Author Topic: First Military designs  (Read 13109 times)

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Offline Hawkeye

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Re: First Military designs: Just how dumb am I?
« Reply #60 on: October 03, 2011, 12:32:19 AM »
Only one tractor beam needed/used.

You establish the tracktor link on the "Individual Unit Display" (F6), Misc tab
Any "tracktored" ship joins the tugs TG automaticly (you can have several tugs in one TG, but each tug can only tracktor one other ship/base)
Maximum speed is recalculated by adding the mass of the tug and the tuged ship, so lots of engines make sense (and don´t forget a lot of fuel too)
Ralph Hoenig, Germany
 

Offline sloanjh

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Re: First Military designs: Just how dumb am I?
« Reply #61 on: October 03, 2011, 08:49:38 AM »
Question: Say I want to create a Fleet Tug. How exactly do tractors work? The more, the better? Do I need more engines, etc?

You only need 1, there can only be 1 tow per tug, and you can't chain.  speed is (total power)/(total mass).

John
 

Offline dgibso29 (OP)

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Re: First Military designs: Just how dumb am I?
« Reply #62 on: October 03, 2011, 10:42:54 PM »
Code: [Select]
Waller class Fleet Tug    29,000 tons     770 Crew     1719 BP      TCS 580  TH 4000  EM 0
6896 km/s     Armour 1-84     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 11     PPV 0
MSP 408    Max Repair 100 MSP
Tractor Beam     

Magneto-plasma Drive E0.8 (20)    Power 200    Fuel Use 8%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 2,000,000 Litres    Range 1551.6 billion km   (2604 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Thoughts?
 

Offline Ashery

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Re: First Military designs
« Reply #63 on: October 03, 2011, 11:38:19 PM »
It really boils down to what you're planning on using the tug for. Although, if you're only planning on using it just for moving orbital habitats and the like, you could easily halve the fuel capacity and take out the extra engineering spaces.

Also, if you are planning on using orbital habitats, your tug is definitely on the light side. Mine is slightly larger (34250 tons, 26 engines) and it takes me a full year to move my small terraforming orbital habitats (50k capacity, 12 terraforming modules) to my main colony outside Sol.
 

Offline dgibso29 (OP)

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Re: First Military designs
« Reply #64 on: October 04, 2011, 12:54:23 AM »
Well, I can always build a bigger one later if I need to.

Also, I started a new game ( I spent a lot of time in the previous one just learning how to design, what techs did what and linked to where, etc, etc.) , and I went with the FAC Survey ship approach.

Code: [Select]
Darwin class Survey Corvette    1,000 tons     94 Crew     291 BP      TCS 20  TH 160  EM 0
8000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/1/1     Damage Control Rating 1     PPV 0
Maint Life 9.05 Years     MSP 182    AFR 8%    IFR 0.1%    1YR 4    5YR 60    Max Repair 100 MSP

GB Magneto-plasma Drive E80 (1)    Power 160    Fuel Use 800%    Signature 160    Armour 0    Exp 15%
Fuel Capacity 90,000 Litres    Range 20.3 billion km   (29 days at full power)

Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Supported by

Code: [Select]
Kingston class Support Corvette    1,000 tons     66 Crew     154.5 BP      TCS 20  TH 160  EM 0
8000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 17.35 Years     MSP 1019    AFR 40%    IFR 0.6%    1YR 6    5YR 96    Max Repair 40 MSP

GB Magneto-plasma Drive E80 (1)    Power 160    Fuel Use 800%    Signature 160    Armour 0    Exp 15%
Fuel Capacity 385,000 Litres    Range 86.6 billion km   (125 days at full power)

This design is classed as a Military Vessel for maintenance purposes

In addition, for a basic weapon platform, I designed

Code: [Select]
Scorpion class Missile Corvette    1,000 tons     115 Crew     156.5 BP      TCS 20  TH 160  EM 0
8000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 4.89 Years     MSP 49    AFR 16%    IFR 0.2%    1YR 3    5YR 51    Max Repair 40 MSP
Magazine 40    

GB Magneto-plasma Drive E80 (1)    Power 160    Fuel Use 800%    Signature 160    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 2.3 billion km   (3 days at full power)

