Aurora 4x

VB6 Aurora => Bureau of Ship Design => Topic started by: welchbloke on November 18, 2009, 12:42:00 AM

Title: Designs from my latest game
Post by: welchbloke on November 18, 2009, 12:42:00 AM
I've got some designs from my latest game for critique. These are all starting tech for my race (a single planet empire of 6.5 billion souls). I really lucked in with the engine tech  :D
Firstly a 20 000 Battleship design:
Code: [Select]
Cymru class Battleship    20000 tons     1800 Crew     4770 BP      TCS 400  TH 3200  EM 600
8000 km/s     Armour 10-65     Shields 20-300     Sensors 12/12/0/0     Damage Control Rating 34     PPV 56
Annual Failure Rate: 94%    IFR: 1.3%    Maintenance Capacity 5068 MSP    Max Repair 360 MSP
Flag Bridge    Magazine 672    

Merlin SCAM(Mil) Drive (16)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 800,000 Litres    Range 240.0 billion km   (347 days at full power)
Gamma R300/6 Shields (10)   Total Fuel Cost  60 Litres per day

15cm C3 Near Ultraviolet Laser (6)    Range 180,000km     TS: 8000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
CIWS-120 (4x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 96-12000 (2)    Max Range: 192,000 km   TS: 12000 km/s     95 90 84 79 74 69 64 58 53 48
GCAM P20 Reactor (1)     Total Power Output 20    Armour 0    Exp 5%

Longsword Mk1 AS ML (8)    Missile Size 4    Rate of Fire 25
Looking Glass MK1 AS MFC (1)     Range 108.0m km    Resolution 20
Arrow Mk1 ASM(S) (168)  Speed: 20,000 km/s   End: 93.7m    Range: 112.5m km   WH: 6    Size: 4    TH: 133 / 80 / 40

Leading Eye Mk1 LRS (1)     GPS 7200     Range 72.0m km    Resolution 20
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m 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 military vessel for maintenance purposes
Title: Re: Designs from my latest game
Post by: welchbloke on November 18, 2009, 12:43:39 AM
Next a Missile Cruiser:
Code: [Select]
Ynys Mon class Missile Cruiser    16000 tons     1463 Crew     4101 BP      TCS 320  TH 2600  EM 0
8125 km/s     Armour 6-56     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 26     PPV 50
Annual Failure Rate: 78%    IFR: 1.1%    Maintenance Capacity 4165 MSP    Max Repair 360 MSP
Magazine 1490    

Merlin SCAM(Mil) Drive (13)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 800,000 Litres    Range 300.0 billion km   (427 days at full power)

Rapier Mk1 AM ML (10)    Missile Size 1    Rate of Fire 10
Longsword Mk1 AS ML (10)    Missile Size 4    Rate of Fire 25
Monicle Mk1 AM MFC (2)     Range 5.4m km    Resolution 1
Looking Glass MK1 AS MFC (2)     Range 108.0m km    Resolution 20
Dart Mk1 AMM (610)  Speed: 32,000 km/s   End: 31.2m    Range: 60m km   WH: 1    Size: 1    TH: 277 / 166 / 83
Arrow Mk1 ASM(S) (220)  Speed: 20,000 km/s   End: 93.7m    Range: 112.5m km   WH: 6    Size: 4    TH: 133 / 80 / 40

Leading Eye Mk1 LRS (1)     GPS 7200     Range 72.0m km    Resolution 20
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m 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 military vessel for maintenance purposes
Title: Re: Designs from my latest game
Post by: welchbloke on November 18, 2009, 12:44:52 AM
Destroyer Escort:
Code: [Select]
Broadsword class Destroyer Escort    10000 tons     827 Crew     2743 BP      TCS 200  TH 2000  EM 300
10000 km/s     Armour 6-41     Shields 10-300     Sensors 6/6/0/0     Damage Control Rating 11     PPV 20
Annual Failure Rate: 72%    IFR: 1%    Maintenance Capacity 1886 MSP    Max Repair 360 MSP
Magazine 420    

Merlin SCAM(Mil) Drive (10)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 1,050,000 Litres    Range 630.0 billion km   (729 days at full power)
Gamma R300/6 Shields (5)   Total Fuel Cost  30 Litres per day

CIWS-120 (2x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Rapier Mk1 AM ML (20)    Missile Size 1    Rate of Fire 10
Monicle Mk1 AM MFC (2)     Range 5.4m km    Resolution 1
Dart Mk1 AMM (420)  Speed: 32,000 km/s   End: 31.2m    Range: 60m km   WH: 1    Size: 1    TH: 277 / 166 / 83

