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Posted by: joeclark77
« on: November 05, 2014, 11:30:57 PM »

Here are a few more streamlined version of the same fighters... if you want more speed just add another engine.
You could maybe shave off a few tons by reducing the size of the power plant.  If the laser only needs 3 units of power per ten seconds, you can slim down to a powerplant that produces 1.5.  If you go with bigger lasers and lower ROF, you can reduce the power plant size even more, probably to its minimum.
Posted by: papent
« on: November 05, 2014, 05:02:10 PM »

I just installed my Standard Frigate Jump Drive it also the smallest size jump engine that I can design that is not self-jump only

There are two fire controls installed
Code: [Select]
Tarufelli Electronics MFC-482 R020 Director (1)     Range 483.0m km    Resolution 20
Liskey-Accosta MFC-108 R100 Director (1)     Range 108.0m km    Resolution 100

the primary fire control is the MFC-482
which is nearly triple the range of the active sensor but that is to burn through ECM
Code: [Select]
Liskey-Accosta ASY-160 R080 Scanner (1)     GPS 8000     Range 161.0m km    Resolution 80
my Op-plan for this design is not deep penetration raiding but more of Interdiction of any enemy assets and planets in a combat area for example I'm engaging a fleet one jump point from an enemy outpost/home system I send these ships to lay in wait at 1 km/s within sensor range of a jump point and shoot and scoot, or send a ship to shoot the sensor equipped torpedoes at an enemy planet or space base.
Posted by: davidb86
« on: November 05, 2014, 03:59:21 PM »

Quote
Akula class Stealth Frigate    4,800 tons     152 Crew     1295 BP      TCS 14.4  TH 168  EM 0
Gaza OKB MJD-120 Frigate Gen 2     Max Ship Size 6000 tons    Distance 250k km     Squadron Size 5

Your jump drive is 20% larger than the ship needs, either fill out the extra 1200 tons with fuel, maintenance, and missiles to provide a more robust design, or design a 4800 ton jump drive.

Also 2/3 of your missiles have over twice the range of your fire control.  Bump up the fire control range to equal your missiles, if not exceed them if you are in a heavy ECM environment.

Your passive sensor are somewhat short ranged. They would detect the 45,000 ton Eerie class Battlecruiser (TH 1536  EM 2400) at approximately 27 million km for thermal and 43 million km for EM.  if you turn on your own active sensor, your passives would pick it up at 144 million km.  If this ship is operating independently in enemy territory, it has not missile sensor.  For a raiding ship, I prefer a smaller resolution sensor that is harder for the enemy to see and can double as a missile sensor.  Use better passives to locate the enemy and approach to attack range.
Posted by: papent
« on: November 05, 2014, 07:37:46 AM »

On the topic of Cloaked Frigates I just developed my First one it to be used as a scout/raider against NPR's
as the norm for my ships it is small and somewhat lightly armored, reliant on tankers and coilers but my fleet contains many support ships already.

Code: [Select]
Akula class Stealth Frigate    4,800 tons     152 Crew     1295 BP      TCS 14.4  TH 168  EM 0
3500 km/s    JR 5-250     Armour 2-25     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 1     PPV 15.5
Maint Life 1.77 Years     MSP 253    AFR 122%    IFR 1.7%    1YR 100    5YR 1499    Max Repair 200 MSP
Intended Deployment Time: 9 months    Spare Berths 1   
Magazine 114   

Gaza OKB MJD-120 Frigate Gen 2     Max Ship Size 6000 tons    Distance 250k km     Squadron Size 5
Corbi Turbines 168 EP Frigate I-Fusion Drive (2)    Power 168    Fuel Use 109%    Signature 84    Exp 14%
Fuel Capacity 265,000 Litres    Range 9.1 billion km   (30 days at full power)

Venzke Ordnance GsH-5008 (1x5)    Range 50,000km     TS: 6250 km/s     Accuracy Modifier 8%     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

