Author Topic: Proposed Warships of the Terran Republic (drawing board)  (Read 2256 times)

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Offline Cavgunner (OP)

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Proposed Warships of the Terran Republic (drawing board)
« on: March 26, 2019, 12:18:54 AM »
In my new forum post {here} I've hinted that my new faction, the Terran Republic, is working on its first combatant starship designs.  Although the Republic remains small and currently has no combat ships whatsoever, due to swift technological progression it is now approximately a tech level 3 or 4 empire (with some notable exceptions above and below that mark).  With effective core technologies and upgraded shipyards now in place, a wide variety of new, but untested, ship subsystems have been researched.  Rather than post these design proposals in my main thread, and then post them again once the designs are finalized (which would seem rather redundant) I've decided to create a separate thread for discussion of the preliminary designs here. 

Please note that presently, none of these designs or their subsystems have actually been produced.  They are also standardized to have similar speeds and to use similar 50 HS or 25 HS .8 engine power thrusters.  Therefore since these designs can still be modified with relatively ease, commentary is welcome.  :)

Without further ado:


Luna-class destroyer.    A large, multifunction, very heavily armed ship.  Not dependent on separate sensor platforms, so it is (I hope) equally suited for solo work or insertion into combat squadrons.  Not necessarily dependent on separate anti-missile ships either, but it is more effective when accompanied by anti-missile platforms.  Moderate armor, redundant engines, a backup active sensor, and enough close range firepower to severely punish opponents that get too close.  Like the rest of the ships here, this ship is designed for a round trip deployment of around 160 to 180 days, and has sufficient spare parts to perform damage control on its drive components in the field once or twice with some left over.  Although "only" a destroyer, it will likely be the largest combat ship in the Fleet for quite some time until the Republic expands its infrastructure.

Code: [Select]
Luna class Destroyer    21 000 tons     495 Crew     3572.68 BP      TCS 420  TH 672  EM 0
4571 km/s     Armour 8-67     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 22     PPV 78.48
Maint Life 1.55 Years     MSP 1329    AFR 282%    IFR 3.9%    1YR 632    5YR 9487    Max Repair 448 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 8   
Hangar Deck Capacity 250 tons     Magazine 470   

General Dynamics 640 EP Magneto-plasma Drive (3)    Power 640    Fuel Use 14.31%    Signature 224    Exp 8%
Fuel Capacity 1 050 000 Litres    Range 62.9 billion km   (159 days at full power)

General Dynamics 15cm C6 Ultraviolet Laser (2)    Range 192 000km     TS: 4571 km/s     Power 6-6     RM 4    ROF 5        6 6 6 6 4 4 3 3 2 2
Quad Bofors AB 2/5 Gauss Cannon R2-100 Turret (1x8)    Range 20 000km     TS: 12000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Raytheon 15cm Fire Control S03.5 96-5250 (1)    Max Range: 192 000 km   TS: 5250 km/s     95 90 84 79 74 69 64 58 53 48
Bofors AB Fire Control S02 24-12000 (1)    Max Range: 48 000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
General Dynamics "Slick 6" Stellarator Fusion Reactor Technology PB-1 (2)     Total Power Output 12    Armour 0    Exp 5%

Raytheon RL 4 Size 5 Missile Launcher (8)    Missile Size 5    Rate of Fire 40
Raytheon Missile Fire Control FC129-R100 (1)     Range 129.6m km    Resolution 100
Javelin Size 5 Anti-ship Missile (74)  Speed: 30 200 km/s   End: 56.8m    Range: 103m km   WH: 9    Size: 5    TH: 110/66/33

Raytheon Active Search Sensor MR108-R100 (1)     GPS 18000     Range 108.0m km    Resolution 100
Raytheon Lynx Active Search Sensor MR1-R1 (1)     GPS 17     Range 1 000k km    MCR 109k km    Resolution 1

ECCM-1 (1)         ECM 10

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


Moray-class Frigate.  An anti-missile and close-range attack platform.  The technological limitations of the current age are somewhat hamstringing this vessel's ability to detect and engage small missiles, I think, but I hope that it is still effective enough to protect its task force by reducing, if not totally eliminating, incoming missile swarms.  At the very least it should prove very useful when sandblasting FACs and other small craft into dust.  It has two missile fire controls so it can divide its attention as needed.

