Author Topic: My 6.0 Ship Designs & Questions  (Read 3125 times)

0 Members and 1 Guest are viewing this topic.

Offline tryrar

  • Sub-Lieutenant
  • ******
  • t
  • Posts: 100
Re: My 6.0 Ship Designs & Questions
« Reply #15 on: October 28, 2012, 04:51:32 PM »
One question I have is what sizes are your fire controls? Generally speaking, you SHOULD match missile ranges to fire controls, but that doesn't mean every missile needs to be over 100m range! For example, my standard shipkillers are generally around 60-75m range, which allows me to make them very fast, accurate, and carry a decent warhead, and still be only size 4. In fact, I'll post the design so you can see:

Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 20
Speed: 33000 km/s    Engine Endurance: 35 minutes   Range: 69.8m km
Cost Per Missile: 3.4436
Chance to Hit: 1k km/s 660%   3k km/s 220%   5k km/s 132%   10k km/s 66%
Materials Required:    1x Tritanium   2.4436x Gallicite   Fuel x950

Now, this is with ion tech! (I just got magneto-plasma, but haven't got the upgraded engines designed yet). If you want, post your exact missile techs and I'll see if I can come up with some better missiles. I'm assuming from what you've posted you'd like at least one long range missile?
 

Offline WHCnelson (OP)

  • Warrant Officer, Class 1
  • *****
  • W
  • Posts: 80
Re: My 6.0 Ship Designs & Questions
« Reply #16 on: October 28, 2012, 05:28:37 PM »
 Ok...   Thanks....

Code: [Select]
Well for the Beam Fire controls for Regular Beams
The BFC Distance rating is 40,000 Km
The FC Speed rating is 5000 Km/s
The FC Size vs Range is FC 4x Range is 4x
The FC Size vs Tracking speed is Normal vs Normal

Code: [Select]
Well for the Beam Fire controls for Anti-Missile Beams
The BFC Distance rating is 40,000 Km
The FC Speed rating is 5000 Km/s
The FC Size vs Range is Normal vs Normal
The FC Size vs Tracking speed is 4x Range is 4x


Code: [Select]
My Missile Engines I use is
Engine Tech:                Magneto-Plasma
Power/efficiency Mod:   Pwr 4x Fuel Consumption per EPH 32.00
Fuel Consumption:        0.4 Litres per engine pwr hour
Missile Engine Size:       0.4 MSP  Fuel Consumption x5.61

which gives me the 1.28 EP MP-Drive for my missiles.

Code: [Select]
Heijden AS Missile
Warhead Strength is 1.0 / Fuel Capacity: 0.725
Agility: 0.2
Reactor : 0.12
Active Sensor: 0.125 for a 65 Resolution

Engine type: 1.28 EP MP-Drive (2) => 2.56 Total Pwr

Warhead Strength is Two-Stage Thermonuclear
Missile Agility is 64

 

Offline WHCnelson (OP)

  • Warrant Officer, Class 1
  • *****
  • W
  • Posts: 80
Re: My 6.0 Ship Designs & Questions
« Reply #17 on: October 28, 2012, 05:42:42 PM »
Ok...  I made a change to the Beam Fire Controls

Code: [Select]
Alaska class Destroyer Escort    10,000 tons     184 Crew     2431.4 BP      TCS 200  TH 245.76  EM 300
5120 km/s     Armour 5-41     Shields 10-240     Sensors 14/14/0/0     Damage Control Rating 5     PPV 27.3
Maint Life 2.17 Years     MSP 760    AFR 160%    IFR 2.2%    1YR 217    5YR 3253    Max Repair 216 MSP
Intended Deployment Time: 6 months    Spare Berths 8   

128 EP MP - Drive (8)    Power 128    Fuel Use 271.53%    Signature 30.72    Exp 20%
Fuel Capacity 4,500,000 Litres    Range 29.8 billion km   (67 days at full power)
G-R240/8 Shields (5)   Total Fuel Cost  40 Litres per day

S-10cm C4 Ultraviolet Laser (6x1)    Range 120,000km     TS: 10000 km/s     Power 3-4     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
[b]Fire Control S04 160-5000 [/b] [This is what I orginally use for the Beam Armed Warships]
(1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor  PB-2.0 (1)     Total Power Output 21.6    Armour 0    Exp 16%
Stellarator Fusion Reactor  PB-0.5 (1)     Total Power Output 3.6    Armour 0    Exp 16%

Active Search Sensor MR30-R1 (1)     GPS 216     Range 30.2m km    Resolution 1
Thermal Sensor TH1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km


Code: [Select]

Arleigh Burke class Cruiser    16,000 tons     299 Crew     3668.6 BP      TCS 320  TH 384  EM 360
5000 km/s     Armour 6-56     Shields 12-240     Sensors 14/14/0/0     Damage Control Rating 16     PPV 59.5
Maint Life 2.07 Years     MSP 860    AFR 341%    IFR 4.7%    1YR 268    5YR 4014    Max Repair 160 MSP
Intended Deployment Time: 6 months    Spare Berths 31   

160 EP MP - Drive (10)    Power 160    Fuel Use 268.7%    Signature 38.4    Exp 20%
Fuel Capacity 7,000,000 Litres    Range 29.3 billion km   (67 days at full power)
G-R240/8 Shields (6)   Total Fuel Cost  48 Litres per day

