Aurora 4x

VB6 Aurora => Bureau of Ship Design => Topic started by: laz on August 02, 2010, 06:33:29 PM

Title: Carrier Designs
Post by: laz on August 02, 2010, 06:33:29 PM
Interested in peoples approaches to how they design carriers and what fighters they have. Whether they stick to one design or whether they have a mixed CAG of squadrons for differing roles.

This is a light carrier design I have. Its fighter the F-1 Hornet is purely for defensive interception. My bigger carrier class is going to be my offensive carrier design.

Just curious what feedback people can give me about the designs as the only two NPR races ive met so far are friendly at the moment so ive not got any threats on the horizon at this moment in time though my empire is now spread over 20 star systems.

Code: [Select]
Durango class Light Carrier    17000 tons     1218 Crew     3738 BP      TCS 340  TH 375  EM 0
2205 km/s     Armour 8-58     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 75     PPV 60
Annual Failure Rate: 42%    IFR: 0.6%    Maint Capacity 7558 MSP    Max Repair 216 MSP    Est Time: 12.4 Years
Hangar Deck Capacity 6000 tons    

Naval Magnetic Confinement Fusion Drive  (6)    Power 125    Fuel Use 50%    Signature 62.5    Armour 0    Exp 5%
Fuel Capacity 600,000 Litres    Range 127.0 billion km   (666 days at full power)

Twin Gauss Cannon Type 1 Turret (4x6)    Range 30,000km     TS: 15000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Gauss Cannon Fire Control Mk1 (4)    Max Range: 120,000 km   TS: 24000 km/s     92 83 75 67 58 50 42 33 25 17

Missile Detection Active Search Sensor Mk1 (1)     GPS 36     Range 648k km    Resolution 1

ECM 40

Strike Group
20x F-1 Hornet Interceptor   Speed: 12500 km/s    Size: 6

This design is classed as a military vessel for maintenance purposes

Code: [Select]
F-1 Hornet class Interceptor    300 tons     48 Crew     140 BP      TCS 6  TH 75  EM 0
12500 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 7%    IFR: 0.1%    Maint Capacity 29 MSP    Max Repair 58 MSP    Est Time: 3.24 Years

FIGHTER Magnetic Confinement Fusion Drive  (1)    Power 75    Fuel Use 5000%    Signature 75    Armour 0    Exp 25%
Fuel Capacity 15,000 Litres    Range 1.8 billion km   (40 hours at full power)

10cm Railgun Mk1 (1x4)    Range 50,000km     TS: 12500 km/s     Power 3-6     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
10cm Railgun Fire Control Mk1 (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes
Title: Re: Carrier Designs
Post by: Steve Walmsley on August 02, 2010, 06:43:13 PM
Here are the carrier/fighter designs from my current campaign

NATO

The Enterprise class Carriers are the heart of the NATO naval forces. Their sole purpose is the transportation and support of their powerful strike groups and their design is uncompromisingly focused on fulfilling that mission. Their only armament is four close-in weapon systems, designed to shoot down any missiles that might penetrate the defensive umbrella of their escorts, and they have extremely limited onboard sensors, relying on their escorts and the sensors of their E-27A Sentinels to locate potential targets. Their capacious hangar bays can support a strike group of up to 18,000 tons, which usually comprises thirty-six F-24A Cobra Strikefighters, the workhorses of the fleet, twelve Viper F-25A Interceptors, equally capable of shooting down enemy fighters or incoming missiles, twelve A-28A Python Attack Craft for powerful, long range strikes, three R-26A Kraits to provide local sensor capability for strike forces and three E-27A Sentinels for wide area sensor coverage. Extensive ordnance and fuel storage enable the Enterprise class to conduct multiple strikes without resupply.

Code: [Select]
Enterprise class Carrier    48000 tons     2612 Crew     5645.4 BP      TCS 960  TH 3600  EM 0
3750 km/s     Armour 4-117     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 30     PPV 0
Annual Failure Rate: 614%    IFR: 8.5%    Maint Capacity 2205 MSP    Max Repair 34 MSP    Est Time: 4.11 Years
Hangar Deck Capacity 18000 tons     Magazine 2000    

Rolls Royce Ion Drive (60)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 1,500,000 Litres    Range 80.4 billion km   (248 days at full power)

Guardian CIWS (4x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
AGM-1A Sabre Anti-ship Missile (288)  Speed: 27,000 km/s   End: 39.7m    Range: 64.3m km   WH: 6    Size: 4    TH: 90 / 54 / 27
AGM-3A Katana Anti-Ship Missile (48)  Speed: 28,000 km/s   End: 20.4m    Range: 34.3m km   WH: 12    Size: 6    TH: 93 / 56 / 28
BGM-5A Broadsword Multi-warhead Missile (48)  Speed: 10,000 km/s   End: 57.1m    Range: 34.4m km   WH: 0    Size: 6    TH: 33 / 20 / 10
RLN-6A Raven Reconnaissance Drone (6)  Speed: 10,000 km/s   End: 285.7m    Range: 171.4m km   WH: 0    Size: 6    TH: 33 / 20 / 10
RLN-7A Shadow Passive Recon Drone (6)  Speed: 10,000 km/s   End: 285.7m    Range: 171.4m km   WH: 0    Size: 6    TH: 33 / 20 / 10
RIM-8A Stiletto (200)  Speed: 35,400 km/s   End: 1.2m    Range: 2.6m km   WH: 1    Size: 1    TH: 236 / 141 / 70

Strike Group
36x F-24A Cobra Strikefighter   Speed: 7200 km/s    Size: 5
12x F-25A Viper Interceptor   Speed: 10285 km/s    Size: 3.5
12x A-28A Python Attack Craft   Speed: 4500 km/s    Size: 8
3x R-26A Krait Recon Fighter   Speed: 7200 km/s    Size: 5
3x E-27A Sentinel Early Warning Craft   Speed: 4500 km/s    Size: 8
NATO Space Fighters

The F-24 Cobra provides over half the strike group for the Enterprise class and is the most flexible of the NATO space fighters. With a long range fire control system, four launch rails and a combat radius of five hundred million kilometers without in-flight refueling, it can deliver four AGM-1A Sabre anti-ship missiles against distant targets while avoiding detection and counter-fire. Its Pratt & Whitney F150 Ion Engine provides sufficient thrust for the F-24A to exceed seven thousand kilometers per second, enabling rapid strikes against newly identified threats.

Code: [Select]
F-24A Cobra class Strikefighter    250 tons     11 Crew     43.3 BP      TCS 5  TH 36  EM 0
7200 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.4
Annual Failure Rate: 50%    IFR: 0.7%    Maint Capacity 0 MSP    Max Repair 19 MSP    Est Time: 0 Years
Magazine 16    

Pratt & Whitney F150 Ion Engine (1)    Power 36    Fuel Use 7000%    Signature 36    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 1.0 billion km   (39 hours at full power)

Mk3 Box Launcher (4)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
SN/APG-1 Missile Fire Control (1)     Range 62.4m km    Resolution 100
AGM-1A Sabre Anti-ship Missile (4)  Speed: 27,000 km/s   End: 39.7m    Range: 64.3m km   WH: 6    Size: 4    TH: 90 / 54 / 27
Based on the same spaceframe as the F-24A, the R-26A Krait Recon Fighter is designed to escort a Cobra strike in those situations where shipboard sensor coverage is unavailable. Its SN/APS-3 Active Search Sensor complements the SN/APG-1 Missile Fire Control of the F-24A, incorporating similar range and identical resolution. While the Redoutable class Command Ship has sufficient sensor range to guide the F-24As to their targets, in situations where the NATO fleet units are maintaining emissions control, the R-26A can provide local sensor coverage without compromising the location of the carriers and their supporting units. In addition to its primary mission, the Krait can serve as a solo reconnaissance platform, operating up to one billion kilometers from its carrier.

