Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Shininglight on June 28, 2012, 10:13:02 AM
-
I'm doing a conventional start and accidentally left one of my shipyards on cont cap expansion..... for 43 in game years, so i decided to put it to use with the Dahak class Supercarrierdreadnought. or Destroyer carrier.
Dahak class Destroyer Carrier 988,200 tons 84240 Crew 154640.2 BP TCS 19764 TH 7770 EM 4500
1123 km/s Armour 20-883 Shields 150-300 Sensors 110/110/0/0 Damage Control Rating 5720 PPV 385.8
Maint Life 37.87 Years MSP 554664 AFR 1377% IFR 19.1% 1YR 754 5YR 11303 Max Repair 336 MSP
Flag Bridge Hangar Deck Capacity 400000 tons Magazine 5856
Ion Engine E6 (370) Power 60 Fuel Use 60% Signature 21 Armour 0 Exp 5%
Fuel Capacity 21,550,000 Litres Range 65.4 billion km (674 days at full power)
Delta R300/15 Shields (60) Total Fuel Cost 900 Litres per day
Twin 12cm C4 Ultraviolet Laser Turret (10x2) Range 128,000km TS: 21000 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 (10x2) Range 120,000km TS: 21000 km/s Power 6-6 RM 4 ROF 5 3 3 3 3 2 2 1 1 1 1
12cm C4 Ultraviolet Laser (10) Range 128,000km 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 (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
CIWS-160 (40x4) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Fire Control S08 64-20000 H40 (10) Max Range: 128,000 km TS: 20000 km/s 36 33 30 27 24 21 18 14 12 8
Gas-Cooled Fast Reactor Technology PB-1 (12) Total Power Output 216 Armour 0 Exp 5%
Size 4 Missile Launcher (30) Missile Size 4 Rate of Fire 30
Missile Fire Control FC55-R100 (50%) (10) Range 55.4m km Resolution 100
Anti-missile Missile (1336) Speed: 24,000 km/s End: 4.2m Range: 6m km WH: 1 Size: 1 TH: 208 / 124 / 62
Kraken Anti-ship Missile (790) Speed: 15,000 km/s End: 50m Range: 45m km WH: 6 Size: 4 TH: 105 / 63 / 31
Active Search Sensor MR7-R1 (50%) (1) GPS 69 Range 7.5m km Resolution 1
Active Search Sensor MR231-R100 (50%) (1) GPS 21000 Range 231.0m km Resolution 100
Thermal Sensor TH10-110 (40%) (1) Sensitivity 110 Detect Sig Strength 1000: 110m km
EM Detection Sensor EM10-110 (50%) (1) Sensitivity 110 Detect Sig Strength 1000: 110m km
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
There's Dahak and here's the ships it'll carry
Covington class Parasite Destroyer 10,000 tons 1106 Crew 2278.3 BP TCS 200 TH 210 EM 1050
3000 km/s Armour 3-41 Shields 35-300 Sensors 11/11/0/0 Damage Control Rating 18 PPV 56.58
Maint Life 5.87 Years MSP 1068 AFR 106% IFR 1.5% 1YR 53 5YR 791 Max Repair 336 MSP
Magazine 244
Ion Engine E6 (10) Power 60 Fuel Use 60% Signature 21 Armour 0 Exp 5%
Fuel Capacity 35,000 Litres Range 10.5 billion km (40 days at full power)
Delta R300/15 Shields (14) Total Fuel Cost 210 Litres per day
10cm C3 Ultraviolet Laser (1) 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 (1) Range 128,000km 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 (1x2) Range 120,000km TS: 21000 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 (1x2) Range 128,000km TS: 21000 km/s Power 8-8 RM 4 ROF 5 4 4 4 4 3 2 2 2 1 1
CIWS-160 (1x4) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Fire Control S08 64-20000 H40 (1) Max Range: 128,000 km TS: 20000 km/s 92 84 77 69 61 53 45 37 30 22
Gas-Cooled Fast Reactor Technology PB-1 (1) Total Power Output 4.5 Armour 0 Exp 5%
Gas-Cooled Fast Reactor Technology PB-1 (1) Total Power Output 18 Armour 0 Exp 5%
Size 4 Missile Launcher (6) Missile Size 4 Rate of Fire 30
Size 1 Missile Launcher (6) Missile Size 1 Rate of Fire 10
