Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Icecoon on September 16, 2012, 05:37:29 AM
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Hi.
These are my low tech ship designs in my current game. They are all on the nuclear pulse engine level.
Basically i was inspired by Steve's Trans-Newtonian Campaign. :)
Something about the Atrians:
They are very warlike species genetically engineered by Precursors, and are governed by an imperial council. Before the clans were united in the council there was constant infighting between the clans for territory and power. They are like Klingons in Star Trek. :D
The Adamant class DE:
Adamant class Destroyer Escort 6,400 tons 604 Crew 971.6 BP TCS 128 TH 200 EM 0
3125 km/s Armour 2-30 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 29.21
Maint Life 4.1 Years MSP 380 AFR 81% IFR 1.1% 1YR 36 5YR 542 Max Repair 160 MSP
SENP-7 Engine (10) Power 40 Fuel Use 70% Signature 20 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 80.4 billion km (297 days at full power)
Twin UPD-33 Cannon Turret (1x4) Range 20,000km TS: 20000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Triple UPD-33 Cannon Turret (1x6) Range 20,000km TS: 20000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
SAW 120mm Railgun (2x4) Range 40,000km TS: 3125 km/s Power 6-2 RM 2 ROF 15 2 2 1 1 0 0 0 0 0 0
AFC-B Beam Fire Control (2) Max Range: 96,000 km TS: 6000 km/s 90 79 69 58 48 38 27 17 6 0
SRP-45 Reactor (1) Total Power Output 4.5 Armour 0 Exp 5%
ASD-1 Active Array (1) GPS 160 Range 9.6m km Resolution 1
AS-57/100 Active Array (1) GPS 9600 Range 57.6m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
The Razorback class DE:
Razorback class Destroyer Escort 6,450 tons 595 Crew 1087.72 BP TCS 129 TH 200 EM 0
3100 km/s Armour 2-30 Shields 0-0 Sensors 1/30/0/0 Damage Control Rating 4 PPV 9
Maint Life 3.53 Years MSP 422 AFR 83% IFR 1.2% 1YR 52 5YR 779 Max Repair 160 MSP
Magazine 333
SENP-7 Engine (10) Power 40 Fuel Use 70% Signature 20 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 59.8 billion km (223 days at full power)
SAM-1 Missile System (9) Missile Size 1 Rate of Fire 15
AFCD-1 Fire Control (3) Range 10.1m km Resolution 1
MTM-1 Shrike (333) Speed: 18,800 km/s End: 2.3m Range: 2.6m km WH: 1 Size: 1 TH: 144 / 86 / 43
ASD-1 Active Array (1) GPS 160 Range 9.6m km Resolution 1
AS-57/100 Active Array (1) GPS 9600 Range 57.6m km Resolution 100
PLS-30E Sensor (1) Sensitivity 30 Detect Sig Strength 1000: 30m 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
The main combatant:
Clan class Cruiser 11,900 tons 1204 Crew 1581.32 BP TCS 238 TH 360 EM 600
3025 km/s Armour 3-46 Shields 20-300 Sensors 30/30/0/0 Damage Control Rating 15 PPV 51.34
Maint Life 2.89 Years MSP 415 AFR 226% IFR 3.1% 1YR 73 5YR 1097 Max Repair 96 MSP
Magazine 354
SENP-7 Engine (18) Power 40 Fuel Use 70% Signature 20 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 43.2 billion km (165 days at full power)
Imperial-22 Shielding System (10) Total Fuel Cost 140 Litres per day
Triple UPD-33 Cannon Turret (1x6) Range 20,000km TS: 20000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
SAW 120mm Railgun (2x4) Range 40,000km TS: 3025 km/s Power 6-2 RM 2 ROF 15 2 2 1 1 0 0 0 0 0 0
AFC-B Beam Fire Control (2) Max Range: 96,000 km TS: 6000 km/s 90 79 69 58 48 38 27 17 6 0
SRP-45 Reactor (1) Total Power Output 4.5 Armour 0 Exp 5%
SMS-5 Missile System (6) Missile Size 5 Rate of Fire 75
AFC-57 Fire Control (1) Range 57.6m km Resolution 100
STS-1 Sword (70) Speed: 15,200 km/s End: 56.5m Range: 51.6m km WH: 5 Size: 5 TH: 91 / 54 / 27
AS-57/100 Active Array (1) GPS 9600 Range 57.6m km Resolution 100
PLS-5T Sensor (1) Sensitivity 30 Detect Sig Strength 1000: 30m km
PLS-30E Sensor (1) Sensitivity 30 Detect Sig Strength 1000: 30m 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
And finally a jump tender/fleet support vessel:
Kormoran class Fleet Support Vessel 12,000 tons 1049 Crew 2183.6 BP TCS 240 TH 320 EM 0
2666 km/s JR 3-50 Armour 2-46 Shields 0-0 Sensors 1/30/0/0 Damage Control Rating 13 PPV 15.74
Maint Life 4.14 Years MSP 2478 AFR 88% IFR 1.2% 1YR 232 5YR 3479 Max Repair 900 MSP
SITE-60 Jump Engine Max Ship Size 12000 tons Distance 50k km Squadron Size 3
SENP-7 Engine (16) Power 40 Fuel Use 70% Signature 20 Armour 0 Exp 5%
Fuel Capacity 550,000 Litres Range 117.8 billion km (511 days at full power)
Twin UPD-33 Cannon 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
CIWS-120 (2x4) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
AFC-B Beam Fire Control (1) Max Range: 96,000 km TS: 6000 km/s 90 79 69 58 48 38 27 17 6 0
ASD-1 Active Array (1) GPS 160 Range 9.6m km Resolution 1
PLS-30E Sensor (1) Sensitivity 30 Detect Sig Strength 1000: 30m km
This design is classed as a Military Vessel for maintenance purposes
So what do you guys think? Are they good enough to survive the first battle?
