Aurora 4x

VB6 Aurora => Bureau of Ship Design => Topic started by: GDS_Starfury on August 15, 2010, 10:30:39 AM

Title: Starfury ship designs
Post by: GDS_Starfury on August 15, 2010, 10:30:39 AM
just wanted to post some ship designs from my current game.  this campaign is about 95 years long so far so these arnt beginning tech level designs.  for this campaign I focused on sensor, defensive systems and power plant technology.  Ive taken a very slow path in exploring other systems and Ive built jumpgates on every jump point Ive found so none of these ship have or need jump engines.  Im interested to see what you all think of them.


Coontz class Surveillance Cruiser    24850 tons     2258 Crew     19406.1 BP      TCS 24.85  TH 180  EM 3000
6036 km/s     Armour 10-75     Shields 100-300     Sensors 720/720/0/0     Damage Control Rating 70     PPV 0
Annual Failure Rate: 123%    IFR: 1.7%    Maint Capacity 19523 MSP    Max Repair 2520 MSP    Est Time: 3.07 Years

Solid Core Anti-matter Drive E5 ARM-5 (10)    Power 300    Fuel Use 50%    Signature 18    Armour 5    Exp 35%
Fuel Capacity 1,000,000 Litres    Range 144.9 billion km   (277 days at full power)
Xi R300/20 Shields (20)   Total Fuel Cost  400 Litres per day

CIWS-320 (6x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 192-32000 H40 (2)    Max Range: 384,000 km   TS: 32000 km/s     97 95 92 90 87 84 82 79 77 74

Active Search Sensor MR691-R20 (40%) (1)     GPS 28800     Range 691.2m km    Resolution 20
Thermal Sensor TH30-720 (40%) (1)     Sensitivity 720     Detect Sig Strength 1000:  720m km
EM Detection Sensor EM30-720 (40%) (2)     Sensitivity 720     Detect Sig Strength 1000:  720m km
Cloaking Device: Class cross-section reduced to 5% of normal

ECCM-5 (4)         ECM 40
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Enterprise class Escort Cruiser    24450 tons     1615 Crew     18230.5 BP      TCS 489  TH 270  EM 3000
9202 km/s     Armour 20-75     Shields 100-300     Sensors 240/1/0/0     Damage Control Rating 40     PPV 0
Annual Failure Rate: 119%    IFR: 1.7%    Maint Capacity 18641 MSP    Max Repair 1613 MSP    Est Time: 3.92 Years

Solid Core Anti-matter Drive E5 ARM-5 (15)    Power 300    Fuel Use 50%    Signature 18    Armour 5    Exp 35%
Fuel Capacity 800,000 Litres    Range 117.8 billion km   (148 days at full power)
Xi R300/20 Shields (20)   Total Fuel Cost  400 Litres per day

CIWS-320 (15x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 192-32000 H40 (3)    Max Range: 384,000 km   TS: 32000 km/s     97 95 92 90 87 84 82 79 77 74

Active Search Sensor MR230-R20 (40%) (1)     GPS 9600     Range 230.4m km    Resolution 20
Thermal Sensor TH10-240 (40%) (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

ECCM-5 (3)         ECM 40
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Spruance class Missile Cruiser    32200 tons     2865 Crew     20345.5 BP      TCS 644  TH 360  EM 3000
9316 km/s     Armour 20-90     Shields 100-300     Sensors 240/240/0/0     Damage Control Rating 77     PPV 70
Annual Failure Rate: 107%    IFR: 1.5%    Maint Capacity 30412 MSP    Max Repair 1260 MSP    Est Time: 6.2 Years
Magazine 1630    

Solid Core Anti-matter Drive E5 ARM-5 (20)    Power 300    Fuel Use 50%    Signature 18    Armour 5    Exp 35%
Fuel Capacity 800,000 Litres    Range 89.4 billion km   (111 days at full power)
Xi R300/20 Shields (20)   Total Fuel Cost  400 Litres per day

Size 7 Missile Launcher (10)    Missile Size 7    Rate of Fire 30
Missile Fire Control FC103-R2 (40%) (2)     Range 103.7m km    Resolution 2

Active Search Sensor MR230-R20 (40%) (1)     GPS 9600     Range 230.4m km    Resolution 20
Thermal Sensor TH10-240 (40%) (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km
EM Detection Sensor EM10-240 (40%) (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

ECCM-5 (4)         ECM 40
Title: Re: Starfury ship designs
Post by: Andrew on August 15, 2010, 10:43:30 AM
1) All your designs have far more engineering spaces than I would consider
2) Your escort cruiser design is entirely useless, it has CIWS systems which will only protect itself. Ciws is a self defense system including its own FC, ECCM, and sensors. You want Gauss turrets to defend a squadron. Most escort designs also include size 1 AMM's
3) I would normally have signifigantly more fuel (200 days cruising time)
Title: Re: Starfury ship designs
Post by: GDS_Starfury on August 15, 2010, 11:26:02 AM
interesting.
the fuel capacity is because I generally keep these in the home system and only send them out when something nasty turns up somewhere.  with onyly 35 explored systems this has worked for me so far.
the escort crusiers have worked very well in defending the entire fleet.  though this may be due to me having 15 of them grouped with the 1 fleet I have.  225 CWIS puts up a pretty decent wall of lead.  I have noticed they perform rather poorly vs plasma torpedos however.
perhaps Ill try something thats AMM specific and do away with the CWIS altogether.
whats a good annular failure rate for ships?  Ive been trying to keep it as low as possible.
Title: Re: Starfury ship designs
Post by: GDS_Starfury on August 15, 2010, 11:26:03 AM
opps
Title: Re: Starfury ship designs
Post by: Beersatron on August 15, 2010, 12:19:13 PM
The CIWS will only protect the ship that it is on, if it is protecting all the ships in the fleet then that is a bug. I think it may be due to the Fire Control you have on the Scout and the Escorts, some earlier versions had a bug were the CIWS would use the PD Fire Control if you assigned it. You should remove the Fire Control from the Scout and the Escorts and you will get the correct usage of a CIWS.

iirc Steve removed CIWS from the assignable list.
Title: Re: Starfury ship designs
Post by: Andrew on August 15, 2010, 01:13:18 PM
To repeat CIWS ONLY Protects the mounting ship.
I except an annual failure  rate of around 70% or more , you just fix it and carry on. Given your ships have no fuel and spend their time around the homeworld why carry enought maintenance for about a century of operations?
Title: Re: Starfury ship designs
Post by: GDS_Starfury on August 16, 2010, 09:09:47 AM
so hows this for a replacement:

North Carolina class Area Defence Cruiser    30000 tons     2031 Crew     18048.42 BP      TCS 600  TH 360  EM 3000
10000 km/s     Armour 20-86     Shields 100-300     Sensors 1/1/0/0     Damage Control Rating 60     PPV 36
Annual Failure Rate: 240%    IFR: 3.3%    Maint Capacity 11280 MSP    Max Repair 840 MSP    Est Time: 2.87 Years
Magazine 3192    

Solid Core Anti-matter Drive E5 ARM-5 (20)    Power 300    Fuel Use 50%    Signature 18    Armour 5    Exp 35%
Fuel Capacity 1,120,000 Litres    Range 134.4 billion km   (155 days at full power)
Xi R300/20 Shields (20)   Total Fuel Cost  400 Litres per day

Size 3 Missile Launcher (12)    Missile Size 3    Rate of Fire 15
Missile Fire Control FC15-R1 (20%) (3)     Range 15.4m km    Resolution 1

Active Search Sensor MR230-R20 (40%) (1)     GPS 9600     Range 230.4m km    Resolution 20

ECCM-5 (3)         ECM 50

using these missiles:

Missile Size: 3 MSP  (0.15 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 43
Speed: 66700 km/s    Endurance: 6 minutes   Range: 24.0m km
Active Sensor Strength: 1.6    Resolution: 1    Maximum Range: 16,000 km    
ECM Level: 2.5
Cost Per Missile: 8.5083
Chance to Hit: 1k km/s 2868.1%   3k km/s 946%   5k km/s 573.6%   10k km/s 286.8%
Title: Re: Starfury ship designs
Post by: Erik L on August 16, 2010, 09:27:59 AM
Anti-missiles are usually size 1. You could get more (and a faster ROF) with size 1 missiles.

