Author Topic: My Happy Little Fleet  (Read 2224 times)

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Offline Shininglight (OP)

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My Happy Little Fleet
« on: May 18, 2012, 02:43:02 PM »
Edit: The gunboat strategy died a painful death at the hands of some spoilers so i've erased that and decided to redo this thread with my new and.... oddly effective fleet. Here Goes.

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Rommel - MK2 class Replenishment Ship    38,750 tons     4923 Crew     7152 BP      TCS 775  TH 385  EM 0
1419 km/s     Armour 1-102     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 401     PPV 0
MSP 46261    Max Repair 96 MSP

Magneto-plasma Drive E0.84 (5)    Power 220    Fuel Use 8.4%    Signature 77    Armour 0    Exp 2%
Fuel Capacity 10,050,000 Litres    Range 5556.2 billion km   (45319 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
This here is my tanker/supply ship. so far i have 6 and i've yet to have a ship run dry with them around.


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New York class Orbital Weapon Platform    66,500 tons     7263 Crew     14940.6 BP      TCS 1330  TH 0  EM 7500
1 km/s     Armour 10-146     Shields 250-300     Sensors 80/80/0/0     Damage Control Rating 204     PPV 429.4
Maint Life 21.45 Years     MSP 27840    AFR 192%    IFR 2.7%    1YR 116    5YR 1734    Max Repair 270 MSP
Magazine 2828   

Fuel Capacity 150,000 Litres    Range N/A
Delta R300/17.5 Shields (100)   Total Fuel Cost  1,750 Litres per day

10cm C3 Ultraviolet Laser (10)    Range 120,000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
12cm C4 Ultraviolet Laser (10)    Range 160,000km     TS: 5000 km/s     Power 4-4     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Twin 10cm C3 Ultraviolet Laser Turret (10x2)    Range 120,000km     TS: 27000 km/s     Power 6-6     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Twin 12cm C4 Ultraviolet Laser Turret (10x2)    Range 160,000km     TS: 21700 km/s     Power 8-8     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Twin 15cm C4 Ultraviolet Laser Turret (5x2)    Range 240,000km     TS: 10000 km/s     Power 12-8     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
CIWS-200 (10x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S06 60-20000 H50 (10)    Max Range: 120,000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17
Fire Control S05 160-6250 H50 (5)    Max Range: 320,000 km   TS: 6250 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 (21)     Total Power Output 252    Armour 0    Exp 5%

Size 1 Missile Launcher (24)    Missile Size 1    Rate of Fire 10
Size 3 Missile Launcher (12)    Missile Size 3    Rate of Fire 25
Size 4 Missile Launcher (12)    Missile Size 4    Rate of Fire 30
Missile Fire Control FC70-R100 (50%) (4)     Range 70.6m km    Resolution 100
Missile Fire Control FC60-R100 (50%) (4)     Range 60.5m km    Resolution 100
Missile Fire Control FC4-R1 (50%) (12)     Range 4.1m km    Resolution 1
S1 Defender M1 (510)  Speed: 24,000 km/s   End: 3.6m    Range: 5.1m km   WH: 1    Size: 1    TH: 248 / 148 / 74
S4 Marduk M1 (332)  Speed: 20,000 km/s   End: 53.6m    Range: 64.3m km   WH: 5    Size: 4    TH: 120 / 72 / 36
Size 3 Kablam M1 (330)  Speed: 26,700 km/s   End: 32.1m    Range: 51.5m km   WH: 4    Size: 3    TH: 142 / 85 / 42

Active Search Sensor MR7-R1 (50%) (1)     GPS 69     Range 7.5m km    Resolution 1
Active Search Sensor MR115-R100 (50%) (1)     GPS 10500     Range 115.5m km    Resolution 100
Thermal Sensor TH10-80 (70%) (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km
EM Detection Sensor EM10-80 (70%) (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km

ECCM-2 (10)         ECM 20

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 little guy is my JP defense ship, i'm working on gettign a yard big enough for one of these but once i do.... heh There are gonna be some headaches if my recently discovered neighbours attempt to encroach on my territory.


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Tigris class Troop Transport    67,900 tons     561 Crew     2327.4 BP      TCS 1358  TH 770  EM 0
1620 km/s     Armour 2-148     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 21    Max Repair 96 MSP
Troop Capacity: 21 Battalions    Cargo Handling Multiplier 20   

Magneto-plasma Drive E0.84 (10)    Power 220    Fuel Use 8.4%    Signature 77    Armour 0    Exp 2%
Fuel Capacity 250,000 Litres    Range 78.9 billion km   (563 days at full power)

CIWS-200 (2x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

This is jus a troop ship, capable of transfering 2 entire brigades and then some.


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Guderian class Jump Assault Destroyer    9,000 tons     1042 Crew     2634.6 BP      TCS 180  TH 123.2  EM 1260
1955 km/s    JR 3-50     Armour 6-38     Shields 42-300     Sensors 8/8/0/0     Damage Control Rating 25     PPV 48
Maint Life 3.14 Years     MSP 915    AFR 129%    IFR 1.8%    1YR 140    5YR 2095    Max Repair 225 MSP

J9000(3-50) Military Jump Drive     Max Ship Size 9000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E8.4 (4)    Power 88    Fuel Use 84%    Signature 30.8    Armour 0    Exp 10%
Fuel Capacity 100,000 Litres    Range 23.8 billion km   (140 days at full power)
Delta R300/17.5 Shields (17)   Total Fuel Cost  298 Litres per day

Particle Beam-6 (6)    Range 240,000km     TS: 5000 km/s     Power 15-5    ROF 15        6 6 6 6 6 6 6 6 6 6
Fire Control S05 160-6250 H50 (3)    Max Range: 320,000 km   TS: 6250 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%
Stellarator Fusion Reactor Technology PB-1 (2)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor MR67-R100 (50%) (1)     GPS 8400     Range 67.2m km    Resolution 100
Thermal Sensor TH1-8 (70%) (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM1-8 (70%) (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

ECM 20

This design is classed as a Military Vessel for maintenance purposes


My jump assault ship, most of my ships don't have jump drives and rely on my Jump gates. This puppy on the other hand is designed to be thrown through a JP in job lots and kill anything defending the system., that way my non jump ships can use a friendly little jG to jump in and chase down anything in system.


