Author Topic: Ships  (Read 42467 times)

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Offline Detros

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Re: Ships
« Reply #120 on: June 07, 2017, 03:53:39 PM »
Interesting.
I'd have gone for a relatively slow fleet, a focus on tracking speed tech and 10cm railguns for PD.

You don't have the Gauss tech to use them effectively: Railguns are equivalent to R7 Gauss cannons with capacitor-3, which you have. Turreted 10cm lasers would also get the job done, with equal missile defence, better range and anti-ship firepower at a bit over half the tonnage.
Small lasers in turrets is what I have used last time. After that run I feel uneasy not using turrets. I now actually like crappy range of Gauss as I can use smaller BFCs.  And mesons are just weird.
Hoping for plasma lance next time, maybe I will totally get rid of turrets there and use plasma and railguns. Or I start on missiles at last.

Also, last run I had most JPs pretty close to Sun, two around Venus area and two more around Mars distance. Now the closest JP out of Sol is behind Saturn so reaction time from Earth shipyards to nearby systems is much longer. That's why I went for decent speed. Also, at the lower tech levels I am trying to have rather faster ships as they then can be used even when stronger engine types appear.

Now to build bunch of these ships and search around to try how lasers + gauss combo fairs ... before they become obsolete.

UPDATE:
Merenra updated:
Code: [Select]
Merenra II class Area Defence Destroyer    7,500 tons     161 Crew     1379.56 BP      TCS 150  TH 345.5  EM 0
4606 km/s     Armour 5-34     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 6     PPV 41.25
Maint Life 4.03 Years     MSP 747    AFR 69%    IFR 1%    1YR 74    5YR 1106    Max Repair 233.28 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Pritchard-Lloyd 345.6 EP Magneto-plasma Drive (2)    Power 345.6    Fuel Use 40.88%    Signature 172.8    Exp 9%
Fuel Capacity 1,100,000 Litres    Range 64.6 billion km   (162 days at full power)

Single Vaughan-Turnbull Gauss Cannon R1-100 ROF3 Turret (5x3)    Range 10,000km     TS: 15000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Odonnell Techsystems Fire Control S00.7 20-15000 (5)    Max Range: 40,000 km   TS: 15000 km/s     75 50 25 0 0 0 0 0 0 0

Jordan-Ahmed Active Search Sensor MR2-R1 AAS21-110 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes
Building more refineries to satisfy all these guzzlers.

UPDATE2:
It occured to me having 5 layers of armor instead of 4 is worth the loss of most of already weak shield.
Code: [Select]
Surgat class Destroyer    7,500 tons     197 Crew     1653.56 BP      TCS 150  TH 345.5  EM 120
4606 km/s     Armour 5-34     Shields 4-300     Sensors 11/11/0/0     Damage Control Rating 7     PPV 29.7
Maint Life 4.47 Years     MSP 965    AFR 64%    IFR 0.9%    1YR 78    5YR 1171    Max Repair 240 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

Pritchard-Lloyd 345.6 EP Magneto-plasma Drive (2)    Power 345.6    Fuel Use 40.88%    Signature 172.8    Exp 9%
Fuel Capacity 1,100,000 Litres    Range 64.6 billion km   (162 days at full power)
Woods & Warner Gamma R300/336 Shields (2)   Total Fuel Cost  28 Litres per hour  (672 per day)

Twin Hartley Syndicate 15cm C3 Near Ultraviolet Laser Turret RG23.75 (3x2)    Range 180,000km     TS: 10000 km/s     Power 12-6     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Moran-Cunningham Fire Control S04 160-10000 (2)    Max Range: 320,000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1 P6 (3)     Total Power Output 18    Armour 0    Exp 5%

Jordan-Ahmed Active Search Sensor MR2-R1 AAS21-110 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes
Now I will name by BFCs and start retooling.
« Last Edit: June 07, 2017, 04:24:45 PM by Detros »
 

Offline I_Sicarius_I

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Re: Ships
« Reply #121 on: June 29, 2017, 05:21:43 AM »
Hmm.  My cruisers are still much larger than the majority of these "battleships".  I wish there was a way to stage fights so i could see the effectiveness of them.  But i took my ideas from modern ships.  The Iowa class is 40kt so to me a 20kt battleships is ineffective in the battleship role.  But im traditional.  This is space baby.  Theres no right or wrong. 
 

