Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Erik L on April 20, 2008, 05:27:39 PM
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These ships are built on 240k RP, randomly assigned.
Archer class Freighter 6950 tons 443 Crew 724.4 BP TCS 139 TH 300 EM 0
2877 km/s Armour 1-32 Shields 0-0 Sensors 1/8/0/0 Damage Control 0-0 PPV 0
Cargo 25000 Cargo Handling Multiplier 100 Replacement Parts 5
Nuclear Pulse Engine E10 (10) Power 40 Efficiency 1.00 Signature 30 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 77.7 billion km (312 days at full power)
EM Detection Sensor EM1-8/50 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
This design is classed as a freighter for maintenance purposes
Coontz class Planetary Defence Centre 45300 tons 3269 Crew 3742.2 BP TCS 906 TH 0 EM 0
Armour 18-113 Sensors 5/10 Damage Control 0-0 PPV 432
Troop Capacity 4 Divisions Magazine 1740
Quad Gauss Cannon R3-100 Turret (4x4) Range 30,000km TS: 10000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
PDC Fire Control S16 60-6400 H50 (1) Max Range: 120,000 km TS: 6400 km/s 92 83 75 67 58 50 42 33 25 17
PDC Missile Launcher 24-360 (10) Missile Size 24 Rate of Fire 360
Missile Fire Control FC10-R1/50 (1) Range 300k km Resolution 1
Chimaera Planetary Missile (72) Speed: 10400 km/s End: 72 minutes Range: 44.9m km Warhead: 16 MR: 15 Size: 24
Active Search Sensor S10-R40/50 (1) GPS 400 Range 4.0m km Resolution 40
Thermal Sensor TH1-5/50 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
EM Detection Sensor EM1-8/50 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
This design is classed as a Planetary Defence Centre
Enterprise class Command Cruiser 9850 tons 999 Crew 982.8 BP TCS 197 TH 300 EM 300
2030 km/s Armour 1-40 Shields 10-300 Sensors 5/8/0/0 Damage Control 0-0 PPV 88
Flag Bridge Replacement Parts 5
Nuclear Pulse Engine E10 (10) Power 40 Efficiency 1.00 Signature 30 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 9.1 billion km (52 days at full power)
Alpha R300/10 Shields (10) Total Fuel Cost 100 Litres per day
12cm C2 Near Ultraviolet Laser (4) Range 80,000km TS: 2030 km/s Power 4-2 RM 3 ROF 10 4 4 4 3 2 2 1 1 0 0
Ion Torpedo R6 C2 (4) Range 60,000km TS: 2030 km/s Power 7-2 ROF 20 3 3 3 3 3 3 0 0 0 0
Quad Gauss Cannon R3-100 Turret (1x4) Range 30,000km TS: 10000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
PD Fire Control S04 10-6400 H50 (1) Max Range: 20,000 km TS: 6400 km/s 50 0 0 0 0 0 0 0 0 0
Fire Control S16 40-6400 H50 (1) Max Range: 80,000 km TS: 6400 km/s 88 75 62 50 38 25 12 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (1) Total Power Output 15 Armour 0 Exp 5%
Active Search Sensor S10-R40/50 (1) GPS 400 Range 4.0m km Resolution 40
Thermal Sensor TH1-5/50 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
EM Detection Sensor EM1-8/50 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
The quad Gauss Cannon turret provides point defense for this ship. I am unsure if this is a bug or not, but Gauss Cannons take no power.
Essex class Destroyer 6150 tons 573 Crew 841 BP TCS 123 TH 180 EM 150
1951 km/s Armour 3-29 Shields 5-300 Sensors 5/8/0/0 Damage Control 0-0 PPV 14
Replacement Parts 5
Nuclear Pulse Engine E10 (6) Power 40 Efficiency 1.00 Signature 30 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 43.9 billion km (260 days at full power)
Alpha R300/10 Shields (5) Total Fuel Cost 50 Litres per day
12cm C2 Near Ultraviolet Laser (2) Range 80,000km TS: 1951 km/s Power 4-2 RM 3 ROF 10 4 4 4 3 2 2 1 1 0 0
Gauss Cannon R3-100 (1) Range 30,000km TS: 1951 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Fire Control S16 40-6400 H50 (1) Max Range: 80,000 km TS: 6400 km/s 88 75 62 50 38 25 12 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (1) Total Power Output 15 Armour 0 Exp 5%
Active Search Sensor S10-R40/50 (1) GPS 400 Range 4.0m km Resolution 40
Thermal Sensor TH1-5/50 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
EM Detection Sensor EM1-8/50 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
Cloaking Device: Hostile active sensors reduced to 25% Range
More of a scout/escort than anything else. Again, armed with GC for punch.