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Revenge class Command Cruiser    16,000 tons     1599 Crew     4371.5 BP      TCS 320  TH 369.6  EM 1260
3300 km/s     Armour 5-56     Shields 42-300     Sensors 80/80/0/0     Damage Control Rating 29     PPV 91.66
Maint Life 4.14 Years     MSP 1665    AFR 210%    IFR 2.9%    1YR 156    5YR 2336    Max Repair 270 MSP
Flag Bridge   

Magneto-plasma Drive E8.4 (12)    Power 88    Fuel Use 84%    Signature 30.8    Armour 0    Exp 10%
Fuel Capacity 550,000 Litres    Range 73.7 billion km   (258 days at full power)
Delta R300/17.5 Shields (17)   Total Fuel Cost  298 Litres per day

Twin 15cm C4 Ultraviolet Laser Turret (1x2)    Range 240,000km     TS: 10000 km/s     Power 12-8     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Twin 12cm C4 Ultraviolet Laser Turret (3x2)    Range 160,000km     TS: 21700 km/s     Power 8-8     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Twin 10cm C3 Ultraviolet Laser Turret (3x2)    Range 120,000km     TS: 27000 km/s     Power 6-6     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
12cm C4 Ultraviolet Laser (3)    Range 160,000km     TS: 5000 km/s     Power 4-4     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
10cm C3 Ultraviolet Laser (3)    Range 120,000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
CIWS-200 (3x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S06 60-20000 H50 (3)    Max Range: 120,000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17
Fire Control S05 160-6250 H50 (1)    Max Range: 320,000 km   TS: 6250 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 (6)     Total Power Output 72    Armour 0    Exp 5%

Active Search Sensor MR7-R1 (50%) (1)     GPS 69     Range 7.5m km    Resolution 1
Active Search Sensor MR115-R100 (50%) (1)     GPS 10500     Range 115.5m km    Resolution 100
Thermal Sensor TH10-80 (70%) (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km
EM Detection Sensor EM10-80 (70%) (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km

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


My comamnd cruiser used mainly as a close range defensive ship with owerful sensors it's usually guarded by:

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Scipio class Destroyer Escort    9,000 tons     967 Crew     2594.2 BP      TCS 180  TH 246.4  EM 1140
3911 km/s     Armour 3-38     Shields 38-300     Sensors 8/8/0/0     Damage Control Rating 25     PPV 58.76
Maint Life 3.98 Years     MSP 901    AFR 129%    IFR 1.8%    1YR 91    5YR 1360    Max Repair 270 MSP

Magneto-plasma Drive E8.4 (8)    Power 88    Fuel Use 84%    Signature 30.8    Armour 0    Exp 10%
Fuel Capacity 250,000 Litres    Range 59.5 billion km   (176 days at full power)
Delta R300/17.5 Shields (15)   Total Fuel Cost  263 Litres per day

Twin 10cm C3 Ultraviolet Laser Turret (2x2)    Range 120,000km     TS: 27000 km/s     Power 6-6     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
12cm C4 Ultraviolet Laser (2)    Range 160,000km     TS: 5000 km/s     Power 4-4     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Twin 12cm C4 Ultraviolet Laser Turret (2x2)    Range 160,000km     TS: 21700 km/s     Power 8-8     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
15cm C4 Ultraviolet Laser (1)    Range 240,000km     TS: 5000 km/s     Power 6-4     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
10cm C3 Ultraviolet Laser (2)    Range 120,000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
CIWS-200 (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S05 160-6250 H50 (1)    Max Range: 320,000 km   TS: 6250 km/s     97 94 91 88 84 81 78 75 72 69
Fire Control S06 60-20000 H50 (2)    Max Range: 120,000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-1 (4)     Total Power Output 48    Armour 0    Exp 5%

Active Search Sensor MR3-R1 (50%) (1)     GPS 34     Range 3.7m km    Resolution 1
Active Search Sensor MR33-R100 (50%) (1)     GPS 4200     Range 33.6m km    Resolution 100
Thermal Sensor TH1-8 (70%) (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM1-8 (70%) (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

This design is classed as a Military Vessel for maintenance purposes
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Spruance - MK-2 class Missile Destroyer    9,000 tons     830 Crew     1989.5 BP      TCS 180  TH 246.4  EM 1260
3911 km/s     Armour 3-38     Shields 42-300     Sensors 16/16/0/0     Damage Control Rating 22     PPV 35
Maint Life 1.54 Years     MSP 276    AFR 324%    IFR 4.5%    1YR 133    5YR 1996    Max Repair 126 MSP
Magazine 514   

Magneto-plasma Drive E8.4 (8)    Power 88    Fuel Use 84%    Signature 30.8    Armour 0    Exp 10%
Fuel Capacity 250,000 Litres    Range 59.5 billion km   (176 days at full power)
Delta R300/17.5 Shields (17)   Total Fuel Cost  298 Litres per day

CIWS-200 (2x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Size 4 Missile Launcher (3)    Missile Size 4    Rate of Fire 30
Size 1 Missile Launcher (14)    Missile Size 1    Rate of Fire 10
Size 3 Missile Launcher (3)    Missile Size 3    Rate of Fire 25
Missile Fire Control FC4-R1 (50%) (7)     Range 4.1m km    Resolution 1
Missile Fire Control FC60-R100 (50%) (1)     Range 60.5m km    Resolution 100
Missile Fire Control FC70-R100 (50%) (1)     Range 70.6m km    Resolution 100
S1 Defender M1 (156)  Speed: 24,000 km/s   End: 3.6m    Range: 5.1m km   WH: 1    Size: 1    TH: 248 / 148 / 74
S4 Marduk M1 (40)  Speed: 20,000 km/s   End: 53.6m    Range: 64.3m km   WH: 5    Size: 4    TH: 120 / 72 / 36
Size 3 Kablam M1 (66)  Speed: 26,700 km/s   End: 32.1m    Range: 51.5m km   WH: 4    Size: 3    TH: 142 / 85 / 42