S-15cm C4 Ultraviolet Laser (10x1)    Range 240,000km     TS: 10000 km/s     Power 6-4     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
[b]Fire Control S04 160-5000 [/b] (This stays the same)   
(1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor  PB-2.0 (2)     Total Power Output 43.2    Armour 0    Exp 16%

Active Search Sensor MR81-R65 (1)     GPS 4680     Range 81.3m km    Resolution 65
Thermal Sensor TH1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Military Vessel for maintenance purposes
 

Offline tryrar

  • Sub-Lieutenant
  • ******
  • t
  • Posts: 100
Re: My 6.0 Ship Designs & Questions
« Reply #18 on: October 28, 2012, 06:36:28 PM »
Well, just playing around with your missile tech a bit led me to this design:


Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 18
Speed: 32000 km/s    Engine Endurance: 55 minutes   Range: 105.3m km
Thermal Sensor Strength: 0.055    Detect Sig Strength 1000:  55,000 km
Cost Per Missile: 3.8449
Chance to Hit: 1k km/s 576%   3k km/s 180%   5k km/s 115.2%   10k km/s 57.6%
Materials Required:    1.5x Tritanium   0.0333x Boronide   0.055x Uridium   2.2566x Gallicite   Fuel x875
This is keeping with the longer ranges you seem to favor, and ups the performance of your preivous design considerably( it is also size 4, but in general smaller missile tend to be shorter ranged, since you have more limited space for everything you need)

Generally speaking, if you want sensors on your missiles so as to avoid overkill, passives are the way to go, since they require much smaller reactors than active sensors. As well, a tip for missile design that works fore me is to design a junk 0.1 max power engine so I can figure out the exact size of engine I need for the design, and then design that. Keep in mind that the larger the missile engine, the more fuel efficient it is.

A good step by step process of missile design is first, decide what size missile you want. Then, decide what strength warhead you need(making sure it is not below strength 4-which allows second layer damage-unless you need to make it fit or it's an AMM, which are always strength 1). Then, you need to decide what range it'll have, keeping in mind using the 0.1 engine deosn't give accurate range, since it is VERY fuel inefficient; you'll get a general idea of range after a while. For now, a good thing to remember is 0.5 in fuel tends to be long range with a proper engine. Then, put in 0.5 in agility to begin with, and start adding engines. You can add and take away from engines and agility until you're happy with speed and hit chances. Once you've got your engine size, design it and plug it into your design, then go back and adjust between agility and fuel for your final range and maneuver. As an example:


I decide to design a size 4 missile. I have strength 6 warheads, but I decide to just have strength 5 to save on space while still hurting. Therefore, i discover I need to put in .84 to warhead.

I decide on a medium range missile(for me, around 60-75m)

My current engine tech lets me use EPx5 missile engines, so I design(or use an existing) a ep 5x 0.1 size missile engine

using the starting fuel as a baseline, I add 0.5 to agility, then plug in as many engines as I think I need, playing with agility and engine amount until I got both at a point i like

At this point, it'll look something like this:
Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 5    Armour: 0     Manoeuvre Rating: 22
Speed: 40000 km/s    Engine Endurance: 4 minutes   Range: 8.4m km
Cost Per Missile: 4.2356
Chance to Hit: 1k km/s 880%   3k km/s 286%   5k km/s 176%   10k km/s 88%
Materials Required:    1.25x Tritanium   2.9856x Gallicite   Fuel x950

I see how many engines I'm using, and what size engine that equate to, design it, then plug in that engine(as an example, the missile is using 20 size 0.1 engines, so that means it is needing a size 2 engine)

I then go back to fuel and see if I'm over or under my expected range. In this example, I'm dead on my range with 0.4 fuel, so I add agility until the total missile size is 4, then I'm done!

Final missile looks something like this:
Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 5    Armour: 0     Manoeuvre Rating: 22
Speed: 40000 km/s    Engine Endurance: 29 minutes   Range: 68.9m km
Cost Per Missile: 4.2228
Chance to Hit: 1k km/s 880%   3k km/s 286%   5k km/s 176%   10k km/s 88%
Materials Required:    1.25x Tritanium   2.9728x Gallicite   Fuel x1000

As a general note, this is for a basic no sensor missile. Adding sensors complicates things(but only slightly) as you need to not only make room for the sensor, but for the reactor to power it. This does tend to detract from overall performance somewhat, but on the plus side, when you kill something, all missiles with any type of combat sensor immediately re-target any enemy ship within sensor range rather than simply blowing up.


....You know, I think I'm going to cross-post this into the academy so others can get an idea on how missile design works now
 

Offline WHCnelson (OP)

  • Warrant Officer, Class 1
  • *****
  • W
  • Posts: 80
Re: My 6.0 Ship Designs & Questions
« Reply #19 on: October 28, 2012, 07:13:02 PM »
Ok...   I think I understand...

  I'll go back and make some Size 4 and Size 6 missiles and see what I can come up with.    I might actually also go back to my Initial Set Up since I have that and redo everything from the start.   That way I will just take the Active Sensor to 28 and save 15000 pts to the Power and Propostion or missiles...   Again
Thanks ;D