This is my current escort design.
Code: [Select]
Spruance IV class Destroyer Escort    6000 tons     605 Crew     2331.08 BP      TCS 120  TH 150  EM 750
2500 km/s     Armour 2-29     Shields 25-300     Sensors 55/55/0/0     Damage Control Rating 5     PPV 20
Annual Failure Rate: 57%    IFR: 0.8%    Maint Capacity 1214 MSP    Max Repair 450 MSP    Est Time: 2.56 Years
Magazine 200    

Internal Confinement Fusion Drive E4 ARM-1 (3)    Power 100    Fuel Use 40%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 250,000 Litres    Range 187.5 billion km   (868 days at full power)
Delta R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

AM-5 Launcher (20)    Missile Size 1    Rate of Fire 5
MFC-180AM Control (4)     Range 5.9m km    Resolution 1
"Foxbat" Counter Missile (200)  Speed: 20,000 km/s   End: 75m    Range: 90m km   WH: 1    Size: 1    TH: 173 / 104 / 52

AM-360 Scanner (1)     GPS 360     Range 4.0m km    Resolution 1
TH-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m 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: Starfury ship designs
Post by: GDS_Starfury on August 16, 2010, 09:45:04 AM
what can I say... Im a firm believer in over kill  :twisted:
heres a question:  just about all of my battles are with those wormhole folks and Id like to try and capture an intact ship instead of salvaging the wreckage.  do I need shuttles for that or can I make an armored ball with some Marine companies and tractor the ship I want and board it?
Title: Re: Starfury ship designs
Post by: Erik L on August 16, 2010, 10:32:02 AM
Quote from: "GDS_Starfury"
what can I say... Im a firm believer in over kill  :twisted:
Well, it only takes 1 pt to kill a missile, so if you want the size 3, drop the warhead size and pump some into sensors, engines and agility.

Quote from: "GDS_Starfury"
heres a question:  just about all of my battles are with those wormhole folks and Id like to try and capture an intact ship instead of salvaging the wreckage.  do I need shuttles for that or can I make an armored ball with some Marine companies and tractor the ship I want and board it?

Someone else gets to answer this one. I turn precursors off.
Title: Re: Starfury ship designs
Post by: GDS_Starfury on August 16, 2010, 11:00:57 AM
well I want to capture any ship I happen across not just the precursor/wormhole ones
Title: Re: Starfury ship designs
Post by: Erik L on August 16, 2010, 01:38:39 PM
Your ship seems a bit on the schizophrenic side. The missiles/search radar say "Anti-ship". The fire control says "Anti-missile". If your ship is designed for a pure AM role, then you can change the resolution on the search scanner to res 1, so you can see the missiles. If the ship is to be AS, then your fire-control is woefully short-sighted. Most missile armed opponents will be pelting you with missiles from the 50-75m km range. Your reply range is 20% of that.  From an AM view, you should mount more (at least 2) MFC. With a max ratio of 5-1 vs missiles, you've got a bit of wastage there. Mount 2 more MFC, and increase the launcher weight to 15.

Your passives are incredibly heavy. You could probably cut the passives in half and still be okay. Also, all those passives won't help against mesons at all.

The engines are (from my POV) highly dangerous. I'm gathering that you wanted more speed without more engines. Speed is always a good thing, but a 35% explosion chance exceeds my personal parameters of safety. Reducing the passives will increase the speed, and improve your fuel consumption. One million litres for 155 days of operation is just... wow.

I'll post some of my designs. Might give you some ideas. :)
Title: Re: Starfury ship designs
Post by: Erik L on August 16, 2010, 01:56:39 PM
Current fleet organization is a Cruiser Force. This consists of a main group of Battlecruisers, 2 squadrons of cruisers, and 4 destroyer squadrons. The destroyers range in front of the cruisers and 135 degrees to the flank. The cruisers are 45 degrees ahead of the main body.

The BC squadron consists of 1 Forrestal and 2 Oliver H Perry.
Code: [Select]
Forrestal II class Battlecruiser    18000 tons     1740 Crew     4771.12 BP      TCS 360  TH 400  EM 1140
2222 km/s    JR 3-50     Armour 10-61     Shields 38-300     Sensors 55/55/0/0     Damage Control Rating 11     PPV 80
Annual Failure Rate: 235%    IFR: 3.3%    Maint Capacity 1822 MSP    Max Repair 900 MSP    Est Time: 0.86 Years
Flag Bridge    Magazine 800    

J18000(3-50) Military Jump Drive     Max Ship Size 18000 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive E4 ARM-1 (8)    Power 100    Fuel Use 40%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 250,000 Litres    Range 62.5 billion km   (325 days at full power)
Delta R300/10 Shields (15)   Total Fuel Cost  150 Litres per day

MM-40 Launcher (10)    Missile Size 8    Rate of Fire 40
MFC-144 Control (2)     Range 190.1m km    Resolution 40
"Glaive" Medium Missile (100)  Speed: 25,000 km/s   End: 75m    Range: 112.5m km   WH: 18    Size: 8    TH: 125 / 75 / 37

AS-360 Scanner (1)     GPS 14400     Range 158.4m km    Resolution 40
TH-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m 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
Code: [Select]
Oliver H Perry II class Battlecruiser    17950 tons     1618 Crew     5049.6 BP      TCS 359  TH 400  EM 1140
2228 km/s    JR 3-50     Armour 15-61     Shields 38-300     Sensors 55/55/0/0     Damage Control Rating 11     PPV 70
Annual Failure Rate: 234%    IFR: 3.3%    Maint Capacity 1934 MSP    Max Repair 900 MSP    Est Time: 0.92 Years
Flag Bridge    

J18000(3-50) Military Jump Drive     Max Ship Size 18000 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive E4 ARM-1 (8)    Power 100    Fuel Use 40%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 500,000 Litres    Range 125.3 billion km   (651 days at full power)
Delta R300/10 Shields (15)   Total Fuel Cost  150 Litres per day

Particle Beam-4 (10)    Range 150,000km     TS: 6250 km/s     Power 10-6    ROF 10        4 4 4 4 4 4 4 4 4 4
CIWS-200 (1x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
XR-160-S5 Suite (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Fusion-10 Reactor Core (8)     Total Power Output 80    Armour 1    Exp 5%

AS-360 Scanner (1)     GPS 14400     Range 158.4m km    Resolution 40
TH-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

This design is classed as a military vessel for maintenance purposes
Design doctrine is to have at least one year of fuel and twice the largest repair in supplies.

The cruiser squadrons consist of 4 Enterprise and 1 Fletcher.
Code: [Select]
Fletcher IV class Jump Cruiser    9200 tons     946 Crew     2297.76 BP      TCS 184  TH 200  EM 750
2173 km/s    JR 3-50     Armour 6-39     Shields 25-300     Sensors 55/55/0/0     Damage Control Rating 4     PPV 48
Annual Failure Rate: 169%    IFR: 2.4%    Maint Capacity 624 MSP    Max Repair 450 MSP    Est Time: 0.82 Years
Magazine 408    

J9200(3-50) Military Jump Drive     Max Ship Size 9200 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive E4 ARM-1 (4)    Power 100    Fuel Use 40%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 100,000 Litres    Range 48.9 billion km   (260 days at full power)
Delta R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

MM-40 Launcher (6)    Missile Size 8    Rate of Fire 40
MFC-144 Control (1)     Range 190.1m km    Resolution 40
"Glaive" Medium Missile (50)  Speed: 25,000 km/s   End: 75m    Range: 112.5m km   WH: 18    Size: 8    TH: 125 / 75 / 37

AS-360 Scanner (1)     GPS 14400     Range 158.4m km    Resolution 40
TH-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m 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
Code: [Select]
Enterprise IV class Cruiser    9200 tons     1029 Crew     2504.76 BP      TCS 184  TH 200  EM 600
2173 km/s     Armour 6-39     Shields 20-300     Sensors 55/55/0/0     Damage Control Rating 5     PPV 64
Annual Failure Rate: 135%    IFR: 1.9%    Maint Capacity 851 MSP    Max Repair 450 MSP    Est Time: 1.2 Years
Magazine 424    

Internal Confinement Fusion Drive E4 ARM-1 (4)    Power 100    Fuel Use 40%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 150,000 Litres    Range 73.3 billion km   (390 days at full power)
Gamma R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

MM-40 Launcher (8)    Missile Size 8    Rate of Fire 40
MFC-144 Control (2)     Range 190.1m km    Resolution 40
"Glaive" Medium Missile (53)  Speed: 25,000 km/s   End: 75m    Range: 112.5m km   WH: 18    Size: 8    TH: 125 / 75 / 37

AS-360 Scanner (1)     GPS 14400     Range 158.4m km    Resolution 40
TH-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m 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

The destroyer squadrons consist of 1 Belknap DDJ, 2 Lexington DDG, and 3 Spruance DDE.
Code: [Select]
Belknap II class Jump Destroyer    6000 tons     588 Crew     1685.88 BP      TCS 120  TH 150  EM 600
2500 km/s    JR 3-50     Armour 4-29     Shields 20-300     Sensors 55/55/0/0     Damage Control Rating 5     PPV 20
Annual Failure Rate: 57%    IFR: 0.8%    Maint Capacity 878 MSP    Max Repair 450 MSP    Est Time: 2.13 Years
Magazine 200    

J6000(3-50) Military Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive E4 ARM-1 (3)    Power 100    Fuel Use 40%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 150,000 Litres    Range 112.5 billion km   (520 days at full power)
Delta R300/10 Shields (8)   Total Fuel Cost  80 Litres per day