Size 4 Missile Launcher (75% Reduction) (2)    Missile Size 4    Rate of Fire 60
Missile Fire Control FC52-R100 (1)     Range 52.5m km    Resolution 100
Sparrow Anti-ship Missile Mk. 1 (10)  Speed: 25,500 km/s   End: 33.1m    Range: 50.6m km   WH: 4    Size: 4    TH: 110 / 66 / 33

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

With sensors provided by

Code: [Select]
Zunzi class Command Corvette    1,000 tons     93 Crew     177 BP      TCS 20  TH 160  EM 0
8000 km/s     Armour 1-8     Shields 0-0     Sensors 10/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.97 Years     MSP 55    AFR 16%    IFR 0.2%    1YR 9    5YR 139    Max Repair 100 MSP

GB Magneto-plasma Drive E80 (1)    Power 160    Fuel Use 800%    Signature 160    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 2.3 billion km   (3 days at full power)

Active Search Sensor MR50-R100 (1)     GPS 10000     Range 50.0m km    Resolution 100
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

This design is classed as a Military Vessel for maintenance purposes

Based out of

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Hawk class Corvette Support Station    10,000 tons     584 Crew     1193 BP      TCS 200  TH 0  EM 0
1 km/s     Armour 4-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 7.5
Maint Life 2.7 Years     MSP 1149    AFR 400%    IFR 5.6%    1YR 226    5YR 3383    Max Repair 100 MSP
Hangar Deck Capacity 2500 tons     Magazine 970    

Fuel Capacity 600,000 Litres    Range N/A

Anti-Missile Missile Launcher (75% Reduction) (10)    Missile Size 1    Rate of Fire 15
Anti-Missile Fire Control FC5-R1 (2)     Range 5.3m km    Resolution 1
Sparrow Anti-ship Missile Mk. 1 (150)  Speed: 25,500 km/s   End: 33.1m    Range: 50.6m km   WH: 4    Size: 4    TH: 110 / 66 / 33
Long Lance Anti-missile Missile Mk. 1 (370)  Speed: 30,300 km/s   End: 5.6m    Range: 10.1m km   WH: 1    Size: 1    TH: 161 / 97 / 48

Anti-Missile Search Sensor MR5-R1 (1)     GPS 100     Range 5.0m 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


I also designed

Code: [Select]
Broadsword class Missile Frigate    5,000 tons     536 Crew     721.55 BP      TCS 100  TH 400  EM 0
4000 km/s     Armour 1-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 30
Maint Life 5.59 Years     MSP 1090    AFR 200%    IFR 2.8%    1YR 59    5YR 882    Max Repair 40 MSP
Magazine 348    

Magneto-plasma Drive E8 (5)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 140,000 Litres    Range 63.0 billion km   (182 days at full power)

Size 4 Missile Launcher (75% Reduction) (10)    Missile Size 4    Rate of Fire 60
Missile Fire Control FC52-R100 (2)     Range 52.5m km    Resolution 100
Sparrow Anti-ship Missile Mk. 1 (87)  Speed: 25,500 km/s   End: 33.1m    Range: 50.6m km   WH: 4    Size: 4    TH: 110 / 66 / 33

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

With targeting provided by

Code: [Select]
Essex class Command Frigate    5,000 tons     278 Crew     649 BP      TCS 100  TH 400  EM 0
4000 km/s     Armour 5-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 4.31 Years     MSP 1081    AFR 200%    IFR 2.8%    1YR 94    5YR 1407    Max Repair 100 MSP

Magneto-plasma Drive E8 (5)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 110,000 Litres    Range 49.5 billion km   (143 days at full power)

CIWS-50 (2x2)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Anti-Missile Search Sensor MR5-R1 (1)     GPS 100     Range 5.0m km    Resolution 1
Active Search Sensor MR50-R100 (1)     GPS 10000     Range 50.0m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes

Haven't designed an escort frigate yet.

