Author Topic: Combat ships of the Terran Navy [v4.26]  (Read 695 times)

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Offline Beersatron

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Combat ships of the Terran Navy [v4.26]
« on: September 08, 2009, 09:09:25 PM »
These are my current designs

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GAME STATS:
version       4.26
Race          Generated, but with slightly wider tolerances
Pop           900m
Start Year    2025
System        Sol generation as normal (and then upped the minerals on Earth by a factor of 10!)
Facilities    no missile or fighter factories at the start, all construction
Research      think I did 2 research labs to every 100million pop
Shipyards     Currently 1 Commercial @40k and 1 Commerical @60k - 3 slips each, 2 Naval @ 10k and 2 Naval @4.5k - 3 slips each
Random Res?   No
Selected Res  Laser, armor, beam fire control, tracking, engines - these were the main ones, my race hasn't "discovered" missiles yet.

I am currently at year 2056 and these are the second generation combat vessels of the Terran Navy:

nb. I have two Jump Engines, one at 4.5k and the other at 10k


Tennessee II class Corvette

Designed for Colony System Defense/Jump Point Defense and as a second tier escort vessel. No Jump Engine is required as all Colonies worth protecting will have a JG link. Their range has recently been increased due to an engine refit for the Mark 1 class which also saw the upping of the armor and ecm from Mark 1 to Mark 2. They have yet to see combat so are untested.

Typically grouped in 3's or 6's.

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Tennessee II class Corvette    4500 tons     469 Crew     902 BP      TCS 90  TH 480  EM 0
5333 km/s     Armour 7-24     Shields 0-0     Sensors 12/1/0/0     Damage Control Rating 3     PPV 18
Annual Failure Rate: 54%    IFR: 0.7%    Maintenance Capacity 376 MSP    Max Repair 108 MSP

Military Magneto Plasma Drive (6)    Power 80    Efficiency 0.70    Signature 80    Armour 0    Exp 5%
Fuel Capacity 40,000 Litres    Range 22.9 billion km   (49 days at full power)

Katana Class Laser (3)    Range 300,000km     TS: 5333 km/s     Power 10-5     RM 3    ROF 10        10 10 10 7 5 5 4 3 3 3
Katana Fire Control 45 (1)    Max Range: 320,000 km   TS: 4500 km/s     97 94 91 88 84 81 78 75 72 69
Gamma Reactor (5)     Total Power Output 15    Armour 0    Exp 5%

Active Search Sensor S84-R1 (1)     GPS 84     Range 840k km    Resolution 1
Short Range Thermal Sensors (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

ECM 20

This design is classed as a military vessel for maintenance purposes


Ticonderoga II class Destroyer

The largest combat vessel in the as yet untested Terran fleet.

Initially designed as an all round work house, the recent discovery of a hostile race using "missiles" has evolved their classification from purely offensive to an escort role with the hope that the fast tracking on the Katana class turret will protect the fleet long enough to enter effective combat range.

Typically grouped in 3's or 6's.

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Ticonderoga II class Destroyer    10000 tons     994 Crew     2135 BP      TCS 200  TH 800  EM 0
4000 km/s    JR 3-50     Armour 6-41     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 13     PPV 24
Annual Failure Rate: 61%    IFR: 0.9%    Maintenance Capacity 1735 MSP    Max Repair 625 MSP

J10000(3-50) Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 3
Military Magneto Plasma Drive (10)    Power 80    Efficiency 0.70    Signature 80    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 38.6 billion km   (111 days at full power)

Triple Katana Class Laser Turret (1x3)    Range 300,000km     TS: 12000 km/s     Power 30-15     RM 3    ROF 10        10 10 10 7 5 5 4 3 3 3
Katana Turret Fire Control (1)    Max Range: 320,000 km   TS: 12000 km/s     97 94 91 88 84 81 78 75 72 69
Gamma Reactor (5)     Total Power Output 15    Armour 0    Exp 5%

Active Search Sensor S84-R1 (1)     GPS 84     Range 840k km    Resolution 1
Short Range Thermal Sensors (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Short Range EM Sensors (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

ECM 20

This design is classed as a military vessel for maintenance purposes


Casablanca class Escort Carrier

A recent design created to offset the long range combat power of the El Paso hostiles. With no active defenses this first generation Escort Carrier has been been designed within the restrictions of the largest Naval Yard. It's sole task is to carry its strike craft to the battle and then provide initial sensor readings. On contact with the enemy it will reverse course with its escorting destroyers and launch its fighters.

