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Posted by: Evanissimo
« on: July 02, 2014, 09:41:07 PM »

Thanks for catching the bit about there being only one missile on the JU-87. But yeah, I had a little bit of problem with the deployment time, it seems going even .01 months above .1 months deployment time immediately doubles or even triples needed crew space, which doesn't really work for the vessels. Then again, I don't really care about morale on the return trip to the carrier, I only need it when they are fighting. 
And yes i'm sure they will be eating each other on that survey fighter...

Also I have considered just putting grav sensors on the intended motherships, and while it would save space, it would be at the expense of time, which is key for the role that I have planned for them.
Posted by: Vandermeer
« on: July 02, 2014, 06:55:18 PM »

A typo maybe (if it was not intentional): Abendrot is spelled without the h at the end. ;)
Very interesting is the 200 ton micro-fighter. I have never seen a smaller one for beam attacks. It only has about 5% hit rate at 30k kilometers though, or just about 8% at point-blank range. With 3 shots and considering pilot bonuses, that gives at max ~0.5 or 0.8 damage per 5 seconds per fighter. But I would be interested to know how these actually perform in reality.

Your YU 87 only has one missile for two box launchers assigned it seems. Also every craft besides the YU 87 has more flight time at full power as it has deployment time. Maybe that was intentional too, since a little morale loss can be shrugged of, but it definitely seems kind of harsh with Ar 196 exceeding it by >factor 2, and the grav-recon even by more than factor 4. ..And the recon is a craft that stays still for survey for quite a while even on top of the possible 69 days travels. It looks like they will eat each other on every standard mission.^^
Posted by: Evanissimo
« on: July 02, 2014, 04:25:08 PM »

Anyways since I started a new game where my fleet is loosely based on the surface fleet of the Kriegsmarine, I will be starting a new thread about some more advanced concepts I am trying out, including scout-fighters and gravsurvey-fighters on battleships, and penetration/explotation fleets. I will also try to get screenshots of the action next time!
As a spoiler for the next thread that I will start when ready, I will leave these fighter designs from my new game here.

Code: [Select]
Bf 109E class Fighter    200 tons     2 Crew     101 BP      TCS 4  TH 22.4  EM 0
16000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.5
Maint Life 10.68 Years     MSP 32    AFR 3%    IFR 0%    1YR 1    5YR 8    Max Repair 56 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8   

Abendroth Dynamics 64 EP Magneto-plasma Drive (1)    Power 64    Fuel Use 388.06%    Signature 22.4    Exp 20%
Fuel Capacity 25,000 Litres    Range 5.8 billion km   (4 days at full power)

Gauss Cannon R3-8 (1x3)    Range 30,000km     TS: 16000 km/s     Accuracy Modifier 8%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S00.5 32-4000 H50 (FTR) (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

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

Code: [Select]
Ar 196 class Fighter-Scout    500 tons     3 Crew     191 BP      TCS 10  TH 33.6  EM 0
9600 km/s     Armour 1-5     Shields 0-0     Sensors 33/1/0/0     Damage Control Rating 0     PPV 1
Maint Life 2.43 Years     MSP 24    AFR 20%    IFR 0.3%    1YR 6    5YR 84    Max Repair 84 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   

Siegl-Hainisch 96 EP Magneto-plasma Drive (1)    Power 96    Fuel Use 384.1%    Signature 33.6    Exp 20%
Fuel Capacity 65,000 Litres    Range 6.1 billion km   (7 days at full power)

Gauss Cannon R3-8 (2x3)    Range 30,000km     TS: 9600 km/s     Accuracy Modifier 8%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S00.5 32-4000 H50 (FTR) (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

Active Search Sensor MR0-R1 (1)     GPS 9     Range 920k km    MCR 100k km    Resolution 1
Thermal Sensor TH3-33 (70%) (1)     Sensitivity 33     Detect Sig Strength 1000:  33m km

