Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Charlie Beeler on May 01, 2008, 03:35:32 PM
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Decided to see what I could do with roughly 150K research points for a carrier force with screening elements. These are not intented to be campaign ships, but instead fodder for my finding how the new systems are rules function.
This race has a population of 980m. The tonnages were dictated by the available shipyards/slipway capacities.
The Essex was designed first with the intent of it functioning without a screen. That?s why the defense suites are so heavy. In retrospect I should probably have pulled the missile launchers and laser turret to make room for a larger strike group. It carries only 2 reload salvos for the fighters while maintaining 26 salvos for the intercept launchers. The laser turret needs to be upgraded to a better wave-length so that it can function in area defense mode out to at least 120k/km. The Gauss turret is intended for the final self-defense role.
Essex class Carrier 11000 tons 852 Crew 1099 BP TCS 220 TH 400 EM 150
1818 km/s Armour 2-44 Shields 5-300 Sensors 40/0/0/0 Damage Control 1-1 PPV 52
Hangar Deck Capacity 50 Magazine 184 Replacement Parts 5
Nuclear Pulse Engine E10 (10) Power 40 Efficiency 1.00 Signature 40 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 24.5 billion km (156 days at full power)
Alpha R300/10 Shields (5) Total Fuel Cost 50 Litres per day
Quad 10cm C1 Infrared Laser Turret (1x4) Range 20,000km TS: 9600 km/s Power 12-4 RM 1 ROF 15 3 1 0 0 0 0 0 0 0 0
Quad Gauss Cannon R2-100 Turret (1x8) Range 20,000km TS: 9600 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S04 10-9600 (2) Max Range: 20,000 km TS: 9600 km/s 50 0 0 0 0 0 0 0 0 0
Pressurised Water Reactor PB-1 AR-0 (1) Total Power Output 4 Armour 0 Exp 5%
Intercept Missile launcher (4) Missile Size 1 Rate of Fire 15
PD counter missile control (1) Range 1.8m km Resolution 1
Intercept Missile 1 (64) Speed: 8000 km/s End: 93.7 minutes Range: 45m km Warhead: 1 MR: 10 Size: 1
Fighter Missile (60) Speed: 12000 km/s End: 31.2 minutes Range: 22.5m km Warhead: 1 MR: 12 Size: 2
Active Search Sensor S6-R20/100 (1) GPS 120 Range 1.2m km Resolution 20
Thermal Sensor TH5-40/100 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
Strike Group
10x Lexington Fighter Speed: 5106 km/s Size: 4.7
It will be interesting to see if the Lexington fighter can get into engagement range before being detected. They?re intended to navigate to strike range using thermals, light the actives at 360k and fire. Then drop actives after missiles hit and return to the carrier for re-arm. Each strike group has a potential salvo of 30 missiles.
Lexington class Fighter 235 tons 19 Crew 36.2 BP TCS 4.7 TH 24 EM 0
5106 km/s Armour 1-3 Shields 0-0 Sensors 4/0/0/0 Damage Control 0-0 PPV 1.5
Magazine 6
Ftr Nuclear Pulse Engine E1000 (1) Power 24 Efficiency 100.00 Signature 24 Armour 0 Exp 25%
Fuel Capacity 10,000 Litres Range 0.8 billion km (41 hours at full power)
Fighter Rail sz2 (3) Missile Size 2 Rate of Fire 3000
Ftr Missile Fire Control FC6-R2/100 (1) Range 360k km Resolution 2
Fighter Missile (3) Speed: 12000 km/s End: 31.2 minutes Range: 22.5m km Warhead: 1 MR: 12 Size: 2
Active Search Sensor S6-R20/100 (1) GPS 120 Range 1.2m km Resolution 20
Thermal Sensor TH0.5-4/100 (1) Sensitivity 4 Detect Sig Strength 1000: 4m km
This design is classed as a fighter for production and combat purposes
The Spruance is intended for the role of heavy screen. Ideally they will operate in divisions of 4 ships with the intent of intercepting ships hunting for the carriers.