Samson Ordnance S06 Micro Torpedo Launcher (2)    Missile Size 6    Rate of Fire 3600
Samson Ordnance S06 Mini Torpedo Launcher (4)    Missile Size 6    Rate of Fire 180
Tarufelli Electronics MFC-482 R020 Director (1)     Range 483.0m km    Resolution 20
Liskey-Accosta MFC-108 R100 Director (1)     Range 108.0m km    Resolution 100
SUAST-01 Pistol (6)  Speed: 32,000 km/s   End: 71m    Range: 136.3m km   WH: 24    Size: 6    TH: 106/64/32
MUAST-01 Carbine (6)  Speed: 27,600 km/s   End: 158.8m    Range: 263m km   WH: 16    Size: 6    TH: 193/116/58
LGAST-02 Rifle (7)  Speed: 32,000 km/s   End: 153.8m    Range: 295.3m km   WH: 12    Size: 6    TH: 192/115/57

Liskey-Accosta ASY-160 R080 Scanner (1)     GPS 8000     Range 161.0m km    Resolution 80
Liskey-Accosta TH-18 Thermal Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Liskey-Accosta EM-018.0 Detection Sensor (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Cloaking Device: Class cross-section reduced to 15% of normal

ECCM-2 (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
Posted by: Jorgen_CAB
« on: October 14, 2014, 10:29:23 AM »

Here are a few more streamlined version of the same fighters... if you want more speed just add another engine.

Code: [Select]
Viper class Interceptor    380 tons     4 Crew     434 BP      TCS 7.6  TH 288  EM 0
37894 km/s     Armour 2-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 0 Years     MSP 0    AFR 76%    IFR 1.1%    1YR 35    5YR 524    Max Repair 180 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   

96 EP Inertial Fusion Drive (3)    Power 96    Fuel Use 617.3%    Signature 96    Exp 30%
Fuel Capacity 15,000 Litres    Range 1.2 billion km   (8 hours at full power)

10cm C2.5 Soft X-ray Laser (1)    Range 180,000km     TS: 37894 km/s     Power 3-2.5     RM 6    ROF 10        3 3 3 2 1 1 1 1 1 0
Fire Control S01.2 120-10000 (FTR) (1)    Max Range: 240,000 km   TS: 40000 km/s     92 83 75 67 58 50 42 33 25 17
Inertial Confinement Fusion Reactor Technology PB-1 (3)     Total Power Output 3.6    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 5     Range 1.2m km    MCR 125k km    Resolution 1

Code: [Select]
Vulture class Interceptor    385 tons     4 Crew     458 BP      TCS 7.7  TH 288  EM 0
37402 km/s     Armour 2-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 0 Years     MSP 0    AFR 77%    IFR 1.1%    1YR 44    5YR 663    Max Repair 216 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   

96 EP Inertial Fusion Drive (3)    Power 96    Fuel Use 617.3%    Signature 96    Exp 30%
Fuel Capacity 15,000 Litres    Range 1.1 billion km   (8 hours at full power)

15cm C0.5 Soft X-ray Laser (1)    Range 360,000km     TS: 37402 km/s     Power 6-0.5     RM 6    ROF 60        6 6 6 4 3 3 2 2 2 1
Fire Control S01.5 180-8000 (FTR) (1)    Max Range: 360,000 km   TS: 32000 km/s     94 89 83 78 72 67 61 56 50 44
Inertial Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 1.2    Armour 0    Exp 5%

Active Search Sensor MR1-R1 (1)     GPS 5     Range 1.2m km    MCR 125k km    Resolution 1

Code: [Select]
Raven class Fast Tanker    265 tons     1 Crew     130 BP      TCS 5.3  TH 192  EM 0
36226 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 53%    IFR 0.7%    1YR 8    5YR 127    Max Repair 48 MSP
Intended Deployment Time: 0.1 months    Spare Berths 9   

96 EP Inertial Fusion Drive (2)    Power 96    Fuel Use 617.3%    Signature 96    Exp 30%
Fuel Capacity 150,000 Litres    Range 16.5 billion km   (5 days at full power)

And as GreatTuna said... no need to have more speed than necessary, that just make the fighter bigger and more expensive for nothing.
Posted by: GreatTuna
« on: October 14, 2014, 09:45:32 AM »

"The range thing" is useful when you can maintain range to your enemy.
Your 375t interceptor can't do it for long, (I compare it against my similar-tech fighter, which has 49.5kkm/s) which means destruction if your 15cm laser misses.
500t fighter is way better at this, and also is able to recharge quickly enough to fire again.

