Author Topic: The Adventures and Woes of Rath's Aurora Learning Experience  (Read 8046 times)

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Offline Father Tim

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #60 on: January 20, 2010, 01:43:14 AM »
Quote from: "Rathos"
Due to supply concerns of fuel for military vessels a super-tanker was designed based on the venerable Essex design. This tanker will be able to carry 400 million liters of fuel. It also has been designed to be able to dive into a gas giant and fill its tanks with sorium at a rate of twelve million liters per annum.

So, thirty-three years and fours months to refill its tanks then.  Tanks which will barely provide enough fuel to operate three of your Missile Cruisers for those same 33 1/3 years.
 

Offline Rathos (OP)

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #61 on: January 20, 2010, 02:05:17 AM »
Quote from: "Father Tim"
Quote from: "Rathos"
Due to supply concerns of fuel for military vessels a super-tanker was designed based on the venerable Essex design. This tanker will be able to carry 400 million liters of fuel. It also has been designed to be able to dive into a gas giant and fill its tanks with sorium at a rate of twelve million liters per annum.

So, thirty-three years and fours months to refill its tanks then.  Tanks which will barely provide enough fuel to operate three of your Missile Cruisers for those same 33 1/3 years.

Your right, but remember I only have one missile cruiser. I might consider two. Any more are just not needed since one can obliterate anything it comes across (so far)

Also, the super tanker is surprising cheap to build at only 92 thousand duranium and 500-5000 of several other minerals. I could possibility ten or twenty of them over the course of 30-60 years. I don't know the ratio of sorium to fuel a sorium harvester ship gets though. Right now I have a 19 million .7 and a 6 million .6 I'm looking at. Two or three others with much smaller quantities.

Embarrassingly my fuel tanker ran out of fuel while traveling to the nearest gas giant  :oops:

Time in my game goes by pretty fast, 33 years isn't that long of a wait. The emperor is effectively immortal (think wh40k emperor...no space marines yet =P)

I've completed construction of enough maintenance facilities to keep the clock on my missile cruiser down. It consumes 7000 minerals per year though.

I just designed a 300 thousand tun luxury liner to see if they would build it. They still haven't built any 1.5 million ton ones.
 

Offline Rathos (OP)

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #62 on: January 20, 2010, 03:44:35 PM »


Captain Davis Lammarr set his cup of coffee down on his seat's cup-holder. He decided he was glad to be the captain, his seat was the only one with a cup-holder. He picked up the novel he had been reading, Red Planet by Robert A. Heinlein, when all the sudden the sensor tech shouted into his voice comm.

"Three Sensor Contacts! No transponder, civilian or military! ITS THE ALIEN BASTARDS!"

Immediately Lammarr's heart began to pound. The aliens where back? No...they had just entered the system and begun to survey it. This was another New York. The orginal survey team had perished to the merciless scumbag aliens. His hands begun to shake as the realization that he was facing three hostile enemy ships that would probably try very hard to kill them all.

Even thoug Lammarr was technicaly a navy captain he wasn't really in the navy. He was just part of the Survey corps, who were all civilians really, and given naval ranks since most of their work was for the government.

"Captain?" His sensor officer asked. Everyone on the bridge was looking to him for orders.

Yes. He was the captain, he was in charge. Damn.

"What are they doing?"

"It looks like they are on an intercept course, Sir. Estimated speed of 7500 km/s."

Damnit again. His Portland Survey Cruiser was fast, way faster than most ships, being able to clock 2500 km/s. It wouldn't be enough to get back and escape the system. The aliens could follow them anyway.

He turned to his cargomaster. "Bren, take some engineers and activate the emergency missile systems. Turn on the point defense launchers and ready the targeting system for the box launcher."

Yes, he started to hope, The Portland is far different from those first survey ships. The military kept it top secret, only the captain and cargo master aboard the ship could know, but each Portland Survey cruiser was armed with ten anti-missile launchers and a single box launcher with a Novafury missile loaded into it. At the time the Portland was designed the war effort was in full swing to build the North Carolina and the designers had decided it was critical that the survey ships be defended. Now that the aliens had supposedly been defeated for 50 years budget cuts had almost completely disarmed the fleet.

Not the Portlands though, the survey crews and the military had a very keen remembrance of the first contact with the aliens. Over ten thousand lives perished as the aliens mercilessly cut into the unarmed survey ships.

Stares from all around the bridge centered on him.

"We have weapons?"

"Our ship is armed?"

"The military has right done armed a merchant ship!"

and

"frakking A, lets blast those alien motherfrakkers!"

Lammarr agreed with the last, but he knew they only had one real shot, and multiple enemy ships.

"Set course for the jump point, maximum speed. Order engineering to remove all the limiters and squeeze as much speed as possible."

They could either try to go straight away from the aliens, or speed for the jump point. Since the aliens would catch them either way, he decided the jump point would be the best way to go.