Offline I_Sicarius_I

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Re: Ships
« Reply #122 on: June 29, 2017, 05:49:14 AM »
Quote from: Detros link=topic=7697. msg103034#msg103034 date=1496868819
Small lasers in turrets is what I have used last time.  After that run I feel uneasy not using turrets.  I now actually like crappy range of Gauss as I can use smaller BFCs.   And mesons are just weird.
Hoping for plasma lance next time, maybe I will totally get rid of turrets there and use plasma and railguns.  Or I start on missiles at last.

Also, last run I had most JPs pretty close to Sun, two around Venus area and two more around Mars distance.  Now the closest JP out of Sol is behind Saturn so reaction time from Earth shipyards to nearby systems is much longer.  That's why I went for decent speed.  Also, at the lower tech levels I am trying to have rather faster ships as they then can be used even when stronger engine types appear.

Now to build bunch of these ships and search around to try how lasers + gauss combo fairs . . .  before they become obsolete.

UPDATE:
Merenra updated:
Code: [Select]
Merenra II class Area Defence Destroyer    7,500 tons     161 Crew     1379.56 BP      TCS 150  TH 345.5  EM 0
4606 km/s     Armour 5-34     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 6     PPV 41.25
Maint Life 4.03 Years     MSP 747    AFR 69%    IFR 1%    1YR 74    5YR 1106    Max Repair 233.28 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Pritchard-Lloyd 345.6 EP Magneto-plasma Drive (2)    Power 345.6    Fuel Use 40.88%    Signature 172.8    Exp 9%
Fuel Capacity 1,100,000 Litres    Range 64.6 billion km   (162 days at full power)

Single Vaughan-Turnbull Gauss Cannon R1-100 ROF3 Turret (5x3)    Range 10,000km     TS: 15000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Odonnell Techsystems Fire Control S00.7 20-15000 (5)    Max Range: 40,000 km   TS: 15000 km/s     75 50 25 0 0 0 0 0 0 0

Jordan-Ahmed Active Search Sensor MR2-R1 AAS21-110 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes
Building more refineries to satisfy all these guzzlers.

UPDATE2:
It occured to me having 5 layers of armor instead of 4 is worth the loss of most of already weak shield.
Code: [Select]
Surgat class Destroyer    7,500 tons     197 Crew     1653.56 BP      TCS 150  TH 345.5  EM 120
4606 km/s     Armour 5-34     Shields 4-300     Sensors 11/11/0/0     Damage Control Rating 7     PPV 29.7
Maint Life 4.47 Years     MSP 965    AFR 64%    IFR 0.9%    1YR 78    5YR 1171    Max Repair 240 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

Pritchard-Lloyd 345.6 EP Magneto-plasma Drive (2)    Power 345.6    Fuel Use 40.88%    Signature 172.8    Exp 9%
Fuel Capacity 1,100,000 Litres    Range 64.6 billion km   (162 days at full power)
Woods & Warner Gamma R300/336 Shields (2)   Total Fuel Cost  28 Litres per hour  (672 per day)

Twin Hartley Syndicate 15cm C3 Near Ultraviolet Laser Turret RG23.75 (3x2)    Range 180,000km     TS: 10000 km/s     Power 12-6     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Moran-Cunningham Fire Control S04 160-10000 (2)    Max Range: 320,000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Tomlinson & Watts Stellarator Fusion Reactor Technology PB-1 P6 (3)     Total Power Output 18    Armour 0    Exp 5%

Jordan-Ahmed Active Search Sensor MR2-R1 AAS21-110 (1)     GPS 21     Range 2.3m km    MCR 252k km    Resolution 1
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Military Vessel for maintenance purposes
Now I will name by BFCs and start retooling.


Also it seems your ships are very slow for plasma drives.  Considering ion drives are usually 4k k/s but seems like you are having fuel efficiency issues.  Takes a minute to research. 
 

Offline Detros

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Re: Ships
« Reply #123 on: June 29, 2017, 06:43:03 AM »
Also it seems your ships are very slow for plasma drives.  Considering ion drives are usually 4k k/s but seems like you are having fuel efficiency issues.
Those designs have 0.7 consumption engines. IIRC, as these were the first proper military ships, once I got to that level of fuel saving I considered it decent and switched to capacitor research.