LM-20 Launcher (5)    Missile Size 4    Rate of Fire 20
MFC-144 Control (1)     Range 190.1m km    Resolution 40
"Lance" Light Missile (50)  Speed: 25,000 km/s   End: 75m    Range: 112.5m km   WH: 6    Size: 4    TH: 166 / 100 / 50

AM-360 Scanner (1)     GPS 360     Range 4.0m km    Resolution 1
TH-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m 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
Code: [Select]
Lexington IV class Missile Destroyer    6000 tons     711 Crew     1655.08 BP      TCS 120  TH 150  EM 360
2500 km/s     Armour 3-29     Shields 12-300     Sensors 55/55/0/0     Damage Control Rating 6     PPV 40
Annual Failure Rate: 48%    IFR: 0.7%    Maint Capacity 1034 MSP    Max Repair 450 MSP    Est Time: 2.6 Years
Magazine 220    

Internal Confinement Fusion Drive E4 ARM-1 (3)    Power 100    Fuel Use 40%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 100,000 Litres    Range 75.0 billion km   (347 days at full power)
Delta R300/10 Shields (5)   Total Fuel Cost  50 Litres per day

LM-20 Launcher (10)    Missile Size 4    Rate of Fire 20
MFC-84 Control Mk2 (1)     Range 80.6m km    Resolution 40
"Lance" Light Missile (55)  Speed: 25,000 km/s   End: 75m    Range: 112.5m km   WH: 6    Size: 4    TH: 166 / 100 / 50

AS-360 Scanner (1)     GPS 14400     Range 158.4m km    Resolution 40
TH-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m 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
Code: [Select]
Spruance IV class Destroyer Escort    6000 tons     605 Crew     2331.08 BP      TCS 120  TH 150  EM 750
2500 km/s     Armour 2-29     Shields 25-300     Sensors 55/55/0/0     Damage Control Rating 5     PPV 20
Annual Failure Rate: 57%    IFR: 0.8%    Maint Capacity 1214 MSP    Max Repair 450 MSP    Est Time: 2.56 Years
Magazine 200    

Internal Confinement Fusion Drive E4 ARM-1 (3)    Power 100    Fuel Use 40%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 250,000 Litres    Range 187.5 billion km   (868 days at full power)
Delta R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

AM-5 Launcher (20)    Missile Size 1    Rate of Fire 5
MFC-180AM Control (4)     Range 5.9m km    Resolution 1
"Foxbat" Counter Missile (200)  Speed: 20,000 km/s   End: 75m    Range: 90m km   WH: 1    Size: 1    TH: 173 / 104 / 52

AM-360 Scanner (1)     GPS 360     Range 4.0m km    Resolution 1
TH-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m 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've also started to field carrier groups. These swap out the cruiser squadrons for carrier squadrons, each with 3 Portland CV.

Code: [Select]
Portland II class Carrier    15000 tons     756 Crew     3138.76 BP      TCS 300  TH 300  EM 1140
2000 km/s     Armour 9-54     Shields 38-300     Sensors 55/55/0/0     Damage Control Rating 6     PPV 14
Annual Failure Rate: 300%    IFR: 4.2%    Maint Capacity 785 MSP    Max Repair 450 MSP    Est Time: 0.58 Years
Flag Bridge    Hangar Deck Capacity 5000 tons     Magazine 360    

Internal Confinement Fusion Drive E4 ARM-1 (6)    Power 100    Fuel Use 40%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 250,000 Litres    Range 75.0 billion km   (434 days at full power)
Delta R300/10 Shields (15)   Total Fuel Cost  150 Litres per day

Particle Beam-4 (2)    Range 150,000km     TS: 6250 km/s     Power 10-6    ROF 10        4 4 4 4 4 4 4 4 4 4
CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
CIWS-200 (1x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
XR-160-S5 Suite (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Fusion-10 Reactor Core (1)     Total Power Output 10    Armour 1    Exp 5%

"Lance" Light Missile (90)  Speed: 25,000 km/s   End: 75m    Range: 112.5m km   WH: 6    Size: 4    TH: 166 / 100 / 50

AF-360 Scanner (1)     GPS 3600     Range 39.6m km    Resolution 10
TH-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM-55M Scanner (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

Strike Group
5x AF-6 Wasp Fighter   Speed: 6936 km/s    Size: 8.65
5x AF-5 Blackjacket Fighter   Speed: 6153 km/s    Size: 9.75

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 AF-5 Blackjacket is a space superiority fighter.
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AF-5 Blackjacket class Fighter    487.5 tons     61 Crew     135.8 BP      TCS 9.75  TH 30  EM 0
6153 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Annual Failure Rate: 7%    IFR: 0.1%    Maint Capacity 44 MSP    Max Repair 38 MSP    Est Time: 5.04 Years

FTR Internal Confinement Fusion Drive E400 ARM-1 (1)    Power 60    Fuel Use 4000%    Signature 30    Armour 1    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.9 billion km   (41 hours at full power)

R12/C6 Meson Cannon (1)    Range 80,000km     TS: 6250 km/s     Power 6-6     RM 12    ROF 5        1 1 1 1 1 1 1 1 0 0
XF-40-S20 Suite (1)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
Fusion-5 Reactor Core (2)     Total Power Output 10    Armour 0    Exp 5%

AFS-3.6 Scanner (1)     GPS 144     Range 1.6m km    Resolution 40

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes
The AF-6 Wasp is an anti-ship "bomber".
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AF-6 Wasp class Fighter    432.5 tons     37 Crew     135.6 BP      TCS 8.65  TH 30  EM 0
6936 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Annual Failure Rate: 5%    IFR: 0.1%    Maint Capacity 49 MSP    Max Repair 45 MSP    Est Time: 5.53 Years
Magazine 8    

FTR Internal Confinement Fusion Drive E400 ARM-1 (1)    Power 60    Fuel Use 4000%    Signature 30    Armour 1    Exp 25%
Fuel Capacity 10,000 Litres    Range 1.0 billion km   (41 hours at full power)

LMF-100 Fighter Launcher (2)    Missile Size 4    Rate of Fire 100
MFC-36F Control (1)     Range 47.5m km    Resolution 40
"Lance" Light Missile (2)  Speed: 25,000 km/s   End: 75m    Range: 112.5m km   WH: 6    Size: 4    TH: 166 / 100 / 50

AFS-3.6 Scanner (1)     GPS 144     Range 1.6m km    Resolution 40

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

One thing I've not done is design a dedicated fleet scout. If I do, it would be destroyer sized (6000 tons). I've also just opened up ECM, but haven't incorporated it into the designs yet. The series-V classes should have them.

I should note, I currently have 3 cruiser forces and 1 carrier force. I've got sufficient yard space to build 1 entire force at Earth, and most of a force at Mars (sans the BC).
Title: Re: Starfury ship designs
Post by: UnLimiTeD on August 17, 2010, 04:26:12 PM
Some quick Criticism on both:

@ Starfury:
You could use your basic Escort design, take out the CiWS, and replace each with a single Gauss cannon(85%) in a turret mount, and you'll have some tremendous AM firepower capable of shredding smaller ships in melee.

As for your newer design, the missiles are really totally overkill.
Using size one missiles would result in:

3x the launchers
3x the firerate per launcher.
=9x the AM firepower.
If you want to be sure, use size two missiles.
As the armor penetration is absolutely the same until the next square (1², 2², 3²) you can reduce the warhead to 4 and still have the same armor penetration, being able to use them for anti-ship.
And you can take out the ECM because AMMs are normally medium range defense and not easily targeted by anything.
Even if you wanted to keep size three missiles, take the ECM out, the additional speed by pumping that space into engines will probably make the missile equally hard to hit for the enemy.

@Erik:

How can something be a degree ahead of something?
Why would you go with an estimated time of less than a year, but more fuel than that?
Fuel isn't used up when not moving, spares are. Well, everyone it's preference, I guess.

As for the fighter, thats extremely heavy for a fighter.
Wouldn't it be useful to use one fighter with a sensor, but no weapon, and have the others with a smaller size suite, maybe double their weapon range?
I mean, your not going to find an enemy with that sensor anyways, might as well reduce it to combat range.

As for the Bomber, no box launchers yet, I guess? You have no magazine at all, guess that would save some space.
Title: Re: Starfury ship designs
Post by: Erik L on August 17, 2010, 04:40:04 PM
Quote from: "UnLimiTeD"
@Erik:

How can something be a degree ahead of something?
Why would you go with an estimated time of less than a year, but more fuel than that?
Fuel isn't used up when not moving, spares are. Well, everyone it's preference, I guess.

As for the fighter, thats extremely heavy for a fighter.
Wouldn't it be useful to use one fighter with a sensor, but no weapon, and have the others with a smaller size suite, maybe double their weapon range?
I mean, your not going to find an enemy with that sensor anyways, might as well reduce it to combat range.

As for the Bomber, no box launchers yet, I guess? You have no magazine at all, guess that would save some space.

From the main body POV, the escorting cruisers are at the 2:30 position. Approximately.
In my experience, I run out of fuel long before I run out of maintenance supplies.