Active Search Sensor MR3-R1 (50%) (1)     GPS 34     Range 3.7m km    Resolution 1
Active Search Sensor MR67-R100 (50%) (1)     GPS 8400     Range 67.2m km    Resolution 100
Thermal Sensor TH2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor EM2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

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
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Ironsides class Frigate    7,000 tons     687 Crew     1834.4 BP      TCS 140  TH 246.4  EM 600
5028 km/s     Armour 2-32     Shields 20-300     Sensors 8/8/0/0     Damage Control Rating 26     PPV 24.3
Maint Life 6.59 Years     MSP 983    AFR 65%    IFR 0.9%    1YR 39    5YR 587    Max Repair 270 MSP
Magazine 156   

Magneto-plasma Drive E8.4 (8)    Power 88    Fuel Use 84%    Signature 30.8    Armour 0    Exp 10%
Fuel Capacity 215,000 Litres    Range 65.8 billion km   (151 days at full power)
Delta R300/17.5 Shields (8)   Total Fuel Cost  140 Litres per day

12cm C4 Ultraviolet Laser (1)    Range 120,000km     TS: 5028 km/s     Power 4-4     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Twin 12cm C4 Ultraviolet Laser Turret (1x2)    Range 120,000km     TS: 21700 km/s     Power 8-8     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
CIWS-200 (2x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S06 60-20000 H50 (1)    Max Range: 120,000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 12    Armour 0    Exp 5%

Size 3 Missile Launcher (3)    Missile Size 3    Rate of Fire 25
Missile Fire Control FC60-R100 (50%) (1)     Range 60.5m km    Resolution 100
Size 3 Kablam M1 (52)  Speed: 26,700 km/s   End: 32.1m    Range: 51.5m km   WH: 4    Size: 3    TH: 142 / 85 / 42

Active Search Sensor MR67-R100 (50%) (1)     GPS 8400     Range 67.2m km    Resolution 100
Active Search Sensor MR3-R1 (50%) (1)     GPS 34     Range 3.7m km    Resolution 1
Thermal Sensor TH1-8 (70%) (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM1-8 (70%) (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

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

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Queensland class Cruiser    16,000 tons     1655 Crew     3773 BP      TCS 320  TH 369.6  EM 3150
3300 km/s     Armour 3-56     Shields 105-300     Sensors 16/8/0/0     Damage Control Rating 29     PPV 96.76
Maint Life 4.22 Years     MSP 1326    AFR 227%    IFR 3.2%    1YR 120    5YR 1793    Max Repair 270 MSP
Magazine 374   

Magneto-plasma Drive E8.4 (12)    Power 88    Fuel Use 84%    Signature 30.8    Armour 0    Exp 10%
Fuel Capacity 550,000 Litres    Range 73.7 billion km   (258 days at full power)
Delta R300/17.5 Shields (42)   Total Fuel Cost  735 Litres per day

12cm C4 Ultraviolet Laser (2)    Range 120,000km     TS: 5000 km/s     Power 4-4     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Twin 10cm C3 Ultraviolet Laser Turret (2x2)    Range 120,000km     TS: 27000 km/s     Power 6-6     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Twin 12cm C4 Ultraviolet Laser Turret (2x2)    Range 120,000km     TS: 21700 km/s     Power 8-8     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
10cm C3 Ultraviolet Laser (2)    Range 120,000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
CIWS-200 (2x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S06 60-20000 H50 (2)    Max Range: 120,000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%
Stellarator Fusion Reactor Technology PB-1 (3)     Total Power Output 36    Armour 0    Exp 5%

Size 4 Missile Launcher (6)    Missile Size 4    Rate of Fire 30
Size 3 Missile Launcher (6)    Missile Size 3    Rate of Fire 25
Missile Fire Control FC70-R100 (50%) (2)     Range 70.6m km    Resolution 100
Missile Fire Control FC60-R100 (50%) (2)     Range 60.5m km    Resolution 100
S4 Marduk M1 (56)  Speed: 20,000 km/s   End: 53.6m    Range: 64.3m km   WH: 5    Size: 4    TH: 120 / 72 / 36
Size 3 Kablam M1 (50)  Speed: 26,700 km/s   End: 32.1m    Range: 51.5m km   WH: 4    Size: 3    TH: 142 / 85 / 42

Active Search Sensor MR3-R1 (50%) (1)     GPS 34     Range 3.7m km    Resolution 1
Active Search Sensor MR67-R100 (50%) (1)     GPS 8400     Range 67.2m km    Resolution 100
Thermal Sensor TH2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
Thermal Sensor TH1-8 (70%) (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM1-8 (70%) (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

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
Now here's my carriers and FAC's

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Churchill class Fast Attack Craft    1,000 tons     55 Crew     281.9 BP      TCS 20  TH 61.6  EM 0
8800 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 9
Maint Life 15.92 Years     MSP 176    AFR 8%    IFR 0.1%    1YR 1    5YR 20    Max Repair 77 MSP
Magazine 60   

GB Magneto-plasma Drive E84 (1)    Power 176    Fuel Use 840%    Signature 61.6    Armour 0    Exp 30%
Fuel Capacity 40,000 Litres    Range 8.6 billion km   (11 days at full power)

Size 3 Box Launcher (20)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
Missile Fire Control FC60-R100 (50%) (1)     Range 60.5m km    Resolution 100
Size 3 Kablam M1 (20)  Speed: 26,700 km/s   End: 32.1m    Range: 51.5m km   WH: 4    Size: 3    TH: 142 / 85 / 42

