Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: Hydrofoil on June 22, 2020, 03:13:40 PM
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Hi, i'm currently playing a game and i'm wanting to mess around with fighters however i'm failing miserably to get anything to fit within the 500 tons. Im trying to make a Survey craft that i can fit within a carrier vessel for long term and distance survey missions. I'm currently working in Improved Nuclear Pulse Engines and when i add the geo and grav survey equipment it brings the craft above 500 tons. Im also struggling to get the class to use the fighter components. What am i doing wrong?
Rodney class Survey Craft 757 tons 30 Crew 248.4 BP TCS 15 TH 0 EM 0
1 km/s Armour 1-7 Shields 0-0 HTK 5 Sensors 0/0/1/1 DCR 1 PPV 0
Maint Life 10.90 Years MSP 205 AFR 5% IFR 0.1% 1YR 3 5YR 47 Max Repair 100 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Fuel Capacity 50 000 Litres Range N/A
Geological Survey Sensors (1) 1 Survey Points Per Hour
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
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I notice that you have a bridge - any craft under 1000 tons does not need a bridge so take it out.
You need to make space for an engine, start with 5000 liters of fuel, 50k is probably overkill for a fighter, even a survey one like this.
I understand that you want to have your survey fighters do all sorts of survey but at such small sizes I recommend you specialize, drop either the gravsurvey or the geosurvey and make a second class. So you'd have two survey designs - one for geo, the other for grav.
If you really are running out of space you might also consider dropping deployment time - the lowest a ships morale can go is 25%, which means that if your ok with surveys taking 4 times as long you might drop it to 0.1 and save space that way.
Do you have a fighter sized engineering bay? If not, replace the one you have with the fighter variant, if yes don't remove it to save space since unlike combat fighters, survey fighters will spend extended periods of time outside a hangar.
Thats all I could think of without seeing the actual component list
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for example:
An-50-Geo G9 class Geological Survey Craft 500 tons 17 Crew 400.4 BP TCS 10 TH 4 EM 0
9612 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/0/5 DCR 0 PPV 0
Maint Life 13.54 Years MSP 350 AFR 3% IFR 0.0% 1YR 4 5YR 53 Max Repair 300 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 12 months Morale Check Required
Plasma Core AM Drive 50% EP96.00 (1) Power 96 Fuel Use 4.03% Signature 3.84 Explosion 5%
Fuel Capacity 15 000 Litres Range 134 billion km (161 days at full power)
Phased Geological Sensors (1) 5 Survey Points Per Hour
This design is classed as a Fighter for production, combat and planetary interaction
150 tons 50% EP engine.
2x Engineering Fighter
1x Engineering Small
5x Fuel storage Fighter
1x Fuel storage Small
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I'm dubious of dual-role survey ships of any size, but dual-role survey fighters are just egregiously wasteful.
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I'm dubious of dual-role survey ships of any size, but dual-role survey fighters are just egregiously wastefulphysically impossible.
FTFY. Geo and grav sensors are 250 tons apiece, and fighters are limited to 500 tons. That doesn't exactly leave much room for armour, crew, or fuel, let alone engines. Dual role survey never made sense to me either.
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I agree with the others you should make two types of fighters, one for grav and one for geo.
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I'm dubious of dual-role survey ships of any size, but dual-role survey fighters are just egregiously wastefulphysically impossible.
FTFY. Geo and grav sensors are 250 tons apiece, and fighters are limited to 500 tons. That doesn't exactly leave much room for armour, crew, or fuel, let alone engines. Dual role survey never made sense to me either.
I use dual-surveyors just to make logistics easier.
Making two designs is more cost effective, but not having to manage the ratio of types to send to each system saves quite a bit of micro.
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I'm dubious of dual-role survey ships of any size, but dual-role survey fighters are just egregiously wastefulphysically impossible.
FTFY. Geo and grav sensors are 250 tons apiece, and fighters are limited to 500 tons. That doesn't exactly leave much room for armour, crew, or fuel, let alone engines. Dual role survey never made sense to me either.
I use dual-surveyors just to make logistics easier.
Making two designs is more cost effective, but not having to manage the ratio of types to send to each system saves quite a bit of micro.
