Author Topic: UECNS Nemesis in Aurora (Ridiculous Max Tech super ship/Fanart)  (Read 2864 times)

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Offline TheTalkingMeowth (OP)

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UECNS Nemesis is an AI operated superdreadnought; the ship AI, Red One, is (one of) the main characters of the Last Angel series written by Proximal Flame over on Spacebattles.  Really good military sci-fi, with a significant horror component.  The setting's technology maps decently well into Aurora, though the resulting ship is pretty awful for the tech level needed because weapons ranges are much shorter in the Angelverse.

Amusingly, this obscenely huge ship can actually be constructed in less than 2 years at maximum shipbuilding rate tech.  The shipyard needs like 1. 2 billion workers though, and no military drive can be large enough to jump it.

Code: [Select]
Nemesis class Deep Space Fleet Engagement Vessel      4,215,089 tons       196,279 Crew       5,678,384.7 BP       TCS 84,302    TH 7,320,000    EM 754,650
86830 km/s      Armour 30-2324       Shields 25155-670       HTK 41896      Sensors 3750/3750/0/0      DCR 8111      PPV 30,793.8
Maint Life 1.76 Years     MSP 8,252,428    AFR 17990%    IFR 249.9%    1YR 3,283,507    5YR 49,252,606    Max Repair 60000.00 MSP
Magazine 205,941   
Captain    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 3 days    Morale Check Required   

Distortion Drive (61)    Power 7320000.0    Fuel Use 24.65%    Signature 120000.00    Explosion 30%
Fuel Capacity 120,000,000 Litres    Range 20.8 billion km (66 hours at full power)
Red Tech Reset Screen (15)     Recharge Time 670 seconds (37.5 per second)

Displacement Engine (1)    Range 1,400,000km     TS: 86,830 km/s     Power 377-25     RM 120,000 km    ROF 80       
Particle Beam-50 (400)    Range 640,000km     TS: 86,830 km/s     Power 125-25    ROF 25       
Plasma Mortar (300)    Range 240,000km     TS: 86,830 km/s     Power 24-25     RM 10,000 km    ROF 5       
30cm Railgun V90/C25 (300x4)    Range 630,000km     TS: 86,830 km/s     Power 21-25     RM 90,000 km    ROF 5       
Quad Gauss Cannon R600-100 Turret (200x32)    Range 60,000km     TS: 100000 km/s     Power 0-0     RM 60,000 km    ROF 5       
Red Series Primary Fire Control (10)     Max Range: 1,400,000 km   TS: 100,000 km/s   
Plasma Tap Secondary Reactor (10)     Total Power Output 25,002    Exp 5%
Breach Core (1)     Total Power Output 13,641.4    Exp 50%

Ukonvasara-class Mass Driver (3)     Missile Size: 99    Rate of Fire 500
Size 6.00 Missile Launcher (1404)     Missile Size: 6.00    Rate of Fire 10
Size 1 Missile Launcher (75.00% Reduction) (800)     Missile Size: 1    Rate of Fire 5
Red Series Hellebore Fire Control (1)     Range 355.9m km    Resolution 20
Red-Series Countermissile Guidance System (10)     Range 41.5m km    Resolution 1
Red Series Missile Guidance System (5)     Range 112.5m km    Resolution 20
Impactor (21)    Speed: 269,697 km/s    End: 7.2m     Range: 116.7m km    WH: 1261    Size: 99.00    TH: 2696/1618/809
Red Tech ASM (28404)    Speed: 175,000 km/s    End: 6.1m     Range: 63.6m km    WH: 75    Size: 6.00    TH: 2508/1505/752
Red Tech AMM (33438)    Speed: 270,000 km/s    End: 0.4m     Range: 5.8m km    WH: 1    Size: 1.0000    TH: 18450/11070/5535

