Author Topic: First questions  (Read 6689 times)

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Offline waresky

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Re: First questions
« Reply #45 on: February 07, 2010, 05:21:53 AM »
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F-92 B class Fighter-bomber    380 tons     24 Crew     290.6 BP      TCS 7.6  TH 36  EM 0
19736 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Annual Failure Rate: 11%    IFR: 0.2%    Maint Capacity 48 MSP    Max Repair 180 MSP    Est Time: 1.65 Years
Magazine 24    

FTR Solid Core Anti-matter Drive E375 (1)    Power 150    Fuel Use 3750%    Signature 36    Armour 0    Exp 100%
Fuel Capacity 20,000 Litres    Range 2.5 billion km   (35 hours at full power)

FTR Sidewinder-2 WingBox (12)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
AS FTR Missile Fire Control FC120-R18 (50%) (1)     Range 64.8m km    Resolution 18
AS Sidewinder 2 T2 (12)  Speed: 80,000 km/s   End: 30m    Range: 144m km   WH: 8    Size: 2    TH: 533 / 320 / 160

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
This design is classed as a fighter for production and combat purposes

This dastardly swift silence boat r most deadly around into space ever see.
12 Sidewinder with Warhead 8 are a huge power in a single shot.And when u launch 30 fighters are very hard to beat'em.
 

Offline Charlie Beeler

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Re: First questions
« Reply #46 on: February 07, 2010, 09:13:11 AM »
Keep in mind that Waresky's design is using very advanced tech.

This design is from the game I'm currently working up.

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F1 class Strikefighter    213 tons     16 Crew     42.9 BP      TCS 4.26  TH 15.05  EM 0
10093 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Annual Failure Rate: 3%    IFR: 0.1%    Maint Capacity 13 MSP    Max Repair 12 MSP    Est Time: 7.23 Years
Magazine 12    

FTR Ion Engine E840 (1)    Power 43    Fuel Use 8400%    Signature 15.05    Armour 0    Exp 80%
Fuel Capacity 10,000 Litres    Range 1.0 billion km   (27 hours at full power)

Size 2 Box Launcher (6)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC6.93-R100 (1)     Range 20.8m km    Resolution 100
FM-2-1 (6)  Speed: 18,000 km/s   End: 2.8m    Range: 3m km   WH: 5    Size: 2    TH: 114 / 68 / 34

Active Search Sensor S6.93-R100 (1)     GPS 693     Range 6.9m km    Resolution 100

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
This design is classed as a fighter for production and combat purposes

Most of the tech is 3rd level of research only.  

The design concept was to be able to launch missiles from the expected outer edge of missile intercept (3mkm).  Other requirements: speed of at least 10k/kps, basic load of maint supplies for pick duty, organic active sensors for independent sorties/pick duty, engage 5k ton or greater ships from 3mkm.

The small TCS means that most active sensors will not see then at thier intended engagement range and the reduced TM means that even large Thermal sensors will have a tuff time with detection.

By no means is this a perfect design.  A defense optimized to counter smallcraft swarms will eat these for lunch.  They are next to useless in nebula's, etc.

In an environment that leans towards cruiser v cruiser missile duals these can tip the balance.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline waresky

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Re: First questions
« Reply #47 on: February 07, 2010, 10:16:05 AM »
Yeah,my Drive and sensors are most advance rather than others in my Research plan-field.

Just because r from many battle experience: speed-sensors are main weapon in Missiles tactic.
And sure are from 90 years in campaign.
 

Offline Erik L

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Re: First questions
« Reply #48 on: February 07, 2010, 12:25:14 PM »
Here are the first two fighter designs in my current game.
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FA-1 Lancer class Fighter    430 tons     44 Crew     120 BP      TCS 8.6  TH 27  EM 0
4186 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 3
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 174 MSP    Max Repair 35 MSP    Est Time: 25.43 Years

FTR Ion Engine E700 (1)    Power 36    Fuel Use 7000%    Signature 27    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.6 billion km   (39 hours at full power)

Gauss Cannon R3-50 (1x3)    Range 30,000km     TS: 4186 km/s     Accuracy Modifier 50%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S01 32-4000 H70 (FTR) (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

Active Search Sensor S28-R85 (70%) (1)     GPS 2380     Range 23.8m km    Resolution 85

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes
The Lancer is a CAP/PD design.

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FB-1 Shrike class Fighter    499 tons     38 Crew     131.1 BP      TCS 9.98  TH 27  EM 0
3607 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 4.95
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 164 MSP    Max Repair 35 MSP    Est Time: 21.19 Years
Magazine 15    

FTR Ion Engine E700 (1)    Power 36    Fuel Use 7000%    Signature 27    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.5 billion km   (39 hours at full power)

SF-5 Launcher (3)    Missile Size 5    Rate of Fire 600
Missile Fire Control FC9.24-R85 (70%) (1)     Range 23.6m km    Resolution 85
SS-5-B Wight (3)  Speed: 36,000 km/s   End: 8.3m    Range: 18m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S28-R85 (70%) (1)     GPS 2380     Range 23.8m km    Resolution 85

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
This design is classed as a fighter for production and combat purposes
The Shrike is "bomber", meant to perform in an anti-ship role.

Offline Venec

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Re: First questions
« Reply #49 on: February 11, 2010, 05:14:19 AM »
Hello everyone!

I've been browsing forum for quite some time, found most answers I've been looking for, but just one thing bugs me: can you spy on precursors? So far my attemps with espionage teams on their listening posts have proven ineffective. Do espionage require population present on the colony?

Great game btw, thumbs up Steve :)
 

Offline Steve Walmsley

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Re: First questions
« Reply #50 on: February 13, 2010, 04:47:06 PM »
Quote from: "Venec"
Hello everyone!

I've been browsing forum for quite some time, found most answers I've been looking for, but just one thing bugs me: can you spy on precursors? So far my attemps with espionage teams on their listening posts have proven ineffective. Do espionage require population present on the colony?

Great game btw, thumbs up Steve :)
If a population is less than ten million, the number of espionage points is modified by the size of the population/10. For a zero population that means no espionage points, so you are correct that you can't spy on precursors.

Steve