Hours passed...the aliens came within Novafury range, but he didn't fire. he didn't want to provoke them...but they kept coming anyway. Finally an alarm sounded.

"Alien ships are sending out active radar pulses!"

Damn...that mean they were targeting them now!

"Target the larger alien vessel! Fire the Novafury!" The launcher spit out its single charge. The Novafury was a powerful missile, able to clock a high rate of speed while delivering ten laser warheads on targets going nearly 10km/s.

Time passed and...

"Final defensive radar detects 2 incoming missiles! Now 4!"

He didn't have to order the point defense missiles to fire, they launched automatically.

"Now 6! smeg...8!"

Nothing he or his crew could do now but pray the defensive systems worked.

Anti-missile spat out at missile...explosions dotted the space near the Portland vessel and huge amounts of radiation was deflected by the hull.

It took three anti-missiles for each missile to ensure a hit. They only had 100 anti-missiles.

"Missiles 1 and 2 destroyed...three destroyed...smeg! All missiles missed 4! Its coming in!"

The missile slammed into the ship and Lammar flew out of his seat and into the back of another officer's chair. He thought he broke his jaw but he got up and clamored back into his chair.

"Status report!"

The officer at the engineering console was on the ground, unconscious. He ran over to the console and looked. The belt armor had held. A pit had occurred in a second of the armor that went halfway through. Thank god for the amount of armor on the ship.

"More incoming missiles...damn...18...20...22..."

"How many can they fire!"

Anti-missile met anti-missile. Another missile made it through and another explosion ripped through the ship. It was stopped by the armor as well.

Then disaster.

"Warning: Warning: Anti-Missile Magzine depleted. Please refill ordinance bay."

The rate of fire from the aliens hadn't let up. Damn.

"This is then." Lammarr said softly to himself.

"Sir, the aliens are moving away from the Novafury missile!"

They probably realized we are already dead....dammit all.

Missile after missile slammed into the Portland and it was all he could do to hold onto his chair to keep from being slammed about.

Then everything stopped.

Electronics sparked with complaints of overstress but he could see the engineering station, the tech that had been unconscious beside it gone. He dragged himself over to it and looked at the readout.

The armor had gaping wounds in from where the missiles had carved their way through. Half the engines were inoperable...hundreds of casualties were on the list. But the fire had stopped...and miraculously the active sensors had held. The aleins were still moving away from the Novafury.

Lammarr couldn't keep a hold of his consciousness. Finally he passed out.
 

Offline Rathos (OP)

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #63 on: January 20, 2010, 06:25:44 PM »
The power of database editing has opened up the possibility of

Code: [Select]
Sunshatterer Long Range Anti-Bigthings Torpedo
Missile Size: 10000 MSP  (500 HS)     Warhead: 10000    Armour: 0     Manoeuvre Rating: 23
Laser Heads: 1000
Speed: 24000 km/s    Endurance: 70 minutes   Range: 101.3m km
Active Sensor Strength: 900    Resolution: 14    Maximum Range: 126,000,000 km    
Cost Per Missile: 7400.325
Chance to Hit: 1k km/s 552%   3k km/s 184%   5k km/s 110.4%   10k km/s 55.2%
Materials Required:    2500x Tritanium   900x Uridium   7199.75x Gallicite   Fuel x11250000

Development Cost for Project: 740032RP

However it is going to take a while to research it.

To go along with the missile we have

Code: [Select]
Size 10000 Box Launcher
Maximum Missile Size: 10000     Hangar Reload: 75000 minutes    MF Reload: 12500 hours
Launcher Size: 1500 HS    Launcher HTK: 750
Cost Per Launcher: 1012.5    Crew Per Launcher: 0
Materials Required: 253.125x Duranium  759.375x Tritanium

Development Cost for Project: 10125RP

Note that Box Launchers are not affected by increases in Reload Rate Technology as they are reloaded externally in a hangar deck or at maintenance facilities

This is a crazy missile, it requires 11 million fuel to make one. However I realized such a power and expensive missile should have armor so version two came before version one even began research.

Code: [Select]
Sunshatterer A1400 Anti-Bigthing Torpedo
Missile Size: 10000 MSP  (500 HS)     Warhead: 10000    Armour: 1400     Manoeuvre Rating: 36
Laser Heads: 1000
Speed: 28000 km/s    Endurance: 27 minutes   Range: 45.0m km
Active Sensor Strength: 180    Resolution: 14    Maximum Range: 25,200,000 km    
Cost Per Missile: 7697.3167
Chance to Hit: 1k km/s 1008%   3k km/s 324%   5k km/s 201.6%   10k km/s 100.8%
Materials Required:    2850x Tritanium   180x Uridium   11066.4167x Gallicite   Fuel x5000000

Development Cost for Project: 769732RP

It now has much less range and sensor strength but I think it is a much better missile overall.

