Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: Father Tim
« on: June 06, 2020, 06:02:56 AM »

I've always wanted to create a spinal-mounted Frigate that was basically a floating gun. . .


I do like a nice gunboat, though I normally do them on FAC hulls.  As long as you remember they're defensive units -- or for besieging fixed fortifications -- and can't kill anything that can run away from them, you can have a lot of fun with them.
Posted by: d.rodin
« on: May 25, 2020, 09:28:01 AM »

Take this as concept - i think you can fit everything in 5k tons on your tech level.
Posted by: Borealis4x
« on: May 25, 2020, 09:07:28 AM »

Slightly different variant of fast inteception ship, first to meet enemy in border systems until mail forces arrive:
Approach, keep range ~900k km

Quote
Kiev-L M7 class Frigate      2 996 tons       116 Crew       5 382.1 BP       TCS 1    TH 40    EM 0
16693 km/s      Armour 6-18       Shields 0-0       HTK 27      Sensors 50/50/0/0      DCR 1      PPV 16
Maint Life 3.76 Years     MSP 1 684    AFR 48%    IFR 0.7%    1YR 186    5YR 2 793    Max Repair 1500 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 1.5 months    Morale Check Required   

Gas Core AM Drive 200% EP500.00 (2)    Power 1000    Fuel Use 100%    Signature 20.00    Explosion 20%
Fuel Capacity 500 000 Litres    Range 30 billion km (20 days at full power)

25.0cm C16 Near Gamma Ray Laser (2)    Range 1 000 000km     TS: 16 693 km/s     Power 16-16     RM 100 000 km    ROF 5       
Beam Fire Control R1000-TS15000 (5%) (1)     Max Range: 1 000 000 km   TS: 15 000 km/s     99 98 97 96 95 94 93 92 91 90
Solid-core Anti-matter Power Plant R16 (2)     Total Power Output 32    Exp 5%

Active Search Sensor AS39-R1 (5%) (1)     GPS 100     Range 39.9m km    MCR 3.6m km    Resolution 1
Thermal Sensor TH1.0-50.0 (5%) (1)     Sensitivity 50     Detect Sig Strength 1000:  55.9m km
EM Sensor EM1.0-50.0 (5%) (1)     Sensitivity 50     Detect Sig Strength 1000:  55.9m km
Cloaking Device: Class cross-section reduced to 2.00% of normal

Compact ECCM-6 (1)         ECM 70

This design is classed as a Military Vessel for maintenance purposes

That's some very advanced technology, I have to say. I'm surprised you can fit all that on such a small vessel, especially the cloaking device.
Posted by: Jorgen_CAB
« on: May 25, 2020, 08:23:36 AM »

you are by all means right, but still the 100% just satisfies an emotional need for safety that the 17% can never hope to achieve... its important to remember that this game isn't nescessarily one where you need to optimize things, and that you can, and should whenever its fun, make decisions that let you have the most fun.
if big 100%GC senpai makes you feel safer, go with 100%GCsenpai

And I agree 100% with that sentiment... ;)

I just wanted to make sure you did understood the mechanics. I do allot of personal restrictions and choices for RP reasons as well in the game too.
Posted by: Gabethebaldandbold
« on: May 25, 2020, 08:05:22 AM »

About leakers then please see this thread... 100% Gauss generally produce the most leaking missiles. I did allot of tests about this and so have others too.
you are by all means right, but still the 100% just satisfies an emotional need for safety that the 17% can never hope to achieve... its important to remember that this game isn't nescessarily one where you need to optimize things, and that you can, and should whenever its fun, make decisions that let you have the most fun.
if big 100%GC senpai makes you feel safer, go with 100%GCsenpai
Slightly different variant of fast inteception ship, first to meet enemy in border systems until mail forces arrive:
Approach, keep range ~900k km
this technology is light years beyond my comprehension. I was going to criticise the 25cm laser, but then I noticed its ROF 5. I shall never recover from the shock.
Posted by: d.rodin
« on: May 25, 2020, 06:49:57 AM »

Slightly different variant of fast inteception ship, first to meet enemy in border systems until mail forces arrive:
Approach, keep range ~900k km

Quote
Kiev-L M7 class Frigate      2 996 tons       116 Crew       5 382.1 BP       TCS 1    TH 40    EM 0
16693 km/s      Armour 6-18       Shields 0-0       HTK 27      Sensors 50/50/0/0      DCR 1      PPV 16
Maint Life 3.76 Years     MSP 1 684    AFR 48%    IFR 0.7%    1YR 186    5YR 2 793    Max Repair 1500 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 1.5 months    Morale Check Required   