Fair enough.
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Thanks guys for the help, ill take this into advisement and see what i can come up with.
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Are geosurvey missiles working or they are not ? I did not quite follow where C# stands here.
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I have used them in some of 1.9.x version without any bugs.
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I use dual-surveyors just to make logistics easier.
Making two designs is more cost effective, but not having to manage the ratio of types to send to each system saves quite a bit of micro.
This is especially useful if one uses reduced research and survey rate like me. Since survey ships use a precious naval shipyad, and it's hard to know beforehand how many you will need...
If we talk about ships (not fighters), it's just better to make survey ships that are 1000 or so tons larger, but are capable of performing both tasks. That way you do not have to juggle them in complicated way, and allocating more to important systems dscovered is smoother.
Also, I question the fact that single task ships are more efficient. Sure they are on paper, from a design point of view.... but you never know what you're going to find. Your more efficient ships will be useless if you are in a situation where half of them can't be used. Maybe you made 5 geosurvey ships... and then you find 2-3 systems with a ton of planets and want to survey those asap. With 5% survey speed, that takes a LONG time.
All your grav survey ships will not help in that situation.
I'm just saying, since dual-task survey ships are only marginally larger, but are a lot more flexible, I think that in c aurora they are definitely a more sensible options in a lot of cases.
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Also, I question the fact that single task ships are more efficient. Sure they are on paper, from a design point of view.... but you never know what you're going to find. Your more efficient ships will be useless if you are in a situation where half of them can't be used. Maybe you made 5 geosurvey ships... and then you find 2-3 systems with a ton of planets and want to survey those asap. With 5% survey speed, that takes a LONG time.
All your grav survey ships will not help in that situation.
I'm just saying, since dual-task survey ships are only marginally larger, but are a lot more flexible, I think that in c aurora they are definitely a more sensible options in a lot of cases.
If you build a lot of survey ships before you have revealed the systems you are going to survey, then yes, you may end up with a suboptimal ratio.
To build specialized surveyors efficiently, just build enough grav surveyors so that your revealed frontier stays ahead of your geo surveying capacity.
When in doubt, add more grav surveyors.
If you overbuild geo surveyors, they can run out of work before your grav surveyors find new jump points to explore.
If you overbuild grav surveyors, they will find new jump points faster than your geo ships can keep up, which just means that the gravs can move on and explore the next system, which is fine.
The gravs should always be ahead of the geos, so that you have a backlog of systems that need geo surveying.
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I use dual-surveyors just to make logistics easier.
Making two designs is more cost effective, but not having to manage the ratio of types to send to each system saves quite a bit of micro.
This is especially useful if one uses reduced research and survey rate like me. Since survey ships use a precious naval shipyad, and it's hard to know beforehand how many you will need...
If we talk about ships (not fighters), it's just better to make survey ships that are 1000 or so tons larger, but are capable of performing both tasks. That way you do not have to juggle them in complicated way, and allocating more to important systems dscovered is smoother.
Also, I question the fact that single task ships are more efficient. Sure they are on paper, from a design point of view.... but you never know what you're going to find. Your more efficient ships will be useless if you are in a situation where half of them can't be used. Maybe you made 5 geosurvey ships... and then you find 2-3 systems with a ton of planets and want to survey those asap. With 5% survey speed, that takes a LONG time.
All your grav survey ships will not help in that situation.
I'm just saying, since dual-task survey ships are only marginally larger, but are a lot more flexible, I think that in c aurora they are definitely a more sensible options in a lot of cases.
IMO the biggest argument against dual-purpose survey ships is automation.
If my geo and grav survey ships are separate I can use standard orders to fully automate them - this is especially true if your like me and take in the 25% morale penalty into account when designing them. The only time I take control of my survey fleet is when a system has precursors/NPRs and I have to designate it as alien controlled.
Edit: The only issue is grav survey ships , they won't explore unexplored JPs without explicit orders, which I think is fine as it prevents me from blundering into a system I might not be ready to handle
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I use dual-surveyors just to make logistics easier.
Making two designs is more cost effective, but not having to manage the ratio of types to send to each system saves quite a bit of micro.