I've not spent much research resources in smaller techs, so that is the smallest viable (in my opinion) fighter design that I could make. The fighters are meant to be guided to the target by the carrier. The missile control range is 47.5m km and the sensor is 1.6m km. Equalizing the sensor to the fire control would rapidly push the fighter into GB or larger range. I suppose I could just strip the scanner completely out.

And no, no box launchers yet. The bombers are designed to fire the missiles, and then head back to the carrier for re-arm. All the missiles have some sort of sensor for terminal guidance, in case the fighter is destroyed prior to the missile hitting. In the current configuration, the fighter wings have an alpha strike of 60 missiles. Backed up by the destroyer squadrons which add another 160 missiles.
Title: Re: Starfury ship designs
Post by: UnLimiTeD on August 17, 2010, 04:42:03 PM
As far as I know, Active Sensors can be 0.1 Size small?
Title: Re: Starfury ship designs
Post by: Erik L on August 17, 2010, 06:46:09 PM
Quote from: "UnLimiTeD"
As far as I know, Active Sensors can be 0.1 Size small?

They can. But that would make their range even shorter.
Title: Re: Starfury ship designs
Post by: UnLimiTeD on August 19, 2010, 04:53:16 PM
Well, technically you only need them the range of your weapons, +, say, 100% to find enemies trying to flee.
In a normal combat situation, one sensor fighter per squadron should be able to guide therest to targets.
This saves space, resulting in higher speed and lower cost, while the sensor fighter can be heavily armored for lack of weapons.
Title: Re: Starfury ship designs
Post by: Erik L on August 19, 2010, 06:56:44 PM
If you go back and look, you'll see the MFC has a range ~47m km, the missile has a range 112m km, and the scanner is 1.6m km. To get a scanner to the same range as the MFC I'd need a size 3-4 scanner, and to the missile around a 5 or 6.
Title: Re: Starfury ship designs
Post by: UnLimiTeD on August 19, 2010, 07:07:24 PM
I actually meant for the fighter.
For Missile fighters, aka bombers, I don't think the sensor will be of any benefit at all, so you might as well get rid of it.
Title: Re: Starfury ship designs
Post by: laz on August 21, 2010, 06:49:05 AM
Fancy slagging off my designs? Yeah I know they suck. These ships escort my carrier groups The destroyer is defensive, the cruiser is offensive. I know the cruiser would probably be better off with more smaller launchers and smaller missile designs but seeing as it escorts a carrier with a strike group of 30 fighters I figure the fighters would equal that deficit out.

Code: [Select]
Murphy class Destroyer    9,000 tons     744 Crew     2075 BP      TCS 180  TH 900  EM 0
5000 km/s     Armour 13-38     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 36     PPV 32
Annual Failure Rate: 40%    IFR: 0.6%    Maint Capacity 2306 MSP    Max Repair 108 MSP    Est Time: 9.77 Years
Magazine 470    

Naval IC Fusion Drive  (9)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 183.3 billion km   (424 days at full power)

15cm Ultraviolet Laser (1)    Range 240,000km     TS: 6250 km/s     Power 6-5     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Single Gauss Cannon Type 1 Turret (2x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Long Range Beam Fire Control Mk1 (1)    Max Range: 240,000 km   TS: 5000 km/s     96 92 88 83 79 75 71 67 62 58
Standard Fire Control Mk1 (1)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0
Minature MC Fusion Reactor  (1)     Total Power Output 5    Armour 0    Exp 5%

Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
Guardian Missile Fire Control Mk1 (2)     Range 35.6m km    Resolution 1
Guardian Anti-missile Missile Mk1 (470)  Speed: 50,000 km/s   End: 7m    Range: 21m km   WH: 1    Size: 1    TH: 666 / 400 / 200

Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

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Tallahase class Cruiser    20,000 tons     1421 Crew     4791.5 BP      TCS 400  TH 1600  EM 0
4000 km/s     Armour 30-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 26     PPV 52
Annual Failure Rate: 123%    IFR: 1.7%    Maint Capacity 3893 MSP    Max Repair 108 MSP    Est Time: 7.16 Years
Magazine 952    

Naval IC Fusion Drive  (16)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 150.0 billion km   (434 days at full power)

Single 15cm Ultraviolet Laser Turret (4x1)    Range 240,000km     TS: 10000 km/s     Power 6-5     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
CIWS Sentinal Series Mk 1 (2x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Long Range Beam Fire Control Mk1 (4)    Max Range: 240,000 km   TS: 5000 km/s     96 92 88 83 79 75 71 67 62 58
Minature MC Fusion Reactor  (4)     Total Power Output 20    Armour 0    Exp 5%

Size 8 Missile Launcher (4)    Missile Size 8    Rate of Fire 40
Tupolev Missile Fire Control Mk1 (2)     Range 252.0m km    Resolution 50
Tupolev Anti-ship Missile Mk1 (119)  Speed: 25,000 km/s   End: 50m    Range: 75m km   WH: 16    Size: 8    TH: 291 / 175 / 87

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

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Tarawa class Early Warning Craft    23,000 tons     2558 Crew     7281.8 BP      TCS 460  TH 1200  EM 0
2608 km/s     Armour 20-72     Shields 0-0     Sensors 700/550/0/0     Damage Control Rating 138     PPV 0
Annual Failure Rate: 30%    IFR: 0.4%    Maint Capacity 27314 MSP    Max Repair 2250 MSP    Est Time: 8.4 Years

Naval IC Fusion Drive  (12)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 850,000 Litres    Range 110.8 billion km   (491 days at full power)

SWAC Active Search Sensor Mk1 (1)     GPS 360000     Range 2,800.1m km    Resolution 200
SWAC Thermal Sensor Mk1 (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km
SWAC EM Detection Sensor Mk1 (1)     Sensitivity 550     Detect Sig Strength 1000:  550m km

ECM 20

This is the carrier and fighters it escorts at the moment (have a bigger design on the way when ive secured more mineral resources to maintain it)

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Durango class Light Carrier    23,000 tons     1390 Crew     3843 BP      TCS 460  TH 1200  EM 0
2608 km/s     Armour 15-72     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 88     PPV 18
Annual Failure Rate: 62%    IFR: 0.9%    Maint Capacity 7101 MSP    Max Repair 63 MSP    Est Time: 18.53 Years
Hangar Deck Capacity 10000 tons    

Naval IC Fusion Drive  (12)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 600,000 Litres    Range 78.2 billion km   (347 days at full power)

Single Gauss Cannon Type 1 Turret (2x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS Sentinal Series Mk 1 (1x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Standard Fire Control Mk1 (1)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0

Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Strike Group
20x Hornet Interceptor   Speed: 9090 km/s    Size: 6.6
5x Rapier Fighter   Speed: 7500 km/s    Size: 8
1x Ferret Recon Fighter   Speed: 10000 km/s    Size: 6
2x Avenger Fighter-bomber   Speed: 6000 km/s    Size: 10

Code: [Select]
Hornet class Interceptor    330 tons     13 Crew     113 BP      TCS 6.6  TH 60  EM 0
9090 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 21 MSP    Max Repair 43 MSP    Est Time: 2.87 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 20,000 Litres    Range 1.8 billion km   (55 hours at full power)

10cm Railgun  (1x4)    Range 50,000km     TS: 9090 km/s     Power 3-5     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Fighter Railgun Fire Control  (1)    Max Range: 64,000 km   TS: 20000 km/s     84 69 53 37 22 6 0 0 0 0
Minature MC Fusion Reactor  (1)     Total Power Output 5    Armour 0    Exp 5%

Code: [Select]
Rapier class Fighter    400 tons     13 Crew     110 BP      TCS 8  TH 60  EM 0
7500 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 12%    IFR: 0.2%    Maint Capacity 17 MSP    Max Repair 30 MSP    Est Time: 2.48 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 80,000 Litres    Range 6.0 billion km   (9 days at full power)

Meson Cannon Type 1 (1)    Range 45,000km     TS: 7500 km/s     Power 3-5     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
Meson Fighter Fire Control  (1)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
Minature MC Fusion Reactor  (1)     Total Power Output 5    Armour 0    Exp 5%

Code: [Select]
Ferret class Recon Fighter    300 tons     6 Crew     118.5 BP      TCS 6  TH 60  EM 0
10000 km/s     Armour 1-3     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 7%    IFR: 0.1%    Maint Capacity 25 MSP    Max Repair 36 MSP    Est Time: 3.91 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 120,000 Litres    Range 12.0 billion km   (13 days at full power)

Ferret Active Search Sensor Mk1 (1)     GPS 3420     Range 38.6m km    Resolution 95
Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Code: [Select]
Avenger class Fighter-bomber    500 tons     6 Crew     180.4 BP      TCS 10  TH 60  EM 0
6000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Annual Failure Rate: 20%    IFR: 0.3%    Maint Capacity 23 MSP    Max Repair 36 MSP    Est Time: 2.06 Years
Magazine 24    

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 135,000 Litres    Range 8.1 billion km   (15 days at full power)

Size 2 Box Launcher (12)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Pilum Torpedo Fire Control  (2)     Range 33.6m km    Resolution 8

I did not originally intend the Durango class to carry box launcher fighters so they are a one shot wave at the moment. The light carriers are intended for denfensive operations not offensive which is what I eventually want this design to be (bare in mind i've not locked this following design yet it's being tweaked around with as my tech improve's) Offer suggestions for my offensive carrier? I'm uncertain whether to fit a jump drive to it or make a flag ship battlecruiser design with a jump drive, any suggestions welcome.