Fletcher class Colony Ship 6950 tons 468 Crew 1174.4 BP TCS 139 TH 300 EM 0
2877 km/s Armour 1-32 Shields 0-0 Sensors 1/8/0/0 Damage Control 0-0 PPV 0
Colonists 50000 Cargo Handling Multiplier 100 Replacement Parts 5
Nuclear Pulse Engine E10 (10) Power 40 Efficiency 1.00 Signature 30 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 77.7 billion km (312 days at full power)
EM Detection Sensor EM1-8/50 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
This design is classed as a freighter for maintenance purposes
Lexington G class Survey Ship 6000 tons 576 Crew 1146.4 BP TCS 120 TH 300 EM 0
3333 km/s JR 3-50 Armour 1-29 Shields 0-0 Sensors 1/8/0/4 Damage Control 0-0 PPV 0
Replacement Parts 5
J6000(3-50) Jump Drive Max Ship Size 6000 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E10 (10) Power 40 Efficiency 1.00 Signature 30 Armour 0 Exp 5%
Fuel Capacity 350,000 Litres Range 105.0 billion km (364 days at full power)
EM Detection Sensor EM1-8/50 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
Improved Geological Sensors (2) 4 Survey Points
This design is classed as a non-combatant for maintenance purposes
Lexington R class Survey Ship 6000 tons 576 Crew 1146.4 BP TCS 120 TH 300 EM 0
3333 km/s JR 3-50 Armour 1-29 Shields 0-0 Sensors 1/8/4/0 Damage Control 0-0 PPV 0
Replacement Parts 5
J6000(3-50) Jump Drive Max Ship Size 6000 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E10 (10) Power 40 Efficiency 1.00 Signature 30 Armour 0 Exp 5%
Fuel Capacity 350,000 Litres Range 105.0 billion km (364 days at full power)
EM Detection Sensor EM1-8/50 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
Improved Gravitational Sensors (2) 4 Survey Points
This design is classed as a non-combatant for maintenance purposes
North Carolina class Fighter 365 tons 34 Crew 45.3 BP TCS 7.3 TH 18 EM 0
3287 km/s Armour 1-4 Shields 0-0 Sensors 1/0/0/0 Damage Control 0-0 PPV 2
Replacement Parts 1
Fighter Nuclear Pulse Engine E1000 (1) Power 24 Efficiency 100.00 Signature 18 Armour 0 Exp 25%
Fuel Capacity 20,000 Litres Range 1.0 billion km (3 days at full power)
Gauss Cannon R3-8 (4) Range 20,000km TS: 3287 km/s Power 0-0 RM 3 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S02 10-3200 H50 (FTR) (1) Max Range: 20,000 km TS: 12800 km/s 50 0 0 0 0 0 0 0 0 0
This design is classed as a fighter for production and combat purposes
I had a hard time keeping this one under 500 tons until I replaced the fuel and engineering with small versions. The GC in this one have their chances to hit multiplied by .08, so at 10,000km, they have a 4% chance, barring other effects.
Portland class Carrier 9800 tons 543 Crew 1003.2 BP TCS 196 TH 270 EM 150
1836 km/s Armour 4-40 Shields 5-300 Sensors 1/0/0/0 Damage Control 0-0 PPV 0
Hangar Deck Capacity 100 Replacement Parts 5
Nuclear Pulse Engine E10 (9) Power 40 Efficiency 1.00 Signature 30 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 9.2 billion km (57 days at full power)
Alpha R300/10 Shields (5) Total Fuel Cost 50 Litres per day
Strike Group
13x North Carolina Fighter Speed: 3287 km/s Size: 7.3
Carrier for the North Carolinas. Designed to drop the fighters and stay out of the way. This design also cannot operate without fleet support (as shown by the fuel). I was attempting to keep the ships under 10,000 ton based on shipyards.
