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Topic Summary

Posted by: UnLimiTeD
« on: September 30, 2010, 05:05:14 AM »

Jump point defense with 1.59 years Est.Time?
It'll break. On it's own.

An R1 firecontrol on a ship with an R20 sensor and without AMMs?
Kinda a waste of range and space.
2 ECCMs for a single Firecontrol does nothing, you can't stack them.

This ships to be more suited for open space, good range, mediocre speed.
An enemy fleet with similar armor, but Heavy Beam weapons or mesons would kill them on a jumppoint.
Despite all the deficiencies a good design.
Posted by: GDS_Starfury
« on: September 18, 2010, 09:29:30 AM »

yeah, my idea was to keep these on station a long time so I wanted some redundency.  I could remove it but Im to lazy to put 24 ships through the refit process.
SOP is to group 10 of these together and park them next to wormholes and play whackamole when I have to  ;D
like I said, the next refit will reduce the launchers and magazines from 25 to 20, add some CWIS and also upgrade the search/fire control and add a thermal and ew sensor.
my only real problem is that its to effective at killing anything and that in turn makes the game less fun when combating lower tech NPRs.
Posted by: Vanigo
« on: September 17, 2010, 07:44:27 PM »

Only one fire control? But two ECCMs?
Posted by: martinuzz
« on: September 17, 2010, 05:34:41 PM »

Short of swarming it with meson-armed fighters, That is one very tough nut to crack.
40 layers of armor. Hardcore.
Posted by: GDS_Starfury
« on: September 17, 2010, 04:11:10 PM »

well this is what Im currently using to beat back a variety of adversaries:

Enterprise class Battlestar    51000 tons     3520 Crew     19497.5999 BP      TCS 1020  TH 312  EM 0
2549 km/s     Armour 40-122     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 83     PPV 125
Annual Failure Rate: 285%    IFR: 4%    Maint Capacity 17443 MSP    Max Repair 2800 MSP    Est Time: 1.59 Years
Magazine 5225   

Solid Core Anti-matter Drive E6.4 ARM-2 (10)    Power 260    Fuel Use 64%    Signature 31.2    Armour 2    Exp 25%
Fuel Capacity 1,320,000 Litres    Range 72.8 billion km   (330 days at full power)

Size 5 Missile Launcher (25)    Missile Size 5    Rate of Fire 30
Missile Fire Control FC192-R1 (40%) (1)     Range 192.0m km    Resolution 1

Active Search Sensor MR1280-R20 (40%) (1)     GPS 32000     Range 1,280.0m km    Resolution 20

ECCM-4 (2)         ECM 40

the next big change to the design will be size 10 missiles.  when that refit happens Ill reduce the launchers to 20 and use the space for CWIS.  this thing is great at absorbing fire!
Posted by: welchbloke
« on: August 25, 2010, 01:52:34 PM »

Quote from: "laz"
Quote from: "UnLimiTeD"
You still have energy weapons using too much energy.

So what do you mean by this?

See Hawkeye's last post for a good explanation of this.

Quote from: "laz"
I interpreted that to mean that if you have double the amount of require power you would be able to fire the weapon twice in a 5 second period?

No you another fire once in a 5 sec period.  There is no point attaching a capacitor that is greater than your power requirement for a single shot.
Posted by: laz
« on: August 25, 2010, 01:44:22 PM »

Quote from: "UnLimiTeD"
You still have energy weapons using too much energy.

So what do you mean by this?

Quote
Getting an additional level of capacitor recharge might double your fire-rate there

I interpreted that to mean that if you have double the amount of require power you would be able to fire the weapon twice in a 5 second period?
Posted by: Hawkeye
« on: August 25, 2010, 10:44:13 AM »

Tallahase:

The 15cm UV Laser Cannons are still overengineered.
I´ll explain a bit.
A 15cm laser (no matter what kind) needs 6 power to be fully charged. If you put capacitor 2 on it, it will recharge in 15 seconds, with capacitor 3 it will recharge in 10 and with capacitor 6 it will fire every 5 seconds. Any capacitor between 3 and 6 is a waste, as it will not make the laser fire faster, but will increase the cost of the weapon and at the same time require you to provide more power per 5 second increment. In your case, you used capacitor 5. This means, to charge one of your turrets, you need to provide 10 power (5 power times 2 lasers). With 4 turrets, this makes a total of 40 power. If you would have build your lasers with capacitor 3, the ROF would be the same, but you would only need 24 power per 5 second increment, allowing for a smaller/fewer power plants and saving some cash/minerals in building the ship.

