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Topic Summary

Posted by: papent
« on: June 07, 2014, 12:15:58 PM »

Its true that active search sensors on ships paint targets for any FC's in range.  But what I'm not sure of is whether or not the active sensor on missiles is a search sensor or a fire control.
these is going to take some experimentation to find out if it works that way. if not I'm going to have to develop a FAC sized fighter carrier to launch scout fighters

In any case, at this early stage of the game, a new missile launcher should be really cheap.  I'd design a missile with a big thermal sensor, lots of fuel, and a few thousand km/s faster than your fleet.  Size isn't important since you're not really in a hurry to launch tons of these, and they'll only be weighing down your sensor ship.  The thermal sensor will help you find any ships, which you can then head towards and paint with your on-board active sensors.

I generally want to launch my missiles at max effective range before i'm detected on Actives I.E they see my thermal and are approaching to investigate and blam runs into a cloud of missiles and bracketed by active sensors so i know which way they are going to move or if they have reinforcements on the way
Posted by: Barkhorn
« on: June 07, 2014, 11:37:24 AM »

Its true that active search sensors on ships paint targets for any FC's in range.  But what I'm not sure of is whether or not the active sensor on missiles is a search sensor or a fire control.

In any case, at this early stage of the game, a new missile launcher should be really cheap.  I'd design a missile with a big thermal sensor, lots of fuel, and a few thousand km/s faster than your fleet.  Size isn't important since you're not really in a hurry to launch tons of these, and they'll only be weighing down your sensor ship.  The thermal sensor will help you find any ships, which you can then head towards and paint with your on-board active sensors.
Posted by: papent
« on: June 07, 2014, 09:06:00 AM »

0.7 Fuel Consumption Tech & the missile engine specs are:
Code: [Select]
Ceja Armaments 1.44 EP
Engine Power: 1.44      Fuel Use Per Hour: 91.97 Litres
Fuel Consumption per Engine Power Hour: 63.869 Litres
Engine Size: 0.9 MSP      Cost: 0.36
Thermal Signature: 1.44
Materials Required: 0.36x Gallicite

I thought that might be a problem the sensor range and missile overall range and speed, I really didn't want to boost the size up to size 4 because at size 3 all my small launchers (fighters,facs,corvettes) can carry it

my understanding of is that any active sensors can be used to paint a target so a fire control can lock on to the target.
Posted by: Charlie Beeler
« on: June 07, 2014, 08:42:07 AM »

papent what is your current fuel efficiency tech?  That sensor drone does not match up with 70%.

As far as using it tied to a waypoint...  it won't work the way you want.  Odds are very good that by the time the drone reaches the WP the intended targets will have made course changes that make the usable detection range moot. 

Frankly, any missile/drone that small just can't carry a sensor bit enough to be practical.
Posted by: Barkhorn
« on: June 06, 2014, 07:31:46 PM »

I think the active sensors on missiles might be for guiding the missiles beyond FC range.  I'm not sure, but I think these missiles might home in on the enemy ships once they're detected.  They might not be like sensor drones.

Might want to SM in some "enemy" ships and test it out before you need them for real.
Posted by: papent
« on: June 06, 2014, 06:26:27 PM »

I figured with the sensor missiles i can just drop them in a star pattern around hostiles these are mostly so i can guide my Long range missiles at enemy targets without exposing my scouts to being exposed to harm more than necessary.
I always thought more engines were better for redundancy in case of damage,
I did go way overboard on the missile fire control range something to redesign/handle for the next gen warships or missiles.

Posted by: Barkhorn
« on: June 06, 2014, 06:14:26 PM »

When I said to make a sensor missile, I was thinking passive thermal sensors.  But 1.8 million km range isnt bad if you already have some idea where they might be.  Assuming an average enemy speed of 5000 km/s, it'll take something like 36 time increments for them to escape your sensor coverage.  At only 9600km/s though they'll be able to shoot your sensor missile down easily if it gets too close.

