Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: xenoscepter on April 10, 2019, 10:15:56 PM
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So, I decided to try a little "science experiment" tonight; what follows here are a set of designs for a Low-Tech Troop Transport, a Light CAS [Close-Aerospace Support] Fighter, and a Marine Frigate inspired by the Homeworld 2 series, albeit far less useless.
I'm not sure of the utility of a CAS-style Fighter in the anti-PDC role; I know it won't work in the traditional sense, but thought carrying around some anti-PDC Fighters might be useful for a Troop Transport.
As for the Marine Frigate, I don't know if you can carry out boarding operations with just Small Troop Transport Bays. If you can't then the Marine Frigate is a bust.
Low-Tech Troop Transport:
Low-Tech Troop Transport class Troop Transport 9,000 tons 137 Crew 770.5 BP TCS 180 TH 160 EM 300
888 km/s Armour 5-38 Shields 10-300 Sensors 1/1/0/0 Damage Control Rating 15 PPV 0
Maint Life 6.37 Years MSP 1268 AFR 129% IFR 1.8% 1YR 54 5YR 807 Max Repair 80 MSP
Intended Deployment Time: 6 months Flight Crew Berths 55
Hangar Deck Capacity 1000 tons Troop Capacity: 1 Battalion Cargo Handling Multiplier 20
160 EP Nuclear Pulse Engine (1) Power 160 Fuel Use 80% Signature 160 Exp 10%
Fuel Capacity 775,000 Litres Range 19.4 billion km (252 days at full power)
Gamma R300/240 Shields (5) Total Fuel Cost 50 Litres per hour (1,200 per day)
Strike Group
2x Light CAS Useless Rocket Speed: 800 km/s Size: 10
This design is classed as a Military Vessel for maintenance purposes
This is a design for a Troop Transport unit that fits the following construction parameters:
- The ship must weigh no more the 10,000 Tonnes.
- The ship must transport at least one Battalion.
- The ship's load time must not exceed two days.
- The ship must carry at least one parasite for attacking PDCs in support of the troops.
- The ship must be able to remain on station for at least five months.
- The ship must have at least twice as much shielding as armour, but not more than three times as much shielding as armor.
- The ship must carry adequate fuel for it's shields and it's parasites in addition to having enough fuel to maintain power throughout the full term of it's deployment. [Within reasonable margins]
This ship is designed to meet the following mission parameters:
- Provide transit for the empire's ground forces.
- Exhibit good range to allow for tactical deployment / re-deployment.
- Exhibit a high-degree of logistical independence.
- Provide Close-Aerospace Support against PDCs for itself and it's troops.
- Provide adequate protection for itself and, by extension, it's cargo.
Light CAS:
Light CAS class Useless Rocket 500 tons 25 Crew 51 BP TCS 10 TH 8 EM 60
800 km/s Armour 2-5 Shields 2-300 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 14.83 Years MSP 19 AFR 6% IFR 0.1% 1YR 0 5YR 2 Max Repair 9 MSP
Intended Deployment Time: 0.75 months Spare Berths 8
8 EP Nuclear Pulse Engine (1) Power 8 Fuel Use 99% Signature 8 Exp 10%
Fuel Capacity 10,000 Litres Range 3.6 billion km (52 days at full power)
Gamma R300/240 Shields (1) Total Fuel Cost 10 Litres per hour (240 per day)
R1.5/C3 Meson Cannon (1) Range 15,000km TS: 25000 km/s Power 3-3 RM 1.5 ROF 5 1 0 0 0 0 0 0 0 0 0
Fire Control S00.7 30-625 (FTR) (1) Max Range: 60,000 km TS: 2500 km/s 83 67 50 33 17 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 (1) Total Power Output 3 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
Marine Frigate:
Marine Frigate class Marine Frigate 10,000 tons 275 Crew 1822 BP TCS 50 TH 400 EM 270
4000 km/s Armour 3-41 Shields 9-300 Sensors 11/11/0/0 Damage Control Rating 26 PPV 16
Maint Life 4.09 Years MSP 2683 AFR 133% IFR 1.9% 1YR 257 5YR 3848 Max Repair 600 MSP
Intended Deployment Time: 6 months Spare Berths 0
Troop Capacity: 3 Companies Cargo Handling Multiplier 30
800 EP Magneto-plasma Drive (1) Power 800 Fuel Use 25% Signature 400 Exp 10%
Fuel Capacity 1,080,000 Litres Range 77.8 billion km (225 days at full power)
Epsilon R300/360 Shields (3) Total Fuel Cost 45 Litres per hour (1,080 per day)
R4/C4 Meson Cannon (2) Range 40,000km TS: 25000 km/s Power 4-4 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
R4/C4 High Power Microwave (2) Range 40,000km TS: 25000 km/s Power 4-4 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S02 80-4000 H50 (2) Max Range: 160,000 km TS: 4000 km/s 94 88 81 75 69 62 56 50 44 38
Stellarator Fusion Reactor Technology PB-1 (3) Total Power Output 18 Armour 0 Exp 5%
