Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: TheDeadlyShoe on February 21, 2013, 06:23:52 AM
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I was playing around with beam fighter designs and found myself somewhat indecisive on which to use. The doctrine I'm looking at is to use beam fighters as missile defence and, when opportunity allows, in the strike role. This both worked out better and worse than I expected.
My first two designs:
Warrior class Striker 320 tons 3 Crew 82 BP TCS 6.4 TH 24 EM 0
7500 km/s Armour 2-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2
Maint Life 7.03 Years MSP 16 AFR 8% IFR 0.1% 1YR 1 5YR 9 Max Repair 18 MSP
Intended Deployment Time: 0.1 months Spare Berths 7
Type 11 Thruster (2) Power 24 Fuel Use 392.02% Signature 12 Exp 20%
Fuel Capacity 10,000 Litres Range 1.4 billion km (53 hours at full power)
Gladius UV Pulse (1) Range 72,000km TS: 7500 km/s Power 3-0.75 RM 4 ROF 20 3 3 3 3 2 2 1 0 0 0
Type 57 Strike Targeter (1) Max Range: 72,000 km TS: 8000 km/s 86 72 58 44 31 17 3 0 0 0
Micro GCF (2) Total Power Output 1.03 Armour 0 Exp 12%
Q-Slave Targeter (1) GPS 8 Range 280k km Resolution 5
This design is classed as a Fighter for production, combat and maintenance purposes
Grendel class Striker 480 tons 3 Crew 101.2 BP TCS 9.6 TH 24 EM 0
5000 km/s Armour 2-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4.3
Maint Life 3.63 Years MSP 13 AFR 18% IFR 0.3% 1YR 2 5YR 23 Max Repair 19 MSP
Intended Deployment Time: 0.1 months Spare Berths 7
Magazine 10
Type 11 Thruster (2) Power 24 Fuel Use 392.02% Signature 12 Exp 20%
Fuel Capacity 5,000 Litres Range 0.5 billion km (26 hours at full power)
Gladius UV Pulse Turret (1x1) Range 48,000km TS: 16000 km/s Power 3-1 RM 4 ROF 15 3 3 3 3 0 0 0 0 0 0
Type 59 Defense Targeter (1) Max Range: 48,000 km TS: 16000 km/s 79 58 38 17 0 0 0 0 0 0
Micro GCF (2) Total Power Output 1.03 Armour 0 Exp 12%
Torpedo Rail (2) Missile Size 5 Hangar Reload 37.5 minutes MF Reload 6.2 hours
Type 65 Torpedo Guidance (1) Range 10.3m km Resolution 80
T-25 (2) Speed: 28,800 km/s End: 6.1m Range: 10.6m km WH: 9 Size: 5 TH: 105/63/31
Q-Slave Targeter (1) GPS 8 Range 280k km Resolution 5
The combat environment is expected to be relatively short ranged, perhaps even as short as between the Earth and Luna. But I was always unhappy with the Warrior, it doesn't really do anything well. About its only upside is fitting two layers of armor. The Grendel does both missile defence AND strike better.
So I came up with two alternates - the 'Tie Fighter', going for bang for the buck, and the 'Tie Interceptor', attempting to leverage the fighter's speed advantage.
Warrior - Defence Fighter class Striker 300 tons 3 Crew 67 BP TCS 6 TH 12 EM 0
4000 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2.8
Maint Life 6.51 Years MSP 14 AFR 7% IFR 0.1% 1YR 1 5YR 9 Max Repair 19 MSP
Intended Deployment Time: 0.1 months Spare Berths 7
Type 11 Thruster (1) Power 24 Fuel Use 392.02% Signature 12 Exp 20%
Fuel Capacity 10,000 Litres Range 1.5 billion km (4 days at full power)
Gladius UV Pulse Turret (1x1) Range 48,000km TS: 16000 km/s Power 3-1 RM 4 ROF 15 3 3 3 3 0 0 0 0 0 0
Type 59 Defense Targeter (1) Max Range: 48,000 km TS: 16000 km/s 79 58 38 17 0 0 0 0 0 0
Micro GCF (2) Total Power Output 1.03 Armour 0 Exp 12%
Q-Slave Targeter (1) GPS 8 Range 280k km Resolution 5
Warrior Interceptor class Striker 400 tons 3 Crew 112.8 BP TCS 8 TH 48 EM 0
12000 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2
Maint Life 0 Years MSP 0 AFR 80% IFR 1.1% 1YR 9 5YR 131 Max Repair 18 MSP
Intended Deployment Time: 0.1 months Spare Berths 7
Type 11 Thruster (4) Power 24 Fuel Use 392.02% Signature 12 Exp 20%
Fuel Capacity 5,000 Litres Range 0.6 billion km (13 hours at full power)
Gladius UV Pulse (1) Range 48,000km TS: 12000 km/s Power 3-0.75 RM 4 ROF 20 3 3 3 3 0 0 0 0 0 0
Type 59 Defense Targeter (1) Max Range: 48,000 km TS: 16000 km/s 79 58 38 17 0 0 0 0 0 0
Micro GCF (2) Total Power Output 1.03 Armour 0 Exp 12%
I want to use the 'Interceptor' variant, but I'm leery of its lack of bells & whistles such as engineering or a sensor. Love the speed though, for Ion tech it's fantastic.