But well, your enemy isn't me  ;) and as Jorgen said, if you have better speed than your enemy (and 15cm lasers) you will win.
Posted by: martinuzz
« on: October 14, 2014, 08:54:12 AM »

If I add an extra engine and some more fuel, (changing the laser does not make any difference in HS, new reactor is the same size, sam FC) it ends up with about the same range, and I don't get spare room for better eccm even. Just more speed. Although speed is nice, I'm not sure the reduction in strike group size from 80 to 60 fighters, and the increase in cross section makes it worthwhile, especiallyu considering the range thing Jorgen just mentioned.

Code: [Select]
Spark class Beam Fighter    500 tons     5 Crew     754.8 BP      TCS 10  TH 61.44  EM 0
38400 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 3.02 Years     MSP 94    AFR 20%    IFR 0.3%    1YR 15    5YR 232    Max Repair 225 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5    

192 EP Inertial Fusion MicroDrive (2)    Power 192    Fuel Use 458.3%    Signature 30.72    Exp 30%
Fuel Capacity 80,000 Litres    Range 6.3 billion km   (45 hours at full power)

10cm C1.5 Soft X-ray Laser (1)    Range 180,000km     TS: 38400 km/s     Power 3-1.5     RM 6    ROF 10        3 3 3 3 3 3 2 2 2 1
Fire Control S01 S120-6250 (FTR) (1)    Max Range: 240,000 km   TS: 25000 km/s     96 92 88 83 79 75 71 67 62 58
Inertial Confinement Fusion Reactor PB-1.25 (1)     Total Power Output 1.5    Armour 0    Exp 20%

Small Craft ECCM-1 (1)  

Or with matching firecontrol, even less range (one tiny tank less haha)
Code: [Select]
Spark class Beam Fighter    500 tons     5 Crew     780.8 BP      TCS 10  TH 61.44  EM 0
38400 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 2.72 Years     MSP 98    AFR 20%    IFR 0.3%    1YR 19    5YR 284    Max Repair 253 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5   

192 EP Inertial Fusion MicroDrive (2)    Power 192    Fuel Use 458.3%    Signature 30.72    Exp 30%
Fuel Capacity 75,000 Litres    Range 5.9 billion km   (42 hours at full power)

10cm C1.5 Soft X-ray Laser (1)    Range 180,000km     TS: 38400 km/s     Power 3-1.5     RM 6    ROF 10        3 3 3 3 3 3 2 2 2 1
Fire Control S01.1 90-9375 H30 (FTR) (1)    Max Range: 180,000 km   TS: 37500 km/s     94 89 83 78 72 67 61 56 50 44
Inertial Confinement Fusion Reactor PB-1.25 (1)     Total Power Output 1.5    Armour 0    Exp 20%

Small Craft ECCM-1 (1)         This design is classed as a Fighter for production, combat and maintenance purposes
Posted by: Jorgen_CAB
« on: October 14, 2014, 08:18:36 AM »

Against the AI those fighters will work against a low tech fleet but you will still get horrendous casualties if they have a good stock of AMM when they close. Enemy PD, even 10cm lasers will be useful unless you plan on staying at extreme range, but if you do you will not do much damage and enemy main beam weapons will eventually shoot them down. If the enemy PD ships have good ECM you will be fairly gimped as well, although Pilots can have good beam attack bonuses to offset penalties

Against an equal tech level opponent they will be swatted down like flies if you engage a fairly well balanced fleet.