Code: [Select]
R-26A Krait class Recon Fighter    250 tons     23 Crew     83.2 BP      TCS 5  TH 36  EM 0
7200 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 50%    IFR: 0.7%    Maint Capacity 0 MSP    Max Repair 63 MSP    Est Time: 0 Years

Pratt & Whitney F150 Ion Engine (1)    Power 36    Fuel Use 7000%    Signature 36    Armour 0    Exp 25%
Fuel Capacity 20,000 Litres    Range 2.1 billion km   (3 days at full power)
SN/APS-3 Active Search Sensor (1)     GPS 6300     Range 69.3m km    Resolution 100
The A-28A Python Attack Craft is a potent, multi-role strike platform, designed to deliver a heavy payload against hostile capital units or land-based targets. Although slower than the F-24A and mounting a less-capable fire control system, the Python has an integral active sensor capability, extreme range and four heavy launch rails. Its primary armament is usually the AGM-3A Katana Anti-ship missile, with its powerful strength-12 warhead, or the much slower BGM-5A Broadsword Multi-warhead Missile which releases three SGR-4A Dagger sub-munitions, each of which has a strength-4 warhead. Both missile types have a range of thirty-four million kilometers. While this is only half that of the AGM-1A Sabre, the larger missiles have twice the striking power. In addition to its offensive capabilities, the A-28A Python can also deliver the RLN-6A Raven Reconnaissance Drone and the RLN-7A Shadow Passive Recon Drone, both of which have a range in excess of one hundred and seventy million kilometers. The combination of the A-28A and the recon drones can provide information on potential targets almost two billion kilometers from the parent carrier.

Code: [Select]
A-28A Python class Attack Craft    400 tons     27 Crew     71.2 BP      TCS 8  TH 36  EM 0
4500 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Annual Failure Rate: 6%    IFR: 0.1%    Maint Capacity 22 MSP    Max Repair 21 MSP    Est Time: 5.23 Years
Magazine 24    

Pratt & Whitney F150 Ion Engine (1)    Power 36    Fuel Use 7000%    Signature 36    Armour 0    Exp 25%
Fuel Capacity 55,000 Litres    Range 3.5 billion km   (9 days at full power)

Mk4 Box Launcher (4)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
SN/APG-5 Missile Fire Control (1)     Range 33.3m km    Resolution 160
AGM-3A Katana Anti-Ship Missile (4)  Speed: 28,000 km/s   End: 20.4m    Range: 34.3m km   WH: 12    Size: 6    TH: 93 / 56 / 28
SN/APS-4 Active Search Sensor (1)     GPS 3360     Range 37.0m km    Resolution 160
The F-25A Viper Interceptor is the smallest and fastest space fighter in service with the NATO naval forces. Its dual role is engage enemy fighters or fast attack craft and to enhance the anti-missile defence capabilities of the carrier and its escort group. The latter requirement resulted in the inclusion of the SN/APG-2 Missile Fire Control, with its zero resolution capability. While a resolution-4 fire control would have extended the weapon range of the F-25A against hostile fighters and FACs, it would have severely comprised its ability to perform in an anti-missile role. Given the Viper's high speed, the designers assumed it would be able to quickly close on any potential targets and therefore the limited engagement range would not be a factor. The wisdom of that decision has not yet been tested in combat. The armament of the F-25A comprises eight launch rails capable of firing the RIM-8A Stiletto, NATO's current anti-missile missile.

Code: [Select]
F-25A Viper class Interceptor    175 tons     11 Crew     33.7 BP      TCS 3.5  TH 36  EM 0
10285 km/s     Armour 1-2     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.2
Annual Failure Rate: 35%    IFR: 0.5%    Maint Capacity 0 MSP    Max Repair 15 MSP    Est Time: 0 Years
Magazine 8    

Pratt & Whitney F150 Ion Engine (1)    Power 36    Fuel Use 7000%    Signature 36    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 1.5 billion km   (39 hours at full power)

Mk1 Box Launcher (8)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
SN/APG-2 Missile Fire Control (1)     Range 485k km    Resolution 1
RIM-8A Stiletto (8)  Speed: 35,400 km/s   End: 1.2m    Range: 2.6m km   WH: 1    Size: 1    TH: 236 / 141 / 70
A derivative of the Python spaceframe, the E-27A Sentinel Early Warning Craft provides sensor coverage and long range strike guidance for the Enterprise class carriers. Its substantial fuel capacity is intended for endurance rather than range as the Sentinel will usually operate within a hundred million kilometers of the carrier and its escorts. Occasionally, the Sentinel will provide stand-off sensor coverage for a long-range strike if an R-26A Krait is unavailable but will not directly accompany the attacking spacecraft. Usually, a Redoutable class Command Ship will provide the primary sensor coverage for a NATO task group. In situations where a Redoutable is not available or the fleet is operating under emissions control, one or more E-27As will radiate at some distance from the carrier, providing sensor information over a significant area of space without revealing the exact location of high value units.

Code: [Select]
E-27A Sentinel class Early Warning Craft    400 tons     39 Crew     133.8 BP      TCS 8  TH 36  EM 0
4500 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 12%    IFR: 0.2%    Maint Capacity 21 MSP    Max Repair 105 MSP    Est Time: 1.28 Years

Pratt & Whitney F150 Ion Engine (1)    Power 36    Fuel Use 7000%    Signature 36    Armour 0    Exp 25%
Fuel Capacity 55,000 Litres    Range 3.5 billion km   (9 days at full power)
SN/APS-6 Active Search Sensor (1)     GPS 12600     Range 138.6m km    Resolution 120
Soviet Union

The Project 1206 'Krechyet' class Tyazholiy Avionosnyy Kreyser, or 'Heavy Aviation Cruiser', is a Soviet design that combines a hangar deck with a significant anti-ship capability. Unlike the NATO Enterprise class, which is entirely dedicated to carrier operations and will endeavour to remain outside hostile missile range, the Project 1206 is designed to operate in direct combat. It is equipped with sixty P-501 Garpun missiles (NATO designation: SS-N-30 Supernova) in box launchers, six 100mm railguns, strong armour protection and an ECM system. The hangar deck, which has one third the capacity of the NATO carriers, allows a strike group of twenty-four Su-40 fighters (see below). Unlike the larger and more flexible strike group of the Enterprise class, the fighters assigned to the 'Krechyet' class are intended solely to boost the anti-ship capability of their mothership. The Project 1206 has no inherent long-range anti-missile capability and will be protected by an Orlan or by a Project 1200 'Berkut' class.