Red-Series Point Defense Scanner (5)     GPS 18     Range 20.7m km    MCR 1.9m km    Resolution 1
Red-Series Active Scanning System (3)     GPS 36000     Range 562.7m km    Resolution 20
Thermal Sensor TH50-3750 (5%) (1)     Sensitivity 3750     Detect Sig Strength 1000:  484.1m km
EM Sensor EM50-3750 (5%) (1)     Sensitivity 3750     Detect Sig Strength 1000:  484.1m km
ELINT Module (5)     Sensitivity 55     Detect Sig Strength 1000:  58.6m km

ECCM-10 (26)         ECM 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

Mineral costs:
Duranium396083
Neutronium318309
Corbomite49052
Tritanium140728
Boronide367585
Mercassium13666
Vendarite76800
Sorium0
Uridium98138
Corundium562225
Gallicite3660000


Speed and weapon ranges are about right; number of missile tubes and impactors/mass drivers is correct per latest specs.  I added energy weapons of the appropriate ranges until the total size looked right since Proximal Flame never gave any details there.

Surprisingly enough, the resulting crew complement is very close to what the author quotes.  For comparison, the author specs are provided below (# of hellebores was retconned to 3 after this was posted).
Quote from: ProximalFlame
Ship Specs Nemesis-class deep space fleet engagement vessel
Length: 6. 25 km

Complement:
~10,000-20,000 Marines, 154,093 crew (22,015 officers, 132, 078 enlisted)

Power sources:
10 secondary reactors [cold fusion/plasma tap]
1 primary reactor [breach core]

Internal: 675 missile tubes per broadside, 54 prow tubes, 36 aft mine tubes
External: 720 external missile racks (single-use)

Missile types: (~60,000,000 km range)
High explosive (omni-directional and directed explosions)
Jammer/ECM
Shield-breaker* (one-use energy projector that destabilizes portion of shields)
Hydra* (carries multiple independently-targeting warheads)
Warp missiles*

Direct-fire weapons:
Effective range: <600,000 km
Particle beams
Laser cannon
Railguns

Effective range: <400,000 km
Masers

Effective range: < 200,000
Plasma mortars
Grab beams*
Fusion cannons*

*not in original specifications

Additional weapons
6 hellebore/mass drivers
1 displacement engine
 
The following users thanked this post: Shinanygnz, SevenOfCarina, Zap0, Warer, captainwolfer

Offline Shinanygnz

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Re: UECNS Nemesis in Aurora (Ridiculous Max Tech super ship/Fanart)
« Reply #1 on: June 13, 2020, 02:27:35 AM »
Nice work. Prox's stories are very good IMO.  Red is generally noted as around 5.5km long and 'millions of tonnes'.  Now you need to do Echo/Hekate and maybe a Fate  ;)

Then some Compact targets  ;D
« Last Edit: June 13, 2020, 02:31:09 AM by Shinanygnz »
 

Offline SevenOfCarina

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Re: UECNS Nemesis in Aurora (Ridiculous Max Tech super ship/Fanart)
« Reply #2 on: June 13, 2020, 04:29:56 AM »
I was wondering when someone wold get around to this! I suspect there's significant overlap between Aurora and the SB/SV/TLA community. AFAIK, Nemesis would probably displace a few hundred million Aurora tons, so you're off by two orders of magnitudes, but that is to be expected. Where are her attack drones and sensor platforms though?
« Last Edit: June 13, 2020, 04:54:40 AM by SevenOfCarina »
 

Offline TheTalkingMeowth (OP)

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Re: UECNS Nemesis in Aurora (Ridiculous Max Tech super ship/Fanart)
« Reply #3 on: June 14, 2020, 01:06:09 PM »
Quote from: SevenOfCarina link=topic=11658. msg136996#msg136996 date=1592040596
I was wondering when someone wold get around to this! I suspect there's significant overlap between Aurora and the SB/SV/TLA community.  AFAIK, Nemesis would probably displace a few hundred million Aurora tons, so you're off by two orders of magnitudes, but that is to be expected.  Where are her attack drones and sensor platforms though?

It was one in the morning and I completely forgot about the drones. . . oops.  I skipped the ground forces too.

