Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: Karsten on May 20, 2020, 01:44:39 AM
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These are my early game pre alien contact ship. There "lore" is that they are basically larger police vessels. Depending in on the start conditions of the individual game they vary a bit. Common over all my games is that i have a about 1000 to 1500 ton ship with a deployment time of 3 month. That should fit in the meta of a inner solar system patrol boat.
CT-2033 class Corvette 1,220 tons 36 Crew 184. 1 BP TCS 24 TH 75 EM 0
3074 km/s Armour 4-10 Shields 0-0 HTK 11 Sensors 0/0/0/0 DCR 1 PPV 5
Maint Life 8. 73 Years MSP 94 AFR 12% IFR 0. 2% 1YR 2 5YR 33 Max Repair 37. 5 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Ion Drive EP75. 00-2033 (1) Power 75 Fuel Use 90. 37% Signature 75 Explosion 10%
Fuel Capacity 150,000 Litres Range 24. 5 billion km (92 days at full power)
12cm Railgun V20/C3-2033 (1x4) Range 40,000km TS: 3,074 km/s Power 6-3 Accuracy Modifier 100% RM 20,000 km ROF 10
Beam Fire Control R64-TS3000 (70%)-2033 (1) Max Range: 64,000 km TS: 3,000 km/s 63 52 40 28 16 5 0 0 0 0
Gas-Cooled Fast Reactor R3-2033 (1) Total Power Output 3 Exp 5%
Active Search Sensor AS24-R60 (70%)-2033 (1) GPS 1260 Range 24. 8m km Resolution 60
This design is classed as a Military Vessel for maintenance purposes
In this particular game i had no energy weapon scientists at all so i opted for a rail gun fit.
CT-2033A class Corvette 1,223 tons 35 Crew 198. 3 BP TCS 24 TH 75 EM 0
3067 km/s Armour 4-10 Shields 0-0 HTK 11 Sensors 0/0/0/0 DCR 0 PPV 5
Maint Life 9. 48 Years MSP 250 AFR 24% IFR 0. 3% 1YR 5 5YR 75 Max Repair 37. 5 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Ion Drive EP75. 00-2033 (1) Power 75 Fuel Use 90. 37% Signature 75 Explosion 10%
Fuel Capacity 150,000 Litres Range 24. 4 billion km (92 days at full power)
12cm Railgun V30/C4-2034 (1x4) Range 60,000km TS: 3,067 km/s Power 6-4 Accuracy Modifier 100% RM 30,000 km ROF 10
Beam Fire Control R64-TS3000 (70%)-2033 (1) Max Range: 64,000 km TS: 3,000 km/s 63 52 40 28 16 5 0 0 0 0
Gas-Cooled Fast Reactor R4-2034 (1) Total Power Output 4 Exp 5%
Active Search Sensor AS24-R60 (70%)-2033 (1) GPS 1260 Range 24. 8m km Resolution 60
This design is classed as a Military Vessel for maintenance purposes
This is a updated version once better rail guns became available and i had some combat experience with my 1st alien contact. Basically the police boats where pressed into an ad hoc navy lore wise.
Since the aliens i encountered were significant faster i needed a ship with better tracking. The quick solution were these frigates.
FF-2033 class Frigate 5,993 tons 89 Crew 730 BP TCS 120 TH 375 EM 0
3128 km/s Armour 6-29 Shields 0-0 HTK 38 Sensors 6/0/0/0 DCR 1 PPV 27. 46
Maint Life 2. 33 Years MSP 514 AFR 192% IFR 2. 7% 1YR 129 5YR 1,930 Max Repair 169. 76 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Ion Drive EP75. 00-2033 (5) Power 375 Fuel Use 90. 37% Signature 75 Explosion 10%
Fuel Capacity 1,000,000 Litres Range 33. 2 billion km (122 days at full power)
Twin Gauss Cannon R200-100-2033 Turret (1x6) Range 20,000km TS: 10000 km/s Power 0-0 RM 20,000 km ROF 5
CIWS-120-2033 (1x6) Range 1000 km TS: 12,000 km/s ROF 5
Beam Fire Control R64-TS12000 (70%)-2033 (1) Max Range: 64,000 km TS: 12,000 km/s 84 69 53 38 22 6 0 0 0 0
Active Search Sensor AS24-R60 (70%)-2033 (1) GPS 1260 Range 24. 8m km Resolution 60
Thermal Sensor TH1-6-2025 (1) Sensitivity 6 Detect Sig Strength 1000: 19. 4m km
This design is classed as a Military Vessel for maintenance purposes
They were a stop gap solution only.