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

Code: [Select]
JU 87 class Strikefighter    250 tons     1 Crew     95.2 BP      TCS 5  TH 22.4  EM 0
12800 km/s     Armour 2-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.2
Maint Life 7.94 Years     MSP 24    AFR 5%    IFR 0.1%    1YR 1    5YR 10    Max Repair 56 MSP
Intended Deployment Time: 0.1 months    Spare Berths 9   
Magazine 8   

Abendroth Dynamics 64 EP Magneto-plasma Drive (1)    Power 64    Fuel Use 388.06%    Signature 22.4    Exp 20%
Fuel Capacity 20,000 Litres    Range 3.7 billion km   (3 days at full power)

Size 4 Box Launcher (2)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Schmader-Hausmann Missile Fire Control FC11-R20 (50%) (1)     Range 11.3m km    Resolution 20
Size 4 Anti-ship Missile (1)  Speed: 13,600 km/s   End: 233.3m    Range: 190.4m km   WH: 9    Size: 4    TH: 63/38/19

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

Code: [Select]
FW 189 class Recon Fighter    500 tons     7 Crew     171.4 BP      TCS 10  TH 12  EM 0
5000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/1/0     Damage Control Rating 0     PPV 0
Maint Life 1.47 Years     MSP 21    AFR 20%    IFR 0.3%    1YR 11    5YR 163    Max Repair 100 MSP
Intended Deployment Time: 0.5 months    Spare Berths 5   

Ruhig 50.4 EP Magneto-plasma Drive (1)    Power 50.4    Fuel Use 65.75%    Signature 12.096    Exp 10%
Fuel Capacity 55,000 Litres    Range 30.1 billion km   (69 days at full power)

Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Fighter for production, combat and maintenance purposes
Posted by: Barkhorn
« on: July 01, 2014, 09:41:22 PM »

lol, the engines on that thing are pretty funny.
Posted by: Evanissimo
« on: July 01, 2014, 08:12:23 PM »

UPDATE: Well I abandoned that game due to having too slow of a game speed (probably due to exploring too fast and revealing too many NPR's too early, as well as not being able to seal off the front lines of my conflict), BUT.   .   .    I did get to try my cruiser fleets in combat, and I can say that the results are mixed, and we definitely can all learn something from them.    I don't have screenshots but I can share the results pieced together from the abandoned Savegame (which I still haven't deleted thankfully) set about 3-5 years later.  

