Posted by: Hawkeye
« on: July 23, 2010, 09:12:55 AM »Quote from: "Meridian"
Hey again, I have just designed this Jump Battlecruiser predominately for safe exploration. I just want to know if it will work properly. Obviously the main things I am not sure about are the Lasers and the Jump drive. I want to know whether my engine is capable of transit without a Jump gate. It is a normal engine is there any modification I need to put on the engine?
The lasers I am also concerned about. Will they work efficiently and if they dont work at all then why?
Thanks, MeridianCode: [Select]Seychelles class Jump Battlecruiser 6750 tons 483 Crew 500 BP TCS 135 TH 186 EM 0
1377 km/s Armour 1-31 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 28
Annual Failure Rate: 364% IFR: 5.1% Maint Capacity 46 MSP Max Repair 43 MSP Est Time: 0.29 Years
If this ship is meant to jump through a contested jumppoint, i.e. one, where you expect hostiles to be on the other end, you need a lot more passive defenses (armor and/or shields). As others have mentioned, your maintenance capacity (and damage control) is pathetic.
Note: Even if you play with mainenance=off, you are simply unable to repair any damage through combat and this is very _very_ bad (even if you could, with a damage control rating of 1 it would take forever to fix anything)
Quote from: "Meridian"
Code: [Select]Nuclear Thermal Engine C2 (3) Power 62 Fuel Use 10% Signature 62 Armour 0 Exp 1%
Fuel Capacity 50,000 Litres Range 133.3 billion km (1120 days at full power)
You are using commertial engines on a military ship. While this is perfectly allright, you have to be aware that, while commertial engines are very fuel efficient, their power-to-weight ratio suck (62 power for 1250tons, while a military nuclear thermal engine provides 25 power for 250 tons)
I´d realy design a military engine and use that.
Allready mentioned: Without a (additional) jump engine, your "jumpship" won´t jump anywhere

Quote from: "Meridian"
Code: [Select]10cm C3 Near Ultraviolet Laser (4) Range 90,000km TS: 3000 km/s Power 3-3 RM 3 ROF 5 3 3 3 2 1 1 1 1 1 0
15cm C3 Near Ultraviolet Laser (4) Range 180,000km TS: 3000 km/s Power 6-3 RM 3 ROF 10 6 6 6 4 3 3 2 2 2 1
Fire Control S04 96-3000 (2) Max Range: 192,000 km TS: 3000 km/s 95 90 84 79 74 69 64 58 53 48
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
I am assuming the 10cm lasers are primarily meant as anti-missile armament. In that case, your firecontrol tracking speed of 12.000 km/s won´t help you a lot, as your lasers are hull mounted and can only track at 3.000 km/s (the slower tracking speed of either weapon or firecontrol apply). I suggest putting them in a turret with a 12.000km/s tracking speed.
Mentioned allready: Your lasers will not fire, as they are out of power. You need some powerplants!
Quote from: "Meridian"
Code: [Select]Active Search Sensor S20-R2 (1) GPS 40 Range 400k km Resolution 2
Active Search Sensor S20-R100 (1) GPS 2000 Range 20.0m km Resolution 100
This design is classed as a military vessel for maintenance purposes
The sensors seem ok except for the short range (anti-missile?) sensor. If this is indeed meant as an anti-missile sensor, you should use a resolution of 1. As it is, it can pick up missiles (size 1) only out to 100k km (Range = Range x (resolution / target size) squared). Personally, I would put at least some small passive (thermal or EM) on the ship, so it doesn´t have to run around with its actives on all the time (all my warships have a 50 to 100ton thermal and EM sensor as backup, should anything happen to the fleet scout)
Note: It is very _very_ hard (perhaps impossible?) to design a combat worthy jumpship at that size and at that tech-levels