Takes a minute to research.
Weird value. Do you mean giving all labs to power & propulsion scientist and just rushing through game time till the fuel saving research is done? To which level of consumption are you heading? 0.1??
 

Offline I_Sicarius_I

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Re: Ships
« Reply #124 on: June 29, 2017, 07:01:28 AM »
Hmm ill have to throw together a comparable ship to see where im at.  And no haha i rarely use anythig under . 8 on warships.  But im also very new as im sure you can tell.  I have also cheated and gave myself all the reasearch so i could figure the game out without redesigning everything every 20 ywars or so.  But im building up thru the tiers to try and learn more. 
 

Offline Tree

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Re: Ships
« Reply #125 on: June 29, 2017, 08:15:17 AM »
---
You'd get a 50% increase in range if you replaced your two size 24 engines with one size 48.
You'd get a bit more range and ~500km/s of extra speed with a size 48 engine with a x1 multiplier instead of x0,9, too.

And yeah, you could get rid of the shields; 4 less damage every 5 minutes wouldn't help much. I'd abandon them on the Surgat, and the passives and active (unless you intend for groups of Surgat to operate alone, far from the cruisers but there doesn't seem there'd be much point since they have the same speed and range) and try to fit on one more turret. On the Merenra II, you could ditch the passives (not much use on an escort) and put on bigger actives, or try to put on one extra turret and go for 3 fire controls and 6 turrets.
Same on the Tarthanac, 10 of shield isn't that useful. I'd also abandon the CIWS (the escorts are there for that) and use the freed space to put the lasers on turrets or just add more lasers.
 

Offline Detros

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Re: Ships
« Reply #126 on: June 29, 2017, 08:33:38 AM »
You'd get a 50% increase in range if you replaced your two size 24 engines with one size 48.
You'd get a bit more range and ~500km/s of extra speed with a size 48 engine with a x1 multiplier instead of x0,9, too.

And yeah, you could get rid of the shields; 4 less damage every 5 minutes wouldn't help much. I'd abandon them on the Surgat, and the passives and active (unless you intend for groups of Surgat to operate alone, far from the cruisers but there doesn't seem there'd be much point since they have the same speed and range) and try to fit on one more turret. On the Merenra II, you could ditch the passives (not much use on an escort) and put on bigger actives, or try to put on one extra turret and go for 3 fire controls and 6 turrets.
Same on the Tarthanac, 10 of shield isn't that useful. I'd also abandon the CIWS (the escorts are there for that) and use the freed space to put the lasers on turrets or just add more lasers.
Home rule 1: Size 1 passive sensors are needed for navigational reasons.
Home rule 2: All important systems need to have a spare one so I am not going to use 1 big engine. I am even using 4 middle ones on Tarthanac to save some research points. It also makes sure with just twice the amount of fuel their range will be the same as the range of destroyers.

I liked that CIWS on Tarthanac because that way I don't have to care about BFCs of too many different types.

I am already 10 years ahead, preparing for Mk II of those designs. Lasers and BFC range are done, still two more years to get consumption to 0.4, FC speed to 8k and gauss cannons to 5 rounds per tick. Quite a big jump so I will see if I will wait bit more for next drive, too. At least for cruisers I should be able to fit 20 upgraded shields which gets recharge up to 1 shield per tick. I will post designs once I get there, again.
 

Offline Tree

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Re: Ships
« Reply #127 on: June 29, 2017, 08:37:33 AM »
Home rule 1: Size 1 passive sensors are needed for navigational reasons.
All ships already sport a hidden strength 1 thermal and EM passive, though. Probably for navigational reasons too.
 
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Offline Michael Sandy

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Re: Ships
« Reply #128 on: June 29, 2017, 09:02:42 PM »

Home rule 2: All important systems need to have a spare one so I am not going to use 1 big engine.

Not a bad rule, but my variant is have enough spares to repair anything, and go into battle with battle tugs, commercial ships with lots of armor, a tractor, and extra fuel because, why not?

I basically design a size 50 engine and lots of size 1 engines of different efficiencies.  Possibly a size 2 if there is a cost break issue with fuel efficient engines.