1.    After the last post I added a support Fleet Of 3 colliers and 1 tanker, which had the 2nd group jump drive ( I mistakenly thought that you could have one task-group use multiple jump engines for squadron jumps) for each of the 3 cruiser groups, and then I sent them off to fight.    2.    The problem was that the first fleet I sent in was not expecting immediate resistance from the NPR upon jumping into their home system, but it literally took the ships that were guarding the Jump-point 5 seconds to go hostile.  
3.    I jumped in with the first part of the fleet which Consisted of 1*BC Telemachus MK2, 1*CC Socrates, and 3*CO Archimedes(Design Included Below).  
4.    As previously stated, upon my fleet entering the enemy home system, I came under immediate attack from 2 beam armed ships guarding the Jump Point, which shredded 2 of my colliers.  
5.    One of the ships guarding the point was particle beam armed, the other had unknown armament.  
6.    Although the Update logs have been lost due to deletion, all the wrecks are still in place , and I seem to recall being unable to use missiles for the duration of the first half of my fleet's attack.    However, I was able to damage 1 of the 15.   6k ton enemy ships with Gauss Cannon Fire, if I remember correctly.  
7.    Losses were very heavy, at 2 out of 5 of the ships being destroyed, all within 100,000 kilometers of the Jump Point.    The losses were 2 of my Archimedes class Colliers.  
8.    The remaining Collier, and the Battlecruiser take damage, but are able to escape, while the Command Cruiser escapes from the first attempt unscathed as indicated by wreck numbers.    (I wouldn't have sent it back if it had taken any damage).  
9.    15 days later, attempt number 2 takes place with the remaining 2*CL Alcibiades MK2, 2*CA Archidamus MK2, and 1*TK Rio Negro, Plus the undamaged 1*CC Socrates.  
10.    Upon jumping into the system, as last time, I find that my missile fire controls are suffering from endless delays, however, the ships from before seem to be just returning from repairs at the enemy capital, so I get no relief in that sense.    However, as the wrecks in the screenshots below show, I did manage to blow up 2 enemy ships right at the Jump point, in a chase in which one alien ship was destroyed just as it was leaving firing range of my Light cruisers.    (which due to some bug with the missile cruiser at the start, seemed to be the only things capable of firing for at least 5 hours after making the jump, with the exception of the CIWS on the Tanker)
11.    After waiting until the Missile firing controls were working again (as well as finding out the time that jump-blindness is supposed to last, which it turns out this wasn't) I fired my missiles at my next quarry, who was destroyed with 2 salvos.    Also by this time I believe that the CC Socrates was immobilized, but I believed her repairable and safe from immediate enemy attack.    After dispatching a single enemy FAC that came to close, I came under missile fire from a indeterminate source.  
12.    Said source was not the enemy planet, judging by the rough trajectory I recall the salvos coming from.    With damaged ships in my fleet, (By this time one of my Heavy Cruisers was also somewhat damaged as well) and the nearest reinforcements 3 systems away, I set the ships home.  
13.    Before it could make it through the gate though, I lost the one CC Socrates :'(.  

New Ship Designs
Code: [Select]
Archimedes class Collier    10,000 tons     116 Crew     1157 BP      TCS 200  TH 504  EM 0
2520 km/s     Armour 2-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 2.38
Maint Life 4.83 Years     MSP 2253    AFR 228%    IFR 3.2%    1YR 159    5YR 2390    Max Repair 126 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 900   

252 EP Ion Drive (2)    Power 252    Fuel Use 72.3%    Signature 252    Exp 10%
Fuel Capacity 3,250,000 Litres    Range 80.9 billion km   (371 days at full power)

Twin Gauss Cannon R3-8 Turret (2x6)    Range 30,000km     TS: 10000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S01 32-10000 (2)    Max Range: 64,000 km   TS: 10000 km/s     84 69 53 37 22 6 0 0 0 0

Size 4 Anti-ship Missile MK2 (225)  Speed: 12,000 km/s   End: 492.4m    Range: 354.5m km   WH: 9    Size: 4    TH: 56/33/16

Active Search Sensor MR2-R1 (1)     GPS 28     Range 2.2m km    MCR 244k km    Resolution 1

ECM 10

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

Code: [Select]
Rio Negro class Tanker    18,000 tons     245 Crew     1346 BP      TCS 360  TH 900  EM 0
2500 km/s    JR 5-100     Armour 2-61     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 47    Max Repair 607 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

Command J18000(5-100) Military Jump Drive     Max Ship Size 18000 tons    Distance 100k km     Squadron Size 5
150 EP Commercial Ion Drive (6)    Power 150    Fuel Use 10.61%    Signature 150    Exp 5%
Fuel Capacity 5,150,000 Litres    Range 485.4 billion km   (2247 days at full power)

Nicopolis  & Decelea  CIWS-200 (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR2-R1 (1)     GPS 28     Range 2.2m km    MCR 244k km    Resolution 1

This design is classed as a Commercial Vessel for maintenance purposes


As a reward of sorts for reading this long-ass post, I present to you the design of a ship I painstakingly captured from these aliens.    I give you the Tirifing, or as I like to call it, the "Terrific.   .   .    ::) "
Code: [Select]
Tirfing class Missile Destroyer    7,800 tons     168 Crew     1282.56 BP      TCS 156  TH 432  EM 0
2769 km/s     Armour 6-35     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 4     PPV 24
Maint Life 2.43 Years     MSP 411    AFR 121%    IFR 1.7%    1YR 96    5YR 1438    Max Repair 216 MSP
Intended Deployment Time: 6 months    Spare Berths 2   
Magazine 462   