Missile Fire Control FC55-R100 (50%) (2) Range 55.4m km Resolution 100
Missile Fire Control FC8-R1 (50%) (3) Range 8.3m km Resolution 1
Anti-missile Missile (112) Speed: 24,000 km/s End: 4.2m Range: 6m km WH: 1 Size: 1 TH: 208 / 124 / 62
Kraken Anti-ship Missile (33) Speed: 15,000 km/s End: 50m Range: 45m km WH: 6 Size: 4 TH: 105 / 63 / 31
Active Search Sensor MR63-R100 (50%) (1) GPS 5775 Range 63.5m km Resolution 100
Active Search Sensor MR7-R1 (50%) (1) GPS 69 Range 7.5m km Resolution 1
Thermal Sensor TH1-11 (40%) (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
EM Detection Sensor EM1-11 (50%) (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
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
Also some frigates for picket and long range recon
Vulcan class Frigate 5,000 tons 546 Crew 1228.4 BP TCS 100 TH 126 EM 540
3600 km/s Armour 2-26 Shields 18-300 Sensors 55/55/0/0 Damage Control Rating 14 PPV 16
Maint Life 7.97 Years MSP 691 AFR 44% IFR 0.6% 1YR 19 5YR 290 Max Repair 102 MSP
Magazine 147
Ion Engine E6 (6) Power 60 Fuel Use 60% Signature 21 Armour 0 Exp 5%
Fuel Capacity 105,000 Litres Range 63.0 billion km (202 days at full power)
Delta R300/15 Shields (7) Total Fuel Cost 105 Litres per day
Size 1 Missile Launcher (4) Missile Size 1 Rate of Fire 10
Size 4 Missile Launcher (3) Missile Size 4 Rate of Fire 30
Missile Fire Control FC8-R1 (50%) (2) Range 8.3m km Resolution 1
Missile Fire Control FC55-R100 (50%) (1) Range 55.4m km Resolution 100
Anti-missile Missile (84) Speed: 24,000 km/s End: 4.2m Range: 6m km WH: 1 Size: 1 TH: 208 / 124 / 62
Kraken Anti-ship Missile (15) Speed: 15,000 km/s End: 50m Range: 45m km WH: 6 Size: 4 TH: 105 / 63 / 31
Active Search Sensor MR7-R1 (50%) (1) GPS 69 Range 7.5m km Resolution 1
Active Search Sensor MR63-R100 (50%) (1) GPS 5775 Range 63.5m km Resolution 100
Thermal Sensor TH5-55 (40%) (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
EM Detection Sensor EM5-55 (40%) (1) Sensitivity 55 Detect Sig Strength 1000: 55m 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
-
Whenever I build a warship that big, I build it as a Civilian design and use Military "strap-ons"... a large number of Hangar / Gauss PD / Laser / ASM / Magazine modules, locked to it by Tractor beam.
That way only the weaponized modules need multiple Engineering sections (the main ship, being Civilian, cannot break down).
-
Probably wise to have such a huge maintenance life, but you're still going to get like infinite maintenance failures every 5 day tick. I'm curious - what is the build time?
Also, I would leverage your size to mount nigh-impregnable shielding. If you can get like 1500 points at 300 recharge, thats 25 points of shield regeneration *per tick*, rendering you nigh invincible to lighter assaults.
Finally engines. If you're going to be super slow, you may just want to use commercial engines anyway. That thing is going to eat fuel like crazy and you're never going to win speed awards with that design. Then I would radically speed up your parasites. Speeds of 4500-5000 km/s are possible and practical with ion tech, especially if you research a couple levels of efficiency reduction.
-
Probably wise to have such a huge maintenance life, but you're still going to get like infinite maintenance failures every 5 day tick. I'm curious - what is the build time?
Also, I would leverage your size to mount nigh-impregnable shielding. If you can get like 1500 points at 300 recharge, thats 25 points of shield regeneration *per tick*, rendering you nigh invincible to lighter assaults.