I also designed a troop ship
Code: [Select]
Rodger Young class Troop Transport    20,000 tons     590 Crew     1277 BP      TCS 400  TH 800  EM 0
2000 km/s     Armour 2-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 7.5
Maint Life 1.19 Years     MSP 1072    AFR 1777%    IFR 24.7%    1YR 773    5YR 11589    Max Repair 100 MSP
Troop Capacity: 5 Battalions    Magazine 490    

Magneto-plasma Drive E8 (10)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 450,000 Litres    Range 50.6 billion km   (292 days at full power)

Anti-Missile Missile Launcher (75% Reduction) (10)    Missile Size 1    Rate of Fire 15
Anti-Missile Fire Control FC5-R1 (2)     Range 5.3m km    Resolution 1
Long Lance Anti-missile Missile Mk. 1 (490)  Speed: 30,300 km/s   End: 5.6m    Range: 10.1m km   WH: 1    Size: 1    TH: 161 / 97 / 48

Anti-Missile Search Sensor MR5-R1 (1)     GPS 100     Range 5.0m 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

Okay, text wall over.

Thoughts?
« Last Edit: October 04, 2011, 12:59:37 AM by Admiral666 »
 

Offline Din182

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Re: First Military designs
« Reply #65 on: October 04, 2011, 07:47:13 AM »
The Darwin should be split into 2 ships. 1 with a Grav sensor, the other with a Geo sensor. That way, you don't need the Kingston, and you have more flexibility.

The scorpion doesn't fire enough missiles. Even the most basic missile defense can stop the salvos. Research box launchers. They will allow you to fire a lot larger salvos but require lots a research.

The Hawk needs 500 more/less hangar space. right now, you will have 500 space unused.

Unless you are going to design a ship with hangar space instead of just a station, your survey ships have very limited range, they also have way to many maintenance supplies.
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Offline Charlie Beeler

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Re: First Military designs
« Reply #66 on: October 04, 2011, 08:21:51 AM »
Some general comments based on my personal opinions.

My approach to survey operations is probably more aggressive that the average player.  Grav-survey ships have a single military engine, grav-survey sensor, and a jumpdrive for self jump.  Keep it to 1000t and they are fairly cheap.  Support with a larger jump-tender that is mostly a tanker and supplyship with some self defense.  The jump-tender stays at the entry point and acts as a messenger if things go bad.  I try to keep a combat task group within a couple of jumps of the grav-surveys. 

Geo-surveys don't have the jump-drive but otherwise try to follow the same pattern.

Gunboat engines burn through too much fuel for use in survey ships.  My preference is a single commercial engine for geo-survey and a single military engine for grav-survey. 

Yes, this means that I tend to loose survey ships.  Their job is to find alien threats as far from my population centers as practical. 

It doesn't take much reading around here it figure out that I'm not a fan of reduced size missile launchers on warships.  With the exception of box-launchers, my opinion is that the salvo density increase is not enough for the cost in cyclic rate of fire.  Cyclic rate and extended AMM/CM intercept ranges go a long way to nullifying the self reloadable reduced size launchers salvo density. 

I'm also not a fan of either CIWS or reduced size gauss cannon point defense turrets.  If each ship in a task group was a single full size GC turret they can mutually support each other to handle missiles that leak through the AMM's.  If that's not enough your outclassed and need more ships in the fight anyway.

Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Hawkeye

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Re: First Military designs
« Reply #67 on: October 04, 2011, 11:02:11 AM »
General observations:
Maybe I´m blind, but I don´t see a jumpdrive in any of your ships. How are they supposed to get to another system?

Your ASMs look fine
What is the manouverability of your AMMs, as their ability to intercept your own ASMs seems to be lacking (about 20% chance)

Survey corvettes:
Those will burn your fuel like there is no tomorrow. Yes, they are fast, but you´ll be constantly either ferrying fuel to the them, or they´ll be more flying back home/to a new system to survey than actually surveying.
Fuel for 29/125 days, but mainenance parts for 9/17 YEARS, this doesn´t exactely match.
Also, while they are fast enough to escape most threats, aside from the survey sensors, they don´t have any, which means, they will notice an enemy battleship only, when they can see it through the windows (or, more likely, when the first laser-beams/missiles blow the ship apart)

Hawk Support Station:
Hm, 2.500t Hangar Deck, but only 1.000t Corvettes. Either remove 500t or add another 500t. Or do you also have fighters in service, that profit from the additional hangar space?
Reduced size AMM-launchers are a VERY BAD idea, as it increases your relaod time. This is something your absolutely, never ever want to happen.
I am with Charlie on the reduced launcher thing, except that I like the 25% ones. Everything with less reduction is not worth it, IMO. Especially the 75% and 50% ones combine the worst of both worlds, not enough size reduction to give you a single, overwhealming salvo, but too long reload time to overwhealm enemy PD with lots of salvos in a short amount of time (all IMO, of course).