As for the ships, I only see two problems.  Your engines are painfully weak.  You really shouldn't be putting 7 engines on one ship, just design a bigger engine.  7 engines at 160EP is 1120EP.  But much of it is wasted pushing the engines.  Its always more efficient to build a bigger engine, as you save weight for the same EP.

And your missile fire controls far outrange even your longest missiles.  Its ok to have a little extra range, so you can fire and immediately back off without your fire control losing contact with the target.  But 80 million km is way too much.  It'd take you 3,200 five second time increments to lose contact.
Posted by: papent
« on: June 05, 2014, 02:41:13 PM »

I actually don't know where all my RP went.

would this be a good sensor missile?
scoot in and launch this at a waypoint near the target or at the target to allow for long range bombardment.

Code: [Select]
Missile Size: 3 MSP  (0.15 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 9600 km/s    Engine Endurance: 245 minutes   Range: 140.9m km
Active Sensor Strength: 2.25   Sensitivity Modifier: 180%
Resolution: 20    Maximum Range vs 1000 ton object (or larger): 1,810,000 km
Cost Per Missile: 3.96
Chance to Hit: 1k km/s 96%   3k km/s 30%   5k km/s 19.2%   10k km/s 9.6%
Materials Required:    1.35x Boronide   2.25x Uridium   0.36x Gallicite   Fuel x375

Development Cost for Project: 396RP

also while I'm here, the larger vessels of the ASF
I have very few of these as they are SM'd into being at the start of the game and the shipyards only just got large enough to produce my cruisers

The Cruisers and Large Destroyers Squadrons

The Prince of Wales CBJ
A prototype (aka designed unbuilt) jump tender and missile combatant it is a enlarged version of the America class.

Code: [Select]
Prince of Wales class Jump Battlecruiser    15,000 tons     447 Crew     3515.2 BP      TCS 300  TH 1120  EM 0
3733 km/s    JR 3-50     Armour 5-54     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 5     PPV 68.57
Maint Life 1.43 Years     MSP 732    AFR 360%    IFR 5%    1YR 392    5YR 5883    Max Repair 286 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 400   

Gaza OKB 15.0K Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Corbi Turbines 160 EP Cruiser Magma Drive (7)    Power 160    Fuel Use 63%    Signature 160    Exp 10%
Fuel Capacity 750,000 Litres    Range 14.3 billion km   (44 days at full power)

Puente-Mercado Twin 150mm Soft X-ray Laser Turret (1x2)    Range 120,000km     TS: 12000 km/s     Power 12-12     RM 6    ROF 5        6 6 6 6 6 6 5 4 4 3
Liskey-Accosta BFC-060 12Mm/s Controller (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17
Tchaikovsky-Kashin 06.0 PO Stellarator Fusion Reactor (2)     Total Power Output 12    Armour 0    Exp 5%

Ceja Armaments Size 4 Slimmed Missile Launcher (20)    Missile Size 4    Rate of Fire 50
Tarufelli Electronics MFC-482 R020 Director (4)     Range 483.0m km    Resolution 20
Harpoon Short Range ASM (40)  Speed: 21,600 km/s   End: 98.6m    Range: 127.8m km   WH: 10    Size: 4    TH: 129/77/38
Typhoon-B Medium Range ASM (40)  Speed: 18,000 km/s   End: 186.7m    Range: 201.7m km   WH: 8    Size: 4    TH: 144/86/43
Tsunami Long Range ASM (20)  Speed: 14,400 km/s   End: 464.8m    Range: 401.6m km   WH: 8    Size: 4    TH: 110/66/33

Liskey-Accosta ASY-018 R001 Scanner (1)     GPS 100     Range 18.0m km    MCR 2.0m km    Resolution 1
Tarufelli Electronics ASY-321 R080 Scanner (1)     GPS 16000     Range 322.0m km    Resolution 80
Liskey-Accosta TH-18 Thermal Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Liskey-Accosta EM-18 Detection Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m 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