I also noted a quirk when designing these, the Turret bumps the capacitor recharge of the miniaturized 10cm laser from 0.75 to 1, lowering its ROF to 15. Useful, especially considering I have to mount 2 power generators anyway.
After designing those I tried my hand at a Grendel more purely focused on the strike role.
Grendel - Bomber class Striker 480 tons 3 Crew 99.2 BP TCS 9.6 TH 24 EM 0
5000 km/s Armour 2-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4.5
Maint Life 3.93 Years MSP 13 AFR 18% IFR 0.3% 1YR 1 5YR 20 Max Repair 18 MSP
Intended Deployment Time: 0.1 months Spare Berths 7
Magazine 10
Type 11 Thruster (2) Power 24 Fuel Use 392.02% Signature 12 Exp 20%
Fuel Capacity 15,000 Litres Range 1.4 billion km (3 days at full power)
Hastae UV Micro-Pulse (1) Range 72,000km TS: 5000 km/s Power 10-0.15 RM 4 ROF 335 10 10 10 10 8 6 5 0 0 0
Type 57 Strike Targeter (1) Max Range: 72,000 km TS: 8000 km/s 86 72 58 44 31 17 3 0 0 0
Micro GCF (1) Total Power Output 0.52 Armour 0 Exp 12%
Torpedo Rail (2) Missile Size 5 Hangar Reload 37.5 minutes MF Reload 6.2 hours
Type 65 Torpedo Guidance (1) Range 10.3m km Resolution 80
T-25 (2) Speed: 28,800 km/s End: 6.1m Range: 10.6m km WH: 9 Size: 5 TH: 105/63/31
Q-Slave Targeter (1) GPS 8 Range 280k km Resolution 5
Impressive damage potential, but the single-purpose nature of the design bothers me.
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I've personally never used beam fighters, though I do intend to utilize them soon.
My current strike fighter is this:
F-48 Sparrow class Fighter 250 tons 3 Crew 185.2 BP TCS 5 TH 7.68 EM 0
19200 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 0 Years MSP 0 AFR 50% IFR 0.7% 1YR 9 5YR 133 Max Repair 132 MSP
Intended Deployment Time: 1 months Spare Berths 2
Magazine 20
Volksmacht ICFD High-Performance Fighter Drive 96P-8S (1) Power 96 Fuel Use 385.82% Signature 7.68 Exp 30%
Fuel Capacity 30,000 Litres Range 5.6 billion km (3 days at full power)
External Ordnance Rack (CAM) (5) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
Lockheed Martin AAQ-48 CAM Guidance Package (1) Range 25.7m km Resolution 20
Slammer CAM Mk. 3 (5) Speed: 48,000 km/s End: 7.3m Range: 21.2m km WH: 30 Size: 4 TH: 320/192/96
Each squadron led by a command variant with active sensors and a slightly reduced payload.
