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Posted by: Theodidactus
« on: February 19, 2013, 03:05:03 PM »

I get really into the RP aspect...so I draw up little floorplans for all my ships including a bridge layout...I decided to make the Aurora's minutely detailed.

I put a bunch of images in the gallery
Posted by: Theodidactus
« on: February 17, 2013, 10:01:21 AM »

I made some changes, here's the new design

Aurora class Science Vessel    24,000 tons     1931 Crew     6102.5 BP      TCS 480  TH 2750  EM 750
5729 km/s    JR 3-50     Armour 3-74     Shields 25-375     Sensors 720/360/10/0     Damage Control Rating 53     PPV 24.5
Maint Life 3.46 Years     MSP 3655    AFR 200%    IFR 2.8%    1YR 465    5YR 6980    Max Repair 720 MSP
Flag Bridge    Hangar Deck Capacity 3000 tons     Magazine 190    Passengers 250   

Baltic Naval Capital Ship Jump Drive     Max Ship Size 24000 tons    Distance 50k km     Squadron Size 3
UN-MC Naval Engine (20)    Power 137.5    Fuel Use 72%    Signature 137.5    Armour 0    Exp 10%
Fuel Capacity 1,900,000 Litres    Range 197.9 billion km   (399 days at full power)
Capital Positronic Shield Generator (10)   Total Fuel Cost  150 Litres per day

Moonraker Positron Beam (2)    Range 150,000km     TS: 10000 km/s     Power 7-5    ROF 10        3 3 3 3 3 3 3 3 3 3
Eagle Close-In Weapon Systems (1x6)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
Creedance Second Generation Naval Fire Control (1)    Max Range: 240,000 km   TS: 10000 km/s     96 92 88 83 79 75 71 67 62 58
Behring Shiva Compact-ICF (1)     Total Power Output 13.2    Armour 0    Exp 10%

Drone Bay (1)    Missile Size 25    Rate of Fire 625
UN Naval Missile Command (1)     Range 77.3m km    Resolution 5
Slylandro Orbital Probe (5)  Speed: 0 km/s   End: 720d    Range: 0m km   WH: 0    Size: 10    TH: 0 / 0 / 0
Wukong Thermal Observatory (3)  Speed: 0 km/s   End: 1800d    Range: 0m km   WH: 0    Size: 12    TH: 0 / 0 / 0
Houwang Scanning Buoy (2)  Speed: 0 km/s   End: 1800d    Range: 0m km   WH: 0    Size: 12    TH: 0 / 0 / 0
Neptune Deep Space Probe (2)  Speed: 16,000 km/s   End: 1250m    Range: 1200m km   WH: 0    Size: 20    TH: 26 / 16 / 8
Tarrasque Strange-Matter Torpedo (2)  Speed: 46,000 km/s   End: 4.3m    Range: 12m km   WH: 75    Size: 20    TH: 306 / 184 / 92

U.N. Second Generation Naval Scanner (1)     GPS 48     Range 11.5m km    Resolution 1
Albion Thermal Observatory (1)     Sensitivity 720     Detect Sig Strength 1000:  720m km
Sykes All-Sky Electromagnetic Sensor (1)     Sensitivity 360     Detect Sig Strength 1000:  360m km
Improved Gravitational Sensors (5)   10 Survey Points Per Hour

Strike Group
4x Seer Survey Corvette   Speed: 8200 km/s    Size: 10
2x Viking Patrol Ship   Speed: 8367 km/s    Size: 9.8

This design is classed as a Military Vessel for maintenance purposes





Basic changes are:
- removed two engines, it is now slower than most ships in space, but that's okay, becuase it lets me put more stuff I actually want on:
- Removed geosensors, it relies on seers to do geosurveys
- Added two boat bays and a flag bridge
- Added two vikings to boat bays. These patrol ships are standard among naval command ships in the United Nations universe, and I think they work well here
- Removed a passive sensor from the seer geosurvey ship...added another fuel tank. This more than doubled its operating life to 7 days. Here's the stats of a viking if you're curious:



Viking class Patrol Ship    490 tons     18 Crew     122 BP      TCS 9.8  TH 82  EM 0
8367 km/s     Armour 3-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 5
Maint Life 3.53 Years     MSP 16    AFR 19%    IFR 0.3%    1YR 2    5YR 30    Max Repair 24 MSP


UN-MC Fighter Engine (1)    Power 82.5    Fuel Use 7200%    Signature 82.5    Armour 0    Exp 50%
Fuel Capacity 50,000 Litres    Range 2.6 billion km   (3 days at full power)


12cm Railgun V1/C5 (1x4)    Range 20,000km     TS: 10000 km/s     Power 6-5     RM 1    ROF 10        2 1 0 0 0 0 0 0 0 0
Crosshair II H.U.D. (1)    Max Range: 30,000 km   TS: 40000 km/s     67 33 0 0 0 0 0 0 0 0
DySOL Fusion Power Pack (4)     Total Power Output 6.4    Armour 0    Exp 5%


Davino Fighter Combat Scanner (1)     GPS 24     Range 5.8m km    Resolution 1


This design is classed as a Fighter for production, combat and maintenance purposes
Posted by: dgibso29
« on: February 16, 2013, 09:46:03 PM »

You inspired me. I'm RPing that this is the culmination of decades of R&D by humanity - This is our first TN vessel, designed to trek to the stars. Huge political, cultural phenomenon, symbol of peace, prosperity, cooperation, etc. Also doomed to die if she ever meets anything hostile. But hey, I do enjoy the concept!

Using latest version, 6.21 I do believe.

Code: [Select]
New Horizons class Science Vessel    61,000 tons     1073 Crew     6931 BP      TCS 1220  TH 336  EM 0
786 km/s    JR 2-25(C)     Armour 8-138     Shields 0-0     Sensors 110/110/20/0     Damage Control Rating 110     PPV 44.22
Maint Life 9.08 Years     MSP 7812    AFR 270%    IFR 3.8%    1YR 171    5YR 2561    Max Repair 420 MSP
Intended Deployment Time: 96 months    Spare Berths 44   
Magazine 755    Cryogenic Berths 1000   

General Dynamics C-61K-S3-50 Jump Drive     Max Ship Size 61000 tons    Distance 25k km     Squadron Size 2
Gibson Engineering ID-C-120P-35S (8)    Power 120    Fuel Use 0.54%    Signature 42    Exp 2%
Fuel Capacity 1,000,000 Litres    Range 545.8 billion km   (8037 days at full power)

Twin 15cm C4 Ultraviolet Laser Turret (1x2)    Range 240,000km     TS: 8000 km/s     Power 12-8     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Fire Control S08 128-8000 H40 (1)    Max Range: 256,000 km   TS: 8000 km/s     96 92 88 84 80 77 73 69 65 61
Westinghouse GCFR-9P (2)     Total Power Output 18    Armour 0    Exp 5%

Defender Missile Launch System (10)    Missile Size 1    Rate of Fire 10
Missile Tube (Standard) (5)    Missile Size 5    Rate of Fire 30
Missile Defense Fire Control Center (2)     Range 13.9m km    Resolution 1
Standard Missile Fire Control Center (1)     Range 69.3m km    Resolution 100
Kingfisher SM Mk. 1 (90)  Speed: 28,800 km/s   End: 36.1m    Range: 62.5m km   WH: 5    Size: 5    TH: 153/92/46
Defender Missile Mk. 1 (305)  Speed: 28,800 km/s   End: 1.2m    Range: 2.1m km   WH: 1    Size: 1    TH: 211/126/63

Active Search Sensor MR23-R1 (1)     GPS 210     Range 23.1m km    Resolution 1
Active Search Sensor MR462-R100 (1)     GPS 42000     Range 462.0m km    Resolution 100
Thermal Sensor TH10-110 (1)     Sensitivity 110     Detect Sig Strength 1000:  110m km
EM Detection Sensor EM10-110 (1)     Sensitivity 110     Detect Sig Strength 1000:  110m km
Improved Gravitational Sensors (10)   20 Survey Points Per Hour

