Aurora 4x

VB6 Aurora => Bureau of Ship Design => Topic started by: Omnivore on November 03, 2012, 11:55:49 AM

Title: Odd duck designs
Post by: Omnivore on November 03, 2012, 11:55:49 AM
Post your oddest, ugliest, duckling designs here.   Odd but functional or just plain weird enough to do the job.

I'll start off with this tiny 'carrier' that actually turns out to be rather handy at times:

Trapdoor class Light Carrier
Code: [Select]
Trapdoor class Light Carrier    500 tons     9 Crew     61.5 BP      TCS 10  TH 10  EM 0
1000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 23.94 Years     MSP 38    AFR 4%    IFR 0.1%    1YR 0    5YR 2    Max Repair 5 MSP
Intended Deployment Time: 120 months    Flight Crew Berths 1   
Hangar Deck Capacity 250 tons     

10 EP Nuclear Pulse Engine (1)    Power 10    Fuel Use 138.35%    Signature 10    Exp 12%
Fuel Capacity 20,000 Litres    Range 5.2 billion km   (60 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes

Title: Re: Odd duck designs
Post by: ThatBlondeGuy on November 03, 2012, 04:37:51 PM
Out of interest, what do you put in that carrier?
Title: Re: Odd duck designs
Post by: Omnivore on November 03, 2012, 04:53:09 PM
Until I get some better tech, this is sitting in that spot:

Spider class Light Fighter
Code: [Select]
Spider class Light Fighter    250 tons     1 Crew     36.5 BP      TCS 5  TH 28  EM 0
5600 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 3    5YR 38    Max Repair 9 MSP
Intended Deployment Time: 0.1 months    Spare Berths 9   

14 EP Nuclear Pulse Engine (2)    Power 14    Fuel Use 320.86%    Signature 14    Exp 17%
Fuel Capacity 5,000 Litres    Range 1.1 billion km   (55 hours at full power)

Gauss Cannon R3-25 (1x3)    Range 30,000km     TS: 5600 km/s     Accuracy Modifier 25%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S00.5 24-1500 (FTR) (1)    Max Range: 48,000 km   TS: 6000 km/s     79 58 38 17 0 0 0 0 0 0

Active Search Sensor MR0-R1 (1)     GPS 2     Range 120k km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes
Title: Re: Odd duck designs
Post by: sublight on November 03, 2012, 05:52:24 PM
I think we'll be seeing a lot of odd-duck fighter designs with the new engines.

Code: [Select]
Cribin Fawr class Scout Fighter    500 tons     14 Crew     142.5 BP      TCS 10  TH 5  EM 0
500 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/1/0     Damage Control Rating 0     PPV 0
Maint Life 11.01 Years     MSP 89    AFR 4%    IFR 0.1%    1YR 1    5YR 20    Max Repair 100 MSP
Intended Deployment Time: 9 months    Spare Berths 5    

Fighter Thermal (1)    Power 5    Fuel Use 89.1%    Signature 5    Exp 10%
Fuel Capacity 80,000 Litres    Range 32.3 billion km   (748 days at full power)

Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Fighter for production, combat and maintenance purposes

I built a half dozen of these guys to survey Sol. Partly because I wanted to use my fighter factories for something, and partly because I didn't want to retool any of my shipyards.
Title: Re: Odd duck designs
Post by: Gidoran on November 03, 2012, 05:53:02 PM
So it's kind of a cheap, fighter-factory produced long endurance pod for a fighter? How do you tend to use them? I could see them as kinda-useful to drop at a point just a little shy of a jump point, or to put a fighter garrison over a world you just colonized, but it seems like a proper carrier would be better for both. Maybe not cheaper, though.
Title: Re: Odd duck designs
Post by: Omnivore on November 03, 2012, 07:48:35 PM
Quote from: Gidoran link=topic=5517. msg56839#msg56839 date=1351983182
So it's kind of a cheap, fighter-factory produced long endurance pod for a fighter? How do you tend to use them?

Pretty much exactly that, a cheap way of forward basing small numbers of low endurance, high performance, 250 ton fighters.   In the long run I'll probably use carriers, but that is an extra ship design that ties up the yards (as sublight noted with his survey fighter) and I'd still be left with the long term basing problem the Trapdoor solves.   I currently use small squadrons of the Trapdoor/Spider combo along with a Trapdoor variant sensor platform to back up my warp point minefields.   Unlike the mines, the Trapdoor/Spider defenses can be redeployed further forward at need, more or less cutting down on the number of mines I need to use.

