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Posted by: Steve Walmsley
« on: September 12, 2012, 12:45:44 PM »

And what about the fighters and FAC? The increased fuel costs will affect them harder because of their smaller engines.  They will need much more fuel wich will slow them considerably.  Can you post some 5. 70 fighter designs?  :)

The rate at which fuel efficiency decreases with increased engine power is lower in v6.00 so fighter fuel costs won't be much different. However, engine design is different in v6.00 as well. Fighter engines can be different sizes with different fuel efficiencies and a fighter can mount multiple engines, so while fighters with similar engines to the current model would have similar capabilities, you will also be able to build more fuel efficient fighters with much longer ranges.

Steve
Posted by: Icecoon
« on: September 12, 2012, 02:22:05 AM »

And what about the fighters and FAC? The increased fuel costs will affect them harder because of their smaller engines.  They will need much more fuel wich will slow them considerably.  Can you post some 5. 70 fighter designs?  :)
Posted by: Texashawk
« on: September 11, 2012, 01:50:21 PM »

Thank goodness. Fuel in previous versions seemed... just not that important. Sounds like this will give expanding more of a Pacific War feel, which is fantastic IMO.
Posted by: Steve Walmsley
« on: September 11, 2012, 01:07:32 PM »

Wow, 1250000l of fuel when on max speed will last only 68 days?  :o
So the fuel crisis will get even worse.   ;D


The fuel crisis is going to get much worse in v6.00. Ships require more fuel as a percentage of their hull size and their effective ranges are much reduced. Fuel is now a real constraint. Tanker support and forwarded refuelling outposts are necessary and real decisions are needed on the fuel efficiency of engines (not just for commercial shipping). Fuel Harvesters are much more efficient so you will need to start building them early and find gas giants. Gas giants are more likely to have Sorium and at higher accessibilities. The commercial sector will also build fuel harvesters and you can buy their fuel.

Steve
Posted by: Steve Walmsley
« on: September 11, 2012, 01:03:02 PM »

No Power Plants required, Steve???

Oops! Glad you spotted that before I went into battle :)

Steve
Posted by: Steve Walmsley
« on: September 11, 2012, 01:02:27 PM »

Yeah, if you look at the cost per missile, it doesn't quite match up either. Cost is the sum of all mineral requirements, isn't it? Well, requiring 15.2 duranium means your cost of 2.661 for the second missile is impossible. (nevermind the 60 sorium!)

Perhaps your database had a hiccup where it transferred some costs from one entry to another. It happened in mine, it switched all the gallicite requirements from one of my engines to one of my tiny powerplants.

Yes, this was a bug. I have found and fixed it for v6.00.

Steve
Posted by: Icecoon
« on: September 11, 2012, 09:07:52 AM »

Wow, 1250000l of fuel when on max speed will last only 68 days?  :o
So the fuel crisis will get even worse.   ;D
Posted by: Rabid_Cog
« on: August 13, 2012, 10:55:06 AM »

Yeah, if you look at the cost per missile, it doesn't quite match up either. Cost is the sum of all mineral requirements, isn't it? Well, requiring 15.2 duranium means your cost of 2.661 for the second missile is impossible. (nevermind the 60 sorium!)

Perhaps your database had a hiccup where it transferred some costs from one entry to another. It happened in mine, it switched all the gallicite requirements from one of my engines to one of my tiny powerplants.
Posted by: Theokrat
« on: August 13, 2012, 08:00:43 AM »

Initial ASM design below - it uses two of the MD-162 engines

Exorcist Anti-ship Missile
Missile Size: 4 MSP  (0.2 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 10
Speed: 16200 km/s    Engine Endurance: 179 minutes   Range: 174.1m km
Thermal Sensor Strength: 0.135    Detect Sig Strength 1000:  135,000 km
Cost Per Missile: 2.526
Chance to Hit: 1k km/s 162%   3k km/s 50%   5k km/s 32.4%   10k km/s 16.2%
Materials Required:   1.5x Tritanium   0.081x Boronide   0.135x Uridium   0.81x Gallicite   Fuel x325
Development Cost for Project: 253RP

Astratech MD-162 Missile Drive
Engine Power: 1.62      Fuel Use Per Hour: 54.43 Litres
Fuel Consumption per Engine Power Hour: 33.6 Litres
Engine Size: 0.9 MSP      Cost: 0.405
Thermal Signature: 1.62
Materials Required: 1x Tritanium  0.405x Gallicite
Development Cost for Project: 81RP

An updated version that uses a single MD-378. This was created after the max engine boost tech was increased form 1.5x to 1.75x.

Exorcist II Anti-Ship Missile
Missile Size: 4 MSP  (0.2 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 10
Speed: 18900 km/s    Engine Endurance: 115 minutes   Range: 130.6m km
Thermal Sensor Strength: 0.135    Detect Sig Strength 1000:  135,000 km
Cost Per Missile: 2.661
Chance to Hit: 1k km/s 189%   3k km/s 60%   5k km/s 37.8%   10k km/s 18.9%
Materials Required:    15.2x Duranium   1.5x Tritanium   0.081x Boronide   60.8x Sorium   0.135x Uridium   0.945x Gallicite   Fuel x325

Astratech MD-378 Missile Drive
Engine Power: 3.78      Fuel Use Per Hour: 169.34 Litres
Fuel Consumption per Engine Power Hour: 44.8 Litres
Engine Size: 1.8 MSP      Cost: 0.945
Thermal Signature: 3.78
Materials Required: 1.5x Tritanium 0.945x Gallicite
Development Cost for Project: 189RP

I am slightly surprised by some of the mineral costs. For instance, why does the Exorcist II have such whooping Duranium and Sorium requirements (marked in red)? The Exorcist I did seemingly not require any Duranium or Sorium, and the only change of the Type II seems to be the driving engine (which does not require any Duranium or Sorium), while the fuel, warhead and agility seem to be unaltered.