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Hey look I designed a beam fighter:
F-71 Thrasher class Interceptor 400 tons 11 Crew 961.2 BP TCS 8 TH 15.36 EM 0
24000 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 3.49 Years MSP 150 AFR 12% IFR 0.2% 1YR 19 5YR 283 Max Repair 525 MSP
Intended Deployment Time: 0.5 months Spare Berths 1
Volksmacht ICFD High-Performance Fighter Drive 96P-8S (2) Power 96 Fuel Use 385.82% Signature 7.68 Exp 30%
Fuel Capacity 15,000 Litres Range 1.7 billion km (20 hours at full power)
15cm C2.5 Far X-Ray Laser (1) Range 480,000km TS: 24000 km/s Power 6-2.5 RM 8 ROF 15 6 6 6 6 6 6 6 6 5 4
Lockheed-Martin Laser Targeting Suite 350-10000 (FTR) (1) Max Range: 700,000 km TS: 40000 km/s 99 97 96 94 93 91 90 89 87 86
Westinghouse Solid-Core AM Fighter Powerpland PO4.8-S10 (1) Total Power Output 4.8 Armour 0 Exp 35%
Meant to operate with a command variant with active sensors.
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960 BP fighter. XD
As a rule, I wouldn't spend that much on something so easily smacked down by a few AMMs. And if you build it anyway, at that price you might as well double the engines. I'm also thinking your tech is a little beyond what he can use.
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No one said early game! And at any rate, by the time you've got those tech levels, that bp isn't as big of an issue. At least not in my experience. I kept it at 400t for space reasons. Meshes better with my other strikecraft - I like to have a mix of squadrons onboard my larger carriers.
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I haven't actually designed fighter engines under the new rules yet, but for Ion tech those look pretty good.
With the latter two Warrior alternatives, the defence variant seems better suited both for defense and offense. Higher TS, RoF and lower BP make it more economic than the interceptor - it might be only one third as fast, but that won't matter for closing in between Earth and Luna, and for each interceptor you can build two defender.
As for the single-purpose Grendel: With a size 5 launcher designing a S5 carrier missile for 2-4 size 1 AMMs might be feasable, depending on their range and your exact missile technology. Given the MFC you could fire two AMM carriers from each Grendel, 1-2 Grendel per enemy missile salvo, as long as you detect the missiles early enough for the submunitions to seperate.
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I haven't had much luck using beam fighters. They basically get mauled by AMM's before they can do anything, unless you are talking jump point defense, in which case hangar space would be better served with weapons. I find that I don't even really use missile fighters too much anymore, unless I want to send them off on another vector away from my main fleet. The equivalent ship-tonnage in missile armed ships is much more useful.
How do you guys close the range and survive? Is it more a RP for fun thing?
Now if aurora had some sort of mechanic where you "jumped out of hyperspace" instead of slowly closing distance over days, these would be ALOT more fun.
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One way is try to time your fighter-approach so their AMM's are aimed at your missiles rather then your fighters.
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One way is try to time your fighter-approach so their AMM's are aimed at your missiles rather then your fighters.
Now that fighter speed isn't based on designing the tiniest fighters possible, I've also found a great way to protect them from AMMs is to give them actual armor.
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Here's the fastest I've gotten something on Ion tech while still having a gun (this was thrown together for fun):
Fast class Interceptor 500 tons 18 Crew 171.6 BP TCS 10 TH 58.8 EM 0
16800 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0.5
Maint Life 3.84 Years MSP 21 AFR 20% IFR 0.3% 1YR 2 5YR 34 Max Repair 21 MSP
Intended Deployment Time: 2.5 months Spare Berths 0
24 EP Ion Drive (7) Power 24 Fuel Use 448.03% Signature 8.4 Exp 20%
Fuel Capacity 10,000 Litres Range 0.8 billion km (13 hours at full power)
Gauss Cannon R3-8 (1x3) Range 30,000km TS: 16800 km/s Accuracy Modifier 8% RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Fire Control S01 16-3000 (FTR) (1) Max Range: 32,000 km TS: 12000 km/s 69 37 6 0 0 0 0 0 0 0
This design is classed as a Fighter for production, combat and maintenance purposes
On a related note, here's my preferred parasite-ship size, this one featuring my tiny gauss guns:
M1 Shell class Frigate Escort 3,000 tons 108 Crew 862.8 BP TCS 60 TH 252 EM 0
12000 km/s Armour 2-18 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 13
Maint Life 1.83 Years MSP 180 AFR 72% IFR 1% 1YR 67 5YR 1012 Max Repair 210 MSP
Intended Deployment Time: 1 months Spare Berths 2
240 EP Ion Drive (3) Power 240 Fuel Use 407.3% Signature 84 Exp 20%
Fuel Capacity 110,000 Litres Range 1.6 billion km (37 hours at full power)
Gauss Cannon R3-8 (26x3) Range 30,000km TS: 12000 km/s Accuracy Modifier 8% RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Fire Control S04 16-12000 (1) Max Range: 32,000 km TS: 12000 km/s 69 37 6 0 0 0 0 0 0 0
Active Search Sensor MR1-R1 (1) GPS 24 Range 1.9m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
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@HartLord: Is there any reason for the fighter to have 2.5 months of intended deployment time? The lower it is, the more crew quarters space you free up after all, and if you go below 0.5 you half all requirements - that might just be enough to free up a little more space and slap on a layer of armour or make it a little faster.