Also

Code: [Select]
Stormfury M125 Smart Missile
Missile Size: 125 MSP  (6.25 HS)     Warhead: 250    Armour: 10     Manoeuvre Rating: 41
Speed: 22400 km/s    Endurance: 20 minutes   Range: 27.0m km
Active Sensor Strength: 18    Resolution: 14    Maximum Range: 2,520,000 km    
Cost Per Missile: 130.4417
Chance to Hit: 1k km/s 918.4%   3k km/s 287%   5k km/s 183.7%   10k km/s 91.8%
Materials Required:    65x Tritanium   18x Uridium   142.4167x Gallicite   Fuel x37500

Development Cost for Project: 13044RP

And

Code: [Select]
Missile Size: 10000 MSP  (500 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 4600 km/s    Endurance: 53 minutes   Range: 14.8m km
Active Sensor Strength: 54    Resolution: 14    Maximum Range: 7,560,000 km    
Cost Per Missile: 9944.919
Second Stage: Stormfury M125 Smart Missile x70
Second Stage Separation Range: 25,000,000 km
Overall Endurance: 1 hours   Overall Range: 41.3m km
Chance to Hit: 1k km/s 46%   3k km/s 10%   5k km/s 9.2%   10k km/s 4.6%
Materials Required:    4550x Tritanium   1314x Uridium   10728.919x Gallicite   Fuel x1625000

Lets see your entire fleet disappear from one of these super heavy MIRVs =D

This has led me to the desire to make Trans-Newtonian equivalent to nuclear weapons on earth.

Code: [Select]
Black Hole Device Launcher
Maximum Missile Size: 100000     Hangar Reload: 750000 minutes    MF Reload: 125000 hours
Launcher Size: 750000 Tons    Launcher HTK: 7500
Cost Per Launcher: 37500    Crew Per Launcher: 0
Materials Required: 9375x Duranium  28125x Tritanium

Development Cost for Project: 375000RP

Note that Box Launchers are not affected by increases in Reload Rate Technology as they are reloaded externally in a hangar deck or at maintenance facilities

And a missile that costs 125 million fuel.

Code: [Select]
Black Hole Device
Missile Size: 100000 MSP  (5000 HS)     Warhead: 98000    Armour: 0     Manoeuvre Rating: 10
Speed: 200 km/s    Endurance: 7500 minutes   Range: 90.0m km
Cost Per Missile: 24833.3333
Chance to Hit: 1k km/s 2%   3k km/s 0%   5k km/s 0.4%   10k km/s 0.2%
Materials Required:    24500x Tritanium   333.0833x Gallicite   Fuel x125000000

Development Cost for Project: 2483333RP

When it explodes, it causes the entire system to be destroyed including everything in it (including the ship that fired it although I suppose you could add a sensor and then fire it and go through the jump hole, then when the missile self destructs boom.) (By going into SM and deleting the system it was in.) This would let you cut off evil NPR nations if your desperate, although if you can build one of these then I don't see why you can't just beat the NPR with your obviously massive strength...

The old jump points will re-align to new systems due to the shift in gravity wells. (Although that might be exploitative. I think I'll make it a random dice roll whether the jump point realigns or is deleted. Though I imagine a system will always have to have at least one jump point (so you can't nuke the system beside you and cut off all ways into a system))

Now we have the basis for a cold war and an arms race to see who can build more system destroying bombs.

I think I'll start a "Empire gets big then breaks into civil war" campaign with no NPRs or Precursors. It'll turn into a race of who can develop the first 'nukes' between the rebels and the original empire. I wonder what the emperor would do if the rebels acquired nukes first...

Also I think it will be amazing to have a bikini atoll in a empty system that leads to no where =D

Edit:

I've added Missile Launchers size 25/50/100/150/200/250/300/350/400/450/500/1000/2000/3000/4000/5000/10000/100000

And Jump drive effiencies of 50/100/150/200/250/300/350/400/450/500/1000

Maximum Military jump drive is now 50 million tons = :D

Everything is working fine too. I've even made a little file so when a new database update comes I'll be able to have my new techs saved and I'll only have to update the Prerequisite tags! Yay!

The research costs on them get pretty big but I didn't make them go up as much as normal. Once you hit the (old) max the increase is only 25% or so per level instead of doubling.