They are quite slow, but as you can see, they can cruise for quite some time. New Horizons herself is still surveying Sol's JPs while sister ship Galactic Explorer is conducting an extensive survey of the lucrative Alpha Centauri system. We've never seen any baddies before, so that armament is totally precautionary. Probably won't need it, right? Vast void of space, and all. Should be fine!
Posted by: Cassaralla
« on: February 15, 2013, 11:52:46 AM »

If you update to 6.2 then the fuel is really going to become an issue.  My current game is suffering a fuel crisis even worse than any mineral crisis I've suffered in the past.  I really wasn't prepared for how the engine redesigns in 6.0+ have changed things around.
Posted by: xeryon
« on: February 15, 2013, 06:35:53 AM »

It is most unfortunate that we do not have pocket refineries yet.  It would be an excellent addition to your concept if Steve were to give us a tactical sorium harvester and refinery.
Posted by: Theodidactus
« on: February 15, 2013, 06:30:31 AM »

that would be cheating...
plus, I don't know if you know, but due to the transnewtonian laws of conservation of sorium, every time you add sorium or sorium-based fuel to the universe using SM mode, it removes sorium or sorium based fuel from another aurora universe...I might be shafting some poor aliens who want to kill you with FACs, or even depleting the fuel reserves of someone else on this forum's whole planet.





Come to think of it, the sheer amount of fuel this titan consumes may be a problem...I can't remember how much fuel I have on earth but outlying colonies like tolkien and chandra definitely have less than 10 million fuel lying around...this thing is the first ship i've run into that can actually affect planetary fuel supplies to any great degree.
Posted by: ollobrains
« on: February 15, 2013, 12:06:48 AM »

well the other option is to turn on SM mode and just refuel it every time it runs out of fuel
Posted by: Theodidactus
« on: February 14, 2013, 11:28:51 PM »

I would recommend against removing the flag bridge.  Having a Task Force commander in system provides the +survey bonuses from his staff.  I thought that was the point of including it ;)

I would agree about removing some of the sensors.  It makes sense for this ship to be a command vessel, with its hangar bays and support fleet.  It needn't be spending time surveying.

Final suggestion: Design a jump capable FAC for probing jump points if desired. It can also serve as a lifeboat in unfortunate circumstances.

The ship was initially supposed to be a self-sufficient deep space science vessel. I feel like I'm moving farther away from that, and that's not a good thing.

 At the same time, I am considering a few possible redesigns involving gravsurvey skiffs and a lot more hanger space. Internal ships are much more in theme with the "lone science vessel out exploring the universe" vibe...I'd hate to think that this thing couldn't get its job done without a support fleet.

So, suggestions I have accepted:
- the Kircher has been converted into a geo-survey only ship.
- The Aurora has had its geosensors removed and relies on seers to perform planetary surveys. This didn't free up quite so much space as I thought, but it does allow for the third sheet of armor to go back on...it also might allow for the addition of a boat bay or flag bridge. The flag bridge would allow for the survey multiplier suggested by the deadly shoe, the boat bay could house a scout craft.

It's also possible to lose the power plant, the moonrakers, and the fire control, which should in total free up enough to fit in a hanger bay which could fit two Viking class patrol boats (heavily armored gunboats armed with 12cm railguns) or 3 luchador class strikefighters (which are blazing fast and mount an impressive array of missiles, though that would require resupply) these might be better able to protect the ship...I feel like once something's within moonraker range, this ship's gonna be toast anyway.
Posted by: TheDeadlyShoe
« on: February 14, 2013, 08:57:35 PM »

I would recommend against removing the flag bridge.  Having a Task Force commander in system provides the +survey bonuses from his staff.  I thought that was the point of including it ;)

I would agree about removing some of the sensors.  It makes sense for this ship to be a command vessel, with its hangar bays and support fleet.  It needn't be spending time surveying.

