Author Topic: Any way to easily come up with round ship speed/size combos?  (Read 2646 times)

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Offline StarshipCactus

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Re: Any way to easily come up with round ship speed/size combos?
« Reply #15 on: December 03, 2020, 07:35:55 PM »
All of my military ships have one third of their mass as engines and the engine design is always 1000 tons. So if I have a 6000 ton ship, I have two engines. If the ship is 15000 tons, five engines. My entire fleet goes at the same speed and I only need to research one design.

Sorry, I'm kinda tired. What do you mean your engine design is 1000 tons?

He is giving you the hint. If you want ships to go at same speed plus round up ships you must set ratios.

So a 1000 tons engine (you can design it) will make it easy for you to calculate ratios as per his examples. As long as you maintain them ratio you will have same speed across all your ships.

I hope it makes sense.

He is also saying that thanks to that he designs also only 1 engine, now this part I may disagree but that may go on another post.

^^ This ^^
I would be interested to read why you disagree. Personally I use this system because it is easier to design both the ship and the overall doctrine. My fleet has only 3 ship sizes, 6000, 15000 and 60000 tons. It also makes it really easy to work out how many engines I need to build with industry beforehand.

It's a clever doctrine, however, it does cut off all the FACs which are usually 1,000 tons.

In practice, a fix size of ship and engine will potentially produce a fix amount of payload. There is a point when going up in tech allows you to miniaturize your components (engines included) and achieve same performances or slightly better. This leaves room for more fuel or, better, more payload.

I am okay with my sensors ships going slower than my warships or have a lesser range too, because my warships aren't going on a hunt anyway if there are no preys in sight. once the enemy is in range I release the dogs.

The above are just 2 examples, which obviously are perfectly achievable even with your method.

For commercial engines though, I use a very similar doctrine of yours with only 1 design.

There is no right or wrong when it comes to Aurora though.

Fair enough on the FAC's. I was not planning on using them, but I did make an engine for fighters. I personally use slightly reduced power engines, so I get better fuel efficiency. I guess I don't need to go 12,000 KM/s. 10,000 is more than fast enough.
 

Offline StarshipCactus

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Re: Any way to easily come up with round ship speed/size combos?
« Reply #16 on: December 03, 2020, 07:41:18 PM »
I would be interested to read why you disagree. Personally I use this system because it is easier to design both the ship and the overall doctrine. My fleet has only 3 ship sizes, 6000, 15000 and 60000 tons. It also makes it really easy to work out how many engines I need to build with industry beforehand.

Not the original commenter, but it's worth reiterating that all other things being equal, a ship with fewer engines of greater size is more fuel-efficient.

For example, given the choice between ten engines of 10 HS and 100 EP each, and two engines of 50 HS and 500 EP each, the latter set of engines will be more fuel efficient, in fact by a factor of SQRT(5). This is because the fuel efficiency includes a factor of SQRT(10/HS) where HS is the size of a single engine.

Notably, this will mean that a larger ship can use larger engines but a smaller total engine mass and still match the range and speed of a smaller ship, allowing a greater proportional payload. Given the expense of a capital ship this is often considerable as worth the cost of the extra RPs. To wit: your 60,000-ton class with 20 engines could be more than 3x as fuel-efficient with two engines giving the same total HS and EP. You may not care much about 3x range for fleet operations, but the corollary here is that you could use a lower mass fraction on engines in the first place and increase the weapons, shields, etc. while keeping the same speed and range as your 6,000-ton ships.

Both approaches can work, the single-engine-type doctrine is obviously more RP-efficient but a multiple-engine-type doctrine will get superior performance on a per-ship basis in exchange for the additional RP expenditure.

I never thought about fuel efficiency tbh, that is a good point, might be a mistake on my part, but  I got lucky with my Sol, Jupiter and Uranus had millions of Sorium each at 0.8 and 0.7 accessibility, plus the system next door has another few million. Mars and Luna also had lots of Sorium that I mined. I normally bring a few large fuel tankers with 200 million units of fuel to any operation. I think I have been lazy. I might redesign my 60,000 ton carriers. Thanks :)