Come to think of it, my minelayer design is a bit of an odd duck itself since it is a combination minelayer/tanker/supply(/collier?) ship that I use to extend the range of the Trapdoors on the way to and from jump points I'm defending.
Title: Re: Odd duck designs
Post by: Nathan_ on November 05, 2012, 09:52:39 PM
I've never really made one of these before, so I suppose it qualifies, though its not by any means a stopgap design.
Code: [Select]
Martel V class Drop Carrier    20,000 tons     421 Crew     3858.5 BP      TCS 400  TH 4800  EM 1800
12000 km/s     Armour 3-65     Shields 60-300     Sensors 1/1/0/0     Damage Control Rating 20     PPV 0
Maint Life 2.92 Years     MSP 2412    AFR 160%    IFR 2.2%    1YR 418    5YR 6268    Max Repair 600 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 52   
Hangar Deck Capacity 2000 tons     Troop Capacity: 2 Battalions   

Military 1200 EP Internal Fusion Drive (4)    Power 1200    Fuel Use 82.67%    Signature 1200    Exp 15%
Fuel Capacity 1,425,000 Litres    Range 15.5 billion km   (14 days at full power)
Epsilon R300/15 Shields (20)   Total Fuel Cost  300 Litres per day

ECM 30

This design is classed as a Military Vessel for maintenance purposes

It carries two of these:
Code: [Select]
Hammer V class Dropship    1,000 tons     26 Crew     375.5 BP      TCS 20  TH 57.6  EM 0
12000 km/s     Armour 3-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.14 Years     MSP 59    AFR 32%    IFR 0.4%    1YR 17    5YR 258    Max Repair 120 MSP
Intended Deployment Time: 1 months    Spare Berths 4   
Drop Capacity: 1 Battalion    Cargo Handling Multiplier 10   

FTR 120 EP Internal Fusion Drive (2)    Power 120    Fuel Use 763.84%    Signature 28.8    Exp 30%
Fuel Capacity 75,000 Litres    Range 1.8 billion km   (40 hours at full power)

This design is classed as a Military Vessel for maintenance purposes

I can't remember if a cargo handler is needed, if it isn't I'll dump it. Anyway the plan is for my fleet proper to batter down an enemy ship until it slows to where it can be captured.
Title: Re: Odd duck designs
Post by: Gidoran on November 06, 2012, 01:15:09 AM
I believe that the cargo handling modules only help the troop bays, not the drop bays.

Although speaking off odd-duck... I got tired of wasting shipyards producing endless tiny survey ships that take forever to get the job done, and so designed a pair of 500 ton survey fighters, each with a single sensor on it, and this carrier (based off an escort carrier I already had designed) to lead a task force strong enough to at least fight its way out of a bad situation. I've been breaking up my original run of Missile Destroyers, Generalist Destroyers, and Escort Carriers to provide them with a basic escort. They actually seem to get systems surveyed quicker, and have the advantage of being usable as fighter transports to ferry garrisons about.

Code: [Select]
Carrack class Survey Command Ship    10,000 tons     173 Crew     1143.6 BP      TCS 200  TH 300  EM 0
2000 km/s    JR 4-100     Armour 4-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 0
Maint Life 4.5 Years     MSP 715    AFR 80%    IFR 1.1%    1YR 57    5YR 858    Max Repair 107 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 21   
Hangar Deck Capacity 2000 tons     

General Electric M200 Mod 1 Slipstream Drive     Max Ship Size 10000 tons    Distance 100k km     Squadron Size 4
General Electric CV2000 Magnetoplasma Drive (2)    Power 200    Fuel Use 7.96%    Signature 150    Exp 5%
Fuel Capacity 2,000,000 Litres    Range 452.3 billion km   (2617 days at full power)

TN/SPS-01 Area Search Sensor (1)     GPS 8400     Range 117.6m km    Resolution 100

Strike Group
2x C-4 Prospector Survey Craft   Speed: 2400 km/s    Size: 10
2x C-5 Astronaut Survey Craft   Speed: 2400 km/s    Size: 10

This design is classed as a Military Vessel for maintenance purposes
Title: Re: Odd duck designs
Post by: Nathan_ on November 06, 2012, 10:36:07 PM
They help dropbays(or rather help load from troopbays),  but it uses the ones on the troopship carrier, not the ones on the dropship, so no need there.
Title: Re: Odd duck designs
Post by: DoktorV on November 13, 2012, 12:08:17 AM
Gentlemen, BEHOLD! The Hamster class is the galaxy's smallest spacefaring emergency rescue vehicle, capable of extricating stranded crews from any situation (except hostile fire).  How do we fit all that life-saving functionality into a 500-ton, early-TN tech chassis? We have no idea!