For ion tech though, those things are pretty damn fast :D
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It has 2. 5 months because I was just messing around with it. I don't think the extra armor would do any good because this design is not intended to be shot at. . .
Edit: my frigate now properly says it has tiny guns, not turrets; the turrets are on less fast ships.
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There's no effective way to protect against AMMs, it is the same conundrum that faces every beam warship. You have to attack the enemy with missiles if only to deplete their AMMs.
IMO, beam fighters work best with Battlestar designs. Thick armor, thick defenses, hangar bays. You can deploy the fighters and keep them close to use them as anti-missile escorts, attack with them if the moment is right, or keep them inside the bays so they are protected from AMM targeting.
@admiral666 - you should probably reduce the deploy time on your fighter to 0.1, I think thats why you have 11 crew listed.
@Vynadan -
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IMO, beam fighters work best with Battlestar designs. Thick armor, thick defenses, hangar bays. You can deploy the fighters and keep them close to use them as anti-missile escorts, attack with them if the moment is right, or keep them inside the bays so they are protected from AMM targeting.
Funny thing, though maybe a game/Ai exploit of sorts: You can effectively drain AMM supplies of planets by sending out fast fighters just over the edge of the enemy targeting range, then wait a few salvos, fly back and dock. What happens is that the salvos disappear, poof.
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The main use for beam fighters in my campaigns are as anti-fighter or anti-fast recon assets. Against real warships they are just too vulnerable and a single destroyer can almost destroy an endless number before it is significantly damaged using either missiles and/or beam weapons.
I do use beam fighters quite extensive though and they do fill an important role, just not used to attack warships. I really don't think you can use them that way without serious advantage in technology. The same is true for regular beam ship doctrines.
For me beam weapons are important for close in defenses and anti-missile duty not as a main weapon you use against enemy combat ships. Beam weapons is useful in Jump Point defenses and as a last ditch defense or as an orbital bombardment weapon against planets with no or a thin atmosphere.
Beam weapons are very much like the gun on today's frigates and destroyers. It is used for littoral areas (jump points) and as shore bombardments. The likelihood of two modern destroyers in a modern setting to duke it out with their guns are most likely very improbable but not impossible. But they are still armed with them and they are still a useful weapon. I view beam weapons exactly the same way on my warships. Beam fighters are sort of today's interceptor or air superiority air-crafts and they certainly is important in that role.
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With an active sensor of
Q-Slave Targeter (1) GPS 8 Range 280k km Resolution 5
I do not see how they can function in the anti-missile role at all as they would not detect a missile even at 10,000 km thus never getting off a shot. In that case the space would be better used for other items and depend on the mother ship for active sensors.
Hartlord's parasite class uses a Active Search Sensor MR1-R1 (1) GPS 24 Range 1.9m km Resolution 1
that could detect a missile at roughly 170k km which allows for 5 seconds detection if the missile speed is under 34,000 km/s - normal for ion tech missiles.
