Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Sleepymoon on September 30, 2011, 08:06:54 PM
-
So I was exploring a new system when I ran into 4 contacts. 3 720TH craft and a larger 1440TH travelling at 4773km/s. My geo survey ship was destroyed instantly by 7 strength 10 beam weapons from one of the smaller ships. I'm not sure what the larger ship is. The grav survey ship on the opposite side of the system picked up two active sensors, both with a resolution of 70, one 7350 the other 4410.
I have 2 15000 tons naval shipyards with 2 slipways each.
With this in mind I developed the following ships.
Vanguard class Jump Destroyer Escort 15,000 tons 1196 Crew 2764.6 BP TCS 300 TH 1440 EM 0
4800 km/s JR 3-50 Armour 5-54 Shields 0-0 Sensors 110/1/0/0 Damage Control Rating 12 PPV 12
Maint Life 2.3 Years MSP 1382 AFR 150% IFR 2.1% 1YR 354 5YR 5313 Max Repair 900 MSP
Magazine 768
Military Jump Drive 15000 Max Ship Size 15000 tons Distance 50k km Squadron Size 3
Military Fusion Engine (18) Power 80 Fuel Use 60% Signature 80 Armour 0 Exp 5%
Fuel Capacity 500,000 Litres Range 100.0 billion km (241 days at full power)
CIWS Mk 1 (1x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Size 1 Missile Launcher (12) Missile Size 1 Rate of Fire 5
Anti-Missile Fire Control 6.93 (2) Range 6.9m km Resolution 1
Stinger A1 (882) Speed: 39,000 km/s End: 0.3m Range: 0.8m km WH: 1 Size: 1 TH: 494 / 296 / 148
Active Missile Sensor 6.93 (1) GPS 63 Range 6.9m km Resolution 1
Thermal Sensor 110 (1) Sensitivity 110 Detect Sig Strength 1000: 110m 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
Dame class Light Carrier 15,000 tons 794 Crew 2039.6 BP TCS 300 TH 1440 EM 0
4800 km/s Armour 5-54 Shields 0-0 Sensors 110/1/0/0 Damage Control Rating 5 PPV 0
Maint Life 1.54 Years MSP 425 AFR 360% IFR 5% 1YR 204 5YR 3053 Max Repair 110 MSP
Hangar Deck Capacity 4000 tons Magazine 648
Military Fusion Engine (18) Power 80 Fuel Use 60% Signature 80 Armour 0 Exp 5%
Fuel Capacity 700,000 Litres Range 140.0 billion km (337 days at full power)
CIWS Mk 1 (1x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Harpoon A6 (108) Speed: 57,800 km/s End: 2.4m Range: 8.3m km WH: 9 Size: 6 TH: 192 / 115 / 57
Active Ship Sensor 84.87 (1) GPS 9450 Range 84.9m km Resolution 150
Thermal Sensor 110 (1) Sensitivity 110 Detect Sig Strength 1000: 110m km
Strike Group
9x Viper Fighter-bomber Speed: 6000 km/s Size: 8
1x Viper X Fighter-Scout Speed: 6000 km/s Size: 8
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Viper class Fighter-bomber 400 tons 3 Crew 77.9 BP TCS 8 TH 48 EM 0
6000 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 5.4
Maint Life 0 Years MSP 0 AFR 80% IFR 1.1% 1YR 4 5YR 63 Max Repair 8.1 MSP
Magazine 36
Fighter Fusion Engine (1) Power 48 Fuel Use 6000% Signature 48 Armour 0 Exp 25%
Fuel Capacity 40,000 Litres Range 3.0 billion km (5 days at full power)
Size 6 Box Launcher (6) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Fighter Fire Control 8.46 (1) Range 8.5m km Resolution 150
Harpoon A6 (6) Speed: 57,800 km/s End: 2.4m Range: 8.3m km WH: 9 Size: 6 TH: 192 / 115 / 57
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and maintenance purposes
Viper X class Fighter-Scout 400 tons 8 Crew 113.3 BP TCS 8 TH 48 EM 0
6000 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 0 Years MSP 0 AFR 80% IFR 1.1% 1YR 18 5YR 265 Max Repair 63 MSP
Fighter Fusion Engine (1) Power 48 Fuel Use 6000% Signature 48 Armour 0 Exp 25%
Fuel Capacity 165,000 Litres Range 12.4 billion km (23 days at full power)
Active Ship Sensor 84.87 (1) GPS 9450 Range 84.9m km Resolution 150
This design is classed as a Fighter for production, combat and maintenance purposes
-
Looks pretty good. Only three things really jump out at me that I'd change.
1 - The thermal sensor on the carriers is redundant, since the jump cruiser has it. Unless you're just using the jump cruiser as a tender and not an escort there's not a lot of point to the carrier having it.
2 - The carrier needs more fuel. Fighters are going to suck your tanks dry really fast. A single attack out to 1.5 billion km with your current fighters will use up 400,000 liters of fuel if I'm not mistaken, which is a huge chunk of your carrier's supply. Unless you have a fast tanker to literally fly with your fleet, you won't be able to launch multiple long-range strikes.
3 - The fighters are really heavy, and thus really slow. I'd say try to keep them to 300 tons or less, and even 300 tons is pretty hefty for a fighter. Remember that they don't just need to get to your enemy and shoot him, they need to be able to outrun him back to the carrier if they fail to kill him. And they have to do that fast enough that they have time to reload and hit him again.
-
A couple of other points that I noticed on the fighters. Not only are they slow, but they have really short range fire control. You need a much longer ranged fire control or there is a good chance that the fighters will be destroyed long before they get into range. Also check what size your targets are. If they are much below that 150 hull size of your fire control your range is going to be even shorter. You probably want a minimum range of 40-50 million km on those fighter missiles and fire control. I would try for more like 70,000km range on the fire control so that enemy ecm does not reduce your range to much.
I would also recommend going to size 4 missiles if you can manage this with a 4 point damage warhead. The extra numbers of missiles will probably get more damage through their point defense even though they are weaker missiles individually.
Good Luck
Brian
-
Removing the sensors from the carrier gives me enough fuel for the fighters.
I could play around for days trying to balance speed, range and firepower of my fighters and missiles. I'll go with what I've got for now. Worst case I lose a few fighters for valuable information on the enemy capabilities.
-
Well my ships worked. The big ship turned out to be a missile ship which shot 12 salvoes of 12 size 5 missiles at my carriers. The two Vanguards I sent were able to take care of them easily. It turned around and headed for the inner system but my fighters ran it down and easily destroyed it. Another squadron was able to intercept the smaller ships long before they came too close and destroyed them too.