Code: [Select]
Moray class Frigate    14 000 tons     321 Crew     2549.92 BP      TCS 280  TH 448  EM 0
4571 km/s     Armour 8-51     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 19     PPV 20
Maint Life 1.78 Years     MSP 1025    AFR 174%    IFR 2.4%    1YR 401    5YR 6019    Max Repair 448 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 0   
Hangar Deck Capacity 250 tons     Magazine 300   

General Dynamics 640 EP Magneto-plasma Drive (2)    Power 640    Fuel Use 14.31%    Signature 224    Exp 8%
Fuel Capacity 705 000 Litres    Range 63.3 billion km   (160 days at full power)

General Dynamics 15cm C6 Ultraviolet Laser (2)    Range 192 000km     TS: 4571 km/s     Power 6-6     RM 4    ROF 5        6 6 6 6 4 4 3 3 2 2
Raytheon 15cm Fire Control S03.5 96-5250 (1)    Max Range: 192 000 km   TS: 5250 km/s     95 90 84 79 74 69 64 58 53 48
General Dynamics "Slick 6" Stellarator Fusion Reactor Technology PB-1 (2)     Total Power Output 12    Armour 0    Exp 5%

Raytheon RL 3 Size 1 Missile Launcher (12)    Missile Size 1    Rate of Fire 10
Raytheon Bullseye Missile Fire Control FC15-R1 (2)     Range 15.1m km    Resolution 1
Dart Size 1 Anti-missile Missile (300)  Speed: 43 100 km/s   End: 4.7m    Range: 12.2m km   WH: 1    Size: 1    TH: 158/94/47

Raytheon X-Ray Active Search Sensor MR14-R1 (1)     GPS 240     Range 14.4m km    MCR 1.6m km    Resolution 1

ECCM-1 (1)         ECM 10

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


Broadsword-class corvette.  A pretty straightforward laser boat.  I see this as a relatively cheap flyswatter to augment a task force's point blank firepower.  Since it has its own tiny active sensor, perhaps a pack of them could also be used to lay in ambush at jump points. 

Code: [Select]
Broadsword class Corvette    7 000 tons     152 Crew     1343.6 BP      TCS 140  TH 224  EM 0
4571 km/s     Armour 9-32     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 12
Maint Life 1.69 Years     MSP 360    AFR 130%    IFR 1.8%    1YR 151    5YR 2270    Max Repair 224 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 2   
Hangar Deck Capacity 125 tons     

General Dynamics 320 EP Magneto-plasma Drive (2)    Power 320    Fuel Use 21.47%    Signature 112    Exp 8%
Fuel Capacity 590 000 Litres    Range 70.7 billion km   (178 days at full power)

General Dynamics 15cm C6 Ultraviolet Laser (3)    Range 192 000km     TS: 4571 km/s     Power 6-6     RM 4    ROF 5        6 6 6 6 4 4 3 3 2 2
Raytheon 15cm Fire Control S03.5 96-5250 (1)    Max Range: 192 000 km   TS: 5250 km/s     95 90 84 79 74 69 64 58 53 48
General Dynamics "Slick 6" Stellarator Fusion Reactor Technology PB-1 (3)     Total Power Output 18    Armour 0    Exp 5%

Raytheon Lynx Active Search Sensor MR1-R1 (1)     GPS 17     Range 1 000k km    MCR 109k km    Resolution 1

ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes


Akizuki-class missile boat.  Just as advertised, this is a tiny, cheap, expendable ship that throws a wall of missiles at a target and then withdraws to somewhere safe to reload.  Mainly used as a way to help a friendly task force overcome enemy point defense. Dependent on other ships for sensor coverage.  In the missile-thrower role it is designed to be fully compatible with the much larger Luna.

Code: [Select]
Akizuki class Missile Boat    3 500 tons     74 Crew     529.8 BP      TCS 70  TH 112  EM 0
4571 km/s     Armour 1-20     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 15.75
Maint Life 3.37 Years     MSP 237    AFR 39%    IFR 0.5%    1YR 32    5YR 474    Max Repair 224 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 0   
Hangar Deck Capacity 125 tons     Magazine 105   

General Dynamics 320 EP Magneto-plasma Drive (1)    Power 320    Fuel Use 21.47%    Signature 112    Exp 8%
Fuel Capacity 250 000 Litres    Range 59.9 billion km   (151 days at full power)