Broadsword:
A combat ship without armor --> not a good idea
Maintenance life could be cut in half and the saved space/mass invested in some armor.
See above re. missile launchers

Essex:
The CIWS is absolutely horrible 5.000 km/s tracking speed and 1 shot per gun. You won´t hit anything!
Maintenance life could be reduced a bit.
Missile launchers: See above

Roger Young:
Hm, either this one is supposed to make opposed landings, then the armor is way too thin, or it is supposed to go in after a system is secured, then you don´t need missile launchers.
 

Ralph Hoenig, Germany
 

Offline dgibso29 (OP)

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Re: First Military designs
« Reply #68 on: October 05, 2011, 12:34:51 PM »
Words of experience, etc, etc, etc

First off, right now I am using jump gate construction vessels while I research better tech for jumpdrives. That's why I use survey corvettes - They are disposable. I jump in and hope it's not hostile. If not, I bring in the JCS.


Missiles: I just redesigned the AMM based on Fire control ranges.
Code: [Select]
Long Lance Anti-Missile Missile Mk. 2
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 17
Speed: 30300 km/s    Endurance: 3 minutes   Range: 5.4m km
Cost Per Missile: 0.93
Chance to Hit: 1k km/s 515.1%   3k km/s 170%   5k km/s 103%   10k km/s 51.5%
Materials Required:    0.25x Tritanium   0.4318x Gallicite   Fuel x60

Survey Corvettes: I actually had not noticed the discrepancy between Fuel and MSP. I dropped it down and increased fuel capacity.
HOWEVER. I used a group of 5 Darwins/2 Kingstons to survey my first jump point, and I had no issues with fuel - It was getting low just as I brought in a tanker to refuel the entire group.

Your point about sensors is entirely valid: I most definitely missed that.

Code: [Select]
Cook class Survey Command Corvette    1,000 tons     90 Crew     200 BP      TCS 20  TH 160  EM 0
8000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0.41 Years     MSP 12    AFR 80%    IFR 1.1%    1YR 29    5YR 436    Max Repair 100 MSP

GB Magneto-plasma Drive E80 (1)    Power 160    Fuel Use 800%    Signature 160    Armour 0    Exp 15%
Fuel Capacity 135,000 Litres    Range 30.4 billion km   (43 days at full power)

Active Search Sensor MR50-R100 (1)     GPS 10000     Range 50.0m km    Resolution 100
Solution?


Support station: I had originally planned to have 750t gunboats. And I still had that number in my mind when I designed the station. Fixed.

On the missile launchers... I use 75% launchers...that have enough reload ability that they reload at the same speed as full sized launchers. It is the best I can do with the tech at hand.

Broadsword: How much armour should I have? I build my ships to a certain sized based on their designation of Frigate/Destroyer/Cruiser/etc.
However, I redesigned and pushed it up to 7000t.
Code: [Select]
Broadsword class Missile Frigate    7,000 tons     519 Crew     897.55 BP      TCS 140  TH 400  EM 0
2857 km/s     Armour 7-32     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 30
Maint Life 3.96 Years     MSP 1080    AFR 392%    IFR 5.4%    1YR 110    5YR 1645    Max Repair 40 MSP
Magazine 412    

Magneto-plasma Drive E8 (5)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 135,000 Litres    Range 43.4 billion km   (175 days at full power)

Size 4 Missile Launcher (75% Reduction) (10)    Missile Size 4    Rate of Fire 60
Missile Fire Control FC52-R100 (1)     Range 52.5m km    Resolution 100
Sparrow Anti-ship Missile Mk. 1 (87)  Speed: 25,500 km/s   End: 33.1m    Range: 50.6m km   WH: 4    Size: 4    TH: 110 / 66 / 33
Note: It will be grouped with a dedicated command/sensor vessel and a dedicated escort vessel.

Essex: CIWS-50 is the best I can do with my starting tech. What do I need to research for a better one? Or how would I go about a Gauss point defense weapon?
Maint. life is due to a Maint. Storage bay.