Hamster class Tanker    500 tons     6 Crew     76. 4 BP      TCS 10  TH 7. 5  EM 0
1000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 0 Years     MSP 96    AFR 2%    IFR 0%    1YR 0    5YR 0    Max Repair 6 MSP
Intended Deployment Time: 18 months    Spare Berths 1   
Cryogenic Berths 200   

9. 6 EP Ion Drive (1)    Power 9. 6    Fuel Use 6. 94%    Signature 7. 2    Exp 4%
Fuel Capacity 185,000 Litres    Range 959. 7 billion km   (11107 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes.


I haven't actually built any yet, partially because I'm a bit worried about what "Maintenance Life 0 years" means.
Title: Re: Odd duck designs
Post by: ThatBlondeGuy on November 13, 2012, 03:02:42 AM
quick question, why's it class 'tanker' secondly. You can easily get maint life in one of those things, just drop the engine size a little bit but boost it up, and drop the fuel capacity. Then plonk in a small engineering bay.
Title: Re: Odd duck designs
Post by: metalax on November 13, 2012, 04:59:02 AM
Gentlemen, BEHOLD! The Hamster class is the galaxy's smallest spacefaring emergency rescue vehicle, capable of extricating stranded crews from any situation (except hostile fire).  How do we fit all that life-saving functionality into a 500-ton, early-TN tech chassis? We have no idea!

Hamster class Tanker    500 tons     6 Crew     76. 4 BP      TCS 10  TH 7. 5  EM 0
1000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 0 Years     MSP 96    AFR 2%    IFR 0%    1YR 0    5YR 0    Max Repair 6 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Cryogenic Berths 200    

9. 6 EP Ion Drive (1)    Power 9. 6    Fuel Use 6. 94%    Signature 7. 2    Exp 4%
Fuel Capacity 185,000 Litres    Range 959. 7 billion km   (11107 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes.


I haven't actually built any yet, partially because I'm a bit worried about what "Maintenance Life 0 years" means.


I think you have run into one of the bugs that seems to have cropped up with the move to 6.0 in that sometimes the maitainance life of a class is stuck at zero even though you have engineering spaces present on the ship. I haven't seen any way of fixing it short of creating a new design and giving it the same components.

I'd seriously drop some of that fuel to improve speed, unless the class is supposed to serve as a dual role tanker and rescue ship. Up the power on the engines, perhaps not to the same level as on combat fighters but if it is serving as a rescue ship, it needs to be able to reach lifepods before their lifesupport fails.
Title: Re: Odd duck designs
Post by: sublight on November 13, 2012, 07:02:55 AM

I haven't actually built any yet, partially because I'm a bit worried about what "Maintenance Life 0 years" means.


is a rounding notification that signifies that your ship has, for all practical proposes, a maintenance life of infinity. It seems to be displayed when either the true maintenance life exceeds 100 years or when the IFR% rounds to zero (less than 3.5% AFR), although I could be wrong.

The only other time I've seen or heard of 0 maintenance life is when the ship/fighter has 0 MSP.

Edit: Here is a link to to a 5.6 design that also had 0 maintnance life in a good way.
http://aurora2.pentarch.org/index.php/topic,4647.0.html (http://aurora2.pentarch.org/index.php/topic,4647.0.html)
Title: Re: Odd duck designs
Post by: swarm_sadist on November 14, 2012, 10:33:19 AM
One thing I'm noticing from all these carriers and fighters is that they have enough fuel for up to 5 years, but only have the berthing for 12-24 month deployment. If your deployment time is large, then the only thing to worry about is a top up from a tanker every couple of months.

@gidoran and @sublight
I'd like to know just how much micromanagement is involved when dealing with fighter survey/carriers.
Title: Re: Odd duck designs
Post by: Conscript Gary on November 14, 2012, 11:35:34 AM
If you stay deployed for too long, you just lose morale.
If you run out of fuel, it's a much more pressing situation
Title: Re: Odd duck designs
Post by: Hawkeye on November 14, 2012, 11:07:40 PM
One thing I'm noticing from all these carriers and fighters is that they have enough fuel for up to 5 years, but only have the berthing for 12-24 month deployment. If your deployment time is large, then the only thing to worry about is a top up from a tanker every couple of months.

Also, you have to remember that the carrier will refuel its fighters every time they return. And fighters burn fuel like there is no tomorrow :)
Title: Re: Odd duck designs
Post by: sublight on November 15, 2012, 07:08:26 AM
I'd guess doing a fighter/carrier survey of a system would take slightly less micromanagement than conducting a single fighter-bomber attack run with an equivalent number of squadrons.