Spruance class Cruiser 10000 tons 840 Crew 1029 BP TCS 200 TH 300 EM 300
2000 km/s Armour 5-41 Shields 10-300 Sensors 5/8/0/0 Damage Control 0-0 PPV 52
Magazine 224 Replacement Parts 5
Nuclear Pulse Engine E10 (10) Power 40 Efficiency 1.00 Signature 30 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 36.0 billion km (208 days at full power)
Alpha R300/10 Shields (10) Total Fuel Cost 100 Litres per day
Quad Gauss Cannon R3-50 Turret (1x4) Range 30,000km TS: 10000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
15cm C2 Plasma Carronade (1) Range 60,000km TS: 2000 km/s Power 6-2 RM 1 ROF 15 6 3 2 1 1 1 0 0 0 0
Fire Control S16 40-6400 H50 (1) Max Range: 80,000 km TS: 6400 km/s 88 75 62 50 38 25 12 0 0 0
PD Fire Control S04 10-6400 H50 (1) Max Range: 20,000 km TS: 6400 km/s 50 0 0 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (1) Total Power Output 15 Armour 0 Exp 5%
Missile Launcher 06-180 (4) Missile Size 6 Rate of Fire 180
Missile Fire Control FC10-R1/50 (1) Range 300k km Resolution 1
Arachne Small Missile (25) Speed: 5000 km/s End: 262.5 minutes Range: 78.7m km Warhead: 4 MR: 12 Size: 4
Basilisk Fast Missile (20) Speed: 12500 km/s End: 40 minutes Range: 30m km Warhead: 4 MR: 12 Size: 6
Active Search Sensor S10-R40/50 (1) GPS 400 Range 4.0m km Resolution 40
Thermal Sensor TH1-5/50 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
EM Detection Sensor EM1-8/50 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
Long-medium range ship. Again utilizing the GC in a PD role. Starting missile launcher tech blew goats on this setup, but I wanted to try missiles. I have the feeling the missiles are overengineered for the launch platforms.
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Its not a bug that gauss cannon require no power. I wanted them to be reasonably straightforward to add as PD systems. They aren't really an energy weapon and are classed as kinetic weapontry for research purposes.
Steve
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Been playing around with designing fighters under 3.0
Essex class Fighter 235 tons 22 Crew 44 BP TCS 4.7 TH 12.6 EM 0
7659 km/s Armour 1-3 Shields 0-0 Sensors 1/0/0/0 Damage Control 0-0 PPV 0.5
GB Ion Engine E1000 (sig 35%) (1) Power 36 Efficiency 100.00 Signature 12.6 Armour 0 Exp 25%
Fuel Capacity 10,000 Litres Range 0.8 billion km (27 hours at full power)
Gauss Cannon R3-8 (1x3) Range 30,000km TS: 7659 km/s Accuracy Modifier 8% RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Fire Control S02 20-3200 H40 (FTR) (1) Max Range: 40,000 km TS: 12800 km/s 75 50 25 0 0 0 0 0 0 0
Active Search Sensor S10-R1/100 (1) GPS 10 Range 100k km Resolution 1
This design is classed as a fighter for production and combat purposes
The role of the Essex figher could be interceptor or strike escort.
Lexington class Fighter 290 tons 26 Crew 120.75 BP TCS 5.8 TH 12.6 EM 0
6206 km/s Armour 1-3 Shields 0-0 Sensors 5/0/0/0 Damage Control 0-0 PPV 1.5
Magazine 6
GB Ion Engine E1000 (sig 35%) (1) Power 36 Efficiency 100.00 Signature 12.6 Armour 0 Exp 25%
Fuel Capacity 10,000 Litres Range 0.6 billion km (27 hours at full power)
Missile Launcher 01-750 (6) Missile Size 1 Rate of Fire 750
Missile Fire Control FC21-R4/40 (1) Range 2.5m km Resolution 4
Active Search Sensor S21-R100/40 (1) GPS 2100 Range 21.0m km Resolution 100
Thermal Sensor TH0.5-5/40 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
This design is classed as a fighter for production and combat purposes
The Lexington fighter is intented as anti-shipping/strike.
Spruance class Fighter 195 tons 16 Crew 71.5 BP TCS 3.9 TH 12.6 EM 0
9230 km/s Armour 1-2 Shields 0-0 Sensors 5/0/0/0 Damage Control 0-0 PPV 0
GB Ion Engine E1000 (sig 35%) (1) Power 36 Efficiency 100.00 Signature 12.6 Armour 0 Exp 25%
Fuel Capacity 50,000 Litres Range 4.6 billion km (5 days at full power)
Active Search Sensor S21-R100/40 (1) GPS 2100 Range 21.0m km Resolution 100
Thermal Sensor TH0.5-5/40 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
This design is classed as a non-combatant for maintenance purposes
This design is classed as a fighter for production and combat purposes
Sprunace is a light scout for the carrier.