As long as you face an AI and you send them out at weaker opponents you will do fairly well.

It does not matter what beam weapons you choose to put on those fighters, they are worthless against a fleet of ships most of the time.

Beam fighters are meant to engage other fighters, FAC and unarmed scouts... so you can take them out without the need to spend valuable ammunition and resources.

Although I don't agree with previous poster that they will be bad at engaging enemy fighters, they can do up to 2 damage at a range of I think 180k km and 3 damage at about 120k km, a 10cm laser could not even dream about that kind of damage at those ranges. If you can keep the distance for long enough you will win that engagement no matter a longer recharge rate. Range will usually trump rate of fire even if your fighters are somewhat slower speed, if you are faster you will "almost" automatically win, can depend on initiative as well.

I usually never find the beam approach bery useful at attacking enemy fleets unless my whole doctrine is geared around beam warfare, then it can be very effective.

I use beam fighters as interceptors for engaging other fighters and ships with no real active defenses, here they are valuable. On ships beam weapons are primarily for defense and to defend or attack Jump Points and planets.

As an example a Multi-Role destroyer might have a beam bank of a few particle beams, a twin 15-20cm turbo-laser turret (2x tracking speed) for defense against gunships, FAC or interceptors and 10-12cm pulse laser or Gauss cannon turrets (4x tracking speed) for point defense. All in addition to AMM and ASM missiles. Such escorts can perform almost any task and a squadron of those will take down a large number of enemy FAC/fighters with beam weapons.

I do have a feeling though that your technology is ahead of most of your enemies so you probably can afford to use your fighters more offensively than I can in my campaigns. It as about the setting and there are never just one solution for every situation.  ;)
Posted by: GreatTuna
« on: October 14, 2014, 08:01:26 AM »

Powergamer tip: 0.5x 10cm laser and 0.75x 10cm laser have the same size = 2hs.

I thought the strenght 6 punch from the 15cm laser would be better suited for a strikegroup of 80 of those fighters intended to one shot targets.

Targets typically don't travel alone.  ;)
Also, your strike group with 15cm lasers will have problems with large ships (barrage damage = 480 (reduced by enemy ECMs), your own command ship (45kton) armor = 1120, my battleship (30kton) armor+shields = 1066). You just can't one-shot intended target with this group because you can't get past target's armor.

You think it would be better to just make it 500t, with a second engine and some more fuel?

Yes.
Posted by: martinuzz
« on: October 14, 2014, 07:27:06 AM »

About fighter:
1. Your fighter is overall weird. What is purpose of it? If it is dedicated anti-fighter craft, it's better to replace 15cm laser with small-caliber, but fast-firing laser cannon, because enemy can have up to 12 free shots if your fighter misses. If it is dedicated anti-ship craft, put mesons instead: this laser cannon isn't going to cut enemy's armor well.
It's mainly for targeting medium to large sized ships, to be used anti fighter situationally as well. My meson tech sucks bad. I just got 1 level in it's techs to make a PDC turret.
As for the laser, if I make it 10cm, it will still take up the same 2hs, reduce damage to 3, and double firing speed to 30s. So the dps will remain the same.
I thought the strenght 6 punch from the 15cm laser would be better suited for a strikegroup of 80 of those fighters intended to one shot targets.


2. It is slower than your beam frigate. Even worse, the beam frigate is better at every aspect except size and BP cost: better range, better fuel efficiency, better BFC range, better ROF, better armor (4 + shields versus 2), better ECCM\ECM, frigate even has own backup sensor, all that while maintaining almost same TCS as fighter.

You could make it better by giving it bigger engine (you have 125 tons), removing second armor layer and putting another cannon instead of 15cm laser (10cm laser\meson\HPM).
I wanted to keep it at 375 tons max. You think it would be better to just make it 500t, with a second engine and some more fuel?

Command ship is fine, though you could exchange box launchers for more lasers.
The torpedoes have more fuel than they need. They are really intended to be fired so close as to give enemy PD no opportunity to react. They have strenght 21 warheads. Big Badda Surprise Boom. Just for lolz.