My fleet speed is determined by what speed I can get out of commercial engined ships with 50-60% engine mass.  However, I also have boosted ships that I can transport in carriers if necessary, at least to get them across jump points.

Part of my decision for going with commercial engines was to save fuel and engine costs, but now that I have Fuel Harvesters, I have lots of fuel.  The other part was a desire to avoid having to spend more research on jump technology until I absolutely had to, and military jump engines of any size take a bit to research.  Some things may just have to wait until I have a propulsion anomaly to exploit.

My strategy has been warped by low availability mercassium on Earth, and the complete absence of it anywhere in the Solar System.  Once I get my El Dorado (4 jumps from Earth) in operation, my Mercassium problems go away, and I can go back to building more research facilities.
 

Offline DIT_grue

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Re: Ships
« Reply #129 on: June 29, 2017, 11:58:26 PM »
I wish there was a way to stage fights so i could see the effectiveness of them.

It's not trivial, but you can use Space Master to set up a battle. And if you're trying to learn the game, it might help to attempt a challenge (this was the first I found, but I remember seeing others).
 

Offline I_Sicarius_I

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Re: Ships
« Reply #130 on: June 30, 2017, 02:39:11 PM »
Its challenging enough as it.  And my theory was that whenever the aliens inevitably blow me outta th water i can recover and learn that way.  Instead of starting a new game.  Spending two hours settig up and researching then hoping it works this time.  I get enough bugs and errors that cause me to restart as it is gets annoying to finally have decent tech and have to start over without even losing.  Also how does one use space master to set up a battle?
 

Offline DIT_grue

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Re: Ships
« Reply #131 on: July 01, 2017, 03:20:48 AM »
I realise this is all very vague, but my computer seems to be performing a months-long death scene, so I can't check details. But from memory:
  • (Assuming you already have a fleet built that you want to test.)
  • Start a new player-controlled empire on some conveniently empty ball of rock, and switch to it.
  • Use SM to give it appropriate tech, design ships, and spawn them using Fast OOB.
  • Switching back and forth as necessary, set up TG, formations, and whatever other details you like, and teleport them into place for your battle.
  • Then fight it out.

And/or: playing the challenge would allow you to get the hang of the combat and ship design systems almost in isolation, and measure your ideas against other people's fleets and tactics without needing to organise around another human being's RL schedule. I found it a lot of fun, when I'd never yet gotten my own games to the point of fighting anybody.


NB: I think (one of?) the teleport commands is in the misc. tab, probably of the Task Groups window. And if you have trouble establishing a second player empire, there should be a walkthrough for setting up a non-Solar System start somewhere in the wiki that you could crib from.
 

Offline I_Sicarius_I

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Re: Ships
« Reply #132 on: July 01, 2017, 04:27:52 AM »
right on, but i cant use the menu used to create custom player races or add extra races civilizations.  I just get an error message.  And on the point of other players fleets the majority of them use a vastly different organization for their fleets.  8-20kt cruisers or battleships? My cruisers dont start till 20kt usually.  And battleships at 30kt so i have no way to judge the effectiveness of my ships.  And id rather not spend 10-12 hours building my fleets and researching tech for them to be a bust vs the "spoilers" and nprs.  I don't really have that kind of time.  I can cheat the tech and spend 3-4 given my game doesnt take a smeg.  Which is common. 
 

Offline Detros

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Re: Ships
« Reply #133 on: July 01, 2017, 11:54:32 AM »
All ships already sport a hidden strength 1 thermal and EM passive, though. Probably for navigational reasons too.
Those are of only sensitivity 1, good just for navigating inside TG. We can do better :) .

EDIT:
And yeah, you could get rid of the shields; 4 less damage every 5 minutes wouldn't help much.
I noted I haven't responded to this yet. Small shields are a filler and defence against shock damage. Later designs aim for 1 shield strength regenerated in 1-4 ticks.
« Last Edit: July 01, 2017, 02:35:03 PM by Detros »
 

Offline Lamandier

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Re: Ships
« Reply #134 on: July 15, 2017, 05:28:14 PM »
A design from my last game that, despite its flaws, I was nevertheless rather attached to:

Code: [Select]
Warden class Area Defence Cruiser    25 000 tons     804 Crew     4501.7 BP      TCS 500  TH 2250  EM 0
6000 km/s     Armour 2-76     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 44     PPV 111
Maint Life 5.71 Years     MSP 4952    AFR 113%    IFR 1.6%    1YR 257    5YR 3853    Max Repair 468.75 MSP
Intended Deployment Time: 3 months    Flight Crew Berths 0   
Hangar Deck Capacity 250 tons     Magazine 580   

Delta Aviatik Astra-3 Ion Drive (4)    Power 750    Fuel Use 69.88%    Signature 562.5    Exp 12%
Fuel Capacity 2 000 000 Litres    Range 20.6 billion km   (39 days at full power)

Raytheon 'Cascade' 52cm C8 Spinal S-Laser (1)    Range 600 000km     TS: 10000 km/s     Power 71-8     RM 2    ROF 45        71 71 47 35 28 23 20 17 15 14
General Dynamics Phalanx-2 CIWS (1x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Raytheon TS/B-L6M Beam Fire Control (1)    Max Range: 600 000 km   TS: 6250 km/s     98 97 95 93 92 90 88 87 85 83
Jülich HTR258 GCFR (1)     Total Power Output 2.59    Armour 0    Exp 12%
Visegrad Group BLOK-3/52 GCFR (1)     Total Power Output 5.17    Armour 0    Exp 12%

Dassault Sylver A-110 Cell Launcher (18)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Saab-Scania RS9 Countermissile Battery (8)    Missile Size 1    Rate of Fire 10
Steyr AG R10A2 Missile Launcher (6)    Missile Size 10    Rate of Fire 100
Insys ANTAC Defensive Fire Control (2)     Range 48.6m km    Resolution 1
EADS M1KA-6 'Ares-A' Fire Control (1)     Range 194.4m km    Resolution 100
Surya-VI CAM (12)  Speed: 50 400 km/s   End: 5.3m    Range: 16m km   WH: 15    Size: 10    TH: 420/252/126
M12 Hawk II LAM (36)  Speed: 28 800 km/s   End: 2.5m    Range: 4.4m km   WH: 4    Size: 1    TH: 307/184/92
RIM-5G Adder CM (105)  Speed: 46 800 km/s   End: 0.9m    Range: 2.5m km   WH: 1    Size: 1    TH: 624/374/187

Selex Raven ARSA Sensor Array (1)     GPS 17280     Range 283.9m km    Resolution 120
Grumman D/M-57 Starguard Sensor Array (1)     GPS 108     Range 19.4m km    MCR 2.1m km    Resolution 1

ECCM-1 (1)         ECM 10

Strike Group
1x Type 60 Shuttle   Speed: 5200 km/s    Size: 5

And the successive refits:

Code: [Select]
Warden Mod 1 class Area Defence Cruiser    25 000 tons     874 Crew     7628 BP      TCS 500  TH 864  EM 0
7200 km/s     Armour 2-76     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 66     PPV 111
Maint Life 5.85 Years     MSP 8772    AFR 108%    IFR 1.5%    1YR 437    5YR 6548    Max Repair 1260 MSP
Intended Deployment Time: 3 months    Flight Crew Berths 6   
Hangar Deck Capacity 250 tons     Magazine 580   

Delta Aviatik Astra-5 Ion Drive (4)    Power 900    Fuel Use 55.11%    Signature 216    Exp 15%
Fuel Capacity 2 150 000 Litres    Range 28.1 billion km   (45 days at full power)

Raytheon 'Cascade' 52cm C8 Spinal S-Laser (1)    Range 800 000km     TS: 10000 km/s     Power 71-8     RM 2    ROF 45        71 71 47 35 28 23 20 17 15 14
General Dynamics Phalanx-3 CIWS (1x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Raytheon TS/B-L12 Beam Fire Control (1)    Max Range: 800 000 km   TS: 12000 km/s     99 98 96 95 94 92 91 90 89 88
Visegrad Group BLOK-3/52 GCFR (1)     Total Power Output 5.17    Armour 0    Exp 12%
Jülich HTR258 GCFR (1)     Total Power Output 2.59    Armour 0    Exp 12%