I didn't have hanger tech at the time, so I scraped all of my fighters to recover their grav-survey sensors once they finished Sol. For my Sol survey I gave each fighter survey orders and a conditional refueling order when it was built then forgot about it until the no-remaining survey location errors started coming in.
Title: Re: Odd duck designs
Post by: Jikor on November 15, 2012, 09:23:28 AM
Also you could have a colony somewhere that could "fix" the deployment issue without having any fuel there. As well the Carriers have to be able to refuel their fighter squadrons.
Title: Re: Odd duck designs
Post by: bean on November 27, 2012, 12:52:50 AM
My oddest design:
Quote
BSPDC-1 class Planetary Defence Centre    6,950 tons     1324 Crew     463.4 BP      TCS 139  TH 0  EM 0
Armour 5-32     Sensors 1/0     Damage Control Rating 0     PPV 128

15cm C1 Plasma Carronade (32)    Range 60,000km     TS: 10000 km/s     Power 6-1     RM 1    ROF 30        2 1 0 0 0 0 0 0 0 0
PDC Fire Control S00.2 37.5-10000 (2)    Max Range: 75,000 km   TS: 10000 km/s     60 20 0 0 0 0 0 0 0 0
Solid-core Anti-matter Power Plant Technology PB-1-16 (2)     Total Power Output 32    Armour 0    Exp 5%


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 3 sections
The point of the design was to get the most PPV for my buck.  The population of a planet I'd captured were restless, so I built some of these.
Title: Re: Odd duck designs
Post by: Prince of Space on November 28, 2012, 12:24:25 AM
That's actually kind of brilliant, byron. And I love the solid-core antimatter power plant juxtaposed against the capacitor recharge rate of 1. It's like when they rebuilt Fort William Henry as a tourist attraction in the 1950's, complete with live fire cannon demonstrations. You just need a gift shop module for the school kids who show up on field trips.  :D
Title: Re: Odd duck designs
Post by: bean on November 28, 2012, 10:59:04 AM
That's actually kind of brilliant, byron. And I love the solid-core antimatter power plant juxtaposed against the capacitor recharge rate of 1. It's like when they rebuilt Fort William Henry as a tourist attraction in the 1950's, complete with live fire cannon demonstrations. You just need a gift shop module for the school kids who show up on field trips.  :D
The power plant was my standard size 1.  The recharge rate was to get the cheapest possible carronades.  After all, the civilians who come out to tour it just want to see a lot of big guns.  They don't care how fast they fire.
Title: Re: Odd duck designs
Post by: SteelChicken on November 28, 2012, 11:12:04 AM
The power plant was my standard size 1.  The recharge rate was to get the cheapest possible carronades.  After all, the civilians who come out to tour it just want to see a lot of big guns.  They don't care how fast they fire.

Just to refresh my understanding, non-meson weapons generally degrade substantially in atmosphere, yes?
Title: Re: Odd duck designs
Post by: bean on November 28, 2012, 11:19:38 AM
Just to refresh my understanding, non-meson weapons generally degrade substantially in atmosphere, yes?
Yep.  Doesn't matter to the population, though.  I know the design is totally ineffective in combat.  But it fulfills its intended role nicely.  Said role, of course, is to provide PPV at the cheapest possible price.  The costs involved are ludicrously skewed.  For example, the two fire controls cost just about as much as the carronades. 
Title: Re: Odd duck designs
Post by: SteelChicken on November 28, 2012, 11:28:04 AM
Yep.  Doesn't matter to the population, though.  I know the design is totally ineffective in combat.  But it fulfills its intended role nicely.  Said role, of course, is to provide PPV at the cheapest possible price.  The costs involved are ludicrously skewed.  For example, the two fire controls cost just about as much as the carronades. 

Thought so, just checking.   I usually create Hangar PDC's and dump obsolete fighters in them.
Title: Re: Odd duck designs
Post by: bean on November 28, 2012, 11:34:31 AM
Thought so, just checking.   I usually create Hangar PDC's and dump obsolete fighters in them.
I actually did the math on this, and I'm pretty sure that so long as you don't actually care about the effectiveness of the platform, this is the cheapest way.  Plus, it was fairly early in the game, so I didn't have a lot of obsolete fighters laying around.
Edit:
I checked your plan, and mine still wins.  Here are the two alternatives (both in 6.2, while the earlier version was from 5.5):
Quote
BSPDC-1 class Planetary Defence Centre    7,500 tons     282 Crew     433.6 BP      TCS 150  TH 0  EM 0
Armour 5-34     Sensors 1/0     Damage Control Rating 0     PPV 136
Intended Deployment Time: 3 months    Spare Berths 2   