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Benegal class Carrier    70,000 tons     4223 Crew     12876.6 BP      TCS 1400  TH 2500  EM 0
1785 km/s     Armour 30-151     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 243     PPV 108
Annual Failure Rate: 175%    IFR: 2.4%    Maint Capacity 25640 MSP    Max Repair 150 MSP    Est Time: 13.45 Years
Flag Bridge    Hangar Deck Capacity 25000 tons     Magazine 920    

Naval IC Fusion Drive  (25)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 2,600,000 Litres    Range 111.4 billion km   (722 days at full power)

Single Gauss Cannon Type 1 Turret (12x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS Sentinal Series Mk 1 (4x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Standard Fire Control Mk1 (6)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0

Pilum Fighter Torpedo Mk1 (460)  Speed: 50,000 km/s   End: 10m    Range: 30m km   WH: 4    Size: 2    TH: 416 / 250 / 125

Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECM 10

Strike Group
30x Avenger Fighter-bomber   Speed: 6000 km/s    Size: 10
1x Ferret Recon Fighter   Speed: 10000 km/s    Size: 6
20x Rapier Fighter   Speed: 7500 km/s    Size: 8
5x Hornet Interceptor   Speed: 9090 km/s    Size: 6.6

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Title: Re: Starfury ship designs
Post by: Brian Neumann on August 21, 2010, 07:46:23 AM
I would go for a non carrier for my jump ship.  In addition it would be very lightly armed, and very heavily protected.  If you get into a shootout at the jump point you want your jump ship to be able to take a pounding without risking having the jump engine getting damaged.  If it is damaged then your other ships are stuck in enemy space which is definitely not a good idea.  Put some deffensive missile launchers/point defense weapons on it to help with fleet missile defense and possibly some larger sensors to back up the fleet scout.  After that put as much defensive armour and shields as you can manage.  

For something the size of a battlecruiser I would usually have the weapons suite of a escort destroyer and the passive defensives of a battleship at least.  The jump engine takes most of the rest of the ships space.

On your fighters you might want 2 levels of armour.  That second level means that most missile hits on it will not do an internal on the first hit.  Once a fighter takes even 1 internal point of damage it is usually toast.  Armour level two means that an incomming missile needs to do at least 7-9 points of damage to get that internal.  Armour level one only needs a warhead doing 4 points of damage and it will probably trash your fighter.  Against lasers it is not quite as good as a 6 point laser will be doing internals, a 4 point laser hit probably will not against 2 levels of armour.  A 4 point laser will do internals against 1 level of armour.

Brian
Title: Re: Starfury ship designs
Post by: Erik L on August 21, 2010, 10:08:36 AM
I'd add a couple more power plants to the Murphy. Redundancy in power is good.
Title: Re: Starfury ship designs
Post by: Hawkeye on August 21, 2010, 12:58:59 PM
Quote from: "laz"
Fancy slagging off my designs? Yeah I know they suck. These ships escort my carrier groups The destroyer is defensive, the cruiser is offensive. I know the cruiser would probably be better off with more smaller launchers and smaller missile designs but seeing as it escorts a carrier with a strike group of 30 fighters I figure the fighters would equal that deficit out.

Code: [Select]
Murphy class Destroyer    9,000 tons     744 Crew     2075 BP      TCS 180  TH 900  EM 0
5000 km/s     Armour 13-38     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 36     PPV 32
Annual Failure Rate: 40%    IFR: 0.6%    Maint Capacity 2306 MSP    Max Repair 108 MSP    Est Time: 9.77 Years
Magazine 470    

Naval IC Fusion Drive  (9)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 183.3 billion km   (424 days at full power)

15cm Ultraviolet Laser (1)    Range 240,000km     TS: 6250 km/s     Power 6-5     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Single Gauss Cannon Type 1 Turret (2x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Long Range Beam Fire Control Mk1 (1)    Max Range: 240,000 km   TS: 5000 km/s     96 92 88 83 79 75 71 67 62 58
Standard Fire Control Mk1 (1)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0
Minature MC Fusion Reactor  (1)     Total Power Output 5    Armour 0    Exp 5%

Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
Guardian Missile Fire Control Mk1 (2)     Range 35.6m km    Resolution 1
Guardian Anti-missile Missile Mk1 (470)  Speed: 50,000 km/s   End: 7m    Range: 21m km   WH: 1    Size: 1    TH: 666 / 400 / 200

Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Your gauss turrets lack a dedicated anti-missile firecon with 20k tracking speed.
Actually, looking at the 15cm laser, it seems like you have researched 6250km/s tracking speed, which would allow you to use a 25k tracking firecon and a corresponding turret.
I don´t see the point of a single offensive laser. Personally, I´d probably reduce the armor somewhat and add a couple more of them or, remove it completely, putting more AMM launcher and/or PD-turrets on
AMM range is rather excessive (for my taste) as is AMM-firecon range. Reducing both would free space for more manouverability/speed (missiles) and more launchers.
No active anti-missile sensor of its own --> unfit for independant duty.
Actually, non of your ships mounts any kind of anti-missile sensor. This means, while, in theory, you have the means to engage enemy missiles out to 25 mkm, you actually cant´t because you can´t see the enemy missiles coming!

Quote from: "laz"
Code: [Select]
Tallahase class Cruiser    20,000 tons     1421 Crew     4791.5 BP      TCS 400  TH 1600  EM 0
4000 km/s     Armour 30-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 26     PPV 52
Annual Failure Rate: 123%    IFR: 1.7%    Maint Capacity 3893 MSP    Max Repair 108 MSP    Est Time: 7.16 Years
Magazine 952    

Naval IC Fusion Drive  (16)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 150.0 billion km   (434 days at full power)

Single 15cm Ultraviolet Laser Turret (4x1)    Range 240,000km     TS: 10000 km/s     Power 6-5     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
CIWS Sentinal Series Mk 1 (2x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Long Range Beam Fire Control Mk1 (4)    Max Range: 240,000 km   TS: 5000 km/s     96 92 88 83 79 75 71 67 62 58
Minature MC Fusion Reactor  (4)     Total Power Output 20    Armour 0    Exp 5%

Size 8 Missile Launcher (4)    Missile Size 8    Rate of Fire 40
Tupolev Missile Fire Control Mk1 (2)     Range 252.0m km    Resolution 50
Tupolev Anti-ship Missile Mk1 (119)  Speed: 25,000 km/s   End: 50m    Range: 75m km   WH: 16    Size: 8    TH: 291 / 175 / 87

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Two missile firecons for 4 launchers seems a bit overkill.
Seeing as this is intended to accompany your carriers, I´d exchange the CIWS for a gauss turret or two, that will protect not only the cruisers, but the carrier as well.
Hm, 4 single laser turrets, each with its own beam firecon. If you want to use the turrets in both, offensive and defensive mode, I´d suggest switching to twin turrets, so you only need two beam firecons, putting the saved space into a faster turret tracking speed. Oh, just noticed, while your turrets track at 10.000km/s, your firecon only manages 5.000km/s. This makes mounting them in turrets useless, as your basic beam fircon trackingspeed seems to be 6250km/ anyway. New suggestion: Put the saved space into a faster beam fircon. Or, forget the turrets, put the lasers in fixed mounts and put a cuople more in.
No active sensor of any kind. This means, once the ship in your squadron, carrying the RADAR is dead (putting out a lot of EM makes it a prime target), your cruiser is blind and can´t hit the broad side of a barn from 20 meters.
Armor, holy crap!! Half it and use the saved mass for offensive stuff!