Finally engines. If you're going to be super slow, you may just want to use commercial engines anyway. That thing is going to eat fuel like crazy and you're never going to win speed awards with that design. Then I would radically speed up your parasites. Speeds of 4500-5000 km/s are possible and practical with ion tech, especially if you research a couple levels of efficiency reduction.
the build time was about 2 years i just used that desjgn in combat..... it took nearly 10 minutes in game for my shields to die. after that i actually opened fire the enemy home fleet died halfway through my third salvo.
-
Stick a bunch of Plasma Carronades on it, and call it the "Death Star".
-
Whenever I build a warship that big, I build it as a Civilian design and use Military "strap-ons"... a large number of Hangar / Gauss PD / Laser / ASM / Magazine modules, locked to it by Tractor beam.
That way only the weaponized modules need multiple Engineering sections (the main ship, being Civilian, cannot break down).
Isn't it one tractor beam per ship? You can't have multiple tractor beam links on the same ship, can you?
-
Haha.
I probably played my game longer than 43 years and your ships needs more fuel than my Empire actually has. :D
-
I love megadesigns. Bravo!
I sorta petered out on my current game, but I was working towards a shipyard of this magnitude for this kind of reason :D
However, 43 in game years and you haven't done near to antimatter drives yet?! At least the step before...
Boggle ??? ??? ???
Isn't it one tractor beam per ship? You can't have multiple tractor beam links on the same ship, can you?
This was my question as well. I guess you can have five tractor modules hook to the core ship with the engines?!
-
I love megadesigns. Bravo!
I sorta petered out on my current game, but I was working towards a shipyard of this magnitude for this kind of reason :D
However, 43 in game years and you haven't done near to antimatter drives yet?! At least the step before...
Boggle ??? ??? ???
This was my question as well. I guess you can have five tractor modules hook to the core ship with the engines?!
You regularly expect to have spent close to 1,000,000 research points for engines alone at 43 years of game time??? Just how large a population to you start with?
-
43 years seems pretty long to me. True, I do TN starts, but even by 20 years I am at MagCon drives.
My current game is at internal confinement by year 9...
If you play pure missiles, it really is only missile tech, sensor tech and engines that you need. Well, that and C&P stuff.
-
43 years seems pretty long to me. True, I do TN starts, but even by 20 years I am at MagCon drives.
My current game is at internal confinement by year 9...
If you play pure missiles, it really is only missile tech, sensor tech and engines that you need. Well, that and C&P stuff.
My recent conventional start, I started with a fairly high population (in the billions IIRC) although I don't think I started with the number of labs to match it (I usually decrease it somewhat). Regardless, I got to 85 before mineral shortages forced me to cut back a little. I'm about 35 years in and will have MagCon reactors (not engines) in about a year and a half. I doubt I will have antimatter drives by 45 years. Trans-Newtonian and conventional starts are quite different beasts I guess.
-
Indeed, I started with around 7 billion people for my conventional start. Though i was researching Inter Confinement engines at the time when i got this design out, sadly i gave up on that game after meetign the npr who'd started with me instead of minor nprs. I smashed 6 systems before the computer got it's real battle fleet in system, the Dreadnougth lasted about 42 5 sec increments before their fighters turned my fleet into astral dust. I tend to neglect figthers in favour of massive point defense armaments, that appears to have been a bad idea.
-
43 years seems pretty long to me. True, I do TN starts, but even by 20 years I am at MagCon drives.
My current game is at internal confinement by year 9. . .
If you play pure missiles, it really is only missile tech, sensor tech and engines that you need. Well, that and C&P stuff.
I am so going to get killed when the initial NPR finals makes contact. I'm playing a TN base start. After 35 years I've explored 5 systems, still use Ion drives, and only have one colony that isn't just automated mines. On the other hand I've been advancing all tech paths (except Logistics for the most part). For that matter I tend to be conservative with resource use so I'm not always running my factories all out or keeping my transport ships fully occupied.
My mental fiction just goes better with completely, and somewhat inefficiently, exploiting the initial system before moving on. Which is the opposite of my behavior in most 4x games. Its a refreshing change of pace actually.