Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Shininglight on May 18, 2012, 02:43:02 PM
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Edit: The gunboat strategy died a painful death at the hands of some spoilers so i've erased that and decided to redo this thread with my new and.... oddly effective fleet. Here Goes.
Rommel - MK2 class Replenishment Ship 38,750 tons 4923 Crew 7152 BP TCS 775 TH 385 EM 0
1419 km/s Armour 1-102 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 401 PPV 0
MSP 46261 Max Repair 96 MSP
Magneto-plasma Drive E0.84 (5) Power 220 Fuel Use 8.4% Signature 77 Armour 0 Exp 2%
Fuel Capacity 10,050,000 Litres Range 5556.2 billion km (45319 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
This here is my tanker/supply ship. so far i have 6 and i've yet to have a ship run dry with them around.
New York class Orbital Weapon Platform 66,500 tons 7263 Crew 14940.6 BP TCS 1330 TH 0 EM 7500
1 km/s Armour 10-146 Shields 250-300 Sensors 80/80/0/0 Damage Control Rating 204 PPV 429.4
Maint Life 21.45 Years MSP 27840 AFR 192% IFR 2.7% 1YR 116 5YR 1734 Max Repair 270 MSP
Magazine 2828
Fuel Capacity 150,000 Litres Range N/A
Delta R300/17.5 Shields (100) Total Fuel Cost 1,750 Litres per day
10cm C3 Ultraviolet Laser (10) Range 120,000km TS: 5000 km/s Power 3-3 RM 4 ROF 5 3 3 3 3 2 2 1 1 1 1
12cm C4 Ultraviolet Laser (10) Range 160,000km TS: 5000 km/s Power 4-4 RM 4 ROF 5 4 4 4 4 3 2 2 2 1 1
Twin 10cm C3 Ultraviolet Laser Turret (10x2) Range 120,000km TS: 27000 km/s Power 6-6 RM 4 ROF 5 3 3 3 3 2 2 1 1 1 1
Twin 12cm C4 Ultraviolet Laser Turret (10x2) Range 160,000km TS: 21700 km/s Power 8-8 RM 4 ROF 5 4 4 4 4 3 2 2 2 1 1
Twin 15cm C4 Ultraviolet Laser Turret (5x2) Range 240,000km TS: 10000 km/s Power 12-8 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
CIWS-200 (10x6) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Fire Control S06 60-20000 H50 (10) Max Range: 120,000 km TS: 20000 km/s 92 83 75 67 58 50 42 33 25 17
Fire Control S05 160-6250 H50 (5) Max Range: 320,000 km TS: 6250 km/s 97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 (21) Total Power Output 252 Armour 0 Exp 5%
Size 1 Missile Launcher (24) Missile Size 1 Rate of Fire 10
Size 3 Missile Launcher (12) Missile Size 3 Rate of Fire 25
Size 4 Missile Launcher (12) Missile Size 4 Rate of Fire 30
Missile Fire Control FC70-R100 (50%) (4) Range 70.6m km Resolution 100
Missile Fire Control FC60-R100 (50%) (4) Range 60.5m km Resolution 100
Missile Fire Control FC4-R1 (50%) (12) Range 4.1m km Resolution 1
S1 Defender M1 (510) Speed: 24,000 km/s End: 3.6m Range: 5.1m km WH: 1 Size: 1 TH: 248 / 148 / 74
S4 Marduk M1 (332) Speed: 20,000 km/s End: 53.6m Range: 64.3m km WH: 5 Size: 4 TH: 120 / 72 / 36
Size 3 Kablam M1 (330) Speed: 26,700 km/s End: 32.1m Range: 51.5m km WH: 4 Size: 3 TH: 142 / 85 / 42
Active Search Sensor MR7-R1 (50%) (1) GPS 69 Range 7.5m km Resolution 1
Active Search Sensor MR115-R100 (50%) (1) GPS 10500 Range 115.5m km Resolution 100
Thermal Sensor TH10-80 (70%) (1) Sensitivity 80 Detect Sig Strength 1000: 80m km
EM Detection Sensor EM10-80 (70%) (1) Sensitivity 80 Detect Sig Strength 1000: 80m km
ECCM-2 (10) ECM 20
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 little guy is my JP defense ship, i'm working on gettign a yard big enough for one of these but once i do.... heh There are gonna be some headaches if my recently discovered neighbours attempt to encroach on my territory.
Tigris class Troop Transport 67,900 tons 561 Crew 2327.4 BP TCS 1358 TH 770 EM 0
1620 km/s Armour 2-148 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 21 Max Repair 96 MSP
Troop Capacity: 21 Battalions Cargo Handling Multiplier 20
Magneto-plasma Drive E0.84 (10) Power 220 Fuel Use 8.4% Signature 77 Armour 0 Exp 2%
Fuel Capacity 250,000 Litres Range 78.9 billion km (563 days at full power)
CIWS-200 (2x6) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes
This is jus a troop ship, capable of transfering 2 entire brigades and then some.
Guderian class Jump Assault Destroyer 9,000 tons 1042 Crew 2634.6 BP TCS 180 TH 123.2 EM 1260
1955 km/s JR 3-50 Armour 6-38 Shields 42-300 Sensors 8/8/0/0 Damage Control Rating 25 PPV 48
Maint Life 3.14 Years MSP 915 AFR 129% IFR 1.8% 1YR 140 5YR 2095 Max Repair 225 MSP
J9000(3-50) Military Jump Drive Max Ship Size 9000 tons Distance 50k km Squadron Size 3
Magneto-plasma Drive E8.4 (4) Power 88 Fuel Use 84% Signature 30.8 Armour 0 Exp 10%
Fuel Capacity 100,000 Litres Range 23.8 billion km (140 days at full power)
Delta R300/17.5 Shields (17) Total Fuel Cost 298 Litres per day
Particle Beam-6 (6) Range 240,000km TS: 5000 km/s Power 15-5 ROF 15 6 6 6 6 6 6 6 6 6 6
Fire Control S05 160-6250 H50 (3) Max Range: 320,000 km TS: 6250 km/s 97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 (1) Total Power Output 6 Armour 0 Exp 5%
Stellarator Fusion Reactor Technology PB-1 (2) Total Power Output 24 Armour 0 Exp 5%
Active Search Sensor MR67-R100 (50%) (1) GPS 8400 Range 67.2m km Resolution 100
Thermal Sensor TH1-8 (70%) (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
EM Detection Sensor EM1-8 (70%) (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
ECM 20
This design is classed as a Military Vessel for maintenance purposes
My jump assault ship, most of my ships don't have jump drives and rely on my Jump gates. This puppy on the other hand is designed to be thrown through a JP in job lots and kill anything defending the system., that way my non jump ships can use a friendly little jG to jump in and chase down anything in system.