Doctrine dictates that it will then offline its sensors to reduce its signature, the strike craft relying on the scout fighter craft for targeting information.

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Casablanca class Escort Carrier    10000 tons     770 Crew     1497 BP      TCS 200  TH 800  EM 0
4000 km/s     Armour 4-41     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 20     PPV 0
Annual Failure Rate: 40%    IFR: 0.6%    Maintenance Capacity 1871 MSP    Max Repair 84 MSP
Hangar Deck Capacity 4000 tons    

Military Magneto Plasma Drive (10)    Power 80    Efficiency 0.70    Signature 80    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 64.3 billion km   (186 days at full power)

Active Search Sensor S84-R1 (1)     GPS 84     Range 840k km    Resolution 1
Active Search Sensor S84-R100 (1)     GPS 8400     Range 84.0m km    Resolution 100
Short Range Thermal Sensors (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Short Range EM Sensors (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

ECM 20

Strike Group
8x Tarawa Fighter   Speed: 6000 km/s    Size: 8
1x Eagle Fighter-Scout   Speed: 6000 km/s    Size: 8
1x Hawk Fighter-Scout   Speed: 6000 km/s    Size: 8
This design is classed as a military vessel for maintenance purposes


Tarawa class Fighter

With no active emissions it is hoped that this strike fighter can close within knife range of the enemy en mass and deal repeated blows. This is the sole means of the Terran Navy to project combat power at long range.

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Tarawa class Fighter    400 tons     55 Crew     88 BP      TCS 8  TH 48  EM 0
6000 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 2%    IFR: 0%    Maintenance Capacity 69 MSP    Max Repair 27 MSP

Military Magneto Plasma Drive - FTR (1)    Power 48    Efficiency 70.00    Signature 48    Armour 0    Exp 25%
Fuel Capacity 30,000 Litres    Range 1.9 billion km   (3 days at full power)

Tanto Class Laser (1)    Range 90,000km     TS: 6000 km/s     Power 3-3     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Tanto Fire Control 120 - FTR (1)    Max Range: 120,000 km   TS: 12000 km/s     92 83 75 67 58 50 42 33 25 17
Gamma Reactor (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes


Hawk class Fighter-Scout

This is the anti-missile scout fighter, can be deployed as a backup active sensor around escorting destroyers or with a flight of Tarawa class strike fighters.

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Hawk class Fighter-Scout    400 tons     38 Crew     132.5 BP      TCS 8  TH 48  EM 0
6000 km/s     Armour 2-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 2%    IFR: 0%    Maintenance Capacity 104 MSP    Max Repair 84 MSP

Military Magneto Plasma Drive - FTR (1)    Power 48    Efficiency 70.00    Signature 48    Armour 0    Exp 25%
Fuel Capacity 60,000 Litres    Range 3.9 billion km   (7 days at full power)

Active Search Sensor S84-R1 (1)     GPS 84     Range 840k km    Resolution 1

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes


Eagle class Fighter-Scout

This is the anti-ship scout fighter, designed to guide a flight of Tarawa class strike fighters to the enemy capital ships. Due to the large size of the sensors and it's powerful active emissions, crew survivability has been rated as "low".

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Eagle class Fighter-Scout    400 tons     38 Crew     132.5 BP      TCS 8  TH 48  EM 0
6000 km/s     Armour 2-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 2%    IFR: 0%    Maintenance Capacity 104 MSP    Max Repair 84 MSP

Military Magneto Plasma Drive - FTR (1)    Power 48    Efficiency 70.00    Signature 48    Armour 0    Exp 25%
Fuel Capacity 60,000 Litres    Range 3.9 billion km   (7 days at full power)

Active Search Sensor S84-R100 (1)     GPS 8400     Range 84.0m km    Resolution 100

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes
 

Offline Beersatron

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Re: Combat ships of the Terran Navy [v4.26]
« Reply #1 on: September 09, 2009, 02:04:51 PM »
I got carried away writing the descriptions and formatting the 'code' that I forgot to mention that I would appreciate feedback on the designs  :oops:

My next design cycle will probably be a shift into the missile branch of the research tree for this race, depending on the survivability of the CVE and fighters.
 