Maintenance is very high at 8+ years, but this one might be meant to operate for extended periodes away from any base.

Um, can´t see a thing. No passives, whatsoever. This means, running with the active sensor on all the time (which has an abysimal range) anouncing its position across half the system (NOT GOOD!)
Hint: Put some passives on

The Active Sensor has about one third the range of the missiles you carry. Actually, being a res-1 sensor, this looks like the one I would put on a missile-escort. Replace it with a much smaller anti-missile sensor (perhaps 1/3 or 1/4 the size) and put in an additional anti-ship sensor (range at 100+ mkm)
Oh, and have I mentioned passive sensors?


Murphy II:

Hm, I think you got the armor mixed with the Tallahase. At least IMO. The Tallahase is a missile combatant and can stay at range, therefore I would skimp a bit at the armor (not too much but armor 6 to 8 seems reasonable) while the Murphy II is a beamer with some PD Capacity. This means, it has to close with the enemy, taking it on the chin while closing. I´d armor it a lot heavier (10 to 15 at the least)

Hm, two firecons and 4 single gun turrets. I´d go for two twin-turrets, perhaps you can save a few tons that way (rounding might be your friend here). Also half the range of the turret-FC.
And 2 beam firecons for 4 laser cannons seems excessive to me. (Lasercannons see above)

Ups, 10 PD-missile launchers but only 1 AMM-Firecontrol. You´d want at least 2 (more if you want backup, which _I_ usually don´t put in)

Your AMMs have a hell of a range, I´d remove some fuel and up speed/manouverability.
What´s the range of your sensor/AMM FC against size 6- missiles? (Yeah, I am still struggling to get the new sensor rules streight in my head)


Rapier II:

Looks ok, if quite slow for a fighter and the tech (yeah, beam fighter are heavy)

Personally, I only use two types of fighers (aside from later, when I can  minaturize beams a bit)
1) Missile fighters, basicly your Sabre, which, BTW, looks ok, even if I would settle for 5 box-launchers, increasing speed a bit more.
2) A gauss cannon armed escort fighter, meant to provide missile defense for the missile fighters. Those have to be at least as fast as the missile fighters and can use a half or 33% size gauss cannon and don´t need a power plant.


Durango:

Oh, oh! Standard firecon for a PD turret! Need a turret FC!
Magazin space is very limited, but this depends on how you set up your strike group.


Re Sensors:
Um, how do you want to spot the enemy, so you can send out your fighters to engage? Non of your ships has more than a pityfull strength 14 thermal passive or a equally short ranged anti-missile active!
This is my (rather early game) fleet scout:

Code: [Select]
Crest class Fleet Scout    10,000 tons     936 Crew     2150 BP      TCS 200  TH 273  EM 660
3900 km/s     Armour 5-41     Shields 22-300     Sensors 48/48/0/0     Damage Control Rating 12     PPV 15
Annual Failure Rate: 66%    IFR: 0.9%    Maint Capacity 1612 MSP    Max Repair 256 MSP    Est Time: 3.86 Years

General Dynamics Class 60/35 Ion Engine (13)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 90.0 billion km   (267 days at full power)
Delta R300/20 Shields (9)   Total Fuel Cost  180 Litres per day

Triple R1.5/C1 Meson Cannon Turret (1x3)    Range 15,000km     TS: 12000 km/s     Power 9-3     RM 1.5    ROF 15        1 0 0 0 0 0 0 0 0 0
PD-Firecontrol Mark I (1)    Max Range: 24,000 km   TS: 12000 km/s     58 17 0 0 0 0 0 0 0 0
General Electric Class 4.5 GCF-Reactor (1)     Total Power Output 4.5    Armour 0    Exp 5%