EDIT: oh wait they don't have str 21 warheads. maneuver rating 21 :P I should redesign them torps.
Posted by: GreatTuna
« on: October 14, 2014, 07:00:07 AM »

About fighter:
1. Your fighter is overall weird. What is purpose of it? If it is dedicated anti-fighter craft, it's better to replace 15cm laser with small-caliber, but fast-firing laser cannon, because enemy can have up to 12 free shots if your fighter misses. If it is dedicated anti-ship craft, put mesons instead: this laser cannon isn't going to cut enemy's armor well.
2. It is slower than your beam frigate. Even worse, the beam frigate is better at every aspect except size and BP cost: better range, better fuel efficiency, better BFC range, better ROF, better armor (4 + shields versus 2), better ECCM\ECM, frigate even has own backup sensor, all that while maintaining almost same TCS as fighter.

You could make it better by giving it bigger engine (you have 125 tons), removing second armor layer and putting another cannon instead of 15cm laser (10cm laser\meson\HPM).

Command ship is fine, though you could exchange box launchers for more lasers.
Posted by: martinuzz
« on: October 13, 2014, 03:59:29 PM »

Woot. My first non-cloaked ship. A beam fighter. it even had room to fit a point of armor in it's 375 tons. I had to design a new engine with 3.00x power boost for it. It is not fuel-friendly, but it has nearly the same range as the frigates.
Code: [Select]
Spark class Beam Fighter    375 tons     10 Crew     557 BP      TCS 7.5  TH 30.72  EM 0
25600 km/s     Armour 2-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 4.15 Years     MSP 93    AFR 11%    IFR 0.2%    1YR 9    5YR 130    Max Repair 225 MSP
Intended Deployment Time: 0.12 months    Spare Berths 0    

192 EP Inertial Fusion MicroDrive (1)    Power 192    Fuel Use 458.3%    Signature 30.72    Exp 30%
Fuel Capacity 60,000 Litres    Range 6.3 billion km   (68 hours at full power)

15cm C0.5 Soft X-ray Laser (1)    Range 240,000km     TS: 25600 km/s     Power 6-0.5     RM 6    ROF 60        6 6 6 6 6 6 5 4 4 3
Fire Control S01 S120-6250 (FTR) (1)    Max Range: 240,000 km   TS: 25000 km/s     96 92 88 83 79 75 71 67 62 58
Inertial Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 1.2    Armour 0    Exp 5%

Small Craft ECCM-1 (1)         This design is classed as a Fighter for production, combat and maintenance purposes

EDIT2: And a fleet escort. It is not cloaked. If I understand correctly, NPR AI will favour targeting the biggest targets / strongest active sensors / largest thermal signatures, am I right? Meaning, if the 45000t ships operate together, enemy fire will mostly be directed at the Eerie (largest cross-section), and command ship (largest sensor / shield)?

Code: [Select]
Eerie class Battlecruiser    45,000 tons     1031 Crew     25115.3 BP      TCS 900  TH 1536  EM 2400
10666 km/s     Armour 10-112     Shields 80-300     Sensors 1/1/0/0     Damage Control Rating 170     PPV 169
Maint Life 1.14 Years     MSP 7238    AFR 780%    IFR 10.8%    1YR 5611    5YR 84159    Max Repair 1350 MSP
Intended Deployment Time: 12 months    Spare Berths 2    
Magazine 80    

1200 EP Inertial Fusion Stealth EcoDrive (8)    Power 1200    Fuel Use 7.31%    Signature 192    Exp 7%
Fuel Capacity 5,050,000 Litres    Range 276.3 billion km   (299 days at full power)
Theta R300/288 Shields (20)   Total Fuel Cost  240 Litres per hour  (5,760 per day)