Code: [Select]
Project 1206 Krechyet class Tyazholiy Avionosnyy Kreyser    30000 tons    1817 Crew   3845.4 BP    TCS 600  TH 2400  EM 0
4000 km/s     Armour 6-86     Shields 0-0     Sensors 10/16/0/0     Damage Control Rating 17     PPV 90
Annual Failure Rate: 423%    IFR: 5.9%    Maint Capacity 1362 MSP    Max Repair 160 MSP    Est Time: 1.5 Years
Hangar Deck Capacity 6000 tons     Magazine 1230    

Ion Engine (40)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 750,000 Litres    Range 56.3 billion km   (162 days at full power)

100mm Railgun (6x4)    Range 40,000km     TS: 4000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
MR-502 Podkat Railgun Fire Control (2)    Max Range: 96,000 km   TS: 4000 km/s     90 79 69 58 48 38 27 17 6 0
Gas-Cooled Reactor (4)     Total Power Output 18    Armour 0    Exp 5%

B-408A VLS System (60)    Missile Size 8    Hangar Reload 60 minutes    MF Reload 10 hours
Garpun-BAL Missile Fire Control (2)     Range 92.2m km    Resolution 120
P-501 Garpun (60)  Speed: 22,500 km/s   End: 62.5m    Range: 84.4m km   WH: 9    Size: 8    TH: 75 / 45 / 22
P-500 Palash (150)  Speed: 24,000 km/s   End: 62.5m    Range: 90m km   WH: 6    Size: 5    TH: 80 / 48 / 24

Voskhod MR-1500 (1)     GPS 19200     Range 153.6m km    Resolution 120
TH-10 Thermal Sensor (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
Gurzhor-16 EM Detection Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

ECM 20

Strike Group
24x Sukhoi Su-40 Istrebitel'   Speed: 7272 km/s    Size: 4.95
The Sukhoi Su-40 is the Soviet equivalent of NATO's F-24A Cobra class Strikefighter. The primary differences are that the Sukhoi is armed with three launchers compared to four smaller launchers on the Cobra and the Su-40s Phazotron Zhuk-69 Missile Fire Control has approximately ten percent greater range against large targets. The SN/APG-1 Missile Fire Control of the Cobra has a range of 62m kilometers but a resolution of 100 compared to 180 for the Phazotron. In reality, the range advantage of the Su-40 will be more pronounced due to the ECM mounted by all major Soviet warships. The Su-40 is slightly faster than the Cobra but has ten percent less range. The primary missile armament of the Sukhoi is the P-500 Palash (NATO designation: SS-N-31 Starburst). One hundred fifty P-500s are carried in the magazines of the Project 1206 Krechyet class.

Code: [Select]
Sukhoi Su-40 class Istrebitel'    247.5 tons     12 Crew     39.7 BP      TCS 4.95  TH 36  EM 0
7272 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.25
Annual Failure Rate: 49%    IFR: 0.7%    Maint Capacity 0 MSP    Max Repair 16 MSP    Est Time: 0 Years
Magazine 15    

NPO Saturn AL-50 Ion Engine (1)    Power 36    Fuel Use 8000%    Signature 36    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.9 billion km   (34 hours at full power)

B-405A VLS System (3)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
Phazotron Zhuk-69 Missile Fire Control (1)     Range 69.1m km    Resolution 180
P-500 Palash (3)  Speed: 24,000 km/s   End: 62.5m    Range: 90m km   WH: 6    Size: 5    TH: 80 / 48 / 24
Steve
Title: Re: Carrier Designs
Post by: Erik L on August 02, 2010, 06:54:19 PM
I don't have any carrier designs yet in the UTC game, but I usually run a mixed group. The exact balance of the group is dependant on the role of the carrier. I usually split the groups 2/3 vs 1/3, offense vs defense. Or vice versa.

My offensive fighters are almost always missile-armed. Defensive fighters are beam armed.
Title: Re: Carrier Designs
Post by: laz on August 02, 2010, 06:56:51 PM
Ah yes your NATO vs Soviet scenario designs are quite awesome steve.

Are they actually practical when put to the test in battle? THe carrier im designing at the moment is going to be roughly the same mass as your enterprise design. I just want a good opponent to put them against  :mrgreen:
Title: Re: Carrier Designs
Post by: Steve Walmsley on August 03, 2010, 12:00:02 PM
Quote from: "laz"
Ah yes your NATO vs Soviet scenario designs are quite awesome steve.

Are they actually practical when put to the test in battle? THe carrier im designing at the moment is going to be roughly the same mass as your enterprise design. I just want a good opponent to put them against  :mrgreen:
The Enterprise has worked well in combat because it carriers a large strike group. However, in every case the carrier has not been threatened so its lack of armament hasn't been a problem. The Soviet design is more of a hybrid but that has also worked well. It is much better equipped to survive in direct combat. NATO has been increasing the size of the shipyard that built the Enterprises and it is up to 80,000 tons now. Now the new engines are available, I will be looking to design a new 80,000 ton carrier.

Steve
Title: Re: Carrier Designs
Post by: UnLimiTeD on August 03, 2010, 01:21:40 PM
Is that really that advisable?

I always prefer A fleet of carriers no heavier than 20k tons, with Cloaking (efficiency 6+) and thermal dampening, to be impervious to attacks.
Or the Super carrier/Mothership, but that will operate with a Fleet of Destroyers and Frigates.

On that note, anyone got experience with using Fighters as Anti-Missile Escort?
I found that they tend to be too slow to get the right tracking speed.
But it's possible to build 500 ton Fighter-"buoys" that hover in space with a Gauss Turret.

Boat Bays should really be civilian ;)
Title: Re: Carrier Designs
Post by: Hawkeye on August 03, 2010, 03:26:04 PM
I am currently fielding those:

Code: [Select]
Chippewa III class Carrier    35000 tons     2143 Crew     8404.6 BP      TCS 700  TH 704  EM 1800
6285 km/s     Armour 4-95     Shields 60-360     Sensors 98/42/0/0     Damage Control Rating 50     PPV 36
Annual Failure Rate: 321%    IFR: 4.5%    Maint Capacity 6578 MSP    Max Repair 124 MSP    Est Time: 5.25 Years
Hangar Deck Capacity 10000 tons     Troop Capacity: 2 Companies    Magazine 1476    Cargo Handling Multiplier 10    

Rawlings Class 110/16 ICF Drive (40)    Power 110    Fuel Use 60%    Signature 17.6    Armour 0    Exp 10%
Fuel Capacity 1,100,000 Litres    Range 94.3 billion km   (173 days at full power)
Epsilon R360/18 Shields (20)   Total Fuel Cost  360 Litres per day

Quad 30mm Gauss Cannon Mk. I Turret (2x12)    Range 10,000km     TS: 20000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S02 20-20000 (2)    Max Range: 40,000 km   TS: 20000 km/s     75 50 25 0 0 0 0 0 0 0

Dagger IV ASM-2 (738)  Speed: 50,000 km/s   End: 12m    Range: 36m km   WH: 4    Size: 2    TH: 366 / 220 / 110

Short Range Anti-Missile Sensor Mk. III (1)     GPS 48     Range 672k km    Resolution 1
Medium Range Anti-Ship Sensor Mk. III (1)     GPS 8160     Range 114.2m km    Resolution 85
Thermal Sensor TH7-98 (1)     Sensitivity 98     Detect Sig Strength 1000:  98m km
EM Detection Sensor EM3-42 (1)     Sensitivity 42     Detect Sig Strength 1000:  42m km

ECM 30

Strike Group
3x Thrush Fighter-Scout   Speed: 14838 km/s    Size: 4.65
2x Bat III Dropship   Speed: 15862 km/s    Size: 4.35
36x Sparrowhawk III Fighter-bomber   Speed: 14226 km/s    Size: 4.85

A carrier battlegoup is two Chippewas, three missile destroyers, three destroyer escorts and one or two fleet scouts.
The carrier itself only carries defensive armament, as the offensive weapon of a carrier (IMO) is its strikegroup. If the 72 fighers from one of my CBGs can´t deal with a threat, a couple of laser cannons on the carrier itself sure won´t help either.
The magazin space is a little low, but I started out with half as many 25%-size missile launchers on the fighters, so each carrier had enough missiles for 5 reloads. After upgrading the fighters to 8 box launchers, I couldn´t get myself to reduce the strikegroup and now have to deal with only being able to reload 2.5 times. I guess my next upgrade will up the size to 40.000t. Also upgraded will be the fuel capacity, because those fighters burn fuel like crazy!!! Either that, or I will need a looooot more tankers in the fleet train.
The marines provide security and can use the dropships for boarding actions, while the Thrushs provide sensor coverage and target painting for far-away-misisons.