Raytheon Size 5 Box Launcher (21)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
Raytheon Missile Fire Control FC129-R100 (1)     Range 129.6m km    Resolution 100
Javelin Size 5 Anti-ship Missile (21)  Speed: 30 200 km/s   End: 56.8m    Range: 103m km   WH: 9    Size: 5    TH: 110/66/33

ECCM-1 (1)         ECM 10

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


I look forward to your input! :)
 

Iranon

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Re: Proposed Warships of the Terran Republic (drawing board)
« Reply #1 on: March 26, 2019, 07:28:56 AM »
Looking good. A few possible inefficiencies:

You probably pay too much for beam fire controls. Your larger ships are multi-role, so you never have many weapons per FC. Your ship speeds don't quite match your FC speed. Do you intend to build slightly faster ones soon for the same BFCs? If not, 1.5 speed instead of 1.75 would have sufficed.

ECM-1 and especially ECCM-1 are probably not worth fielding, especially on smaller ships. Stripping both from your corvettes makes them about 5% faster, which has defensive benefits and improves accuracy against fast enemies if you retain your overengineered fire controls.

Magazines of the destroyers aren't deep enough to meaningfully increase carrying capacity over box launchers, and you lose out in terms of safety and salvo density to overwhelm point defence. Generally speaking.
 

Offline misanthropope

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Re: Proposed Warships of the Terran Republic (drawing board)
« Reply #2 on: March 26, 2019, 10:58:52 AM »
i advise against the gauss turrets; your tech just doesn't make them sensible.  sloppy offhand calculation says brown paper bag railguns are 50% better, and you get redundancy in your power plants, and more volleys engaged (b/c 3 fire controls at 1/3 the tracking speed).   in general, i feel the one-volley limitation more than offsets the small efficiency in building quad turrets no matter your tech level.

the luna is your de facto capital ship, but the 6 month deployment time with your speed suggests to me that you're going to have trouble getting to the fight unless you deploy them in nodal squadrons.  matter of taste, of course, but i like to be able to mass my heavy units and go mash people.
 
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Offline Cavgunner (OP)

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Re: Proposed Warships of the Terran Republic (drawing board)
« Reply #3 on: March 26, 2019, 11:02:31 AM »
Looking good. A few possible inefficiencies:


Thank you, I'm analyzing your suggestions, particularly in regard to the ECM/ECCM units, and the magazine size.  To answer your question, yes, I intend to upgrade to MagCon drives as soon as I can acquire some precursor salvage to give me a tech bump.
« Last Edit: March 26, 2019, 11:08:04 AM by Cavgunner »
 

Offline Cavgunner (OP)

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Re: Proposed Warships of the Terran Republic (drawing board)
« Reply #4 on: March 26, 2019, 11:06:14 AM »
i advise against the gauss turrets; your tech just doesn't make them sensible.  sloppy offhand calculation says brown paper bag railguns are 50% better, and you get redundancy in your power plants, and more volleys engaged (b/c 3 fire controls at 1/3 the tracking speed).   in general, i feel the one-volley limitation more than offsets the small efficiency in building quad turrets no matter your tech level.

the luna is your de facto capital ship, but the 6 month deployment time with your speed suggests to me that you're going to have trouble getting to the fight unless you deploy them in nodal squadrons.  matter of taste, of course, but i like to be able to mass my heavy units and go mash people.


Correct me if I'm wrong, but while railguns would indeed be more efficient in a general role, they would struggle to shoot down missiles due to being hamstrung to a max tracking speed equal to the ship's speed, wouldn't they? My intent for the gauss turret is primarily anti-missile defense, and anti-ship as secondary.  I guess I'm struggling to visualize how fixed railguns would be superior in that reguard.

As for the deployment times, my empire is currently very small and compact, with adversaries as close as two jumps away.  The operational duration is primarily for future-proofing.
« Last Edit: March 26, 2019, 11:16:21 AM by Cavgunner »
 

Offline JacenHan

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Re: Proposed Warships of the Terran Republic (drawing board)
« Reply #5 on: March 26, 2019, 11:38:06 AM »
Railguns have the advantage of shooting 4 projectiles at once, which is roughly equivalent to the 4x tracking speed bonus turreted weapons can have. If the ship is faster than the base tracking speed, the advantage is increased. In general, railguns are the best PD until you get Gauss cannon RoF 3 or 4, if I am remembering correctly. They also have the advantage of being much cheaper than turreted Gauss cannons, both in the weapon itself and the fire control.
« Last Edit: March 26, 2019, 11:45:15 AM by JacenHan »
 
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Offline Michael Sandy

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Re: Proposed Warships of the Terran Republic (drawing board)
« Reply #6 on: March 26, 2019, 12:35:57 PM »
ECM and ECCM in the early game are really only important for kiting beam ships, who need an absolute range advantage.  With missile ships, you can just oversize your fire controls, and it is generally easier to just oversize your fire controls by 10% than to have an ECCM.