Brewster Plasma Carronade, 15 cm, Mk1 Mod0 (34)    Range 60,000km     TS: 12500 km/s     Power 6-1     RM 1    ROF 30        6 3 2 1 1 1 0 0 0 0
Raytheon FWG-501 (1)    Max Range: 75,000 km   TS: 12500 km/s     87 73 60 47 33 20 7 0 0 0
Westinghouse RASC-2 (1)     Total Power Output 2    Armour 0    Exp 20%
Westinghouse RASC-16 (2)     Total Power Output 32    Armour 0    Exp 5%


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 3 sections

Quote
BSPDC-2 class Planetary Defence Centre    6,600 tons     95 Crew     669.5 BP      TCS 132  TH 0  EM 0
Armour 5-31     Sensors 1/0     Damage Control Rating 0     PPV 0
Intended Deployment Time: 3 months    Flight Crew Berths 2   
Hangar Deck Capacity 6000 tons     


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 3 sections

Even if the fighters are "free", the cost for the storage space for them is greater than the cost of the carronade design.
Title: Re: Odd duck designs
Post by: Theodidactus on February 19, 2013, 07:01:47 PM
I like the idea of geosurveys being conducted by small craft dispatched from a larger science vessel. It's probably not the most efficient way to do things, but it's fun: when I arrive at a large gas giant with many many moons, my aurora class science vessel disgorges a half dozen of these:

Seer class Survey Corvette 500 tons     13 Crew     313.5 BP      TCS 10  TH 82  EM 0
8200 km/s     Armour 1-5     Shields 0-0     Sensors 24/1/0/2     Damage Control Rating 0     PPV 0
Maint Life 10.26 Years     MSP 196    AFR 4%    IFR 0.1%    1YR 3    5YR 51    Max Repair 150 MSP

UN-MC Fighter Engine (1)    Power 82.5    Fuel Use 7200%    Signature 82.5    Armour 0    Exp 50%
Fuel Capacity 100,000 Litres    Range 5 billion km   (7 days at full power)

U.N. Second Generation Naval Scanner (1)     GPS 48     Range 11.5m km    Resolution 1
Improved Geological Sensors (1)   2 Survey Points Per Hour


It's also useful to dispatch 1 or 2 toward an interesting planet while en route to a gravitational survey point.
Title: Re: Odd duck designs
Post by: SpikeTheHobbitMage on June 17, 2013, 12:46:22 PM
I actually did the math on this, and I'm pretty sure that so long as you don't actually care about the effectiveness of the platform, this is the cheapest way.  Plus, it was fairly early in the game, so I didn't have a lot of obsolete fighters laying around.
Edit:
I checked your plan, and mine still wins.  Here are the two alternatives (both in 6.2, while the earlier version was from 5.5):
Even if the fighters are "free", the cost for the storage space for them is greater than the cost of the carronade design.

Your BSPDC-1 provides 136 PPV for 433.6 BP, or 0.314 PPV/BP.  Good, but I think we can do better.

Code: [Select]
PDD Dummy x24 1 class      1,500 tons     4 Crew     36.6 BP      TCS 30  TH 0  EM 0
Armour 5-11     Sensors 1/0     Damage Control Rating 0     PPV 24
Intended Deployment Time: 0.0001 months    Spare Berths 103   
Magazine 24   

ICBM Silo (1)    Missile Size 24    Rate of Fire 43200


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections
Code: [Select]
Components
ICBM Silo x1
Conventional Armour x5.8
Crew Quarters - Tiny x1

11.85x Duranium
0.75x Mercassium
This design provides 0.656 PPV/BP, or slightly more than twice as cost efficient.  It also doesn't require any Tritanium or research in its construction.  This means it is available at turn 0 even on Conventional start.  I am not sure about the consequences of not having a Bridge, but it is buildable.  The ~4 minute deployment time should prove entertaining too.  ;)

But I still think we can do better.

Code: [Select]
PDD Dummy x768 1 class      41,100 tons     107 Crew     875 BP      TCS 822  TH 0  EM 0
Armour 5-106     Sensors 1/0     Damage Control Rating 0     PPV 768
Intended Deployment Time: 0.0001 months    Spare Berths 0   
Magazine 768   

ICBM Silo (32)    Missile Size 24    Rate of Fire 43200


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 17 sections
Code: [Select]
Component Summary
ICBM Silo x32
Conventional Armour x53
Crew Quarters - Tiny x1

106.25x Duranium
0.75x Mercassium
This design provides 0.878 PPV/BP, while only costing more Duranium.

I am currently building a 240 point unit to test it.
Title: Re: Odd duck designs
Post by: Starfyre on June 25, 2013, 01:46:55 PM
Well, my most recent game is me mucking about with a conventional start, so I thought it worthwhile to pass on what's the culmination of years of research and design efforts to facilitate my exploration of neighboring systems, instead of years of efforts to expand any of my slipways past 1000 tons.  I'm going to have to do something about that though.  this thing can't even get to more than two of sol's JPs.  Maybe a tanker fighter should be next.