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i dont really have any pure beam fighters anymore, but I do use fighter bombers:
F3-B4 Beamhound class Fighter 500 tons 9 Crew 177 BP TCS 10 TH 120 EM 0
12000 km/s Armour 2-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3.8
Maint Life 3.11 Years MSP 22 AFR 20% IFR 0.3% 1YR 3 5YR 51 Max Repair 60 MSP
Intended Deployment Time: 0.17 months Spare Berths 0
Magazine 12
120 EP Fighter Engine (1) Power 120 Fuel Use 479.28% Signature 120 Exp 25%
Fuel Capacity 40 000 Litres Range 3.0 billion km (69 hours at full power)
10cm Fighter Blaster (1) Range 150 000km TS: 12000 km/s Power 3-1 RM 5 ROF 15 3 3 3 3 3 2 2 1 1 1
Compact FCS (1) Max Range: 192 000 km TS: 10000 km/s 95 90 84 79 74 69 64 58 53 48
1C Tokamak (1) Total Power Output 1 Armour 0 Exp 20%
SRT Mounting (4) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Torpedo Controller (1) Range 2.3m km Resolution 1
T9 Fast SRT (4) Speed: 39 700 km/s End: 0.8m Range: 1.9m km WH: 9 Size: 3 TH: 132/79/39
ECM 10
and its partner in crime:
F3-R2 Switch class Fighter 500 tons 9 Crew 177 BP TCS 10 TH 120 EM 0
12000 km/s Armour 2-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3.8
Maint Life 3.79 Years MSP 22 AFR 20% IFR 0.3% 1YR 2 5YR 36 Max Repair 60 MSP
Intended Deployment Time: 0.17 months Spare Berths 0
Magazine 12
120 EP Fighter Engine (1) Power 120 Fuel Use 479.28% Signature 120 Exp 25%
Fuel Capacity 40 000 Litres Range 3.0 billion km (69 hours at full power)
10cm Fighter Blaster (1) Range 150 000km TS: 12000 km/s Power 3-1 RM 5 ROF 15 3 3 3 3 3 2 2 1 1 1
Compact FCS (1) Max Range: 192 000 km TS: 10000 km/s 95 90 84 79 74 69 64 58 53 48
1C Tokamak (1) Total Power Output 1 Armour 0 Exp 20%
SR Micro (12) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
Torpedo Controller (1) Range 2.3m km Resolution 1
Needle SRM (12) Speed: 39 200 km/s End: 1.1m Range: 2.6m km WH: 3 Size: 1 TH: 130/78/39
ECM 10
nasty buggers, lasers provide some PD/Anti Fighter power, and torps nuke things into oblivion
lasers pick off anything that survives
I launch the T9 5 seconds later and 150km behind the needles. Quite literally a bait and switch for enemy AMS ;D
Something i just came up with:
F8 Acheron class Fighter 375 tons 19 Crew 186.8 BP TCS 7.5 TH 120 EM 0
16000 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2
Maint Life 4.13 Years MSP 31 AFR 11% IFR 0.2% 1YR 3 5YR 44 Max Repair 72 MSP
Intended Deployment Time: 3 months Spare Berths 1
120 EP Fighter Engine (1) Power 120 Fuel Use 479.28% Signature 120 Exp 25%
Fuel Capacity 15 000 Litres Range 1.5 billion km (26 hours at full power)
18cm THX Thrmonuclear Laser (1) Range 384 000km TS: 16000 km/s Power 8-0.25 RM 5 ROF 160 8 8 8 8 8 6 5 5 4 4
Fire Control S01 192-2500 (FTR) (1) Max Range: 384 000 km TS: 10000 km/s 97 95 92 90 87 84 82 79 77 74
1C Tokamak (1) Total Power Output 1 Armour 0 Exp 20%
a Laser Based Bomber - would probably make a vicious fighter killer as well
18cm 2hs laser cannon XD
you could even stick a 30cm Laser in there if you were really ambitious and had a bit better tech then im willing to use
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You should be able to cut their sizes a little, especially on the F8 Acheron. Set the deployment time of everything down to 0.1; fighters are basically never deployed more than a day. Also remove any MSP or engineering facilities you may have added. Last, be sure you removed the bridge.
The reason I think you may be able to save HS, is that your crews are pretty large. I don't think I've ever had a fighter over 4 crew.