The Russia CA
another prototype design this large beam warfare ship equipped with rapid fire lasers emitters and detailed sensors can also fulfill double duty as a PD vessel

Code: [Select]
Russia class Cruiser    11,700 tons     368 Crew     4903.6 BP      TCS 234  TH 1120  EM 0
4786 km/s     Armour 5-45     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 3     PPV 71.14
Maint Life 1.08 Years     MSP 786    AFR 365%    IFR 5.1%    1YR 672    5YR 10078    Max Repair 352 MSP
Intended Deployment Time: 12 months    Spare Berths 3   

Corbi Turbines 160 EP Cruiser Magma Drive (7)    Power 160    Fuel Use 63%    Signature 160    Exp 10%
Fuel Capacity 750,000 Litres    Range 18.3 billion km   (44 days at full power)

Puente-Mercado 300mm Soft X-ray Laser (6)    Range 480,000km     TS: 6250 km/s     Power 24-12     RM 6    ROF 10        24 24 24 24 24 24 20 18 16 14
Puente-Mercado Twin 150mm Soft X-ray Laser Turret (2x2)    Range 360,000km     TS: 12000 km/s     Power 12-12     RM 6    ROF 5        6 6 6 6 6 6 5 4 4 3
Liskey-Accosta BFC-072 12Mm/s Controller (2)    Max Range: 144,000 km   TS: 12500 km/s     93 86 79 72 65 58 51 44 37 31
Liskey-Accosta BFC-240 06Mm/s Controller (2)    Max Range: 480,000 km   TS: 6250 km/s     98 96 94 92 90 88 85 83 81 79
Losev Inzhenery 96.0 PO Stellarator Fusion Reactor (1)     Total Power Output 96    Armour 0    Exp 5%

Tarufelli Electronics ASY-321 R080 Scanner (1)     GPS 16000     Range 322.0m km    Resolution 80
Liskey-Accosta ASY-018 R001 Scanner (1)     GPS 100     Range 18.0m km    MCR 2.0m km    Resolution 1
Liskey-Accosta TH-18 Thermal Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Liskey-Accosta EM-18 Detection Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Military Vessel for maintenance purposes

The America CAG
designed to shock and awe, the heaviest missile warfare ship we have available currently
the Sol the only vessel of this class is limited to sol and Cygni system due to lack of jump gates/tenders

Code: [Select]
America class Missile Cruiser    11,400 tons     314 Crew     2908.6 BP      TCS 228  TH 1120  EM 0
4912 km/s     Armour 5-45     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 3     PPV 62.25
Maint Life 1.58 Years     MSP 478    AFR 346%    IFR 4.8%    1YR 221    5YR 3315    Max Repair 200 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 400   

Corbi Turbines 160 EP Cruiser Magma Drive (7)    Power 160    Fuel Use 63%    Signature 160    Exp 10%
Fuel Capacity 750,000 Litres    Range 18.8 billion km   (44 days at full power)

Venzke Ordnance GsH-5053 Turret (1x5)    Range 50,000km     TS: 20408 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Liskey-Accosta BFC-060 12Mm/s Controller (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17

Ceja Armaments Size 4 Slimmed Missile Launcher (20)    Missile Size 4    Rate of Fire 50
Tarufelli Electronics MFC-482 R020 Director (4)     Range 483.0m km    Resolution 20
Harpoon Short Range ASM (40)  Speed: 21,600 km/s   End: 98.6m    Range: 127.8m km   WH: 10    Size: 4    TH: 129/77/38
Typhoon-B Medium Range ASM (40)  Speed: 18,000 km/s   End: 186.7m    Range: 201.7m km   WH: 8    Size: 4    TH: 144/86/43
Tsunami Long Range ASM (20)  Speed: 14,400 km/s   End: 464.8m    Range: 401.6m km   WH: 8    Size: 4    TH: 110/66/33

