Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: tom32 on November 02, 2011, 08:17:55 PM
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I would like it if some people would give me more suggestions on these ships, Or ideas.
Tribal class Destroyer 1,550 tons 189 Crew 253 BP TCS 31 TH 25 EM 0
806 km/s JR 3-50 Armour 1-11 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 8
Maint Life 4.71 Years MSP 102 AFR 19% IFR 0.3% 1YR 8 5YR 113 Max Repair 100 MSP
J3000(3-50) Military Jump Drive Max Ship Size 3000 tons Distance 50k km Squadron Size 3
Nuclear Thermal Engine E6 (1) Power 25 Fuel Use 60% Signature 25 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 96.7 billion km (1388 days at full power)
25cm C5 Far Ultraviolet Laser (1) Range 80,000km TS: 5000 km/s Power 16-5 RM 5 ROF 20 16 16 16 16 16 13 11 10 0 0
Fire Control S01 40-5000 (1) Max Range: 80,000 km TS: 5000 km/s 88 75 62 50 38 25 12 0 0 0
Pebble Bed Reactor Technology PB-1 (1) Total Power Output 0.3 Armour 0 Exp 5%
Active Search Sensor MR22-R100 (1) GPS 2800 Range 22.4m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
That is my current destroyer, I am making a missile ship right now, And this is my survey ship:
King George V class Survey Ship 1,300 tons 123 Crew 192.4 BP TCS 26 TH 25 EM 0
961 km/s JR 3-50 Armour 1-10 Shields 0-0 Sensors 1/1/0/1 Damage Control Rating 1 PPV 0
Maint Life 5.9 Years MSP 93 AFR 13% IFR 0.2% 1YR 5 5YR 68 Max Repair 100 MSP
J3000(3-50) Military Jump Drive Max Ship Size 3000 tons Distance 50k km Squadron Size 3
Nuclear Thermal Engine E6 (1) Power 25 Fuel Use 60% Signature 25 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 115.3 billion km (1388 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
Last up, My Cargo ship:
Illustrious class Freighter 6,150 tons 103 Crew 121.6 BP TCS 123 TH 25 EM 0
203 km/s JR 3-50 Armour 1-29 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Life 0.17 Years MSP 12 AFR 302% IFR 4.2% 1YR 71 5YR 1072 Max Repair 25 MSP
Cargo 5000
J3000(3-50) Military Jump Drive Max Ship Size 3000 tons Distance 50k km Squadron Size 3
Nuclear Thermal Engine E6 (1) Power 25 Fuel Use 60% Signature 25 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 24.4 billion km (1388 days at full power)
This design is classed as a Military Vessel for maintenance purposes
So guys, Tell me what you think it it ;D
LE EDIT: Damn, Just noticed this: J3000(3-50) Military Jump Drive Max Ship Size 3000 tons : 6,150 tons
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I am one for doing the whole 'role play it out until you get stomped' thing but I will say two things:
1. Speed needs up to at about 4000 km/s
2. Armor needs increased to about 3 or 4 layers
Oh, and make a commercial version of your engines, the freighter should use commercial engines and therefore not need any maintenance. And put 5 cargo holds in it.
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Here are a list of my complaints/concerns.
- Those ships are awfully small. Add a lot of engines to them. You want probably 4000km/s for the destroyer, 2000km/s for the survey ship and 500km/s for the freighter, at minimum.
- Make your freighter commercial and give it 5 cargo holds.
- You also want some form of anti-missile technology.
- It takes 55 seconds to charge your laser because the power plant is so small.
- Your armour is like an eggshell.
- Give the survey ship more maintenance supplies, at least so you have more than the max repair.
- Add another survey sensor to the survey ship.
- Increase the range of the fire control on the destroyer slightly.
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4000km/s with nuclear thermals? That's a little out of reach, I'm pretty sure he'd be lucky to have upwards of 1000km/s.
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Yeah, with nuclear thermals there's no way he's getting 4k km/s on a usable ship. He might be able to get 2k km/s, although I'd aim for probably 1500 km/s myself.
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I aim for 1. 5-2k with NTEs personally. The first generation, which by the tech I assume they are, can generally be excused in an area or two, but I agree that you're going to want to improve some areas too.