Saab-Scania RS9 Countermissile Battery (8)    Missile Size 1    Rate of Fire 10
Dassault Sylver A-110 Cell Launcher (18)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Steyr AG R10A2 Missile Launcher (6)    Missile Size 10    Rate of Fire 100
EADS M2KA-19 'Cetis-B' Fire Control (1)     Range 309.1m km    Resolution 80
Insys INTAC Defensive Fire Control (2)     Range 86.4m km    Resolution 1
Surya-VI CAM (12)  Speed: 50 400 km/s   End: 5.3m    Range: 16m km   WH: 15    Size: 10    TH: 420/252/126
M12 Hawk II LAM (36)  Speed: 28 800 km/s   End: 2.5m    Range: 4.4m km   WH: 4    Size: 1    TH: 307/184/92
RIM-5G Adder CM (104)  Speed: 46 800 km/s   End: 0.9m    Range: 2.5m km   WH: 1    Size: 1    TH: 624/374/187
RSM-25 Harpoon ASM (32)  Speed: 25 200 km/s   End: 60m    Range: 90.7m km   WH: 32    Size: 10    TH: 252/151/75

Grumman D/M-80 Starwatch Sensor Array (1)     GPS 96     Range 23.0m km    MCR 2.5m km    Resolution 1
Selex Oracle ARSAI Sensor Array (1)     GPS 19200     Range 460.8m km    Resolution 100

ECCM-3 (1)         ECM 30

Strike Group
1x Type 82 Shuttle   Speed: 5800 km/s    Size: 5

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]
Warden Mod 2 class Area Defence Cruiser    30 000 tons     957 Crew     8628 BP      TCS 600  TH 864  EM 0
6000 km/s     Armour 3-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 88     PPV 123
Maint Life 5.69 Years     MSP 10514    AFR 123%    IFR 1.7%    1YR 550    5YR 8247    Max Repair 1260 MSP
Intended Deployment Time: 3 months    Flight Crew Berths 41   
Hangar Deck Capacity 1500 tons     Magazine 640   

Delta Aviatik Astra-5 Ion Drive (4)    Power 900    Fuel Use 55.11%    Signature 216    Exp 15%
Fuel Capacity 4 000 000 Litres    Range 43.5 billion km   (84 days at full power)

Zoran Industries GARDIAN 60cm C10 Spinal Low X-Laser (1)    Range 800 000km     TS: 10000 km/s     Power 94-10     RM 6    ROF 50        94 94 94 94 94 94 80 70 62 56
General Dynamics Phalanx-3 CIWS (1x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Raytheon TS/B-L12 Beam Fire Control (1)    Max Range: 800 000 km   TS: 12000 km/s     99 98 96 95 94 92 91 90 89 88
Visegrad Group BLOK-3/52 GCFR (2)     Total Power Output 10.35    Armour 0    Exp 12%

Saab-Scania RS9 Countermissile Battery (8)    Missile Size 1    Rate of Fire 10
Steyr AG R10A2 Missile Launcher (6)    Missile Size 10    Rate of Fire 100
Dassault Sylver A-110 Cell Launcher (24)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
EADS M2KA-19 'Cetis-B' Fire Control (1)     Range 309.1m km    Resolution 80
Insys INTAC Defensive Fire Control (2)     Range 86.4m km    Resolution 1
Surya-VI CAM (12)  Speed: 50 400 km/s   End: 5.3m    Range: 16m km   WH: 15    Size: 10    TH: 420/252/126
RSM-26 Halberd ASM (36)  Speed: 25 600 km/s   End: 81.6m    Range: 125.4m km   WH: 32    Size: 10    TH: 273/163/81
S-5 Starfire LAM (32)  Speed: 25 900 km/s   End: 1m    Range: 1.5m km   WH: 5    Size: 1    TH: 233/139/69
M13 Hawk III LAM (18)  Speed: 28 800 km/s   End: 3.1m    Range: 5.4m km   WH: 4    Size: 1    TH: 307/184/92
Mistral-S CM (110)  Speed: 47 500 km/s   End: 0.8m    Range: 2.4m km   WH: 1    Size: 1    TH: 633/380/190

Grumman D/M-80 Starwatch Sensor Array (1)     GPS 96     Range 23.0m km    MCR 2.5m km    Resolution 1
Selex Oracle ARSAI Sensor Array (1)     GPS 19200     Range 460.8m km    Resolution 100