Final suggestion: Design a jump capable FAC for probing jump points if desired. It can also serve as a lifeboat in unfortunate circumstances.
Posted by: Theodidactus
« on: February 14, 2013, 12:56:01 PM »

Minor redesign

I dropped the armor from 3 sheets to 2
I took out the flag bridge
I removed the solar cannon
I took two slylandro orbital probes out of the bay

I added two Tarrasque strange matter torpedos, immense short-ranged helldeathfirekaboom missiles, with a range of 10 million kilometers
I added more fuel and engineering bays, I'm getting diminishing returns on engineering, but the ship can now fly at top speed for an entire year
I added a ciws

I'm considering clement's suggestion to drop all 3 geosurvey sensors, add another bay stocked with 2 more seers, and put that sheet of armor back on with a few more engineering bays. The ARC Drone command center isn't that big, 100 tons...it's just got a super low resolution. It's a standard piece of equipment that I strap on to every naval ship that mounts drones, though yes, in this context it's a bit overkill, but it won't save that much space.




Aurora class Science Vessel    24,000 tons     2042 Crew     6619.3 BP      TCS 480  TH 3025  EM 750
6302 km/s    JR 3-50     Armour 2-74     Shields 25-375     Sensors 720/360/10/6     Damage Control Rating 54     PPV 24.5
Maint Life 3.95 Years     MSP 4137    AFR 192%    IFR 2.7%    1YR 423    5YR 6342    Max Repair 720 MSP
Hangar Deck Capacity 2000 tons     Magazine 190    Passengers 250   

Baltic Naval Capital Ship Jump Drive     Max Ship Size 24000 tons    Distance 50k km     Squadron Size 3
UN-MC Naval Engine (22)    Power 137.5    Fuel Use 72%    Signature 137.5    Armour 0    Exp 10%
Fuel Capacity 2,000,000 Litres    Range 208.3 billion km   (382 days at full power)
Capital Positronic Shield Generator (10)   Total Fuel Cost  150 Litres per day

Moonraker Positron Beam (2)    Range 150,000km     TS: 10000 km/s     Power 7-5    ROF 10        3 3 3 3 3 3 3 3 3 3
Eagle Close-In Weapon Systems (1x6)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
Hwatcha ULR Fire Control System (1)    Max Range: 384,000 km   TS: 10000 km/s     97 95 92 90 87 84 82 79 77 74
Behring Shiva Compact-ICF (1)     Total Power Output 13.2    Armour 0    Exp 10%

Drone Bay (1)    Missile Size 25    Rate of Fire 625
ARC-II Drone Command Center (1)     Range 1,036.8m km    Resolution 100
Slylandro Orbital Probe (5)  Speed: 0 km/s   End: 720d    Range: 0m km   WH: 0    Size: 10    TH: 0 / 0 / 0
Wukong Thermal Observatory (3)  Speed: 0 km/s   End: 1800d    Range: 0m km   WH: 0    Size: 12    TH: 0 / 0 / 0
Houwang Scanning Buoy (2)  Speed: 0 km/s   End: 1800d    Range: 0m km   WH: 0    Size: 12    TH: 0 / 0 / 0
Neptune Deep Space Probe (2)  Speed: 16,000 km/s   End: 1250m    Range: 1200m km   WH: 0    Size: 20    TH: 26 / 16 / 8
Tarrasque Strange-Matter Torpedo (2)  Speed: 46,000 km/s   End: 4.3m    Range: 12m km   WH: 75    Size: 20    TH: 306 / 184 / 92

U.N. Second Generation Naval Scanner (1)     GPS 48     Range 11.5m km    Resolution 1
Albion Thermal Observatory (1)     Sensitivity 720     Detect Sig Strength 1000:  720m km
Sykes All-Sky Electromagnetic Sensor (1)     Sensitivity 360     Detect Sig Strength 1000:  360m km
Improved Gravitational Sensors (5)   10 Survey Points Per Hour
Improved Geological Sensors (3)   6 Survey Points Per Hour

Strike Group
4x Seer Survey Corvette   Speed: 8200 km/s    Size: 10
Posted by: clement
« on: February 14, 2013, 10:47:19 AM »

I would suggest dropping the Flag Bridge since you probably wont be creating a separate Fleet command structure for the ship and deploying the Admiral with the ship. I believe the Flag Bridge is 5 HS which should give you 250 tons.