Active Search Sensor MR33-R100 (50%) (1)     GPS 4200     Range 33.6m 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
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King Louis class Carrier    16,000 tons     898 Crew     2578.8 BP      TCS 320  TH 215.6  EM 840
1925 km/s     Armour 2-56     Shields 28-300     Sensors 40/40/0/0     Damage Control Rating 63     PPV 0
Maint Life 15.11 Years     MSP 4317    AFR 89%    IFR 1.2%    1YR 35    5YR 532    Max Repair 126 MSP
Hangar Deck Capacity 6000 tons     Magazine 680   

Magneto-plasma Drive E8.4 (7)    Power 88    Fuel Use 84%    Signature 30.8    Armour 0    Exp 10%
Fuel Capacity 1,100,000 Litres    Range 147.3 billion km   (885 days at full power)
Delta R300/17.5 Shields (11)   Total Fuel Cost  193 Litres per day

CIWS-200 (2x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Size 3 Kablam M1 (227)  Speed: 26,700 km/s   End: 32.1m    Range: 51.5m km   WH: 4    Size: 3    TH: 142 / 85 / 42

Active Search Sensor MR3-R1 (50%) (1)     GPS 34     Range 3.7m km    Resolution 1
Active Search Sensor MR67-R100 (50%) (1)     GPS 8400     Range 67.2m km    Resolution 100
Thermal Sensor TH5-40 (70%) (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
EM Detection Sensor EM5-40 (70%) (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km

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
All of my designs are a bit outdated at the moment as i'm researching components for the next generation i'm actually at magnetic confinement tech but i haven't got the engines researched yet so here's my ships for now, critiques are appreciated.
« Last Edit: July 11, 2012, 12:01:45 PM by Shininglight »
Admiral Damien James Winter, Defender of the Proxima Gate.
 

Offline xeryon

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Re: Newb Gunboat design
« Reply #1 on: May 18, 2012, 03:08:11 PM »
Wow, lots of designs.  Here are my thoughts:  Your gunboats are too slow to be able to close into a range close enough for the meson and beams before being blown to bits.  The speed of those craft is slower then the average speed of most main line craft.  I wouldn't want to try this unless I was pushing 10k or higher.  You can accomplish this by making the craft much smaller.  

On the cutter drop to one laser, resize the fire control to be closer to the beams functional range and half the power supply.

The disposable, if it really is disposable, remove the engineering and maintenance entirely, and you have the wrong size power for the mesons, which i would suggest dropping to one anyway to get lighter (in which case the power is correct)

Boomer is a problem.  You need to pick a direction for the missile design: speed or quantity.  With the reload rate you have, 70 seconds, you have 43 single salvos of missiles which will take nearly an hour to reload and fire all of them.  I doubt many primary battle sequences last that long.  The missiles are really slow with a somewhat short range.  Not really a problem but with slow missiles you need to overwhelm enemy defenses with quantity which you cannot do if it takes you an hour to fire 43 missiles.  You would need to field several dozens of this ship to have any success in this config.  if it were me i would drop the magazine entirely, research box launchers (or at least reduced size launchers) so you can fit more launchers and increase salvo size and reconsider a size 7 missile.  You can field many more launchers in the size 2-4 range.  if you want to keep the size 7 then retool your missile design so instead of 14,000mks you are pushing 80,000kms or something ludicrous and then the enemies various anti-missile defenses will have their hands full.  Oh, and your missile control needs retooled.  You have a 45m range missile with a fire control range of 4m

I don't really have a full critique on the larger ships, but a warship speed of under 3000 is generally going to be good for the receiving end of target practice.   :P
« Last Edit: May 18, 2012, 03:11:40 PM by xeryon »
 

Offline OokamiNya

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Re: Newb Gunboat design
« Reply #2 on: May 18, 2012, 03:45:00 PM »
Oh wow, that's a lot of ship classes you've got there.  A little hard to read.  . _.

I'm kind of new to Aurora, so take my advice with a grain of salt.  Or an entire shaker, even.

The gunboats have rather odd displacements.  At 850 and 950 tons, when you put them into your Mama FAC tender with 5000 ton capacity, you're always going to have some wasted space.  If you raise their tonnages to 1000, you can probably squeeze out a little more firepower or range and still fit five to a tender.

Your Boomer Missile Gunboat has a fire control with a range of only 4. 3m km, but your Hawk MI missiles can go over 10x further, which is a ton of wasted MSP on missile fuel capacity.  Your missiles should have ranges as close as possible to FC range, else the range goes to waste.  4. 3m km is really low for a missile too.  You'll get blown to pieces without getting a shot off against any missile-armed enemy with that kind of range. 

The missiles are weirdly sized too.  You spend 6. 8 MSP, but you get a size 7 missile, since size is always rounded up, so you miss out on 0. 2 MSP there.  Size 7 is kind of huge too.  If you cut your WH to 4 and reduce the fuel to match your fire control, you could get much smaller missiles so you can fire more volleys, though even then, with only one launcher per GB, you don't have much firepower to get past PD.  I don't think its possible at this tech level to make an effective gunboat unless you use box launchers, since you won't have enough missiles per volley otherwise.

I haven't tried any beam-armed ships yet, so no comment on your other gunboats.

The Mama FAC tender has a redundant active sensor that doesn't do anything since you have a bigger one of the same resolution on the same design, though I'd put sensors on a dedicated ship, since multi-role ships tend to be less efficient at their jobs.  Same idea with point defense: have a dedicated PD ship.  Your shields are practically useless too.  3pts of shielding isn't going to do anything for you unless they're throwing pebbles at you.  The tender should also carry more fuel unless you plan to bring a tanker along, since it has to refuel your gunboats when they return from fighting, and those thing eat fuel like it's going out of style.

Again, I know nothing about beams, so no comment on Thunderer laser destroyer.