Extra Eye Mk 1 MRS(HR) (1)     GPS 360     Range 3.6m km    Resolution 1
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m 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 military vessel for maintenance purposes
Title: Re: Designs from my latest game
Post by: welchbloke on November 18, 2009, 12:46:23 AM
Frigate:
Code: [Select]
Iron Duke class Frigate    8000 tons     785 Crew     2062 BP      TCS 160  TH 1600  EM 120
10000 km/s     Armour 6-35     Shields 4-300     Sensors 6/6/0/0     Damage Control Rating 11     PPV 20
Annual Failure Rate: 46%    IFR: 0.6%    Maintenance Capacity 1772 MSP    Max Repair 180 MSP

Merlin SCAM(Mil) Drive (8)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 600,000 Litres    Range 450.0 billion km   (520 days at full power)
Gamma R300/6 Shields (2)   Total Fuel Cost  12 Litres per day

15cm C3 Near Ultraviolet Laser (5)    Range 180,000km     TS: 10000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
CIWS-120 (1x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 96-12000 (2)    Max Range: 192,000 km   TS: 12000 km/s     95 90 84 79 74 69 64 58 53 48
GCAM P20 Reactor (1)     Total Power Output 20    Armour 0    Exp 5%

Roving Eye Mk1 MRS (1)     GPS 3600     Range 36.0m km    Resolution 20
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a military vessel for maintenance purposes
Title: Re: Designs from my latest game
Post by: welchbloke on November 18, 2009, 12:47:38 AM
Finally for now a Fleet Scout (operates with battle fleet providing long range early warning):
Code: [Select]
Hunt class Fleet Scout    13000 tons     1163 Crew     4455 BP      TCS 260  TH 3000  EM 0
11538 km/s     Armour 6-49     Shields 0-0     Sensors 120/120/0/0     Damage Control Rating 21     PPV 0
Annual Failure Rate: 64%    IFR: 0.9%    Maintenance Capacity 4498 MSP    Max Repair 1800 MSP

Merlin SCAM(Mil) Drive (15)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 1,500,000 Litres    Range 692.3 billion km   (694 days at full power)

CIWS-120 (1x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Telescope Mk1 ERS (1)     GPS 36000     Range 360.0m km    Resolution 20
Thermal Sensor TH20-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km
EM Detection Sensor EM20-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km

This design is classed as a military vessel for maintenance purposes
Title: Re: Designs from my latest game
Post by: waresky on November 18, 2009, 09:18:16 AM
Nice and good work,for me,never criticism because am love "some obviously stupidity Scientist":D

Am like name on items onboard.Good.
And..damn u have REALLY FASTEST ships.

Am beginining on real tech on earth..so for now am stopped on Ion,because am think r very hard for now "on real world" and in early Aurora stage campaign,reach a very good drive design.

ive plotted my Tech Drive advance every 50..100..150..300 years..:)
Title: Re: Designs from my latest game
Post by: Beersatron on November 18, 2009, 09:38:30 AM
Looks good for the most part, only things I can see are:

- The active search sensors on the missile ships are far shorter range than the fire control and the actual missiles range, so if your scouts bite the bullet then you will have to get in closer

- Is 1 FC enough for all 8 launchers? I find that having the option to split my fire helps a lot, especially if you up against FACs or similar.

- Does your AS missiles have on board sensors? If you are fighting at max range and have 20 salvos in the air at a target but it only takes 12 salvos to kill it then the other 8 are just going to get wasted. With some sensors they might be able to lock onto another target.

- The missile cruiser is missing a resolution 1 active search sensor

-The AM has 60m km range? Could you increase the speed and agility and decrease the range to the same as the FC? That way you will get a far higher interception rate.

I like the engines and the lasers!

The missile cruiser looks like it could take on the Battleship what with the 60m km range AM missiles! The kind of salvo density it could put out might be enough to swamp the lasers in PD mode as well as the CIWS.
Title: Re: Designs from my latest game
Post by: waresky on November 18, 2009, 10:03:33 AM
only little idea: lately ive read some history around,in Aurora am mean,and ive found very USEFUL 2+ MissileFireControl onboard,1 for 4-5 missilesBatterys

another r range of Anti-Missile.--drop at max 5-7 milliokM,and raise drammatically SPEED and Agility.

only that.

Edit!
ahh..beers are more faster than me in reply and awesome ideas.

For Beersatron: ive u show lasers of mine ship's Danguard?..300mm Extra far 600.000 km range,am lucky found.