The Sparrowhawks:

Code: [Select]
Sparrowhawk III class Fighter-bomber    242.5 tons     15 Crew     69.2 BP      TCS 4.85  TH 11.04  EM 0
14226 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.4
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 45 MSP    Max Repair 26 MSP    Est Time: 13.07 Years
Magazine 16    

Rawlings Class 69/16 ICF Fighter Drive (1)    Power 69    Fuel Use 6500%    Signature 11.04    Armour 0    Exp 60%
Fuel Capacity 20,000 Litres    Range 2.3 billion km   (44 hours at full power)

200mm Box-Missile-Launcher (8)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Fighter Missile Fire Control Mk. I (1)     Range 76.0m km    Resolution 120
Dagger IV ASM-2 (8)  Speed: 50,000 km/s   End: 12m    Range: 36m km   WH: 4    Size: 2    TH: 366 / 220 / 110

The Thrush:

Code: [Select]
Thrush class Fighter-Scout    232.5 tons     26 Crew     105.1 BP      TCS 4.65  TH 11.04  EM 0
14838 km/s     Armour 1-3     Shields 0-0     Sensors 14/4/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 71 MSP    Max Repair 38 MSP    Est Time: 14.2 Years

Rawlings Class 69/16 ICF Fighter Drive (1)    Power 69    Fuel Use 6500%    Signature 11.04    Armour 0    Exp 60%
Fuel Capacity 40,000 Litres    Range 4.8 billion km   (3 days at full power)

Fighter Anti-Ship Sensor Mk. I (1)     GPS 3072     Range 43.0m km    Resolution 80
Thermal Sensor TH1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
EM Detection Sensor EM0.3-4.2 (1)     Sensitivity 4.2     Detect Sig Strength 1000:  4.2m km
Title: Re: Carrier Designs
Post by: Steve Walmsley on August 04, 2010, 12:07:11 PM
Quote from: "UnLimiTeD"
Is that really that advisable?
Not sure if it is advisable but it will be fun :)

Steve
Title: Re: Carrier Designs
Post by: Arwyn on September 21, 2010, 01:42:59 AM
This is my current carrier for my new game. I am a bit past the starting techs, but nothing super yet. The carrier design was based around carrying two strike groups, plus recon/AEW birds and enough missiles stored on board for at least two salvos of a full battle missile load for both strike groups.
Code: [Select]
Pacific class Carrier    23,000 tons     1151 Crew     3987 BP      TCS 460  TH 504  EM 720
3130 km/s     Armour 8-72     Shields 24-240     Sensors 33/33/0/0     Damage Control Rating 16     PPV 28
Annual Failure Rate: 264%    IFR: 3.7%    Maint Capacity 1733 MSP    Max Repair 210 MSP    Est Time: 2.04 Years
Hangar Deck Capacity 7000 tons     Magazine 850   

Applied Dynamics MPD Drive E6 (18)    Power 80    Fuel Use 60%    Signature 28    Armour 0    Exp 5%
Fuel Capacity 450,000 Litres    Range 58.7 billion km   (217 days at full power)
Gamma R240/12 Shields (12)   Total Fuel Cost  144 Litres per day

Quad Gauss Cannon R3-17 Turret (2x12)    Range 30,000km     TS: 40000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
CIWS-160 (2x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Northstar M32/16 Turret Fire Control (2)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

Arrow ASM3 (30)  Speed: 32,000 km/s   End: 26m    Range: 50m km   WH: 4    Size: 3    TH: 192 / 115 / 57
Hasta ASM6 (60)  Speed: 32,000 km/s   End: 26m    Range: 50m km   WH: 10    Size: 6    TH: 149 / 89 / 44
Chakram ASM2 (60)  Speed: 40,000 km/s   End: 6.2m    Range: 15m km   WH: 3    Size: 2    TH: 226 / 136 / 68
Stilleto ASM1 (60)  Speed: 40,000 km/s   End: 6.2m    Range: 15m km   WH: 2    Size: 1    TH: 160 / 96 / 48

Teksystems Skysweeper R5K/231M Search Sensor (1)     GPS 21000     Range 231.0m km    Resolution 100
Guardian Missile Defense Sensor (1)     GPS 42     Range 4.6m km    Resolution 1
Thermal Sensor TH3-33 (1)     Sensitivity 33     Detect Sig Strength 1000:  33m km
EM Detection Sensor EM3-33 (1)     Sensitivity 33     Detect Sig Strength 1000:  33m km

ECM 10

Strike Group
3x R-1 Lancer Recon Fighter   Speed: 9174 km/s    Size: 5.45
2x E-1 Voodoo Early Warning Craft   Speed: 7874 km/s    Size: 6.35
10x F-2 Thunderbolt Strikefighter   Speed: 8000 km/s    Size: 6.25
10x F-1 Eagle Fighter   Speed: 10416 km/s    Size: 4.8


The current fighters are;

The main tactical fighter is the F-1 Eagle. The eagle is multi-role, designed for high speed, and use against shipping or small craft. The Eagle is capable of significant standoff range against shipping, but it is also capable of close range saturation attacks.
The ordanance listed is an example of what the fighter is capable of carrying. The current fleet standard for missiles in the NTF is 32,000km/s. The higher velocity missiles are new and designed specifically for the fighter strike groups.
Code: [Select]
F-1 Eagle class Fighter    240 tons     5 Crew     65.15 BP      TCS 4.8  TH 17.5  EM 0
10416 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.35
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 42 MSP    Max Repair 17 MSP    Est Time: 15.88 Years
Magazine 9   

Applied Dynamics MPD Fighter Engine E50 (1)    Power 50.4    Fuel Use 6600%    Signature 17.64    Armour 0    Exp 35%
Fuel Capacity 10,000 Litres    Range 1.1 billion km   (30 hours at full power)

Arrow ASM3 VLS Launcher (3)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
Oberesk Artic R55/100 Missile Fire Control  (1)     Range 55.4m km    Resolution 100
Dart ASM2 (1)  Speed: 40,000 km/s   End: 31.2m    Range: 75m km   WH: 2    Size: 2    TH: 160 / 96 / 48
Dagger ASM1 (1)  Speed: 32,000 km/s   End: 7.8m    Range: 15m km   WH: 2    Size: 1    TH: 181 / 108 / 54
Arrow ASM3 (1)  Speed: 32,000 km/s   End: 26m    Range: 50m km   WH: 4    Size: 3    TH: 192 / 115 / 57
Chakram ASM2 (1)  Speed: 40,000 km/s   End: 6.2m    Range: 15m km   WH: 3    Size: 2    TH: 226 / 136 / 68
Stilleto ASM1 (1)  Speed: 40,000 km/s   End: 6.2m    Range: 15m km   WH: 2    Size: 1    TH: 160 / 96 / 48

The ship killers are the F-2 Thunderbolt strike fighters. The Thunderbolts are a dedicated anti-shipping platform, carrying three of the same missiles that are carried standard on NTF cruisers.
Code: [Select]
F-2 Thunderbolt class Strikefighter    313 tons     5 Crew     78.3 BP      TCS 6.25  TH 17.5  EM 0
8000 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.7
Annual Failure Rate: 3%    IFR: 0%    Maint Capacity 39 MSP    Max Repair 17 MSP    Est Time: 11.62 Years
Magazine 18   

Applied Dynamics MPD Fighter Engine E50 (1)    Power 50.4    Fuel Use 6600%    Signature 17.64    Armour 0    Exp 35%
Fuel Capacity 10,000 Litres    Range 0.9 billion km   (30 hours at full power)