Revenge class Command Cruiser 16,000 tons 1599 Crew 4371.5 BP TCS 320 TH 369.6 EM 1260
3300 km/s Armour 5-56 Shields 42-300 Sensors 80/80/0/0 Damage Control Rating 29 PPV 91.66
Maint Life 4.14 Years MSP 1665 AFR 210% IFR 2.9% 1YR 156 5YR 2336 Max Repair 270 MSP
Flag Bridge
Magneto-plasma Drive E8.4 (12) Power 88 Fuel Use 84% Signature 30.8 Armour 0 Exp 10%
Fuel Capacity 550,000 Litres Range 73.7 billion km (258 days at full power)
Delta R300/17.5 Shields (17) Total Fuel Cost 298 Litres per day
Twin 15cm C4 Ultraviolet Laser Turret (1x2) Range 240,000km TS: 10000 km/s Power 12-8 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
Twin 12cm C4 Ultraviolet Laser Turret (3x2) Range 160,000km TS: 21700 km/s Power 8-8 RM 4 ROF 5 4 4 4 4 3 2 2 2 1 1
Twin 10cm C3 Ultraviolet Laser Turret (3x2) Range 120,000km TS: 27000 km/s Power 6-6 RM 4 ROF 5 3 3 3 3 2 2 1 1 1 1
12cm C4 Ultraviolet Laser (3) Range 160,000km TS: 5000 km/s Power 4-4 RM 4 ROF 5 4 4 4 4 3 2 2 2 1 1
10cm C3 Ultraviolet Laser (3) Range 120,000km TS: 5000 km/s Power 3-3 RM 4 ROF 5 3 3 3 3 2 2 1 1 1 1
CIWS-200 (3x6) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Fire Control S06 60-20000 H50 (3) Max Range: 120,000 km TS: 20000 km/s 92 83 75 67 58 50 42 33 25 17
Fire Control S05 160-6250 H50 (1) Max Range: 320,000 km TS: 6250 km/s 97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor Technology PB-1 (6) Total Power Output 72 Armour 0 Exp 5%
Active Search Sensor MR7-R1 (50%) (1) GPS 69 Range 7.5m km Resolution 1
Active Search Sensor MR115-R100 (50%) (1) GPS 10500 Range 115.5m km Resolution 100
Thermal Sensor TH10-80 (70%) (1) Sensitivity 80 Detect Sig Strength 1000: 80m km
EM Detection Sensor EM10-80 (70%) (1) Sensitivity 80 Detect Sig Strength 1000: 80m 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
My comamnd cruiser used mainly as a close range defensive ship with owerful sensors it's usually guarded by:
Scipio class Destroyer Escort 9,000 tons 967 Crew 2594.2 BP TCS 180 TH 246.4 EM 1140
3911 km/s Armour 3-38 Shields 38-300 Sensors 8/8/0/0 Damage Control Rating 25 PPV 58.76
Maint Life 3.98 Years MSP 901 AFR 129% IFR 1.8% 1YR 91 5YR 1360 Max Repair 270 MSP
Magneto-plasma Drive E8.4 (8) Power 88 Fuel Use 84% Signature 30.8 Armour 0 Exp 10%
Fuel Capacity 250,000 Litres Range 59.5 billion km (176 days at full power)
Delta R300/17.5 Shields (15) Total Fuel Cost 263 Litres per day
Twin 10cm C3 Ultraviolet Laser Turret (2x2) Range 120,000km TS: 27000 km/s Power 6-6 RM 4 ROF 5 3 3 3 3 2 2 1 1 1 1
12cm C4 Ultraviolet Laser (2) Range 160,000km TS: 5000 km/s Power 4-4 RM 4 ROF 5 4 4 4 4 3 2 2 2 1 1
Twin 12cm C4 Ultraviolet Laser Turret (2x2) Range 160,000km TS: 21700 km/s Power 8-8 RM 4 ROF 5 4 4 4 4 3 2 2 2 1 1
15cm C4 Ultraviolet Laser (1) Range 240,000km TS: 5000 km/s Power 6-4 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
10cm C3 Ultraviolet Laser (2) Range 120,000km TS: 5000 km/s Power 3-3 RM 4 ROF 5 3 3 3 3 2 2 1 1 1 1
CIWS-200 (1x6) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Fire Control S05 160-6250 H50 (1) Max Range: 320,000 km TS: 6250 km/s 97 94 91 88 84 81 78 75 72 69
Fire Control S06 60-20000 H50 (2) Max Range: 120,000 km TS: 20000 km/s 92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-1 (4) Total Power Output 48 Armour 0 Exp 5%
Active Search Sensor MR3-R1 (50%) (1) GPS 34 Range 3.7m km Resolution 1
Active Search Sensor MR33-R100 (50%) (1) GPS 4200 Range 33.6m km Resolution 100
Thermal Sensor TH1-8 (70%) (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
EM Detection Sensor EM1-8 (70%) (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
This design is classed as a Military Vessel for maintenance purposes
Spruance - MK-2 class Missile Destroyer 9,000 tons 830 Crew 1989.5 BP TCS 180 TH 246.4 EM 1260
3911 km/s Armour 3-38 Shields 42-300 Sensors 16/16/0/0 Damage Control Rating 22 PPV 35
Maint Life 1.54 Years MSP 276 AFR 324% IFR 4.5% 1YR 133 5YR 1996 Max Repair 126 MSP
Magazine 514
Magneto-plasma Drive E8.4 (8) Power 88 Fuel Use 84% Signature 30.8 Armour 0 Exp 10%
Fuel Capacity 250,000 Litres Range 59.5 billion km (176 days at full power)
Delta R300/17.5 Shields (17) Total Fuel Cost 298 Litres per day
CIWS-200 (2x6) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Size 4 Missile Launcher (3) Missile Size 4 Rate of Fire 30
Size 1 Missile Launcher (14) Missile Size 1 Rate of Fire 10
Size 3 Missile Launcher (3) Missile Size 3 Rate of Fire 25
Missile Fire Control FC4-R1 (50%) (7) Range 4.1m km Resolution 1
Missile Fire Control FC60-R100 (50%) (1) Range 60.5m km Resolution 100
Missile Fire Control FC70-R100 (50%) (1) Range 70.6m km Resolution 100
S1 Defender M1 (156) Speed: 24,000 km/s End: 3.6m Range: 5.1m km WH: 1 Size: 1 TH: 248 / 148 / 74
S4 Marduk M1 (40) Speed: 20,000 km/s End: 53.6m Range: 64.3m km WH: 5 Size: 4 TH: 120 / 72 / 36
Size 3 Kablam M1 (66) Speed: 26,700 km/s End: 32.1m Range: 51.5m km WH: 4 Size: 3 TH: 142 / 85 / 42
Active Search Sensor MR3-R1 (50%) (1) GPS 34 Range 3.7m km Resolution 1
Active Search Sensor MR67-R100 (50%) (1) GPS 8400 Range 67.2m km Resolution 100
Thermal Sensor TH2-16 (70%) (1) Sensitivity 16 Detect Sig Strength 1000: 16m km