Code: [Select]
30cm C10 Extreme X-ray Laser (2)    Range 600,000km     TS: 8000 km/s     Power 24-10     RM 9    ROF 15        24 24 24 24 24 24 24 24 24 21
GB Fire Control S05 300-10000 H40 (1)    Max Range: 600,000 km   TS: 10000 km/s     98 97 95 93 92 90 88 87 85 83
Title: Re: Designs from my latest game
Post by: Beersatron on November 18, 2009, 11:20:38 AM
Quote from: "waresky"
only little idea: lately ive read some history around,in Aurora am mean,and ive found very USEFUL 2+ MissileFireControl onboard,1 for 4-5 missilesBatterys

another r range of Anti-Missile.--drop at max 5-7 milliokM,and raise drammatically SPEED and Agility.

only that.

Edit!
ahh..beers are more faster than me in reply and awesome ideas.

For Beersatron: ive u show lasers of mine ship's Danguard?..300mm Extra far 600.000 km range,am lucky found.

Code: [Select]
30cm C10 Extreme X-ray Laser (2)    Range 600,000km     TS: 8000 km/s     Power 24-10     RM 9    ROF 15        24 24 24 24 24 24 24 24 24 21
GB Fire Control S05 300-10000 H40 (1)    Max Range: 600,000 km   TS: 10000 km/s     98 97 95 93 92 90 88 87 85 83

Damn nice range on the lasers, and the dmg looks a treat too!Wouldn't want to jump through a JP and into those  :shock:
Title: Re: Designs from my latest game
Post by: welchbloke on November 18, 2009, 01:41:25 PM
Quote from: "Beersatron"
Looks good for the most part, only things I can see are:

- The active search sensors on the missile ships are far shorter range than the fire control and the actual missiles range, so if your scouts bite the bullet then you will have to get in closer

- Is 1 FC enough for all 8 launchers? I find that having the option to split my fire helps a lot, especially if you up against FACs or similar.

- Does your AS missiles have on board sensors? If you are fighting at max range and have 20 salvos in the air at a target but it only takes 12 salvos to kill it then the other 8 are just going to get wasted. With some sensors they might be able to lock onto another target.

- The missile cruiser is missing a resolution 1 active search sensor

-The AM has 60m km range? Could you increase the speed and agility and decrease the range to the same as the FC? That way you will get a far higher interception rate.

I like the engines and the lasers!

The missile cruiser looks like it could take on the Battleship what with the 60m km range AM missiles! The kind of salvo density it could put out might be enough to swamp the lasers in PD mode as well as the CIWS.
To answer the points in turn:
- I've accepted the risk regarding the sensor ranges (I may revisit this after some heavy combat) and each of my task groups should have 2 fleet scouts assigned.
- I'd completely missed the single FC for eight launchers :oops:
- I agree with the excessive AM range, the next generation will have a much reduced range and increased agility/speed.

Thanks for the feedback.
Title: Re: Designs from my latest game
Post by: welchbloke on November 19, 2009, 10:58:19 PM
This is a Battlecruiser design that operates with my Battleships but adds some long range missile punch:
Code: [Select]
Arenig Fach class Battlecruiser    20000 tons     2100 Crew     4613 BP      TCS 400  TH 3200  EM 300
8000 km/s     Armour 5-65     Shields 10-300     Sensors 12/12/0/0     Damage Control Rating 34     PPV 88
Annual Failure Rate: 94%    IFR: 1.3%    Maintenance Capacity 4901 MSP    Max Repair 360 MSP
Magazine 880    

Merlin SCAM(Mil) Drive (16)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 800,000 Litres    Range 240.0 billion km   (347 days at full power)
Gamma R300/6 Shields (5)   Total Fuel Cost  30 Litres per day

15cm C3 Near Ultraviolet Laser (2)    Range 180,000km     TS: 8000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
CIWS-120 (4x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 96-12000 (2)    Max Range: 192,000 km   TS: 12000 km/s     95 90 84 79 74 69 64 58 53 48
GCAM P20 Reactor (1)     Total Power Output 20    Armour 0    Exp 5%

Pilum Mk1 HAS ML (10)    Missile Size 8    Rate of Fire 50
Binocular Mk1 LR ASM MFC (1)     Range 216.0m km    Resolution 20
Spear Mk1 HSM(S) (100)  Speed: 20,000 km/s   End: 93.7m    Range: 112.5m km   WH: 12    Size: 8    TH: 133 / 80 / 40
Lance Mk1 LSM(S) (10)  Speed: 20,000 km/s   End: 156.2m    Range: 187.5m km   WH: 6    Size: 8    TH: 66 / 40 / 20