Code: [Select]
Beyonder-I class Jump Tender    1 000 tons     36 Crew     71 BP      TCS 20  TH 8  EM 0
400 km/s    JR 3-50     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 6.61 Years     MSP 44    AFR 8%    IFR 0.1%    1YR 2    5YR 26    Max Repair 33 MSP
Intended Deployment Time: 1 months    Spare Berths 4   

Lorentz-I Mil3k Jumpdrive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
Corona-I NPE Scoutfighter Engine (1)    Power 8    Fuel Use 99%    Signature 8    Exp 10%
Fuel Capacity 20 000 Litres    Range 3.6 billion km   (105 days at full power)

This design is classed as a Military Vessel for maintenance purposes

This is my first time really messing with conventional starts, and I am doomed if another NPR trips over me right now.  I've only recently gotten defenses more potent than the missile bases you start with, and it's 2043.
Title: Re: Odd duck designs
Post by: joeclark77 on June 25, 2013, 02:07:41 PM
Well, my most recent game is me mucking about with a conventional start, so I thought it worthwhile to pass on what's the culmination of years of research and design efforts to facilitate my exploration of neighboring systems, instead of years of efforts to expand any of my slipways past 1000 tons. 
I tend to start with civilian designs for my geo and grav survey ships.  Civilian shipyards start at 10000 tons and it's easy enough to make a civilian survey ship with two scanners, a jump drive, and plenty of fuel, that's under 5000 tons.  (Grav survey ships are marked "military" for maintenance purposes, and they will have breakdowns, but otherwise they function the same as geo survey ships.  They can use civilian jump drives and I think you can make them at the civilian shipyard, too.)  Civilian survey ships are also far more fuel efficient and can have very long ranges even with nuke-thermal technology.
Title: Re: Odd duck designs
Post by: Starfyre on June 25, 2013, 03:11:05 PM
grav ships, being marked military, have to use military jumpdrives on their hulls and all compenents suffer from military failure rates, even stuff that would normally be civilian drives.  Sadly.  Though that might not still be true.  last time I really mucked with that was 5.x.

Honestly, I've had a lot of luck with dippy 1kton survey ship designs.  They're dirt cheap, have a failure rate of basically zero with any engineering spaces at all, can still get excellent range if you make a small engine tuned for efficiency, and their thermal and active scanning cross sections are so small that they can just waltz right through occupied systems without being spotted.  And to top it all off, with a couple ranks in jump efficiency I can cram a jumpdrive on top of all that.  Problem is, that's 15k or so research in jumpdrive efficiency that I really can't spare from the rush to noncrud engine and missile tech levels, thus the stopgap.
Title: Re: Odd duck designs
Post by: joeclark77 on June 25, 2013, 03:22:27 PM
grav ships, being marked military, have to use military jumpdrives on their hulls and all compenents suffer from military failure rates, even stuff that would normally be civilian drives.  Sadly.  Though that might not still be true.  last time I really mucked with that was 5.x.

I can confirm that they do not have to use military jumpdrives.  They do suffer maintenance issues, but when you're building a 4500-ton ship it isn't as costly, relatively speaking, to add extra maintenance supplies and crew quarters to make it suitable for a 5-year deployment.  The difference between 4500 and 5000 is much less than between 1000 and 1500, say.

I assume there's a design flaw with the program.  Perhaps Steve intended grav ships to be commercial ships like geo ships are, and they shouldn't be having maintenance issues.  Or he intended them to be military and the game simply allows me to break the rule.  Either way I think geology and gravimetric ships are meant to come down on the same side of the fence, so I'm designing mine to be basically identical whichever way I make them.  That tends to be simple commercial designs in the early game, military designs with sensors and stuff in the later game.
Title: Re: Odd duck designs
Post by: sublight on June 25, 2013, 04:47:06 PM
Fun Trivia: Only military engine components require military jump drives. Any military ship design that happen to use civilian engines is free to use commercial jump drives.

Of course, that doesn't help anyone trying to design a 1,000 ton grav survey craft.
Title: Re: Odd duck designs
Post by: GenJeFT on June 25, 2013, 04:52:47 PM
Quote
XL Space Habitat I class Orbital Habitat    5,014,050 tons     610 Crew     6808 BP      TCS 100281  TH 0  EM 0
1 km/s     Armour 1-2609     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 1    Max Repair 10 MSP
Intended Deployment Time: 3 months    Spare Berths 0    
Habitation Capacity 1,000,000    

Fuel Capacity 5,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes

I built that thing not thinking about the problem with towing it. My strongest tug pulls it at single digit speeds. The most powerful engine I had built up to this point was a 400 power commercial engine. I am now researching a 1400 power engine for the ship just to tug this thing.