Edit: Behold! With the new technologies the largest military warship I could ever conceive:

Code: [Select]
Majestic class Super Monitor   50000000 tons     4686150 Crew     22984607.0305 BP      TCS 1000000  TH 18750  EM 2250000
1875 km/s    JR 3-50     Armour 100-12089     Shields 75000-300     Sensors 3750/3750/50/50     Damage Control Rating 156071     PPV 548450
Annual Failure Rate: 3294350%    IFR: 45754.9%    Maintenance Capacity 16744244 MSP    Max Repair 250000 MSP
Flag Bridge    Hangar Deck Capacity 1500000 tons     Troop Capacity: 100 Battalions    Magazine 4405000    Cargo 500000    Cargo Handling Multiplier 40    Tractor Beam    
Jump Gate Construction Ship: 20 days
Fuel Harvester: 100 modules producing 14000000 litres per annum
Salvager: 100 module(s) capable of salvaging 250000 tons per day

J50000000(3-50) Military Jump Drive     Max Ship Size 50000000 tons    Distance 50k km     Squadron Size 3
Photonic Drive E0.5 ARM-10 (5000)    Power 375    Fuel Use 5%    Signature 3.75    Armour 10    Exp 1%    Hyper Capable
Fuel Capacity 400,000,000 Litres    Range 288.0 billion km   (1777 days at full power)
Omega R300/15 Shields (5000)   Total Fuel Cost  75,000 Litres per day

80cm C25 Infrared Laser (400)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 1    ROF 35        168 84 56 42 33 28 24 21 18 16
Particle Torpedo-50 (100)    Range 1,200,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
R168/C25 Meson Cannon (100)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 168    ROF 35        1 1 1 1 1 1 1 1 1 1
R168/C25 High Power Microwave (100)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 168    ROF 35        1 1 1 1 1 1 1 1 1 1
CIWS-1000 (1000x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 700-100000 H10 (10)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93

Size 100 Missile Launcher (1000)    Missile Size 100    Rate of Fire 250
Size 100000 Box Launcher (1)    Missile Size 100000    Hangar Reload 750000 minutes    MF Reload 125000 hours
Size 10000 Box Launcher (5)    Missile Size 10000    Hangar Reload 75000 minutes    MF Reload 12500 hours
Size 1000 Box Launcher (500)    Missile Size 1000    Hangar Reload 7500 minutes    MF Reload 1250 hours
Size 5000 Box Launcher (100)    Missile Size 5000    Hangar Reload 37500 minutes    MF Reload 6250 hours
Size 500 Missile Launcher (500)    Missile Size 500    Rate of Fire 1250
Size 1 Missile Launcher (5000)    Missile Size 1    Rate of Fire 5
Size 1 Box Launcher (25000)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC3240-R1 (5)     Range 97.2m km    Resolution 1
Missile Fire Control FC9000-R14 (10%) (20)     Range 3,780.0m km    Resolution 14

Thermal Sensor TH50-3750 (10)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) (10)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Phased Gravitational Sensors (10)   50 Survey Points Per Hour
Phased Geological Sensors (10)   50 Survey Points Per Hour

Compact ECCM-10 (200)         ECM 100

This design is classed as a military vessel for maintenance purposes

I doubt the universe will ever see one. If it does it would probably cause overflow errors. My 750k ton cruiser already causes lag when you look in its combat overview =*(
 

Offline Canaris

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #64 on: January 20, 2010, 07:44:20 PM »
Quote
Annual Failure Rate: 3294350%

Another reason the universe will never see one: it would explode upon leaving the shipyard.
"Fairytales do not tell children that monsters exist, children already know they exist. Fairytales tell children that monsters can be killed."
 

Offline Rathos (OP)

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #65 on: January 20, 2010, 08:11:23 PM »
Quote from: "Canaris"
Quote
Annual Failure Rate: 3294350%

Another reason the universe will never see one: it would explode upon leaving the shipyard.

Not exactly, in a worse case scenario it would have 9000 maintence failures a year. Or 24 or so a day. It has 16744244 supplies and at worst the cost will be 250,000. Assuming it had nothing but the worst possible break downs it would last about 3 days.

Maybe I'll fix it up to last a bit longer. It isn't that hard to add a million or two more tons of engineering...

Code: [Select]
Majestic class Super Monitor    50000000 tons     4825700 Crew     20747407.0305 BP      TCS 1000000  TH 18750  EM 2250000
1875 km/s    JR 3-50     Armour 100-12089     Shields 75000-300     Sensors 3750/3750/50/50     Damage Control Rating 230981     PPV 423450
Annual Failure Rate: 128200%    IFR: 1780.6%    Maintenance Capacity 55459062 MSP    Max Repair 250000 MSP
Flag Bridge    Hangar Deck Capacity 1000000 tons     Troop Capacity: 100 Battalions    Magazine 4280000    Cargo 500000    Cargo Handling Multiplier 40    Tractor Beam    
Jump Gate Construction Ship: 20 days
Fuel Harvester: 100 modules producing 14000000 litres per annum
Salvager: 100 module(s) capable of salvaging 250000 tons per day

J50000000(3-50) Military Jump Drive     Max Ship Size 50000000 tons    Distance 50k km     Squadron Size 3
Photonic Drive E0.5 ARM-10 (5000)    Power 375    Fuel Use 5%    Signature 3.75    Armour 10    Exp 1%    Hyper Capable
Fuel Capacity 400,000,000 Litres    Range 288.0 billion km   (1777 days at full power)
Omega R300/15 Shields (5000)   Total Fuel Cost  75,000 Litres per day