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good point ;D
now this is a ship killer:
F9 Inevitable class Heavy Fighter 500 tons 5 Crew 219.8 BP TCS 10 TH 120 EM 0
12000 km/s Armour 3-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 2.17 Years MSP 27 AFR 20% IFR 0.3% 1YR 8 5YR 116 Max Repair 72 MSP
Intended Deployment Time: 0.1 months Spare Berths 5
120 EP Fighter Engine (1) Power 120 Fuel Use 479.28% Signature 120 Exp 25%
Fuel Capacity 15 000 Litres Range 1.1 billion km (26 hours at full power)
30cm THX Thermonuclear Laser (1) Range 384 000km TS: 12000 km/s Power 24-0.25 RM 5 ROF 480 24 24 24 24 24 20 17 15 13 12
Fire Control S01 192-2500 (FTR) (1) Max Range: 384 000 km TS: 10000 km/s 97 95 92 90 87 84 82 79 77 74
1C Tokamak (1) Total Power Output 1 Armour 0 Exp 20%
This design is classed as a Fighter for production, combat and maintenance purposes
:-X i managed to pack a standard cruiser main gun into a heavy fighter :-X
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hit and run design
however I found that fighters like any other units have significant order delay and they stay too long within enemy return fire
hit and run would need maybe some manual waypoint flying possibly
but I have neven been deep into fighters
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The Eurasian Federation just finished a (panicked) well-reasoned mass-production of these fighters to replace fighter losses during a costly jump-point invasion:
MiGG-129 Sagittarii class Fighter 500 tons 3 Crew 120 BP TCS 10 TH 112 EM 0
11200 km/s Armour 2-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 3.49 Years MSP 15 AFR 20% IFR 0.3% 1YR 2 5YR 28 Max Repair 16 MSP
Intended Deployment Time: 0.1 months Spare Berths 7
Korolyov-Kruglov KK27 ADF (4) Power 28 Fuel Use 240.65% Signature 28 Exp 17%
Fuel Capacity 15,000 Litres Range 2.2 billion km (55 hours at full power)
10cm NL-29 Omicron Naval Laser (1) Range 72,000km TS: 11200 km/s Power 3-3 RM 3 ROF 5 3 3 3 2 1 1 1 0 0 0
Aerospace Gun Controls Mk.1 (1) Max Range: 72,000 km TS: 12000 km/s 86 72 58 44 31 17 3 0 0 0
NPR-125 Small Fusion Plant (1) Total Power Output 3 Armour 0 Exp 5%
J-126 Fighter Search Radar (1) GPS 952 Range 8.0m km Resolution 170
Unfortunately over thirty were built before it realized that the design used the antiquated gun controls of the Federation's first set of fighter-craft. A Sagittarii-B variant was subsequently designed with improved fire controls to actually take advantage of the NL-29's 90,000KM range.
The Sagittarii replaced the MiGG-127. The MiGG-127 was intended to close to point-blank range to make use of it's plasma cannonade; until then it's long range (out-stripping available railguns) fire would serve to batter down enemy armor or shields. However the 127 design took heavy losses during the third invasion of Anarion where it was found that the Anarioi ships were able to maneuver themselves just enough that it was rare for the MiGG-127 squadrons to close to point-blank leading to the development of the laser-armed MiGG-129.
MiGG-127 class Fighter 475 tons 3 Crew 91.6 BP TCS 9.5 TH 84 EM 0
8842 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 2.28 Years MSP 12 AFR 18% IFR 0.3% 1YR 3 5YR 47 Max Repair 42 MSP
Intended Deployment Time: 0.1 months Spare Berths 7
Soloview D-33 AED (1) Power 84 Fuel Use 235.79% Signature 84 Exp 17%
Fuel Capacity 10,000 Litres Range 1.6 billion km (50 hours at full power)
15cm C3 Plasma Carronade (1) Range 60,000km TS: 8842 km/s Power 6-3 RM 1 ROF 10 6 3 2 1 1 1 0 0 0 0
Aerospace Gun Controls Mk.1 (1) Max Range: 72,000 km TS: 12000 km/s 86 72 58 44 31 17 3 0 0 0
AF Power Plant 11 (1) Total Power Output 3.15 Armour 0 Exp 5%
Generally with these I decided to make big 500-ton fighters. The 127 was basically "I want to make a plasma cannonade design!" and it worked well enough; I just never managed to see them/get them at point-blank range for any non-heavily damaged ships to take advantage of a bunch of power-6 blasts.