Roving Eye Mk1 MRS (1)     GPS 3600     Range 36.0m km    Resolution 20
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m 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 military vessel for maintenance purposes
I know the reactor is far more than is required but it is 1HS in size and I've kept a common reactor design for all my warships.
Title: Re: Designs from my latest game
Post by: welchbloke on November 19, 2009, 11:00:10 PM
This is my updated CG design, note the new AMM design:
Code: [Select]
Ynys Mon Batch2 class Missile Cruiser    17000 tons     1556 Crew     4610 BP      TCS 340  TH 2800  EM 0
8235 km/s     Armour 6-58     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 27     PPV 50
Annual Failure Rate: 85%    IFR: 1.2%    Maintenance Capacity 4576 MSP    Max Repair 360 MSP
Magazine 1490    

Merlin SCAM(Mil) Drive (14)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 850,000 Litres    Range 300.0 billion km   (421 days at full power)

Rapier Mk1 AM ML (10)    Missile Size 1    Rate of Fire 10
Longsword Mk1 AS ML (10)    Missile Size 4    Rate of Fire 25
Monicle Mk1 AM MFC (2)     Range 5.4m km    Resolution 1
Looking Glass MK1 AS MFC (2)     Range 108.0m km    Resolution 20
Arrow Mk1 ASM(S) (220)  Speed: 20,000 km/s   End: 93.7m    Range: 112.5m km   WH: 6    Size: 4    TH: 133 / 80 / 40
Dart Mk2 AMM (610)  Speed: 32,000 km/s   End: 3.1m    Range: 6m km   WH: 1    Size: 1    TH: 352 / 211 / 105

Extra Eye Mk 1 MRS(HR) (1)     GPS 360     Range 3.6m km    Resolution 1
Leading Eye Mk1 LRS (1)     GPS 7200     Range 72.0m km    Resolution 20
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m 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 military vessel for maintenance purposes
Title: Comparison..
Post by: waresky on November 20, 2009, 10:51:42 AM
Code: [Select]
Ynys Mon class Missile Cruiser    16000 tons     1463 Crew     4101 BP      TCS 320  TH 2600  EM 0
8125 km/s     Armour 6-56     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 26     PPV 50
Annual Failure Rate: 78%    IFR: 1.1%    Maintenance Capacity 4165 MSP    Max Repair 360 MSP
Magazine 1490  

Merlin SCAM(Mil) Drive (13)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 800,000 Litres    Range 300.0 billion km   (427 days at full power)

Rapier Mk1 AM ML (10)    Missile Size 1    Rate of Fire 10
Longsword Mk1 AS ML (10)    Missile Size 4    Rate of Fire 25
Monicle Mk1 AM MFC (2)     Range 5.4m km    Resolution 1
Looking Glass MK1 AS MFC (2)     Range 108.0m km    Resolution 20
Dart Mk1 AMM (610)  Speed: 32,000 km/s   End: 31.2m    Range: 60m km   WH: 1    Size: 1    TH: 277 / 166 / 83
Arrow Mk1 ASM(S) (220)  Speed: 20,000 km/s   End: 93.7m    Range: 112.5m km   WH: 6    Size: 4    TH: 133 / 80 / 40

Leading Eye Mk1 LRS (1)     GPS 7200     Range 72.0m km    Resolution 20
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m 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 military vessel for maintenance purposes

mine..

Code: [Select]
FNE Kennedy  class Missile Cruiser    34350 tons     2998 Crew     8001.36 BP      TCS 687  TH 1287  EM 0
2497 km/s     Armour 4-94     Shields 0-0     Sensors 96/240/0/0     Damage Control Rating 125     PPV 48
Annual Failure Rate: 89%    IFR: 1.2%    Maintenance Capacity 15287 MSP    Max Repair 1344 MSP
Magazine 1413    

Grumman Ion Engine E3.75 ARM-2 (33)    Power 52    Fuel Use 37.5%    Signature 39    Armour 2    Exp 3%
Fuel Capacity 520,000 Litres    Range 72.6 billion km   (336 days at full power)

CIWS-320 ECCM-1 (2x4)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
RGM Size 6 Missile Launcher (8)    Missile Size 6    Rate of Fire 25
A-Boat Missile Fire Control FC240-R18 (40%) (2)     Range 129.6m km    Resolution 18
RGM-6 Arrowhead 167 (119)  Speed: 28,800 km/s   End: 37.6m    Range: 65m km   WH: 14    Size: 6    TH: 220 / 132 / 66
RGM-6 Arrowhead T 169 (116)  Speed: 16,000 km/s   End: 125m    Range: 120m km   WH: 12    Size: 6    TH: 122 / 73 / 36

AS 16 Active Search Sensor S768-R20 (40%) (1)     GPS 15360     Range 153.6m km    Resolution 20
Thermal Sensor TH3-96 (40%) (1)     Sensitivity 96     Detect Sig Strength 1000:  96m km
EM Detection Sensor EM10-240 (40%) (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

