Posted by: Jikor
« on: October 10, 2012, 01:54:40 PM »Or you can put a thermal sensor on the missile itself. This also helps missiles re-target in an overkill situation which reduces wasted missiles.
Ok while this is going on (slightly worse now as the aliens got kind of annoyed with me blowing up their ships) I have a few more questions.
1. Thermal signature, is it counted on a ship by ship basis or does it sum up the signature for a whole TG? so 10 ships with a signature of 69 are still only showing as 69 or do they show up as 690?
Ok while this is going on (slightly worse now as the aliens got kind of annoyed with me blowing up their ships) I have a few more questions.
1. Thermal signature, is it counted on a ship by ship basis or does it sum up the signature for a whole TG? so 10 ships with a signature of 69 are still only showing as 69 or do they show up as 690?
2. PDC's. I've built a pretty hefty PDC on Earth and one around my colony cause they were demanding protection. The issue is I didn't have missiles at the colony when I built it (I have them now) and I accidentally left a fuel tank on the pdc while I was constructing it. This means that I constantly get the "out of fuel" message for both of them and additionally none of them want to load up on missiles.
I can't figure out how to fix that since they can't take orders and I don't notice any orders. I tried refitting them into their exact design but as the cost of that is 0 I constantly got the "dividing by 0" message.
Any help with that?
The problem is that these aliens will out-tech you for a looong time. They spot you at ridiculous ranges, they shoot at you from ridiculous ranges and they are much faster than any ship you can build (fighters notwithstanding). Most fleets they field will also shrug off a salvo of three (or ten or twenty) missiles without breaking a sweat, shooting them down with point-defense guns.Thing is though that to my surprise they don't seem that much superior to me in tech. I mean I don't know if perhaps their civilian tech is far ahead but navy wise they seem to be only slightly ahead and that's only in terms of their weaponry (they are actually slower than most my ships), they don't shoot at me from ridiculous ranges (at least the sensor ships I've sent them so far) but instead opt in to get close and blast me with gauss guns (I've seen missiles from them but in general they only tickled), and those are quite definitely more advanced than mine since I don't HAVE gauss cannons and I'm instead working on the laser tech.
That means your fleet must be able to:
1) survive anything they can throw at you, and that implies shooting down thirty or forty missiles every 10 seconds. Numbers vary, but if your fleet isn't comfortable with that number of missiles coming its way at 30k km/s, you'd better wait a few more years, and
2) fire enough missiles per 5-sec turn to overcome massive PD or anti-missile-missile fire itself *and* do enough damage to kill what's behind that wall of fire.
2b) Optionally you can hope that particular fleet relies mostly on AMMs instead of guns for defense. Then you can try to exhaust their missile magazines.
Fighters might do the trick, but you *need* reduced-size launchers (that branch of the tech tree finally leads to box launchers). Four size-6 launchers on a 300-ton fighter and three 8000-ton carriers full of these should give you about 150 missiles. Don't forget to click "synchronize fire" before you launch. If your fighters can get close enough before getting spotted, you can enjoy the fireworks. If not, all you've risked is 70 or 80 fighters, hopefully flown by volunteers who had no navy life insurance.
Royal class Missile Frigate 5 000 tons 397 Crew 974 BP TCS 100 TH 72 EM 300
3000 km/s Armour 4-26 Shields 10-300 Sensors 8/1/0/0 Damage Control Rating 2 PPV 40
Maint Life 2.79 Years MSP 244 AFR 100% IFR 1.4% 1YR 46 5YR 683 Max Repair 160 MSP
Magazine 160
Military Ion MK.II (5) Power 60 Fuel Use 70% Signature 14.4 Armour 0 Exp 5%
Fuel Capacity 200 000 Litres Range 102.9 billion km (396 days at full power)