EM Detection Sensor EM2-16 (70%) (1) Sensitivity 16 Detect Sig Strength 1000: 16m 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
Ironsides class Frigate 7,000 tons 687 Crew 1834.4 BP TCS 140 TH 246.4 EM 600
5028 km/s Armour 2-32 Shields 20-300 Sensors 8/8/0/0 Damage Control Rating 26 PPV 24.3
Maint Life 6.59 Years MSP 983 AFR 65% IFR 0.9% 1YR 39 5YR 587 Max Repair 270 MSP
Magazine 156
Magneto-plasma Drive E8.4 (8) Power 88 Fuel Use 84% Signature 30.8 Armour 0 Exp 10%
Fuel Capacity 215,000 Litres Range 65.8 billion km (151 days at full power)
Delta R300/17.5 Shields (8) Total Fuel Cost 140 Litres per day
12cm C4 Ultraviolet Laser (1) Range 120,000km TS: 5028 km/s Power 4-4 RM 4 ROF 5 4 4 4 4 3 2 2 2 1 1
Twin 12cm C4 Ultraviolet Laser Turret (1x2) Range 120,000km TS: 21700 km/s Power 8-8 RM 4 ROF 5 4 4 4 4 3 2 2 2 1 1
CIWS-200 (2x6) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Fire Control S06 60-20000 H50 (1) Max Range: 120,000 km TS: 20000 km/s 92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-1 (1) Total Power Output 12 Armour 0 Exp 5%
Size 3 Missile Launcher (3) Missile Size 3 Rate of Fire 25
Missile Fire Control FC60-R100 (50%) (1) Range 60.5m km Resolution 100
Size 3 Kablam M1 (52) Speed: 26,700 km/s End: 32.1m Range: 51.5m km WH: 4 Size: 3 TH: 142 / 85 / 42
Active Search Sensor MR67-R100 (50%) (1) GPS 8400 Range 67.2m km Resolution 100
Active Search Sensor MR3-R1 (50%) (1) GPS 34 Range 3.7m km Resolution 1
Thermal Sensor TH1-8 (70%) (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
EM Detection Sensor EM1-8 (70%) (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
ECM 10
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
Queensland class Cruiser 16,000 tons 1655 Crew 3773 BP TCS 320 TH 369.6 EM 3150
3300 km/s Armour 3-56 Shields 105-300 Sensors 16/8/0/0 Damage Control Rating 29 PPV 96.76
Maint Life 4.22 Years MSP 1326 AFR 227% IFR 3.2% 1YR 120 5YR 1793 Max Repair 270 MSP
Magazine 374
Magneto-plasma Drive E8.4 (12) Power 88 Fuel Use 84% Signature 30.8 Armour 0 Exp 10%
Fuel Capacity 550,000 Litres Range 73.7 billion km (258 days at full power)
Delta R300/17.5 Shields (42) Total Fuel Cost 735 Litres per day
12cm C4 Ultraviolet Laser (2) Range 120,000km TS: 5000 km/s Power 4-4 RM 4 ROF 5 4 4 4 4 3 2 2 2 1 1
Twin 10cm C3 Ultraviolet Laser Turret (2x2) Range 120,000km TS: 27000 km/s Power 6-6 RM 4 ROF 5 3 3 3 3 2 2 1 1 1 1
Twin 12cm C4 Ultraviolet Laser Turret (2x2) Range 120,000km TS: 21700 km/s Power 8-8 RM 4 ROF 5 4 4 4 4 3 2 2 2 1 1
10cm C3 Ultraviolet Laser (2) Range 120,000km TS: 5000 km/s Power 3-3 RM 4 ROF 5 3 3 3 3 2 2 1 1 1 1
CIWS-200 (2x6) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Fire Control S06 60-20000 H50 (2) Max Range: 120,000 km TS: 20000 km/s 92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-1 (1) Total Power Output 6 Armour 0 Exp 5%
Stellarator Fusion Reactor Technology PB-1 (3) Total Power Output 36 Armour 0 Exp 5%
Size 4 Missile Launcher (6) Missile Size 4 Rate of Fire 30
Size 3 Missile Launcher (6) Missile Size 3 Rate of Fire 25
Missile Fire Control FC70-R100 (50%) (2) Range 70.6m km Resolution 100
Missile Fire Control FC60-R100 (50%) (2) Range 60.5m km Resolution 100
S4 Marduk M1 (56) Speed: 20,000 km/s End: 53.6m Range: 64.3m km WH: 5 Size: 4 TH: 120 / 72 / 36
Size 3 Kablam M1 (50) Speed: 26,700 km/s End: 32.1m Range: 51.5m km WH: 4 Size: 3 TH: 142 / 85 / 42
Active Search Sensor MR3-R1 (50%) (1) GPS 34 Range 3.7m km Resolution 1
Active Search Sensor MR67-R100 (50%) (1) GPS 8400 Range 67.2m km Resolution 100
Thermal Sensor TH2-16 (70%) (1) Sensitivity 16 Detect Sig Strength 1000: 16m km
Thermal Sensor TH1-8 (70%) (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
EM Detection Sensor EM1-8 (70%) (1) Sensitivity 8 Detect Sig Strength 1000: 8m 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
Now here's my carriers and FAC's
Churchill class Fast Attack Craft 1,000 tons 55 Crew 281.9 BP TCS 20 TH 61.6 EM 0
8800 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 9
Maint Life 15.92 Years MSP 176 AFR 8% IFR 0.1% 1YR 1 5YR 20 Max Repair 77 MSP
Magazine 60
GB Magneto-plasma Drive E84 (1) Power 176 Fuel Use 840% Signature 61.6 Armour 0 Exp 30%
Fuel Capacity 40,000 Litres Range 8.6 billion km (11 days at full power)
Size 3 Box Launcher (20) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Missile Fire Control FC60-R100 (50%) (1) Range 60.5m km Resolution 100
Size 3 Kablam M1 (20) Speed: 26,700 km/s End: 32.1m Range: 51.5m km WH: 4 Size: 3 TH: 142 / 85 / 42
Active Search Sensor MR33-R100 (50%) (1) GPS 4200 Range 33.6m km Resolution 100
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
King Louis class Carrier 16,000 tons 898 Crew 2578.8 BP TCS 320 TH 215.6 EM 840
1925 km/s Armour 2-56 Shields 28-300 Sensors 40/40/0/0 Damage Control Rating 63 PPV 0
Maint Life 15.11 Years MSP 4317 AFR 89% IFR 1.2% 1YR 35 5YR 532 Max Repair 126 MSP
Hangar Deck Capacity 6000 tons Magazine 680
Magneto-plasma Drive E8.4 (7) Power 88 Fuel Use 84% Signature 30.8 Armour 0 Exp 10%
Fuel Capacity 1,100,000 Litres Range 147.3 billion km (885 days at full power)
Delta R300/17.5 Shields (11) Total Fuel Cost 193 Litres per day