As an RP matter, I don't have a problem with building your fleet to be able to travel at a unified speed the length of your empire, but I don't think you should have all your ships built that way.

One of my early fleet experiments was with missile ships with commercial engines and hangars.  The fleet theory was to use commercial jump tenders to get around.  My survey fleet was supported by commercial jump engines that also acted as mobile refueling nodes.  Subsequent games I switched to military jump engines, because I determined that commercial engined grav survey ships were simply not as efficient.  Small military ships have much better maintenance endurance than commercial engined large ones.  Also, while a geosurvey ship can't really expect to do its job and avoid detection, a grav survey ship might, so commercial engined geosurvey and military engine grav survey made sense to me.

What frustrated me about the commercial engined missile ships was the large number of maintenance facilities I needed.  It it very harder to station such a ship for a long time on the frontier.

So my latest game, I have a large number of empty box carriers of various sizes.  No engines, just a sacrificial .1 HS sensor to appease the maintenance gods, and they can easily last 20 years without maintenance parts resupply.  So I can tow them to a colony world, and station sensor fighters and a small combat wing, and I won't have to worry about maintenance for them.

But if you have an aesthetic that capital ships should be able to operate solo, or with minimal support, and don't mind a little inefficiency, go with the aesthetic.

I myself am a big fan of railgun fighters for PD early in the game.  Because the enemy generally can't even SEE the railgun fighters at the range that they open fire, you don't have to worry about your point defense degrading over the course of the fight.  They can also be a pursuit wing, going after empty enemy missile ships after your own missile ships take out their beam warships, and thereby save you from having to kill everything in the enemy fleet with expensive missiles.

The ratio of missile launcher to magazine isn't bad.  I would go with significantly more magazine space myself.

As far as your missile boats, I note that even your really small ships have a boat bay.  Nice for RP, but maybe a little excessive.  My early missile boats are 1,000 tons, and there are a number of in game advantages for that.  First, smaller missile boats are harder for the enemy to detect.  And 1,000 ton shipyards can be retooled VERY quickly, allowing you to keep your missile boat fleet up to date.  You can always redesign them with a fire control customized to a particular enemy.  And since the missile boat concept is to strike and return to reload, it should not be limited to fleet speeds.  It should have boosted engines, and a significantly shorter range than your more conventional warships.

Now, there is something to be said for having your capital missile ships all have a hangar.  You can then have most of your scouting element based in those hangars, giving you small, fast, hard to detect scouts integrated into your fleet.  Instead of having to refit your ships with new sensors, all you have to do is send them with updated fighters with the new sensors, and retire the old scout fighters to colony defense somewhere.
 

Offline Cavgunner (OP)

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Re: Proposed Warships of the Terran Republic (drawing board)
« Reply #7 on: March 26, 2019, 12:49:00 PM »
Ok, based on feedback I've dropped the ECM/ECCM units on all ships, for now.  This has had the side effect of bumping up their speeds a bit, making the somewhat overclocked beam fire controls more relevant (also the Akizuki has 30 box launchers instead of 21 now).

I like the idea of a blasty gauss gun turret, but let's see if railguns are indeed a better option.  On the Luna here I've dropped the Gauss turret and the lasers in favor of four 12cm railguns.  I've also increased the magazine capacity quite a bit, so the launchers can now fire exactly 19 full salvoes. 

Thoughts?