This is especially useful if one uses reduced research and survey rate like me. Since survey ships use a precious naval shipyad, and it's hard to know beforehand how many you will need...
If we talk about ships (not fighters), it's just better to make survey ships that are 1000 or so tons larger, but are capable of performing both tasks. That way you do not have to juggle them in complicated way, and allocating more to important systems dscovered is smoother.
Also, I question the fact that single task ships are more efficient. Sure they are on paper, from a design point of view.... but you never know what you're going to find. Your more efficient ships will be useless if you are in a situation where half of them can't be used. Maybe you made 5 geosurvey ships... and then you find 2-3 systems with a ton of planets and want to survey those asap. With 5% survey speed, that takes a LONG time.
All your grav survey ships will not help in that situation.
I'm just saying, since dual-task survey ships are only marginally larger, but are a lot more flexible, I think that in c aurora they are definitely a more sensible options in a lot of cases.
IMO the biggest argument against dual-purpose survey ships is automation.
If my geo and grav survey ships are separate I can use standard orders to fully automate them - this is especially true if your like me and take in the 25% morale penalty into account when designing them. The only time I take control of my survey fleet is when a system has precursors/NPRs and I have to designate it as alien controlled
It takes almost zero micro to automate dual surveyors.
Time to survey some systems?
Give one surveyor standing orders
1) survey nearest body (or nearest five if you like)
2) move to system requiring geo survey.
Give the rest of your surveyors standing orders to
1) survey nearest survey location (or nearest three if you like)
2) move to system requiring grav survey.
Give them all whatever conditional orders you prefer for refueling/overhauling/etc.
If your gravs get too far ahead of your geos, switch a grav to geo.
If a geo runs out of work to do, switch it to grav.
If your gravs run out of work, you aren't exploring new JPs fast enough.
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Hmmm I guess I play very differently from most people. I rarely push jump points very aggressively. Thus the point is rather moot. I'd rather have the flexibility.
I think that pushing hard can be excessively dangerous. I generally only push within a certain range from capital and colonies. If it's beyond x billions km from my colonies, where x depends on my current engine and fuel consumption tech, I wait.
No point in exploring a system that could be full of NASTIES and that I can't even develop/exploit. Unless I'm critically short on some mineral, of course, then I have to keep searching.
Disclaimer, I play conventional start and with high NPR discovery chance. Thus, the risk that exploring a JP will create an NPR that is far ahead of me is very real. And very dangerous.
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It takes almost zero micro to automate dual surveyors.
Time to survey some systems?
Give one surveyor standing orders
1) survey nearest body (or nearest five if you like)
2) move to system requiring geo survey.
Give the rest of your surveyors standing orders to
1) survey nearest survey location (or nearest three if you like)
2) move to system requiring grav survey.
Give them all whatever conditional orders you prefer for refueling/overhauling/etc.
If your gravs get too far ahead of your geos, switch a grav to geo.
If a geo runs out of work to do, switch it to grav.
If your gravs run out of work, you aren't exploring new JPs fast enough.
if you do single purpose survey vessels, you just need to do one of those, automate refueling and resuply, and overhaul them every so and so years. literally just that.
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I use dual-surveyors just to make logistics easier.
Making two designs is more cost effective, but not having to manage the ratio of types to send to each system saves quite a bit of micro.
This is especially useful if one uses reduced research and survey rate like me. Since survey ships use a precious naval shipyad, and it's hard to know beforehand how many you will need...
If we talk about ships (not fighters), it's just better to make survey ships that are 1000 or so tons larger, but are capable of performing both tasks. That way you do not have to juggle them in complicated way, and allocating more to important systems dscovered is smoother.
Also, I question the fact that single task ships are more efficient. Sure they are on paper, from a design point of view.... but you never know what you're going to find. Your more efficient ships will be useless if you are in a situation where half of them can't be used. Maybe you made 5 geosurvey ships... and then you find 2-3 systems with a ton of planets and want to survey those asap. With 5% survey speed, that takes a LONG time.
All your grav survey ships will not help in that situation.