Redesigned to match 7000t Frigate designation:

Code: [Select]
Essex class Command Frigate    7,000 tons     383 Crew     900.5 BP      TCS 140  TH 400  EM 0
2857 km/s     Armour 8-32     Shields 0-0     Sensors 100/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 2.81 Years     MSP 1088    AFR 356%    IFR 4.9%    1YR 201    5YR 3010    Max Repair 100 MSP

Magneto-plasma Drive E8 (5)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 240,000 Litres    Range 77.1 billion km   (312 days at full power)

CIWS-50 (1x2)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Anti-Missile Search Sensor MR5-R1 (1)     GPS 100     Range 5.0m km    Resolution 1
Active Search Sensor MR50-R100 (1)     GPS 10000     Range 50.0m km    Resolution 100
Thermal Sensor TH20-100 (1)     Sensitivity 100     Detect Sig Strength 1000:  100m km

Question: How exactly do passive sensors work, what specifically to EM sensors do, how large should I make passive sensors, etc.



Roger Young: Redesigned.

Code: [Select]
Rodger Young class Troop Transport    25,000 tons     604 Crew     1803 BP      TCS 500  TH 800  EM 0
1600 km/s     Armour 8-76     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 7.5
Maint Life 0.91 Years     MSP 1081    AFR 2777%    IFR 38.6%    1YR 1190    5YR 17850    Max Repair 100 MSP
Troop Capacity: 5 Battalions    Magazine 490    

Magneto-plasma Drive E8 (10)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 660,000 Litres    Range 59.4 billion km   (429 days at full power)

Anti-Missile Missile Launcher (75% Reduction) (10)    Missile Size 1    Rate of Fire 15
Anti-Missile Fire Control FC5-R1 (2)     Range 5.3m km    Resolution 1
Long Lance Anti-missile Missile Mk. 1 (490)  Speed: 30,300 km/s   End: 5.6m    Range: 10.1m km   WH: 1    Size: 1    TH: 161 / 97 / 48

Anti-Missile Search Sensor MR5-R1 (1)     GPS 100     Range 5.0m km    Resolution 1
« Last Edit: October 05, 2011, 12:36:28 PM by Admiral666 »
 

Offline user-unknown

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Re: First Military designs
« Reply #69 on: October 05, 2011, 01:12:44 PM »
Roger Young: Redesigned.

Code: [Select]
Rodger Young class Troop Transport    25,000 tons     604 Crew     1803 BP      TCS 500  TH 800  EM 0
1600 km/s     Armour 8-76     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 7.5
Maint Life 0.91 Years     MSP 1081    AFR 2777%    IFR 38.6%    1YR 1190    5YR 17850    Max Repair 100 MSP
Troop Capacity: 5 Battalions    Magazine 490    

Magneto-plasma Drive E8 (10)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 660,000 Litres    Range 59.4 billion km   (429 days at full power)

Anti-Missile Missile Launcher (75% Reduction) (10)    Missile Size 1    Rate of Fire 15
Anti-Missile Fire Control FC5-R1 (2)     Range 5.3m km    Resolution 1
Long Lance Anti-missile Missile Mk. 1 (490)  Speed: 30,300 km/s   End: 5.6m    Range: 10.1m km   WH: 1    Size: 1    TH: 161 / 97 / 48

Anti-Missile Search Sensor MR5-R1 (1)     GPS 100     Range 5.0m km    Resolution 1

Ok - this is going to have some issues.  First, range for resolution 1 sensors is shown for detection of a 1 HS ship (i.e. 50 tons).  If we take a size 4 missile, that is 4MS, which i think is 4/20 HS, ie 20% of the size.  5 million km res 1 range will probably only give you somewhere around 200k (IIRC) missile detection range, which means with reduced size point defense launchers you will be lucky to get 1 counter missile launch off before the enemy salvo hits.

You also have a ridiculously short maintenance life - maintenance storage bays only add supply points, they don't decrease the chance of failure.  You may have better results replacing the space for storage bays with an equivalent size of engineering spaces.  You will have less supply points but they will probably last longer.

IMHO, while it looks cool, I wouldn't combine a missile escort with a troop transport.  In my game, my missile escort frigate is 6000 tons, and by numbers makes up about half of my fleet!  Troop transports are normally commercial ships and follow the fleet in after the system is secure due to the potential for losing the entire invasion force otherwise.
 