CIWS-200 (2x6) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Size 3 Kablam M1 (227) Speed: 26,700 km/s End: 32.1m Range: 51.5m km WH: 4 Size: 3 TH: 142 / 85 / 42
Active Search Sensor MR3-R1 (50%) (1) GPS 34 Range 3.7m km Resolution 1
Active Search Sensor MR67-R100 (50%) (1) GPS 8400 Range 67.2m km Resolution 100
Thermal Sensor TH5-40 (70%) (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
EM Detection Sensor EM5-40 (70%) (1) Sensitivity 40 Detect Sig Strength 1000: 40m 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
All of my designs are a bit outdated at the moment as i'm researching components for the next generation i'm actually at magnetic confinement tech but i haven't got the engines researched yet so here's my ships for now, critiques are appreciated.
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Wow, lots of designs. Here are my thoughts: Your gunboats are too slow to be able to close into a range close enough for the meson and beams before being blown to bits. The speed of those craft is slower then the average speed of most main line craft. I wouldn't want to try this unless I was pushing 10k or higher. You can accomplish this by making the craft much smaller.
On the cutter drop to one laser, resize the fire control to be closer to the beams functional range and half the power supply.
The disposable, if it really is disposable, remove the engineering and maintenance entirely, and you have the wrong size power for the mesons, which i would suggest dropping to one anyway to get lighter (in which case the power is correct)
Boomer is a problem. You need to pick a direction for the missile design: speed or quantity. With the reload rate you have, 70 seconds, you have 43 single salvos of missiles which will take nearly an hour to reload and fire all of them. I doubt many primary battle sequences last that long. The missiles are really slow with a somewhat short range. Not really a problem but with slow missiles you need to overwhelm enemy defenses with quantity which you cannot do if it takes you an hour to fire 43 missiles. You would need to field several dozens of this ship to have any success in this config. if it were me i would drop the magazine entirely, research box launchers (or at least reduced size launchers) so you can fit more launchers and increase salvo size and reconsider a size 7 missile. You can field many more launchers in the size 2-4 range. if you want to keep the size 7 then retool your missile design so instead of 14,000mks you are pushing 80,000kms or something ludicrous and then the enemies various anti-missile defenses will have their hands full. Oh, and your missile control needs retooled. You have a 45m range missile with a fire control range of 4m
I don't really have a full critique on the larger ships, but a warship speed of under 3000 is generally going to be good for the receiving end of target practice. :P
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Oh wow, that's a lot of ship classes you've got there. A little hard to read. . _.
I'm kind of new to Aurora, so take my advice with a grain of salt. Or an entire shaker, even.
The gunboats have rather odd displacements. At 850 and 950 tons, when you put them into your Mama FAC tender with 5000 ton capacity, you're always going to have some wasted space. If you raise their tonnages to 1000, you can probably squeeze out a little more firepower or range and still fit five to a tender.
Your Boomer Missile Gunboat has a fire control with a range of only 4. 3m km, but your Hawk MI missiles can go over 10x further, which is a ton of wasted MSP on missile fuel capacity. Your missiles should have ranges as close as possible to FC range, else the range goes to waste. 4. 3m km is really low for a missile too. You'll get blown to pieces without getting a shot off against any missile-armed enemy with that kind of range.
The missiles are weirdly sized too. You spend 6. 8 MSP, but you get a size 7 missile, since size is always rounded up, so you miss out on 0. 2 MSP there. Size 7 is kind of huge too. If you cut your WH to 4 and reduce the fuel to match your fire control, you could get much smaller missiles so you can fire more volleys, though even then, with only one launcher per GB, you don't have much firepower to get past PD. I don't think its possible at this tech level to make an effective gunboat unless you use box launchers, since you won't have enough missiles per volley otherwise.
I haven't tried any beam-armed ships yet, so no comment on your other gunboats.
The Mama FAC tender has a redundant active sensor that doesn't do anything since you have a bigger one of the same resolution on the same design, though I'd put sensors on a dedicated ship, since multi-role ships tend to be less efficient at their jobs. Same idea with point defense: have a dedicated PD ship. Your shields are practically useless too. 3pts of shielding isn't going to do anything for you unless they're throwing pebbles at you. The tender should also carry more fuel unless you plan to bring a tanker along, since it has to refuel your gunboats when they return from fighting, and those thing eat fuel like it's going out of style.
Again, I know nothing about beams, so no comment on Thunderer laser destroyer.
