590    AFR 666%    IFR 9.3%    1YR 4944    5YR 74161    Max Repair 2319 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 2040   

J48000(3-50) Military Jump Drive     Max Ship Size 48000 tons    Distance 50k km     Squadron Size 3
Rolls Royce FE 25-4-1100 EP Fusion Drive (4)    Power 1100    Fuel Use 25.38%    Signature 264    Exp 11%
Fuel Capacity 3,000,000 Litres    Range 47.6 billion km   (111 days at full power)
Beta R300/216 Shields (24)   Total Fuel Cost  216 Litres per hour  (5,184 per day)

CIWS-250 (2x6)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Longbow CSM-15 Missile Launcher x8    Missile Size 15    Rate of Fire 115
Longbow C-15 CSM  Box Launcher x8   Missile Size 15    Hangar Reload 112.5 minutes    MF Reload 18.7 hours
Missile Fire Control FC176-R77 (2)     Range 176.9m km    Resolution 77

Active Search Sensor MR216-R77 (1)     GPS 23716     Range 216.2m km    Resolution 77
Thermal Sensor TH3-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
EM Detection Sensor EM3-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

ECCM-1 (1)         This design is classed as a Military Vessel for maintenance purposes


Uses the following missles to swamp enemy PD (and used recently to swamp and destroy 2 "squid" OWP that had
45 PD missile launchers...)

Nike-Hercules Stragtegic Bombardment Missile
Missile Size: 15 MSP  (0.75 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 8500 km/s    Engine Endurance: 157 minutes   Range: 80.1m km
Cost Per Missile: 13.1728
Second Stage: Shrike B VI S-3 Homing Anti-ship Missile x4
Second Stage Separation Range: 150,000 km
Overall Endurance: 4 hours   Overall Range: 222.6m km
Chance to Hit: 1k km/s 85%   3k km/s 20%   5k km/s 17%   10k km/s 8.5%
Materials Required:    6x Tritanium   0.336x Boronide   0.56x Uridium   6.2768x Gallicite   Fuel x10500

Development Cost for Project: 1317RP

The second stage missile is (and a four ship squadron can hit the enemy with 264 warheads from 1st salvo)

Shrike VI S-3 Homing ASM missile
Missile Size: 3 MSP  (0.15 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 13
Speed: 26400 km/s    Engine Endurance: 91 minutes   Range: 144.8m km
Active Sensor Strength: 0.14   Sensitivity Modifier: 80%
Resolution: 1    Maximum Range vs 50 ton object (or larger): 10,000 km
Cost Per Missile: 2.8932
Chance to Hit: 1k km/s 343.2%   3k km/s 104%   5k km/s 68.6%   10k km/s 34.3%
Materials Required:    1.5x Tritanium   0.084x Boronide   0.14x Uridium   1.1692x Gallicite   Fuel x1750

Development Cost for Project: 289RP

Secondary long range capital ship missile for battering enemy vessels (carried as reserve on ship and in colliers) is..

Titan XX S-15 Capital Ship Missile
Missile Size: 15 MSP  (0.75 HS)     Warhead: 24    Armour: 1     Manoeuvre Rating: 19
Speed: 25600 km/s    Engine Endurance: 120 minutes   Range: 183.7m km
Cost Per Missile: 13.61
Chance to Hit: 1k km/s 486.4%   3k km/s 152%   5k km/s 97.3%   10k km/s 48.6%
Materials Required:    6.25x Tritanium   7.36x Gallicite   Fuel x8000

Development Cost for Project: 1361RP

I am sure there are better but so far this has worked well.  53 years into current game.

« Last Edit: January 14, 2016, 11:13:23 PM by plasticpanzers »
 

Offline plasticpanzers (OP)

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Re: Repulse B Battlecruiser
« Reply #1 on: January 15, 2016, 04:51:49 AM »
Just had a chance to try them out against ships rather than stationary OWPs.   4 Repulse plus 2 Churchill DEs took on 4 "squid"
DDs that had bushwacked a 4 ship survey squadron.   Although the SBMs are slow (I had not loaded any CSMs to balance out
the mags on the Repulse group before sending it out, my mistake) the squids came on peppering my BCs with size 4 missiles
that the DEs fended off (except 2 or 3 that hit Revenge).  When the SBMs finally got there (the 5 second max turns are a killer)
they burped out 4 missiles each and at least 64 hit each one taking them out very quickly.   Now back to base to reload a more
balanced load of missiles.   One did 'misfire' and went off early and it appears i am stuck in the 5 sec turns til they run out of fuel
as they were too far out to hit anything.   Other than the painfully slow turns I am happy with the design but i need to up the
speeds on all my missiles.
 

Offline Sematary

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Re: Repulse B Battlecruiser
« Reply #2 on: January 15, 2016, 08:28:54 AM »
Why are your jump engines so mismatched? A 44,700 ton ship doesn't need a 48,000 jump engine. I would reccomend either bringing your ship up to as close to 48,000 as you can or make a smaller jump engine, you are just wasting space with it otherwise. Also, damn those are huge missiles with a long reload, both the box launchers and the non.
 

Offline plasticpanzers (OP)

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Re: Repulse B Battlecruiser
« Reply #3 on: January 15, 2016, 09:31:56 PM »
The difference is for future improvements as well as being a little lighter its a little faster.   Companion "Monarch" class DDGs
provide fast firepower with alot of size 3 lauchers.  These are heavy hitters.  Am improving the launcher speed and adding some
more dodads to them later.   In two engagements they have worked well so far aginst OWPs and ships when operating in groups
of 4 with DDEs providing close protection and an addition of some DDGs for closer, faster firepower.

I have yet to get my fighters to work properly and I know its just that I have not gotten the hang of them so am leaning more on
these for the moment.   Of all my designs so far these appear the only ones to work well.  Am improving the missiles speed already.
They are the same size and type assigned to my PDCs for compatibility.