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Spruance class Cruiser 10000 tons 840 Crew 1029 BP TCS 200 TH 300 EM 300
2000 km/s Armour 5-41 Shields 10-300 Sensors 5/8/0/0 Damage Control 0-0 PPV 52
Magazine 224 Replacement Parts 5
Nuclear Pulse Engine E10 (10) Power 40 Efficiency 1.00 Signature 30 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 36.0 billion km (208 days at full power)
Alpha R300/10 Shields (10) Total Fuel Cost 100 Litres per day
Quad Gauss Cannon R3-50 Turret (1x4) Range 30,000km TS: 10000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
15cm C2 Plasma Carronade (1) Range 60,000km TS: 2000 km/s Power 6-2 RM 1 ROF 15 6 3 2 1 1 1 0 0 0 0
Fire Control S16 40-6400 H50 (1) Max Range: 80,000 km TS: 6400 km/s 88 75 62 50 38 25 12 0 0 0
PD Fire Control S04 10-6400 H50 (1) Max Range: 20,000 km TS: 6400 km/s 50 0 0 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (1) Total Power Output 15 Armour 0 Exp 5%
Missile Launcher 06-180 (4) Missile Size 6 Rate of Fire 180
Missile Fire Control FC10-R1/50 (1) Range 300k km Resolution 1
Arachne Small Missile (25) Speed: 5000 km/s End: 262.5 minutes Range: 78.7m km Warhead: 4 MR: 12 Size: 4
Basilisk Fast Missile (20) Speed: 12500 km/s End: 40 minutes Range: 30m km Warhead: 4 MR: 12 Size: 6
Active Search Sensor S10-R40/50 (1) GPS 400 Range 4.0m km Resolution 40
Thermal Sensor TH1-5/50 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
EM Detection Sensor EM1-8/50 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
Long-medium range ship. Again utilizing the GC in a PD role. Starting missile launcher tech blew goats on this setup, but I wanted to try missiles. I have the feeling the missiles are overengineered for the launch platforms.
Am I right in reading that this ship has missiles that can reach out to 30,000,000 kilometers and missile guidance that only reaches to 300,000 kilometers? I'm seeing the same kind of thing on my missile ships, and I had to dilute the fire controls resolution quite a lot to stretch it to the missiles maximum range.
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Anyone got schematics for their Jump gate construction ships.
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Manticore class Construction Ship 21750 tons 1006 Crew 1659 BP TCS 435 TH 720 EM 0
1655 km/s Armour 1-69 Shields 0-0 Sensors 90/90/0/0 Damage Control Rating 0 PPV 0
Annual Failure Rate: 4350% IFR: 60.4% Maintenance Capacity 0 MSP
Cargo 125000 Cargo Handling Multiplier 50
Jump Gate Construction Ship: 180 days
Rolls Royce Magneto-Plasma E-80 (9) Power 80 Efficiency 0.60 Signature 80 Armour 0 Exp 5%
Fuel Capacity 500,000 Litres Range 69.0 billion km (482 days at full power)
Krantz TS-90 (1) Sensitivity 90 Detect Sig Strength 1000: 90m km
Makele EMS-90 (1) Sensitivity 90 Detect Sig Strength 1000: 90m km
That's my Construction Ship. A little heavy but leaves my freighters free to support my colonies. Also I use no maintenance in that game, otherwise would be a little bigger still.
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Do you have a pinnace design armed or recon as well as a pinnace carrier design. Would also love to see any more Aegis-type ship that can provide a fleet wide anti- missile\fighter umbrella along the lines of Steve's scharnhorst II class Destroyer assault capable most welcome.
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I've not played around with 3.2 enough to design a parasite ship/carrier yet.
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What do you have then doing your comat recon.
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What do you have then doing your combat recon.
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What do you have then doing your combat recon.
Ideally some type of dedicated scout is best, with good passive sensors, a large active sensor and perhaps a launcher for recon probes. In my own campaign at the moment I don't have one so am I filling the role with corvette scouts, jump ships with decent sensors and occasionally warships firing recon drones.
Steve
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Manticore class Construction Ship 21750 tons 1006 Crew 1659 BP TCS 435 TH 720 EM 0
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That's my Construction Ship. A little heavy but leaves my freighters free to support my colonies. Also I use no maintenance in that game, otherwise would be a little bigger still.
i love the "maintenance trouble and logistic" in this game.Raise very high the difficult and the Naval Strategy,Design,dedicated ships and at last the longevity.
maintenance in naval design make very hard to balance weapons,speed,maintenance,and Operational Range in Warship.
hard to design,better enjoy when ur ship become a "State-of-the-art" and satisfaction.
