Kirishima class Scout Frigate 6,000 tons 517 Crew 2500.7 BP TCS 120 TH 431 EM 0
7183 km/s Armour 8-29 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 7 PPV 0
Maint Life 3.06 Years MSP 1823 AFR 41% IFR 0.6% 1YR 293 5YR 4388 Max Repair 1400 MSP
Magnetic Confinement Fusion Drive E6.5 (6) Power 143.75 Fuel Use 65% Signature 71.875 Armour 0 Exp 12%
Fuel Capacity 515,000 Litres Range 237.7 billion km (382 days at full power)
Active Search Sensor MR196-R1 (1) GPS 1400 Range 196.0m km Resolution 1
Kuma class Missile Frigate 6,000 tons 471 Crew 1714.3 BP TCS 120 TH 431 EM 0
7183 km/s Armour 4-29 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 12 PPV 26.5
Maint Life 2.05 Years MSP 357 AFR 144% IFR 2% 1YR 113 5YR 1693 Max Repair 168 MSP
Magazine 480
Magnetic Confinement Fusion Drive E6.5 (6) Power 143.75 Fuel Use 65% Signature 71.875 Armour 0 Exp 12%
Fuel Capacity 250,000 Litres Range 115.4 billion km (185 days at full power)
Size 5 Missile Launcher (33% Reduction) (10) Missile Size 5 Rate of Fire 500
Size 1 Missile Launcher (10) Missile Size 1 Rate of Fire 5
Missile Fire Control FC210-R20 (1) Range 210.4m km Resolution 20
Missile Fire Control FC70-R1 (2) Range 70.6m km Resolution 1
Tanto, Size 1 AMM (280) Speed: 47,800 km/s End: 2.4m Range: 7m km WH: 1 Size: 1 TH: 510 / 306 / 153
Saya, Size 5 ASM (40) Speed: 20,000 km/s End: 60m Range: 82m km WH: 0 Size: 5 TH: 66 / 40 / 20
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Kagero class Scout Frigate 7,000 tons 663 Crew 2666.2 BP TCS 140 TH 503 EM 0
7185 km/s JR 3-50 Armour 5-32 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 7 PPV 0
Maint Life 2.6 Years MSP 1666 AFR 56% IFR 0.8% 1YR 347 5YR 5202 Max Repair 1400 MSP
J7000(3-50) Military Jump Drive Max Ship Size 7000 tons Distance 50k km Squadron Size 3
Magnetic Confinement Fusion Drive E6.5 (7) Power 143.75 Fuel Use 65% Signature 71.875 Armour 0 Exp 12%
Fuel Capacity 120,000 Litres Range 47.5 billion km (76 days at full power)
Active Search Sensor MR876-R20 (1) GPS 28000 Range 876.5m km Resolution 20
Empire of the Rising Sun | vs | Kagoshima Aliens |
1x Kagero, 7ktons | 6x Gwangmyeong, 1kton | |
1x Kirishima, 6ktons | 1x Namwon, 12.2ktons | |
8x Kuma, 6ktons | 1x Chungmugong, 12.2ktons | |
1x Iri, 6.1ktons | ||
5x Jinju, 6.05ktons | ||
3x Busan, 6.1ktons | ||
1x Ganggyeong, 6.1ktons |
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 11
Speed: 76200 km/s Endurance: 14 minutes Range: 55m km
Cost Per Missile: ???
Chance to Hit: 1k km/s 750% 3k km/s 250% 5k km/s 148% 10k km/s 74%
This was the best I could do to replicate that so your speed is slightly higher than mine. Perhaps fuel efficiency?Uhm, sorry about that. I dry-run designs through my personal excel, so sometimes my designs are slightly off (and I cant calculate missiles costs). Anyway I cant even replicate my own design with the posted stats, so my guess is I forgot to change a technology parameter. My bad really. Sorry.
