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Topic Summary

Posted by: sneer
« on: January 10, 2014, 02:11:04 PM »

year 2114 solid AM core technology available
new design ready to build

I plan less complicated structure this time with only 2 types of main capital ships employed
3 Furious +1 Courageus in task force are expected
Furious class is strike component and Courageus is PD + long sensors however it can also deliver some firepower with shorter range wh 4 amm

Quote
Furious class Bombardment Cruiser    50 000 tons     1288 Crew     22862.9 BP      TCS 1000  TH 2520  EM 18000
10500 km/s     Armour 12-120     Shields 600-300     Sensors 240/96/0/0     Damage Control Rating 170     PPV 325.6
Maint Life 0.91 Years     MSP 5716    AFR 1000%    IFR 13.9%    1YR 6283    5YR 94252    Max Repair 3500 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Flag Bridge    Magazine 3090    

3500 EP Solid Core AM Drive (3)    Power 3500    Fuel Use 50.64%    Signature 840    Exp 17%
Fuel Capacity 2 200 000 Litres    Range 15.6 billion km   (17 days at full power)
Omicron R300/360 Shields (100)   Total Fuel Cost  1 500 Litres per hour  (36 000 per day)

Twin 15cm C6 Soft X-ray Laser Turret (6x2)    Range 360 000km     TS: 25000 km/s     Power 12-12     RM 6    ROF 5        6 6 6 6 6 6 5 4 4 3
Twin Gauss Cannon R4-30 Turret (6x8)    Range 30 000km     TS: 25000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S12 192-18750 H50 (1)    Max Range: 384 000 km   TS: 18750 km/s     97 95 92 90 87 84 82 79 77 74
Fire Control S04 48-25000 H50 (1)    Max Range: 96 000 km   TS: 25000 km/s     90 79 69 58 48 38 27 17 6 0
Inertial Confinement 5-60 (1)     Total Power Output 60    Armour 0    Exp 5%
Inertial Confinement 1-12 (1)     Total Power Output 12    Armour 0    Exp 5%

Size 4 Missile Launcher (50% Reduction) (80)    Missile Size 4    Rate of Fire 100
Missile Fire Control FC486-R100 (50%) (1)     Range 486.0m km    Resolution 100
Size 4 Anti-ship Missile 20-96-94 (772)  Speed: 96 000 km/s   End: 16.3m    Range: 93.7m km   WH: 20    Size: 4    TH: 512/307/153

Active Search Sensor MR691-R100 (50%) (1)     GPS 28800     Range 691.2m km    Resolution 100
Active Search Sensor MR34-R1 (50%) (1)     GPS 144     Range 34.6m km    Resolution 1
Active Search Sensor MR14-R40 (40%) (1)     GPS 384     Range 14.6m km    Resolution 40
Thermal Sensor TH10-240 (50%) (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km
EM Detection Sensor EM4-96 (50%) (1)     Sensitivity 96     Detect Sig Strength 1000:  96m km

ECCM-5 (3)         ECM 50

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

Quote
Courageus class Bombardment Cruiser    50 000 tons     1367 Crew     23852.9 BP      TCS 1000  TH 2520  EM 18000
10500 km/s     Armour 12-120     Shields 600-300     Sensors 240/96/0/0     Damage Control Rating 170     PPV 291.84
Maint Life 0.93 Years     MSP 5963    AFR 1000%    IFR 13.9%    1YR 6412    5YR 96181    Max Repair 3500 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Flag Bridge    Magazine 2830    

3500 EP Solid Core AM Drive (3)    Power 3500    Fuel Use 50.64%    Signature 840    Exp 17%
Fuel Capacity 2 650 000 Litres    Range 18.8 billion km   (20 days at full power)
Omicron R300/360 Shields (100)   Total Fuel Cost  1 500 Litres per hour  (36 000 per day)

Twin 15cm C6 Soft X-ray Laser Turret (6x2)    Range 360 000km     TS: 25000 km/s     Power 12-12     RM 6    ROF 5        6 6 6 6 6 6 5 4 4 3
Twin Gauss Cannon R4-30 Turret (10x8)    Range 30 000km     TS: 25000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S04 48-25000 H50 (2)    Max Range: 96 000 km   TS: 25000 km/s     90 79 69 58 48 38 27 17 6 0
Fire Control S12 192-18750 H50 (1)    Max Range: 384 000 km   TS: 18750 km/s     97 95 92 90 87 84 82 79 77 74
Inertial Confinement 5-60 (1)     Total Power Output 60    Armour 0    Exp 5%
Inertial Confinement 1-12 (1)     Total Power Output 12    Armour 0    Exp 5%

