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.
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!
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!
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
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)
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?
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.
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?
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.
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.
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.