72 EP Ion Drive (6)    Power 72    Fuel Use 75.2%    Signature 72    Exp 10%
Fuel Capacity 900,000 Litres    Range 27.6 billion km   (115 days at full power)

Size 4 Missile Launcher (6)    Missile Size 4    Rate of Fire 40
Missile Fire Control FC226-R91 (1)     Range 226.7m km    Resolution 91
Size 4 Anti-ship Missile MK2 (115)  Speed: 12,000 km/s   End: 492.4m    Range: 354.5m km   WH: 9    Size: 4    TH: 56/33/16

Active Search Sensor MR226-R91 (1)     GPS 19656     Range 226.7m km    Resolution 91
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (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
Posted by: Evanissimo
« on: June 14, 2014, 07:46:07 PM »

Quote from: Iranon link=topic=7265. msg73880#msg73880 date=1402779636
A good guideline is to allocate no more than 30-35% your engine tonnage to fuel.  40% is the theoretical performance-optimum if no scaling issues exist.
It's preferable to err on the side that keeps running costs down and requires less power multiplier tech.

I'm not fond of reduced-size Gauss turrets on a moderately fast ship, especially not if your Gauss technology isn't too advanced.
For a hail of fire at the expense of accurary, 10cm Railguns tend to be more efficient.  They are naturally compact and don't need sophisticated fire controls.  If I understand the mechanics correctly, they're also much better in a knife fight if it should come to that.
Yeah I think I'm going to abandon these designs for now, I'll keep the lessons learned though.  I still will send them to attack, but I don't expect them to do too well.
Posted by: Iranon
« on: June 14, 2014, 04:00:36 PM »

A good guideline is to allocate no more than 30-35% your engine tonnage to fuel. 40% is the theoretical performance-optimum if no scaling issues exist.
It's preferable to err on the side that keeps running costs down and requires less power multiplier tech.

I'm not fond of reduced-size Gauss turrets on a moderately fast ship, especially not if your Gauss technology isn't too advanced.
For a hail of fire at the expense of accurary, 10cm Railguns tend to be more efficient. They are naturally compact and don't need sophisticated fire controls. If I understand the mechanics correctly, they're also much better in a knife fight if it should come to that.
Posted by: Evanissimo
« on: June 11, 2014, 04:27:27 PM »

Quote from: Barkhorn link=topic=7265. msg73826#msg73826 date=1402520220
You also are either carrying too much fuel or could have more powerful, but less efficient engines.   82 billion km is around 7 round trips from the Sun to Pluto.

Even without better engine tech, I think you could get up to 4000 km/s with bigger, less efficient engines.

I'm not terribly good at x=y type maths, so while you have a point, I feel any attempts to pursue more engine will equal in disaster for my organization as well as my research progress(IE having to sort through 50 different engine components in the design screen).  I will probably just pull some fuel tanks off the more over fueled ships and replace it with gauss cannons/fire control.

Quote from: JacenHan link=topic=7265. msg73824#msg73824 date=1402517868
I'll comment on the Heavy/Light cruisers.

Heavy cruiser: This looks pretty good, but you only have one fire control, which means that against several smaller ships you will either have some overkill or unused launchers.  Also, the active sensor only has a range of 50 million km, but it's missile range is 350 million km, but it looks like you'll be using this with the Socrates, so it should be fine as long it has assistance.

Light cruiser: Those 10 cm turrets seem redundant.  You already have three bigger ones for ship to ship combat, and gauss turrets for anti-missile combat.  I'd recommend replacing them with more lasers or gauss turrets/fire controls.