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good point ;D
now this is a ship killer:
F9 Inevitable class Heavy Fighter 500 tons 5 Crew 219.8 BP TCS 10 TH 120 EM 0
12000 km/s Armour 3-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 2.17 Years MSP 27 AFR 20% IFR 0.3% 1YR 8 5YR 116 Max Repair 72 MSP
Intended Deployment Time: 0.1 months Spare Berths 5
120 EP Fighter Engine (1) Power 120 Fuel Use 479.28% Signature 120 Exp 25%
Fuel Capacity 15 000 Litres Range 1.1 billion km (26 hours at full power)
30cm THX Thermonuclear Laser (1) Range 384 000km TS: 12000 km/s Power 24-0.25 RM 5 ROF 480 24 24 24 24 24 20 17 15 13 12
Fire Control S01 192-2500 (FTR) (1) Max Range: 384 000 km TS: 10000 km/s 97 95 92 90 87 84 82 79 77 74
1C Tokamak (1) Total Power Output 1 Armour 0 Exp 20%
This design is classed as a Fighter for production, combat and maintenance purposes
:-X i managed to pack a standard cruiser main gun into a heavy fighter :-X
That's a wicked laser, but the rate of fire is pretty horrible. You only get to fire once every 8 minutes. It might be worth it to trim the size a little to fit a bigger reactor in. Not saying it has to be done though. There's definitely a little wow factor in having a 30cm laser on a fighter. Just be aware that if your squadron is only going to survive long enough to get one volley off against anyone with long enough range to shoot back. If you don't try to squeeze in a bigger reactor, at least have that one use the highest level reactor boost tech you have. That should help at least a little with the really bad ROF. The increased risk of explosion doesn't even really matter. Anything that penetrates your armor is going to kill you anyways, it doesn't really matter if that's direct weapon damage or the reactor going critical.
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the reactor is already 0,1HS in size, i cant make it any smaller
but I was going more for 1 hit kill penetration power, a group of these probably wont need to take a second shot once they got in range :P
I would guess at magneto-plasma level tech that thin would take 8-10% of a ships HTK each shot, and a fighter wing can have a lot of these
also be aware that I use pure magneto-plasma era tech this fighter, on max level looks far more nasty (ROF 100, 7-5 armor) :P of course at that level 30 layer armor is standard, while at magneto-plasma 9-10 layers is considered heavy ;D
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I didn't mean trim the reactor size, I meant trim the laser size. If you dedicate more HS to the reactor(s), your laser will be able to fire a lot faster.
These fighters will be pretty good against anything slow enough to be really easy to hit. Other fighters or FAC's though will kick their asses, which actually might be an issue now that NPR's can make fighters. It's a pretty neat design though. They should out-range most beam PD, which is probably the biggest threat to beam fighters.
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While it is true that providing insufficient power for energy weapons will reduce their rate of fire, adding more energy generation than the consumption of the weapon(s) will not increase the rate of fire. The energy consumption of the laser in that F9 fighter design is only 0.25 due to miniturisation tech being used, so that single 1 power-output reactor is more than enough.
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I've played around with large lasers and reduced size lasers and large reduced-size lasers... in the end I found 15cm the best size for almost anything.
They are compact and scalable, they can plink things to death from long range (range typically limited by fire control), with decent RoF they are good area defence weapons, unless we have very high capacitor tech their damage-per-second-per-ton is very competitive at all ranges.
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What Barkhorn seemed to be suggesting was in fact the downsizing from a 30cm laser to something smaller. You'll be faster, tracking (or at least the hit-rate) will be better, I assume, and thanks to being smaller you can fit more on.
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decision on size of beam is purely between piercing ability of oversized ones and added PD ability of smaller ones
both designs can deliver substancial damage over time and both suffer same problems when enemy is more numerous ( number of fc it can use against fighters )
oversized ones looks good for hit and run till capacitor is ready again but orders have significant delay in execution and I found it difficult to avoid
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decision on size of beam is purely between piercing ability of oversized ones and added PD ability of smaller ones
both designs can deliver substancial damage over time and both suffer same problems when enemy is more numerous ( number of fc it can use against fighters )
oversized ones looks good for hit and run till capacitor is ready again but orders have significant delay in execution and I found it difficult to avoid
Did you make sure they had task force training done?
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I dont have such an extensive experiance in carrier ops
I found other means better suited to my playstyle
example is from my old game and honestly I dont remember this
I found force projection made by beam fighters a bit too fragile and conditional in use
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Fighters MIRV's ect are all role play options
Everyone already knows the "best" ie most munchkined design for a ship is a 1 layer armor freighter hull filled with box launchers ;D
That being said I don't actually use missile ships at all in my current game, and fighters are the only method of high speed force projection. Or at least the most fuel efficient since laser battle cruisers use 100k fuel per mont of operation per 10kt, which is brutal on your fuel stocks.
