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Posted by: Thiosk
« on: September 03, 2011, 12:38:04 PM »

i'd say probably.  You can pick up a thermal sig of a 1000 from 420 mkm away.  My slow ships clock in at 1000.    If its not far enough, you can always cut the active and stick in bigger arrays.
Posted by: orfeusz
« on: September 03, 2011, 09:06:05 AM »

Thanks for opinions  :)

Last thing that i want to know is are the range for passives good enough? I know it depends on enemy and system size, but i never used passives so i have very little knowledge about them.
Posted by: Charlie Beeler
« on: September 02, 2011, 02:03:28 PM »

For me I would put more engines on and have them be the power boosted ones as well.  If this thing is detected I want to be able to run.  As for the active sensor I am split on that.  If you want to be covert then you can't use it.  If you are already detected then the choice changes and it is a good idea to at least see what you can,  This will also serve to let you get a confirmed id on the race as well.  Then turn the actives off as you run so they can't track you by your emissions. 

Brian

Exactly. 
Posted by: Erik L
« on: September 02, 2011, 02:01:47 PM »

Oh I don't know,  actives will give you a hard id. 

Actives may also snarf research points ;)
Posted by: Brian Neumann
« on: September 02, 2011, 01:49:43 PM »

For me I would put more engines on and have them be the power boosted ones as well.  If this thing is detected I want to be able to run.  As for the active sensor I am split on that.  If you want to be covert then you can't use it.  If you are already detected then the choice changes and it is a good idea to at least see what you can,  This will also serve to let you get a confirmed id on the race as well.  Then turn the actives off as you run so they can't track you by your emissions. 

Brian
Posted by: Charlie Beeler
« on: September 02, 2011, 01:27:54 PM »

not much point in painting with actives, since the you can't shoot anything thats incoming.  <snip>

Oh I don't know,  actives will give you a hard id. 
Posted by: Thiosk
« on: September 02, 2011, 12:27:08 PM »

not much point in painting with actives, since the you can't shoot anything thats incoming.  The way i use stealth ships is to sneak into a system, cut to zero thrust and wait a bit, if i don't see anythign I pick up speed and move slowly to the core to keep the thermal sig down.  Then I park at a nice unoccupied planet or moon and just track the activity. 

Based on that principle, no actives, but you'd want a longer Est Time for overhauls-- 3 years or so.  I spend most of my time parked, so I don't need much fuel, but parked still runs the overhaul clock.
Posted by: orfeusz
« on: September 02, 2011, 11:03:38 AM »

hmmm... i wanted it as fast as possible, i will try 5000 and see.

Activ is there in case that it been detected and need to run  ;D
thanks
Posted by: Gidoran
« on: September 02, 2011, 08:59:21 AM »

I've noticed that there are specific speed 'sweet spots' with each tier of engine, and Magnetoplasma's is 5000km/s, so you could strip some engines off until you get down to that.  Also, if this is supposed to be a passive frigate you could rip the active sensor off.
Posted by: orfeusz
« on: September 02, 2011, 07:01:33 AM »

So its my first attempt to build stealth ship that will be able to watch over suspected/interesting star systems. It is to run from anything that detect it. Standard tactic would be active off. I was planing for it to be small and mainly use passive sensors to prevent discovery. Witch time it grow up to 10500 tones. Thanks to that passive (and active) have good range.

Its my first attempt to build something like that so i would like to have some opinions. Thanks!
I play with no overhauls.

Code: [Select]
Shadow class Recon Frigate    10,500 tons     1000 Crew     3921 BP      TCS 210  TH 307.2  EM 0
6095 km/s    JR 3-50     Armour 1-42     Shields 0-0     Sensors 420/420/0/0     Damage Control Rating 1     PPV 0
Maint Life 0.09 Years     MSP 233    AFR 882%    IFR 12.2%    1YR 2618    5YR 39264    Max Repair 735 MSP

J10500(3-50) Military Jump Drive     Max Ship Size 10500 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E5 (16)    Power 80    Fuel Use 50%    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 635,000 Litres    Range 217.7 billion km   (413 days at full power)

Active Search Sensor MR470-R100 (40%) (1)     GPS 33600     Range 470.4m km    Resolution 100
Thermal Sensor TH30-420 (40%) (1)     Sensitivity 420     Detect Sig Strength 1000:  420m km
EM Detection Sensor EM30-420 (40%) (1)     Sensitivity 420     Detect Sig Strength 1000:  420m km

This design is classed as a Military Vessel for maintenance purposes