The doctrine needs some alteration as well.  The max jump squadron size includes the ship with the drive, so you need to drop one of your ships from the fleet or tech up your jump squadron tech.  The normal jump point travel (not squadron transit) doesn't need to bother with squadron size, so the fleet as it is will work fine as the jump point isn't defended.
Heavy Cruiser: The active sensor is really just a backup.  I still want all the ships to be functional in case they get isolated, even if that function is impaired.

Light Cruiser: The 10 cm turrets are for area missile defense, as I said, I will place each of them probably at 45 degrees out in front, so as to catch missiles.  The lasers get less fire rate but have way better accuracy/range , and they can better intercept for the other ships which are somewhat lacking in defenses.

Thank you for noticing the Jump Squadron issue.  I thought it would be fine, but I see now that I missed it in the tech description box.  Argh, looks like I'm going to have to cut one heavy cruiser for each group, at least for now.
Posted by: Barkhorn
« on: June 11, 2014, 03:57:00 PM »

You also are either carrying too much fuel or could have more powerful, but less efficient engines.  82 billion km is around 7 round trips from the Sun to Pluto.

Even without better engine tech, I think you could get up to 4000 km/s with bigger, less efficient engines.
Posted by: JacenHan
« on: June 11, 2014, 03:17:48 PM »

I'll comment on the Heavy/Light cruisers.

Heavy cruiser: This looks pretty good, but you only have one fire control, which means that against several smaller ships you will either have some overkill or unused launchers. Also, the active sensor only has a range of 50 million km, but it's missile range is 350 million km, but it looks like you'll be using this with the Socrates, so it should be fine as long it has assistance.

Light cruiser: Those 10 cm turrets seem redundant. You already have three bigger ones for ship to ship combat, and gauss turrets for anti-missile combat. I'd recommend replacing them with more lasers or gauss turrets/fire controls.

The doctrine needs some alteration as well. The max jump squadron size includes the ship with the drive, so you need to drop one of your ships from the fleet or tech up your jump squadron tech. The normal jump point travel (not squadron transit) doesn't need to bother with squadron size, so the fleet as it is will work fine as the jump point isn't defended.
Posted by: Evanissimo
« on: June 11, 2014, 01:11:01 PM »

Ok so I modified my designs quite a bit, and added a second 18,000 ton command cruiser design, with jump engines.

Code: [Select]
Socrates class Command Cruiser    18,000 tons     440 Crew     3412.2 BP      TCS 360  TH 806  EM 0
2238 km/s    JR 5-100     Armour 4-61     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 19     PPV 18.76
Maint Life 1.52 Years     MSP 2066    AFR 288%    IFR 4%    1YR 1011    5YR 15171    Max Repair 875 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Flag Bridge    Magazine 464   

Command J18000(5-100) Military Jump Drive     Max Ship Size 18000 tons    Distance 100k km     Squadron Size 5
403.2 EP Ion Drive (2)    Power 403.2    Fuel Use 46.09%    Signature 403.2    Exp 10%
Fuel Capacity 3,500,000 Litres    Range 75.9 billion km   (392 days at full power)

Twin Gauss Cannon R3-8 Turret (4x6)    Range 30,000km     TS: 10000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S01 32-10000 (2)    Max Range: 64,000 km   TS: 10000 km/s     84 69 53 37 22 6 0 0 0 0

Size 1 Missile Launcher (14)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC16-R1 (2)     Range 16.4m km    Resolution 1
Size 1 Anti-missile Missile (464)  Speed: 14,400 km/s   End: 11.9m    Range: 10.3m km   WH: 1    Size: 1    TH: 134/80/40

Carrier Active Search Sensor MR843-R120 (70%) (1)     GPS 84000     Range 843.5m km    Resolution 120
Active Search Sensor MR11-R1 (1)     GPS 84     Range 11.8m km    MCR 1.3m km    Resolution 1