The only problem I see with using tiny missiles is that making them go very far can cost you alot in fuel MSP. The two-stage design scales better as tech increases, both in range and in armour penetration. Like I mentioned, I could get WH4 on the Wakizashi if I was willing to sacrifice 5000km/s.Let's keep two things apart: Overall size, and two-stage missiles. Of course two-stagers are generally larger, but even for these there is the question on how large one should make them exactly.
The danger with tiny missiles is that simply by increasing their engine % on ships, enemies who outrange you with bigger missiles now also outrun you. Normally, this spells the end for a fleet, but the two-stage missile can turn a speed disadvantage into a significant range advantage if you can bait them into chasing you.Actually, multi-stage missiles are much more sensitive towards the speed of the enemy. You witnessed that when the enemy disengaged and your missiles could not close the distance quickly enough before they ran out of fuel. Suppose your enemy increases its engines, and gets to a speed of 7,500 instead of 6,666. The multi-stage missiles have an effective range of circa 45m km, instead of 48m km (-6%), while the one-stage design has 49.3 instead of 50 (-1%). Even more pronounced against an enemy running 10k km/s: Multi-stagers loose 25%, single-stage design only 5%. Of course this only applies to chase-battles where the other guy is running, but of course that is a valid tactical option for him.
I basically think that this two-stage design is a mid-tech design (starting around Internal Confinement) that does particularly well against higher or equal tech enemies, while is inefficient against lower tech.I agree that two-stage designs can be very valuable, but I maintain that tiny two-stage designs are preferable to large ones ;-)
I did mention, however, that the Wakizashi could manage Warhead 4. Which does crater a bit. I understand your point about size 3s, but if the Wakizashi carried a strength-4? How would that change your analysis?Yes you did mention that, and I do not mean to discount that. I was solely exploiting your initial post to show that there is an easy rule to check if a missile is optimally designed in one aspect.
Still, it might be feasible to make two versions of the Saya. One carries a strength-4 Wakizashi, the other carries 3x strength-1 Sho-Wakizashi. Fire the Sho- ones first to soak AMMs galore, and to test missile defence, then fire the ship-killers.Personally, I would actually put a much larger proportion of the missile towards the warhead. In a two-stage design this could mean the following:
Yumi, Size 2 Multi-Stage
Missile Size: 2 MSP (0.10 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10
Speed: 25000 km/s Endurance: 48 minutes Range: 72.0m km
Cost Per Missile: ???
Second Stage: Ya, Size 1.1 ASM x1
Second Stage Separation Range: 10,000,000 km
Overall Endurance: 1 hours Overall Range: 82.0m km
Ya, Size 1.1 ASM
Missile Size: 1.1 MSP (0.055 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 13
Speed: 31800 km/s Endurance: 7 minutes Range: 13.0m km
Cost Per Missile: ???
Chance to Hit: 1k km/s 410% 3k km/s 140% 5k km/s 83% 10k km/s 41%
This design is also much less likely to hit (62% against 6,666km/s, instead of 100%) compared to your revised design, but also has a much larger warhead/size (4/2=2, instead of 4/5=0.8 ). So the expected damage (per missile size) is larger (by 50%!). It has the same effective range against a fleeing enemy. It is considerably easier to shoot down due to the low speed of the second stage, but at the same time there are much more missiles per salvo, and these are launched in quicker succession, so that’s a bit better in this aspect as well.Hira, Size 2 ASM
Missile Size: 2 MSP (0.10 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 15
Speed: 38,800 km/s Endurance: 27 minutes Range: 75.0m km
Cost Per Missile: ???
Chance to Hit: 1k km/s 580% 3k km/s 190% 5k km/s 120% 10k km/s 58%
Or, even more likely, the following one which could also be fired from PD-tubes, although it looses out on the crating:Kuaiken, Size 1 ASM
Missile Size: 1 MSP (0.05 HS) Warhead: 2 Armour: 0 Manoeuvre Rating: 15
Speed: 38,800 km/s Endurance: 27 minutes Range: 75.0m km
Cost Per Missile: ???