Single 30cm C8 Soft X-ray Laser Turret (9x1)    Range 480,000km     TS: 18225 km/s     Power 24-8     RM 6    ROF 15        24 24 24 24 24 24 20 18 16 14
Twin 10cm C3 Soft X-ray Laser (AMM180kkm) Turret (5x2)    Range 180,000km     TS: 21984 km/s     Power 6-6     RM 6    ROF 5        3 3 3 3 3 3 2 2 2 1
Fire Control S06 240-18750 H30 (3)    Max Range: 480,000 km   TS: 18750 km/s     98 96 94 92 90 88 85 83 81 79
Fire Control S06 180-25000 (5)    Max Range: 360,000 km   TS: 25000 km/s     97 94 92 89 86 83 81 78 75 72
Inertial Confinement Fusion Reactor Technology PB-1 (4)     Total Power Output 96    Armour 0    Exp 5%
Inertial Confinement Fusion Reactor PB-1.25 (2)     Total Power Output 6    Armour 0    Exp 20%

Size 8 Box Launcher (10)    Missile Size 8    Hangar Reload 60 minutes    MF Reload 10 hours
Torpedo Fire Control FC13-R50 (1)     Range 13.7m km    Resolution 50
Size 8 Torpedo Mk1 (10)  Speed: 120,000 km/s   End: 0.2m    Range: 1.4m km   WH: 9    Size: 8    TH: 840/504/252

Active Search Sensor MR16-AMM Mk1 (1)     GPS 90     Range 16.2m km    MCR 1.8m km    Resolution 1

Compact ECCM-2 (3)         ECM 30
Now to build 4 tenders with 4 carriers each (9 defense frigates, 9 missile frigates, 9 AMM frigates, 9 beam frigates, 4 recon, 80 beam fighters, 75 missile fighters total), and a command ship with 4 Battlecruiser escorts.
Posted by: Jorgen_CAB
« on: October 13, 2014, 09:59:54 AM »

I would say that you either look at your own AMM active resolution 1 sensor or estimate what you think an enemy will have. Your own frigates can scan 51m km at resolution 1. I would go with a range that are say +10-20% of that for some safety margins. That is 55-60m km range.

25m km might be OK against most fleets with no dedicated AMM ships or with very low tech level.

Having short range torpedoes for close combat can still be a good idea though. As you said, good against beam only ships and good at JP defence or attack. If you have a torpedo with a speed at 130k km/s you can fire it without the enemy having any chance to shoot it down at a distance of 650k km. You can also use such torpedoes against enemy fighters/FAC to some rather good effect, but only if you also carry a low resolution short range fire-control.

I still think that using a stealth FAC instead of a fighter would be better in your case and just have a fighter be none stealth.

Personally I think that using stealth on a big ship to fool anyone is a one trick pony and would not work very well in reality since electronic intelligence is very good at profiling ship emission to classify them. So once they are classified that trick will not work any more. In reality with spies and the ability to scan and catalogue ships in peace would also make it pointless. Just saying... ;)
Posted by: martinuzz
« on: October 13, 2014, 08:53:43 AM »

Thanks for the input folks, some good points were made there.
I suppose those short range torpedoes would only work on big beam ships, as an extra surprise punch. I do have some size 4 range 25m km missiles I could put on those fighters though. But you're right, I really need more cloaking tech for cloaking fighters, the current 3hs cloaking device is indeed taking up too much space.

As for the cloaks on the big ships.. It isn't so much intended as to hide them from detection, but rather to mislead the enemy into thinking it's just a few small ships that just popped in through their wormhole.

Also, I did not combine the command ship and the jump tender because that would be a waste of flag bridges. I just need 1, but intend to use more than 1 tender.