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Okaaaaaaaaay, I've worked on the Freighter, Here it is:
Illustrious class Freighter 16,200 tons 94 Crew 251.8 BP TCS 324 TH 200 EM 0
617 km/s Armour 1-57 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Life 0.01 Years MSP 10 AFR 2099% IFR 29.2% 1YR 1030 5YR 15447 Max Repair 50 MSP
Cargo 15000
Internal Confinement Fusion Drive E6 (2) Power 100 Fuel Use 60% Signature 100 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 27.8 billion km (520 days at full power)
This design is classed as a Military Vessel for maintenance purposes
Before you ask, I researched that, Did not instant it.
Now the destroyer:
Tribal class Destroyer 2,050 tons 256 Crew 501.2 BP TCS 41 TH 200 EM 0
4878 km/s Armour 3-14 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 16
Maint Life 3.32 Years MSP 153 AFR 33% IFR 0.5% 1YR 21 5YR 315 Max Repair 100 MSP
Internal Confinement Fusion Drive E6 (2) Power 100 Fuel Use 60% Signature 100 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 146.3 billion km (347 days at full power)
25cm C5 Far Ultraviolet Laser (2) Range 80,000km TS: 5000 km/s Power 16-5 RM 5 ROF 20 16 16 16 16 16 13 11 10 0 0
Fire Control S01 40-5000 (2) Max Range: 80,000 km TS: 5000 km/s 88 75 62 50 38 25 12 0 0 0
Active Search Sensor MR22-R100 (1) GPS 2800 Range 22.4m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
As you can see, I yanked up the speed a LOT, I've already got a good search sensor in my standards, Now, I'm going to attempt to make a missile ship, Wish me luck, And any tips?
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The freighter is VERY slow, try boosting it to 3k km/s at least for ICF drive tech. It also has an odd number of cargo holds. Because installations take 5 cargo holds to transport or a multiple thereof, most people will build their cargo ships with 5 holds (or a multiple of 5 for larger ships). Don't worry too much about it getting big, civilian ships tend to be huge.
The speed on the destroyer is good, but it has no reactors and so it can't shoot at anything. You'll need enough reactors to provide 4 power per laser in order to shoot them at their maximum rate of fire. The armor is also very thin for a beam ship, most knife-fight-range ships will be heavily armored to make sure they can weather the incoming missile fire and make it to their engagement range.
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Freighter:
As already stated you need to create a commercial version of your engines for your freighter. As it is, it is going to fall apart very quickly if you are playing with maintainance required. It will also increase the freighters range due to better fuel efficiency.
Also definetly use 5 cargo holds or a multiple of 5 on your freighters, as occasionaly civilian shipping has been known to loose fragments of installations that have been shipped.
Destroyer:
No power, you need powerplants to match the total capacitors on your weapons, so in this case a total of 10 power.
You only really need one firecontrol for a anti-ship beam ship like this with only 2 weapons. You should also use the increased size/range option as you are unnecessarily hampering yourself with a lower range.
Armour should be higher for a beam ship as it will have to survive to reach it's targets and then be able to survive trading beamspam with any enemy beam ships. This is especially true as you have no point defence.
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Make your freighter commercial and give it 5 cargo holds.
Increase the range of the fire control on the destroyer slightly.
It takes 55 seconds to charge your laser because the power plant is so small. You have no power plant on the destroyer now. How do you expect to fire?
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Unless you're using the no maintenance rule, The freighter is a time-bomb with a VERY short fuse - if it gets beyond the orbit of Mars without exploding I will be very surprised. The reason for this is that you are using military engines, therefore the freighter becomes a military ship and therefore requires maintenance - which in this case will last a little over 3 days. If you change these engines to Civillian ones (as someone else advised upthread), the size will go up (Civ engines are 25HS for the same power output), but the fuel consumption will drop to 10% of its current level, and the ship will become a commercial ship which does not need maintenance more than the 1 compulsory engineering space.
I find that the smallest usable freighter is around 40kt. I have built "tramp freighters" around 8-10kt but mainly for RP reasons - they really dont work well in Aurora.
The in addition to the problems noted earlier, the destroyer will need some anti-missile consorts to get it to survive to 80kkm range - thats myopic in the extreme, and its not got very good tracking speed, so its not going to stop any inbounds itself (missiles frequently travel at 20-30kkms-1 which will mean that your chance to hit them will be 20%-12% or less in the final fire phase) - I would very strongly suggest that you need better fire control as well - certainly a 4x range at least , and the lasers you're using can extend out a LOT further than your BFC can. I'd also suggest moving the search sensor to another (specilaised) class - while I keep a siz1 res1 ASS sensor on all my beam ships as an emergency backup, the usually operate in fleets so don't need to find the enemy by themselves
rats - ninjad