Chance to Hit: 1k km/s 580% 3k km/s 190% 5k km/s 120% 10k km/s 58%
The later is relatively easy to asses with only one assumption. Assume the enemy can shoot down Y of your missiles per minute, and you launch Z missiles per minute. Then X=Z-Y missiles will get through. Quite simple, really. (Ok, one should make a small distinction between final fire and AMM, and take some final-sample effects into account, but all this can be done and it does not really change much)
Javelin-4 AMM
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 23
Speed: 55000 km/s Endurance: 4 minutes Range: 12.9m km
Cost Per Missile: 1.4917
Chance to Hit: 1k km/s 1265% 3k km/s 414% 5k km/s 253% 10k km/s 126.5%
Materials Required: 0.25x Tritanium 0.9867x Gallicite Fuel x125
Long Lance ASM6-2
Missile Size: 6 MSP (0.3 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10
Speed: 16700 km/s Endurance: 86 minutes Range: 85.9m km
Cost Per Missile: 6.12
Second Stage: Dagger ASM3 x1
Second Stage Separation Range: 150,000 km
Overall Endurance: 1 hours Overall Range: 98.8m km
Chance to Hit: 1k km/s 167% 3k km/s 50% 5k km/s 33.4% 10k km/s 16.7%
Materials Required: 1x Tritanium 0.07x Uridium 4.66x Gallicite Fuel x5000
Dagger ASM3
Missile Size: 3 MSP (0.15 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 12
Speed: 66700 km/s Endurance: 3 minutes Range: 12.9m km
Active Sensor Strength: 0.07 Sensitivity Modifier: 140%
Resolution: 50 Maximum Range vs 2500 ton object (or larger): 60,000 km
Cost Per Missile: 4.4533
Chance to Hit: 1k km/s 800.4% 3k km/s 264% 5k km/s 160.1% 10k km/s 80%
Materials Required: 1x Tritanium 0.07x Uridium 3.2433x Gallicite Fuel x375
Akula-4 ASM6
Missile Size: 6 MSP (0.3 HS) Warhead: 6 Armour: 0 Manoeuvre Rating: 13
Speed: 43300 km/s Endurance: 33 minutes Range: 85.6m km
Active Sensor Strength: 0.14 Sensitivity Modifier: 140%
Resolution: 50 Maximum Range vs 2500 ton object (or larger): 130,000 km
Cost Per Missile: 6.0483
Chance to Hit: 1k km/s 562.9% 3k km/s 182% 5k km/s 112.6% 10k km/s 56.3%
Materials Required: 1.5x Tritanium 0.14x Uridium 4.5633x Gallicite Fuel x5000
From a cost/efficiency standpoint, for single stage missiles, size 4 still seems to be the optimal solution. Going below size 4 means you will see diminishing returns on range and sensor capability, but you get increased capacity. The flip side is that your smaller ASM's lack speed, which is killer.Size has no effect on range or speed.
I like your chart, but i think you're waving this off a bit too much.
Final fire has a peak, but as long as there are good enough sensors and launchers, a competent AMM defense is almost entirely attritional in nature. That is to say, its very difficult to breach an AMM umbrella of equivalent technology until it runs out of missiles.
This attritional problem is why I don't like to use tiny missiles. They kind of break the missile balance, even without looking at how hard final defensive fire sucks against them. The final nail in the coffin is that they are almost free to research while big missiles are hella expensive.
This is getting VERY nice! Thanks for that chart! I shall see to never using anything other than WH:4.
Just to add more about AMM fire:
There are three factors that determine what gets through an AMM envelope.
1) Hit Rate against your missiles.
2) AMM range vs missile speed (aka. number of interception chances)
3) AMM ammunition count.
Tiny WH:1 ASMs win on number 3. They launch faster and in more numbers than AMMs can intercept them. Fair enough, they break the game. For getting through the most damage through a contemporary AMM umbrella, size 1s win hands down.
Now let's talk about the other two. This is why speed is so important.