ECCM-1 (1)         ECM 10

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 military vessel for maintenance purposes

Am use a Termal Size 6 missile,8 launcher instead ur 10..
mine slightly far range,high difference warhead (ur 6 mine 12) but UR ship r awesome hightech Drive..:D
so the difference r zero,i think ur r better,because u can stay out of range much faster than mine..

and urs r heavily armored
And at last but betetr chance u have ANTI-MISSILES weaponsystem,mine not.
Title: Re: Comparison..
Post by: welchbloke on November 20, 2009, 03:50:23 PM
Quote from: "waresky"
Code: [Select]
Ynys Mon class Missile Cruiser    16000 tons     1463 Crew     4101 BP      TCS 320  TH 2600  EM 0
8125 km/s     Armour 6-56     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 26     PPV 50
Annual Failure Rate: 78%    IFR: 1.1%    Maintenance Capacity 4165 MSP    Max Repair 360 MSP
Magazine 1490  

Merlin SCAM(Mil) Drive (13)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 800,000 Litres    Range 300.0 billion km   (427 days at full power)

Rapier Mk1 AM ML (10)    Missile Size 1    Rate of Fire 10
Longsword Mk1 AS ML (10)    Missile Size 4    Rate of Fire 25
Monicle Mk1 AM MFC (2)     Range 5.4m km    Resolution 1
Looking Glass MK1 AS MFC (2)     Range 108.0m km    Resolution 20
Dart Mk1 AMM (610)  Speed: 32,000 km/s   End: 31.2m    Range: 60m km   WH: 1    Size: 1    TH: 277 / 166 / 83
Arrow Mk1 ASM(S) (220)  Speed: 20,000 km/s   End: 93.7m    Range: 112.5m km   WH: 6    Size: 4    TH: 133 / 80 / 40

Leading Eye Mk1 LRS (1)     GPS 7200     Range 72.0m km    Resolution 20
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m 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 military vessel for maintenance purposes

mine..

Code: [Select]
FNE Kennedy  class Missile Cruiser    34350 tons     2998 Crew     8001.36 BP      TCS 687  TH 1287  EM 0
2497 km/s     Armour 4-94     Shields 0-0     Sensors 96/240/0/0     Damage Control Rating 125     PPV 48
Annual Failure Rate: 89%    IFR: 1.2%    Maintenance Capacity 15287 MSP    Max Repair 1344 MSP
Magazine 1413    

Grumman Ion Engine E3.75 ARM-2 (33)    Power 52    Fuel Use 37.5%    Signature 39    Armour 2    Exp 3%
Fuel Capacity 520,000 Litres    Range 72.6 billion km   (336 days at full power)

CIWS-320 ECCM-1 (2x4)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
RGM Size 6 Missile Launcher (8)    Missile Size 6    Rate of Fire 25
A-Boat Missile Fire Control FC240-R18 (40%) (2)     Range 129.6m km    Resolution 18
RGM-6 Arrowhead 167 (119)  Speed: 28,800 km/s   End: 37.6m    Range: 65m km   WH: 14    Size: 6    TH: 220 / 132 / 66
RGM-6 Arrowhead T 169 (116)  Speed: 16,000 km/s   End: 125m    Range: 120m km   WH: 12    Size: 6    TH: 122 / 73 / 36

AS 16 Active Search Sensor S768-R20 (40%) (1)     GPS 15360     Range 153.6m km    Resolution 20
Thermal Sensor TH3-96 (40%) (1)     Sensitivity 96     Detect Sig Strength 1000:  96m km
EM Detection Sensor EM10-240 (40%) (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

ECCM-1 (1)         ECM 10

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 military vessel for maintenance purposes

Am use a Termal Size 6 missile,8 launcher instead ur 10..
mine slightly far range,high difference warhead (ur 6 mine 12) but UR ship r awesome hightech Drive..:D
Title: Re: Designs from my latest game
Post by: waresky on November 20, 2009, 04:18:17 PM
All r blinded upon a mereley fact,no 2: DRIVE weight and Engineer spare
This 2 simple items can take lonely more than 50% ships mass.
IVE a simple ION Drive,and if am will my ship travel little fast than a Deer AM MUST put onboard a HUGE Drive mass.

Only that.
Title: Re: Designs from my latest game
Post by: waresky on November 20, 2009, 04:22:00 PM
And another simply fact.

