Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: GDS_Starfury on August 15, 2010, 10:30:39 AM
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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
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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)
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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.
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opps
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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.
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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?
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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%
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Anti-missiles are usually size 1. You could get more (and a faster ROF) with size 1 missiles.
This is my current escort design.
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
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what can I say... Im a firm believer in over kill
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?
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what can I say... Im a firm believer in over kill
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.
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.
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well I want to capture any ship I happen across not just the precursor/wormhole ones
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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.
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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.
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
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.
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
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.
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
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
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.
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.
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".
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).
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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.
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@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.
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As far as I know, Active Sensors can be 0.1 Size small?
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As far as I know, Active Sensors can be 0.1 Size small?
They can. But that would make their range even shorter.
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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.
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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.
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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.
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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.
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
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
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)
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
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%
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%
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
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.
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
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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
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I'd add a couple more power plants to the Murphy. Redundancy in power is good.
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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.
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!
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!
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
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)
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?
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.
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?
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.
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.
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.
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Cheers Hawkeye that's helpful, saved me learning the hardway.
I didn't take into account needing reserves for fighter re-fuel
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.
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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
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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.
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Ok heres some improved designs
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
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
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%
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
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.
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
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You still have energy weapons using too much energy.
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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:
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
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You still have energy weapons using too much energy.
So what do you mean by this?
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?
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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.
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.
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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!
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Short of swarming it with meson-armed fighters, That is one very tough nut to crack.
40 layers of armor. Hardcore.
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Only one fire control? But two ECCMs?
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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.
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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.