Any comments?
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I understand that the design of the original corvette is due to role-play, but in my opinion the ad-hoc "emergency" redesign and frigate need rework to be better military ships and doing so would still be RP friendly.
Both are too slow (especially for beam ships!), and imo one of the meta responses to a faster alien ship would be designs with more speed first of all, even at a cost of other systems. Similarly, both ad-hocs are still designed with too much spare fuel and maintenance life, drop those significantly and add either additional engines or a newer faster engine design (at least for the frigate, it's a new ship entirely so RP-wise it works). If you need to forward-deploy them send along a tanker and/or maintenance ship or set up a maintenance base somewhere (right now a base because in 1.9.5 pure ship-based maintenance modules don't work yet). Pure military ships shouldn't waste fuel and MSP on "patrol" unless it's just for RP, like the first ship.
Every ton counts in small ships, I wouldn't have much more than enough engineering/deployment/fuel than just enough to get to the aliens, fight, and get back to base with a bit to spare. (On a lot of my early designs the "getting back" is a bit... optional - they knew what they were getting into when they signed up - and I'll maybe tanker/tug any survivors home but that's dependent on the game RP).
Make sure you do keep enough MSP buffer to at least 2 times maxrepair to fix a destroyed system from battle, but honestly with small ships if you're getting significant internal damage you'd probably lose the ship anyway most times. Ah, but hope springs eternal, etc. so why not.
Similarly you can also drop some armor too, small ships either need a lot of layers to survive, or (mostly) won't so why not use that space for better things ?
The frigate has kind of an awkward layout of gauss turret AND a CIWS. I'm not sure I see the point of that, gauss turrets are always more effective than CIWS ton for ton because they can protect more than one ship. CIWS is only to protect a commercial ship without it becoming a military one. The only good thing about it is that it still works during jump shock, I think, but still it's pretty inefficient and you can't afford that.
Also there's no real need to have gauss ranges more than minimum (10k) for missile defense, and if you need to use them to attack ships you'll have to be much faster than them anyway so point blank ranges are still fine (though in your case you'd prefer to use railguns for antiship weapons like in the corvettes). You'll want to have a longer-ranged BFC if you can though for accuracy's sake.
The turrets should also be redesigned to match the max 4x BFC speed which they don't seem to be.
There's no res1 missile active sensors, you need to add at least a size 1, 1HS resolution, active sensor to the designs for small ship and missile detection - even if you've got other ones on other ships in the fleet, a small sensor like that only takes up 50 tons and provides cheap redundancy and is worth it. At beam ranges it'll still work fine (unless the enemy missile speed x 5 is greater than the sensor's range, if it is make the sensor larger).
Once you've rejiggered the designs as above add more weapons if you can to the space saved, otherwise add fuel until it's the size you want.
Tl;dr: for the two later ships reduce "deployment" fuel and maintenance (and maybe armor), add more speed, then additional sensors and weapons, in that order. For the first ship, eh, add the 1res sensor but it's RP so do what you want.
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The main problem of these ships is definitely the lack of speed. Even if they are only "patrol" boats mostly for RP purposes, they simply won't be able to get in range of the enemy because of their slow speed. Or alternatively, they will have to fight at the enemy's preferred range. I would try to invest for more speed.
I do agree they have too much fuel, at least if you plan to deploy them in Sol. 10 billions or so km should be enough, especially the fast response ship has too much fuel. Regarding MSP, I guess you can remove a little, but do remember beam weapons can malfunction and need repair during combat.
I do entirely agree with neophyte about the weapons. Get a res 1 senson onboard and use extra gauss turrets instead of CIWS, they become more effective as you increase the number of ships operating together. Also redesign the turrets to have a tracking speed of 12000 like the fire control allows, it's fast to do so.
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Right, I forgot that beams might need MSP for firing in C#! :P So yeah, keep some more MSP for them, but these are still pretty small, fragile ships and aren't really suited for long fights anyway.
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This the next frigate iteration.