Gas Core AM Drive 200% EP500.00 (2)    Power 1000    Fuel Use 100%    Signature 20.00    Explosion 20%
Fuel Capacity 500 000 Litres    Range 30 billion km (20 days at full power)

25.0cm C16 Near Gamma Ray Laser (2)    Range 1 000 000km     TS: 16 693 km/s     Power 16-16     RM 100 000 km    ROF 5       
Beam Fire Control R1000-TS15000 (5%) (1)     Max Range: 1 000 000 km   TS: 15 000 km/s     99 98 97 96 95 94 93 92 91 90
Solid-core Anti-matter Power Plant R16 (2)     Total Power Output 32    Exp 5%

Active Search Sensor AS39-R1 (5%) (1)     GPS 100     Range 39.9m km    MCR 3.6m km    Resolution 1
Thermal Sensor TH1.0-50.0 (5%) (1)     Sensitivity 50     Detect Sig Strength 1000:  55.9m km
EM Sensor EM1.0-50.0 (5%) (1)     Sensitivity 50     Detect Sig Strength 1000:  55.9m km
Cloaking Device: Class cross-section reduced to 2.00% of normal

Compact ECCM-6 (1)         ECM 70

This design is classed as a Military Vessel for maintenance purposes
Posted by: Jorgen_CAB
« on: May 25, 2020, 01:25:03 AM »

I love the basic idea, and it is one that I did myself too back on the good old days of VB6... that said, that ship is a bit slow, to close in fast enough at that tech level, assuming enemies of similar tech level, it would need to be at least twice as fast. I also like that you put PD on this ship, this means you wont get caught with your pants down by cheeky NPRs, but once you get to the right speeds, you can even drop the turrets, and go either with 10 cm railguns or some GC. There has always been some discussion over whether reduced size or full size GC are better, but from what I got, 100% gets the least leakers, but has less granularity, and forces you to use single and twin turrets to cover that, maning you are less space efficient, and are also a bit easier to completely overwhelm. reduced size GC tends to be a bit more versatile, and you can put it basically anywhere, can use quad turrets, which are more efficient in terms of space, and are a bit harder to completely overwhelm, and are a good choice if you have shields who can take a couple leakers every once in a while. Just make sure the hit chance is always bigger than 1%, that is the minimum for the game to consider.

About leakers then please see this thread... 100% Gauss generally produce the most leaking missiles. I did allot of tests about this and so have others too.

http://aurora2.pentarch.org/index.php?topic=11325.0

The basics is that if you are faced by huge salvos then 100% Gauss will produce a small better performance, but as soon as you have multiple salvos incoming then larger Gauss will perform terrible as they tend to overkill salvos instead of shooting on the next one. Therefore smaller more guns is way more efficient in the long run by far. 17% are probably the best as they are the smallest you can fit into a turret and have at least 1 HTK to destroy, smaller guns have 0 HTK and that is not great on a capital ship.



Posted by: Gabethebaldandbold
« on: May 25, 2020, 12:01:49 AM »

I love the basic idea, and it is one that I did myself too back on the good old days of VB6... that said, that ship is a bit slow, to close in fast enough at that tech level, assuming enemies of similar tech level, it would need to be at least twice as fast. I also like that you put PD on this ship, this means you wont get caught with your pants down by cheeky NPRs, but once you get to the right speeds, you can even drop the turrets, and go either with 10 cm railguns or some GC. There has always been some discussion over whether reduced size or full size GC are better, but from what I got, 100% gets the least leakers, but has less granularity, and forces you to use single and twin turrets to cover that, maning you are less space efficient, and are also a bit easier to completely overwhelm. reduced size GC tends to be a bit more versatile, and you can put it basically anywhere, can use quad turrets, which are more efficient in terms of space, and are a bit harder to completely overwhelm, and are a good choice if you have shields who can take a couple leakers every once in a while. Just make sure the hit chance is always bigger than 1%, that is the minimum for the game to consider.
Posted by: Gabethebaldandbold
« on: May 24, 2020, 11:51:12 PM »

Quote

What I define as "cruisers" is generally a ship that has at least 3 max sized engines, and enough engineering and maintenance supplies to repair at least one if battle damaged.
you do realize that on C#, that can mean from 30.000 tons to 180.000 tons right? your max engine size can get  to 400HS.
Posted by: Michael Sandy
« on: May 24, 2020, 09:41:49 PM »

Regarding the general concept of single engined small warships:

In terms of fuel consumption, it is a good idea.  You can have a higher boost and therefore a longer range.  However, such a huge engine will have a huge max repair cost.  Which means you either need an extra maintenance supplies module or quite a few engineering systems.  Which is a consideration if you are trying to make a very efficient and high performance craft.  In C#, the maximum size of your engine, and therefore of the highest performance single engined ship will change over the course of the campaign.