Ther r many guys love begin with absolutely incredible Marvel Drive.

in early 2070,and am think for no more than 30 next year,..r narrow to impossible pass a simple ION..
In terms of REALITY and low profile tech.
If someone can think who human take a "easy" Stars Road..r free to learn UltraSCAM drive on 2050.Freely on.
Title: Re: Designs from my latest game
Post by: welchbloke on November 20, 2009, 04:43:19 PM
Quote from: "waresky"
All r blinded upon a mereley fact,no 2: DRIVE weight and Engineer spare
This 2 simple items can take lonely more than 50% ships mass.
IVE a simple ION Drive,and if am will my ship travel little fast than a Deer AM MUST put onboard a HUGE Drive mass.

Only that.
Ah, makes sense now I didn't check how many engines you had  :oops: I noticed the engineering MSP but I didn't think it contributed so much.....
Title: Re: Designs from my latest game
Post by: waresky on November 21, 2009, 04:19:19 AM
Yep..np mate:))))

But ive another question,am put another post: better Engineer spare (many) OR many Damage Control and few Engineer spares????..
Title: Re: Designs from my latest game
Post by: welchbloke on November 22, 2009, 12:24:10 AM
Here's my first attempt at a Captor Mine.  I'm sure I've made some mistakes.  How can I improve the design?

Code: [Select]
Buoy Size: 8 MSP  (0.4 HS)     Armour: 0
Reactor Endurance: 40 months
Active Sensor Strength: 3.6    Resolution: 20    Maximum Range: 720,000 km    
Cost Per Buoy: 14.8333
Second Stage: Arrow Mk1 ASM(S) x1
Second Stage Separation Range: 150,000 km
Materials Required:    1.5x Tritanium   8x Boronide   3.75x Uridium   1.8333x Gallicite

Development Cost for Project: 1483RP

Here's my first go at a Sensor Buoy.  Again how can I improve the design?

Code: [Select]
Buoy Size: 8 MSP  (0.4 HS)     Armour: 0
Reactor Endurance: 80 months
Active Sensor Strength: 7.2    Resolution: 20    Maximum Range: 1,440,000 km    
Cost Per Buoy: 23.2
Materials Required:    16x Boronide   7.2x Uridium

Development Cost for Project: 2320RP

I've designed both of these to be able to be fired from my largest shipboard ML.  Should I design a specialist launcher?
Title: Assault Shuttle
Post by: welchbloke on November 22, 2009, 12:29:51 AM
This is my first assult shuttle design:

Code: [Select]
Dreigiau class Assault Shuttle    1000 tons     45 Crew     213 BP      TCS 20  TH 400  EM 0
20000 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8%    IFR: 0.1%    Maintenance Capacity 133 MSP    Max Repair 100 MSP
Drop Capacity: 1 Battalion    

Scorpion SCAM(GB) Drive (1)    Power 400    Fuel Use 300%    Signature 400    Armour 0    Exp 15%
Fuel Capacity 50,000 Litres    Range 30.0 billion km   (17 days at full power)

This design is classed as a military vessel for maintenance purposes
Any pointers?
Title: Re: Designs from my latest game
Post by: waresky on November 22, 2009, 04:34:38 AM
Code: [Select]
Northrop BuoyLauncherSystem 8
Maximum Missile Size: 8     Rate of Fire: 600 seconds
Launcher Size: 132 Tons    Launcher HTK: 1
Cost Per Launcher: 29.04    Crew Per Launcher: 4
Materials Required: 7.26x Duranium  21.78x Tritanium

Development Cost for Project: 290RP
Probably r good this one?
Title: Re: Designs from my latest game
Post by: welchbloke on November 24, 2009, 05:42:27 PM
Quote from: "waresky"
Code: [Select]
Northrop BuoyLauncherSystem 8
Maximum Missile Size: 8     Rate of Fire: 600 seconds
Launcher Size: 132 Tons    Launcher HTK: 1
Cost Per Launcher: 29.04    Crew Per Launcher: 4
Materials Required: 7.26x Duranium  21.78x Tritanium

Development Cost for Project: 290RP
Probably r good this one?
Thanks, having reviewed Steve's design from his Federated Nations campaign I think I'm going to design some new bouys.  I think I'm going to go all out and design some size 24 buoys and mines.  I'll post them for critique in a day or two.
Title: Re: Designs from my latest game
Post by: welchbloke on November 25, 2009, 01:35:38 AM
These are the designs for my new Captor Mine:
Code: [Select]
Captor Mk2 HMB(A)
Buoy Size: 24 MSP  (1.2 HS)     Armour: 0
Reactor Endurance: 100 months
Active Sensor Strength: 1.8    Resolution: 100    Maximum Range: 1,800,000 km    
Thermal Sensor Strength: 0.3    Detect Sig Strength 1000:  300,000 km
EM Sensor Strength: 0.4    Detect Sig Strength 1000:  400,000 km
Cost Per Buoy: 35.4332
Second Stage: Arrow Mk1 ASM(S) x4
Second Stage Separation Range: 2,000,000 km
Materials Required:    6x Tritanium   20x Boronide   3.1x Uridium   8.0832x Gallicite
Development Cost for Project: 3543RP