Long Range Anti-Ship Sensor (1)     GPS 24000     Range 144.0m km    Resolution 100
Long Range Anti-Missile Sensor (1)     GPS 240     Range 14.4m km    Resolution 1
Long Range Anti Gunboat Sensor (1)     GPS 5120     Range 68.7m km    Resolution 20
Thermal Sensor TH8-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
EM Detection Sensor EM8-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
Re. Speed:
Generally, I try to give ships that are meant to operate together simmilar speed. The exception are the fleet scouts or the purely beam armed ships. Those are usually a little faster. The Scout, so it can run away the beamers, so they can chase down the enemy.
Yes, I am looking at you, Durango :)
Posted by: UnLimiTeD
« on: August 25, 2010, 08:33:48 AM »

You still have energy weapons using too much energy.
Posted by: laz
« on: August 25, 2010, 06:46:37 AM »

Ok heres some improved designs

Code: [Select]
Tallahase - Copy class Cruiser    21,250 tons     2055 Crew     5701 BP      TCS 425  TH 1700  EM 0
4000 km/s     Armour 13-68     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 49     PPV 98
Annual Failure Rate: 73%    IFR: 1%    Maint Capacity 8217 MSP    Max Repair 300 MSP    Est Time: 8.13 Years
Magazine 952    

Naval IC Fusion Drive  (17)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 141.2 billion km   (408 days at full power)

Twin 15cm Ultraviolet Laser Turret (4x2)    Range 160,000km     TS: 25000 km/s     Power 12-10     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Single Gauss Cannon Type 1 Turret (2x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Turret Fire Control Mk1 (5)    Max Range: 160,000 km   TS: 25000 km/s     94 88 81 75 69 62 56 50 44 38
Minature MC Fusion Reactor  (10)     Total Power Output 50    Armour 0    Exp 5%

Size 8 Missile Launcher (4)    Missile Size 8    Rate of Fire 40
Tupolev Missile Fire Control Mk1 (1)     Range 252.0m km    Resolution 50
Tupolev Anti-ship Missile Mk1 (119)  Speed: 25,000 km/s   End: 50m    Range: 75m km   WH: 16    Size: 8    TH: 291 / 175 / 87

Missile Detection Active Search Sensor Mk2 (1)     GPS 252     Range 27.7m km    Resolution 1

Code: [Select]
Murphy II class Destroyer    14,000 tons     1376 Crew     3639.5 BP      TCS 280  TH 1400  EM 0
5000 km/s     Armour 7-51     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 54     PPV 62
Annual Failure Rate: 46%    IFR: 0.6%    Maint Capacity 5524 MSP    Max Repair 300 MSP    Est Time: 8.44 Years
Magazine 470    

Naval IC Fusion Drive  (14)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 950,000 Litres    Range 203.6 billion km   (471 days at full power)

15cm Ultraviolet Laser (4)    Range 240,000km     TS: 6250 km/s     Power 6-5     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Single Gauss Cannon Type 1 Turret (4x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Turret Fire Control Mk1 (2)    Max Range: 160,000 km   TS: 25000 km/s     94 88 81 75 69 62 56 50 44 38
Long Range Beam Fire Control Mk1 (2)    Max Range: 240,000 km   TS: 5000 km/s     96 92 88 83 79 75 71 67 62 58
Minature MC Fusion Reactor  (6)     Total Power Output 30    Armour 0    Exp 5%

Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
Guardian Missile Fire Control Mk1 (1)     Range 35.6m km    Resolution 1
Guardian Anti-missile Missile Mk1 (470)  Speed: 50,000 km/s   End: 7m    Range: 21m km   WH: 1    Size: 1    TH: 666 / 400 / 200

Missile Detection Active Search Sensor Mk2 (1)     GPS 252     Range 27.7m km    Resolution 1
Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Code: [Select]
Rapier II class Fighter    360 tons     13 Crew     88 BP      TCS 7.2  TH 60  EM 0
8333 km/s     Armour 3-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 10%    IFR: 0.1%    Maint Capacity 15 MSP    Max Repair 30 MSP    Est Time: 2.61 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 30,000 Litres    Range 2.5 billion km   (3 days at full power)