Spruance class Light Cruiser 9000 tons 786 Crew 1001.4 BP TCS 180 TH 440 EM 300
2444 km/s Armour 4-38 Shields 10-300 Sensors 40/0/0/0 Damage Control 1-1 PPV 52
Magazine 200 Replacement Parts 5
Nuclear Pulse Engine E10 (11) Power 40 Efficiency 1.00 Signature 40 Armour 0 Exp 5%
Fuel Capacity 250,000 Litres Range 50.0 billion km (236 days at full power)
Alpha R300/10 Shields (10) Total Fuel Cost 100 Litres per day
Quad Gauss Cannon R2-100 Turret (1x8) Range 20,000km TS: 9600 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S04 10-9600 (1) Max Range: 20,000 km TS: 9600 km/s 50 0 0 0 0 0 0 0 0 0
Missile Launcher 04-060 (5) Missile Size 4 Rate of Fire 60
Missile Fire Control FC24-R100/100 (1) Range 72.0m km Resolution 100
ASM (50) Speed: 8000 km/s End: 93.7 minutes Range: 45m km Warhead: 2 MR: 20 Size: 4
Active Search Sensor S48-R100/100 (1) GPS 4800 Range 48.0m km Resolution 100
Thermal Sensor TH5-40/100 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
The Enterprise class still needs some work. It was intended to be able to operate as a second layer of screen for the carriers and have sufficient speed to move forward and exploit opportunities created by the fighters. At the same displacement as the Spruance it is only marginally faster, with the same passive protecting and 60% of the offensive punch. This probably needs to trim the armor in half and adding a couple more engines.
Enterprise class Strike Cruiser 9000 tons 750 Crew 981.4 BP TCS 180 TH 520 EM 300
2888 km/s Armour 4-38 Shields 10-300 Sensors 40/0/0/0 Damage Control 1-1 PPV 44
Magazine 192 Replacement Parts 5
Nuclear Pulse Engine E10 (13) Power 40 Efficiency 1.00 Signature 40 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 30.0 billion km (120 days at full power)
Alpha R300/10 Shields (10) Total Fuel Cost 100 Litres per day
Quad Gauss Cannon R2-100 Turret (1x8) Range 20,000km TS: 9600 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S04 10-9600 (1) Max Range: 20,000 km TS: 9600 km/s 50 0 0 0 0 0 0 0 0 0
Missile Launcher 04-060 (3) Missile Size 4 Rate of Fire 60
Missile Fire Control FC24-R100/100 (1) Range 72.0m km Resolution 100
ASM (48) Speed: 8000 km/s End: 93.7 minutes Range: 45m km Warhead: 2 MR: 20 Size: 4
Active Search Sensor S48-R100/100 (1) GPS 4800 Range 48.0m km Resolution 100
Thermal Sensor TH5-40/100 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
This probably needs to trim the armor in half and adding a couple more engines. Like this:
Enterprise - Copy class Strike Cruiser 9000 tons 800 Crew 943.8 BP TCS 180 TH 600 EM 300
3333 km/s Armour 2-38 Shields 10-300 Sensors 40/0/0/0 Damage Control 1-1 PPV 44
Magazine 192 Replacement Parts 5
Nuclear Pulse Engine E10 (15) Power 40 Efficiency 1.00 Signature 40 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 30.0 billion km (104 days at full power)
Alpha R300/10 Shields (10) Total Fuel Cost 100 Litres per day
Quad Gauss Cannon R2-100 Turret (1x8) Range 20,000km TS: 9600 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S04 10-9600 (1) Max Range: 20,000 km TS: 9600 km/s 50 0 0 0 0 0 0 0 0 0
Missile Launcher 04-060 (3) Missile Size 4 Rate of Fire 60
Missile Fire Control FC24-R100/100 (1) Range 72.0m km Resolution 100
ASM (48) Speed: 8000 km/s End: 93.7 minutes Range: 45m km Warhead: 2 MR: 20 Size: 4
Active Search Sensor S48-R100/100 (1) GPS 4800 Range 48.0m km Resolution 100
Thermal Sensor TH5-40/100 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
The Fletcher is intended to interpose itself between incoming missile salvos and the carriers. But be close enough it provide additional final defensive fire. Each turret has it?s own fire control so that a maximum number of salvos can be engaged. There is only 1 fire control for the intercept launchers so that doubling can be done effectively. This really needs the upgraded laser turret I mentioned with the Essex
Fletcher class Light Escort Cruiser 8000 tons 798 Crew 802.2 BP TCS 160 TH 400 EM 240
2500 km/s Armour 2-35 Shields 8-300 Sensors 1/0/0/0 Damage Control 1-1 PPV 40
Magazine 368 Replacement Parts 5
Nuclear Pulse Engine E10 (10) Power 40 Efficiency 1.00 Signature 40 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 33.8 billion km (156 days at full power)
Alpha R300/10 Shields (8) Total Fuel Cost 80 Litres per day
Quad 10cm C1 Infrared Laser Turret (2x4) Range 20,000km TS: 9600 km/s Power 12-4 RM 1 ROF 15 3 1 0 0 0 0 0 0 0 0
Fire Control S04 10-9600 (2) Max Range: 20,000 km TS: 9600 km/s 50 0 0 0 0 0 0 0 0 0
Intercept Missile launcher (8) Missile Size 1 Rate of Fire 15
PD counter missile control (1) Range 1.8m km Resolution 1
Intercept Missile 1 (368) Speed: 8000 km/s End: 93.7 minutes Range: 45m km Warhead: 1 MR: 10 Size: 1
Active Search Sensor S48-R100/100 (1) GPS 4800 Range 48.0m km Resolution 100
The fleet currently consists of:
3 Essex CV?s with 30 fighters
8 Spruance CL?s
6 Enterprise CS?s
6 Fletcher CLE?s
Now I need to buildup an opposing race with the same research and population constraints and fight it out.