Liskey-Accosta ASY-018 R001 Scanner (1)     GPS 100     Range 18.0m km    MCR 2.0m km    Resolution 1
Tarufelli Electronics ASY-321 R080 Scanner (1)     GPS 16000     Range 322.0m km    Resolution 80
Liskey-Accosta TH-18 Thermal Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Liskey-Accosta EM-18 Detection Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m 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

The England CHA
the largest Area Defense asset the alliance has can swat missiles and provide active sensors for a flotilla of Dorie FFA's to assist.
only one is currently active in the ASF

Code: [Select]
England class Area Defence Cruiser    11,450 tons     302 Crew     4665.4 BP      TCS 229  TH 1120  EM 0
4890 km/s     Armour 5-45     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 5     PPV 42.25
Maint Life 1.54 Years     MSP 1273    AFR 209%    IFR 2.9%    1YR 615    5YR 9220    Max Repair 1200 MSP
Intended Deployment Time: 12 months    Spare Berths 3   
Magazine 360   

Corbi Turbines 160 EP Cruiser Magma Drive (7)    Power 160    Fuel Use 63%    Signature 160    Exp 10%
Fuel Capacity 750,000 Litres    Range 18.7 billion km   (44 days at full power)

Venzke Ordnance GsH-5053 Turret (1x5)    Range 50,000km     TS: 20408 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Liskey-Accosta BFC-060 12Mm/s Controller (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17

Ceja Armaments Size 1 Missile Launcher (40)    Missile Size 1    Rate of Fire 10
Tarufelli Electronics MFC-216 R001 Director (4)     Range 216.0m km    Resolution 1
Rattle Medium Range AMM (180)  Speed: 22,400 km/s   End: 50.9m    Range: 68.5m km   WH: 1    Size: 1    TH: 194/116/58
Prattle Short Range AMM (180)  Speed: 33,600 km/s   End: 12.3m    Range: 24.9m km   WH: 1    Size: 1    TH: 268/161/80

Duran Dynamics ASY-0216 R001 Browser (1)     GPS 1200     Range 216.0m km    MCR 23.5m km    Resolution 1
Tarufelli Electronics ASY-360 R100 Scanner (1)     GPS 20000     Range 360.0m km    Resolution 100
Liskey-Accosta TH-18 Thermal Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Liskey-Accosta EM-18 Detection Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m 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

The Essex CV
this large prototype carrier design is an offensive design for power projection rather than the defense role of the cornwall CVU's.
this carrier has space for twenty sabre fighters and the support craft to help them strike hard.

Code: [Select]
Essex class Carrier    10,000 tons     176 Crew     1482.1 BP      TCS 200  TH 640  EM 0
3200 km/s     Armour 1-41     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 4     PPV 5.75
Maint Life 1.97 Years     MSP 394    AFR 188%    IFR 2.6%    1YR 134    5YR 2010    Max Repair 112 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 49   
Hangar Deck Capacity 5250 tons     Magazine 246   

Corbi Turbines 160 EP Cruiser Magma Drive (4)    Power 160    Fuel Use 63%    Signature 160    Exp 10%
Fuel Capacity 250,000 Litres    Range 7.1 billion km   (25 days at full power)

Venzke Ordnance Twin GsH-5053 Turret (1x10)    Range 50,000km     TS: 10743 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Liskey-Accosta BFC-060 12Mm/s Controller (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17

Musgrove Armaments Size 3 Micro Missile Launcher (2)    Missile Size 3    Rate of Fire 1800
Liskey-Accosta MFC-241 R080 Director (1)     Range 241.5m km    Resolution 80
Clipper Long Range ASM (41)  Speed: 9,600 km/s   End: 815.5m    Range: 469.7m km   WH: 8    Size: 3    TH: 67/40/20
Cutter Short Range ASM (41)  Speed: 14,400 km/s   End: 118.4m    Range: 102.3m km   WH: 10    Size: 3    TH: 110/66/33