Size 1 Missile Launcher (60)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC33-R5 (50%) (2)     Range 33.8m km    Resolution 5
Missile Fire Control FC486-R100 (50%) (2)     Range 486.0m km    Resolution 100
Size 1 Anti-missile Missile 1-120-67 (1830)  Speed: 120 000 km/s   End: 9.4m    Range: 67.8m km   WH: 1    Size: 1    TH: 1440/864/432
Size 1 Anti-missile Missile 4-120-17 (1000)  Speed: 120 000 km/s   End: 2.3m    Range: 16.9m km   WH: 4    Size: 1    TH: 640/384/192

Active Search Sensor MR34-R1 (50%) (1)     GPS 144     Range 34.6m km    Resolution 1
Active Search Sensor MR1995-R300 (50%) (1)     GPS 144000     Range 1 995.3m km    Resolution 300
Active Search Sensor MR691-R100 (50%) (1)     GPS 28800     Range 691.2m km    Resolution 100
Active Search Sensor MR14-R40 (40%) (1)     GPS 384     Range 14.6m km    Resolution 40
Thermal Sensor TH10-240 (50%) (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km
EM Detection Sensor EM4-96 (50%) (1)     Sensitivity 96     Detect Sig Strength 1000:  96m km

ECCM-5 (4)         ECM 50

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


I need 1 year more to get 32 km/ tracking in fire control and turrets and new fire control for amm utilizing its excellent range
but it is relatively small modification and I may decide to refit ships to new standards when they are built
Posted by: sneer
« on: January 09, 2014, 08:30:39 AM »

Like stated earlier
I use 1 engine per 10k of hull tonnage and keep round tonnage numbers

p.s. sad to say I will not meet invaders with my fleet .... it gets very slow now not to mention micromanaging 2 sectors gets me a bit tired
Posted by: MarcAFK
« on: January 09, 2014, 06:46:38 AM »

It's pretty easy to match a certain ships speed, either divide the tonnage by engine power to tell you how much power to weight that ship has, then multiply that by the weight of your next ship, if you end up needing an engine bigger than size 50, just Halve the power and use 2.
The other way is to design all your ships with a standard weight ratio and engine, for instance make a 600 ton 70% multiplier engine and put one on your 3000 ton frigate, 2 on a 6000 ton destroyer, 3 on a 9000 ton cruiser, etc. Using this system you can keep the same engine for faster ships, just make them a little lower in tonnage than the standard, ie 2000 ton corvette, 4000 ton light destroyer, 8000 ton light cruiser.
Posted by: Dr. Toboggan
« on: January 09, 2014, 12:13:15 AM »

Your designs are really great, but how do you make it so that all of your ships to have the same speed?
Posted by: sneer
« on: November 18, 2013, 12:44:01 PM »

nothing dedicated and yes that would be possibly good idea but

Active Search Sensor MR14-R40 (40%) (1)     GPS 384     Range 14.6m km    Resolution 40
should be good enough that what are wasps for
and If I had intelligence about FAC in bigger numbers ....
Missile Fire Control FC33-R5 (50%) (1)     Range 33.8m km    Resolution 5 on my fighter bomber which can replace beam fighters

and this while dedicated to anti misslies should also spot fast enough ...
Active Search Sensor MR34-R1 (50%) (1)     GPS 144     Range 34.6m km    Resolution 1

Posted by: joeclark77
« on: November 16, 2013, 01:52:18 PM »

Another thing I'm noticing is that you don't have active sensors or fire controls that work against 800-1000T FACs.  It doesn't cost too much space to add these.
Posted by: sneer
« on: November 14, 2013, 04:57:42 AM »

yes I did consider
it is 6.2 so no spinal mounts
also
fighters are auxilary to missiles in my fleet
higher rof is more universal , if I find myself without range with missiles I can either throw such fighters to chase and weaken , make slower , or add to PD duty
fighters tend to loose some time to react to orders what means they will stay in danger area a bit longer than in theory
generally wasps are general purpose universal fighters and high rof suits this best
for pure anti capital duty are my fighter bombers with box launchers ( 10x 12strenght WH )
or FACs ( 34 x 12 strenght WH )
but I have missile based small stuff based in homeworld and in future in major bases
for fleet I want universal ( not ammo consuming ) ones

answering why not mesons ... I did not research them
Posted by: joeclark77
« on: November 14, 2013, 12:26:26 AM »

Have you considered using larger caliber lasers in reduced size on those fighters?  IMHO, a bunch of pot-shots that only cut through 4 layers of armor wouldn't be very useful (especially not if enemy ships are comparable size to your own), unless the target was already softened up by missile fire.  On the contrary, if every fighter took a single shot that could penetrate 10 or 15 layers, that could have a serious and immediate impact on the target.  