80cm C25 Infrared Laser (400)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 1    ROF 35        168 84 56 42 33 28 24 21 18 16
Particle Torpedo-50 (100)    Range 1,200,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
R168/C25 Meson Cannon (100)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 168    ROF 35        1 1 1 1 1 1 1 1 1 1
R168/C25 High Power Microwave (100)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 168    ROF 35        1 1 1 1 1 1 1 1 1 1
CIWS-1000 (1000x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 700-100000 H10 (10)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93

Size 100 Missile Launcher (1000)    Missile Size 100    Rate of Fire 250
Size 1000 Box Launcher (500)    Missile Size 1000    Hangar Reload 7500 minutes    MF Reload 1250 hours
Size 100000 Box Launcher (1)    Missile Size 100000    Hangar Reload 750000 minutes    MF Reload 125000 hours
Size 5000 Box Launcher (100)    Missile Size 5000    Hangar Reload 37500 minutes    MF Reload 6250 hours
Size 500 Missile Launcher (250)    Missile Size 500    Rate of Fire 1250
Size 10000 Box Launcher (5)    Missile Size 10000    Hangar Reload 75000 minutes    MF Reload 12500 hours
Size 1 Box Launcher (25000)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Size 1 Missile Launcher (5000)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC9000-R14 (10%) (10)     Range 3,780.0m km    Resolution 14
Missile Fire Control FC3240-R1 (10)     Range 97.2m km    Resolution 1

Active Search Sensor S9000-R55 (10%) (10)     GPS 495000     Range 4,950.0m km    Resolution 55
Active Search Sensor S9000-R14 (10%) (10)     GPS 126000     Range 1,260.0m km    Resolution 14
Active Search Sensor S9000-R1 (10)     GPS 9000     Range 90.0m km    Resolution 1
Thermal Sensor TH50-3750 (10)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) (10)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Phased Gravitational Sensors (10)   50 Survey Points Per Hour
Phased Geological Sensors (10)   50 Survey Points Per Hour

Compact ECCM-10 (200)         ECM 100

This design is classed as a military vessel for maintenance purposes

Just under 156 thousand engineering spaces. Damn, can't you please make a larger engineering bay so I don't have to click 100 at a time as much?

221 days or so operation in a worst case scenario of 250 thousand break downs every time.

Good 'nuuf. Besides anyone who could build one of these could build mega supply ships and provide unlimited amounts of maintenance supplies...

Edit: Correction I Fast OBed myself one in my playground and it suffers no Maintenance failures at all because it causes an error every time one is supposed to occur.
 

Offline Canaris

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #66 on: January 20, 2010, 09:03:40 PM »
The whole exploding the moment it leaves the shipyard thing was a joke - sorry if I didn't make it clear enough.
"Fairytales do not tell children that monsters exist, children already know they exist. Fairytales tell children that monsters can be killed."
 

Offline Rathos (OP)

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #67 on: January 20, 2010, 09:08:41 PM »
Quote from: "Canaris"
The whole exploding the moment it leaves the shipyard thing was a joke - sorry if I didn't make it clear enough.

Oh, I just thought you were pointing out it would blow up the second it came out of the shipyard.

Which, it could have.  :)

I had put on thousands of engineering posts and assumed the maintenance supply would be enough, I didn't actually do the calculations the first time. Not that I'm exactly sure I did those right...
 

Offline Rathos (OP)

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #68 on: January 21, 2010, 05:57:47 PM »
Capable of transporting an entire chapter of space mari....

Capable of transporting an entire Planetary Assault Division onto a hostile planet.

The armies of the empire shall not be hindered by the vastness of space, or the troubles of attacking from orbit.


Code: [Select]
Planetary Assault Command Ship 11B class Battle Barge    2536150 tons     96462 Crew     284488.6 BP      TCS 50723  TH 100000  EM 0
1971 km/s     Armour 100-1656     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7900     PPV 100
Annual Failure Rate: 6512%    IFR: 90.5%    Maintenance Capacity 553911 MSP    Max Repair 150 MSP
Flag Bridge    Troop Capacity: 21 Battalions    Drop Capacity: 21 Battalions    Magazine 4900    Cargo Handling Multiplier 25    

Magneto-plasma Drive E0.9 (500)    Power 200    Fuel Use 9%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 50,000,000 Litres    Range 394.2 billion km   (2314 days at full power)

Size 1 Missile Launcher (100)    Missile Size 1    Rate of Fire 15
Missile Fire Control FC80-R1 (4)     Range 2.4m km    Resolution 1
Defender I AMM (4900)  Speed: 25,600 km/s   End: 1.3m    Range: 2m km   WH: 1    Size: 1    TH: 512 / 307 / 153

Active Search Sensor S60-R20 (1)     GPS 1200     Range 12.0m km    Resolution 20
Active Search Sensor S60-R1 (1)     GPS 60     Range 600k km    Resolution 1
Active Search Sensor S60-R500 (1)     GPS 30000     Range 300.0m km    Resolution 500

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
 

Offline sloanjh

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #69 on: January 21, 2010, 07:26:51 PM »
I've started making my standard division-level PDC (and troop transport) 25 battalions in size - allows housing/transport of an attached replacement battalion per brigade.