Code: [Select]
Luna class Destroyer    20 650 tons     467 Crew     3562.6 BP      TCS 413  TH 672  EM 0
4648 km/s     Armour 8-67     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 22     PPV 60
Maint Life 1.55 Years     MSP 1294    AFR 284%    IFR 3.9%    1YR 614    5YR 9213    Max Repair 448 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 83   
Hangar Deck Capacity 250 tons     Magazine 758   

General Dynamics 640 EP Magneto-plasma Drive (3)    Power 640    Fuel Use 14.31%    Signature 224    Exp 8%
Fuel Capacity 1 050 000 Litres    Range 63.9 billion km   (159 days at full power)

Bofors AB 12cm Railgun V3/C6 (4x4)    Range 60 000km     TS: 4648 km/s     Power 6-6     RM 3    ROF 5        2 2 2 1 1 1 0 0 0 0
Bofors AB Railgun Fire Control S02.6 72-5250 (1)    Max Range: 144 000 km   TS: 5250 km/s     93 86 79 72 65 58 51 44 37 31
General Dynamics "Slick 6" Stellarator Fusion Reactor Technology PB-1 (4)     Total Power Output 24    Armour 0    Exp 5%

Raytheon RL 4 Size 5 Missile Launcher (8)    Missile Size 5    Rate of Fire 40
Raytheon Missile Fire Control FC129-R100 (1)     Range 129.6m km    Resolution 100
Javelin Size 5 Anti-ship Missile (152)  Speed: 30 200 km/s   End: 56.8m    Range: 103m km   WH: 9    Size: 5    TH: 110/66/33

Raytheon Lynx Active Search Sensor MR1-R1 (1)     GPS 17     Range 1 000k km    MCR 109k km    Resolution 1
Raytheon Active Search Sensor MR108-R100 (1)     GPS 18000     Range 108.0m 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

I should also mention that my current campaign doesn't require jump engines.  The "shuttle bay for every warship of significant size" is definitely a RP thing.  The comments about railgun fighters are interesting, I'll see what I can research.
« Last Edit: March 26, 2019, 12:52:24 PM by Cavgunner »
 

Offline Michael Sandy

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Re: Proposed Warships of the Terran Republic (drawing board)
« Reply #8 on: March 26, 2019, 01:02:11 PM »
I think that your Lunas would be more effective with .33 or .25 sized launchers.  Throw more missiles in a single wave, and they will penetrate point defense.  If you are firing at close to your maximum range, (I generally DON'T, because I worry my enemy might just reverse course when I launch, and my missiles would just run out of fuel), you will have a LOT of time to adjust your fire so you don't way overkill an enemy.  So you could fire 3 waves of missiles at three enemy targets, and then pause to observe results, and then send out followup waves, instead of having all of your missiles in flight and then discover that their point defense chews them up.

I also suggest that all capital missile ships should have a rez 10 (or so) fire control, so that they are not completely helpless if you are fighting smaller enemies.

Further, if you think you might have difficulty penetrating enemy point defense, a trick you can try is to have a 0.1 HS fire control for every launcher, so that at point blank range you can fire single missile volleys that are harder for point defense to deal with.  Depends on whether you consider that abuse of a game mechanic, or if you like the RP of having a point blank mode that is harder to intercept.
 
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Offline Cavgunner (OP)

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Re: Proposed Warships of the Terran Republic (drawing board)
« Reply #9 on: March 26, 2019, 01:39:07 PM »
Ok, giving the Luna a small backup missile fire control for blasting small craft at short range shouldn't be a problem. 

As for the reduced size launcher, yeah... I don't have that level of patience to sit through so many 5 second increments!  In any event the Akizukis will be there to enhance initial barrage strength.  I see what you are saying about potential overkill too, but this is why my standard ASM has a small thermal sensor.  And tbh, I feel that overkill is better than no kill anyway.  :)
 

Offline Cavgunner (OP)

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Re: Proposed Warships of the Terran Republic (drawing board)
« Reply #10 on: March 26, 2019, 01:44:46 PM »
3rd draft of the Luna.  Any further thoughts about this secondary weapon arrangement (railguns) compared to the original draft (gauss/lasers)? 