What I define as "cruisers" is generally a ship that has at least 3 max sized engines, and enough engineering and maintenance supplies to repair at least one if battle damaged.
Posted by: amram
« on: May 24, 2020, 08:37:26 PM »

That ship is astonishingly slow for IF. It's moving at base-level Ion speeds. If your enemy has even ion or magneto-plasma tech, they're going to kite you to death. Also, your range is at least 3x too large. Boost engine size and massively increase engine boost percentage. At least 110%. Your beam ships need to be as fast as possible to close on the enemy.

How fast should they be going? I've tried the same engines boosted to 150% and 200% but they get such smeg fuel economy that they can hardly make it out of the Sol jumpgate.

In a recent game, I had an NPR that was ahead of me in engine tech, they had magneto plasma, and were doing 8150km/s, and on Ion engines I had built mine to do 8600, which was incredibly fortunate when we met in battle -  I could just close in and force a fight.

I always build my beam ships to be twice as fast as any missile ships, since they need speed far more than the missile ships do.  Unless I have an opponent that suggests I need even more speed, I usually build Internal Confinement Fusion ships to a speed of 6900km/sec, twice that(13800) for beam ships, By Ion I'm already pushing 4300/8600.

Range of course suffers, but I find warships rarely need more than 40bkm, and often I don't even give them more than 20bkm, they can be escorted by a tanker to the fight if they need it - I don't need their speed until the enemy is actually engaged.

You might have no need for such speeds, but to answer the question of how fast, those are what I consider to be suitable speed for those two engine techs.
Posted by: misanthropope
« on: May 24, 2020, 08:20:55 PM »

that ship aint likely to get two shots, so you can save some money by dialing back the capacitor.  i don't do spinal mounts since they don't chuck asteroids (gotta have standards) but if reduced size spinal is a real thing, the volume savings might make a big difference in overall utility.
Posted by: skoormit
« on: May 24, 2020, 04:40:54 PM »

The TS of your fire controls don't line up with your weapon capabilities.
The FC for your gauss is rated 25k km/s, but your gauss turret is only rated 12.5k km/s. You are overpaying for that FC.
The FC for your laser is rated 6250, but your ship moves 7500. That FC won't use the full potential of the ship.
Posted by: Jorgen_CAB
« on: May 24, 2020, 04:37:07 PM »

That ship is astonishingly slow for IF. It's moving at base-level Ion speeds. If your enemy has even ion or magneto-plasma tech, they're going to kite you to death. Also, your range is at least 3x too large. Boost engine size and massively increase engine boost percentage. At least 110%. Your beam ships need to be as fast as possible to close on the enemy.

How fast should they be going? I've tried the same engines boosted to 150% and 200% but they get such smeg fuel economy that they can hardly make it out of the Sol jumpgate.

It completely depends on your enemies and how you want the sips to be used. You can't say that one speed is better than the next unless you put it into context.

Whatever you choose there is a trade off between cost, fuel and mission tonnage.

It goes without saying that it depends. But I think it can be assumed that unless specifically stated that most warships are designed to venture out and fight the enemy, meaning they need some fuel economy. I'm trying to develop some 'rules of thumb' to apply when designing my ships since I don't know what constitutes good, bad, and too much in a lot of cases.

I assume that expeditionary fleets should all be supported by tankers while in transit? Or would that slow them down too much and make them even more fuel inefficient meaning its better to have ships carry their own fuel? Its things like this I'm trying to figure out.

The "base" speed of any engine type is a ship that has 1/3 engine at 100% power efficiency. From there you can go in whatever direction you want. The problem in my opinion is in the question... because there is no best or most usable speed as it all depend on so many external factors.
Posted by: Zincat
« on: May 24, 2020, 04:36:05 PM »

As Jorgen said, "good" speed depends on what your enemies can do.
But I'm going to guess from your tech, you likely have been playing a while.
It's quite likely that enemy NPR ships will be fast. And so, you need speed as well...

Anyway, for general purpose beam ships I usually go for at least 30% space of the ship in engines with between 100 and 150% engine power, depending on fuel efficiency/tech. Personally, I don't plan for more than 20-30 billions of range around that tech level. Bring tankers instead!

Ultimately, the main point is simple. Designs are always a tradeoff of many variables. But... if you don't know what you're facing precisely, for beam ships you must make sure you can reach the opponents. A beam ship that is slower than the opponent will never be able to catch it in open space, and that can be a fatal flaw. Of course it really depends on the situation, it might not be crucial for planet assault. But still... you risk it being useless in a lot of situations.

This become even more crucial if the enemy has beam ships, if he's faster than you he can always fight at HIS preferred range...