Liskey-Accosta ASY-018 R001 Scanner (1)     GPS 100     Range 18.0m km    MCR 2.0m km    Resolution 1
Liskey-Accosta TH-18 Thermal Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Liskey-Accosta EM-18 Detection Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

Strike Group
20x F-200M Sabre Fighter   Speed: 7000 km/s    Size: 4
2x F-200R Flasher Scout Fighter   Speed: 7000 km/s    Size: 4
2x F-200C Huey Assault Shuttle   Speed: 7000 km/s    Size: 4
2x F-200K Extender Fighter Tanker   Speed: 7000 km/s    Size: 4

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

The Palermo DDJ
A jump tender and beam warfare ship equipped with a massive plasma carronade nothing should get though a jump point this ship is guarding unscathed, can also contest a enemy controlled/defended jump point. currently in production runs

Code: [Select]
Palermo class Jump Destroyer    8,000 tons     218 Crew     2265.4 BP      TCS 160  TH 440  EM 0
5500 km/s    JR 3-50     Armour 5-35     Shields 0-0     Sensors 3/4/0/0     Damage Control Rating 3     PPV 27.57
Maint Life 1.61 Years     MSP 531    AFR 170%    IFR 2.4%    1YR 240    5YR 3593    Max Repair 235 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

Gaza OKB 08.1K Military Jump Drive     Max Ship Size 8100 tons    Distance 50k km     Squadron Size 3
Corbi Turbines 176 EP Destroyer Magma Drive (5)    Power 176    Fuel Use 79.95%    Signature 88    Exp 11%
Fuel Capacity 500,000 Litres    Range 14.1 billion km   (29 days at full power)

Puente-Mercado Twin 150mm Soft X-ray Laser Turret (1x2)    Range 360,000km     TS: 12000 km/s     Power 12-12     RM 6    ROF 5        6 6 6 6 6 6 5 4 4 3
Losev Inzhenery 60cm Plasma Carronade (1)    Range 480,000km     TS: 6250 km/s     Power 96-12     RM 1    ROF 40        96 48 32 24 19 16 13 12 10 9
Liskey-Accosta BFC-072 12Mm/s Controller (1)    Max Range: 144,000 km   TS: 12500 km/s     93 86 79 72 65 58 51 44 37 31
Liskey-Accosta BFC-240 06Mm/s Controller (1)    Max Range: 480,000 km   TS: 6250 km/s     98 96 94 92 90 88 85 83 81 79
Tchaikovsky-Kashin 12.0 PO Stellarator Fusion Reactor (2)     Total Power Output 24    Armour 0    Exp 5%

Tarufelli Electronics ASY-160 R020 Scanner (1)     GPS 4000     Range 161.0m km    Resolution 20
Liskey-Accosta ASY-018 R001 Scanner (1)     GPS 100     Range 18.0m km    MCR 2.0m km    Resolution 1
Liskey-Accosta TH-3 Thermal Sensor (1)     Sensitivity 3     Detect Sig Strength 1000:  3m km
Liskey-Accosta EM-3.6 Detection Sensor (1)     Sensitivity 3.6     Detect Sig Strength 1000:  3.6m km

This design is classed as a Military Vessel for maintenance purposes[/cpde]
Posted by: Barkhorn
« on: June 05, 2014, 01:29:05 PM »

If you're throwing scouts on suicide missions, maybe make beefier scouts but equip them with sensor missiles.  They'd basically be your long range missiles with the warhead pulled out and either thermal or active sensors put in its place.  The scouts now can sit a billion km away or so, launch a sensor missile, and do their scouting remotely.  They could then stay with the rest of the fleet while they scout.

