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Posted by: Ziusudra
« on: May 09, 2011, 04:16:41 AM »

You need to research the 4 Reduced-size Launcher techs and then the Box Launcher. (22,000 total research points.)
Posted by: WHCnelson
« on: May 09, 2011, 04:07:38 AM »

  How do I get a Box Launcher for my fighter design? ???   I don't see that in my Missile Research area or in any of the others?  Please Help ::) :o
Posted by: Charlie Beeler
« on: May 07, 2011, 07:33:42 AM »

Ah, know I understand.  800/60 = 13. 33333
Yes that would be worthless.

I manage to afford the 0,25 launcher.  And the Box one will be my first research.

Now I believe I understand the mechanism a bit better (as I truly did not when I started this thread).

Thank you all for helping me.


Not a problem, we've all been there.  My best advice is to not start a game with fighters until you have a better grasp of the mechanics.  Fighters are a fairly advanced concept from a strategic/logistics point of view.  Instead start some simple games with you playing nieghboring empires with AI NPR's and NPR monster turned off.  I learned a lot of the system interactions in this manor.  Sometimes just building one off games to pit fast OOB fleets against each other.  Later I started actual empire building to learn the logististics mechanics.  It wasn't until I was comfortable with the mechanics I started my first campaign.
Posted by: CarlMartin
« on: May 06, 2011, 04:53:09 PM »

Ah, know I understand.  800/60 = 13. 33333
Yes that would be worthless.

I manage to afford the 0,25 launcher.  And the Box one will be my first research.

Now I believe I understand the mechanism a bit better (as I truly did not when I started this thread).

Thank you all for helping me.
Posted by: Ziusudra
« on: May 06, 2011, 04:22:25 PM »

But I´m concerned by just having 1 missile available.    But if I attach a magazine I lose around 2000 km/s in speed.    Is it worth it? I can´t afford to instant research anything more in this field right now.
A magazine is basically worthless as it takes over 13 minutes to reload that launcher, which is a very long time in combat. Better to launch the missile and return to the carrier or base to reload.
Posted by: CarlMartin
« on: May 06, 2011, 03:45:15 PM »

I made some changes after your hints.   
I had forgot to research missile drive tech, so I had to spend some point on that.    So now I think the missile speed are pretty good.    (I use a Warhead Strength of 1, Engine power 1. 5, Fuel . 7 and Agility . 8 ).   
I taken away some stuff to try to get the speed up.   
But I´m concerned by just having 1 missile available.    But if I attach a magazine I lose around 2000 km/s in speed.    Is it worth it? I can´t afford to instant research anything more in this field right now.   

Anyway here´s my new design (In code).   

Code: [Select]
Starfighter Mark I class Fighter    219 tons     5 Crew     39.92 BP      TCS 4.37  TH 18  EM 0
8237 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.32
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 29 MSP    Max Repair 12 MSP    Est Time: 17.29 Years
Magazine 4   

FTR Ion Engine E800 (1)    Power 36    Fuel Use 8000%    Signature 18    Armour 0    Exp 25%
Fuel Capacity 10 000 Litres    Range 1.0 billion km   (34 hours at full power)

Size 4 Missile Launcher (33% Reduction) (1)    Missile Size 4    Rate of Fire 800
Missile Fire Control FC21-R100 (1)     Range 21.6m km    Resolution 100
Size 4 Anti-ship Missile Mark II (1)  Speed: 22 500 km/s   End: 29.2m    Range: 39.4m km   WH: 4    Size: 4    TH: 150 / 90 / 45

Strike Group
0x Starfighter Mark I Fighter   Speed: 6581 km/s    Size: 5.47

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Posted by: Charlie Beeler
« on: May 06, 2011, 03:24:55 PM »

If I got some tech points left when my carrier is designed I probably could ad some more stuff.
But what about active sensors? Do I need those on a fighter?


Somebody in the system will need active sensors that have the target in range.
Posted by: Charlie Beeler
« on: May 06, 2011, 03:23:44 PM »

When posting designs please use the code instead of the quote button.  It will look like this:

Code: [Select]
Vanguard class Fighter    426 tons     7 Crew     60.  22 BP      TCS 8.  52  TH 18  EM 0
4225 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.  32
Annual Failure Rate: 14%    IFR: 0.  2%    Maint Capacity 9 MSP    Max Repair 12 MSP    Est Time: 2.  72 Years
Magazine 68   

FTR Ion Engine E800 (1)    Power 36    Fuel Use 8000%    Signature 18    Armour 0    Exp 25%
Fuel Capacity 10 000 Litres    Range 0.  5 billion km   (34 hours at full power)

Size 4 Missile Launcher (33% Reduction) (1)    Missile Size 4    Rate of Fire 800
Missile Fire Control FC21-R100 (1)     Range 21.  6m km    Resolution 100
Size 4 Anti-ship Missile (17)  Speed: 9 400 km/s   End: 70m    Range: 39.  5m km   WH: 4    Size: 4    TH: 62 / 37 / 18

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 Fighter for production, combat and maintenance purposes

I'd dispense with the magazine all together since the cycle time is over 13 minutes,  spend the research to get box launchers.  A single size 4 launcher will not give you the salvo density necessary for PD saturation. 

The missile is also way to slow, what tech is the missile drive, warhead, and agility?
Posted by: CarlMartin
« on: May 06, 2011, 03:19:26 PM »

If I got some tech points left when my carrier is designed I probably could ad some more stuff.
But what about active sensors? Do I need those on a fighter?
Posted by: James Patten
« on: May 06, 2011, 03:16:09 PM »

Unfortunately, really slow.  You'd be better off with a box launcher, but I'm guessing 33% reduction is your limit.  Try reducing your magazine to 1 or 2 missiles.  This might get your size down so you have a higher speed.  You could also try a fighter engine with more power but less fuel economy.
Posted by: CarlMartin
« on: May 06, 2011, 02:45:48 PM »

I created my first fighter (or second really, but the first when I think I know what I´m doing).   But I´m not sure if it´s a good design or not.   Can I get some input please? I plan to launch them from fighter bases and carriers. 
Do I need some sensors on the ship? Have I missed something? et c. 


Quote
Vanguard class Fighter    426 tons     7 Crew     60.  22 BP      TCS 8.  52  TH 18  EM 0
4225 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.  32
Annual Failure Rate: 14%    IFR: 0.  2%    Maint Capacity 9 MSP    Max Repair 12 MSP    Est Time: 2.  72 Years
Magazine 68   

FTR Ion Engine E800 (1)    Power 36    Fuel Use 8000%    Signature 18    Armour 0    Exp 25%
Fuel Capacity 10 000 Litres    Range 0.  5 billion km   (34 hours at full power)

Size 4 Missile Launcher (33% Reduction) (1)    Missile Size 4    Rate of Fire 800
Missile Fire Control FC21-R100 (1)     Range 21.  6m km    Resolution 100
Size 4 Anti-ship Missile (17)  Speed: 9 400 km/s   End: 70m    Range: 39.  5m km   WH: 4    Size: 4    TH: 62 / 37 / 18

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 Fighter for production, combat and maintenance purposes