Take the Tanto;
47800km/s, maneuver 32. It has 19% vs an 80 000 km/s missile and about 38% vs 40 000 km/s.
However, it also has a range of 7 million km.
VS the 40kkm/s missile
The first interception occurs around 3.5 million km range. 2nd is at 1.75 million, 3rd at 875 thousand, 4th at 440 thousand, 5th at point blank.
So it generates 38% chance to hit, across 5 chances to hit it. At 3v1, the leak rate of this umbrella is ~24% per interception = 0.07% getting through all interceptions.
This is the reason why my fleet suffered exactly one hit.
VS the 80kkm/s Wakizashi
The first interception occurs around 2.33 million km. 2nd is at 777 thousand, 3rd at point blank.
So it generates 19% chance to hit, across 3 chances. At 3v1, the leak rate is 53% per interception meaning a whopping 15% go straight through! Even at 5v1, the leak rate for all chances is still at 4%.
… Going below size 4 means you will see diminishing returns on range … The flip side is that your smaller ASM's lack speed, which is killer…For example, if your facing an opponent using the small missile doctrine, range WILL be an issue…
There's two things I'd like to point out. 1) Agility points are independent of missile size. 2) Warhead strength is independent of size.At the risk of repeating a bit what TheDeadlyShoe said:
Yes, it *is* indeed possible to get a smaller missile with the same speed and range, since those are proportional to size. However, you then have to lower either your warhead or agility ratings, which are not proportional, and thus are flatly lower. It's indeed possible to get missiles with better performance in *very* small packages, but actually doing decent damage when they get there is another story.
4) When thinking about damage templates, there are two limiting regimes: the warhead can penetrate the targets armor and do internal damage with a single hit, or it can't. Consider a ship with thick armor (e.g. 12, or 20, or even 6) and a strength-9 warhead, which has penetration 3 and so needs to hit a patch of armor only 2 units thick in order to do internal damage. Because of the way statistics of large numbers works, you should assume that you're going to have to grind away essentially all of the armor before you're able to do internal damage.I think you are underballing damage clustering. Check this out:
EDIT - Ninja!! (I got pulled away while typing ). Theokrat's post is spot on. One caveat: when you start talking about missile armor the advantage goes to the big missiles.Yeah - now if only armor scaled up with technology. :(
Just for kicks... looking at a 40,000ton freighter being hit by strength 1 warheads. That's 104 armor columns, but with 20 missile hits you have a 84% chance of having scored internal damage.
My gut feel is that if your warhead can penetrate with 2 or maybe 3 hits, then you're probably not in the sandblasting regime, i.e. large warheads are better because they penetrate (and cluster) better, but anything more than that and you're in sandblasting mode.Another important factor is how big the crater is vs how large the target. When you start getting craters that are around 1/3 of the total columns on the ship the chances of getting an early internal hit go up much faster than what the sandblasting will get you. A quick example with a smaller ship (17 columns and 6 points of armor each) and size 16 warheads. (Size 16 gets a maximum of 4 levels of penetration and damages at least 7 columns.) By the fourth hit you will already have some damage overlaping. On that fourth hit you have a small chance to get internals. If you didn't then by the fifth you are pretty much garrunteed hitting somewhere that has already lost enough armor to have that hit get through. In comparison the same total damage (64 or 80 points for 4 or 5 missiles respectivly.) from size 1 warheads will probably have penetrated the first 3-4 rows with about half of the next row being down as well. You still need about 20 more hits before you are likely to get any internal. Of course by the point that a sandplasting attack is getting internals the target is pretty much dead. Flip this example around and have a much bigger target with 40 columns and it takes a lot more hits to start getting your clustering. In effect you are having to partially sandblast the ship anyway before you get to the point that the larger warheads are actually helpfull.