There's not really any reason for every single one of your Comet destroyers to carry active or passive sensors.  Those should go on a dedicated sensor ship, like I said before.  The PD launchers should also get their dedicated ship as well.  Also, mixed role beams/missile ships do very poorly at their jobs, since beams and missiles have such different ranges.  At missile range, you've got half-assed missile firepower since you used so much space for lasers and at laser range, you have the opposite problem.  Shielding here is worthless again, since 1. 5pts of shield won't do anything noticeable.  Your maint life is also absurdly high.  I can't imagine a combat ship going that long without maintenance, especially if it only has fuel for about 2/3 of a year of flight anyway.  Your destroyer is also *really* slow.  It'll take ages for it to get anywhere and it'll get hit by practically everything.  Once you swap out the beams and PD, you should have room for more engines and fuel.  Your missiles should probably be smaller, since a ton of small missiles can do as much damage as a few big missiles, but are a lot harder to shoot down with PD.  It would also be less of a logistical nightmare if you used one type of missile instead of both Hawk and Vulture.

Sorry if anything I said was unclear.  General idea is that you should have more specific roles for each ship, since right now each one is trying to fill too many jobs at one time.
 

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Re: Newb Gunboat design
« Reply #3 on: May 18, 2012, 04:52:48 PM »
You are gonna need a huge swarm of the guys to actually clear jump points, given their fragility and the sensor problems after a jump.

Your Meson boat will be fine if you drop one of the guns, as mentioned you don't have the power to use two at a time.

I don't like weapons on dedicated carriers, so if I was building it I would drop the gauss turrets entirely, also Beta shields are worth less than the same amount of armor to me, so I would lose those too. If you have the turrets for missile defense, I would use CIWS instead. You could put more armor or carrying capacity on the carrier if you do drop the weapons though. Alternatively replace them with more box launchers.
Also: Active Search Sensor MR1-R1 (1)     GPS 24     Range 1. 4m km    Resolution 1
Active Search Sensor MR1-R100 (1)     GPS 240     Range 1. 4m km    Resolution 100
Two sensors, same range, drastically different resolution, you can probably drop the R100 version.

Your laser destroyer has no lasers, so there's that. I actually like the use of particle beams though, especially in a jump point assault role where they can hit at full strength through their entire range without having to chase the enemy down first.

That said, you don't have an active sensor on it, which isn't a problem if you have other ships coming with it, but I still prefer the redundancy in my fleets. Again, you have Gauss turrets, which I just don't like offensively, I would drop these for either more particle beams or CIWS. You have two different technologies involved with your power plants, you could probably save some weight by shifting exclusively to the best ones.

And the missile boat, I think you are packing too much into this, 3 different types of missiles, particle beams (which you don't appear to have a power plant for), the sensors and fire controls for all of these, and the magazines make for a kind of abomination of a design if I am going to be frank, this could work if you added perhaps 10000 tons to the ships weight, but as it is it is not doing anything well enough to be worthwhile.

I would split it into two different ships, one offensive missile based, the other for the fleet defense role. If you want to combine the roles on one vessel, then drop the particle beams entirely, they are redundant if they are deployed with the Thunderer anyway. Pick one size for offensive launchers and stick with it. if you dropped the size 8 and the particle beams, you could probably fit enough size 7 launchers to have a fairly respectable salvo weight. You could also cram some more antimissile launchers in there.
Your antimissile strongly outranges your AMM sensor.

General notes: Gunboats.
Your speed is fairly decent for your tech level, but the advice given above can certainly help bump it up. For missile carrying gunboats I find it kind of a waste to have reloadable launchers at all, put some box launchers on that guy or if you don't have those yet, the smallest launcher with the reduction tech you have available, You could probably fit 10 or so box launchers in the space taken by the current regular one and its magazine.

Ships.
Biggest problem? Speed, these things are sloooww. which means basically a 100% hit rate for the enemies firing on you. Not a ton you can do to change that at your current tech level, but your own anti ship missile would hit all the time against these guys. And they won't catch anything in a jump point assault if the other side doesn't want them to. Speed is less important on your missile combatants, but the energy guys would end up being essentially useless.

After that I think shields and gauss turrets are an issue, as I previously mentioned, but there are arguments that could be made for them as well.

You also have way more maintenance life than you need, could definitely drop that a bit.

Missile design: As previously noted you have some wasted space in your designs, but they have fairly decent stats anyway. I would design a purpose built missile for warp point assaults, call it a CAM or something. Give it a tiny endurance and pump the free points into warhead and engine. Load it on your Gunboats or on Box launchers for your main combatants during warp point assaults.

Closing:
Honestly you will find more success with these tactics at Ion drive level or higher, but you could do it with enough numbers and some refinement, as long as you don't mind huge losses.

 

Offline Shininglight (OP)

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Re: Newb Gunboat design
« Reply #4 on: May 18, 2012, 08:27:35 PM »
Thanks for the input guys, as to the Gauss turrets i use them for a sort of net pd, I use all my ships to contribute to general defense which allows for a higher overall number of missiles to be eliminated, I've been using this setup ever since i ran into a massive missile force of enemy ships, I only managed to keep myships because of the netcentric method of pd I used, I hadn't made CIWS yet but the ships i had ( armed Grav survey vessels ) were able to knowckdown a heck of alot of missiles, Most were size 1 i think, with only minor damage to my lead ship and tanker.  Anyways heres the updated designs, It took awhile to get box launchers but i got a greater net missile launch capability for the Boomers.