Offline Father Tim

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Re: Combat ships of the Terran Navy [v4.26]
« Reply #2 on: September 09, 2009, 02:51:56 PM »
I find it odd that the resolution of your primary active sensor (100) is larger than the cross-section of your Corvettes (90).  In other words, your own ships can't see each other when their transponders are turned off.  I realize that Aurora still show you where they all are, I just find it an odd design choice.
 

Offline Brian

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Re: Combat ships of the Terran Navy [v4.26]
« Reply #3 on: September 09, 2009, 03:31:37 PM »
Quote from: "Father Tim"
I find it odd that the resolution of your primary active sensor (100) is larger than the cross-section of your Corvettes (90).  In other words, your own ships can't see each other when their transponders are turned off.  I realize that Aurora still show you where they all are, I just find it an odd design choice.

Actually they can see each other, but at about 80% of the range that the same size set that was properly tuned to see them would work.  I don't remember the exact formula but it works on the inverse square of the difference between the actual size and the resolution of the sensor.

Brian
 

Offline Beersatron

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Re: Combat ships of the Terran Navy [v4.26]
« Reply #4 on: September 09, 2009, 04:32:44 PM »
Quote from: "Father Tim"
I find it odd that the resolution of your primary active sensor (100) is larger than the cross-section of your Corvettes (90).  In other words, your own ships can't see each other when their transponders are turned off.  I realize that Aurora still show you where they all are, I just find it an odd design choice.

That has never actually crossed my mind, the fact that I wouldn't be able to see my other combat vessels - I never have the transponders turned on. I am not a hard core roleplayer so I don't always necessarily take a step away from what I 'know' the game shows me and what the game universe itself would be showing my ship's crew.

In a related note, I only turn the active sensors on when going into combat or pinging the locale of a celestial body for NPRs.
 

Offline welchbloke

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Re: Combat ships of the Terran Navy [v4.26]
« Reply #5 on: September 09, 2009, 07:10:46 PM »
Your text on the fighters says that you are relying on the fighters getting close because they have no active emissions.  Does that mean you are going to have the scout-fighter with the active snesor significantly offset to the strike group?  Otherwise the hostiles are likely to know the threat axis of the strike at least.
Welchbloke
 

Offline Beersatron

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Re: Combat ships of the Terran Navy [v4.26]
« Reply #6 on: September 09, 2009, 11:06:35 PM »
Quote from: "welchbloke"
Your text on the fighters says that you are relying on the fighters getting close because they have no active emissions.  Does that mean you are going to have the scout-fighter with the active snesor significantly offset to the strike group?  Otherwise the hostiles are likely to know the threat axis of the strike at least.

Good point. What I could do is have the Eagles with the stronger sensors go active from the start and head to the 'right' of the enemy fleet. Hopefully it will be at some distance and the enemy sensors will see the emissions but not the hull carrying them and would have to presume that it is the main body of my fleet. I would then have the Tarawa and Hawk (with sensors off) head to the 'left'.

It would take some maneuvering but the plan would be to setup in such a way that I could even go silent and 'drag' the enemy along my fighter's path. This all depends on the type of range the enemy is setup for, and their speed! If it is precursor then I am screwed  :wink:
 

Offline welchbloke

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Re: Combat ships of the Terran Navy [v4.26]
« Reply #7 on: September 10, 2009, 12:13:31 AM »
Quote from: "Beersatron"
Quote from: "welchbloke"
Your text on the fighters says that you are relying on the fighters getting close because they have no active emissions.  Does that mean you are going to have the scout-fighter with the active snesor significantly offset to the strike group?  Otherwise the hostiles are likely to know the threat axis of the strike at least.

Good point. What I could do is have the Eagles with the stronger sensors go active from the start and head to the 'right' of the enemy fleet. Hopefully it will be at some distance and the enemy sensors will see the emissions but not the hull carrying them and would have to presume that it is the main body of my fleet. I would then have the Tarawa and Hawk (with sensors off) head to the 'left'.

It would take some manoeuvering but the plan would be to setup in such a way that I could even go silent and 'drag' the enemy along my fighter's path. This all depends on the type of range the enemy is setup for, and their speed! If it is precursor then I am screwed  :wink:
Welchbloke
 

 

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