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Or the armour ball, CIWS, size 1 high armour magazine, freighter designed to counter said macross missile massacre.
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Or the armour ball, CIWS, size 1 high armour magazine, freighter designed to counter said macross missile massacre.
...that only really works vs the AI :-\
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Shove a spinal laser onto it, then it can't be ignored.
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;D yes it can! FULL POWER TO ENGINES! ;D
VIVA Fabian strategies!
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While it plinks away at your shipyard.
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While it plinks away at your shipyard.
you mean the shipyard surrounded by several hundred thousand tones of heavily armed PDC's?
be my guest ;D The death star needs all the cheap slave labor you can give me!
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Armour ball laughs at your PDCs :/
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Armour ball laughs at your PDCs :/
armour? what armour?
Pew Pew class Orbital Defence Monitor 58 750 tons 921 Crew 41127.2 BP TCS 1175 TH 0 EM 0
Armour 54-134 Sensors 1/0 Damage Control Rating 0 PPV 288
Intended Deployment Time: 6 months Spare Berths 0
80cm C25 X-Ray Laser (10) Range 2 100 000km TS: 25000 km/s Power 168-25 RM 7 ROF 35 168 168 168 168 168 168 168 146 130 117
120cm C25 Near Ultraviolet Laser (1) Range 2 100 000km TS: 25000 km/s Power 377-25 RM 3 ROF 75 377 377 377 282 226 188 161 141 125 113
PDC Fire Control S02 1050-25000 H25 (1) Max Range: 2 100 000 km TS: 25000 km/s 100 99 99 98 98 97 97 96 96 95
Vacuum Energy Power Plant Technology PB-1 (44) Total Power Output 352 Armour 0 Exp 5%
41127.2 BP :-X late game construction is fueled but the dying screams of whole systems (even after cost cutting)
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That's almost as many BPs as tons. Impressive.
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one-shooting enemy capital was always sexy
star wars death star anybody ? ;)
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Pew Pew class Orbital Defence Monitor
I juuust have to say that all these nice lasers can be stopped by atmosphere.
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But it's orbital.
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the wonders of genetic engineering and extreme teraforming :P
my superior trans Newtonian super humans can survive on only .021atm of oxygen, its a perfectly legit species! ;)
(http://i.imgur.com/afM03iM.png?1)
martian ingenuity
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Heres a question on the whole beam fighters front. So having a skilled crew makes it such that your weapons will have higher to-hit chances correct... how does this affect fighters armed with fractional sized gauss cannons? Would a fighter with 12% grade bonus (5 for the racial training modifier), armed with a single, 3hs, 50% accuracy gauss cannon, have the same average damage output as a fighter armed instead with 6, .5hs, 8.33% accuracy gauss cannons?
would the 6 .5s be better for intercepting missiles because say with rof 3, it would be 18 shots per round rather than 3?
TBH right now I'm gearing up to branch out of sol in this game, without a single tech in missiles because in the 40 years since the conventional start, i didnt get a single missile/kinetic guy, but a bunch of 60% laser and engine guys. And I'm thinking ima be focusing on fighters pretty heavily this round. Them, and small beam armed warships, lotsa turrets and such
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Crew grade bonuses etc. are only applied at the end of the process, as multipliers to the calculated to-hit chance. You can see the whole process in the combat log if you have all the relevant messages unfiltered (they are unfiltered by default).
Generally you don't want full size gauss cannons ever, since that creates a scenario where your crew bonuses arn't adding to your to-hit.
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Another question - how do you increase your racial training level? I've built a bunch of military academies in previous games but that doesn't seem to affect it.
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Another question - how do you increase your racial training level? I've built a bunch of military academies in previous games but that doesn't seem to affect it.
In your race screen where you change your race picture, flag, etc.
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Another question - how do you increase your racial training level? I've built a bunch of military academies in previous games but that doesn't seem to affect it.
Racial Status screen (the alien head in the middle of the toolbar on F3) its to the top left, its defaulted to 1. But I've personally never had a shortage of trained crewmen for ships with it set to 5 (because you'll get 1/5th the crewmen) . But every ship starting with a 12% bonus on its ToHit is a pretty big deal
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Aha, alright thanks. Is there a maximum to the level you can set? 100 maybe?
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5 is max IIRC.