Boomer class Missile Gunboat    800 tons     29 Crew     69. 9 BP      TCS 16  TH 80  EM 0
5000 km/s     Armour 1-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 8. 1
Maint Life 0 Years     MSP 0    AFR 160%    IFR 2. 2%    1YR 12    5YR 179    Max Repair 20 MSP
Magazine 54   

GB Nuclear Pulse Engine E70 (1)    Power 80    Fuel Use 700%    Signature 80    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 3. 2 billion km   (7 days at full power)

Size 6 Box Launcher (9)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7. 5 hours
Missile Fire Control FC4-R100 (1)     Range 4. 3m km    Resolution 100
Eagle M1 (9)  Speed: 12,700 km/s   End: 6. 8m    Range: 5. 2m km   WH: 8    Size: 6    TH: 110 / 66 / 33

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

Cutter class Laser Gunboat    700 tons     79 Crew     107 BP      TCS 14  TH 80  EM 0
5714 km/s     Armour 1-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 140%    IFR 1. 9%    1YR 25    5YR 371    Max Repair 43 MSP

GB Nuclear Pulse Engine E70 (1)    Power 80    Fuel Use 700%    Signature 80    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 3. 7 billion km   (7 days at full power)

10cm C3 Near Ultraviolet Laser (1)    Range 90,000km     TS: 5714 km/s     Power 3-3     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Fire Control S03 96-3000 (1)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor Technology PB-1 (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Disposable class Gunboat    800 tons     84 Crew     95. 5 BP      TCS 16  TH 80  EM 0
5000 km/s     Armour 1-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 160%    IFR 2. 2%    1YR 27    5YR 409    Max Repair 43 MSP

GB Nuclear Pulse Engine E70 (1)    Power 80    Fuel Use 700%    Signature 80    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 3. 2 billion km   (7 days at full power)

R1. 5/C3 Meson Cannon (1)    Range 15,000km     TS: 5000 km/s     Power 3-3     RM 1. 5    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S04 24-12000 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 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 Military Vessel for maintenance purposes

Mama class FAC Tender    25,350 tons     1237 Crew     2646 BP      TCS 507  TH 480  EM 0
946 km/s     Armour 5-76     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 34     PPV 106. 2
Maint Life 10. 29 Years     MSP 5598    AFR 209%    IFR 2. 9%    1YR 96    5YR 1443    Max Repair 76 MSP
Hangar Deck Capacity 5000 tons     Magazine 1512   

Nuclear Pulse Engine E7 (12)    Power 40    Fuel Use 70%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 35. 5 billion km   (434 days at full power)

Twin Gauss Cannon R2-100 Turret (6x4)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S03 96-3000 (2)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48

Eagle M1 (252)  Speed: 12,700 km/s   End: 6. 8m    Range: 5. 2m km   WH: 8    Size: 6    TH: 110 / 66 / 33

Active Search Sensor MR1-R1 (1)     GPS 24     Range 1. 4m km    Resolution 1
Active Search Sensor MR14-R100 (1)     GPS 2400     Range 14. 4m km    Resolution 100
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

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

Thunderer class Laser Destroyer    13,450 tons     1229 Crew     1774 BP      TCS 269  TH 560  EM 0
2081 km/s     Armour 5-50     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 17     PPV 85. 1
Maint Life 3. 35 Years     MSP 577    AFR 206%    IFR 2. 9%    1YR 78    5YR 1167    Max Repair 76 MSP

Nuclear Pulse Engine E7 (14)    Power 40    Fuel Use 70%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 38. 2 billion km   (212 days at full power)

Twin 10cm C3 Near Ultraviolet Laser Turret (2x2)    Range 90,000km     TS: 20000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
15cm C3 Near Ultraviolet Laser (2)    Range 180,000km     TS: 3000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Particle Beam-3 (4)    Range 150,000km     TS: 3000 km/s     Power 7-4    ROF 10        3 3 3 3 3 3 3 3 3 3
Twin Gauss Cannon R2-100 Turret (2x4)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S05 128-3750 (4)    Max Range: 256,000 km   TS: 3750 km/s     96 92 88 84 80 77 73 69 65 61
Fire Control S03 96-3000 (3)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor Technology PB-1 (3)     Total Power Output 18    Armour 0    Exp 5%
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor MR14-R100 (1)     GPS 2400     Range 14. 4m km    Resolution 100
Active Search Sensor MR1-R1 (1)     GPS 24     Range 1. 4m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Comet class Missile Destroyer    7,750 tons     682 Crew     947 BP      TCS 155  TH 320  EM 60
2064 km/s     Armour 3-34     Shields 2-225     Sensors 12/12/0/0     Damage Control Rating 14     PPV 24
Maint Life 3. 87 Years     MSP 305    AFR 120%    IFR 1. 7%    1YR 32    5YR 482    Max Repair 42 MSP
Magazine 710   

Nuclear Pulse Engine E7 (8)    Power 40    Fuel Use 70%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 33. 2 billion km   (186 days at full power)
Beta R225/10. 5 Shields (1)   Total Fuel Cost  11 Litres per day

Size 8 Missile Launcher (75% Reduction) (1)    Missile Size 8    Rate of Fire 160
Size 7 Missile Launcher (2)    Missile Size 7    Rate of Fire 70
Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC43-R100 (2)     Range 43. 2m km    Resolution 100
Missile Fire Control FC4-R1 (4)     Range 4. 3m km    Resolution 1
Hawk M1 (85)  Speed: 15,300 km/s   End: 49. 4m    Range: 45. 4m km   WH: 8    Size: 6. 8    TH: 86 / 52 / 26
Vulture M1 (16)  Speed: 10,000 km/s   End: 48. 2m    Range: 28. 9m km   WH: 16    Size: 8    TH: 53 / 32 / 16

Active Search Sensor MR14-R100 (1)     GPS 2400     Range 14. 4m km    Resolution 100
Active Search Sensor MR1-R100 (1)     GPS 240     Range 1. 4m km    Resolution 100
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

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
Admiral Damien James Winter, Defender of the Proxima Gate.
 

Offline xeryon

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Re: Newb Gunboat design
« Reply #5 on: May 18, 2012, 09:13:33 PM »
Looking much better.  On the Boomers you kind of went in an odd direction with making the missiles so short ranged but you get points for having the fire control and missile range being compatible distances.  From here it is preference based on your enemies.  The size missiles you are using are pretty big.  If you face an AI that employs ships with lots of missile defense you might need to reconfigure to a smaller missile with more launch tubes to overwhelm enemy PD.  Otherwise much better.
« Last Edit: May 18, 2012, 09:16:45 PM by xeryon »
 

Offline Shininglight (OP)

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Re: Newb Gunboat design
« Reply #6 on: May 18, 2012, 09:21:09 PM »
The reason the boomers are so short ranged is that they would be used as third-second wave jp assaults & raiding units so their weapons only need a few mkm range.
Admiral Damien James Winter, Defender of the Proxima Gate.
 