Quote from: "laz"
Code: [Select]
Tarawa class Early Warning Craft    23,000 tons     2558 Crew     7281.8 BP      TCS 460  TH 1200  EM 0
2608 km/s     Armour 20-72     Shields 0-0     Sensors 700/550/0/0     Damage Control Rating 138     PPV 0
Annual Failure Rate: 30%    IFR: 0.4%    Maint Capacity 27314 MSP    Max Repair 2250 MSP    Est Time: 8.4 Years

Naval IC Fusion Drive  (12)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 850,000 Litres    Range 110.8 billion km   (491 days at full power)

SWAC Active Search Sensor Mk1 (1)     GPS 360000     Range 2,800.1m km    Resolution 200
SWAC Thermal Sensor Mk1 (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km
SWAC EM Detection Sensor Mk1 (1)     Sensitivity 550     Detect Sig Strength 1000:  550m km

ECM 20

Your only ship with active sensors (aside from your recon fighter)
VERY large and VERY slow. Coupled with the enormous EM sig this will be putting out, not a very good combination, IMO.
Anti-Ship active is good (probably even a little over the top), you lack, however, a dedicated anti-FAC/anti-fighter sensor. Personally, I add those to my fleet-scouts when I start fielding FACs/fighters myself.
Can see FACs (1000t) out to about 28 mkm and fighters (250t) out to less than 2 mkm.
I´d reduce the anti-ship active and add a res 6 or 8 anti-fighter active

Quote from: "laz"
This is the carrier and fighters it escorts at the moment (have a bigger design on the way when ive secured more mineral resources to maintain it)

Code: [Select]
Durango class Light Carrier    23,000 tons     1390 Crew     3843 BP      TCS 460  TH 1200  EM 0
2608 km/s     Armour 15-72     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 88     PPV 18
Annual Failure Rate: 62%    IFR: 0.9%    Maint Capacity 7101 MSP    Max Repair 63 MSP    Est Time: 18.53 Years
Hangar Deck Capacity 10000 tons    

Naval IC Fusion Drive  (12)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 600,000 Litres    Range 78.2 billion km   (347 days at full power)

Single Gauss Cannon Type 1 Turret (2x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS Sentinal Series Mk 1 (1x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Standard Fire Control Mk1 (1)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0

Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Strike Group
20x Hornet Interceptor   Speed: 9090 km/s    Size: 6.6
5x Rapier Fighter   Speed: 7500 km/s    Size: 8
1x Ferret Recon Fighter   Speed: 10000 km/s    Size: 6
2x Avenger Fighter-bomber   Speed: 6000 km/s    Size: 10

Wow, heavy armor. IMO, a carrier should never get into a slugging match, so heavy armor is not needed. Once it gets into combat range, it´s mission has allready failed and with his slow speed, it simply won´t get away from anything. This means your armor will only prolong the inevitable. Better to put that mass into more striking power and thereby increase the chance to not get shot at at all!
Fuel is way too little. Not for the carrier itself, but, as I found out the hard way, your fighters will burn fuel like there is no tomorrow and will run your carrier dry after one, or at most, two sorties.
Um, there are no magazins to hold reloads for your Avenger fighter bombers!
Hm, a sinlge recon fighter for the entire strike group? Seems a bit little! What if this one fighter gets shot down?

Quote from: "laz"
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Hornet class Interceptor    330 tons     13 Crew     113 BP      TCS 6.6  TH 60  EM 0
9090 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 21 MSP    Max Repair 43 MSP    Est Time: 2.87 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 20,000 Litres    Range 1.8 billion km   (55 hours at full power)

10cm Railgun  (1x4)    Range 50,000km     TS: 9090 km/s     Power 3-5     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Fighter Railgun Fire Control  (1)    Max Range: 64,000 km   TS: 20000 km/s     84 69 53 37 22 6 0 0 0 0
Minature MC Fusion Reactor  (1)     Total Power Output 5    Armour 0    Exp 5%

Your railgun only needs capacitor 3 for maximum rate-of-fire reducing the power needs also to 3 allowing for a smaller power plant.

Quote from: "laz"
Code: [Select]
Rapier class Fighter    400 tons     13 Crew     110 BP      TCS 8  TH 60  EM 0
7500 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 12%    IFR: 0.2%    Maint Capacity 17 MSP    Max Repair 30 MSP    Est Time: 2.48 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 80,000 Litres    Range 6.0 billion km   (9 days at full power)

Meson Cannon Type 1 (1)    Range 45,000km     TS: 7500 km/s     Power 3-5     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
Meson Fighter Fire Control  (1)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
Minature MC Fusion Reactor  (1)     Total Power Output 5    Armour 0    Exp 5%

Again, only capacitor 3 needed, allowing for a smaller powerplant.
Has a crapload of fuel for a fighter. Is this realy needed?

Quote from: "laz"
Code: [Select]
Ferret class Recon Fighter    300 tons     6 Crew     118.5 BP      TCS 6  TH 60  EM 0
10000 km/s     Armour 1-3     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 7%    IFR: 0.1%    Maint Capacity 25 MSP    Max Repair 36 MSP    Est Time: 3.91 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 120,000 Litres    Range 12.0 billion km   (13 days at full power)

Ferret Active Search Sensor Mk1 (1)     GPS 3420     Range 38.6m km    Resolution 95
Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Looks ok.
Personally, I´d have gone for a smaller resolution, allowing it to light up enemy fighters and perhaps even missiles, which in turn would allow your other fighters to engage those targets, but each to his own.

Quote from: "laz"
Code: [Select]
Avenger class Fighter-bomber    500 tons     6 Crew     180.4 BP      TCS 10  TH 60  EM 0
6000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Annual Failure Rate: 20%    IFR: 0.3%    Maint Capacity 23 MSP    Max Repair 36 MSP    Est Time: 2.06 Years
Magazine 24    

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 135,000 Litres    Range 8.1 billion km   (15 days at full power)

Size 2 Box Launcher (12)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Pilum Torpedo Fire Control  (2)     Range 33.6m km    Resolution 8

I did not originally intend the Durango class to carry box launcher fighters so they are a one shot wave at the moment. The light carriers are intended for denfensive operations not offensive which is what I eventually want this design to be (bare in mind i've not locked this following design yet it's being tweaked around with as my tech improve's) Offer suggestions for my offensive carrier? I'm uncertain whether to fit a jump drive to it or make a flag ship battlecruiser design with a jump drive, any suggestions welcome.

Dreadfully slow!
Put less launchers on it, so it can outrun the enemy warships! My own have around 6 box launchers, mass about 250t and are twice as fast. Note: This allows to put twice as many fighters on a carrier, giving me more tactical flexibility, allows me to reload before an enemy can catch my carrier and gives me the same firepower as yours, if I concentrate my fighters.

Quote from: "laz"
Code: [Select]
Benegal class Carrier    70,000 tons     4223 Crew     12876.6 BP      TCS 1400  TH 2500  EM 0
1785 km/s     Armour 30-151     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 243     PPV 108
Annual Failure Rate: 175%    IFR: 2.4%    Maint Capacity 25640 MSP    Max Repair 150 MSP    Est Time: 13.45 Years
Flag Bridge    Hangar Deck Capacity 25000 tons     Magazine 920    

Naval IC Fusion Drive  (25)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 2,600,000 Litres    Range 111.4 billion km   (722 days at full power)

Single Gauss Cannon Type 1 Turret (12x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS Sentinal Series Mk 1 (4x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Standard Fire Control Mk1 (6)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0

Pilum Fighter Torpedo Mk1 (460)  Speed: 50,000 km/s   End: 10m    Range: 30m km   WH: 4    Size: 2    TH: 416 / 250 / 125

Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECM 10

Strike Group
30x Avenger Fighter-bomber   Speed: 6000 km/s    Size: 10
1x Ferret Recon Fighter   Speed: 10000 km/s    Size: 6
20x Rapier Fighter   Speed: 7500 km/s    Size: 8
5x Hornet Interceptor   Speed: 9090 km/s    Size: 6.6

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Why do you armor your carriers so much? They are meant to bring the strike group to the battle, but stay the hell out of the fight! Especially, if they are as slow as this one. Even a Nuclear Pulse Engine using enemy could catch this one!
Each Avenger can take 135.000l of fuel. Your carrier has 30 of them. If they all use up, say 100k, this means you will be down 3 million l of fuel, which your carrier doesn´t have!
Gauss turrets and firecons don´t match tracking speed. Also, you have 12 turrets and 6 firecons. So why not go for 6 twin turrets? Even better, use 3 quads and 3 better firecons.
Remove the CIWSs and add another quad with firecon.
Missile loadout seems a bit low. 30 avengers with 12 missiles each = 360 missiles total. You can only reload all of them once.
And again only a single recon fighter for 50+ combat fighters, outch!
My own carriers have better passive sensors (size 8 to 12 EM/Thermal), so they can try to stay out of harms way.
Title: Re: Starfury ship designs
Post by: laz on August 21, 2010, 01:58:37 PM
Cheers Hawkeye that's helpful, saved me learning the hardway.

I didn't take into account needing reserves for fighter re-fuel :shock:
 Gonna have to do a refit of that design invest in some more efficient engines and expanded fuel capacity. Design dual and quad turrets.

Biggie I need to sort is the fire control tracking speed and sensors.

Armour, hmm i've had people say the opposite that my designs were too fragile. Were it not for that I wouldn't have armoured them as heavily, I see the point in them being carrier designs so they won't be egaging in fighting up close. I think it is more if the odd missile gets through the point defense i don't loose a carrier and have 30 stranded fighters in space. Though I guess that is what the destroyers are there for.

I'll play around with the designs and see what I come up with.
Title: Re: Starfury ship designs
Post by: Brian Neumann on August 21, 2010, 02:31:00 PM
Quote from: "laz"
Armour, hmm i've had people say the opposite that my designs were too fragile. Were it not for that I wouldn't have armoured them as heavily, I see the point in them being carrier designs so they won't be egaging in fighting up close. I think it is more if the odd missile gets through the point defense i don't loose a carrier and have 30 stranded fighters in space. Though I guess that is what the destroyers are there for.