Sensor Buoy:
Code: [Select]
Sentry Mk2 HSB(A)
Buoy Size: 24 MSP  (1.2 HS)     Armour: 0
Reactor Endurance: 120 months
Active Sensor Strength: 32.4    Resolution: 100    Maximum Range: 32,400,000 km    
Cost Per Buoy: 56.4
Materials Required:    24x Boronide   32.4x Uridium
Development Cost for Project: 5640RP

Specialist Mine/Buoy Launcher:
Code: [Select]
Palantir Mk1 MBL
Maximum Missile Size: 24     Rate of Fire: 145 seconds
Launcher Size: 24 HS    Launcher HTK: 12
Cost Per Launcher: 192    Crew Per Launcher: 240
Materials Required: 48x Duranium  144x Tritanium
Development Cost for Project: 1920RP
Is a 10 yr life for a sensor buoy too long do you think?
Title: Re: Designs from my latest game
Post by: welchbloke on November 25, 2009, 01:44:33 AM
This is my Assult Transport:
Code: [Select]
Rygbi class Assault Transport    16000 tons     826 Crew     2989 BP      TCS 320  TH 2600  EM 0
8125 km/s     Armour 6-56     Shields 0-0     Sensors 12/1/0/0     Damage Control Rating 25     PPV 0
Annual Failure Rate: 81%    IFR: 1.1%    Maintenance Capacity 2919 MSP    Max Repair 100 MSP
Hangar Deck Capacity 5000 tons     Drop Capacity: 5 Battalions    

Merlin SCAM(Mil) Drive (13)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 750,000 Litres    Range 281.3 billion km   (400 days at full power)

CIWS-120a (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

ECM 10

This design is classed as a military vessel for maintenance purposes
This ship would carry 5 of the Dreigiau Class assault shuttles posted earlier in the thread.

This is the Troop transport consort to the Rygbi Class:
Code: [Select]
Garnedd Goch class Troop Transport    41500 tons     648 Crew     2238 BP      TCS 830  TH 5000  EM 0
6024 km/s     Armour 1-106     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 21     PPV 0
Maintenance Capacity 708 MSP    Max Repair 125 MSP
Troop Capacity: 10 Battalions    

Donkey SCAM(Civ) Drive (10)    Power 500    Fuel Use 3%    Signature 500    Armour 0    Exp 1%
Fuel Capacity 600,000 Litres    Range 867.5 billion km   (1666 days at full power)

CIWS-120 (4x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a commercial vessel for maintenance purposes

Because I was feeling generous I've designed a Jump Drive equipped TT as well:
Code: [Select]
Snowdon class Jump Troop Transport    65000 tons     1126 Crew     3515 BP      TCS 1300  TH 8000  EM 0
6153 km/s    JR 2-25(C)     Armour 1-144     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 35     PPV 0
Maintenance Capacity 1183 MSP    Max Repair 210 MSP
Troop Capacity: 10 Battalions    

JC65K Commercial Jump Drive     Max Ship Size 65000 tons    Distance 25k km     Squadron Size 2
Donkey SCAM(Civ) Drive (16)    Power 500    Fuel Use 3%    Signature 500    Armour 0    Exp 1%
Fuel Capacity 1,150,000 Litres    Range 1061.4 billion km   (1996 days at full power)

CIWS-120 (4x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a commercial vessel for maintenance purposes
Bizarrely it is slightly faster than the 'vanilla' troop transport  :shock:
Title: Re: Designs from my latest game
Post by: Andrew on November 25, 2009, 03:44:36 AM
I don't see any cargo handling systems, Could be I missed them.  If not you need to have them otherwise you can forget loading troops or trasnferring them to drop bays in less than geological time.
Title: Re: Designs from my latest game
Post by: welchbloke on November 25, 2009, 02:31:20 PM
Quote from: "Andrew"
I don't see any cargo handling systems, Could be I missed them.  If not you need to have them otherwise you can forget loading troops or trasnferring them to drop bays in less than geological time.
No you haven't missed them; these were my first designs since Steve changed the rules and I completely forgot to include them!  :oops:
Title: Re: Designs from my latest game
Post by: Beersatron on November 25, 2009, 03:45:20 PM
What are the stats for the Arrow Mk1 ASM(S)?