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BattleStar Galactica II class Heavy Carrier 180000 tons 15974 Crew 28827.2 BP TCS 3600 TH 1740 EM 1620
483 km/s Armour 29-283 Shields 54-400 Sensors 30/30/0/0 Damage Control Rating 1147 PPV 76
Annual Failure Rate: 259% IFR: 3.6% Maintenance Capacity 105817 MSP Max Repair 588 MSP
Flag Bridge Hangar Deck Capacity 14500 tons Magazine 5074
Fuel Harvester: 8 modules producing 480000 litres per annum
Maintenance Modules: 2 module(s) capable of supporting ships of 400 tons
GE Ion Engine H2 E5 HighPower (29) Power 60 Efficiency 0.50 Signature 60 Armour 0 Exp 5% Hyper Capable
Fuel Capacity 7,250,000 Litres Range 144.9 billion km (3472 days at full power)
Gamma R400/10 Shields (27) Total Fuel Cost 270 Litres per day
20cm Railgun V2/C3 (6x4) Range 80,000km TS: 4000 km/s Power 12-3 RM 2 ROF 20 4 4 2 2 1 1 1 1 0 0
Fire Control S05 64-3000 H40 (6) Max Range: 128,000 km TS: 3000 km/s 92 84 77 69 61 53 45 37 30 22
Stellarator Fusion Reactor Technology PB-1 AR-0 (1) Total Power Output 24 Armour 0 Exp 5%
Stellarator Fusion Reactor Technology PB-1 AR-0 (5) Total Power Output 30 Armour 0 Exp 5%
Titan 3 Launcher 10-100 (3) Missile Size 10 Rate of Fire 100
Arbalest 3 Launcher 01-010 (4) Missile Size 1 Rate of Fire 10
Arbalest Anti-Missile FC70-R1/100 (4) Range 2.1m km Resolution 1
Titan PDB FC336-R20/200Mkm (1) Range 201.6m km Resolution 20
Arbalest II 1 (2500) Speed: 18200 km/s End: 3.3 minutes Range: 3.6m km Warhead: 3 MR: 19 Size: 1
TITAN II (160) Speed: 12000 km/s End: 175 minutes Range: 126m km Warhead: 18 MR: 18 Size: 10
A.M.C.R. 1 (590) Speed: 18700 km/s End: 3.2 minutes Range: 3.6m km Warhead: 1 MR: 42 Size: 1
Arbalest Active Sensor S60-R1/100 (1) GPS 60 Range 600k km Resolution 1
PDB AntiShip Sensor S200Mkm-R2500t (1) GPS 20000 Range 200.0m km Resolution 40
Thermal Sensor TH5-30/40 (1) Sensitivity 30 Detect Sig Strength 1000: 30m km
EM Detection Sensor EM5-30/100 (1) Sensitivity 30 Detect Sig Strength 1000: 30m km
Strike Group
40x F-Arbalest Mk2 Fighter-bomber Speed: 4615 km/s Size: 7.15
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A little example (ive 1 in my Fleet right now)
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BattleStar Galactica II class Heavy Carrier 180000 tons 15974 Crew 28827.2 BP TCS 3600 TH 1740 EM 1620
483 km/s Armour 29-283 Shields 54-400 Sensors 30/30/0/0 Damage Control Rating 1147 PPV 76
Annual Failure Rate: 259% IFR: 3.6% Maintenance Capacity 105817 MSP Max Repair 588 MSP
Flag Bridge Hangar Deck Capacity 14500 tons Magazine 5074
Fuel Harvester: 8 modules producing 480000 litres per annum
Maintenance Modules: 2 module(s) capable of supporting ships of 400 tons
GE Ion Engine H2 E5 HighPower (29) Power 60 Efficiency 0.50 Signature 60 Armour 0 Exp 5% Hyper Capable
Fuel Capacity 7,250,000 Litres Range 144.9 billion km (3472 days at full power)
Gamma R400/10 Shields (27) Total Fuel Cost 270 Litres per day
20cm Railgun V2/C3 (6x4) Range 80,000km TS: 4000 km/s Power 12-3 RM 2 ROF 20 4 4 2 2 1 1 1 1 0 0
Fire Control S05 64-3000 H40 (6) Max Range: 128,000 km TS: 3000 km/s 92 84 77 69 61 53 45 37 30 22
Stellarator Fusion Reactor Technology PB-1 AR-0 (1) Total Power Output 24 Armour 0 Exp 5%
Stellarator Fusion Reactor Technology PB-1 AR-0 (5) Total Power Output 30 Armour 0 Exp 5%
Titan 3 Launcher 10-100 (3) Missile Size 10 Rate of Fire 100
Arbalest 3 Launcher 01-010 (4) Missile Size 1 Rate of Fire 10
Arbalest Anti-Missile FC70-R1/100 (4) Range 2.1m km Resolution 1
Titan PDB FC336-R20/200Mkm (1) Range 201.6m km Resolution 20
Arbalest II 1 (2500) Speed: 18200 km/s End: 3.3 minutes Range: 3.6m km Warhead: 3 MR: 19 Size: 1
TITAN II (160) Speed: 12000 km/s End: 175 minutes Range: 126m km Warhead: 18 MR: 18 Size: 10
A.M.C.R. 1 (590) Speed: 18700 km/s End: 3.2 minutes Range: 3.6m km Warhead: 1 MR: 42 Size: 1