I'll play around with the designs and see what I come up with.
I would have enough armour to stop two missiles from putting a hole in my armour.  How much that is depends on what is likely to be fired at you.  If you figure that a missile doing 16 points of damage is going to get through 4 points of armour then 8-10 armour will stop at least two missiles that hit on the same column from doing internals.  This will give you a much longer time to survive in battle.  I would use a lot of the tonnage freed up by dropping 20 points of armour for more engines.  If you can stay away from an enemy ship that is better than being able to take a pounding.  I would also put at least a few shields on as this can have a big difference to how much damage you can take.  If your defenses are close to doing the job against a missile attack then the shields will tend to be hit sporadically.  If that is true then their recharge rate will end up helping you a lot.
 An example.  Against a missile barage from a group of fighters you might have 20 hits each doing 9 points of damage that get through your point defense.  If your shields are of an equal tech to the rest of your stuff then each hull space gives you 3 points of shielding.  10 hull spaces gives you a total of 30 points of shields.  That stops the first 3 missiles entirely and a bit of the 4th hit.  You then have 17 hits that are scattered over 151 columns of armour.  You are not likely to have more than 2-3 of those hits even overlap at all.  By the time that the fighters have rearmed and come back, your shields are at full strength again and will take another 30 points of damage, ect.  It will take three strikes to even start to get good probability of having multiple missiles hit on the same column.  Probably more like 6 strikes to get through 8 levels of armour and start to do internals.  Without the shields it will be more like 4-5 strikes to get through your armour reliably.  

Over all shields are most important when facing seperate attacks with waits in between, ie carrier strikes.  They are a lot less usefull against beam weapons where the damage is much more concentrated over time.  Against missile attacks from ships it depends on the loading time and shield recharge time as to whether they make much of a difference.  If your incomming missiles are 1 minute appart and you have 30 shields that recharge in 300 seconds then every minute you will get 6 shields back between salvo's.  If the missiles are not tightly enough focussed then this may make a differenc.

Brian
Title: Re: Starfury ship designs
Post by: UnLimiTeD on August 21, 2010, 05:02:05 PM
Something important to note about beam weapons:
They always use as much energy as you give them.
If your highest capacitor recharge is five, but the weapon needs 3, put it at 3, and you save two energy.
Getting an additional level of capacitor recharge might double your fire-rate there.
Also, you can indeed get a firecontrol for multiple single turrets, use turrets with more than one weapon if you can't get the decimals out of the size by a moderate change in tracking speed.
Title: Re: Starfury ship designs
Post by: laz on August 25, 2010, 06:46:37 AM
Ok heres some improved designs

Code: [Select]
Tallahase - Copy class Cruiser    21,250 tons     2055 Crew     5701 BP      TCS 425  TH 1700  EM 0
4000 km/s     Armour 13-68     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 49     PPV 98
Annual Failure Rate: 73%    IFR: 1%    Maint Capacity 8217 MSP    Max Repair 300 MSP    Est Time: 8.13 Years
Magazine 952    

Naval IC Fusion Drive  (17)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 141.2 billion km   (408 days at full power)

Twin 15cm Ultraviolet Laser Turret (4x2)    Range 160,000km     TS: 25000 km/s     Power 12-10     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Single Gauss Cannon Type 1 Turret (2x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Turret Fire Control Mk1 (5)    Max Range: 160,000 km   TS: 25000 km/s     94 88 81 75 69 62 56 50 44 38
Minature MC Fusion Reactor  (10)     Total Power Output 50    Armour 0    Exp 5%

Size 8 Missile Launcher (4)    Missile Size 8    Rate of Fire 40
Tupolev Missile Fire Control Mk1 (1)     Range 252.0m km    Resolution 50
Tupolev Anti-ship Missile Mk1 (119)  Speed: 25,000 km/s   End: 50m    Range: 75m km   WH: 16    Size: 8    TH: 291 / 175 / 87

Missile Detection Active Search Sensor Mk2 (1)     GPS 252     Range 27.7m km    Resolution 1

Code: [Select]
Murphy II class Destroyer    14,000 tons     1376 Crew     3639.5 BP      TCS 280  TH 1400  EM 0
5000 km/s     Armour 7-51     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 54     PPV 62
Annual Failure Rate: 46%    IFR: 0.6%    Maint Capacity 5524 MSP    Max Repair 300 MSP    Est Time: 8.44 Years
Magazine 470    

Naval IC Fusion Drive  (14)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 950,000 Litres    Range 203.6 billion km   (471 days at full power)

15cm Ultraviolet Laser (4)    Range 240,000km     TS: 6250 km/s     Power 6-5     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Single Gauss Cannon Type 1 Turret (4x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Turret Fire Control Mk1 (2)    Max Range: 160,000 km   TS: 25000 km/s     94 88 81 75 69 62 56 50 44 38
Long Range Beam Fire Control Mk1 (2)    Max Range: 240,000 km   TS: 5000 km/s     96 92 88 83 79 75 71 67 62 58
Minature MC Fusion Reactor  (6)     Total Power Output 30    Armour 0    Exp 5%

Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
Guardian Missile Fire Control Mk1 (1)     Range 35.6m km    Resolution 1
Guardian Anti-missile Missile Mk1 (470)  Speed: 50,000 km/s   End: 7m    Range: 21m km   WH: 1    Size: 1    TH: 666 / 400 / 200

Missile Detection Active Search Sensor Mk2 (1)     GPS 252     Range 27.7m km    Resolution 1
Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Code: [Select]
Rapier II class Fighter    360 tons     13 Crew     88 BP      TCS 7.2  TH 60  EM 0
8333 km/s     Armour 3-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 10%    IFR: 0.1%    Maint Capacity 15 MSP    Max Repair 30 MSP    Est Time: 2.61 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 30,000 Litres    Range 2.5 billion km   (3 days at full power)

Type 2 Meson Cannon (1)    Range 60,000km     TS: 8333 km/s     Power 3-3     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Meson Fighter Fire Control  (1)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
MC Minature Fusion Reactor Mk2 (1)     Total Power Output 1    Armour 0    Exp 5%

Code: [Select]
Sabre class Fighter-bomber    290 tons     4 Crew     95.2 BP      TCS 5.8  TH 60  EM 0
10344 km/s     Armour 5-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Annual Failure Rate: 6%    IFR: 0.1%    Maint Capacity 21 MSP    Max Repair 36 MSP    Est Time: 3.67 Years
Magazine 12    

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 25,000 Litres    Range 2.6 billion km   (69 hours at full power)

Size 2 Box Launcher (6)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Pilum Torpedo Fire Control  (1)     Range 33.6m km    Resolution 8

Code: [Select]
Hornet II class Interceptor    335 tons     13 Crew     109 BP      TCS 6.7  TH 60  EM 0
8955 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 20 MSP    Max Repair 36 MSP    Est Time: 3.05 Years

Fighter IC Fusion Drive (1)    Power 60    Fuel Use 6000%    Signature 60    Armour 0    Exp 25%
Fuel Capacity 20,000 Litres    Range 1.8 billion km   (55 hours at full power)

10cm Railgun Mk2 (1x4)    Range 64,000km     TS: 8955 km/s     Power 3-3     RM 7    ROF 5        1 1 1 1 1 1 0 0 0 0
Fighter Railgun Fire Control  (1)    Max Range: 64,000 km   TS: 20000 km/s     84 69 53 37 22 6 0 0 0 0
MC Minature Fusion Reactor Mk2 (1)     Total Power Output 1    Armour 0    Exp 5%
Minature MC Fusion Reactor  (1)     Total Power Output 5    Armour 0    Exp 5%

I've not organised the strike group on this carrier re-design yet.

Code: [Select]
Durango - Copy class Light Carrier    25,000 tons     1813 Crew     4042 BP      TCS 500  TH 1300  EM 0
2600 km/s     Armour 5-76     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 109     PPV 18
Annual Failure Rate: 56%    IFR: 0.8%    Maint Capacity 8994 MSP    Max Repair 108 MSP    Est Time: 16.72 Years
Hangar Deck Capacity 10000 tons     Magazine 230    

Naval IC Fusion Drive  (13)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 2,650,000 Litres    Range 318.0 billion km   (1415 days at full power)

Single Gauss Cannon Type 1 Turret (2x4)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
CIWS Sentinal Series Mk 1 (1x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Standard Fire Control Mk1 (1)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0

Pilum Fighter Torpedo Mk1 (115)  Speed: 50,000 km/s   End: 10m    Range: 30m km   WH: 4    Size: 2    TH: 416 / 250 / 125

Missile Detection Active Search Sensor Mk1 (1)     GPS 108     Range 11.9m km    Resolution 1
Standard Naval Thermal Sensor Mk1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECM 30

Strike Group
5x Ferret Recon Fighter   Speed: 10000 km/s    Size: 6
Title: Re: Starfury ship designs
Post by: UnLimiTeD on August 25, 2010, 08:33:48 AM
You still have energy weapons using too much energy.
Title: Re: Starfury ship designs
Post by: Hawkeye on August 25, 2010, 10:44:13 AM
Tallahase:

The 15cm UV Laser Cannons are still overengineered.
I´ll explain a bit.
A 15cm laser (no matter what kind) needs 6 power to be fully charged. If you put capacitor 2 on it, it will recharge in 15 seconds, with capacitor 3 it will recharge in 10 and with capacitor 6 it will fire every 5 seconds. Any capacitor between 3 and 6 is a waste, as it will not make the laser fire faster, but will increase the cost of the weapon and at the same time require you to provide more power per 5 second increment. In your case, you used capacitor 5. This means, to charge one of your turrets, you need to provide 10 power (5 power times 2 lasers). With 4 turrets, this makes a total of 40 power. If you would have build your lasers with capacitor 3, the ROF would be the same, but you would only need 24 power per 5 second increment, allowing for a smaller/fewer power plants and saving some cash/minerals in building the ship.