If you have active sensors is there any point in having the TH and EM ones too? I am still a bit unsure as to which sensor 'hands-off' to the missile and how much sensor range the missile needs.

i.e.
Step 1. Buoy has 1million km ASS
Step 2. Missile has 250k km ASS
Step 3. Buoy detects Target, downloads targeting data to Missile and launches missile
Step 4. [Buoy self destructs on release of missile??]
Step 5. Missile locks onto Target using on-board ASS? (this is the part I'm not sure on, if the Buoy self destructs and the Target is 900k km away then the Missile won't loose it)
Step 6. Missile tracks and attempts to hit Target
Step 7. [Buoy self destructs after Missile has hit the Target/lost Target/ran out of fuel??]
Step n-1. ..
Step n. Profit?

:)
Title: Re: Designs from my latest game
Post by: welchbloke on November 25, 2009, 03:56:39 PM
Quote from: "Beersatron"
What are the stats for the Arrow Mk1 ASM(S)?

If you have active sensors is there any point in having the TH and EM ones too? I am still a bit unsure as to which sensor 'hands-off' to the missile and how much sensor range the missile needs.

i.e.
Step 1. Buoy has 1million km ASS
Step 2. Missile has 250k km ASS
Step 3. Buoy detects Target, downloads targeting data to Missile and launches missile
Step 4. [Buoy self destructs on release of missile??]
Step 5. Missile locks onto Target using on-board ASS? (this is the part I'm not sure on, if the Buoy self destructs and the Target is 900k km away then the Missile won't loose it)
Step 6. Missile tracks and attempts to hit Target
Step 7. [Buoy self destructs after Missile has hit the Target/lost Target/ran out of fuel??]
Step n-1. ..
Step n. Profit?

:D  What I should have done is looked at whether I could squeeze another submunition in.
Title: Re: Designs from my latest game
Post by: Andrew on November 25, 2009, 04:59:24 PM
Quote from: "welchbloke"
Quote from: "Andrew"
I don't see any cargo handling systems, Could be I missed them.  If not you need to have them otherwise you can forget loading troops or trasnferring them to drop bays in less than geological time.
No you haven't missed them; these were my first designs since Steve changed the rules and I completely forgot to include them!  :oops:
So did I on my first designs , hence the comment about Geological time to move troops around
Title: Re: Designs from my latest game
Post by: welchbloke on November 26, 2009, 05:07:36 PM
Well, I've now fought 2 battles with precursors using these designs and they've worked out just fine.  In the first battle I took 6 salvos of 33 box launched size 1 missles moving at 35000 km/s and suffered some shield damage on one of my BCs. In the second, I endured what seemed like an eternity of 8xsize3 missile salvos also moving at 35000 km/s.  Although I nearly emptied by magazines of Dart Mk2 AMMs not a single missed even hit my ships and very few got as far as being engaged by the CIWS.  All engagements were conducted using a 2v1 AMM ratio most individual salvos had some leakers following the intial engagement.  My overall impression is that my ships have good missile defences but I would not like to meet a large fleet of precursors without more DEs, 2 ships nearly cleaned me out of AMMs  :shock:
Title: Re: Designs from my latest game
Post by: Steve Walmsley on November 28, 2009, 03:48:23 PM
Quote from: "Beersatron"
What are the stats for the Arrow Mk1 ASM(S)?

If you have active sensors is there any point in having the TH and EM ones too? I am still a bit unsure as to which sensor 'hands-off' to the missile and how much sensor range the missile needs.

i.e.
Step 1. Buoy has 1million km ASS
Step 2. Missile has 250k km ASS
Step 3. Buoy detects Target, downloads targeting data to Missile and launches missile
Step 4. [Buoy self destructs on release of missile??]
Step 5. Missile locks onto Target using on-board ASS? (this is the part I'm not sure on, if the Buoy self destructs and the Target is 900k km away then the Missile won't loose it)
Step 6. Missile tracks and attempts to hit Target
Step 7. [Buoy self destructs after Missile has hit the Target/lost Target/ran out of fuel??]
The buoys don't self-destruct. This is to make mine-clearing harder as you won't know which buoys are still potential captor mines.

When it releases sub-munitions, the captor mine passes on the target location to the sub-munitions. They head for that location and try to pick up the target on their own sensors. So the missile sensors need to have enough range to account for any potential target movement between initial detection by the captor mines and their arrival at that location. For example, assume you were using active sensors, the captor mine had a one million km range and the sub-munitions had a speed of 20,000 km/s. The missiles would take a maximum of fifty seconds to reach the target. If you assumed a target speed of 4000 km/s, then you might give the missiles a 200,000 km sensor range. Faster sub-munitions are likely to need a smaller sensor range.

Giving the sub-munitions multiple sensors is a valid design choice as they would use any available sensors to find a target, although you may be better with one sensor and more speed or a larger warhead.

Steve