Arbalest Active Sensor S60-R1/100 (1) GPS 60 Range 600k km Resolution 1
PDB AntiShip Sensor S200Mkm-R2500t (1) GPS 20000 Range 200.0m km Resolution 40
Thermal Sensor TH5-30/40 (1) Sensitivity 30 Detect Sig Strength 1000: 30m km
EM Detection Sensor EM5-30/100 (1) Sensitivity 30 Detect Sig Strength 1000: 30m km
Strike Group
40x F-Arbalest Mk2 Fighter-bomber Speed: 4615 km/s Size: 7.15
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A little example (ive 1 in my Fleet right now)
Biggest problem I see is the range on your Arbalest Active Sensor, which I assume is used for anti-missile work. Your missiles have 6 times the range of the sensor. Plus you only have 1. So you can only direct your AM to one salvo at a time.
And for the tech level, the speed is just... way bad.
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In my current campaign i have a race with decently armored missile ships that cannot survive a high caliber lasers and combat space patrols on a strategic jump point. Using a corvette\warboat (3000t)is proving to expensive so i am thinking of mating a fighter engine to the most compact jump capable hull, the engine signature is subdued enough and it can carry passive sensors in any space left over. I am also thinking of weaponizing it's squadron mates to provide protection diring recon missions, has anyone tried this before. P.S is to possible to add captor type mines as missile second stages
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A.M.C.R. 1 (590) Speed: 18700 km/s End: 3.2 minutes Range: 3.6m km Warhead: 1 MR: 42 Size: 1
THIS r the AntiMissile-Missiles..so range r more compatible with "Arbalest Active FC.
Yeah this are very "TEST" Heavy Carrier for "my" little Empire in 2075..the mass r enormous for oldest drive.."oldest" for Aurora..NOT for OUR real life expect of tech move (actually am mean:)).)
1 years (game) ago in 2074 ive found another (4 actually.2 Trans 2 not Trans) TransNew Race..and our scientist r in fear:Magneto Plasma..ive send a MineLayer-Drone Carrier to scout and put on geosync orbit some Therm Em Buoy for capture drive information Data..lucky ive collect some..and can "open" a new research in magneto:D..
Hope in some years ive adjust my Naval tech on Drive speed..
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..and when we have NPR "Active" races?:D..OMG...we MUST think a completely in new mode,for Strategical naval posture,construction and deployment..
Ahi AHi....
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In my current campaign i have a race with decently armored missile ships that cannot survive a high caliber lasers and combat space patrols on a strategic jump point. Using a corvette\warboat (3000t)is proving to expensive so i am thinking of mating a fighter engine to the most compact jump capable hull, the engine signature is subdued enough and it can carry passive sensors in any space left over. I am also thinking of weaponizing it's squadron mates to provide protection diring recon missions, has anyone tried this before. P.S is to possible to add captor type mines as missile second stages
You can create captor mines in v3.2 using missiles as the second stage of a buoy. Here is the relevant thread: viewtopic.php?f=1&t=1312 (http://aurora.pentarch.org/viewtopic.php?f=1&t=1312)
For your jump point assault problems, you can create jump drives that will send you much further from the jump point when you use a combat transit (the jump point distance parameter). That might help you survive until your own weapons are ready.
Steve
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In any Escort Squadroon r a good idea put an Minelayer on duty,cargo with some "Captor Mines",in case of fleeing from any enemy this MineLayer can launch the Captor behind and the enemy run into this...are a good tactical idea?..