Posted by: SteveAlt
« on: March 04, 2008, 02:54:06 AM »Quote from: "Brian"
How are the changes to missiles going to effect the combat ability of fighters.
They will still be very similar in the v2.6 changes described above. The main differences will be using the new rules for missile fire control and carrying more capable missiles. Here is the updated Eagle class fighter for my current campaign. The Fire Control system is designed to shoot at targets of 2250 tons or greater and has the best range that can be achieved for that type of target using a 1 HS system. The Falchion missile has minimal fuel but matches the range of the fire control, allowing the bulk of the missile to be devoted to warhead and engine. This missile is a short-ranged (for the new rules) ship-killer. Missiles are going to be generally faster in v2.6, partly because of the 25% increase in missile power but partly because I am finding less space is being devoted to fuel. Although you can now create very long ranged missiles if you want to add a large fuel tank, targeting them becomes the issue.
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Eagle class Fighter 250 tons 12 Crew 35.9 BP TCS 5 TH 24 EM 0
4800 km/s Armour 0.5 Shields 0-0 Sensors 1/0/0/0 Damage Control 0-0 PPV 1.8
Magazine 12
Fighter Nuclear Pulse Engine FN-1 (1) Power 24 Efficiency 70.00 Signature 24 Armour 0 Exp 25%
Fuel Capacity 10,000 Litres Range 1.0 billion km (59 hours at full power)
Mk 3 VLS Single Cell Launcher (3) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
APG-1 Fighter Fire Control (1) Range 16.2m km Resolution 45
Falchion Anti-Ship Missile (3) Speed: 17500 km/s Endurance: 15.3 minutes Range: 16.1m km Warhead: 10 MR: 10 Size: 4
There is a significant impact on carriers, which can now carry only 25% of the ordnance and 42% of the fuel they could carry before. Therefore the redesigned Ark Royal has had to sacrifice some engines to keep the strikegroup at 12 fighters while retaining only 40% of the magazine space. That ordnance is more considerably capable than before though. I think underway replenishment ships are going to become very important for fleet deployments and I will look at some specialised replenishment tech.
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Ark Royal class Carrier 10000 tons 654 Crew 1068.6 BP TCS 200 TH 560 EM 0
2800 km/s Armour 1 Shields 0-0 Sensors 5/5/0/0 Damage Control 0-0 PPV 0
Hangar Deck Capacity 60 Magazine 410 Replacement Parts 10
Nuclear Pulse Engine E7 (14) Power 40 Efficiency 0.70 Signature 40 Armour 0 Exp 5%
Fuel Capacity 310,000 Litres Range 79.7 billion km (329 days at full power)
Falchion Anti-Ship Missile (102) Speed: 17500 km/s Endurance: 15.3 minutes Range: 16.1m km Warhead: 10 MR: 10 Size: 4
SPS-150/75 Active Sensor (1) GPS 1500 Range 15.0m km Resolution 75
SQS-1 Thermal Sensor (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
SE-1 EM Detection Sensor (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
Strike Group
12x Eagle Fighter Speed: 4800 km/s Size: 5
Steve