FF-2037 class Frigate 5,975 tons 151 Crew 945. 1 BP TCS 119 TH 750 EM 0
6277 km/s Armour 5-29 Shields 0-0 HTK 40 Sensors 6/6/0/0 DCR 3 PPV 32. 15
Maint Life 5. 24 Years MSP 2,296 AFR 95% IFR 1. 3% 1YR 140 5YR 2,096 Max Repair 375. 00 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 1 months Morale Check Required
Ion Drive EP750. 00-2037 (1) Power 750. 0 Fuel Use 195. 96% Signature 750. 00 Explosion 20%
Fuel Capacity 1,000,000 Litres Range 15. 4 billion km (28 days at full power)
12cm Railgun V30/C4-2034 (2x4) Range 60,000km TS: 6,277 km/s Power 6-4 Accuracy Modifier 100% RM 30,000 km ROF 10
Twin Gauss Cannon R200-100-2033 Turret-12K-2037 (1x6) Range 20,000km TS: 12000 km/s Power 0-0 RM 20,000 km ROF 5
Beam Fire Control R32-TS12000 (70%)-2037 (1) Max Range: 32,000 km TS: 12,000 km/s 69 38 6 0 0 0 0 0 0 0
Beam Fire Control R64-TS3000 (70%)-2033 (1) Max Range: 64,000 km TS: 3,000 km/s 63 52 40 28 16 5 0 0 0 0
Gas-Cooled Fast Reactor R8. 3-2037 (1) Total Power Output 8. 3 Exp 5%
Active Search Sensor AS6-R1 (70%)-2037 (1) GPS 21 Range 6. 3m km MCR 570k km Resolution 1
Active Search Sensor AS24-R60 (70%)-2033 (1) GPS 1260 Range 24. 8m km Resolution 60
Thermal Sensor TH1-6-2025 (1) Sensitivity 6 Detect Sig Strength 1000: 19. 4m km
EM Sensor EM1-6-2025 (1) Sensitivity 6 Detect Sig Strength 1000: 19. 4m km
This design is classed as a Military Vessel for maintenance purposes
After some initial encounters i was quit happy with the armor. So i reduced it only a little bit.
The next generation Corvette will be this.
CT-2037 class Corvette 1,216 tons 40 Crew 267 BP TCS 24 TH 53 EM 0
6168 km/s Armour 3-10 Shields 0-0 HTK 9 Sensors 0/0/0/0 DCR 0 PPV 4
Maint Life 6. 47 Years MSP 228 AFR 24% IFR 0. 3% 1YR 9 5YR 141 Max Repair 131. 2500 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 18 days Morale Check Required
Ion Drive EP150. 00-Th35-2037 (1) Power 150. 0 Fuel Use 438. 18% Signature 52. 5000 Explosion 20%
Fuel Capacity 250,000 Litres Range 8. 4 billion km (15 days at full power)
12. 50cm C4 Infrared Laser-2037 (1) Range 40,000km TS: 6,168 km/s Power 4-4 RM 10,000 km ROF 5
Beam Fire Control R64-TS6300 (70%)-2037 (1) Max Range: 64,000 km TS: 6,300 km/s 84 69 53 38 22 6 0 0 0 0
Gas-Cooled Fast Reactor R4-2034 (1) Total Power Output 4 Exp 5%
Active Search Sensor AS24-R60 (70%)-2033 (1) GPS 1260 Range 24. 8m km Resolution 60
This design is classed as a Military Vessel for maintenance purposes
It reduced armor a bit and deployment time to gain speed and fire power.
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The fire controls on the frigate are weird. You've got a long-range fire control with less tracking than your own ship speed, and a point-defense fire control that has way less tracking than the turret it's paired with. Stealing the corvette's shiny new fire control module for the frigate's main guns would be good!
Not sure going from a 6-power railgun to a 4-power laser is a step up in firepower, even with the RoF improvement. And with the IR laser it's not a range improvement either.