There's not really any reason for every single one of your Comet destroyers to carry active or passive sensors. Those should go on a dedicated sensor ship, like I said before. The PD launchers should also get their dedicated ship as well. Also, mixed role beams/missile ships do very poorly at their jobs, since beams and missiles have such different ranges. At missile range, you've got half-assed missile firepower since you used so much space for lasers and at laser range, you have the opposite problem. Shielding here is worthless again, since 1. 5pts of shield won't do anything noticeable. Your maint life is also absurdly high. I can't imagine a combat ship going that long without maintenance, especially if it only has fuel for about 2/3 of a year of flight anyway. Your destroyer is also *really* slow. It'll take ages for it to get anywhere and it'll get hit by practically everything. Once you swap out the beams and PD, you should have room for more engines and fuel. Your missiles should probably be smaller, since a ton of small missiles can do as much damage as a few big missiles, but are a lot harder to shoot down with PD. It would also be less of a logistical nightmare if you used one type of missile instead of both Hawk and Vulture.
Sorry if anything I said was unclear. General idea is that you should have more specific roles for each ship, since right now each one is trying to fill too many jobs at one time.
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You are gonna need a huge swarm of the guys to actually clear jump points, given their fragility and the sensor problems after a jump.
Your Meson boat will be fine if you drop one of the guns, as mentioned you don't have the power to use two at a time.
I don't like weapons on dedicated carriers, so if I was building it I would drop the gauss turrets entirely, also Beta shields are worth less than the same amount of armor to me, so I would lose those too. If you have the turrets for missile defense, I would use CIWS instead. You could put more armor or carrying capacity on the carrier if you do drop the weapons though. Alternatively replace them with more box launchers.
Also: Active Search Sensor MR1-R1 (1) GPS 24 Range 1. 4m km Resolution 1
Active Search Sensor MR1-R100 (1) GPS 240 Range 1. 4m km Resolution 100
Two sensors, same range, drastically different resolution, you can probably drop the R100 version.
Your laser destroyer has no lasers, so there's that. I actually like the use of particle beams though, especially in a jump point assault role where they can hit at full strength through their entire range without having to chase the enemy down first.
That said, you don't have an active sensor on it, which isn't a problem if you have other ships coming with it, but I still prefer the redundancy in my fleets. Again, you have Gauss turrets, which I just don't like offensively, I would drop these for either more particle beams or CIWS. You have two different technologies involved with your power plants, you could probably save some weight by shifting exclusively to the best ones.
And the missile boat, I think you are packing too much into this, 3 different types of missiles, particle beams (which you don't appear to have a power plant for), the sensors and fire controls for all of these, and the magazines make for a kind of abomination of a design if I am going to be frank, this could work if you added perhaps 10000 tons to the ships weight, but as it is it is not doing anything well enough to be worthwhile.
I would split it into two different ships, one offensive missile based, the other for the fleet defense role. If you want to combine the roles on one vessel, then drop the particle beams entirely, they are redundant if they are deployed with the Thunderer anyway. Pick one size for offensive launchers and stick with it. if you dropped the size 8 and the particle beams, you could probably fit enough size 7 launchers to have a fairly respectable salvo weight. You could also cram some more antimissile launchers in there.
Your antimissile strongly outranges your AMM sensor.
General notes: Gunboats.
Your speed is fairly decent for your tech level, but the advice given above can certainly help bump it up. For missile carrying gunboats I find it kind of a waste to have reloadable launchers at all, put some box launchers on that guy or if you don't have those yet, the smallest launcher with the reduction tech you have available, You could probably fit 10 or so box launchers in the space taken by the current regular one and its magazine.
Ships.
Biggest problem? Speed, these things are sloooww. which means basically a 100% hit rate for the enemies firing on you. Not a ton you can do to change that at your current tech level, but your own anti ship missile would hit all the time against these guys. And they won't catch anything in a jump point assault if the other side doesn't want them to. Speed is less important on your missile combatants, but the energy guys would end up being essentially useless.
After that I think shields and gauss turrets are an issue, as I previously mentioned, but there are arguments that could be made for them as well.
You also have way more maintenance life than you need, could definitely drop that a bit.
Missile design: As previously noted you have some wasted space in your designs, but they have fairly decent stats anyway. I would design a purpose built missile for warp point assaults, call it a CAM or something. Give it a tiny endurance and pump the free points into warhead and engine. Load it on your Gunboats or on Box launchers for your main combatants during warp point assaults.
Closing:
Honestly you will find more success with these tactics at Ion drive level or higher, but you could do it with enough numbers and some refinement, as long as you don't mind huge losses.
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Thanks for the input guys, as to the Gauss turrets i use them for a sort of net pd, I use all my ships to contribute to general defense which allows for a higher overall number of missiles to be eliminated, I've been using this setup ever since i ran into a massive missile force of enemy ships, I only managed to keep myships because of the netcentric method of pd I used, I hadn't made CIWS yet but the ships i had ( armed Grav survey vessels ) were able to knowckdown a heck of alot of missiles, Most were size 1 i think, with only minor damage to my lead ship and tanker. Anyways heres the updated designs, It took awhile to get box launchers but i got a greater net missile launch capability for the Boomers.