I think I'm at roughly the right size from the perspective of a Nemesis like ship in Aurora; like I said, crew complement, build duration, and weapon numbers match what Prox had.  That said, if Nemesis is the same aspect ratio and density as an Iowa class battleship, she should be close to 800 million tons. . . .

Aurora weapons don't get big enough. . . those impactors are tiny and would barely scratch the paint on an equivtech warship.  Ditto for the displacement engine (which is just an advanced spinal mount laser).

I also looked into making her self-sufficient in maintenance, but even at max tech a 5000 ton module can only support 6250 tons of warship.


On a related note, the Swarm are obviously Naiads, while the Precursors are all the remains of the Lost after a few centuries of mental degeneration.  The Rakhas are all that Red One left of the Tribune civilization. . . .
 

Offline liveware

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Re: UECNS Nemesis in Aurora (Ridiculous Max Tech super ship/Fanart)
« Reply #4 on: June 16, 2020, 04:01:18 PM »
Maybe if you parked her in commercial jump carrier you could jump her to other systems?
Open the pod-bay doors HAL...
 

Offline namad

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Re: UECNS Nemesis in Aurora (Ridiculous Max Tech super ship/Fanart)
« Reply #5 on: July 28, 2020, 10:44:23 PM »
you  could just design a "fighter" that was a jump tender and put it inside the nemesis right? because jump tenders can jump allies of ANY size even with a tiny jump engine.
 

Offline TheTalkingMeowth (OP)

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Re: UECNS Nemesis in Aurora (Ridiculous Max Tech super ship/Fanart)
« Reply #6 on: July 29, 2020, 03:08:49 PM »
Unless I'm sorely mistaken, a jump tender needs a big enough jump drive for the thing that is jumping. The problem isn't that there is no space for a jump drive on Nemesis; it's that Aurora doesn't let you design military jump drives for multi-million ton monstrosities.
 

Offline Black

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Re: UECNS Nemesis in Aurora (Ridiculous Max Tech super ship/Fanart)
« Reply #7 on: July 29, 2020, 03:42:20 PM »
Well it can still jump through stabilized point by itself and I am quite sure that any jump tender can get it through by Standard Transit.
 

Offline TheTalkingMeowth (OP)

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Re: UECNS Nemesis in Aurora (Ridiculous Max Tech super ship/Fanart)
« Reply #8 on: July 29, 2020, 05:11:27 PM »
I've certainly never tried to use a ship with a, say 8000 ton military jump drive to standard transit a 16000ton military ship...but I'm 99% certain that would not work:
The wiki, which is accurate for VB6 but not C#, says: "The maximum size of ship that can be escorted through has to be less than the jump ship and the jump drive rating." This is specifically for jump tenders, not squadron transits.

http://aurorawiki.pentarch.org/index.php?title=Jump_Tender

Now, there IS a change from VB6 to C#: the tender doesn't need to be as large as the jump drive rating. But the jump drive rating still needs to exceed the size of the ship doing the jump.

http://aurora2.pentarch.org/index.php?topic=8495.msg111498#msg111498
 

Offline Black

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Re: UECNS Nemesis in Aurora (Ridiculous Max Tech super ship/Fanart)
« Reply #9 on: July 30, 2020, 01:00:20 AM »
All my C# games were with all stabilized JPs, so I didn't have opportunity to test this. It is certainly possible I am mistaken on that one.
 

Offline kenlon

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Re: UECNS Nemesis in Aurora (Ridiculous Max Tech super ship/Fanart)
« Reply #10 on: July 30, 2020, 04:32:56 PM »
You are. Any ship can go through a stabilized warp point, no jump engine needed. That may explain why you thought it worked.
 

Offline DFNewb

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Re: UECNS Nemesis in Aurora (Ridiculous Max Tech super ship/Fanart)
« Reply #11 on: July 31, 2020, 09:02:19 AM »
You can always add on the largest possible jump point stabilizer to give it some sort of jump capabilities.