<heads beack to the drawing table>
You think 28m km is a safe enough firing distance for those cloaked fighters?
Code: [Select]
Eraser class Stealthfighter    500 tons     3 Crew     291 BP      TCS 1.5  TH 25.6  EM 0
16000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.4
Maint Life 4.04 Years     MSP 36    AFR 20%    IFR 0.3%    1YR 4    5YR 53    Max Repair 90 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7    
Magazine 16    

80 EP Inertial Fusion Stealth MicroDrive (2)    Power 80    Fuel Use 293.5%    Signature 12.8    Exp 25%
Fuel Capacity 30,000 Litres    Range 3.7 billion km   (63 hours at full power)

Size 4 Box Launcher (4)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC30-R10 Mk1 (1)     Range 30.7m km    Resolution 10
Size 4 Anti-ship Seeker Missile Mk1 (4)  Speed: 132,000 km/s   End: 3.6m    Range: 28.2m km   WH: 4    Size: 4    TH: 704/422/211

Cloaking Device: Class cross-section reduced to 15% of normal
ECM 30

EDIT: Right. I removed tons of fuel tanks on most frigates, which allowed me to double their speed plus some extra firepower / stuff, such as AMM added to the defense frigate, and armor on the beam frigate.
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Wisp class Beam Frigate    3,000 tons     118 Crew     3614.3 BP      TCS 9  TH 256  EM 600
26666 km/s     Armour 4-18     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 0.23 Years     MSP 188    AFR 288%    IFR 4%    1YR 808    5YR 12117    Max Repair 1350 MSP
Intended Deployment Time: 1 months    Spare Berths 2   

320 EP Inertial Fusion Stealth PowerDrive (5)    Power 320    Fuel Use 284.6%    Signature 51.2    Exp 25%
Fuel Capacity 435,000 Litres    Range 9.2 billion km   (3 days at full power)
Theta R300/288 Shields (5)   Total Fuel Cost  60 Litres per hour  (1,440 per day)

15cm C6 Soft X-ray Laser (1)    Range 360,000km     TS: 26666 km/s     Power 6-6     RM 6    ROF 5        6 6 6 6 6 6 5 4 4 3
Fire Control S06 180-25000 (1)    Max Range: 360,000 km   TS: 25000 km/s     97 94 92 89 86 83 81 78 75 72
Inertial Confinement Fusion Reactor PB-1.25 (2)     Total Power Output 6    Armour 0    Exp 20%

Active Search Sensor MR2-R10 (1)     GPS 36     Range 2.0m km    Resolution 10
Cloaking Device: Class cross-section reduced to 15% of normal

Compact ECCM-2 (1)         ECM 30

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Spotter class Recon Frigate    3,000 tons     92 Crew     2065.3 BP      TCS 9  TH 153.6  EM 0
16000 km/s     Armour 2-18     Shields 0-0     Sensors 180/180/0/0     Damage Control Rating 0     PPV 0
Maint Life 0.17 Years     MSP 108    AFR 288%    IFR 4%    1YR 633    5YR 9489    Max Repair 360 MSP
Intended Deployment Time: 1 months    Spare Berths 8   

240 EP Inertial Fusion Stealth Drive (4)    Power 240    Fuel Use 78.54%    Signature 38.4    Exp 15%
Fuel Capacity 320,000 Litres    Range 24.4 billion km   (17 days at full power)

Active Search Sensor MR77-R100 Mk1 (1)     GPS 4321     Range 77.8m km    Resolution 100
Thermal Sensor TH10-180 (1)     Sensitivity 180     Detect Sig Strength 1000:  180m km
EM Detection Sensor EM10-180 (1)     Sensitivity 180     Detect Sig Strength 1000:  180m km
Cloaking Device: Class cross-section reduced to 15% of normal

ECM 30

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Shade class Missile Frigate    3,000 tons     81 Crew     1488.58 BP      TCS 9  TH 153.6  EM 0
16000 km/s     Armour 2-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 16
Maint Life 0.26 Years     MSP 78    AFR 288%    IFR 4%    1YR 298    5YR 4463    Max Repair 270 MSP
Intended Deployment Time: 1 months    Spare Berths 4   
Magazine 192   

240 EP Inertial Fusion Stealth Drive (4)    Power 240    Fuel Use 78.54%    Signature 38.4    Exp 15%
Fuel Capacity 100,000 Litres    Range 7.6 billion km   (5 days at full power)