I'm just saying, since dual-task survey ships are only marginally larger, but are a lot more flexible, I think that in c aurora they are definitely a more sensible options in a lot of cases.
IMO the biggest argument against dual-purpose survey ships is automation.
If my geo and grav survey ships are separate I can use standard orders to fully automate them - this is especially true if your like me and take in the 25% morale penalty into account when designing them. The only time I take control of my survey fleet is when a system has precursors/NPRs and I have to designate it as alien controlled
It takes almost zero micro to automate dual surveyors.
Time to survey some systems?
Give one surveyor standing orders
1) survey nearest body (or nearest five if you like)
2) move to system requiring geo survey.
Give the rest of your surveyors standing orders to
1) survey nearest survey location (or nearest three if you like)
2) move to system requiring grav survey.
Give them all whatever conditional orders you prefer for refueling/overhauling/etc.
If your gravs get too far ahead of your geos, switch a grav to geo.
If a geo runs out of work to do, switch it to grav.
If your gravs run out of work, you aren't exploring new JPs fast enough.
I find it bizarre that you call that "almost zero" micro. With specialized ships all I do is is set their standing orders and forget about them until a- I want to explore a new system, which is as simple as sending a grav ship with one command or b- I stumble on aliens which is something I want to pay attention to anyways.
In comparison what you suggest requires you to monitor all your surveyors to see which are idle and then constantly juggle their standing orders around.
I can't lie, what you suggest is leagues more efficient but I absolutely disagree that the micro burden it places on oneself is negligible or "almost zero"
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I find it bizarre that you call that "almost zero" micro. With specialized ships all I do is is set their standing orders and forget about them until a- I want to explore a new system, which is as simple as sending a grav ship with one command or b- I stumble on aliens which is something I want to pay attention to anyways.
In comparison what you suggest requires you to monitor all your surveyors to see which are idle and then constantly juggle their standing orders around.
I can't lie, what you suggest is leagues more efficient but I absolutely disagree that the micro burden it places on oneself is negligible or "almost zero"
I never monitor to see which ones are idle. When a ship can't follow its standing orders, you get an event interrupt.
All I do is set their standing orders and forget about them until I get an interrupt that they can't find anything to do, or a message that one has exceeded its deployment time.
They have deployment times of five years. It is very rare that I have to manually do anything between overhauls. And overhauls are just a one-time "go here, refuel/resupply, overhaul" task, and then it picks up where it left off.
Literally the only difference between what you do and what I do is that once in a blue moon I switch the standing orders of a single ship from one type to the other.
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I tend to have a mix of both specialised and none specialised ships... it also depend on when in the development of things I'm at.
There also are many role-play reasons for why certain ships get chosen and others not. I might put a rather high importance on survival ability and that will have big impact on how the ships are developed and these ships are rather expensive as they are and might as well be capable of both jobs or at least carry some geo survey crafts in a hangar.
In terms of efficiency I believe that carrying some geo survey crafts make you ships the most efficient. But also having some specialised as well does not hurt either.
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I never monitor to see which ones are idle. When a ship can't follow its standing orders, you get an event interrupt.
I always forget that this is a thing, for my own sanity I always hide the standing orders interrupt and since I never use auto-turns it doesn't affect me.
I only get really pissed off with the increment adjusters - but that usually is because I'm getting shot at by missiles which IMO is a valid reason to get pissed.
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In terms of efficiency I believe that carrying some geo survey crafts make you ships the most efficient. But also having some specialised as well does not hurt either.
In my last VB6 game I had a carrier with like 5 geo-survey shuttles. The carrier itself was also a gravsurvey ship, the idea being that the shuttles would fly out and survey the system while the mothership did the gravsurvey. Once the fighters were done they'd return to their mothership which was either still doing the grav-survey or loitering about.
This was made easier because the VB6 naval OOB handled sub-fleets much better than right now (fleet orders were a separate menu from the OOB (the OOB was optional)), sub-fleets would actually remember their standing orders between docking/undocking as well as detachments from their parent fleet.
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Switching between tasks of dual-purpose surveiors gives you an illusion of efficiency only.