As for putting passives on ships, I wouldn't put any passives on most ships, but I would put big thermal sensors on a dedicated sensor ship.
Posted by: Charlie Beeler
« on: June 05, 2014, 01:12:02 PM »

With a starting population of 2b, and assuming a TN start, you should have had 2.88m/RP.  What did you spend it on? 

basic analysis indicates that you're using:
Stellarator Fusion Reactor Technology
Magneto-plasma Drive Technology
Fuel Consumption: 0.7 Litres per Engine Power Hour
Maximum Engine Power Modifier x1.5
Capacitor Recharge Rate 12
Beam Fire Control Range 48,000 km
Fire Control Speed Rating 6,250 km/s
Thermal Sensor Sensitivity 18
Active Grav Sensor Strength 10
EM Sensor Sensitivity 18
30cm Laser Focal Size
Soft X-ray Laser
Gauss Cannon Rate of Fire 5
Gauss Cannon Launch Velocity 5
Missile Launcher Reload Rate 5
Reduced-size Launcher 0.75 Size / 2x Reload
maybe Cobalt Warhead: Strength: 10 x MSP
maybe Missile Agility 128 per MSP
Thermal Reduction: Signature 50% Normal

Not sure what you're using for:
Jump engine techs
turret tracking speed
armour
magazine ejection
magazine feed system

This accounts for only about half of that starting RP figure.

There are some glaring holes here.  Two critical ones with the your starting point are 'max engine power modifier' and 'active grav sensor strength'.  The first is key to fast missiles and the second is key to active sensor strength for hull space expenditure.

For missile design I mostly ignore the whole theory of using square values ASM's.  Instead I plan missiles around sizes that can always allocate 25%msp to warhead (IE multiples of 4).  Missile engines are designed to have a good turn of speed and at least a range of 80m/km.  With the formulas that are available in the V6.0 changes topic in mechanics for both ship and missile engines a simple spreadsheet can be built to eliminate the trial and error approach.  With the known values for warhead and agility a basic missile design is simple.  Keep in mind that for ASM's it is usually better to design fast missiles with little to no added agility vs slower missiles with high maneuver ratings.  Why?  Speed is the primary defense missiles have.  If a slow missile with a big warhead and high MR is easy to intercept it isn't doing you any good.

I have a strong bias towards full size launchers and magazines with 20+ volley capacity vs reduced size launchers and low volley capacity for my main combatants.  It has to do with retaining combat initiative.  It is also a product of most of my NPR's are player run not AI.

Designing Active Sensors and Missile fire controls is also made simple with a spreadsheet.  One of the first things to remember is that an MFC has the exact same range as an Active Sensor 3x larger.  I tend to design sensors to detect a target size at a range that allows the ASM to intercept a target in a meeting engagement(assume target will continue a straight closing course) based on expected target speed. IE, with the known missile time of flight add the distance a given target with travel at it's expected speed.

AMM's are a little different.  Warhead 1 (until facing a race using armored missiles),  largest engine with max power modifier engine,  adjust agility to leave enough range to intercept ASM's with 45seconds range remaining.  Missile size is 1. 

That's just some starting points to consider.
Posted by: papent
« on: June 05, 2014, 11:39:57 AM »

Quote from: Barkhorn link=topic=7247. msg73641#msg73641 date=1401942649
Your missiles are specc'd poorly.   You basically always want to go with a square number of damage for the best penetration.   
That is a fact! learning to properly design a missile is challenging.  I put that into the next gen of missiles

Quote from: Barkhorn link=topic=7247. msg73641#msg73641 date=1401942649
Size 1 passive sensors are also typically too terrible to be worth it.   Remember, 1000 signature strength is huge, only cargo ships and giant warships will be that high typically.   And you're only spotting them at 18m km, which is nothing.   Your active sensors go farther than that.
should I consider not having passives on smaller vessels or is there something else to consider?

Quote from: Barkhorn link=topic=7247. msg73641#msg73641 date=1401942649
Also, I'm not sure the Nelson can use the Brazwell's long range fire control.   Pretty sure the FC has to be on the ship that's using it.   Not positive though.
I phrased that wrong I meant that Brazwell is supposed to assist the nelson class by sharing the workload not controlling fire.