Size 8 Missile Launcher 0.50% Mk1 (4)    Missile Size 8    Rate of Fire 150
Missile Fire Control FC77-R100 Mk1 (1)     Range 77.8m km    Resolution 100
Size 8 Anti-ship ECM Dumbfire Missile (24)  Speed: 120,000 km/s   End: 11.2m    Range: 80.8m km   WH: 9    Size: 8    TH: 600/360/180

Cloaking Device: Class cross-section reduced to 15% of normal
Compact ECCM-2 (1)         ECM 10

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Ghost class AMM Frigate    3,000 tons     94 Crew     2286.5 BP      TCS 9  TH 153.6  EM 0
16000 km/s     Armour 2-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 0.23 Years     MSP 119    AFR 288%    IFR 4%    1YR 523    5YR 7847    Max Repair 576 MSP
Intended Deployment Time: 1 months    Spare Berths 6   
Magazine 108   

240 EP Inertial Fusion Stealth Drive (4)    Power 240    Fuel Use 78.54%    Signature 38.4    Exp 15%
Fuel Capacity 100,000 Litres    Range 7.6 billion km   (5 days at full power)

Size 1 Missile Launcher Mk1 (4)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC23-AMM Mk1 (4)     Range 23.3m km    Resolution 1
Size 1 Anti-missile Missile Mk1 (108)  Speed: 115,200 km/s   End: 0.7m    Range: 5m km   WH: 1    Size: 1    TH: 1344/806/403

Active Search Sensor MR51-AMM Mk1 (1)     GPS 288     Range 51.8m km    MCR 5.6m km    Resolution 1
Cloaking Device: Class cross-section reduced to 15% of normal

Small Craft ECCM-1 (4)         ECM 30

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Spirit class Defense Frigate    3,000 tons     109 Crew     2935.82 BP      TCS 9  TH 153.6  EM 0
16000 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 10
Maint Life 0.22 Years     MSP 153    AFR 288%    IFR 4%    1YR 699    5YR 10489    Max Repair 1350 MSP
Intended Deployment Time: 1 months    Spare Berths 1   
Magazine 74   

240 EP Inertial Fusion Stealth Drive (4)    Power 240    Fuel Use 78.54%    Signature 38.4    Exp 15%
Fuel Capacity 100,000 Litres    Range 7.6 billion km   (5 days at full power)

Twin 10cm C3 Soft X-ray Laser (AMM180kkm) Turret (1x2)    Range 180,000km     TS: 21984 km/s     Power 6-6     RM 6    ROF 5        3 3 3 3 3 3 2 2 2 1
Fire Control S06 180-25000 (1)    Max Range: 360,000 km   TS: 25000 km/s     97 94 92 89 86 83 81 78 75 72
Inertial Confinement Fusion Reactor PB-1.25 (2)     Total Power Output 6    Armour 0    Exp 20%

Size 1 Missile Launcher Mk1 (2)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC23-AMM Mk1 (2)     Range 23.3m km    Resolution 1
Size 1 Anti-missile Missile Mk1 (74)  Speed: 115,200 km/s   End: 0.7m    Range: 5m km   WH: 1    Size: 1    TH: 1344/806/403

Cloaking Device: Class cross-section reduced to 15% of normal
Compact ECCM-2 (2)         ECM 10
Posted by: alex_brunius
« on: October 13, 2014, 01:54:59 AM »

Although a resolution 1 AMM scanner will easily detect them at a range of 2.4m km that their torpedoes have, even a range of 14m km that their fire-control has is not good enough for a decent high tech AMM sensor and fire-control. Fighter with 1 point of armour will die like flies at either enemy fighter interceptors or AMM missiles or even worse warhead 4 anti-fighter missiles.

A 250t medium tech resolution one active scanner has a range of 11.5m km and detect size 6 missiles at 1.3m km (active tech 21, EM sensitivity 11), probably lower tech than his fleet.

Indeed. Any decent Ion-Engine tech level AMM platform/sensor would be able to detect and swat down those fighters before they even got into torpedo range.