Reduced-size lasers have a very long re-charge time, so you'd have to dive in, fire, and run away, and repeat.  One benefit is you can use a very small power cell to recharge them.

If you're going to go with an energy weapon with fast ROF on a fighter, why not a 10cm meson cannon?
Posted by: sneer
« on: November 13, 2013, 03:22:28 AM »

2 game years have passed and fleet has got major upgrades in fighters in missiles
thanks alex_brunius for pointing weekness :)

Quote
wasp mk 6 class Heavy Fighter    500 tons     5 Crew     637.8 BP      TCS 10  TH 46.08  EM 0
38400 km/s     Armour 3-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 132    5YR 1977    Max Repair 480 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5    

384 EP Inertial Fusion Drive (1)    Power 384    Fuel Use 374.12%    Signature 46.08    Exp 30%
Fuel Capacity 40 000 Litres    Range 3.8 billion km   (27 hours at full power)

10cm C6 Soft X-ray Laser (1)    Range 80 000km     TS: 38400 km/s     Power 3-6     RM 6    ROF 5        3 3 3 3 3 3 2 2 0 0
Fire Control S00.5 50-8000 H30 (FTR) (1)    Max Range: 100 000 km   TS: 32000 km/s     90 80 70 60 50 40 30 20 10 0
Inertial Confinement FTR 0.2-2.4 (3)     Total Power Output 7.2    Armour 0    Exp 5%

Active Search Sensor MR14-R40 (40%) (1)     GPS 384     Range 14.6m km    Resolution 40

This design is classed as a Fighter for production, combat and maintenance purposes

Quote
OSA mk5a class Fighter-bomber    500 tons     3 Crew     628.3 BP      TCS 10  TH 46.08  EM 0
38400 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 82    5YR 1228    Max Repair 480 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7    
Magazine 20    

384 EP Inertial Fusion Drive (1)    Power 384    Fuel Use 374.12%    Signature 46.08    Exp 30%
Fuel Capacity 35 000 Litres    Range 3.4 billion km   (24 hours at full power)

Size 2 Box Launcher (10)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC33-R5 (50%) (1)     Range 33.8m km    Resolution 5
Size 2 Anti-ship Missile 12-67-30 mk 5 (10)  Speed: 67 200 km/s   End: 7.4m    Range: 29.8m km   WH: 12    Size: 2    TH: 403/242/121

fte active MR34-R100 (50%) (1)     GPS 1440     Range 34.6m km    Resolution 100

ECM 20

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


Quote
Size 1 Anti-missile Missile mk3 (152)  Speed: 134 400 km/s   End: 2.1m    Range: 17.1m km   WH: 1    Size: 1    TH: 1164/698/349
Size 4 Anti-ship Missile 18-67-100 mk5 (558)  Speed: 67 200 km/s   End: 24.8m    Range: 100.2m km   WH: 18    Size: 4    TH: 313/188/94

Posted by: sneer
« on: November 08, 2013, 07:01:35 PM »

box launchers on fighter can be extremaly effective but they eat ammo super fast ( even if nominal 120 strenght salvo x 30 fighter in squadron is really nice punch for a price paid)
this is why i decided that as long as fighter contingent in fleet is relatively small and they have auxilary role
they will have beams not missiles
they are relatively slow but 5 levels of armor should offer them relatively long life span ...as for a fighter

2nd type fighter is one I have in my homeworld defence wing
where I have no fear about ammo :)
Posted by: alex_brunius
« on: November 08, 2013, 06:53:43 PM »

my engine is not a lot smaller 224 ep vs 288 ( seems like 2 steps in research which  can cover <5 years)
it is beam size + powerplant that makes size higher and limits speed most

Yes but your engine is for a 500 ton fighter. By scaling up the engine of that design from 250 -> 500 ton it would be 576 EP ;)

Of course I agree that beam FTR designs in general tend to be bigger and also somewhat slower. That's why I generally go mostly for missile based where you can get away with less then 100 ton weapons + FC, still pack quite a punch and fire from further away. For Beams designs I prefer to go with 1000 ton FACs (also with max or near max engine power mod).