Code: [Select]
Luna class Destroyer    20 750 tons     469 Crew     3577 BP      TCS 415  TH 672  EM 0
4626 km/s     Armour 8-67     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 22     PPV 60
Maint Life 1.55 Years     MSP 1293    AFR 287%    IFR 4%    1YR 616    5YR 9235    Max Repair 448 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 81   
Hangar Deck Capacity 250 tons     Magazine 758   

General Dynamics 640 EP Magneto-plasma Drive (3)    Power 640    Fuel Use 14.31%    Signature 224    Exp 8%
Fuel Capacity 1 050 000 Litres    Range 63.6 billion km   (159 days at full power)

Bofors AB 12cm Railgun V3/C6 (4x4)    Range 60 000km     TS: 4626 km/s     Power 6-6     RM 3    ROF 5        2 2 2 1 1 1 0 0 0 0
Bofors AB Railgun Fire Control S02.6 72-5250 (1)    Max Range: 144 000 km   TS: 5250 km/s     93 86 79 72 65 58 51 44 37 31
General Dynamics "Slick 6" Stellarator Fusion Reactor Technology PB-1 (4)     Total Power Output 24    Armour 0    Exp 5%

Raytheon RL 4 Size 5 Missile Launcher (8)    Missile Size 5    Rate of Fire 40
Raytheon Missile Fire Control FC129-R100 (1)     Range 129.6m km    Resolution 100
Raytheon AuxCon Missile Fire Control FC6-R10 (1)     Range 6.8m km    Resolution 10
Javelin Size 5 Anti-ship Missile (152)  Speed: 30 200 km/s   End: 56.8m    Range: 103m km   WH: 9    Size: 5    TH: 110/66/33

Raytheon Lynx Active Search Sensor MR1-R1 (1)     GPS 17     Range 1 000k km    MCR 109k km    Resolution 1
Raytheon Active Search Sensor MR108-R100 (1)     GPS 18000     Range 108.0m 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
 

Iranon

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Re: Proposed Warships of the Terran Republic (drawing board)
« Reply #11 on: March 26, 2019, 02:41:53 PM »
The Gauss weapons were bad (somehow misread it and thought you had a twin turret with RoF4) and should be replaced.
12cm railguns are ok with your tech, and a viable option. I narrowly prefer a mix of 10cm railguns and 15cm lasers, especially since your BFC is good for more range than your railguns have.
 
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Offline Cavgunner (OP)

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Re: Proposed Warships of the Terran Republic (drawing board)
« Reply #12 on: March 26, 2019, 03:15:59 PM »
Ok, changes made.  Not too late to change anything, but the parts orders are queued up.  It's.... it's a long list.


Code: [Select]
Luna class Destroyer    20 850 tons     478 Crew     3625.6 BP      TCS 417  TH 672  EM 0
4604 km/s     Armour 8-67     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 22     PPV 60
Maint Life 1.56 Years     MSP 1304    AFR 289%    IFR 4%    1YR 618    5YR 9269    Max Repair 448 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 72   
Hangar Deck Capacity 250 tons     Magazine 758   

General Dynamics 640 EP Magneto-plasma Drive (3)    Power 640    Fuel Use 14.31%    Signature 224    Exp 8%
Fuel Capacity 1 050 000 Litres    Range 63.3 billion km   (159 days at full power)

General Dynamics 15cm C6 Ultraviolet Laser (2)    Range 192 000km     TS: 4604 km/s     Power 6-6     RM 4    ROF 5        6 6 6 6 4 4 3 3 2 2
Bofors AB 10cm Railgun V3/C3 (4x4)    Range 30 000km     TS: 4604 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Bofors AB 10cm Fire Control S01.3 36-5250 (1)    Max Range: 72 000 km   TS: 5250 km/s     86 72 58 44 31 17 3 0 0 0
Raytheon 15cm Fire Control S03.5 96-5250 (1)    Max Range: 192 000 km   TS: 5250 km/s     95 90 84 79 74 69 64 58 53 48
General Dynamics "Slick 6" Stellarator Fusion Reactor Technology PB-1 (4)     Total Power Output 24    Armour 0    Exp 5%

Raytheon RL 4 Size 5 Missile Launcher (8)    Missile Size 5    Rate of Fire 40
Raytheon Missile Fire Control FC129-R100 (1)     Range 129.6m km    Resolution 100
Raytheon AuxCon Missile Fire Control FC6-R10 (1)     Range 6.8m km    Resolution 10
Javelin Size 5 Anti-ship Missile (152)  Speed: 30 200 km/s   End: 56.8m    Range: 103m km   WH: 9    Size: 5    TH: 110/66/33

Raytheon Lynx Active Search Sensor MR1-R1 (1)     GPS 17     Range 1 000k km    MCR 109k km    Resolution 1
Raytheon Active Search Sensor MR108-R100 (1)     GPS 18000     Range 108.0m 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