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The only thing I see is the armor is eggshell light on these designs.
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Agreed. Still trying to get a feel for the new armor functionality. Part of that is also that I'm trying to cram both offensive and defensive systems into the same ships. The mass had to come from someplace and i felt that they were already way to slow to pull engines to gain mass for weapons.
It also doesn't help that I'm restricting the starting research and still trying to field both fighters, missiles, defensive laser turrets, and gauss cannons. I have a bad habit of trying to do too much with too little. I may try a starting race with just fighters and gauss cannons or just missiles.
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It would be interesting to have an option which retards certain technologies - for instance, retarded beam tech means just railguns and missiles (maybe some other stuff), with the race not even considering such things until they run into another race with such weapons.
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It would be interesting to have an option which retards certain technologies - for instance, retarded beam tech means just railguns and missiles (maybe some other stuff), with the race not even considering such things until they run into another race with such weapons.
That would be an interesting idea. On race creation, you are presented with a checklist of weapon types; Laser, Railgun, Gauss Cannon, Plasma Carronade, Missile, Meson, Microwave, etc. Say pick 2 or 3 at full research cost, and any other starting starts to reduce the effectiveness at which it is researched. I.E. 4th is at 80% rate, 5th at 60%
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OK guys, I guess we're thinking too loudly again. I just finished posting over in suggestions something along those lines.
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The only thing I see is the armor is eggshell light on these designs.
Given the level of escorts for the carriers, I'd take out most of the defenses on the CV's and add fighters. Or, reduce the number of escorts and add CV's.
Kurt
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I just noticed, your Lexington fighters are designed only for a anti-shipping role. A CSP design with gauss cannons might be a good idea to throw into the mix, and thus reduce the on-board defenses of the CVs.
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I just noticed, your Lexington fighters are designed only for a anti-shipping role. A CSP design with gauss cannons might be a good idea to throw into the mix, and thus reduce the on-board defenses of the CVs.
With this fleet the intent is for the fighters to fufill the role of extreme range strike. The screening light cruisers are supposed to fill the close support role. For now the opposing force I?m building is going to be a missile only race.
I?ve got another game going where the fighters have three roles that they are handling. In that one each carrier?s strike group consist of 3 csp class fighters with 3 gauss cannon, 10 strike fighters with 6 launchers each, and a single scout platform. The opposing race in that game is using heavy lasers for offense and gauss cannon for PD.
I need to make more time this week to run some battles through both.
I?d have replied sooner, but storm rolled through Friday morning and dismounted my satellite dish at home so I only had Internet at work. Do to various ?honey do? priorities the dish didn?t get a new mount and properly aimed until last evening.
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Well that was interesting. It seems that I overlooked something really important when designing the Lexington fighter. The fire control is just a little myopic, wrong resolution for anti-shipping.
Replaced with this:
Lexington-B class Fighter 225 tons 11 Crew 29.9 BP TCS 4.5 TH 24 EM 0
5333 km/s Armour 1-3 Shields 0-0 Sensors 4/0/0/0 Damage Control 0-0 PPV 1.8
Magazine 12
Ftr Nuclear Pulse Engine E1000 (1) Power 24 Efficiency 100.00 Signature 24 Armour 0 Exp 25%
Fuel Capacity 10,000 Litres Range 0.8 billion km (41 hours at full power)
Fighter Rail 2 (6) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours
Missile Fire Control FC6-R100/100 (1) Range 18.0m km Resolution 100
Fighter Missile (6) Speed: 12000 km/s End: 31.2 minutes Range: 22.5m km Warhead: 1 MR: 12 Size: 2
Thermal Sensor TH0.5-4/100 (1) Sensitivity 4 Detect Sig Strength 1000: 4m km
This design is classed as a fighter for production and combat purposes
Much better. the ability to stand-off way outside detection range and salvo 180 missiles from 3 squadrons makes for a nasty surprise.
The Fletcher turns out too also have a major design flaw, no reactor too power the laser turrets.
I've learned the some of the things I wanted too. So it's time to actually start a campaign, this should be interesting.
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Much better. the ability to stand-off way outside detection range and salvo 180 missiles from 3 squadrons makes for a nasty surprise. :)
With regard to the fighter stand off range, I think some equivalent of the AEW unit or a radar picket is going to be necessary to provide some warning of fighter and missile attack. Another possibility is a really huge active sensor, maybe 20-30 HS. When facing massed missile attack, a good formation is also essential, with the anti-missile units set up to automatically deploy on the threat axis
Steve