Offline dgibso29 (OP)

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Re: First Military designs
« Reply #70 on: October 05, 2011, 01:53:05 PM »
Redesigned. Should an effective anti-missile sensor suite really be 3000t combined? (Control + sensors)
Also, this isn't a missile escort. Missiles are for self-defense. Can't hurt. Plus, what happens if the fleet train is attacked? Helps to have some extra point defense.
Code: [Select]
Rodger Young class Troop Transport    35,000 tons     1082 Crew     2812.75 BP      TCS 700  TH 800  EM 0
1142 km/s     Armour 10-95     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 48     PPV 3.75
Maint Life 5.53 Years     MSP 2448    AFR 201%    IFR 2.8%    1YR 135    5YR 2022    Max Repair 300 MSP
Troop Capacity: 5 Battalions    Magazine 485    

Magneto-plasma Drive E0.8 (4)    Power 200    Fuel Use 8%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 540,000 Litres    Range 346.9 billion km   (3515 days at full power)

Anti-Missile Missile Launcher (75% Reduction) (5)    Missile Size 1    Rate of Fire 15
Anti-Missile Fire Control FC45-R1 (1)     Range 45.0m km    Resolution 1
Long Lance Anti-Missile Missile Mk. 2 (485)  Speed: 30,300 km/s   End: 3m    Range: 5.4m km   WH: 1    Size: 1    TH: 171 / 103 / 51

Anti-Missile Search Sensor MR15-R1 (1)     GPS 300     Range 15.0m km    Resolution 1

Essex redesigned to include updated Anti-Missile sensors.

Code: [Select]
Essex class Command Frigate    7,000 tons     517 Crew     1032 BP      TCS 140  TH 400  EM 0
2857 km/s     Armour 5-32     Shields 0-0     Sensors 100/1/0/0     Damage Control Rating 5     PPV 0
Maint Life 2.69 Years     MSP 461    AFR 78%    IFR 1.1%    1YR 91    5YR 1362    Max Repair 300 MSP

Magneto-plasma Drive E8 (5)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 80.4 billion km   (325 days at full power)

CIWS-50 (1x2)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Anti-Missile Search Sensor MR15-R1 (1)     GPS 300     Range 15.0m km    Resolution 1
Active Search Sensor MR50-R100 (1)     GPS 10000     Range 50.0m km    Resolution 100
Thermal Sensor TH20-100 (1)     Sensitivity 100     Detect Sig Strength 1000:  100m km

New Fire Control:
Code: [Select]
Active Sensor Strength: 300   Sensitivity Modifier: 50%
Sensor Size: 1500 Tons    Sensor HTK: 1
Resolution: 1    Maximum Range vs 50 ton object (or larger): 45,000,000 km
Range vs Size 6 Missile (or smaller): 4,900,500 km
Range vs Size 8 Missile: 7,200,000 km
Range vs Size 12 Missile: 16,200,000 km
Chance of destruction by electronic damage: 100%
Cost: 300    Crew: 150

Just seems ridiculously large.
« Last Edit: October 05, 2011, 02:02:32 PM by Admiral666 »
 

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Re: First Military designs
« Reply #71 on: October 05, 2011, 02:01:10 PM »
First off, right now I am using jump gate construction vessels while I research better tech for jumpdrives. That's why I use survey corvettes - They are disposable. I jump in and hope it's not hostile. If not, I bring in the JCS.


Missiles: I just redesigned the AMM based on Fire control ranges.
Code: [Select]
Long Lance Anti-Missile Missile Mk. 2
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 17
Speed: 30300 km/s    Endurance: 3 minutes   Range: 5.4m km
Cost Per Missile: 0.93
Chance to Hit: 1k km/s 515.1%   3k km/s 170%   5k km/s 103%   10k km/s 51.5%
Materials Required:    0.25x Tritanium   0.4318x Gallicite   Fuel x60

Only a little better, but you are probably limited by tech atm, so something better is not in the offing.

Survey Corvettes: I actually had not noticed the discrepancy between Fuel and MSP. I dropped it down and increased fuel capacity.
HOWEVER. I used a group of 5 Darwins/2 Kingstons to survey my first jump point, and I had no issues with fuel - It was getting low just as I brought in a tanker to refuel the entire group.

Your point about sensors is entirely valid: I most definitely missed that.