John
 

Offline Rathos (OP)

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #70 on: January 22, 2010, 12:58:16 AM »
Ahh...good idea. Not having actually had any ground combat yet, I didn't think of that.

I just put room for a

Div HQ

4x Brig HQs

16x HA Brigades

I probably should change it before building any. I've discovered that refits cost a lot, seemingly as much as building the ship again would  :cry: )

Once again my empire is devoting everything it has to conserving minerals to use to destroy these aliens....hardly any mines are being built and industry is stagnant while research labs churn out the best they can in hopes of a solution...

Currently were using a Coontz II. Drive research has been heavy thus we are already up to Magneto Plasma.

Code: [Select]
Coontz II class Corvette    19150 tons     1541 Crew     2752.5 BP      TCS 383  TH 2080  EM 0
5430 km/s     Armour 10-63     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 60
Annual Failure Rate: 2933%    IFR: 40.7%    Maintenance Capacity 90 MSP    Max Repair 80 MSP
Magazine 156    

Magneto-plasma Drive E9 (26)    Power 80    Fuel Use 90%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 57.4 billion km   (122 days at full power)

Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 15
Size 2 Missile Launcher (20)    Missile Size 2    Rate of Fire 30
Missile Fire Control FC80-R1 (2)     Range 2.4m km    Resolution 1
Missile Fire Control FC60-R14 (2)     Range 25.2m km    Resolution 14
Class V ASM (10)  Speed: 8,000 km/s   End: 52.1m    Range: 25m km   WH: 2    Size: 2    TH: 213 / 128 / 64
Defender I AMM (56)  Speed: 25,600 km/s   End: 1.3m    Range: 2m km   WH: 1    Size: 1    TH: 512 / 307 / 153
Class Vb ASM (40)  Speed: 25,600 km/s   End: 32.5m    Range: 50m km   WH: 1    Size: 2    TH: 358 / 215 / 107

Active Search Sensor S60-R500 (1)     GPS 30000     Range 300.0m km    Resolution 500
Active Search Sensor S60-R20 (2)     GPS 1200     Range 12.0m km    Resolution 20
Active Search Sensor S60-R1 (1)     GPS 60     Range 600k km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes

Problem is those shields won't break under the fire of these at all. At only 1-2 damage per missile...Their missiles travel at 44km/s so my AMMs have terrible chance to work. Gotta keep on improving them. Also I want some bomb-pumped xray laser warheads I love those things, I recently figured out they do damage to ALL ships in the same location. On my playground I warped two opposing fleets to Luna and had them fire their missiles at point blank range. Imagine my surprise when the bombs blew up BOTH of them!
 

Offline Canaris

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #71 on: January 22, 2010, 05:32:50 AM »
A 19000 ton corvette! That's awesome.

Also, what's the accessibility on that sorium? I'm curious because every sorium gas giant I've found has accessibility of 0.8+.
"Fairytales do not tell children that monsters exist, children already know they exist. Fairytales tell children that monsters can be killed."
 

Offline Rathos (OP)

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #72 on: January 22, 2010, 06:20:49 AM »
I posted a list of the sizes of what I consider different tonnages and hull naming. Now that I look back on it I think that's a bit off. I tend to name my first warships patrolships/corvettes/frigates. Once I get a bigger yard ~100k-500k tons I start making one or two "cruisers" indeed I had a 750 thousand ton missile cruiser, which I'm sure many of you would of considered a super dreadnought.

The reason I only considered it a "cruiser" was because it was only the third warship I had designed and they were a patrol ship (Those usually are the first ship I build and only have one gun) and a corvette (these usually range from small 7000-15000 designs though as you noticed this once is ~19k)

So instead of actually having a set list of hulls and tonnages its more of a feeling I have in that particular game and how I preceive the military and government and their progress. So far its been mostly the "starter" designs that tend to be uniform, then they move on to a "early stage corvette" then "large warship" the last is the farthest I've gotten, I'm hoping to get past that stage and to the "Capital ship" (1-10 million ton warships) stage.

This corvette is somewhere between the early stage and getting to the technology level a large warship becomes possible. (A 750 ton warship with nuclear thermal engines doesn't work so well)

I've noticed the game has problems processing large ships, such as maintenance on the 50 million monitor causes and overflow error every 5 days and suffers no maintenance failures due to it. Also sensors with extreme range and thermal/em signatures that are extremely high.

Oh, and that gas giant is .4 but the nearly limitless reserves make up for that I think.