Yes, you may have no idle ships, but look at the component level: you have smth about 1/2 of survey components idle half the time. It is possible, of course, that survey components are only a small part of your survey ships, so this idle part looks small too and thus not a big problem, but in this case it means that your survey ships are inefficient at all!
Surveyors have to move a lot in deep space, survey components are quite big and expensive, crew quarters and engineering spaces for them are not very cheap too (and cannot be switched off), so in terms of efficiency you must have no more components onboard them, than you have to complete their tasks and return home safely. You cannot economize anything by joining surveyor sensors, because it's just nearly doubling your ship size. The more ship size - the more dangerous survey is, because you just cannot make efficient surveyour, that will be battle-effective too. Survey components are just too big and crew-exigent.
As for additional micromanagement, it have to be compared with inevitable part of micro, linked to survey process. You just have to look at any system you have surveyed, to evaluate it, rename/prefix if needed, drop buois, create colonies and routes, assign administrators and so on. Giving next task to your surveyors is not very big job of work comparing to this inevitable part of process.
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OP started this thread asking for help with fighters, might I suggest moving the discussion of which surveyor is best elsewhere?
--- That said, I decided to make a fighter that would serve as both a Geological Surveyor and a Gravitational Surveyor. I also whipped up a mothership for it. Both designs surely have room for improvement, and they were both created in about 10-15 minutes... so consider them more as "proofs of concept" then anything else. The technologies used in these designs are: Nuclear Thermal Engines, Duranium Armor, Commercial Hangar Deck, Commercial Magazine 100, Maintenance Module, Commercial Damage Control, Geological Survey Sensors, Gravitational Survey Sensors, Jump Point Theory, Jump Drive Efficiency 4, Max Jump Squadron Size - 3, Max Squadron Jump Radius - 50k, Primary Flight Control, Troop Transport Bay - Standard.
--- The Primary Flight Control reduces reload / refuel times for fighters. I was unsure whether or not I could make a GeoProbe without engines, so I placed a 0.1 engine with 50% power and a tiny amount of fuel with the goal being to create the smallest probe possible. The Geo Sensor takes up 80% of the missile's mass, while the fuel and the engine take up 10% each.
- These are the designs:
*The Doghouse Class has a range of 9.8 Billion KM despite what is listed, 250,000 litres is reserved for the Beagle Class Survey Craft. The -B variant has a range of 13.5 Billion KM with 500,000 litres reserved for it's Survey Craft. The Beagle GeoProbe has roughly 26 days of flight time for a total of about 24 Survey Points per missile.
Beagle Class Survey Craft:
Beagle class Survey Craft 500 tons 15 Crew 128.1 BP TCS 10 TH 5 EM 0
500 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/1/0 DCR 0 PPV 0.3
Maint Life 10.08 Years MSP 128 AFR 7% IFR 0.1% 1YR 2 5YR 34 Max Repair 100 MSP
Magazine 2
Lieutenant Commander Control Rating 1
Intended Deployment Time: 4.4 months Morale Check Required
Nuclear Thermal Engine EP2.50 (2) Power 5.0 Fuel Use 55.90% Signature 2.50 Explosion 5%