Boomer class Missile Gunboat 800 tons 29 Crew 69. 9 BP TCS 16 TH 80 EM 0
5000 km/s Armour 1-7 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 8. 1
Maint Life 0 Years MSP 0 AFR 160% IFR 2. 2% 1YR 12 5YR 179 Max Repair 20 MSP
Magazine 54
GB Nuclear Pulse Engine E70 (1) Power 80 Fuel Use 700% Signature 80 Armour 0 Exp 15%
Fuel Capacity 10,000 Litres Range 3. 2 billion km (7 days at full power)
Size 6 Box Launcher (9) Missile Size 6 Hangar Reload 45 minutes MF Reload 7. 5 hours
Missile Fire Control FC4-R100 (1) Range 4. 3m km Resolution 100
Eagle M1 (9) Speed: 12,700 km/s End: 6. 8m Range: 5. 2m km WH: 8 Size: 6 TH: 110 / 66 / 33
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
Cutter class Laser Gunboat 700 tons 79 Crew 107 BP TCS 14 TH 80 EM 0
5714 km/s Armour 1-7 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 0 Years MSP 0 AFR 140% IFR 1. 9% 1YR 25 5YR 371 Max Repair 43 MSP
GB Nuclear Pulse Engine E70 (1) Power 80 Fuel Use 700% Signature 80 Armour 0 Exp 15%
Fuel Capacity 10,000 Litres Range 3. 7 billion km (7 days at full power)
10cm C3 Near Ultraviolet Laser (1) Range 90,000km TS: 5714 km/s Power 3-3 RM 3 ROF 5 3 3 3 2 1 1 1 1 1 0
Fire Control S03 96-3000 (1) Max Range: 192,000 km TS: 3000 km/s 95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor Technology PB-1 (1) Total Power Output 3 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
Disposable class Gunboat 800 tons 84 Crew 95. 5 BP TCS 16 TH 80 EM 0
5000 km/s Armour 1-7 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 0 Years MSP 0 AFR 160% IFR 2. 2% 1YR 27 5YR 409 Max Repair 43 MSP
GB Nuclear Pulse Engine E70 (1) Power 80 Fuel Use 700% Signature 80 Armour 0 Exp 15%
Fuel Capacity 10,000 Litres Range 3. 2 billion km (7 days at full power)
R1. 5/C3 Meson Cannon (1) Range 15,000km TS: 5000 km/s Power 3-3 RM 1. 5 ROF 5 1 0 0 0 0 0 0 0 0 0
Fire Control S04 24-12000 (1) Max Range: 48,000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 (1) Total Power Output 3 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
Mama class FAC Tender 25,350 tons 1237 Crew 2646 BP TCS 507 TH 480 EM 0
946 km/s Armour 5-76 Shields 0-0 Sensors 12/12/0/0 Damage Control Rating 34 PPV 106. 2
Maint Life 10. 29 Years MSP 5598 AFR 209% IFR 2. 9% 1YR 96 5YR 1443 Max Repair 76 MSP
Hangar Deck Capacity 5000 tons Magazine 1512
Nuclear Pulse Engine E7 (12) Power 40 Fuel Use 70% Signature 40 Armour 0 Exp 5%
Fuel Capacity 350,000 Litres Range 35. 5 billion km (434 days at full power)
Twin Gauss Cannon R2-100 Turret (6x4) Range 20,000km TS: 20000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S03 96-3000 (2) Max Range: 192,000 km TS: 3000 km/s 95 90 84 79 74 69 64 58 53 48
Eagle M1 (252) Speed: 12,700 km/s End: 6. 8m Range: 5. 2m km WH: 8 Size: 6 TH: 110 / 66 / 33
Active Search Sensor MR1-R1 (1) GPS 24 Range 1. 4m km Resolution 1
Active Search Sensor MR14-R100 (1) GPS 2400 Range 14. 4m km Resolution 100
Thermal Sensor TH2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
EM Detection Sensor EM2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m 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
Thunderer class Laser Destroyer 13,450 tons 1229 Crew 1774 BP TCS 269 TH 560 EM 0
2081 km/s Armour 5-50 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 17 PPV 85. 1
Maint Life 3. 35 Years MSP 577 AFR 206% IFR 2. 9% 1YR 78 5YR 1167 Max Repair 76 MSP
Nuclear Pulse Engine E7 (14) Power 40 Fuel Use 70% Signature 40 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 38. 2 billion km (212 days at full power)
Twin 10cm C3 Near Ultraviolet Laser Turret (2x2) Range 90,000km TS: 20000 km/s Power 6-6 RM 3 ROF 5 3 3 3 2 1 1 1 1 1 0
15cm C3 Near Ultraviolet Laser (2) Range 180,000km TS: 3000 km/s Power 6-3 RM 3 ROF 10 6 6 6 4 3 3 2 2 2 1
Particle Beam-3 (4) Range 150,000km TS: 3000 km/s Power 7-4 ROF 10 3 3 3 3 3 3 3 3 3 3
Twin Gauss Cannon R2-100 Turret (2x4) Range 20,000km TS: 20000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S05 128-3750 (4) Max Range: 256,000 km TS: 3750 km/s 96 92 88 84 80 77 73 69 65 61
Fire Control S03 96-3000 (3) Max Range: 192,000 km TS: 3000 km/s 95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor Technology PB-1 (3) Total Power Output 18 Armour 0 Exp 5%
Gas-Cooled Fast Reactor Technology PB-1 (2) Total Power Output 18 Armour 0 Exp 5%
Active Search Sensor MR14-R100 (1) GPS 2400 Range 14. 4m km Resolution 100
Active Search Sensor MR1-R1 (1) GPS 24 Range 1. 4m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
Comet class Missile Destroyer 7,750 tons 682 Crew 947 BP TCS 155 TH 320 EM 60
2064 km/s Armour 3-34 Shields 2-225 Sensors 12/12/0/0 Damage Control Rating 14 PPV 24
Maint Life 3. 87 Years MSP 305 AFR 120% IFR 1. 7% 1YR 32 5YR 482 Max Repair 42 MSP
Magazine 710
Nuclear Pulse Engine E7 (8) Power 40 Fuel Use 70% Signature 40 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 33. 2 billion km (186 days at full power)
Beta R225/10. 5 Shields (1) Total Fuel Cost 11 Litres per day
Size 8 Missile Launcher (75% Reduction) (1) Missile Size 8 Rate of Fire 160
Size 7 Missile Launcher (2) Missile Size 7 Rate of Fire 70
Size 1 Missile Launcher (4) Missile Size 1 Rate of Fire 10
Missile Fire Control FC43-R100 (2) Range 43. 2m km Resolution 100
Missile Fire Control FC4-R1 (4) Range 4. 3m km Resolution 1
Hawk M1 (85) Speed: 15,300 km/s End: 49. 4m Range: 45. 4m km WH: 8 Size: 6. 8 TH: 86 / 52 / 26
Vulture M1 (16) Speed: 10,000 km/s End: 48. 2m Range: 28. 9m km WH: 16 Size: 8 TH: 53 / 32 / 16
Active Search Sensor MR14-R100 (1) GPS 2400 Range 14. 4m km Resolution 100
Active Search Sensor MR1-R100 (1) GPS 240 Range 1. 4m km Resolution 100
Thermal Sensor TH2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
EM Detection Sensor EM2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m 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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Looking much better. On the Boomers you kind of went in an odd direction with making the missiles so short ranged but you get points for having the fire control and missile range being compatible distances. From here it is preference based on your enemies. The size missiles you are using are pretty big. If you face an AI that employs ships with lots of missile defense you might need to reconfigure to a smaller missile with more launch tubes to overwhelm enemy PD. Otherwise much better.
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The reason the boomers are so short ranged is that they would be used as third-second wave jp assaults & raiding units so their weapons only need a few mkm range.