I tend to shy away from putting both geo and grav sensors on the same ship. If your Seer and Kircher only carried one type they would probably be more effective.

For the Aurora class, you could drop all of the Geo and Grav sensors and it could play the roll of survey mothership, deploying scientists via the Survey Corvettes. I don't remember exactly but I think those sensors are 5 HS each? That would give you another 2000 tons. With the extra space you could add another 1000 tons of Hanger Space and care 2 more Corvettes. You could add a lot more fuel and engineering spaces as well.

Your Moonraker Positron Beam could be redesigned to use a Capacitor 4 instead of 5. This would save a little bit of resources without changing the Fire Rate. It would also drop your overall power needs from 15 per 5 seconds to 13 per 5 seconds. With that change you could drop 1 of the Behring Shiva Compact-ICF reactors (which appear to generate 13.2 power per 5 seconds) and gain some additional space.

I would personally stick with just 1 weapon type in this situation. Either just the Apollo Solar Cannon and have more than 1 of them with a goal of knocking out electronics so that you can escape with the knowledge they wont effect missiles (definitely want 1 or more CIWS in this case). Or drop the Solar Cannon and just have the Positron Beam turrets and focus on using those for defense against missiles while running and for up close defense. If you drop the Solar Cannon you could run 3 of the Positron Beams off of 1 reactor and probably break even on size.

Only other change I see is that it is my understanding that the Fire Control that is shooting a drone does not need to have range to cover the distance the drone is going to travel. I mention this because I am guessing the ARC-II Drone Command Center is a large item. That may need confirmation from someone else, but from other threads I have been under the impression that a smaller Fire Control is viable, especially when targeting Waypoints, Planets and Survey Locations.
Posted by: Theodidactus
« on: February 14, 2013, 09:47:16 AM »

switched roles around: the kircher sweeps asteroid fields, the seers are deployed in low orbit to help the Aurora scan big planets, and also nearby moons.



As for RPing: yes definitely. after I have the kinks worked out, I plan to draw up a floorplan for the ship and print logs on this forum detailing its mission into uncharted space.
Posted by: xeryon
« on: February 14, 2013, 09:25:43 AM »

Seems like a really fun RP vessel.  The amount of fuel carried by your Seer looks like it would be a problem though.  3 days worth of fuel is a lifetime in a battle but those craft are not going to be used that way.  Just musing out loud here, but how many asteroids will it be able to scan before it has to drive back for a refuel from the mothership?  To me it seems like the craft will be spending all it's time driving back and forth to the gas station.
Posted by: Theodidactus
« on: February 14, 2013, 09:00:52 AM »

They'll stop 25 points of damage and require 375 seconds to fully recharge.

Okay cool. 25 points of damage is a little more than a salvo of missiles from the missile cruisers of the hated (but now, tentatively allied) Sculptor star empire. It's also a pretty solid broadside from a beam ship. The cycle time of course isn't great, but this isn't supposed to be a warship, and like I said, we here at the UN are just working out the particulars of shielding.

Later this week I'll post the rest of my spacefleet, including specs for the highly classified Luchador strikefighter and the Qianlong heavy cruiser. Nobody tell the Sculptor.
Posted by: Erik L
« on: February 14, 2013, 08:54:40 AM »

I have a question:I just recently invented shields, this is the first ship in known space to actually employ them. The aurora has 10 positronic shield generators  and a total shield strength of "Shields 25-375." I'm just curious how much protection this actually affords...it doesn't need to be that much, just enough to stop a stray missile strike, or hold back a barrage or two of laser fire.


They'll stop 25 points of damage and require 375 seconds to fully recharge.