Fuel Capacity 9,000 Litres Range 5.8 billion km (134 days at full power)
Size 1 Box Launcher (2) Missile Size: 1 Hangar Reload 50 minutes MF Reload 8 hours
Missile Fire Control FC2-R1 (1) Range 2.5m km Resolution 1
Beagle GeoProbe (2) Speed: 200 km/s End: 26.4d Range: 455.4m km WH: 0 Size: 1.00 TH: 0/0/0
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
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 Fighter for production, combat and planetary interaction
Beagle GeoProbe:
Missile Size: 1.00 MSP (2.500 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 10
Speed: 200 km/s Fuel: 50 Flight Time: 632 hours Range: 455.4m km
Geo Sensor Strength: 0.04 Geo Points Per Day: 0.96
Cost Per Missile: 0.064 Development Cost: 6
Chance to Hit: 1k km/s 2.0% 3k km/s 0.7% 5k km/s 0.4% 10k km/s 0.2%
Materials Required
Boronide 0.024
Uridium 0.04
Fuel: 50
Doghouse Class Exploration Ship:
Doghouse class Exploration Ship 30,000 tons 345 Crew 1,448 BP TCS 600 TH 250 EM 0
416 km/s JR 2-25(C) Armour 2-86 Shields 0-0 HTK 78 Sensors 1/1/0/0 DCR 25 PPV 0
MSP 2,512 Max Repair 300 MSP
Hangar Deck Capacity 1,000 tons Troop Capacity 350 tons Magazine 100 Cargo Shuttle Multiplier 1
Captain Control Rating 2 BRG PFC DIP
Intended Deployment Time: 9 months Flight Crew Berths 20
Maintenance Modules: 1 module(s) capable of supporting ships of 1,000 tons
JC30K Commercial Jump Drive Max Ship Size 30000 tons Distance 25k km Squadron Size 2
Commercial Nuclear Thermal Engine EP62.5 (4) Power 250.0 Fuel Use 11.18% Signature 62.5 Explosion 5%
Fuel Capacity 432,000 Litres Range 23.1 billion km (643 days at full power)
Beagle GeoProbe (100) Speed: 200 km/s End: 26.4d Range: 455.4m km WH: 0 Size: 1.00 TH: 0/0/0
Ordnance Transfer Rate: 40 MSP per hour Complete Transfer 2.5 hours
Active Search Sensor AS17-R500 (1) GPS 1500 Range 17.3m km Resolution 500
Active Search Sensor AS2-R1 (1) GPS 3 Range 2.2m km MCR 196.7k km Resolution 1
Thermal Sensor TH0.2-1.0 (1) Sensitivity 1.0 Detect Sig Strength 1000: 7.9m km
EM Sensor EM0.2-1.0 (1) Sensitivity 1.0 Detect Sig Strength 1000: 7.9m km
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 Commercial Vessel for maintenance purposes
Doghouse -B Class Exploration Ship
Doghouse -B class Exploration Ship 30,000 tons 353 Crew 1,557.4 BP TCS 600 TH 250 EM 0
416 km/s Armour 2-86 Shields 0-0 HTK 89 Sensors 1/1/0/0 DCR 25 PPV 0
MSP 5,266 Max Repair 200 MSP
Hangar Deck Capacity 2,000 tons Troop Capacity 3,350 tons Magazine 200 Cargo Shuttle Multiplier 2
Commander Control Rating 2 BRG PFC
Intended Deployment Time: 12.1 months Flight Crew Berths 40
Maintenance Modules: 2 module(s) capable of supporting ships of 2,000 tons
Commercial Nuclear Thermal Engine EP62.5 (4) Power 250.0 Fuel Use 11.18% Signature 62.5 Explosion 5%
Fuel Capacity 747,000 Litres Range 40 billion km (1113 days at full power)
Beagle GeoProbe (200) Speed: 200 km/s End: 26.4d Range: 455.4m km WH: 0 Size: 1.00 TH: 0/0/0
Ordnance Transfer Rate: 40 MSP per hour Complete Transfer 5 hours
Active Search Sensor AS17-R500 (1) GPS 1500 Range 17.3m km Resolution 500
Active Search Sensor AS2-R1 (1) GPS 3 Range 2.2m km MCR 196.7k km Resolution 1
Thermal Sensor TH0.2-1.0 (1) Sensitivity 1.0 Detect Sig Strength 1000: 7.9m km
EM Sensor EM0.2-1.0 (1) Sensitivity 1.0 Detect Sig Strength 1000: 7.9m km
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 Commercial Vessel for maintenance purposes
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I guess I'll throw in my survey carrier designs aswell.