Right now the only tugs I have are my old Salvager class salvage ships that only have 3 200 power engines. Adequate so far for my needs, until the above behemoth station.
Title: Re: Odd duck designs
Post by: Erik L on June 25, 2013, 04:53:57 PM
I assume there's a design flaw with the program.  Perhaps Steve intended grav ships to be commercial ships like geo ships are, and they shouldn't be having maintenance issues.  Or he intended them to be military and the game simply allows me to break the rule.  Either way I think geology and gravimetric ships are meant to come down on the same side of the fence, so I'm designing mine to be basically identical whichever way I make them.  That tends to be simple commercial designs in the early game, military designs with sensors and stuff in the later game.

Actually no. Geo are supposed to be civilian and grav are supposed to be military.
Title: Re: Odd duck designs
Post by: joeclark77 on June 25, 2013, 09:00:21 PM
Actually no. Geo are supposed to be civilian and grav are supposed to be military.
So, am I cheating by having grav ships use civilian jumpdrives?  Or is it as sublight said, the rule about military jumpdrives only applies to ships with military engines?
Title: Re: Odd duck designs
Post by: SpikeTheHobbitMage on June 26, 2013, 03:00:25 AM
So, am I cheating by having grav ships use civilian jumpdrives?  Or is it as sublight said, the rule about military jumpdrives only applies to ships with military engines?
sublight is correct, military jump drives are only required for military engines.
Title: Re: Odd duck designs
Post by: Erik L on June 26, 2013, 03:28:51 AM
Grav sensors are supposed to flag the ship as military.
Title: Re: Odd duck designs
Post by: joeclark77 on June 26, 2013, 09:33:43 AM
Grav sensors are supposed to flag the ship as military.
So it's an unenforced rule, and I'm "cheating" by using civilian jumpdrives.
Title: Re: Odd duck designs
Post by: Charlie Beeler on June 26, 2013, 09:53:22 AM
So it's an unenforced rule, and I'm "cheating" by using civilian jumpdrives.

No.  The Grav Sensor forces the ship to fall under the military maintence rules.  Whether you use commercial or military engines are up to you.  But the engine choice dictates what jump engine type is used.
Title: Re: Odd duck designs
Post by: bean on September 11, 2013, 10:33:58 AM
Your BSPDC-1 provides 136 PPV for 433.6 BP, or 0.314 PPV/BP.  Good, but I think we can do better.

Code: [Select]
PDD Dummy x24 1 class      1,500 tons     4 Crew     36.6 BP      TCS 30  TH 0  EM 0
Armour 5-11     Sensors 1/0     Damage Control Rating 0     PPV 24
Intended Deployment Time: 0.0001 months    Spare Berths 103   
Magazine 24   

ICBM Silo (1)    Missile Size 24    Rate of Fire 43200


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections
Code: [Select]
Components
ICBM Silo x1
Conventional Armour x5.8
Crew Quarters - Tiny x1

11.85x Duranium
0.75x Mercassium
This design provides 0.656 PPV/BP, or slightly more than twice as cost efficient.  It also doesn't require any Tritanium or research in its construction.  This means it is available at turn 0 even on Conventional start.  I am not sure about the consequences of not having a Bridge, but it is buildable.  The ~4 minute deployment time should prove entertaining too.  ;)
I'm going to have to flag this one for being illegal on two fronts.  First, it has no bridge and it's over 1000 tons.  Second, it has no fire control.  If it is buildable, that's only due to the way PDCs are built.  Nice try, but not quite.  And your other effort suffers the same problem.  However, using ICBM silos is a good idea.  A legal (lockable) 32-ICBM PDC built in the same game as my previous efforts is:
Code: [Select]
BSPDC-3 class Planetary Defence Centre    38,750 tons     108 Crew     883.9 BP      TCS 775  TH 0  EM 0
Armour 5-102     Sensors 1/0     Damage Control Rating 0     PPV 768
Intended Deployment Time: 0.0001 months    Spare Berths 107   
Magazine 768   

ICBM Silo (32)    Missile Size 24    Rate of Fire 43200
Hughes FPG-501 (1)     Range 8.5m km    Resolution 50