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FF-2037A class Frigate 6,005 tons 153 Crew 1,237. 9 BP TCS 120 TH 263 EM 0
6245 km/s Armour 5-29 Shields 0-0 HTK 41 Sensors 6/6/0/0 DCR 3 PPV 32. 15
Maint Life 4. 20 Years MSP 2,386 AFR 96% IFR 1. 3% 1YR 217 5YR 3,261 Max Repair 656. 2500 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 1 months Morale Check Required
Ion Drive EP750. 00-Th35-2037 (1) Power 750. 0 Fuel Use 195. 96% Signature 262. 5000 Explosion 20%
Fuel Capacity 1,000,000 Litres Range 15. 3 billion km (28 days at full power)
12cm Railgun V30/C4-2034 (2x4) Range 60,000km TS: 6,245 km/s Power 6-4 Accuracy Modifier 100% RM 30,000 km ROF 10
Twin Gauss Cannon R200-100-2033 Turret-12K-2037 (1x6) Range 20,000km TS: 12000 km/s Power 0-0 RM 20,000 km ROF 5
Beam Fire Control R32-TS12000 (70%)-2037 (1) Max Range: 32,000 km TS: 12,000 km/s 69 38 6 0 0 0 0 0 0 0
Beam Fire Control R64-TS6300 (70%)-2037 (1) Max Range: 64,000 km TS: 6,300 km/s 84 69 53 38 22 6 0 0 0 0
Gas-Cooled Fast Reactor R8. 3-2037 (1) Total Power Output 8. 3 Exp 5%
Active Search Sensor AS6-R1 (70%)-2037 (1) GPS 21 Range 6. 3m km MCR 570k km Resolution 1
Active Search Sensor AS24-R60 (70%)-2033 (1) GPS 1260 Range 24. 8m km Resolution 60
Thermal Sensor TH1-6-2025 (1) Sensitivity 6 Detect Sig Strength 1000: 19. 4m km
EM Sensor EM1-6-2025 (1) Sensitivity 6 Detect Sig Strength 1000: 19. 4m km
This design is classed as a Military Vessel for maintenance purposes
This should correct the issue.
Twin Gauss Cannon R200-100-2033 Turret-12K-2037 (1x6) Range 20,000km TS: 12000 km/s Power 0-0 RM 20,000 km ROF 5
with
Beam Fire Control R32-TS12000 (70%)-2037 (1) Max Range: 32,000 km TS: 12,000 km/s 69 38 6 0 0 0 0 0 0 0
and
12cm Railgun V30/C4-2034 (2x4) Range 60,000km TS: 6,245 km/s Power 6-4 Accuracy Modifier 100% RM 30,000 km ROF 10
with
Beam Fire Control R64-TS6300 (70%)-2037 (1) Max Range: 64,000 km TS: 6,300 km/s 84 69 53 38 22 6 0 0 0 0
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I haven't played VB Aurora in a while and only started playing around with Aurora C# recently, but one thing I seem to remember is that you might want to over-engineer the range of your beam fire cons.
If I read the stats correctly and assuming you left range-bands at the default 10k and target speed at the default 4k, then your Railguns have a chance of hitting a target moving at 4,000km/s at 30,000km of 53% and at 60,000km of 6%.
Now, if you'd mount a BFC with a range of, say 96,000km maximum range, you'd get that to-hit chance up to 69 and 38% respectively.
Unless I'm mis-remembering or missing something, of course ;)
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I found that the best way to do a patrol ship that could fight was make it a carrier. You could make it have long maintenance endurance because Hangars didn't break, and with high efficiency engines, the engines are going to be relatively cheap too, so anything that breaks is likely to be cheap.
Couple it with a bunch of recon satellites (commercial fighters with an engineering system and sensors no larger that 1 HS) and some scouts for checking out contacts, and a sprint beam fighter or two for taking out enemy scouts and it could handle a lot of patrol missions. The carrier couldn't run away from anything, not really, but you could deploy the recon or surveillance satellites where you needed, and the carrier could be way off in the distance, and maybe not get detected. Especially if its engines were in picket mode.
A patrol carrier could also act as a survey support carrier, or a fleet scout carrier.
A small carrier, a commercial tanker/jump tender, and a bunch of interesting fighters could ensure that you would get good intelligence on anything that jumped out at you, and it could also support survey operations or offensive scouting operations or raiding enemy shipping. At least, that worked in VB6 where you could have a 5,000 ton military jump engine that would handle the carrier, the jump tender, and even allow the fighter scouts to jump alone without their support ships.
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I haven't played VB Aurora in a while and only started playing around with Aurora C# recently, but one thing I seem to remember is that you might want to over-engineer the range of your beam fire cons.
If I read the stats correctly and assuming you left range-bands at the default 10k and target speed at the default 4k, then your Railguns have a chance of hitting a target moving at 4,000km/s at 30,000km of 53% and at 60,000km of 6%.
Now, if you'd mount a BFC with a range of, say 96,000km maximum range, you'd get that to-hit chance up to 69 and 38% respectively.
Unless I'm mis-remembering or missing something, of course ;)
You remember correctly. The only difference in C# is that the naming conventions for BFCs have changed. What was called a 50k km range BFC in VB is now called a 100k km range BFC, but it has exactly the same stats.