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

Code: [Select]
Telemachus MK2 class Battlecruiser    18,000 tons     288 Crew     2366.2 BP      TCS 360  TH 806  EM 0
2238 km/s     Armour 4-61     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 14     PPV 57.52
Maint Life 1.76 Years     MSP 1370    AFR 576%    IFR 8%    1YR 543    5YR 8142    Max Repair 201.6 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 1446   

403.2 EP Ion Drive (2)    Power 403.2    Fuel Use 46.09%    Signature 403.2    Exp 10%
Fuel Capacity 4,010,000 Litres    Range 87.0 billion km   (449 days at full power)

Twin Gauss Cannon R3-8 Turret (8x6)    Range 30,000km     TS: 10000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S01 32-10000 (4)    Max Range: 64,000 km   TS: 10000 km/s     84 69 53 37 22 6 0 0 0 0

Size 4 Missile Launcher (50% Reduction) (24)    Missile Size 4    Rate of Fire 200
Missile Fire Control FC450-R120 (1)     Range 450.9m km    Resolution 120
Size 4 Anti-ship Missile MK2 (361)  Speed: 12,000 km/s   End: 492.4m    Range: 354.5m km   WH: 9    Size: 4    TH: 56/33/16

Active Search Sensor MR49-R120 (1)     GPS 6720     Range 49.1m km    Resolution 120
Active Search Sensor MR2-R1 (1)     GPS 28     Range 2.2m km    MCR 244k km    Resolution 1

ECCM-2 (1)         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 Military Vessel for maintenance purposes

- The 2 18 KT behemoths, With the command cruiser mounting the only AMM's in the fleet.  I feel like its too few, or does the light cruiser design below, with all its laser turrets, make up for it?

Code: [Select]
Archidamus MK2 class Heavy Cruiser    12,000 tons     221 Crew     1811 BP      TCS 240  TH 528  EM 0
2200 km/s     Armour 4-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 17     PPV 34.38
Maint Life 2.29 Years     MSP 660    AFR 164%    IFR 2.3%    1YR 170    5YR 2552    Max Repair 264 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 964   

528 EP Ion Drive (1)    Power 528    Fuel Use 45.69%    Signature 528    Exp 11%
Fuel Capacity 2,500,000 Litres    Range 82.1 billion km   (431 days at full power)

Twin Gauss Cannon R3-8 Turret (2x6)    Range 30,000km     TS: 10000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S03 120-10000 H70 (1)    Max Range: 240,000 km   TS: 10000 km/s     96 92 88 83 79 75 71 67 62 58

Size 4 Missile Launcher (50% Reduction) (16)    Missile Size 4    Rate of Fire 200
Missile Fire Control FC450-R120 (1)     Range 450.9m km    Resolution 120
Size 4 Anti-ship Missile MK2 (241)  Speed: 12,000 km/s   End: 492.4m    Range: 354.5m km   WH: 9    Size: 4    TH: 56/33/16

Active Search Sensor MR2-R1 (1)     GPS 28     Range 2.2m km    MCR 244k km    Resolution 1
Active Search Sensor MR49-R120 (1)     GPS 6720     Range 49.1m km    Resolution 120

ECCM-2 (1)         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 Military Vessel for maintenance purposes

Code: [Select]
Alcibiades MK2 class Light Cruiser    11,000 tons     313 Crew     2623 BP      TCS 220  TH 528  EM 750
2400 km/s     Armour 4-44     Shields 25-300     Sensors 1/1/0/0     Damage Control Rating 16     PPV 42.74
Maint Life 3.09 Years     MSP 894    AFR 161%    IFR 2.2%    1YR 141    5YR 2108    Max Repair 264 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

528 EP Ion Drive (1)    Power 528    Fuel Use 45.69%    Signature 528    Exp 11%
Fuel Capacity 2,500,000 Litres    Range 89.5 billion km   (431 days at full power)
Delta R300/420 Shields (10)   Total Fuel Cost  175 Litres per hour  (4,200 per day)