Offline Hawkeye

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Re: Newb Gunboat design
« Reply #7 on: May 19, 2012, 12:06:44 AM »
Just a few things:

Your actives have a maximum range of 14.4mkm but your missiles have a max. range of 45.4mkm. While you adjusted the range of your firecon, they won´t be able to lock on to a target, as you can´t light it up until at 14.4mkm

The beam firecons for your turrets seem to be x1 tracking speed (3.000km/s). To take advantage of the 20.000km/s tracking speed of your turrets, you should design x4 tracking speed FCs. You could also redesign your turret to only have a tracking speed of 12.000km/s to match, but personally, I overdesign my turrets at least one level (i.e. I can build 12.000km/s FC, I build 16.000km/s turrets), so later on I only need to upgrade the firecon and keep the turrets.

I think you forgot to update the missile loadout on the Comet, as you have only size 6.8 and size 8 missile, but mount size-1 launchers too.
Anyway, the two big missiles are realy strange. Size-7 and size-8?

The following missiles are designed with Nuclear Pulse Missile Drive, Warhead strength 4 and Missile Agility 48


Short-ranged attack missile with Warhead 1.75, Engine 3.25, Fuel 0.25, Agility 1

Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 7    Armour: 0     Manoeuvre Rating: 18
Speed: 20000 km/s    Endurance: 9 minutes   Range: 10.7m km
Cost Per Missile: 3.95
Chance to Hit: 1k km/s 360%   3k km/s 108%   5k km/s 72%   10k km/s 36%

The medium-ranged version has Warhead 1.5, Engine 3, Fuel 0.5, Agility 1 gives me this size-6 missile

Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 18
Speed: 20000 km/s    Endurance: 18 minutes   Range: 21.4m km
Cost Per Missile: 3.7
Chance to Hit: 1k km/s 360%   3k km/s 108%   5k km/s 72%   10k km/s 36%

And the long-range version would pull 0.5 from warhead to fuel (Warhead 1, engine 3, Fuel 1, Agility 1) and look like this:

Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 18
Speed: 20000 km/s    Endurance: 36 minutes   Range: 42.9m km
Cost Per Missile: 3.2
Chance to Hit: 1k km/s 360%   3k km/s 108%   5k km/s 72%   10k km/s 36%



Wow, 4 firecons for 4 AMM launchers. Don´t you think that´s a wee bit of an overkill?


Important things:
To-hit chance is a lot better, which is important, because the strongest missile is of no use if it can´t hit the target.
The faster your missile goes, the harder it is to shoot down by PD. Your short-range missile is basicly a sitting duck at 10.000km/s.
The higher your volume of fire is, the better you are able to overcome PD. Three ASM launchers on your Comet are not going to cut it, especially as they fire missiles of different speed (very hard to do a time on target salvo)
Larger launchers have horrible rate-of-fire in the earlier stages of the game, again, volume of fire is your friend.



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Offline Shininglight (OP)

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Re: Newb Gunboat design
« Reply #8 on: May 19, 2012, 09:17:14 AM »
I just realized the lack of armament update for that i thank you as to the AS size i was aware but i was trying to balance it so that my sensors weren't too big for the ships firing them, Anyways i don't need more than a few milion km AS as those ships are likely being sent in withut specialised sensor boats which i'll use as spotters. The extra missile range is just for when i actually break into the system and i can send my command ships in, I'll post a design for one of the Command Boats in a little while. ALso the missile designs you posted are helpful and i'll see if i can develop some units for that. Also the 96-3000 are my long range units, I may have made a design mistake there and i'll try and rectify it. The slow heavy missiles i have are mainly for finishing of crippled enemy units that have lost speed and which i want to overkill. Otherwise i'm going to modify the designs, I've almost got Ion engines so i'll have to redesign the ships anyways.
Admiral Damien James Winter, Defender of the Proxima Gate.
 

Offline Shininglight (OP)

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Re: Newb Gunboat design
« Reply #9 on: May 20, 2012, 01:06:01 PM »
Here are the new designs, Ion missile drive is still in development but the shipboard engines are working.

Boomer - Mk 2 class Missile Gunboat    1,000 tons     30 Crew     97.8 BP      TCS 20  TH 120  EM 0
6000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 11.7
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 18    5YR 274    Max Repair 30 MSP
Magazine 78   

GB Ion Engine E70 (1)    Power 120    Fuel Use 700%    Signature 120    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 2.6 billion km   (4 days at full power)

Size 6 Box Launcher (13)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Missile Fire Control FC6-R100 (1)     Range 6.5m km    Resolution 100
Eagle M1 (13)  Speed: 12,700 km/s   End: 6.8m    Range: 5.2m km   WH: 8    Size: 6    TH: 110 / 66 / 33

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

Cutter - Mk 2 class Laser Gunboat    950 tons     116 Crew     147.5 BP      TCS 19  TH 120  EM 0
6315 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 0 Years     MSP 0    AFR 190%    IFR 2.6%    1YR 35    5YR 525    Max Repair 43 MSP

GB Ion Engine E70 (1)    Power 120    Fuel Use 700%    Signature 120    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 2.7 billion km   (4 days at full power)

10cm C3 Near Ultraviolet Laser (2)    Range 90,000km     TS: 6315 km/s     Power 3-3     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Fire Control S03 96-3000 (1)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Disposable - Mk 2 class Gunboat    950 tons     116 Crew     114.5 BP      TCS 19  TH 120  EM 0
6315 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 0 Years     MSP 0    AFR 190%    IFR 2.6%    1YR 30    5YR 452    Max Repair 43 MSP

GB Ion Engine E70 (1)    Power 120    Fuel Use 700%    Signature 120    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 2.7 billion km   (4 days at full power)