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A few things i noticed:
1. Your ships have thin armor and will take internal damage easily after the first enemy salvo.
2. You have rather long maintence lives for your ships. Since military ships probably spend most thier time at a colony they usually don't need more than 2 years maintenece life.
3. The cruiser has both energy weapons as well as missiles. This means it isn't extremely good ateither close or long range. there fore half the offensive weaponry on your ship is practically useless at any time. Choose one.
4. Try to keep your Jump tenders around the same size as your ships. If the komaran jumps one of the escorts through, 6000 tons of jump capacity is lost. Personally i only use jump tenders for small ships at uniform sizes, with the larger ships having their own jump engines.
5. The 10 shields on the cruiser probably aren't going to make a difference. Trade it in for more armor.
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I don´t agree with icecoldblood with re. to the maint-life. Yes, 4 years is a bit much (cut it down a year or so), but 2.5 to 3 is ok in my book. Especially in the early stages, with nuclear pulse or ion engines, it takes quite a while to cross 3 or 4 systems to get at an enemy, so some endurance is good.
Also, re. the shields on the Cruiser. Yes, 20 points of shield is not much, but it can still prevent damage from the occational leaker (assuming the layered PD stays up to the task and if it isn´t two more layers of armor won´t make much of a difference anyway) but as important, it makes refitting, once better shields are research, soooo much cheaper.
I agree on the armor front. Put more on, except you _want_ them to be tincans, that will be put out of action by the first few hits.
In addition, the Adamant has no Beam Fire Control, that takes advantage of the turrets tracking speed. To make up for the mass you´d have to add for this, you might reduze the res-1 sensor a bit, as it will only engage enemy missiles at very short range anyway.
With the Razorback, it´s the other way around. What is the range vs. size-6 missiles for that active, some 400k? Very short detection range for an AMM ship! I´d try to up that range, even if it means to loose a tube or two or some mag-space (I´d scrap the res-100 active on the Razorback, as it does not need it, too)
The Clan classes beam firecons are overengineered if used for the railguns, and, as with the Adamant, not good enough if used with the turrets. I´d design a dedicated FC for each.
It also has no sensor that can see missiles (this is where a dedicated (read: small) res-1 sensor for the Adamant comes in).
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*Downgrade the triple gauss to a twin gauss on the Adamant and use the savings for armor
*Remove a CIWS on the Kormoran and use the savings for passive sensors and armor
*Remove passive sensors on all other ships
*Remove EITHER the gauss OR the railguns on the Clan; design an appropriate fire control; use the savings for either more missile launchers or more shields.
*Figure out how you want to use the Kormoran. If it's going to be with the rest of your fleet, it needs to be the same speed. If it's going to be sitting at the gate, you can remove a lot of the armament. Maybe give it high-powered passive sensors or a large active area scan.
edit - Oh and strip the 100 res sensor off the Razorback and use the savings for armor.
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Thank's for your comments.
I've increased the armor on all my designs by 2 layers, removed some engineering places and the railguns from the Clan and designed separate fire controls for the weapons.
Adamant II: With my tech level the maximum fire control speed for now is 12000 km/s.