Type 2 Meson Cannon (1)    Range 60,000km     TS: 8333 km/s     Power 3-3     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Meson Fighter Fire Control  (1)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
MC Minature Fusion Reactor Mk2 (1)     Total Power Output 1    Armour 0    Exp 5%

Code: [Select]
Sabre class Fighter-bomber    290 tons     4 Crew     95.2 BP      TCS 5.8  TH 60  EM 0
10344 km/s     Armour 5-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Annual Failure Rate: 6%    IFR: 0.1%    Maint Capacity 21 MSP    Max Repair 36 MSP    Est Time: 3.67 Years
Magazine 12    

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 25,000 Litres    Range 2.6 billion km   (69 hours at full power)

Size 2 Box Launcher (6)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Pilum Torpedo Fire Control  (1)     Range 33.6m km    Resolution 8

Code: [Select]
Hornet II class Interceptor    335 tons     13 Crew     109 BP      TCS 6.7  TH 60  EM 0
8955 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 20 MSP    Max Repair 36 MSP    Est Time: 3.05 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 20,000 Litres    Range 1.8 billion km   (55 hours at full power)

10cm Railgun Mk2 (1x4)    Range 64,000km     TS: 8955 km/s     Power 3-3     RM 7    ROF 5        1 1 1 1 1 1 0 0 0 0
Fighter Railgun Fire Control  (1)    Max Range: 64,000 km   TS: 20000 km/s     84 69 53 37 22 6 0 0 0 0
MC Minature Fusion Reactor Mk2 (1)     Total Power Output 1    Armour 0    Exp 5%
Minature MC Fusion Reactor  (1)     Total Power Output 5    Armour 0    Exp 5%

I've not organised the strike group on this carrier re-design yet.

Code: [Select]
Durango - Copy class Light Carrier    25,000 tons     1813 Crew     4042 BP      TCS 500  TH 1300  EM 0
2600 km/s     Armour 5-76     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 109     PPV 18
Annual Failure Rate: 56%    IFR: 0.8%    Maint Capacity 8994 MSP    Max Repair 108 MSP    Est Time: 16.72 Years
Hangar Deck Capacity 10000 tons     Magazine 230    

Naval IC Fusion Drive  (13)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 2,650,000 Litres    Range 318.0 billion km   (1415 days at full power)

Single Gauss Cannon Type 1 Turret (2x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS Sentinal Series Mk 1 (1x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Standard Fire Control Mk1 (1)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0

Pilum Fighter Torpedo Mk1 (115)  Speed: 50,000 km/s   End: 10m    Range: 30m km   WH: 4    Size: 2    TH: 416 / 250 / 125

Missile Detection Active Search Sensor Mk1 (1)     GPS 108     Range 11.9m km    Resolution 1
Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECM 30

Strike Group
5x Ferret Recon Fighter   Speed: 10000 km/s    Size: 6
Posted by: UnLimiTeD
« on: August 21, 2010, 05:02:05 PM »

Something important to note about beam weapons:
They always use as much energy as you give them.
If your highest capacitor recharge is five, but the weapon needs 3, put it at 3, and you save two energy.
Getting an additional level of capacitor recharge might double your fire-rate there.
Also, you can indeed get a firecontrol for multiple single turrets, use turrets with more than one weapon if you can't get the decimals out of the size by a moderate change in tracking speed.
Posted by: Brian Neumann
« on: August 21, 2010, 02:31:00 PM »

Quote from: "laz"
Armour, hmm i've had people say the opposite that my designs were too fragile. Were it not for that I wouldn't have armoured them as heavily, I see the point in them being carrier designs so they won't be egaging in fighting up close. I think it is more if the odd missile gets through the point defense i don't loose a carrier and have 30 stranded fighters in space. Though I guess that is what the destroyers are there for.