Hasta ASM6 VLS Launcher (3)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Oberesk Artic R55/100 Missile Fire Control  (1)     Range 55.4m km    Resolution 100
Hasta ASM6 (3)  Speed: 32,000 km/s   End: 26m    Range: 50m km   WH: 10    Size: 6    TH: 149 / 89 / 44


Spotting for the strike groups are the R-1 Lancers. The Lancers are designed to illuminate targets for the strike groups and keep up closely with the groups. The Lancer is currently slower than the Eagle, but that has been deemed acceptable for the time being.
Code: [Select]
R-1 Lancer class Recon Fighter    273 tons     8 Crew     107 BP      TCS 5.45  TH 17.5  EM 0
9174 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 2%    IFR: 0%    Maint Capacity 61 MSP    Max Repair 70 MSP    Est Time: 8.07 Years

Applied Dynamics MPD Fighter Engine E50 (1)    Power 50.4    Fuel Use 6600%    Signature 17.64    Armour 0    Exp 35%
Fuel Capacity 10,000 Litres    Range 1.0 billion km   (30 hours at full power)

Argyll  Skyflash M77-R100 Search Sensor (1)     GPS 7000     Range 77.0m km    Resolution 100

The long range eyes of the fleet are the E-1 Voodoos. The Voodoo packs the same sensor suite as the R-1, but has almost a week of on station endurance.
Code: [Select]
E-1 Voodoo class Early Warning Craft    318 tons     8 Crew     116.5 BP      TCS 6.35  TH 17.5  EM 0
7874 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 3%    IFR: 0%    Maint Capacity 57 MSP    Max Repair 70 MSP    Est Time: 6.61 Years

Applied Dynamics MPD Fighter Engine E50 (1)    Power 50.4    Fuel Use 6600%    Signature 17.64    Armour 0    Exp 35%
Fuel Capacity 50,000 Litres    Range 4.3 billion km   (6 days at full power)

Argyll  Skyflash M77-R100 Search Sensor (1)     GPS 7000     Range 77.0m km    Resolution 100

The current tactical doctrine is to get the fighters in position for a strike, illuminate the target with the R-1 so the targeting sensors on the fighter can lock, fire a salvo and then shut down the R-1 active sensors before enemy missiles can home in on the signal.

The current high speed missiles for the strike groups are almost 2000k/ms faster than the best currently known ASM, and the same speed as the best known AMM. NTF fleet command hopes this will minimize losses to the R-1 fighters.

Currently, in the few engagements fought, the best solution the Eagle pilots have found is closing to 15m k/m or less and launching a mass salvo of the Stilleto/Chakram load out while the R-1's mark targets from a much farther distance. The current enemies have not yet been able to respond to this attack.

The second explored tactic has been to close to 40m k/m and launch a salvo of heat seeking Sidewinder ASM2's at enemy ships at anchorage. Against unaware alien ships sitting idle with shields down, this has proved VERY effective. The fighters have been able to close the distance without detection and launch far enough out to avoid detection. Since there is no active sensor to give away their position, this has worked surprisingly well in bushwacking opponents.
Title: Re: Carrier Designs
Post by: Hawkeye on September 21, 2010, 10:16:50 AM
The current tactical doctrine is to get the fighters in position for a strike, illuminate the target with the R-1 so the targeting sensors on the fighter can lock, fire a salvo and then shut down the R-1 active sensors before enemy missiles can home in on the signal.

Does this work? I allways thought, once the active sensors go offline, your missiles loose the lock.

Aside from this, the fuel tank on the carrier seems a bit small. Remember, your fighters will refuel as soon as they dock after a mission.
Title: Re: Carrier Designs
Post by: Arwyn on September 21, 2010, 05:44:00 PM
I have a dedicated fleet train including a tanker and collier that accompany the carrier group. I may take on more fuel once I am done researching new engines, but I am just a few months into researching Tokamak fusion, so it will be at least a year or two.

As far as the tactics with my current fighters;

My biggest problem so far have been Precursors. The ones I have run into so far are mid sized (1300 to 1500) and FAST compared to my ships. They are averaging around 5k k/ms to my 3k k/ms. My sensor range is better (slightly), but their anti-ship missiles are coming in at 38993 k/ms to my 32000. Thats why I went for the newer faster missiles.

The strategy so far is;
1) Get the strike group in close as possible.
2) Have the R-1 hang back several million km, as close to max range as enemy ecm permits. Right now about 63 to 55 million. Then light up the active sensor once the fighters are in position.
3) Fighters lock and fire their missiles from 30m to 15m range.

So far, the usual response is that the Precursors immediately go after the active sensor source. Usually firing some missiles down the trajectory. Since their closing speeds are high, and my missiles are on a closing vector, my strike gets in first. Then I shut down the active sensor on the R-1 and the whole strike package bugs out for the flattop.
Title: Re: Carrier Designs
Post by: Starkiller on January 11, 2011, 02:57:08 PM
I tend to follow the same design philosophy as Steve, mainly because the Humans of Starfire
tended to build them this way. The only exception I saw in Starfire, was the TFN's Assault Carriers
from ISW 4.

I've never used carriers, and I'm advanced enough, that I want to try them. Currently, my largest
ship is a 21000 ton BC. I basically have a few compact strike fleets consisting of a missile armed BC,
two missile armed DDG and two beam armed DDG, and it's worked very well so far. Now I'd like to
add carriers to the mix. My first try is a 60 kt Fleet Carrier. She carries 20 Gladius Fighters,
20 Aracatuba Bombers, and 10 Fury Interceptors.

Code: [Select]
Harrington class Fleet Carrier    60,000 tons     2844 Crew     20159.88 BP      TCS 1200  TH 1344  EM 1200
9333 km/s     Armour 4-136     Shields 40-300     Sensors 1/1/0/0     Damage Control Rating 40     PPV 0
Annual Failure Rate: 2880%    IFR: 40%    Maint Capacity 4100 MSP    Max Repair 250 MSP    Est Time: 0.57 Years
Hangar Deck Capacity 25000 tons     Magazine 2092   

Solid Core Anti-matter Drive E3 (56)    Power 200    Fuel Use 30%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 5,000,000 Litres    Range 500.0 billion km   (620 days at full power)
Xi R300/15 Shields (8)   Total Fuel Cost  120 Litres per day

CIWS-320 Mk II (10x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Size 10 Anti-ship Missile Mk II (209)  Speed: 74,000 km/s   End: 17.6m    Range: 78m km   WH: 35    Size: 10    TH: 394 / 236 / 118

Active Search Sensor MR23-R1 (1)     GPS 96     Range 23.0m km    Resolution 1
Active Search Sensor MR115-R100 (1)     GPS 4800     Range 115.2m km    Resolution 100

ECM 50

Strike Group
20x Gladius Fighter   Speed: 16969 km/s    Size: 9.9
20x Araçatuba Fighter/Bomber   Speed: 16969 km/s    Size: 9.9
10x Fury Interceptor   Speed: 17142 km/s    Size: 9.8

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
Code: [Select]
Gladius class Fighter    495 tons     18 Crew     299 BP      TCS 9.9  TH 20.16  EM 0
16969 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Annual Failure Rate: 19%    IFR: 0.3%    Maint Capacity 38 MSP    Max Repair 144 MSP    Est Time: 1.17 Years

FTR Solid Core Anti-matter Drive E540 (1)    Power 168    Fuel Use 5400%    Signature 20.16    Armour 0    Exp 150%
Fuel Capacity 20,000 Litres    Range 1.3 billion km   (22 hours at full power)