19cm C4 Ultraviolet Laser (1)    Range 320,000km     TS: 5000 km/s     Power 9-4     RM 4    ROF 15        9 9 9 9 7 6 5 4 4 3
15cm C4 Ultraviolet Laser (2)    Range 240,000km     TS: 5000 km/s     Power 6-4     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Single 10cm C4 Ultraviolet Laser Turret (6x1)    Range 120,000km     TS: 10000 km/s     Power 3-4     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Twin Gauss Cannon R3-8 Turret (6x6)    Range 30,000km     TS: 10000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S03 120-10000 H70 (2)    Max Range: 240,000 km   TS: 10000 km/s     96 92 88 83 79 75 71 67 62 58
Fire Control S01 32-10000 (6)    Max Range: 64,000 km   TS: 10000 km/s     84 69 53 37 22 6 0 0 0 0
Fire Control S02 160-5000 H40 (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (8)     Total Power Output 36    Armour 0    Exp 5%

Active Search Sensor MR98-R120 (1)     GPS 13440     Range 98.2m km    Resolution 120
Active Search Sensor MR11-R1 (1)     GPS 84     Range 11.8m km    MCR 1.3m km    Resolution 1

ECCM-2 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes
- The heavy cruiser and the light cruiser designs.  I lightened the light cruiser design by 1000 tons, to make it faster so it can advance to engage any beam ships that rush my fleet and somehow make it through the missile barrage.  It also needs to be able to manuever and change protected axis without slowing the fleet down, so that is a factor as well.  The heavy cruiser now carries no anti missile missiles, which is what Brian suggested, and I liked that idea.  It still packs less of a punch than the Telemachus MK2 but its not that far behind.
Quote from: TT link=topic=7265. msg73803#msg73803 date=1402446590

Your missles are too slow, what performance multiplier are you using for their engines? I typically aim for 2x.   Also I'd use a larger warhead.   Early on, a wh value of 9 for my asm missles is standard but 16 is better early on. 

-I realize that my missiles have not changed in speed too much.  The engine I was using for my ASM was already at x2 engine power, and so all i could do was really make it larger, boosting it from 1. 7 msp to 2. 0.  While the resulting missile may not seem better, it has the slightest boost in to-hit chance.  If anyone has any suggestions about how to make my missiles better at this tech level, please don't hold back.  Also that means that if I go up to WH value of 16, there will be no room for fuel or agility at my Tech Level.

Quote from: Barkhorn link=topic=7265. msg73811#msg73811 date=1402501330

I like how many gauss turrets you have, though the other poster is right, you need more FC's.   Preferably one per turret.   You could also get away with just making fewer, but larger turrets.   I personally like twin turrets, but with how many you're mounting you could probably go all the way to quad.   With this many gauss turrets, you might be able to get away with not using AMM's at all, depending on how many missiles your enemies use, and how good they are.
- I turned off all spoilers in the game creation menu, so I don't have to worry about ridiculous 30kps missiles or anything, at least not at this point.  I also don't have one beam fire control per turret at all points, but more like 2 turrets to 1 fire control, sometimes 1:1.

-Doctrine now calls for 1 Socrates CC, 1 Telemachus MK2 BC, 2 Alcibiades MK2 CL's and 2 Archidamus MK2 CA's to operate together.
Posted by: Barkhorn
« on: June 11, 2014, 10:42:10 AM »

Unless you're building tons of your missile-armed ships, your volleys will be painfully weak.  Your ships are only firing 4 ASM's each.  The idea behind anti-ship missile launchers is that you want to fire more than the enemy's PD and AMM's can shoot down.  You fire lots of missiles so enough slip past the AMM's to also penetrate past the beam PD and hit their targets.  With small volleys like yours, you're basically just trying to drain their AMM stock.  And even once those are gone, you'll have trouble getting past their beam PD.