I'll play around with the designs and see what I come up with.
I would have enough armour to stop two missiles from putting a hole in my armour.  How much that is depends on what is likely to be fired at you.  If you figure that a missile doing 16 points of damage is going to get through 4 points of armour then 8-10 armour will stop at least two missiles that hit on the same column from doing internals.  This will give you a much longer time to survive in battle.  I would use a lot of the tonnage freed up by dropping 20 points of armour for more engines.  If you can stay away from an enemy ship that is better than being able to take a pounding.  I would also put at least a few shields on as this can have a big difference to how much damage you can take.  If your defenses are close to doing the job against a missile attack then the shields will tend to be hit sporadically.  If that is true then their recharge rate will end up helping you a lot.
 An example.  Against a missile barage from a group of fighters you might have 20 hits each doing 9 points of damage that get through your point defense.  If your shields are of an equal tech to the rest of your stuff then each hull space gives you 3 points of shielding.  10 hull spaces gives you a total of 30 points of shields.  That stops the first 3 missiles entirely and a bit of the 4th hit.  You then have 17 hits that are scattered over 151 columns of armour.  You are not likely to have more than 2-3 of those hits even overlap at all.  By the time that the fighters have rearmed and come back, your shields are at full strength again and will take another 30 points of damage, ect.  It will take three strikes to even start to get good probability of having multiple missiles hit on the same column.  Probably more like 6 strikes to get through 8 levels of armour and start to do internals.  Without the shields it will be more like 4-5 strikes to get through your armour reliably.  

Over all shields are most important when facing seperate attacks with waits in between, ie carrier strikes.  They are a lot less usefull against beam weapons where the damage is much more concentrated over time.  Against missile attacks from ships it depends on the loading time and shield recharge time as to whether they make much of a difference.  If your incomming missiles are 1 minute appart and you have 30 shields that recharge in 300 seconds then every minute you will get 6 shields back between salvo's.  If the missiles are not tightly enough focussed then this may make a differenc.

Brian
Posted by: laz
« on: August 21, 2010, 01:58:37 PM »

Cheers Hawkeye that's helpful, saved me learning the hardway.

I didn't take into account needing reserves for fighter re-fuel :shock:
 Gonna have to do a refit of that design invest in some more efficient engines and expanded fuel capacity. Design dual and quad turrets.

Biggie I need to sort is the fire control tracking speed and sensors.

Armour, hmm i've had people say the opposite that my designs were too fragile. Were it not for that I wouldn't have armoured them as heavily, I see the point in them being carrier designs so they won't be egaging in fighting up close. I think it is more if the odd missile gets through the point defense i don't loose a carrier and have 30 stranded fighters in space. Though I guess that is what the destroyers are there for.

I'll play around with the designs and see what I come up with.
Posted by: Hawkeye
« on: August 21, 2010, 12:58:59 PM »

Quote from: "laz"
Fancy slagging off my designs? Yeah I know they suck. These ships escort my carrier groups The destroyer is defensive, the cruiser is offensive. I know the cruiser would probably be better off with more smaller launchers and smaller missile designs but seeing as it escorts a carrier with a strike group of 30 fighters I figure the fighters would equal that deficit out.

Code: [Select]
Murphy class Destroyer    9,000 tons     744 Crew     2075 BP      TCS 180  TH 900  EM 0
5000 km/s     Armour 13-38     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 36     PPV 32
Annual Failure Rate: 40%    IFR: 0.6%    Maint Capacity 2306 MSP    Max Repair 108 MSP    Est Time: 9.77 Years
Magazine 470    

Naval IC Fusion Drive  (9)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 183.3 billion km   (424 days at full power)

15cm Ultraviolet Laser (1)    Range 240,000km     TS: 6250 km/s     Power 6-5     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Single Gauss Cannon Type 1 Turret (2x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Long Range Beam Fire Control Mk1 (1)    Max Range: 240,000 km   TS: 5000 km/s     96 92 88 83 79 75 71 67 62 58
Standard Fire Control Mk1 (1)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0
Minature MC Fusion Reactor  (1)     Total Power Output 5    Armour 0    Exp 5%

Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
Guardian Missile Fire Control Mk1 (2)     Range 35.6m km    Resolution 1
Guardian Anti-missile Missile Mk1 (470)  Speed: 50,000 km/s   End: 7m    Range: 21m km   WH: 1    Size: 1    TH: 666 / 400 / 200

Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Your gauss turrets lack a dedicated anti-missile firecon with 20k tracking speed.
Actually, looking at the 15cm laser, it seems like you have researched 6250km/s tracking speed, which would allow you to use a 25k tracking firecon and a corresponding turret.
I don´t see the point of a single offensive laser. Personally, I´d probably reduce the armor somewhat and add a couple more of them or, remove it completely, putting more AMM launcher and/or PD-turrets on
AMM range is rather excessive (for my taste) as is AMM-firecon range. Reducing both would free space for more manouverability/speed (missiles) and more launchers.
No active anti-missile sensor of its own --> unfit for independant duty.
Actually, non of your ships mounts any kind of anti-missile sensor. This means, while, in theory, you have the means to engage enemy missiles out to 25 mkm, you actually cant´t because you can´t see the enemy missiles coming!

Quote from: "laz"
Code: [Select]
Tallahase class Cruiser    20,000 tons     1421 Crew     4791.5 BP      TCS 400  TH 1600  EM 0
4000 km/s     Armour 30-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 26     PPV 52
Annual Failure Rate: 123%    IFR: 1.7%    Maint Capacity 3893 MSP    Max Repair 108 MSP    Est Time: 7.16 Years
Magazine 952    

Naval IC Fusion Drive  (16)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 150.0 billion km   (434 days at full power)

Single 15cm Ultraviolet Laser Turret (4x1)    Range 240,000km     TS: 10000 km/s     Power 6-5     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
CIWS Sentinal Series Mk 1 (2x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Long Range Beam Fire Control Mk1 (4)    Max Range: 240,000 km   TS: 5000 km/s     96 92 88 83 79 75 71 67 62 58
Minature MC Fusion Reactor  (4)     Total Power Output 20    Armour 0    Exp 5%

Size 8 Missile Launcher (4)    Missile Size 8    Rate of Fire 40
Tupolev Missile Fire Control Mk1 (2)     Range 252.0m km    Resolution 50
Tupolev Anti-ship Missile Mk1 (119)  Speed: 25,000 km/s   End: 50m    Range: 75m km   WH: 16    Size: 8    TH: 291 / 175 / 87

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Two missile firecons for 4 launchers seems a bit overkill.
Seeing as this is intended to accompany your carriers, I´d exchange the CIWS for a gauss turret or two, that will protect not only the cruisers, but the carrier as well.
Hm, 4 single laser turrets, each with its own beam firecon. If you want to use the turrets in both, offensive and defensive mode, I´d suggest switching to twin turrets, so you only need two beam firecons, putting the saved space into a faster turret tracking speed. Oh, just noticed, while your turrets track at 10.000km/s, your firecon only manages 5.000km/s. This makes mounting them in turrets useless, as your basic beam fircon trackingspeed seems to be 6250km/ anyway. New suggestion: Put the saved space into a faster beam fircon. Or, forget the turrets, put the lasers in fixed mounts and put a cuople more in.
No active sensor of any kind. This means, once the ship in your squadron, carrying the RADAR is dead (putting out a lot of EM makes it a prime target), your cruiser is blind and can´t hit the broad side of a barn from 20 meters.
Armor, holy crap!! Half it and use the saved mass for offensive stuff!

Quote from: "laz"
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Tarawa class Early Warning Craft    23,000 tons     2558 Crew     7281.8 BP      TCS 460  TH 1200  EM 0
2608 km/s     Armour 20-72     Shields 0-0     Sensors 700/550/0/0     Damage Control Rating 138     PPV 0
Annual Failure Rate: 30%    IFR: 0.4%    Maint Capacity 27314 MSP    Max Repair 2250 MSP    Est Time: 8.4 Years

Naval IC Fusion Drive  (12)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 850,000 Litres    Range 110.8 billion km   (491 days at full power)

SWAC Active Search Sensor Mk1 (1)     GPS 360000     Range 2,800.1m km    Resolution 200
SWAC Thermal Sensor Mk1 (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km
SWAC EM Detection Sensor Mk1 (1)     Sensitivity 550     Detect Sig Strength 1000:  550m km