geo. survey
Talona III class Survey Craft 500 tons 17 Crew 181,9 BP TCS 10 TH 15 EM 0
1501 km/s Armour 1-5 Shields 0-0 HTK 5 Sensors 0/0/0/2 DCR 0 PPV 0
Maint Life 13,59 Years MSP 170 AFR 3% IFR 0,0% 1YR 2 5YR 26 Max Repair 150 MSP
Fiend Control Rating 1
Intended Deployment Time: 6 months Morale Check Required
Survey Craft Drive III (2) Power 15,0 Fuel Use 35,27% Signature 7,5 Explosion 6%
Fuel Capacity 54.000 Litres Range 55,2 billion km (425 days at full power)
Improved Geological Sensors (1) 2 Survey Points Per Hour
This design is classed as a Fighter for production, combat and planetary interaction
grav. survey
Tarterus III class Survey Craft 500 tons 17 Crew 181,9 BP TCS 10 TH 15 EM 0
1501 km/s Armour 1-5 Shields 0-0 HTK 5 Sensors 0/0/2/0 DCR 0 PPV 0
Maint Life 13,59 Years MSP 170 AFR 3% IFR 0,0% 1YR 2 5YR 26 Max Repair 150 MSP
Fiend Control Rating 1
Intended Deployment Time: 6 months Morale Check Required
Survey Craft Drive III (2) Power 15,0 Fuel Use 35,27% Signature 7,5 Explosion 6%
Fuel Capacity 54.000 Litres Range 55,2 billion km (425 days at full power)
Improved Gravitational Sensors (1) 2 Survey Points Per Hour
This design is classed as a Fighter for production, combat and planetary interaction
survey carrier
Velsharoon II class Survey Carrier 29.990 tons 991 Crew 3.953 BP TCS 600 TH 144 EM 0
1000 km/s Armour 1-85 Shields 0-0 HTK 338 Sensors 0/0/0/0 DCR 173 PPV 0
Maint Life 35,17 Years MSP 14.260 AFR 42% IFR 0,6% 1YR 22 5YR 336 Max Repair 180 MSP
Hangar Deck Capacity 4.000 tons
Demon Control Rating 1 BRG
Intended Deployment Time: 240 months Flight Crew Berths 80 Morale Check Required
Survey Carrier Drive II (2) Power 600 Fuel Use 6,24% Signature 72,00 Explosion 6%
Fuel Capacity 5.000.000 Litres Range 481,1 billion km (5568 days at full power)
This design is classed as a Military Vessel for maintenance purposes
For my survey fleet I use two Velsharoon, with eight Talona or eight Tarterus each.
Since deep space also has its dangers they're escorted by escort carriers with fighters for scouting and actual combat and also to provide jump drives, since the second generation of the Velsharoon doesn't have it anymore.
fighter for larger targets
Beshaba II class Fighter-Bomber 470 tons 6 Crew 70,9 BP TCS 9 TH 48 EM 0
5108 km/s Armour 2-5 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 3,2
Maint Life 3,49 Years MSP 9 AFR 18% IFR 0,2% 1YR 1 5YR 17 Max Repair 19,6 MSP
Magazine 32
Fiend Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Fighter-Bomber Drive II (2) Power 48 Fuel Use 176,36% Signature 24 Explosion 12%
Fuel Capacity 6.000 Litres Range 1,3 billion km (70 hours at full power)
Size 8,00 Box Launcher (4) Missile Size: 8 Hangar Reload 141 minutes MF Reload 23 hours
Fighter-Bomber MFC II (1) Range 109,3m km Resolution 200
ASM Baphomet III (4) Speed: 40.275 km/s End: 43,7m Range: 105,6m km WH: 9 Size: 8 TH: 161/96/48
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 Fighter for production, combat and planetary interaction
fighter for PD and smaller targets
Incubus class Fighter-Interceptor 500 tons 28 Crew 107,6 BP TCS 10 TH 70 EM 0
7045 km/s Armour 2-5 Shields 0-0 HTK 5 Sensors 0/0/0/0 DCR 0 PPV 3
Maint Life 2,65 Years MSP 13 AFR 20% IFR 0,3% 1YR 3 5YR 39 Max Repair 22,4 MSP
Fiend Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Fighter-Interceptor Drive (2) Power 70,4 Fuel Use 908,06% Signature 35,2 Explosion 22%
Fuel Capacity 50.000 Litres Range 2 billion km (3 days at full power)
Fighter-Interceptor Meson Cannon (1) Range 60.000km TS: 7.045 km/s Power 3-3 RM 60.000 km ROF 5