I like how many gauss turrets you have, though the other poster is right, you need more FC's.  Preferably one per turret.  You could also get away with just making fewer, but larger turrets.  I personally like twin turrets, but with how many you're mounting you could probably go all the way to quad.  With this many gauss turrets, you might be able to get away with not using AMM's at all, depending on how many missiles your enemies use, and how good they are.
Posted by: Brian Neumann
« on: June 10, 2014, 11:28:30 PM »

As a post script to my previous reply I forgot to mention that prebuilding major components of a ship using your planetary industry can have a large effect on building times.  Systems like the sensors, jump engines, heavy weapons, etc. can be built using the planetary industry.  When these systems are needed for ship building the total time to build is figured without having to build the systems that are available on the building colony.  If the sensors, engines were 80% of the ship then the total time to build would be 1/5 of what a ship would take in the same shipyard would take to build,  So 15 months would become 3 months.  It can be very handy for mas producing ships.  The other thought was when designing similar ships pay attention to the box on the 4th tab (Dac/rank/info) of the ship design screen (F5)  It lists if any other ships are close enough that a shipyard that has been configured for the current design can build similar designs.  A simple example is my colony and freighter fleet are almost identical.  Just remove the cargo bays and put in the crogenic bays.  A colony ship configured shipyard can build my freighters without needing to retool between designs.  Unfortunately the reverse does not work.  If your warship designs are fairly close they may be able to take advantage of this.

Brian
Posted by: Brian Neumann
« on: June 10, 2014, 08:43:03 PM »

In addition to TT's comments, I have a couple of ideas.

 I would probably pull the gauss cannon off of the missile cruiser.  The total tonnage of all those gauss cannon will give you a lot of missile launchers, and space for more magazines.  In addition it looks like you don't have enough fire controls (1 currently) for that many individual gauss cannon.  You are going to have to link all the gauss cannon to that 1 fire control which can only fire at a single salvo of incoming missiles (1 ship/fighter worth).  If you were to make multiple weapons per turret there is a small space savings built in.

The other item I would change is the number of fire controls on your light cruiser.  Currently there are two, one for point defense and one for long range work.  This is going to limit your point defense quite a bit.  A good example is if a squadron of fighters fired on your core fleet (12 fighters?) then at least 5 of the fighters missiles (using your designs that would be 20 missiles) would not be fired upon at all.

Third point would be to pull 2/3 of the jump engines and use that space for more of the primary weapon for the ship.  I would especially do this with your battlecruiser and have two of them in each fleet.  One with a jump engine and less weapons and a longer range active sensor for detecting missiles (currently you are only seeing them 244 thousand kilometers from your ship.)  If you can get that farther out then you will probably have more of a chance to get multiple counter missile salvo's from all of your ships. The other battlecruiser without a jump drive will have a lot more space for weapons.  In my own games I often make the big jump ship have the largest sensor and significantly more point defense and armor, and be the command ship with the flag bridge.

 Last point is that your magazines are way to small for effective combat, especially with having two different launchers.  Take a look at Steve's latest AAR.  His missile cruiser which is the same size as yours is twice as fast, and has twice the magazine capacity without having to split that capacity between different types of missiles.  Even with that he has had problems running out of missiles in some battles.

Brian 
Posted by: TT
« on: June 10, 2014, 07:29:50 PM »

Couple of things.   I think pretty much all of your larger craft have a jump drive.   Each jump drive capable ship can jump 3 ships.  Give about a third of your ships jump drives and the rest needs more missles.

Your asm missles have a range of 200+ but your fire control radars have a range of just over 100.  they should be about the same with maybe your fire control out performing your missles (to hedge against ecm).  Your missles are too slow, what performance multiplier are you using for their engines? I typically aim for 2x.  Also I'd use a larger warhead.  Early on, a wh value of 9 for my asm missles is standard but 16 is better early on.

So, my advice:

fewer jump drive
more missle launchers
sync your fire control to your missle range
give your missles more speed
and a bigger warhead