ECM 30

Strike Group
2x Type 82 Shuttle   Speed: 5800 km/s    Size: 5
4x SA-16A Fury Strikefighter   Speed: 9890 km/s    Size: 3.64
2x SR-7F Raven Recon Fighter   Speed: 13200 km/s    Size: 2.5

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]
Warden Mod 3 class Area Defence Cruiser    30 000 tons     959 Crew     9907 BP      TCS 600  TH 864  EM 0
6000 km/s     Armour 3-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 88     PPV 123
Maint Life 5.76 Years     MSP 12073    AFR 123%    IFR 1.7%    1YR 617    5YR 9260    Max Repair 2025 MSP
Intended Deployment Time: 3 months    Flight Crew Berths 25   
Hangar Deck Capacity 1500 tons     Magazine 682   

Delta Aviatik Astra-5 Ion Drive (4)    Power 900    Fuel Use 55.11%    Signature 216    Exp 15%
Fuel Capacity 4 000 000 Litres    Range 43.5 billion km   (84 days at full power)

Zoran Industries GARDIAN-II 60cm C12 Spinal X-Laser (1)    Range 800 000km     TS: 10000 km/s     Power 94-12     RM 7    ROF 40        94 94 94 94 94 94 94 82 73 65
General Dynamics Phalanx-3 CIWS (1x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Raytheon TS/B-L15 Beam Fire Control (1)    Max Range: 800 000 km   TS: 15000 km/s     99 98 96 95 94 92 91 90 89 88
Visegrad Group BLOK-3/52 GCFR (2)     Total Power Output 10.35    Armour 0    Exp 12%
Jülich HTR104 GCFR (2)     Total Power Output 2.07    Armour 0    Exp 12%

Dassault Sylver A-110 Cell Launcher (24)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Steyr AG R10A3 Missile Launcher (6)    Missile Size 10    Rate of Fire 50
Saab-Scania RS10 Countermissile Battery (8)    Missile Size 1    Rate of Fire 5
EADS M2KA-28 'Cetis-E' Fire Control (1)     Range 236.6m km    Resolution 30
Insys INTAC Defensive Fire Control (2)     Range 86.4m km    Resolution 1
Surya-VI CAM (12)  Speed: 50 400 km/s   End: 5.3m    Range: 16m km   WH: 15    Size: 10    TH: 420/252/126
RSM-26 Halberd ASM (36)  Speed: 25 600 km/s   End: 81.6m    Range: 125.4m km   WH: 32    Size: 10    TH: 273/163/81
S-5 Starfire LAM (34)  Speed: 25 900 km/s   End: 1m    Range: 1.5m km   WH: 5    Size: 1    TH: 233/139/69
M13 Hawk III LAM (18)  Speed: 28 800 km/s   End: 3.1m    Range: 5.4m km   WH: 4    Size: 1    TH: 307/184/92
Mistral-S CM (150)  Speed: 47 500 km/s   End: 0.8m    Range: 2.4m km   WH: 1    Size: 1    TH: 633/380/190

Grumman D/M-80 Starwatch Sensor Array (1)     GPS 96     Range 23.0m km    MCR 2.5m km    Resolution 1
Selex Oracle ARSAI Sensor Array (1)     GPS 19200     Range 460.8m km    Resolution 100

ECM 30

Strike Group
2x Type 82 Shuttle   Speed: 5800 km/s    Size: 5
1x SR-7F Raven Recon Fighter   Speed: 13200 km/s    Size: 2.5
3x SA-20A Talon Interceptor   Speed: 12244 km/s    Size: 2.94
1x SA-55A Vampire Heavy Fighter   Speed: 9011 km/s    Size: 7.99

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

She was designed as a sort of fast response ship for defensive operations in populated solar systems, and in the game world was intended as sort of a precursor for the larger, more capable battlecruiser designs that came later. The Wardens were useful because they gave me a heavily armed ship with heavy active defenses that could also keep pace with my smaller escort and FAC designs - and, coincidentally, outrun anything else her size.
« Last Edit: July 15, 2017, 10:34:08 PM by Lamandier »
"In doing so, you will see things no human has ever seen before! It will be... fun! Assuming you're not vaporized, dissected, or otherwise killed in an assortment of supremely horrible and painful ways! Exciting, isn't it?"