Fighter-Interceptor BFC (1) Max Range: 64.000 km TS: 7.000 km/s 84 69 53 38 22 6 0 0 0 0
Fighter-Interceptor Power Reactor (1) Total Power Output 3 Exp 20%
This design is classed as a Fighter for production, combat and planetary interaction
scout with thermal sensor
Loki II class Surveillance Craft 498 tons 15 Crew 111,6 BP TCS 10 TH 5 EM 0
2008 km/s Armour 1-5 Shields 0-0 HTK 4 Sensors 84/0/0/0 DCR 0 PPV 0
Maint Life 1,30 Years MSP 14 AFR 20% IFR 0,3% 1YR 9 5YR 130 Max Repair 84 MSP
Fiend Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Surveillance Craft Drive II (2) Power 20 Fuel Use 90,51% Signature 2,40 Explosion 8%
Fuel Capacity 50.000 Litres Range 20 billion km (115 days at full power)
Surveillance Craft Thermal Sensor II (1) Sensitivity 84 Detect Sig Strength 1000: 72,5m km
This design is classed as a Fighter for production, combat and planetary interaction
scout with EM sensor
Loviatar II class Surveillance Craft 498 tons 15 Crew 111,6 BP TCS 10 TH 5 EM 0
2008 km/s Armour 1-5 Shields 0-0 HTK 4 Sensors 0/84/0/0 DCR 0 PPV 0
Maint Life 1,30 Years MSP 14 AFR 20% IFR 0,3% 1YR 9 5YR 130 Max Repair 84 MSP
Fiend Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Surveillance Craft Drive II (2) Power 20 Fuel Use 90,51% Signature 2,40 Explosion 8%
Fuel Capacity 50.000 Litres Range 20 billion km (115 days at full power)
Surveillance Craft EM Sensor II (1) Sensitivity 84 Detect Sig Strength 1000: 72,5m km
This design is classed as a Fighter for production, combat and planetary interaction
carrier with some PD
Mephistopheles class Escort Carrier 29.999 tons 737 Crew 5.144,1 BP TCS 600 TH 144 EM 0
1000 km/s JR 3-50 Armour 5-86 Shields 0-0 HTK 202 Sensors 0/0/0/0 DCR 58 PPV 18,92
Maint Life 7,03 Years MSP 6.242 AFR 124% IFR 1,7% 1YR 221 5YR 3.316 Max Repair 720 MSP
Hangar Deck Capacity 4.000 tons Magazine 1.080
Demon Control Rating 1 BRG
Intended Deployment Time: 84 months Flight Crew Berths 80 Morale Check Required
Escort Carrier Jump Drive Max Ship Size 30000 tons Distance 50k km Squadron Size 3
Escort Carrier Drive (2) Power 600 Fuel Use 5,58% Signature 72,00 Explosion 6%
Fuel Capacity 3.000.000 Litres Range 322,7 billion km (3735 days at full power)
Twin Point Defence Meson Cannon Turret (2x2) Range 15.000km TS: 8000 km/s Power 6-10 RM 15.000 km ROF 5
Point Defence BFC (2) Max Range: 20.000 km TS: 8.000 km/s 50 0 0 0 0 0 0 0 0 0
Point Defence Power Plant (4) Total Power Output 49,6 Exp 5%
Escort Carrier Anti-Fighter ASS (1) GPS 7200 Range 122m km Resolution 10
Escort Carrier Anti-Ship ASS (1) GPS 144000 Range 331,3m km Resolution 200
Escort Carrier Anti-Missile ASS (1) GPS 36 Range 12,7m km MCR 1,1m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
The afore mentioned fleet also includes two Mephistopheles, one of which carries eight Beshaba (Fighter-Bomber) while the other carries six Incubus (Fighter-Interceptor), one Loki, and one Loviatar (scouts).
I always send the scouts in before the rest of the fleet jumps to the new system to avoid nasty surprises.
I don't have much confidence in my military vessels, though, since they aren't battle tested yet.
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Since we've diverged into the vagarites of sensor ship design, I'll leave this here as an interesting alternative to previously posted suggestions.
Note: Blue Team currently has a tech advantage as they have most recently received some love from the SM gods whilst Red Team has not. Arguably Red Team is due for some divine intervention...