ECM 20

Your only ship with active sensors (aside from your recon fighter)
VERY large and VERY slow. Coupled with the enormous EM sig this will be putting out, not a very good combination, IMO.
Anti-Ship active is good (probably even a little over the top), you lack, however, a dedicated anti-FAC/anti-fighter sensor. Personally, I add those to my fleet-scouts when I start fielding FACs/fighters myself.
Can see FACs (1000t) out to about 28 mkm and fighters (250t) out to less than 2 mkm.
I´d reduce the anti-ship active and add a res 6 or 8 anti-fighter active

Quote from: "laz"
This is the carrier and fighters it escorts at the moment (have a bigger design on the way when ive secured more mineral resources to maintain it)

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Durango class Light Carrier    23,000 tons     1390 Crew     3843 BP      TCS 460  TH 1200  EM 0
2608 km/s     Armour 15-72     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 88     PPV 18
Annual Failure Rate: 62%    IFR: 0.9%    Maint Capacity 7101 MSP    Max Repair 63 MSP    Est Time: 18.53 Years
Hangar Deck Capacity 10000 tons    

Naval IC Fusion Drive  (12)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 600,000 Litres    Range 78.2 billion km   (347 days at full power)

Single Gauss Cannon Type 1 Turret (2x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS Sentinal Series Mk 1 (1x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Standard Fire Control Mk1 (1)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0

Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Strike Group
20x Hornet Interceptor   Speed: 9090 km/s    Size: 6.6
5x Rapier Fighter   Speed: 7500 km/s    Size: 8
1x Ferret Recon Fighter   Speed: 10000 km/s    Size: 6
2x Avenger Fighter-bomber   Speed: 6000 km/s    Size: 10

Wow, heavy armor. IMO, a carrier should never get into a slugging match, so heavy armor is not needed. Once it gets into combat range, it´s mission has allready failed and with his slow speed, it simply won´t get away from anything. This means your armor will only prolong the inevitable. Better to put that mass into more striking power and thereby increase the chance to not get shot at at all!
Fuel is way too little. Not for the carrier itself, but, as I found out the hard way, your fighters will burn fuel like there is no tomorrow and will run your carrier dry after one, or at most, two sorties.
Um, there are no magazins to hold reloads for your Avenger fighter bombers!
Hm, a sinlge recon fighter for the entire strike group? Seems a bit little! What if this one fighter gets shot down?

Quote from: "laz"
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Hornet class Interceptor    330 tons     13 Crew     113 BP      TCS 6.6  TH 60  EM 0
9090 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 21 MSP    Max Repair 43 MSP    Est Time: 2.87 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 20,000 Litres    Range 1.8 billion km   (55 hours at full power)

10cm Railgun  (1x4)    Range 50,000km     TS: 9090 km/s     Power 3-5     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Fighter Railgun Fire Control  (1)    Max Range: 64,000 km   TS: 20000 km/s     84 69 53 37 22 6 0 0 0 0
Minature MC Fusion Reactor  (1)     Total Power Output 5    Armour 0    Exp 5%

Your railgun only needs capacitor 3 for maximum rate-of-fire reducing the power needs also to 3 allowing for a smaller power plant.

Quote from: "laz"
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Rapier class Fighter    400 tons     13 Crew     110 BP      TCS 8  TH 60  EM 0
7500 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 12%    IFR: 0.2%    Maint Capacity 17 MSP    Max Repair 30 MSP    Est Time: 2.48 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 80,000 Litres    Range 6.0 billion km   (9 days at full power)

Meson Cannon Type 1 (1)    Range 45,000km     TS: 7500 km/s     Power 3-5     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
Meson Fighter Fire Control  (1)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
Minature MC Fusion Reactor  (1)     Total Power Output 5    Armour 0    Exp 5%

Again, only capacitor 3 needed, allowing for a smaller powerplant.
Has a crapload of fuel for a fighter. Is this realy needed?