R1.5/C3 Meson Cannon (2)    Range 15,000km     TS: 6315 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S04 24-12000 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 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 Military Vessel for maintenance purposes

Mama - Mk 2 class FAC Tender    25,950 tons     1331 Crew     2955.5 BP      TCS 519  TH 540  EM 0
1387 km/s     Armour 5-78     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 42     PPV 106.2
Maint Life 11.64 Years     MSP 6313    AFR 165%    IFR 2.3%    1YR 86    5YR 1284    Max Repair 76 MSP
Hangar Deck Capacity 5000 tons     Magazine 1512   

Ion Engine E7 (12)    Power 60    Fuel Use 70%    Signature 45    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 34.7 billion km   (289 days at full power)

Twin Gauss Cannon R2-100 Turret (6x4)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S04 24-12000 (2)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0

Eagle M1 (252)  Speed: 12,700 km/s   End: 6.8m    Range: 5.2m km   WH: 8    Size: 6    TH: 110 / 66 / 33

Active Search Sensor MR1-R1 (1)     GPS 24     Range 1.4m km    Resolution 1
Active Search Sensor MR14-R100 (1)     GPS 2400     Range 14.4m km    Resolution 100
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

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

Comet Mk 2 class Missile Destroyer    10,150 tons     961 Crew     1373 BP      TCS 203  TH 360  EM 60
2364 km/s     Armour 3-41     Shields 2-225     Sensors 12/12/0/0     Damage Control Rating 19     PPV 40
Maint Life 6.79 Years     MSP 761    AFR 91%    IFR 1.3%    1YR 29    5YR 431    Max Repair 42 MSP
Magazine 978   

Ion Engine E7 (8)    Power 60    Fuel Use 70%    Signature 45    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 38.0 billion km   (186 days at full power)
Beta R225/10.5 Shields (1)   Total Fuel Cost  11 Litres per day

Size 8 Missile Launcher (75% Reduction) (1)    Missile Size 8    Rate of Fire 160
Size 7 Missile Launcher (4)    Missile Size 7    Rate of Fire 70
Size 1 Missile Launcher (6)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC43-R100 (2)     Range 43.2m km    Resolution 100
Missile Fire Control FC4-R1 (4)     Range 4.3m km    Resolution 1
Pigeon Mark 1 (204)  Speed: 18,800 km/s   End: 6.8m    Range: 7.7m km   WH: 1    Size: 1    TH: 138 / 82 / 41
Hawk M1 (88)  Speed: 15,300 km/s   End: 49.4m    Range: 45.4m km   WH: 8    Size: 6.8    TH: 86 / 52 / 26
Vulture M1 (22)  Speed: 10,000 km/s   End: 48.2m    Range: 28.9m km   WH: 16    Size: 8    TH: 53 / 32 / 16

Active Search Sensor MR14-R100 (1)     GPS 2400     Range 14.4m km    Resolution 100
Active Search Sensor MR1-R100 (1)     GPS 240     Range 1.4m km    Resolution 100
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

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

Thunderer - MK 2 class Laser Destroyer    13,400 tons     1251 Crew     2005.5 BP      TCS 268  TH 540  EM 0
2686 km/s     Armour 5-50     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 20     PPV 85.1
Maint Life 5.1 Years     MSP 935    AFR 143%    IFR 2%    1YR 60    5YR 899    Max Repair 76 MSP

Ion Engine E7 (12)    Power 60    Fuel Use 70%    Signature 45    Armour 0    Exp 5%
Fuel Capacity 220,000 Litres    Range 42.2 billion km   (181 days at full power)

15cm C3 Near Ultraviolet Laser (2)    Range 180,000km     TS: 3000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Twin 10cm C3 Near Ultraviolet Laser Turret (2x2)    Range 90,000km     TS: 20000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Particle Beam-3 (4)    Range 150,000km     TS: 3000 km/s     Power 7-4    ROF 10        3 3 3 3 3 3 3 3 3 3
Twin Gauss Cannon R2-100 Turret (2x4)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S03 96-3000 (3)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Fire Control S05 128-3750 (4)    Max Range: 256,000 km   TS: 3750 km/s     96 92 88 84 80 77 73 69 65 61
Pebble Bed Reactor Technology PB-1 (3)     Total Power Output 18    Armour 0    Exp 5%
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 24     Range 1.4m km    Resolution 1
Active Search Sensor MR14-R100 (1)     GPS 2400     Range 14.4m km    Resolution 100

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Nelson class Command Ship    5,550 tons     580 Crew     923 BP      TCS 111  TH 135  EM 90
1621 km/s     Armour 1-27     Shields 3-225     Sensors 12/12/0/0     Damage Control Rating 11     PPV 26.55
Maint Life 3.66 Years     MSP 1104    AFR 246%    IFR 3.4%    1YR 128    5YR 1916    Max Repair 160 MSP
Flag Bridge   

Ion Engine E7 (3)    Power 60    Fuel Use 70%    Signature 45    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 46.3 billion km   (330 days at full power)
Beta R225/10.5 Shields (2)   Total Fuel Cost  21 Litres per day

Twin 10cm C3 Near Ultraviolet Laser Turret (3x2)    Range 48,000km     TS: 20000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 2 0 0 0 0 0 0
Fire Control S04 24-12000 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor MR96-R100 (1)     GPS 16000     Range 96.0m km    Resolution 100
Active Search Sensor MR1-R1 (1)     GPS 24     Range 1.4m km    Resolution 1
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
Admiral Damien James Winter, Defender of the Proxima Gate.
 

Offline Erik L

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Re: Newb Gunboat design
« Reply #10 on: May 20, 2012, 01:36:30 PM »
You know, if you bracket each ship with code/code tags (the # icon), they'll separate better and be a bit more readable :)

Offline Shininglight (OP)

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Re: My Happy Little Fleet
« Reply #11 on: July 11, 2012, 12:11:31 PM »
Sorry for making the rest of the thread rather irrelevant, skip to here in order to actually read comments or post...
Admiral Damien James Winter, Defender of the Proxima Gate.