Adamant II class Destroyer Escort 6,250 tons 546 Crew 865.8 BP TCS 125 TH 200 EM 0
3200 km/s Armour 4-30 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 29.21
Maint Life 3.32 Years MSP 260 AFR 104% IFR 1.4% 1YR 36 5YR 535 Max Repair 96 MSP
SENP-7 Engine (10) Power 40 Fuel Use 70% Signature 20 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 82.3 billion km (297 days at full power)
Twin UPD-33 Cannon Turret (1x4) Range 20,000km TS: 20000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Triple UPD-33 Cannon Turret (1x6) Range 20,000km TS: 20000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
SAW 120mm Railgun (2x4) Range 40,000km TS: 3200 km/s Power 6-2 RM 2 ROF 15 2 2 1 1 0 0 0 0 0 0
AFC-B1 Main Fire Control (1) Max Range: 96,000 km TS: 6000 km/s 90 79 69 58 48 38 27 17 6 0
AFC-B2 PD Fire Control (1) Max Range: 48,000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
SRP-45 Reactor (1) Total Power Output 4.5 Armour 0 Exp 5%
ASPD-30 Active Array (1) GPS 5 Range 280k km Resolution 1
AS-57/100 Active Array (1) GPS 9600 Range 57.6m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
Razorback II:
Razorback II class Destroyer Escort 9,050 tons 817 Crew 1669.32 BP TCS 181 TH 280 EM 0
3093 km/s Armour 4-38 Shields 0-0 Sensors 1/30/0/0 Damage Control Rating 5 PPV 9
Maint Life 2.42 Years MSP 576 AFR 131% IFR 1.8% 1YR 135 5YR 2026 Max Repair 400 MSP
Magazine 250
SENP-7 Engine (14) Power 40 Fuel Use 70% Signature 20 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 56.8 billion km (212 days at full power)
SAM-1 Missile System (9) Missile Size 1 Rate of Fire 15
AFC-250 PD Fire Control (3) Range 23.0m km Resolution 1
MTM-1 Shrike (250) Speed: 18,800 km/s End: 2.3m Range: 2.6m km WH: 1 Size: 1 TH: 144 / 86 / 43
ASPD-260 Active Array (1) GPS 400 Range 24.0m km Resolution 1
PLS-30E Sensor (1) Sensitivity 30 Detect Sig Strength 1000: 30m 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
The Clan: The armour has now 6 layers and I have added 5 shield generators.
Clan class Cruiser 11,900 tons 1051 Crew 1650.52 BP TCS 238 TH 360 EM 900
3025 km/s Armour 6-46 Shields 30-300 Sensors 1/30/0/0 Damage Control Rating 14 PPV 41.34
Maint Life 2.24 Years MSP 347 AFR 283% IFR 3.9% 1YR 93 5YR 1395 Max Repair 96 MSP
Magazine 354
SENP-7 Engine (18) Power 40 Fuel Use 70% Signature 20 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 43.2 billion km (165 days at full power)
Imperial-22 Shielding System (15) Total Fuel Cost 210 Litres per day
Triple UPD-33 Cannon Turret (1x6) Range 20,000km TS: 20000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
AFC-B2 PD Fire Control (1) Max Range: 48,000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
SMS-5 Missile System (6) Missile Size 5 Rate of Fire 75
AFC-57 Fire Control (1) Range 57.6m km Resolution 100
STS-1 Sword (70) Speed: 15,200 km/s End: 56.5m Range: 51.6m km WH: 5 Size: 5 TH: 91 / 54 / 27
AS-57/100 Active Array (1) GPS 9600 Range 57.6m km Resolution 100
ASPD-30 Active Array (1) GPS 5 Range 280k km Resolution 1
PLS-30E Sensor (1) Sensitivity 30 Detect Sig Strength 1000: 30m 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
I'm not done with the Kormoran yet. I have to wait until the research of long range active sensors is finished. What is even worse, that i have constant 1 day interrupts. :(
Btw, I have the Star Swarm on, so it would be nice to have some anti-small craft sensor.
Is this design ok?
Active Sensor Strength: 80 Sensitivity Modifier: 60%
Sensor Size: 5 HS Sensor HTK: 1
Resolution: 5 Maximum Range vs 250 ton object (or larger): 10,730,000 km
Range vs 1000 ton object: 10,730,000 km
Range vs 250 ton object: 10,730,000 km
Chance of destruction by electronic damage: 100%
Cost: 80 Crew: 25
Materials Required: 20x Duranium 60x Uridium
Development Cost for Project: 800RP
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There's nothing wrong with it, except that it's far inferior in range to your anti-missile sensor, and thus pointless. In fact, your anti-missile sensor is more than enough range to be adequate against short range small craft threats. Against longer range missile FACs, you would need 40-80km active sensors at res 15-20. However, those are a relatively minor threat.
What you really need is a res 15-20 missile control with 15-20kkm range.
You're still probably losing a lot of tonnage with you 20k km/s turrets vs your tracking speed of 12k.
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Thanks. I did not realized, that the 1 res sensor can pick up small crafts too. :)