Furthermore, the Exorcist I uses two MD-162 engines, which individually require 1 Tritanium, while the entire design requires only 1.5 Tritanium (marked in blue). The Exorcist II uses one MD-378, which also uses 1.5 Tritanium, which would match the requirement of the missile.
Posted by: Stephan
« on: August 13, 2012, 03:20:19 AM »

Yes. This is to prevent the "FAC picks up 2000 survivors" issue. However, there are now smaller cryogenic modules that you can add to a ship for the purposes of rescusing survivors. The frigate below (from my new campaign) has cryo-space for 400. You could also build a dedicated "Hospital Ship", or bring along an empty colony ship.

Exidium class Frigate    7,500 tons     203 Crew     1160.8 BP      TCS 150  TH 600  EM 0
4000 km/s     Armour 6-34     Shields 0-0     Sensors 1/16/0/0     Damage Control Rating 4     PPV 32
Maint Life 3.61 Years     MSP 387    AFR 112%    IFR 1.6%    1YR 46    5YR 689    Max Repair 96 MSP
Intended Deployment Time: 12 months    Spare Berths 2    
Cryogenic Berths 400    

Terradyne ION-120 Military Drive (5)    Power 120    Fuel Use 54%    Signature 120    Exp 10%
Fuel Capacity 500,000 Litres    Range 22.2 billion km   (64 days at full power)

15cm C3 Near Ultraviolet Laser (8 )    Range 180,000km     TS: 4000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
PanTerra FCB-128 Beam Fire Control (2)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61

Reichmann Industries AS-80 Active Search Sensor (1)     GPS 9600     Range 76.8m km    Resolution 100
Uriel-16 EM Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

This design is classed as a Military Vessel for maintenance purposes


No Power Plants required, Steve???
Posted by: Steve Walmsley
« on: August 12, 2012, 10:13:15 AM »

Guys, you could also read the actual "Changes in 5.70"-thread where Steve has gone over all these changes already.

Steve, have you tweaked/boosted the engines? They appear bit more powerful than the current ones, especially with Nuclear Pulse tech.

Engines can now be different sizes. I think the commercial ones in the designs above are 50 HS rather than 25 HS.

Steve
Posted by: Garfunkel
« on: August 12, 2012, 09:57:34 AM »

Guys, you could also read the actual "Changes in 5.70"-thread where Steve has gone over all these changes already.

Steve, have you tweaked/boosted the engines? They appear bit more powerful than the current ones, especially with Nuclear Pulse tech.
Posted by: Steve Walmsley
« on: August 12, 2012, 06:01:48 AM »

Thanks for the quick reply. Interesting. Would that scale up the life support problems if for example, more and more life pod survivors are brought aboard to the point of life support failure?

Yes. This is to prevent the "FAC picks up 2000 survivors" issue. However, there are now smaller cryogenic modules that you can add to a ship for the purposes of rescusing survivors. The frigate below (from my new campaign) has cryo-space for 400. You could also build a dedicated "Hospital Ship", or bring along an empty colony ship.

Exidium class Frigate    7,500 tons     203 Crew     1160.8 BP      TCS 150  TH 600  EM 0
4000 km/s     Armour 6-34     Shields 0-0     Sensors 1/16/0/0     Damage Control Rating 4     PPV 32
Maint Life 3.61 Years     MSP 387    AFR 112%    IFR 1.6%    1YR 46    5YR 689    Max Repair 96 MSP
Intended Deployment Time: 12 months    Spare Berths 2    
Cryogenic Berths 400    

Terradyne ION-120 Military Drive (5)    Power 120    Fuel Use 54%    Signature 120    Exp 10%
Fuel Capacity 500,000 Litres    Range 22.2 billion km   (64 days at full power)

15cm C3 Near Ultraviolet Laser (8)    Range 180,000km     TS: 4000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
PanTerra FCB-128 Beam Fire Control (2)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61

Reichmann Industries AS-80 Active Search Sensor (1)     GPS 9600     Range 76.8m km    Resolution 100
Uriel-16 EM Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

This design is classed as a Military Vessel for maintenance purposes
Posted by: Steve Walmsley
« on: August 12, 2012, 05:58:21 AM »

Are commercial ships exempt from crew morale? Your commercial ships have really low deployment times.

Commercial ships aren't exempt. It's just that the penalties for low morale will rarely apply to them so for the classes involved I decided they didn't need long deployment times. If was a created a commercial geosurvey ship I would add extra accommodations.

To qualify as commercial btw, a ship must have at least a 3 month deployment time.

Steve
Posted by: icecoldblood
« on: August 11, 2012, 09:59:02 PM »

Are commercial ships exempt from crew morale? Your commercial ships have really low deployment times.