Quote from: "laz"
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Ferret class Recon Fighter    300 tons     6 Crew     118.5 BP      TCS 6  TH 60  EM 0
10000 km/s     Armour 1-3     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 7%    IFR: 0.1%    Maint Capacity 25 MSP    Max Repair 36 MSP    Est Time: 3.91 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 120,000 Litres    Range 12.0 billion km   (13 days at full power)

Ferret Active Search Sensor Mk1 (1)     GPS 3420     Range 38.6m km    Resolution 95
Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Looks ok.
Personally, I´d have gone for a smaller resolution, allowing it to light up enemy fighters and perhaps even missiles, which in turn would allow your other fighters to engage those targets, but each to his own.

Quote from: "laz"
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Avenger class Fighter-bomber    500 tons     6 Crew     180.4 BP      TCS 10  TH 60  EM 0
6000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Annual Failure Rate: 20%    IFR: 0.3%    Maint Capacity 23 MSP    Max Repair 36 MSP    Est Time: 2.06 Years
Magazine 24    

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 135,000 Litres    Range 8.1 billion km   (15 days at full power)

Size 2 Box Launcher (12)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Pilum Torpedo Fire Control  (2)     Range 33.6m km    Resolution 8

I did not originally intend the Durango class to carry box launcher fighters so they are a one shot wave at the moment. The light carriers are intended for denfensive operations not offensive which is what I eventually want this design to be (bare in mind i've not locked this following design yet it's being tweaked around with as my tech improve's) Offer suggestions for my offensive carrier? I'm uncertain whether to fit a jump drive to it or make a flag ship battlecruiser design with a jump drive, any suggestions welcome.

Dreadfully slow!
Put less launchers on it, so it can outrun the enemy warships! My own have around 6 box launchers, mass about 250t and are twice as fast. Note: This allows to put twice as many fighters on a carrier, giving me more tactical flexibility, allows me to reload before an enemy can catch my carrier and gives me the same firepower as yours, if I concentrate my fighters.

Quote from: "laz"
Code: [Select]
Benegal class Carrier    70,000 tons     4223 Crew     12876.6 BP      TCS 1400  TH 2500  EM 0
1785 km/s     Armour 30-151     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 243     PPV 108
Annual Failure Rate: 175%    IFR: 2.4%    Maint Capacity 25640 MSP    Max Repair 150 MSP    Est Time: 13.45 Years
Flag Bridge    Hangar Deck Capacity 25000 tons     Magazine 920    

Naval IC Fusion Drive  (25)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 2,600,000 Litres    Range 111.4 billion km   (722 days at full power)

Single Gauss Cannon Type 1 Turret (12x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS Sentinal Series Mk 1 (4x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Standard Fire Control Mk1 (6)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0

Pilum Fighter Torpedo Mk1 (460)  Speed: 50,000 km/s   End: 10m    Range: 30m km   WH: 4    Size: 2    TH: 416 / 250 / 125

Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECM 10

Strike Group
30x Avenger Fighter-bomber   Speed: 6000 km/s    Size: 10
1x Ferret Recon Fighter   Speed: 10000 km/s    Size: 6
20x Rapier Fighter   Speed: 7500 km/s    Size: 8
5x Hornet Interceptor   Speed: 9090 km/s    Size: 6.6

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Why do you armor your carriers so much? They are meant to bring the strike group to the battle, but stay the hell out of the fight! Especially, if they are as slow as this one. Even a Nuclear Pulse Engine using enemy could catch this one!
Each Avenger can take 135.000l of fuel. Your carrier has 30 of them. If they all use up, say 100k, this means you will be down 3 million l of fuel, which your carrier doesn´t have!
Gauss turrets and firecons don´t match tracking speed. Also, you have 12 turrets and 6 firecons. So why not go for 6 twin turrets? Even better, use 3 quads and 3 better firecons.
Remove the CIWSs and add another quad with firecon.
Missile loadout seems a bit low. 30 avengers with 12 missiles each = 360 missiles total. You can only reload all of them once.
And again only a single recon fighter for 50+ combat fighters, outch!
My own carriers have better passive sensors (size 8 to 12 EM/Thermal), so they can try to stay out of harms way.
Posted by: Erik L
« on: August 21, 2010, 10:08:36 AM »

I'd add a couple more power plants to the Murphy. Redundancy in power is good.