R21/C6 Meson Cannon (1)    Range 210,000km     TS: 16969 km/s     Power 6-6     RM 21    ROF 5        1 1 1 1 1 1 1 1 1 1
Fire Control S02 120-8000 (FTR) (1)    Max Range: 240,000 km   TS: 32000 km/s     96 92 88 83 79 75 71 67 62 58
Solid-core Anti-matter Power Plant Technology PB-0.8 AR-0 (1)     Total Power Output 6.4    Armour 0    Exp 2%

Active Search Sensor MR39-R100 (1)     GPS 2800     Range 39.2m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Fighter for production and combat purposes
Code: [Select]
Araçatuba class Fighter/Bomber    495 tons     6 Crew     156 BP      TCS 9.9  TH 20.16  EM 0
16969 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Annual Failure Rate: 19%    IFR: 0.3%    Maint Capacity 20 MSP    Max Repair 70 MSP    Est Time: 1.23 Years
Magazine 40   

FTR Solid Core Anti-matter Drive E540 (1)    Power 168    Fuel Use 5400%    Signature 20.16    Armour 0    Exp 150%
Fuel Capacity 10,000 Litres    Range 0.7 billion km   (11 hours at full power)

Size 10 Box Launcher (4)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Missile Fire Control FC79-R100 (1)     Range 79.4m km    Resolution 100
Size 10 Anti-ship Missile Mk II (4)  Speed: 74,000 km/s   End: 17.6m    Range: 78m km   WH: 35    Size: 10    TH: 394 / 236 / 118

Active Search Sensor MR39-R100 (1)     GPS 2800     Range 39.2m km    Resolution 100

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
This design is classed as a Fighter for production and combat purposes
Code: [Select]
Fury class Interceptor    490 tons     15 Crew     555 BP      TCS 9.8  TH 20.16  EM 0
17142 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Annual Failure Rate: 98%    IFR: 1.4%    Maint Capacity 0 MSP    Max Repair 150 MSP    Est Time: 0 Years

FTR Solid Core Anti-matter Drive E540 (1)    Power 168    Fuel Use 5400%    Signature 20.16    Armour 0    Exp 150%
Fuel Capacity 20,000 Litres    Range 1.4 billion km   (22 hours at full power)

15cm C2 Near Gamma Ray Laser FTR (2)    Range 250,000km     TS: 17142 km/s     Power 6-2     RM 10    ROF 15        6 6 6 6 6 6 6 6 6 6
Fire Control S01 125-8000 (FTR) (1)    Max Range: 250,000 km   TS: 32000 km/s     96 92 88 84 80 76 72 68 64 60
Solid-core Anti-matter Power Plant Technology PB-0.8 AR-0 (1)     Total Power Output 6.4    Armour 0    Exp 2%

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Fighter for production and combat purposes
Title: Re: Carrier Designs
Post by: UnLimiTeD on January 11, 2011, 05:32:01 PM
Now that are some seriously heavy fighters.
With that little speed advantage, wouldn't it make more sense to use Fast Attack Craft?
Title: Re: Carrier Designs
Post by: Starkiller on January 11, 2011, 06:54:03 PM
I have a FAC design, but it's designed to operate from a Fleet Base. The main problem is that, like the Fighter,
the FAC can have only one engine. Every item you add, brings the speed down REAL fast. The fighter designs
are quite light, but before I added stuff, the fighter engine had a top speed of over 100,000 km/s. Gad, I wish
I could have kept that speed!  ;D

The FAC is bigger than the fighter, and even a small FAC ends up being slower than my capital ships. The one I
designed for the fleet base has heavy lasers, one 30cm and three 20 cm. A top speed of 9333 km/s. Which isn't
bad, but not in the fighter's class. Still, with a bit more engine tech, maybe it will be. :)

Eric
Title: Re: Carrier Designs
Post by: UnLimiTeD on January 12, 2011, 04:38:25 AM
See, a figher has standard engine power, the FAC double, but the engine is way heavier.
Stop putting a Frigate loadout on those ships.
A fighter with 4 size 5 missiles is sufficient, it's ligher, faster, and you can just get more of them.
An FAC should NEVER go above 1000 tons.
At 1000 tons, you do not need a bridge, thus saving further weight, and you can normally equip one heavy weapon and a second layer of armor.
Title: Re: Carrier Designs
Post by: Starkiller on January 12, 2011, 10:45:37 AM
The problem is, with a 1000 ton limit, the FAC is not really much better than
a fighter, and twice the size. I tend to ignore FACs because the fighters are
cheaper, don't waste shipyard space, and you can cram a lot of them into
a carrier. Currently, I have compact, and high speed, strike fleets. Sort of
like one of today's Rapid Response Forces. The smallest fleet ships I have,
are the 9000 ton missile DDGs and the 9000 ton beam DDGs, the largest
are the 21000 ton missile BCs, and I use 5000 ton fast patrol craft for
system defense. I imagine I'll run into something BIG sooner or later, that
will require bigger ships, but these strike fleets have proven to be good
Precurser killers. This is good because I've run into Precursers MANY times. :)

Eric
Title: Re: Carrier Designs
Post by: UnLimiTeD on January 12, 2011, 01:57:27 PM
Bigger ships just slightly increase the surviveability, you can normally just produce MOAR and be fine with it.
Regarding FACs, their strength is that you can put a beam weapon like a small meson in them without completely gimping them.
Because at your tech level, a Fighter below 20k speed is indeed pretty gimped in it's usefulness.
495 tons is just extremely heavy.
I guess it's fine with your enemies being Precursors, but it's still not the best option.
Title: Re: Carrier Designs
Post by: Starkiller on January 12, 2011, 03:38:58 PM
True, but that tells you how limited fighters are, except when used in numbers.
It's virtually impossible, even at my tech level, to build a fighter under 490 tons.
Lessen the weapon loadout, and it becomes worthless, even in numbers. It has
no armour and shields to remove, so that won't help. Still, a 1000 ton FAC with
the same weapons as the fighters may well be much faster due to the more
powerful gunboat engine. I'm toying with a FAC that's sort of like a EWACS (sp?).
Very LONG range scanners. I'm kinda tired of my survey ships getting bushwacked
by Precursers all the time. :)

Eric
Title: Re: Carrier Designs
Post by: UnLimiTeD on January 15, 2011, 08:54:35 AM
Well, they aren't a main fighting force, but employ a small gauss cannon on them, and with high speed, they can form an invisible Anti-Missile Screen.
With half the missile loadout, they'll be significantly faster, so you can build missiles with shorter range and more payload, get in, shoot, get out. With more fighters.
Miniaturization allows you to put a 2 HS Laser on them, on higher tech levels still with 5 second fire rate.
Having enough of those can rip smeg up as well.
Meson fighters are heavy, but by giving external sensor coverage, you can save space there as well. Never take more than a 10cm, obviously.
And a swarm of microwave fighters, against heavy shields supported by a small missile strike, can disable even the strongest fleet.
They have their applications.
Title: Re: Carrier Designs
Post by: Anarade Relle on January 20, 2011, 03:19:12 AM
In my "Outercolonies" (a name that has no real meaning to it) Campaign I found right next to sol an alien race. Our first meeting was followed, about a year later, with an armed fleet coming out of their Jump Point. Needless to say my paranoia induced decision to station a big JP defence with a squadron at Earth to intercept any leakers allowed me victory. I developed a couple rough carrier designs to augment my fleet. My general tech was fairly low in some areas; I had no box launchers for example and plasma engines as my main drives. So these are my designs I popped out with the tech I had - I ended up getting a decent amount of work out of them I think.