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Just a few things:
Your actives have a maximum range of 14.4mkm but your missiles have a max. range of 45.4mkm. While you adjusted the range of your firecon, they won´t be able to lock on to a target, as you can´t light it up until at 14.4mkm
The beam firecons for your turrets seem to be x1 tracking speed (3.000km/s). To take advantage of the 20.000km/s tracking speed of your turrets, you should design x4 tracking speed FCs. You could also redesign your turret to only have a tracking speed of 12.000km/s to match, but personally, I overdesign my turrets at least one level (i.e. I can build 12.000km/s FC, I build 16.000km/s turrets), so later on I only need to upgrade the firecon and keep the turrets.
I think you forgot to update the missile loadout on the Comet, as you have only size 6.8 and size 8 missile, but mount size-1 launchers too.
Anyway, the two big missiles are realy strange. Size-7 and size-8?
The following missiles are designed with Nuclear Pulse Missile Drive, Warhead strength 4 and Missile Agility 48
Short-ranged attack missile with Warhead 1.75, Engine 3.25, Fuel 0.25, Agility 1
Missile Size: 6 MSP (0.3 HS) Warhead: 7 Armour: 0 Manoeuvre Rating: 18
Speed: 20000 km/s Endurance: 9 minutes Range: 10.7m km
Cost Per Missile: 3.95
Chance to Hit: 1k km/s 360% 3k km/s 108% 5k km/s 72% 10k km/s 36%
The medium-ranged version has Warhead 1.5, Engine 3, Fuel 0.5, Agility 1 gives me this size-6 missile
Missile Size: 6 MSP (0.3 HS) Warhead: 6 Armour: 0 Manoeuvre Rating: 18
Speed: 20000 km/s Endurance: 18 minutes Range: 21.4m km
Cost Per Missile: 3.7
Chance to Hit: 1k km/s 360% 3k km/s 108% 5k km/s 72% 10k km/s 36%
And the long-range version would pull 0.5 from warhead to fuel (Warhead 1, engine 3, Fuel 1, Agility 1) and look like this:
Missile Size: 6 MSP (0.3 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 18
Speed: 20000 km/s Endurance: 36 minutes Range: 42.9m km
Cost Per Missile: 3.2
Chance to Hit: 1k km/s 360% 3k km/s 108% 5k km/s 72% 10k km/s 36%
Wow, 4 firecons for 4 AMM launchers. Don´t you think that´s a wee bit of an overkill?
Important things:
To-hit chance is a lot better, which is important, because the strongest missile is of no use if it can´t hit the target.
The faster your missile goes, the harder it is to shoot down by PD. Your short-range missile is basicly a sitting duck at 10.000km/s.
The higher your volume of fire is, the better you are able to overcome PD. Three ASM launchers on your Comet are not going to cut it, especially as they fire missiles of different speed (very hard to do a time on target salvo)
Larger launchers have horrible rate-of-fire in the earlier stages of the game, again, volume of fire is your friend.
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I just realized the lack of armament update for that i thank you as to the AS size i was aware but i was trying to balance it so that my sensors weren't too big for the ships firing them, Anyways i don't need more than a few milion km AS as those ships are likely being sent in withut specialised sensor boats which i'll use as spotters. The extra missile range is just for when i actually break into the system and i can send my command ships in, I'll post a design for one of the Command Boats in a little while. ALso the missile designs you posted are helpful and i'll see if i can develop some units for that. Also the 96-3000 are my long range units, I may have made a design mistake there and i'll try and rectify it. The slow heavy missiles i have are mainly for finishing of crippled enemy units that have lost speed and which i want to overkill. Otherwise i'm going to modify the designs, I've almost got Ion engines so i'll have to redesign the ships anyways.
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Here are the new designs, Ion missile drive is still in development but the shipboard engines are working.
Boomer - Mk 2 class Missile Gunboat 1,000 tons 30 Crew 97.8 BP TCS 20 TH 120 EM 0
6000 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 11.7
Maint Life 0 Years MSP 0 AFR 200% IFR 2.8% 1YR 18 5YR 274 Max Repair 30 MSP
Magazine 78
GB Ion Engine E70 (1) Power 120 Fuel Use 700% Signature 120 Armour 0 Exp 15%
Fuel Capacity 10,000 Litres Range 2.6 billion km (4 days at full power)
Size 6 Box Launcher (13) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Missile Fire Control FC6-R100 (1) Range 6.5m km Resolution 100
Eagle M1 (13) Speed: 12,700 km/s End: 6.8m Range: 5.2m km WH: 8 Size: 6 TH: 110 / 66 / 33
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
Cutter - Mk 2 class Laser Gunboat 950 tons 116 Crew 147.5 BP TCS 19 TH 120 EM 0
6315 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 6
Maint Life 0 Years MSP 0 AFR 190% IFR 2.6% 1YR 35 5YR 525 Max Repair 43 MSP
GB Ion Engine E70 (1) Power 120 Fuel Use 700% Signature 120 Armour 0 Exp 15%
Fuel Capacity 10,000 Litres Range 2.7 billion km (4 days at full power)
10cm C3 Near Ultraviolet Laser (2) Range 90,000km TS: 6315 km/s Power 3-3 RM 3 ROF 5 3 3 3 2 1 1 1 1 1 0
Fire Control S03 96-3000 (1) Max Range: 192,000 km TS: 3000 km/s 95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor Technology PB-1 (1) Total Power Output 6 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
Disposable - Mk 2 class Gunboat 950 tons 116 Crew 114.5 BP TCS 19 TH 120 EM 0
6315 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 6
Maint Life 0 Years MSP 0 AFR 190% IFR 2.6% 1YR 30 5YR 452 Max Repair 43 MSP
GB Ion Engine E70 (1) Power 120 Fuel Use 700% Signature 120 Armour 0 Exp 15%
Fuel Capacity 10,000 Litres Range 2.7 billion km (4 days at full power)