As soon as I get a large enough shipyard these will be mining it:

Code: [Select]
Belknap class Fuel Harvester    6174150 tons     94420 Crew     193733 BP      TCS 123483  TH 100000  EM 0
809 km/s     Armour 1-2997     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maintenance Capacity 20 MSP    Max Repair 60 MSP
Fuel Harvester: 1000 modules producing 50000000 litres per annum

Magneto-plasma Drive E0.9 (500)    Power 200    Fuel Use 9%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 500,000,000 Litres    Range 1618.0 billion km   (23148 days at full power)

This design is classed as a commercial vessel for maintenance purposes

They aren't even that expensive to build once you get things going.

Forays into the alien held system have met with disaster. Three teams have went in and two were destroyed, the third managed to destroy the aliens and survey ships were sent in and had explored half the system when more aliens showed up and blasted half the survey ships and then the security team.

The problem is while my AMMs and ASMs work, they require more than the Coontz IIs have on them. At first I had 2 AMMs per each enemy missile, but most got through and wrecked the first team. The second time they had 3 and did better, being able to maintan targeting and firing back until the 3rd salvo hit them. Unforunately missiles self destruct if the firing ship loses lock unless the missile has its own sensors. The third team won with 5 AMMs per missile, but I had 6 ships in that team and they just barely destroyed the aliens before running out of missiles.

I'm planning on making a frigate vessel larget than the Coontz that will have enough AMM launchers and ASM launchers to be 100% effective in destroying incoming missiles and the enemy ships. The Coontz will still be uses however as a patrol ship and to quell unrest on colonies. Mars/Venus/Mercury/Titan are up to 5-20 million people now.

Mineral surveys showed a planet in the alien system as having 131 million duranium at .2 which I think is pretty good. Hopefully a geo team can improve the yield.
 

Offline Poojawa

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #73 on: January 23, 2010, 03:26:25 AM »
*cracks fingers* I'll leave a few of my own works in here, running 4.7.8

Code: [Select]
Mothership class Mothership    1249200 tons     65478 Crew     20437960.5 BP      TCS 24984  TH 250  EM 90000
1000 km/s    JR 12-4000     Armour 2-1033     Shields 3000-300     Sensors 1500/1500/25/25     Damage Control Rating 1566     PPV 0
Annual Failure Rate: 18744%    IFR: 260.3%    Maintenance Capacity 6993383 MSP    Max Repair 20250000 MSP
Flag Bridge    Magazine 29700    Colonists 1000000    Cargo Handling Multiplier 400    
Fuel Harvester: 5 modules producing 700000 litres per annum
Terraformer: 10 module(s) producing 0.08 atm per annum
Asteroid Miner: 5 module(s) producing 350 tons per mineral per annum

J1250000(12-4000) Military Jump Drive     Max Ship Size 1250000 tons    Distance 4000k km     Squadron Size 12
Photonic Drive E1 ARM-4 (50)    Power 500    Fuel Use 10%    Signature 5    Armour 4    Exp 5%    Hyper Capable
Fuel Capacity 9,050,000 Litres    Range 130.3 billion km   (1508 days at full power)
Omega R300/15 Shields (200)   Total Fuel Cost  3,000 Litres per day

CIWS-1000 (50x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Vacuum Energy Power Plant Technology PB-1 AR-5 (1)     Total Power Output 600    Armour 5    Exp 5%
Active Search Sensor S2700-R1 (5)     GPS 2700     Range 27.0m km    Resolution 1
Thermal Sensor TH20-1500 (5)     Sensitivity 1500     Detect Sig Strength 1000:  1500m km
EM Detection Sensor EM20-1500 (5)     Sensitivity 1500     Detect Sig Strength 1000:  1500m km
Phased Gravitational Sensors (5)   25 Survey Points Per Hour
Phased Geological Sensors (5)   25 Survey Points Per Hour

Compact ECCM-10 (10)         ECM 100

This design is classed as a military vessel for maintenance purposes

Inspired by the Homeworld Mothership

and

Code: [Select]
Ironsides class Battleship    338900 tons     35964 Crew     2673282 BP      TCS 6778  TH 20  EM 45000
295 km/s    JR 12-4000     Armour 26-433     Shields 1500-300     Sensors 1125/1125/0/0     Damage Control Rating 1426     PPV 1670
Annual Failure Rate: 4065%    IFR: 56.5%    Maintenance Capacity 1163239 MSP    Max Repair 2480625 MSP
Flag Bridge    Magazine 3564    
Fuel Harvester: 3 modules producing 420000 litres per annum

J437500(12-4000) Military Jump Drive     Max Ship Size 437500 tons    Distance 4000k km     Squadron Size 12
Photonic Drive E1 ARM-4 (4)    Power 500    Fuel Use 10%    Signature 5    Armour 4    Exp 5%    Hyper Capable
Fuel Capacity 2,040,000 Litres    Range 108.3 billion km   (4250 days at full power)
Omega R300/15 Shields (100)   Total Fuel Cost  1,500 Litres per day