I not only meant the covettes running out of fuel, but also how they will drain your fuel stockpile. Each corvette uses as much fuel as a destroyer or light cruiser and with a bunch of them running around, well, you better make sure you have enough sorium and refineries around.


Code: [Select]
Cook class Survey Command Corvette    1,000 tons     90 Crew     200 BP      TCS 20  TH 160  EM 0
8000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0.41 Years     MSP 12    AFR 80%    IFR 1.1%    1YR 29    5YR 436    Max Repair 100 MSP

GB Magneto-plasma Drive E80 (1)    Power 160    Fuel Use 800%    Signature 160    Armour 0    Exp 15%
Fuel Capacity 135,000 Litres    Range 30.4 billion km   (43 days at full power)

Active Search Sensor MR50-R100 (1)     GPS 10000     Range 50.0m km    Resolution 100
Solution?

Running around with your active sensor, well, active is like putting a "Here I am, please shoot me!" sign on your ships.
I´d replace it by a good sized thermal sensor.


Support station: I had originally planned to have 750t gunboats. And I still had that number in my mind when I designed the station. Fixed.

On the missile launchers... I use 75% launchers...that have enough reload ability that they reload at the same speed as full sized launchers. It is the best I can do with the tech at hand.

That´s the point. Lauchers with the same reload tech but without size reduction would fire twice as fast. 8 missiles every 30 seconds will be a lot more able to penetrate enemy PD than 10 missiles every 60 seconds.

Broadsword: How much armour should I have? I build my ships to a certain sized based on their designation of Frigate/Destroyer/Cruiser/etc.
However, I redesigned and pushed it up to 7000t.
Code: [Select]
Broadsword class Missile Frigate    7,000 tons     519 Crew     897.55 BP      TCS 140  TH 400  EM 0
2857 km/s     Armour 7-32     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 30
Maint Life 3.96 Years     MSP 1080    AFR 392%    IFR 5.4%    1YR 110    5YR 1645    Max Repair 40 MSP
Magazine 412    

Magneto-plasma Drive E8 (5)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 135,000 Litres    Range 43.4 billion km   (175 days at full power)

Size 4 Missile Launcher (75% Reduction) (10)    Missile Size 4    Rate of Fire 60
Missile Fire Control FC52-R100 (1)     Range 52.5m km    Resolution 100
Sparrow Anti-ship Missile Mk. 1 (87)  Speed: 25,500 km/s   End: 33.1m    Range: 50.6m km   WH: 4    Size: 4    TH: 110 / 66 / 33
Note: It will be grouped with a dedicated command/sensor vessel and a dedicated escort vessel.

For missile combatants (if grouped with some dedicated escorts) I tend to go for armor 4 to 6. If they have to operate without escorts, there is no such thing as "enough armor"

Essex: CIWS-50 is the best I can do with my starting tech. What do I need to research for a better one? Or how would I go about a Gauss point defense weapon?
Maint. life is due to a Maint. Storage bay.

Redesigned to match 7000t Frigate designation:

Code: [Select]
Essex class Command Frigate    7,000 tons     383 Crew     900.5 BP      TCS 140  TH 400  EM 0
2857 km/s     Armour 8-32     Shields 0-0     Sensors 100/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 2.81 Years     MSP 1088    AFR 356%    IFR 4.9%    1YR 201    5YR 3010    Max Repair 100 MSP

Magneto-plasma Drive E8 (5)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 240,000 Litres    Range 77.1 billion km   (312 days at full power)

CIWS-50 (1x2)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Anti-Missile Search Sensor MR5-R1 (1)     GPS 100     Range 5.0m km    Resolution 1
Active Search Sensor MR50-R100 (1)     GPS 10000     Range 50.0m km    Resolution 100
Thermal Sensor TH20-100 (1)     Sensitivity 100     Detect Sig Strength 1000:  100m km

Question: How exactly do passive sensors work, what specifically to EM sensors do, how large should I make passive sensors, etc.

CIWS: Most important are: Gauss Cannon Rate of Fire and Fire Control Speed Rating. Smaller impact have Beam Fire Control Range, Active Grav Sensor Strength and Turret Tracking Speed (10% Gear)

Thermal Sensor pick up thermal emissions (who would have guessed :)  ). Primary emitants of heat are ships engines and colonies.
EM Sensors pick up the emissions from sensors and shields and, again, colonies.