R1.5/C3 Meson Cannon (2) Range 15,000km TS: 6315 km/s Power 3-3 RM 1.5 ROF 5 1 0 0 0 0 0 0 0 0 0
Fire Control S04 24-12000 (1) Max Range: 48,000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 (1) Total Power Output 3 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
Mama - Mk 2 class FAC Tender 25,950 tons 1331 Crew 2955.5 BP TCS 519 TH 540 EM 0
1387 km/s Armour 5-78 Shields 0-0 Sensors 12/12/0/0 Damage Control Rating 42 PPV 106.2
Maint Life 11.64 Years MSP 6313 AFR 165% IFR 2.3% 1YR 86 5YR 1284 Max Repair 76 MSP
Hangar Deck Capacity 5000 tons Magazine 1512
Ion Engine E7 (12) Power 60 Fuel Use 70% Signature 45 Armour 0 Exp 5%
Fuel Capacity 350,000 Litres Range 34.7 billion km (289 days at full power)
Twin Gauss Cannon R2-100 Turret (6x4) Range 20,000km TS: 20000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S04 24-12000 (2) Max Range: 48,000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
Eagle M1 (252) Speed: 12,700 km/s End: 6.8m Range: 5.2m km WH: 8 Size: 6 TH: 110 / 66 / 33
Active Search Sensor MR1-R1 (1) GPS 24 Range 1.4m km Resolution 1
Active Search Sensor MR14-R100 (1) GPS 2400 Range 14.4m km Resolution 100
Thermal Sensor TH2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
EM Detection Sensor EM2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m 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
Comet Mk 2 class Missile Destroyer 10,150 tons 961 Crew 1373 BP TCS 203 TH 360 EM 60
2364 km/s Armour 3-41 Shields 2-225 Sensors 12/12/0/0 Damage Control Rating 19 PPV 40
Maint Life 6.79 Years MSP 761 AFR 91% IFR 1.3% 1YR 29 5YR 431 Max Repair 42 MSP
Magazine 978
Ion Engine E7 (8) Power 60 Fuel Use 70% Signature 45 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 38.0 billion km (186 days at full power)
Beta R225/10.5 Shields (1) Total Fuel Cost 11 Litres per day
Size 8 Missile Launcher (75% Reduction) (1) Missile Size 8 Rate of Fire 160
Size 7 Missile Launcher (4) Missile Size 7 Rate of Fire 70
Size 1 Missile Launcher (6) Missile Size 1 Rate of Fire 10
Missile Fire Control FC43-R100 (2) Range 43.2m km Resolution 100
Missile Fire Control FC4-R1 (4) Range 4.3m km Resolution 1
Pigeon Mark 1 (204) Speed: 18,800 km/s End: 6.8m Range: 7.7m km WH: 1 Size: 1 TH: 138 / 82 / 41
Hawk M1 (88) Speed: 15,300 km/s End: 49.4m Range: 45.4m km WH: 8 Size: 6.8 TH: 86 / 52 / 26
Vulture M1 (22) Speed: 10,000 km/s End: 48.2m Range: 28.9m km WH: 16 Size: 8 TH: 53 / 32 / 16
Active Search Sensor MR14-R100 (1) GPS 2400 Range 14.4m km Resolution 100
Active Search Sensor MR1-R100 (1) GPS 240 Range 1.4m km Resolution 100
Thermal Sensor TH2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
EM Detection Sensor EM2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
ECM 10
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
Thunderer - MK 2 class Laser Destroyer 13,400 tons 1251 Crew 2005.5 BP TCS 268 TH 540 EM 0
2686 km/s Armour 5-50 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 20 PPV 85.1
Maint Life 5.1 Years MSP 935 AFR 143% IFR 2% 1YR 60 5YR 899 Max Repair 76 MSP
Ion Engine E7 (12) Power 60 Fuel Use 70% Signature 45 Armour 0 Exp 5%
Fuel Capacity 220,000 Litres Range 42.2 billion km (181 days at full power)
15cm C3 Near Ultraviolet Laser (2) Range 180,000km TS: 3000 km/s Power 6-3 RM 3 ROF 10 6 6 6 4 3 3 2 2 2 1
Twin 10cm C3 Near Ultraviolet Laser Turret (2x2) Range 90,000km TS: 20000 km/s Power 6-6 RM 3 ROF 5 3 3 3 2 1 1 1 1 1 0
Particle Beam-3 (4) Range 150,000km TS: 3000 km/s Power 7-4 ROF 10 3 3 3 3 3 3 3 3 3 3
Twin Gauss Cannon R2-100 Turret (2x4) Range 20,000km TS: 20000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S03 96-3000 (3) Max Range: 192,000 km TS: 3000 km/s 95 90 84 79 74 69 64 58 53 48
Fire Control S05 128-3750 (4) Max Range: 256,000 km TS: 3750 km/s 96 92 88 84 80 77 73 69 65 61
Pebble Bed Reactor Technology PB-1 (3) Total Power Output 18 Armour 0 Exp 5%
Gas-Cooled Fast Reactor Technology PB-1 (2) Total Power Output 18 Armour 0 Exp 5%
Active Search Sensor MR1-R1 (1) GPS 24 Range 1.4m km Resolution 1
Active Search Sensor MR14-R100 (1) GPS 2400 Range 14.4m km Resolution 100
ECM 10
This design is classed as a Military Vessel for maintenance purposes
Nelson class Command Ship 5,550 tons 580 Crew 923 BP TCS 111 TH 135 EM 90
1621 km/s Armour 1-27 Shields 3-225 Sensors 12/12/0/0 Damage Control Rating 11 PPV 26.55
Maint Life 3.66 Years MSP 1104 AFR 246% IFR 3.4% 1YR 128 5YR 1916 Max Repair 160 MSP
Flag Bridge
Ion Engine E7 (3) Power 60 Fuel Use 70% Signature 45 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 46.3 billion km (330 days at full power)
Beta R225/10.5 Shields (2) Total Fuel Cost 21 Litres per day
Twin 10cm C3 Near Ultraviolet Laser Turret (3x2) Range 48,000km TS: 20000 km/s Power 6-6 RM 3 ROF 5 3 3 3 2 0 0 0 0 0 0
Fire Control S04 24-12000 (1) Max Range: 48,000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
Gas-Cooled Fast Reactor Technology PB-1 (2) Total Power Output 18 Armour 0 Exp 5%
Active Search Sensor MR96-R100 (1) GPS 16000 Range 96.0m km Resolution 100
Active Search Sensor MR1-R1 (1) GPS 24 Range 1.4m km Resolution 1
Thermal Sensor TH2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
EM Detection Sensor EM2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
ECM 10
This design is classed as a Military Vessel for maintenance purposes
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You know, if you bracket each ship with code/code tags (the # icon), they'll separate better and be a bit more readable :)
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Sorry for making the rest of the thread rather irrelevant, skip to here in order to actually read comments or post...