Gamma R300/18 Shields (5) Total Fuel Cost 90 Litres per day
Minerva Launcher MK.2 (8) Missile Size 20 Rate of Fire 20000
Missile Fire Control FC217-R50 (70%) (1) Range 217.2m km Resolution 50
Minerva MK.2 (8) Speed: 12 000 km/s End: 416.6m Range: 300.1m km WH: 0 Size: 20 TH: 20 / 12 / 6
Active Search Sensor MR10-R65 (70%) (1) GPS 1040 Range 10.3m km Resolution 65
Thermal Sensor TH1-8 (70%) (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
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 Military Vessel for maintenance purposes
Royal MK.2 class Missile Frigate 5 500 tons 415 Crew 1245.8 BP TCS 110 TH 64 EM 300
3636 km/s Armour 3-27 Shields 10-300 Sensors 33/11/0/0 Damage Control Rating 2 PPV 40
Maint Life 2.19 Years MSP 283 AFR 121% IFR 1.7% 1YR 79 5YR 1190 Max Repair 175 MSP
Magazine 321
Military Magneto-Plasma (5) Power 80 Fuel Use 60% Signature 12.8 Armour 0 Exp 5%
Fuel Capacity 200 000 Litres Range 109.1 billion km (347 days at full power)
Gamma R300/18 Shields (5) Total Fuel Cost 90 Litres per day
Minerva Launcher MK.2 (8) Missile Size 20 Rate of Fire 20000
Missile Fire Control FC326-R50 (70%) (1) Range 326.7m km Resolution 50
Minerva MIRV MK.3 (16) Speed: 16 000 km/s End: 312.5m Range: 320m km WH: 0 Size: 20 TH: 26 / 16 / 8
Active Search Sensor MR10-R65 (70%) (1) GPS 1040 Range 10.3m km Resolution 65
Thermal Sensor TH3-33 (70%) (1) Sensitivity 33 Detect Sig Strength 1000: 33m km
EM Detection Sensor EM1-11 (70%) (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
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 Military Vessel for maintenance purposes
Missile Size: 20 MSP (1 HS) Warhead: 0 Armour: 1 Manoeuvre Rating: 5
Speed: 16000 km/s Endurance: 312 minutes Range: 300.0m km
Cost Per Missile: 18.9085
Second Stage: Archangel MK.2 x6
Second Stage Separation Range: 20 000 000 km
Overall Endurance: 5 hours Overall Range: 330.0m km
Chance to Hit: 1k km/s 80% 3k km/s 25% 5k km/s 16% 10k km/s 8%
Materials Required: 6.25x Tritanium 12.1435x Gallicite Fuel x5000
Missile Size: 2 MSP (0.1 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 17
Speed: 32000 km/s Endurance: 16 minutes Range: 30.0m km
Cost Per Missile: 2.2417
Chance to Hit: 1k km/s 544% 3k km/s 170% 5k km/s 108.8% 10k km/s 54.4%
Materials Required: 1x Tritanium 1.1767x Gallicite Fuel x500
Development Cost for Project: 224RP
The Archangel MK.1
Missile Size: 2 MSP (0.1 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 15
Speed: 21000 km/s Endurance: 20 minutes Range: 25.7m km
Cost Per Missile: 1.825
Chance to Hit: 1k km/s 315% 3k km/s 105% 5k km/s 63% 10k km/s 31.5%
Materials Required: 1x Tritanium 0.69x Gallicite Fuel x500
Royal class Missile Frigate 3 900 tons 378 Crew 788.6 BP TCS 78 TH 57.6 EM 300
3076 km/s Armour 4-22 Shields 10-300 Sensors 8/1/0/0 Damage Control Rating 2 PPV 15
Maint Life 3.18 Years MSP 253 AFR 60% IFR 0.8% 1YR 38 5YR 565 Max Repair 160 MSP
Magazine 160
Military Ion MK.II (4) Power 60 Fuel Use 70% Signature 14.4 Armour 0 Exp 5%
Fuel Capacity 200 000 Litres Range 131.8 billion km (496 days at full power)
Gamma R300/18 Shields (5) Total Fuel Cost 90 Litres per day
Minerva Launcher (1) Missile Size 20 Rate of Fire 600
Missile Fire Control FC217-R50 (70%) (1) Range 217.2m km Resolution 50
Redeemer MK.1 (6) Speed: 25 500 km/s End: 11m Range: 16.9m km WH: 4 Size: 4 TH: 153 / 91 / 45
Minerva MIRV MK.1 (7) Speed: 8 000 km/s End: 535.7m Range: 272.2m km WH: 0 Size: 20 TH: 13 / 8 / 4
Active Search Sensor MR10-R65 (70%) (1) GPS 1040 Range 10.3m km Resolution 65
Thermal Sensor TH1-8 (70%) (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
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 Military Vessel for maintenance purposes
Missile Size: 20 MSP (1 HS) Warhead: 0 Armour: 1 Manoeuvre Rating: 5
Speed: 12000 km/s Endurance: 357 minutes Range: 257.1m km
Cost Per Missile: 15.075
Second Stage: Archangel MK.1 x6
Second Stage Separation Range: 15 000 000 km
Overall Endurance: 6 hours Overall Range: 282.8m km
Chance to Hit: 1k km/s 60% 3k km/s 20% 5k km/s 12% 10k km/s 6%
Materials Required: 6.25x Tritanium 7.89x Gallicite Fuel x5000