Edit: Don't forget to change your fighters deployment time to 0.1 months, it will save you many tons and thus increase speed!
Posted by: sneer
« on: November 08, 2013, 06:40:57 PM »

any same era target will have ecm 40-60
FC will be halved to 6 mil ( unless it is anti fighter setup)
missiles range 19

this fc is too small

my engine is not a lot smaller 224 ep vs 288 ( seems like 2 steps in research which  can cover <5 years)
it is beam size + powerplant that makes size higher and limits speed most

I can strip eng spaces , most of fuel , armor and ecm to reach 26k but ...
it is not a big diffrence 22k or 26k and

as for a missile fighter where speed is less important  I have such design
it is pdc based fighter

Quote
OSA mk5a class Fighter-bomber    495 tons     11 Crew     424.3 BP      TCS 9.9  TH 26.88  EM 0
22626 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 54    5YR 805    Max Repair 280 MSP
Intended Deployment Time: 2 months    Spare Berths 0    
Magazine 20    

224 EP Inertial Fusion Drive (1)    Power 224    Fuel Use 97.23%    Signature 26.88    Exp 17%
Fuel Capacity 20 000 Litres    Range 7.5 billion km   (3 days at full power)

Size 2 Box Launcher (10)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC33-R5 (50%) (1)     Range 33.8m km    Resolution 5
Size 2 Anti-ship Missile 12--33-23 mk4 (10)  Speed: 33 600 km/s   End: 11.4m    Range: 23m km   WH: 12    Size: 2    TH: 201/121/60

fte active MR34-R100 (50%) (1)     GPS 1440     Range 34.6m km    Resolution 100

ECM 20

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


Posted by: alex_brunius
« on: November 08, 2013, 06:19:56 PM »

I tried modifying my design a bit to maximize speed further (stripped some armor and smaller FC) and this is what is possible to achieve :)
Note: This design relies on active sensor from the scout fighter in the same squad

Code: [Select]
Me 311 class Interceptor    250 tons     2 Crew     320.6 BP      TCS 5  TH 69.12  EM 0
57600 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.9
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 34    5YR 512    Max Repair 288 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8    
Magazine 6    

288 EP Inertial Fusion Drive (1)    Power 288    Fuel Use 302.42%    Signature 69.12    Exp 30%
Fuel Capacity 20 000 Litres    Range 4.8 billion km   (22 hours at full power)

Size 1 Box Launcher (6)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC13-R1 (1)     Range 13.8m km    Resolution 1
Size 1 Jäger Mk5 (6)  Speed: 96 000 km/s   End: 2.9m    Range: 16.9m km   WH: 3    Size: 1    TH: 544/326/163

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

Edit: This is not supposed to be a demonstration of my "optimal" fighter, just of what speeds are possible to achieve. Your 224 EP engine should be possible to trim to 384 EP using max engine power mod, which would translate directly into a speed of 38 400km/s.
Posted by: sneer
« on: November 08, 2013, 06:06:10 PM »

it seems I missed this point :)
I will cover it asap
it means speed of smaller engines ( fighters , missles ) can be ap 50% in a few years ....
this tech era will take a bit of time
everything now take years to research so thing slowed down a bit ;)
old fighters and missles will go to magazines
new will be produced
that is easy correction to the fleet shape
capital ships error are more painful

Posted by: alex_brunius
« on: November 08, 2013, 05:59:55 PM »

this fighter has 200 ton engine with 1.75x engine power and 4x fuel consumption which is my best available ( I see I can relatively easy push it higher - so point is taken )
I could make this a bit faster but not significant
working on previous engine tech I find that fighters are like 3x faster then capital ships and missles are 5-6x faster
you can put multiplier a bit higher but at the cost of the warhead

I guess it can be a matter of taste.
But I tend to research engine power modifier to maximum ( and put it to good use on all fighters and missiles ) several generations before your current engine tech. IMO It offers such massive performance boost that it's very hard to ignore.

My Inertial fusion engine tech fighters In service in my current campaign can easily outrun all your missiles (including your fastest AMM) :P