John
Another important factor is how big the crater is vs how large the target. When you start getting craters that are around 1/3 of the total columns on the ship the chances of getting an early internal hit go up much faster than what the sandblasting will get you. A quick example with a smaller ship (17 columns and 6 points of armor each) and size 16 warheads. (Size 16 gets a maximum of 4 levels of penetration and damages at least 7 columns.) By the fourth hit you will already have some damage overlaping. On that fourth hit you have a small chance to get internals. If you didn't then by the fifth you are pretty much garrunteed hitting somewhere that has already lost enough armor to have that hit get through. In comparison the same total damage (64 or 80 points for 4 or 5 missiles respectivly.) from size 1 warheads will probably have penetrated the first 3-4 rows with about half of the next row being down as well. You still need about 20 more hits before you are likely to get any internal. Of course by the point that a sandplasting attack is getting internals the target is pretty much dead. Flip this example around and have a much bigger target with 40 columns and it takes a lot more hits to start getting your clustering. In effect you are having to partially sandblast the ship anyway before you get to the point that the larger warheads are actually helpfull.
Brian
I've found that people generally have poor intuition regarding statistics and probabilities. . . even statisticians themselves often fall prey to this.You may be right, statistically speaking of course.
You are very much underestimating the effects of sandblasting. It is extremely unlikely that the small missiles will neatly only touch the outermost undamaged armour layers like you suggest.Did you try the same experiment with 20 str-4 and 5 str-16 explosions? How about 17x60 with 800 str-1, 200 str-4, or 50 str-16 (i.e. everything 10x)? My expectation is that you should (on average) always see better effects (in terms of internal damage) from large warheads than from small, because of the larger relative fluctuations in column depth.
I have run 100 simulations on the situation you described: Let an armour layout of 17 (width) by 6 (layers) be hit by 80 strength-1 explosions. The results are very different from your assertion that "You still need about 20 more hits before you are likely to get any internal".
Internal damage was dealt in _all_ 100 simulations. Indeed the most frequent case saw 6 points of internal damage (20 cases), and it went as far up as 13 internal damage (one case). The median was 6.5 internal damage.
Another important factor is how big the crater is vs how large the target. When you start getting craters that are around 1/3 of the total columns on the ship the chances of getting an early internal hit go up much faster than what the sandblasting will get you. A quick example with a smaller ship (17 columns and 6 points of armor each) and size 16 warheads. (Size 16 gets a maximum of 4 levels of penetration and damages at least 7 columns.) By the fourth hit you will already have some damage overlaping. On that fourth hit you have a small chance to get internals. If you didn't then by the fifth you are pretty much garrunteed hitting somewhere that has already lost enough armor to have that hit get through. In comparison the same total damage (64 or 80 points for 4 or 5 missiles respectivly.) from size 1 warheads will probably have penetrated the first 3-4 rows with about half of the next row being down as well. You still need about 20 more hits before you are likely to get any internal. Of course by the point that a sandplasting attack is getting internals the target is pretty much dead. Flip this example around and have a much bigger target with 40 columns and it takes a lot more hits to start getting your clustering. In effect you are having to partially sandblast the ship anyway before you get to the point that the larger warheads are actually helpfull.
Missile Size: 1 MSP (0.05 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 20
Speed: 31200 km/s Endurance: 34 minutes Range: 64.2m km
Cost Per Missile: 1.7708
Chance to Hit: 1k km/s 624% 3k km/s 200% 5k km/s 124.8% 10k km/s 62.4%
Materials Required: 1x Tritanium 0.5208x Gallicite Fuel x625
Missile Size: 4 MSP (0.2 HS) Warhead: 12 Armour: 0.2 Manoeuvre Rating: 20
Speed: 31200 km/s Endurance: 34 minutes Range: 64.2m km
Active Sensor Strength: 0.28 Sensitivity Modifier: 140%
Resolution: 30 Maximum Range vs 1500 ton object (or larger): 210,000 km
Cost Per Missile: 5.6633
Chance to Hit: 1k km/s 624% 3k km/s 200% 5k km/s 124.8% 10k km/s 62.4%
Materials Required: 3.05x Tritanium 0.28x Uridium 2.8333x Gallicite Fuel x2500