Code: [Select]
Ark Royal class Carrier    20,700 tons     1100 Crew     2524.8 BP      TCS 414  TH 1280  EM 0
3091 km/s     Armour 3-67     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 17     PPV 12
Annual Failure Rate: 201%    IFR: 2.8%    Maint Capacity 3296 MSP    Max Repair 43 MSP    Est Time: 8.22 Years
Hangar Deck Capacity 9000 tons     Troop Capacity: 1 Company    Magazine 400    

NPO-1 Plasma Drive (16)    Power 80    Fuel Use 100%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 1,250,000 Litres    Range 108.7 billion km   (406 days at full power)

CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
10cm Naval Autocannon V1/C3 (4x4)    Range 10,000km     TS: 8000 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Naval Autocannon Fire Control 16,000 (1)    Max Range: 32,000 km   TS: 3000 km/s     69 37 6 0 0 0 0 0 0 0
Fusion-12 (1)     Total Power Output 12    Armour 0    Exp 5%

Strike Group
35x F-2 Valkyrie Fighter   Speed: 13529 km/s    Size: 5.1

This design is classed as a Military Vessel for maintenance purposes

My first big carrier design in that game. First one laid down in 2030 (It's 44 now, so you can imagine how dated they are). Nearly a flying-can. Basically intended to deploy a wing of fighters to chase down stragglers and act as a mobile base for 'em.

Code: [Select]
Fox CVE class Escort Carrier    5,000 tons     244 Crew     633 BP      TCS 100  TH 352  EM 0
3520 km/s     Armour 2-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
Annual Failure Rate: 40%    IFR: 0.6%    Maint Capacity 396 MSP    Max Repair 44 MSP    Est Time: 6.21 Years
Hangar Deck Capacity 3000 tons    

NPO-4 Neptune (4)    Power 88    Fuel Use 96%    Signature 88    Armour 0    Exp 10%
Fuel Capacity 150,000 Litres    Range 56.3 billion km   (184 days at full power)

Strike Group
8x F-31 Owl Assault Shuttle   Speed: 7352 km/s    Size: 6.8

My Escort Carrier design. Mainly build to take advantage of some 5000-ton slipways I wasn't going to use anyways. The idea was for the Owl's to hunt down crippled enemy ships and railgun them to death. This they did somewhat well. Later on they ended up carrying 11 Valkyrie's when I finally invaded the NPR home system which made them useful. I've been using them to ferry some FAC's around. They'll prolly be refitted to add another engine and a hanger to them at some point or just scrapped.

Code: [Select]
F-2 Valkyrie class Fighter    255 tons     4 Crew     47.3 BP      TCS 5.1  TH 69  EM 0
13529 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.7
Annual Failure Rate: 5%    IFR: 0.1%    Maint Capacity 12 MSP    Max Repair 15 MSP    Est Time: 5.06 Years
Magazine 18    

FTR-NPO-5 Neptune Confinement Drive (1)    Power 69    Fuel Use 9100%    Signature 69    Armour 0    Exp 60%
Fuel Capacity 5,000 Litres    Range 0.4 billion km   (7 hours at full power)

Size 3 Box Launcher (6)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
Fighter Missile FC43/150 (1)     Range 43.2m km    Resolution 150
P-304W/6 (6)  Speed: 41,300 km/s   End: 9.7m    Range: 24m km   WH: 6    Size: 3    TH: 137 / 82 / 41

The F-2 replaced the old Bat-series that originally flew off the Ark Royals.

Code: [Select]
F-1C Bat class Fighter    325 tons     5 Crew     66.3 BP      TCS 6.5  TH 50  EM 0
7692 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.7
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 64 MSP    Max Repair 34 MSP    Est Time: 14.43 Years
Magazine 18    

FTR Magneto-plasma Drive E990 (1)    Power 50.4    Fuel Use 9900%    Signature 50.4    Armour 0    Exp 35%
Fuel Capacity 5,000 Litres    Range 0.3 billion km   (10 hours at full power)

Size 3 Box Launcher (6)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
Missile Fire Control FC50-R100 (1)     Range 50.4m km    Resolution 100
P-302 Kracker B (6)  Speed: 45,300 km/s   End: 4.9m    Range: 13.3m km   WH: 4    Size: 3    TH: 151 / 90 / 45

The C-mark replaced the B and A models which were built waaaay before I had box-launchers- those mounted 3 x Size 3 Missile Launcher (33% Reduction)'s. Pretty much a desperation design as box launchers were quite some time away and I had to deal with an NPR power right next to Sol. The Bat's did well enough, they just ended up being destroyed after launching their missiles in the only fleet engagement they ended up participating in.
Title: Re: Carrier Designs
Post by: Starkiller on January 20, 2011, 08:39:45 AM
I'm full of paranoia all the time. It's a survival tool, really.
I have heavy defenses at ALL jump points heading into my territory.
When I expand, I move them up using tugs to move the bases, and
the defense cruisers move under their own power.

Code: [Select]
Fabius class Jump Point Defence Base    21,000 tons     1850 Crew     11206.44 BP      TCS 420  TH 0  EM 2400
1 km/s     Armour 10-67     Shields 80-300     Sensors 28/28/0/0     Damage Control Rating 50     PPV 120
Annual Failure Rate: 176%    IFR: 2.4%    Maint Capacity 16670 MSP    Max Repair 797 MSP    Est Time: 4.37 Years
Magazine 1056   

Fuel Capacity 500,000 Litres    Range N/A
Xi R300/15 Shields (16)   Total Fuel Cost  240 Litres per day

Twin 30cm C8 Near Gamma Ray Laser Turret (4x2)    Range 1,000,000km     TS: 10000 km/s     Power 48-16     RM 10    ROF 15        24 24 24 24 24 24 24 24 24 24
Single R112/C8 Meson Cannon Turret (2x1)    Range 1,000,000km     TS: 10000 km/s     Power 32-8     RM 112    ROF 20        1 1 1 1 1 1 1 1 1 1
CIWS-320 Mk II (3x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Fire Control S05 500-10000 (6)    Max Range: 1,000,000 km   TS: 10000 km/s     99 98 97 96 95 94 93 92 91 90
Solid-core Anti-matter Power Plant Technology PB-1 AR-0 (1)     Total Power Output 80    Armour 0    Exp 5%

Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC58-R100 (1)     Range 58.8m km    Resolution 100
Missile Fire Control FC31-R1 (1)     Range 31.1m km    Resolution 1
Size 1 Anti-missile Missile Mk III (1056)  Speed: 40,000 km/s   End: 7.5m    Range: 18m km   WH: 6    Size: 1    TH: 426 / 256 / 128

Active Search Sensor MR115-R100 (1)     GPS 4800     Range 115.2m km    Resolution 100
Thermal Sensor TH2-28 (40%) (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
EM Detection Sensor EM2-28 (40%) (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

Compact ECCM-4 (7)         ECM 50

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

The bases use heavy weapons, and size 1 launchers with the
size 1 mark III ship killers. The base depends on getting a MASSIVE
strike while enemy sensors and FCs are still scrambled by the transit.