Active Search Sensor MR2-R1 (50%) (1) GPS 21 Range 2.3m km MCR 252k km Resolution 1
Active Search Sensor MR23-R100 (50%) (1) GPS 2100 Range 23.1m km Resolution 100
Thermal Sensor TH1-11 (50%) (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
EM Detection Sensor EM1-11 (50%) (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
Cloaking Device: Class cross-section reduced to 25% of normal
This design is classed as a Military Vessel for maintenance purposes
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Light CAS class Useless Rocket 500 tons 25 Crew 51 BP TCS 10 TH 8 EM 60
800 km/s Armour 2-5 Shields 2-300 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 14.83 Years MSP 19 AFR 6% IFR 0.1% 1YR 0 5YR 2 Max Repair 9 MSP
Intended Deployment Time: 0.75 months Spare Berths 8
8 EP Nuclear Pulse Engine (1) Power 8 Fuel Use 99% Signature 8 Exp 10%
Fuel Capacity 10,000 Litres Range 3.6 billion km (52 days at full power)
Gamma R300/240 Shields (1) Total Fuel Cost 10 Litres per hour (240 per day)
R1.5/C3 Meson Cannon (1) Range 15,000km TS: 25000 km/s Power 3-3 RM 1.5 ROF 5 1 0 0 0 0 0 0 0 0 0
Fire Control S00.7 30-625 (FTR) (1) Max Range: 60,000 km TS: 2500 km/s 83 67 50 33 17 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 (1) Total Power Output 3 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
I think the name may be fitting, overall. OK, here's the deal in Aurora - fighters have very little benefit from armor and shields. At best, a single layer of armor might help it survive an incidental hit from an anti-missile missile. Outside that situation, they're simply so small that hits are guaranteed to pile on top of each other and burn through any armor on the fighter quickly. Add to that, they simply don't have the space to mount effective shield generators.
In this case here, your anti-CAS fighter is slower then its carrier vessel. It's also so slow that any basic tracking will guarantee a 100% hit rate on it.
Here's a design based on (mostly) TL1 technology for the same role.
TL1/2-CAS class Fighter 372 tons 4 Crew 31.9 BP TCS 7.44 TH 12 EM 0
1612 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 0 Years MSP 0 AFR 74% IFR 1% 1YR 2 5YR 35 Max Repair 9 MSP
Intended Deployment Time: 0.1 months Spare Berths 0
TL1-CAS 6.25 EP Nuclear Thermal Engine (2) Power 6.25 Fuel Use 155.65% Signature 6.25 Exp 12%
Fuel Capacity 10 000 Litres Range 3.1 billion km (22 days at full power)
TL1/3-CAS R1.5/C3 Meson Cannon (1) Range 15 000km TS: 4000 km/s Power 3-3 RM 1.5 ROF 5 1 0 0 0 0 0 0 0 0 0
TL1-CAS Fire Control S00.2 10-625 (FTR) (1) Max Range: 20 000 km TS: 2500 km/s 50 0 0 0 0 0 0 0 0 0
TL2-CAS Pebble Bed Reactor Technology PB-1 (1) Total Power Output 3 Armour 0 Exp 5%
TL1-CAS Active Search Sensor MR0-R5 (1) GPS 5 Range 110k km Resolution 5
This design is classed as a Fighter for production, combat and maintenance purposes
Comparing the two, some takeaways - your CAS fighter probably isn't intended to be deployed for 20 days to get to the target, you can set it to a fraction of that time (3 days) and reduce the amount of crew needed. You can also easily add a very small active sensor to the fighter - it takes 5 tons, and it means your fighter isn't reliant on a support sensor vessel to engage targets. It knows where it needs to go to fight, at least. Your anti-CAS fighter needs a lot more speed. I'm wondering if you used boosted engines technology for it?
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Nah, no boosted engine tech; just dinking around because I was bored, thought it was an interesting concept and figured I'd share the fun.
It could probably be a lot better, I'm just getting into the ground combat aspects. Space Fighter design isn't the same.
I also disagree with no armor or shields on a fighter, as long as they are still going pretty fast, it helps take the edge off of glancing Point Defense hits. Small Craft ECM helps too, at 80 Tons for an Epsilon Shield, Tiny Fuel Tank to run it and a single Small Craft ECM 3 for 30% degradation of the enemies FCS range... that's gonna be helpful vs. Missiles, enemy PD, and Beam Fighters. You can still stick six Size-2 Box Launchers and six FCS on it too! ;D
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Er... you only need a single FCS, which you can assign all of the box launchers to. Unless there's some earthly reason you need to engage six targets with a single size 2 missile, simultaneously.
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To deliver six single missile salvos with extra cheese of course! :D