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 16 sections
This comes in at .8688 PPV/BP, which is very nearly what you managed.  (The total cost of my added components was 11 BP, which is negligible at this scale.)  So I will concede that this is the best way to go about this.  Although fitting it with a better fire control wouldn't be terribly expensive, and would result in a platform that is not totally ineffective if you fill it with outdated missiles.  This does, of course, assume that the deployment time is possible.  A quick check shows that going to .25 month (enough to make sure there aren't any problems) costs 40 BP, which is bad for efficiency, but still leaves it well ahead of my design.
Title: Re: Odd duck designs
Post by: Detros on March 14, 2017, 07:38:07 PM
When you are going to only transport commanders or teams you can just as well do it fast.
Code: [Select]
Griffin IV class Shuttle    90 tons     2 Crew     28 BP      TCS 1.8  TH 12  EM 0
13333 km/s     Armour 1-1     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 39.86 Years     MSP 19    AFR 0%    IFR 0%    1YR 0    5YR 0    Max Repair 18 MSP
Intended Deployment Time: 15 months    Spare Berths 0   

Rice & Black 24 EP Fighter Magneto-plasma Drive (1)    Power 24    Fuel Use 136.41%    Signature 12    Exp 15%
Fuel Capacity 20,000 Litres    Range 29.3 billion km   (25 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
Title: Re: Odd duck designs
Post by: baconholic on March 19, 2017, 03:44:43 PM
I see all these real ship designs and I raise you my civilian blueprint class:

Code: [Select]
BP: C255000 class Blueprint    251,450 tons     9420 Crew     97193.2 BP      TCS 5029  TH 0  EM 0
1 km/s     Armour 1-354     Shields 0-0     Sensors 1/1/0/940     Damage Control Rating 1     PPV 0
MSP 242    Max Repair 100 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Tractor Beam     


Geological Survey Sensors (940)   940 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

It can build any 250,000 ton civilian ship using this blueprint on day 1, the shipyard never has to be retooled.
Title: Re: Odd duck designs
Post by: Detros on March 19, 2017, 03:52:56 PM
It can build any 250,000 ton civilian ship using this blueprint on day 1, the shipyard never has to be retooled.
How often do you build 250kt ships?
Title: Re: Odd duck designs
Post by: baconholic on March 19, 2017, 03:58:49 PM
How often do you build 250kt ships?

All my civilian ships are 250kt platforms that gets tugged around, just need to scrap/upgrade the tug when new engine tech comes around.
Title: Re: Odd duck designs
Post by: serger on March 20, 2017, 01:42:11 PM
Well, I have some little ducklings too.

This is my training fighter design:
Code: [Select]
F/T-1 class Training Fighter    85 tons     2 Crew     11.8 BP      TCS 1.7  TH 2  EM 0
1176 km/s     Armour 1-1     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 49.41 Years     MSP 9    AFR 0%    IFR 0%    1YR 0    5YR 0    Max Repair 6 MSP
Intended Deployment Time: 125 months    Spare Berths 0   

ENG-L mk.1 (1)    Power 2.5    Fuel Use 14%    Signature 2.5    Exp 5%
Fuel Capacity 5 000 Litres    Range 75.6 billion km   (744 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes

And this is more ugly cheap thing for begging start - training orbital can cabin:
Code: [Select]
satcab class Satellite    7 tons     1 Crew     1 BP      TCS 0.14  TH 0  EM 0
1 km/s     Armour 1-0     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 1%    IFR 0%    1YR 0    5YR 0    Max Repair 6 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3   


This design is classed as a Fighter for production, combat and maintenance purposes

And I used the same "cans" later as an anchor, ejected from large military ships, to fix TG with training task, when I want them at their exact permanent position (planet orbit or guarded JP).
Title: Re: Odd duck designs
Post by: Michael Sandy on March 20, 2017, 07:00:31 PM
That satcab is sleazy as hell.  Especially if someone (not me) decided it was the cheapest way to have a long duration sensor platform on a jump point.

But it got me thinking, if you want a ship type to conduct first contact, a cheap long endurance fighter that can support a diplomacy team while the launching ship stays back at the jump point might be the way to go.

Especially if, with no military systems, it shouldn't require any maintenance.  Of course, that would mean no engines.

I really enjoy the idea of hangars being standard on fleet units and survey fleet, so that a fleet built for peacetime exploration can quickly transition to becoming a battlefleet, without needing much refit, just a different fighter load out.  I love the RP potential of the survey fleet coming back for vengeance, "You shot down our peaceful survey shuttle, now see its brethren armed and out for your hide!"

I also like Larry Niven's stories of peaceful humans, going out into the galaxy, and having to turn tech into military purposes.  Perhaps meson weaponry developed as a way of getting emergency power to isolated areas.  Precision is important in that, so yeah, the whole planet has a bunch of point defense PDCs called "emergency power narrowcast units" or some such euphemism.