Quote from: Barkhorn link=topic=7247. msg73641#msg73641 date=1401942649
I like your engines though.   Nice and fast.   Might not have enough PD to protect all these thinly armored ships though.   1-3 leakers and you'll start losing ships.
I was thinking speed over protection when designing these once I get some armor tech they should get better protection for the same weight right?
and I have lost far too many scouts already a tour of duty on a kiowa is equivalent to the being sent to siberia penal camp for a season.  but someone has to bird dog my missile's.

Quote from: Prince of Space link=topic=7247. msg73655#msg73655 date=1401984222
The Holland's missile load out looks weird.  You have seven launchers, but eight clippers and nine cutters.  That gives you one full volley each, plus one remainder volley each that wouldn't be all that effective.  The two AMMs look like they're just meant to fill empty space.  Two AMMs is negligible against incoming ASMs, and the Holland's fire control can't effectively target missiles anyway.
yeah the AMM where to fill space, the few engagements I had using my Hollands i normally fired one ASM to see if they had AMM or PD then lose a volley.

Quote from: Prince of Space link=topic=7247. msg73655#msg73655 date=1401984222
The Holland's active sensor doesn't match well with its fire control, either.  The res 80 sensor can detect size 20 targets for the fire control at roughly 10 million km, far below the fire control's 483 million km.
the holland can work independently, but is also made to function with a EWC or scout vessel to locate and pinpoint a target for it's long range FC.  I wish I had stealth so I wouldn't lose so many scouts
Posted by: Prince of Space
« on: June 05, 2014, 11:03:42 AM »

The Holland's missile load out looks weird. You have seven launchers, but eight clippers and nine cutters. That gives you one full volley each, plus one remainder volley each that wouldn't be all that effective. The two AMMs look like they're just meant to fill empty space. Two AMMs is negligible against incoming ASMs, and the Holland's fire control can't effectively target missiles anyway.

The Holland's active sensor doesn't match well with its fire control, either. The res 80 sensor can detect size 20 targets for the fire control at roughly 10 million km, far below the fire control's 483 million km.
Posted by: Barkhorn
« on: June 04, 2014, 11:30:49 PM »

Your missiles are specc'd poorly.  You basically always want to go with a square number of damage for the best penetration.  For instance, I'd sacrifice a little range on the long range ASM for 1 more damage making it 9WH, which would give me an extra layer of armor penetration.  Same idea with the short range one, except you want to aim for either 16 damage, or 9 and insane speed and to-hit odds.  Should be doable unless your warhead tech is way behind.  You also don't have nearly enough launchers, especially with that reload rate, unless you plan on making tons of these ships.  Your volleys will be pretty thin compared to the enemy's AMMs.

Size 1 passive sensors are also typically too terrible to be worth it.  Remember, 1000 signature strength is huge, only cargo ships and giant warships will be that high typically.  And you're only spotting them at 18m km, which is nothing.  Your active sensors go farther than that.

Also, I'm not sure the Nelson can use the Brazwell's long range fire control.  Pretty sure the FC has to be on the ship that's using it.  Not positive though.

I like your engines though.  Nice and fast.  Might not have enough PD to protect all these thinly armored ships though.  1-3 leakers and you'll start losing ships.
Posted by: papent
« on: June 04, 2014, 09:57:35 PM »

i'm MAGnetic plasMA engines i have good sensors and weapons but my production, economy and logistics are pretty low. 
I started with 12b on earth and assmilated a methane titan race i was Roleplaying of another 8b.  I'm heavily reliant on my tankers and fuel harvesters.
Posted by: NihilRex
« on: June 04, 2014, 09:48:15 PM »

What is your tech level?

Noticed several things.  Lots of your ships have deployment and maintenance lives FAR in excess of fuel capacity.

Generally speaking your designs look pretty good.  Try lowering deployment time, and adding fuel to use up the space till the balance is better.

I would suspect you are at a relatively low tech level, so I suggest focusing towards Fuel Efficiency.  Makes a HUGE difference in ship performance.