Quad 10cm C25 Far Gamma Ray Laser Turret (4x4)    Range 350,000km     TS: 25000 km/s     Power 12-100     RM 12    ROF 5        3 3 3 3 3 3 3 3 3 3
Quad 50cm C25 Far Gamma Ray Laser Turret (2x4)    Range 350,000km     TS: 25000 km/s     Power 256-100     RM 12    ROF 15        64 64 64 64 64 64 64 64 64 64
Quad 80cm C25 Far Gamma Ray Laser Turret (4x4)    Range 350,000km     TS: 25000 km/s     Power 672-100     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Particle Torpedo-50 (3)    Range 350,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
Quad R1008/C25 Meson Cannon Turret (6x4)    Range 350,000km     TS: 25000 km/s     Power 672-100     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1
R1008/C25 High Power Microwave (2)    Range 350,000km     TS: 25000 km/s     Power 168-25     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1
CIWS-1000 (23x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
30cm C25 Plasma Carronade (10)    Range 240,000km     TS: 25000 km/s     Power 24-25     RM 1    ROF 5        24 12 8 6 4 4 3 3 2 2
Fire Control S01 175-25000 (3)    Max Range: 350,000 km   TS: 25000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PB-1 AR-5 (2)     Total Power Output 2400    Armour 5    Exp 5%

Active Search Sensor S1800-R1 (1)     GPS 1800     Range 18.0m km    Resolution 1
Thermal Sensor TH15-1125 (1)     Sensitivity 1125     Detect Sig Strength 1000:  1125m km
EM Detection Sensor EM15-1125 (1)     Sensitivity 1125     Detect Sig Strength 1000:  1125m km

ECCM-10 (2)         ECM 100

This design is classed as a military vessel for maintenance purposes

Still trying to figure out how to have "fighters" that are able to be built on the ground, because I know it's anything under 500 tons... but I have ships that are like, 350 tons o.o
 

Offline metalax

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Re: The Adventures and Woes of Rath's Aurora Learning Experience
« Reply #74 on: January 23, 2010, 07:05:38 AM »
Quote from: "Poojawa"
*cracks fingers* I'll leave a few of my own works in here, running 4.7.8

Code: [Select]
Mothership class Mothership    1249200 tons     65478 Crew     20437960.5 BP      TCS 24984  TH 250  EM 90000
1000 km/s    JR 12-4000     Armour 2-1033     Shields 3000-300     Sensors 1500/1500/25/25     Damage Control Rating 1566     PPV 0
Annual Failure Rate: 18744%    IFR: 260.3%    Maintenance Capacity 6993383 MSP    Max Repair 20250000 MSP
Flag Bridge    Magazine 29700    Colonists 1000000    Cargo Handling Multiplier 400    
Fuel Harvester: 5 modules producing 700000 litres per annum
Terraformer: 10 module(s) producing 0.08 atm per annum
Asteroid Miner: 5 module(s) producing 350 tons per mineral per annum

J1250000(12-4000) Military Jump Drive     Max Ship Size 1250000 tons    Distance 4000k km     Squadron Size 12
Photonic Drive E1 ARM-4 (50)    Power 500    Fuel Use 10%    Signature 5    Armour 4    Exp 5%    Hyper Capable
Fuel Capacity 9,050,000 Litres    Range 130.3 billion km   (1508 days at full power)
Omega R300/15 Shields (200)   Total Fuel Cost  3,000 Litres per day

CIWS-1000 (50x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Vacuum Energy Power Plant Technology PB-1 AR-5 (1)     Total Power Output 600    Armour 5    Exp 5%
Active Search Sensor S2700-R1 (5)     GPS 2700     Range 27.0m km    Resolution 1
Thermal Sensor TH20-1500 (5)     Sensitivity 1500     Detect Sig Strength 1000:  1500m km
EM Detection Sensor EM20-1500 (5)     Sensitivity 1500     Detect Sig Strength 1000:  1500m km
Phased Gravitational Sensors (5)   25 Survey Points Per Hour
Phased Geological Sensors (5)   25 Survey Points Per Hour

Compact ECCM-10 (10)         ECM 100

This design is classed as a military vessel for maintenance purposes

Inspired by the Homeworld Mothership

You've missed the hangars for the fighter swarms to dock before jumping. I think you need a lot more engineering spaces as well as thinker armour.

Quote from: "Poojawa"
Still trying to figure out how to have "fighters" that are able to be built on the ground, because I know it's anything under 500 tons... but I have ships that are like, 350 tons o.o

For it to be a fighter it needs to have a fighter engine. Research fighter engine under power and propulsion, then when designing an engine in the drop down that lets you pick military/civilian there will be a new option, fighter.