Code: [Select]
Nero class Defense Cruiser    21,000 tons     1893 Crew     13135.44 BP      TCS 420  TH 408  EM 1800
8095 km/s     Armour 9-67     Shields 60-300     Sensors 24/24/0/0     Damage Control Rating 1     PPV 100
Annual Failure Rate: 3528%    IFR: 49%    Maint Capacity 391 MSP    Max Repair 562 MSP    Est Time: 0.02 Years
Magazine 1056   

Solid Core Anti-matter Drive E3 (17)    Power 200    Fuel Use 30%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 142.9 billion km   (204 days at full power)
Xi R300/15 Shields (12)   Total Fuel Cost  180 Litres per day

Twin 15cm C6 Near Gamma Ray Laser Turret (10x2)    Range 600,000km     TS: 10000 km/s     Power 12-12     RM 10    ROF 5        6 6 6 6 6 6 6 6 6 6
CIWS-320 Mk II (6x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Fire Control S03.7 375-10000 (5)    Max Range: 750,000 km   TS: 10000 km/s     99 97 96 95 93 92 91 89 88 87
Solid-core Anti-matter Power Plant Technology PB-1.25 AR-0 (1)     Total Power Output 120    Armour 0    Exp 20%

Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC20-R100 (2)     Range 20.2m km    Resolution 100
Size 1 Anti-missile Missile Mk III (1056)  Speed: 40,000 km/s   End: 7.5m    Range: 18m km   WH: 6    Size: 1    TH: 426 / 256 / 128

Active Search Sensor MR34-R1 (1)     GPS 144     Range 34.6m km    Resolution 1
Active Search Sensor MR39-R100 (1)     GPS 2800     Range 39.2m km    Resolution 100
Thermal Sensor TH1-24 Mk II (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
EM Detection Sensor EM1-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

ECCM-5 (7)         ECM 50

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

The defense cruisers were built to support the bases with LOTS of
5 ROF firepower, and since they are mobile, they can get the leakers.
Jump Point defense generally has 2 bases and 2 cruisers on each outgoing
jump point. So far, no one has 'broken the Line'. :)

Eric
 
Title: Re: Carrier Designs
Post by: Hawkeye on January 20, 2011, 09:50:02 AM
I'm full of paranoia all the time. It's a survival tool, really.

Eric
 


Just because you´re paranoid doesn´t mean they are NOT out to get you    :)
Title: Re: Carrier Designs
Post by: Starkiller on January 20, 2011, 01:14:20 PM
Shin'a'in Proverb; Just because you think there's an enemy behind every bush,
                           Doesn't mean you're wrong. :)

Of course, the best defense, is a good offense. This is why I have two battlefleets,
each with 2 60000 ton CVs, with 100 fighters between them, of which 40 are the
lethal Aracathusa fighter/bombers, each carrying 4 size 10 ASMs. :) Also, 4 fast
attack strike fleets, which are basically fast reaction forces, and lastly, the Reserve.
Whenever I get some spare production, I build a warship, and stick it in the Reserve.
That way, combat losses can be replaced at once instead of desperately building
replacements. So far, it's worked nicely, and since there is still much room to expand
within protected space, I don't need to worry about system expansion for awhile, but
the survey fleets are still exploring. ^_-

Eric

PS: 4 NPRs, so far, all below me in Tech, though not by much. :)
Title: Re: Carrier Designs
Post by: Starkiller on February 12, 2011, 01:09:14 PM
The Lolth class Assault Carrier carries the exact same strike groups as the Harrington class.
This class, however, is designed to survive assaulting defended Jump Points. Heavy Armour,
Shields, anti-missile defenses, and heavy short-range firepower.

Now a question. Ships suffer degradation of their sensors after a jump for about 2 to 5 minutes.
Does a fighter onboard the carrier suffer this same effect? Or can it launch with sensors intact?
It would be nice to use the StarFire tactic of Assault Carriers transiting a heavily defended warp
point, launching their squadrons, then transiting back to safety. :)

Code: [Select]
Lolth class Assault Carrier    100,000 tons     6710 Crew     53455.18 BP      TCS 2000  TH 2400  EM 3000
10000 km/s    JR 3-50     Armour 12-191     Shields 100-300     Sensors 1/1/0/0     Damage Control Rating 40     PPV 168
Annual Failure Rate: 8000%    IFR: 111.1%    Maint Capacity 5341 MSP    Max Repair 10000 MSP    Est Time: 0.01 Years
Hangar Deck Capacity 25000 tons     Magazine 2092   

J100000(3-50) Military Jump Drive     Max Ship Size 100000 tons    Distance 50k km     Squadron Size 3
Solid Core Anti-matter Drive E3 (100)    Power 200    Fuel Use 30%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 5,000,000 Litres    Range 300.0 billion km   (347 days at full power)
Xi R300/15 Shields (20)   Total Fuel Cost  300 Litres per day

Twin 30cm C8 Near Gamma Ray Laser Turret (8x2)    Range 1,000,000km     TS: 10000 km/s     Power 48-16     RM 10    ROF 15        24 24 24 24 24 24 24 24 24 24
CIWS-320 Mk II (10x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Fire Control S05 500-10000 (4)    Max Range: 1,000,000 km   TS: 10000 km/s     99 98 97 96 95 94 93 92 91 90
Magnetic Confinement Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 10    Armour 0    Exp 5%
Solid-core Anti-matter Power Plant Technology PB-1.25 AR-0 (1)     Total Power Output 120    Armour 0    Exp 20%

Size 10 Anti-ship Missile Mk II (209)  Speed: 74,000 km/s   End: 17.6m    Range: 78m km   WH: 35    Size: 10    TH: 394 / 236 / 118

Active Search Sensor MR23-R1 (1)     GPS 96     Range 23.0m km    Resolution 1
Active Search Sensor MR115-R100 (1)     GPS 4800     Range 115.2m km    Resolution 100

ECCM-5 (4)         ECM 50

Strike Group
20x Araçatuba Fighter/Bomber   Speed: 16969 km/s    Size: 9.9
20x Gladius Fighter   Speed: 16969 km/s    Size: 9.9
10x Fury Interceptor   Speed: 17142 km/s    Size: 9.8

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

Eric
Title: Re: Carrier Designs
Post by: welchbloke on February 12, 2011, 03:44:01 PM
Now a question. Ships suffer degradation of their sensors after a jump for about 2 to 5 minutes.
Does a fighter onboard the carrier suffer this same effect? Or can it launch with sensors intact?
It would be nice to use the StarFire tactic of Assault Carriers transiting a heavily defended warp
point, launching their squadrons, then transiting back to safety. :)
Eric

I just tried it and the fighters suffer the same sensor/fire delay.
Title: Re: Carrier Designs
Post by: Starkiller on February 12, 2011, 05:02:19 PM
Now that IS too bad. 2 to 5 minutes is an eternity when someone is firing at you. Oh well. :)

Eric
Title: Re: Carrier Designs
Post by: Brian Neumann on February 12, 2011, 06:51:42 PM
The sensor delay can be reduced to under a minute with well trained crews.  This normally requires that you put the racial training level up to about 10 minimum.  The effect of this is that you will get 1/10 of the crew for your ships than you normally get.  This does not change the number of officers that the same naval training facilities generate.  The upshot is that you will tend to have to many officers generated for your fleet, but this also has a good side as it keeps the poor ones from getting posts.

Brian
Title: Re: Carrier Designs
Post by: Hawkeye on February 13, 2011, 12:49:15 AM
It´s not as bad as you might think.
I dug this up in the mechanics board

The psuedo code is as follows:

Code: [Select]
    Bonus = 1 - (Int(Sqr(GradePoints) - 10) / 100)
   
    If Squadron Transit then
        Delay = (10 + Random Number(20)) * Bonus
    Else
        Delay = (120 + Random Number(60)) * Bonus
    End
Which means that a squadron transit will cause blindness for 11-30 seconds and a regular or jump gate transit will cause blindness for 121-180 seconds. This affects both fire control and active sensors. The delay is reduced by the grade bonus of each ship.

Steve

It´s almost a year old, but don´t think anything has changed.
The key is: Don´t use a jumpgate/standard jump for a jumppoint assault!
Title: Re: Carrier Designs
Post by: Steve Walmsley on February 13, 2011, 04:28:17 AM
It´s not as bad as you might think.
I dug this up in the mechanics board

It´s almost a year old, but don´t think anything has changed.
The key is: Don´t use a jumpgate/standard jump for a jumppoint assault!

This is still the current mechanic. Squadron transit is necessary for an effective jump point assault.

Steve