Maintenance is very high at 8+ years, but this one might be meant to operate for extended periodes away from any base.

Um, can´t see a thing. No passives, whatsoever. This means, running with the active sensor on all the time (which has an abysimal range) anouncing its position across half the system (NOT GOOD!)
Hint: Put some passives on

The Active Sensor has about one third the range of the missiles you carry. Actually, being a res-1 sensor, this looks like the one I would put on a missile-escort. Replace it with a much smaller anti-missile sensor (perhaps 1/3 or 1/4 the size) and put in an additional anti-ship sensor (range at 100+ mkm)
Oh, and have I mentioned passive sensors?


Murphy II:

Hm, I think you got the armor mixed with the Tallahase. At least IMO. The Tallahase is a missile combatant and can stay at range, therefore I would skimp a bit at the armor (not too much but armor 6 to 8 seems reasonable) while the Murphy II is a beamer with some PD Capacity. This means, it has to close with the enemy, taking it on the chin while closing. I´d armor it a lot heavier (10 to 15 at the least)

Hm, two firecons and 4 single gun turrets. I´d go for two twin-turrets, perhaps you can save a few tons that way (rounding might be your friend here). Also half the range of the turret-FC.
And 2 beam firecons for 4 laser cannons seems excessive to me. (Lasercannons see above)

Ups, 10 PD-missile launchers but only 1 AMM-Firecontrol. You´d want at least 2 (more if you want backup, which _I_ usually don´t put in)

Your AMMs have a hell of a range, I´d remove some fuel and up speed/manouverability.
What´s the range of your sensor/AMM FC against size 6- missiles? (Yeah, I am still struggling to get the new sensor rules streight in my head)


Rapier II:

Looks ok, if quite slow for a fighter and the tech (yeah, beam fighter are heavy)

Personally, I only use two types of fighers (aside from later, when I can  minaturize beams a bit)
1) Missile fighters, basicly your Sabre, which, BTW, looks ok, even if I would settle for 5 box-launchers, increasing speed a bit more.
2) A gauss cannon armed escort fighter, meant to provide missile defense for the missile fighters. Those have to be at least as fast as the missile fighters and can use a half or 33% size gauss cannon and don´t need a power plant.


Durango:

Oh, oh! Standard firecon for a PD turret! Need a turret FC!
Magazin space is very limited, but this depends on how you set up your strike group.


Re Sensors:
Um, how do you want to spot the enemy, so you can send out your fighters to engage? Non of your ships has more than a pityfull strength 14 thermal passive or a equally short ranged anti-missile active!
This is my (rather early game) fleet scout:

Code: [Select]
Crest class Fleet Scout    10,000 tons     936 Crew     2150 BP      TCS 200  TH 273  EM 660
3900 km/s     Armour 5-41     Shields 22-300     Sensors 48/48/0/0     Damage Control Rating 12     PPV 15
Annual Failure Rate: 66%    IFR: 0.9%    Maint Capacity 1612 MSP    Max Repair 256 MSP    Est Time: 3.86 Years

General Dynamics Class 60/35 Ion Engine (13)    Power 60    Fuel Use 80%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 90.0 billion km   (267 days at full power)
Delta R300/20 Shields (9)   Total Fuel Cost  180 Litres per day

Triple R1.5/C1 Meson Cannon Turret (1x3)    Range 15,000km     TS: 12000 km/s     Power 9-3     RM 1.5    ROF 15        1 0 0 0 0 0 0 0 0 0
PD-Firecontrol Mark I (1)    Max Range: 24,000 km   TS: 12000 km/s     58 17 0 0 0 0 0 0 0 0
General Electric Class 4.5 GCF-Reactor (1)     Total Power Output 4.5    Armour 0    Exp 5%

Long Range Anti-Ship Sensor (1)     GPS 24000     Range 144.0m km    Resolution 100
Long Range Anti-Missile Sensor (1)     GPS 240     Range 14.4m km    Resolution 1
Long Range Anti Gunboat Sensor (1)     GPS 5120     Range 68.7m km    Resolution 20
Thermal Sensor TH8-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
EM Detection Sensor EM8-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
Re. Speed:
Generally, I try to give ships that are meant to operate together simmilar speed. The exception are the fleet scouts or the purely beam armed ships. Those are usually a little faster. The Scout, so it can run away the beamers, so they can chase down the enemy.
Yes, I am looking at you, Durango :)
Title: Re: Starfury ship designs
Post by: laz on August 25, 2010, 01:44:22 PM
Quote from: "UnLimiTeD"
You still have energy weapons using too much energy.

So what do you mean by this?

Quote
Getting an additional level of capacitor recharge might double your fire-rate there

I interpreted that to mean that if you have double the amount of require power you would be able to fire the weapon twice in a 5 second period?
Title: Re: Starfury ship designs
Post by: welchbloke on August 25, 2010, 01:52:34 PM
Quote from: "laz"
Quote from: "UnLimiTeD"
You still have energy weapons using too much energy.

So what do you mean by this?

See Hawkeye's last post for a good explanation of this.

Quote from: "laz"
I interpreted that to mean that if you have double the amount of require power you would be able to fire the weapon twice in a 5 second period?

No you another fire once in a 5 sec period.  There is no point attaching a capacitor that is greater than your power requirement for a single shot.
Title: Re: Starfury ship designs
Post by: GDS_Starfury on September 17, 2010, 04:11:10 PM
well this is what Im currently using to beat back a variety of adversaries:

Enterprise class Battlestar    51000 tons     3520 Crew     19497.5999 BP      TCS 1020  TH 312  EM 0
2549 km/s     Armour 40-122     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 83     PPV 125
Annual Failure Rate: 285%    IFR: 4%    Maint Capacity 17443 MSP    Max Repair 2800 MSP    Est Time: 1.59 Years
Magazine 5225   

Solid Core Anti-matter Drive E6.4 ARM-2 (10)    Power 260    Fuel Use 64%    Signature 31.2    Armour 2    Exp 25%
Fuel Capacity 1,320,000 Litres    Range 72.8 billion km   (330 days at full power)

Size 5 Missile Launcher (25)    Missile Size 5    Rate of Fire 30
Missile Fire Control FC192-R1 (40%) (1)     Range 192.0m km    Resolution 1

Active Search Sensor MR1280-R20 (40%) (1)     GPS 32000     Range 1,280.0m km    Resolution 20

ECCM-4 (2)         ECM 40

the next big change to the design will be size 10 missiles.  when that refit happens Ill reduce the launchers to 20 and use the space for CWIS.  this thing is great at absorbing fire!
Title: Re: Starfury ship designs
Post by: martinuzz on September 17, 2010, 05:34:41 PM
Short of swarming it with meson-armed fighters, That is one very tough nut to crack.
40 layers of armor. Hardcore.
Title: Re: Starfury ship designs
Post by: Vanigo on September 17, 2010, 07:44:27 PM
Only one fire control? But two ECCMs?
Title: Re: Starfury ship designs
Post by: GDS_Starfury on September 18, 2010, 09:29:30 AM
yeah, my idea was to keep these on station a long time so I wanted some redundency.  I could remove it but Im to lazy to put 24 ships through the refit process.
SOP is to group 10 of these together and park them next to wormholes and play whackamole when I have to  ;D
like I said, the next refit will reduce the launchers and magazines from 25 to 20, add some CWIS and also upgrade the search/fire control and add a thermal and ew sensor.
my only real problem is that its to effective at killing anything and that in turn makes the game less fun when combating lower tech NPRs.
Title: Re: Starfury ship designs
Post by: UnLimiTeD on September 30, 2010, 05:05:14 AM
Jump point defense with 1.59 years Est.Time?
It'll break. On it's own.

An R1 firecontrol on a ship with an R20 sensor and without AMMs?
Kinda a waste of range and space.
2 ECCMs for a single Firecontrol does nothing, you can't stack them.

This ships to be more suited for open space, good range, mediocre speed.
An enemy fleet with similar armor, but Heavy Beam weapons or mesons would kill them on a jumppoint.
Despite all the deficiencies a good design.