Because Shields and Sensors can be deactivated, while a ship simply has to use its engines, if it wants to get anywhere, every ship that moves can be picked up by thermals but only sometimes with EMs. On the other hand, strong sensors can be seen from much longer range than the heat from a couple of engines.



Roger Young: Redesigned.

Code: [Select]
Rodger Young class Troop Transport    25,000 tons     604 Crew     1803 BP      TCS 500  TH 800  EM 0
1600 km/s     Armour 8-76     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 7.5
Maint Life 0.91 Years     MSP 1081    AFR 2777%    IFR 38.6%    1YR 1190    5YR 17850    Max Repair 100 MSP
Troop Capacity: 5 Battalions    Magazine 490    

Magneto-plasma Drive E8 (10)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 660,000 Litres    Range 59.4 billion km   (429 days at full power)

Anti-Missile Missile Launcher (75% Reduction) (10)    Missile Size 1    Rate of Fire 15
Anti-Missile Fire Control FC5-R1 (2)     Range 5.3m km    Resolution 1
Long Lance Anti-missile Missile Mk. 1 (490)  Speed: 30,300 km/s   End: 5.6m    Range: 10.1m km   WH: 1    Size: 1    TH: 161 / 97 / 48

Anti-Missile Search Sensor MR5-R1 (1)     GPS 100     Range 5.0m km    Resolution 1

Good armor.

Still, personally, I only use TTs after a system is secured. Considering, taking an alien homeworld usually reqires several divisions, the prospect of loosing so many troops (in addition to the offensive fleet that simply has to accompany the TTs to secure orbital control) is just too frightening.
Ralph Hoenig, Germany
 

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Re: First Military designs
« Reply #72 on: October 05, 2011, 02:09:00 PM »
At lower tech, an anti-missile sensor with a range of 5 mkm against size-6 and smaller missiles is ridiculously large. Persomally, I limit myself to a range of 2 to 2.5 mkm until my sensor tech increases a lot. Except for when I field a dedicated fleet scout (about 10.000 tons). This will mount 1000 t actives of res-1, 20 and 120. All escorts will still mount the smaller actives as backups, in case the scout buys it.
Ralph Hoenig, Germany
 

Offline dgibso29 (OP)

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Re: First Military designs
« Reply #73 on: October 05, 2011, 02:10:26 PM »
PDC (Just a basic class)
Code: [Select]
Warrior class Planetary Defence Centre    11,850 tons     710 Crew     1477.55 BP      TCS 237  TH 0  EM 0
Armour 7-46     Sensors 1/300     Damage Control Rating 0     PPV 15
Troop Capacity: 1 Battalion    Magazine 808    

PDC Anti-Missile Launcher (75% Reduction) (20)    Missile Size 1    Rate of Fire 10
Anti-Missile Fire Control FC45-R1 (2)     Range 45.0m km    Resolution 1
Sparrow Anti-ship Missile Mk. 1 (100)  Speed: 25,500 km/s   End: 33.1m    Range: 50.6m km   WH: 4    Size: 4    TH: 110 / 66 / 33
Long Lance Anti-missile Missile Mk. 1 (590)  Speed: 30,300 km/s   End: 5.6m    Range: 10.1m km   WH: 1    Size: 1    TH: 161 / 97 / 48

Anti-Missile Search Sensor MR15-R1 (1)     GPS 300     Range 15.0m km    Resolution 1

Sorium Harv Base
Code: [Select]
Laksamana class Fuel Harvester Base    12,000 tons     267 Crew     484 BP      TCS 240  TH 0  EM 0
1 km/s     Armour 1-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 0
MSP 252    Max Repair 60 MSP
Fuel Harvester: 2 modules producing 40000 litres per annum

Fuel Capacity 930,000 Litres    Range N/A

Redesigned Cook
Code: [Select]
Cook class Survey Command Corvette    1,000 tons     90 Crew     150 BP      TCS 20  TH 160  EM 0
8000 km/s     Armour 1-8     Shields 0-0     Sensors 50/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0.53 Years     MSP 9    AFR 80%    IFR 1.1%    1YR 17    5YR 255    Max Repair 50 MSP

GB Magneto-plasma Drive E80 (1)    Power 160    Fuel Use 800%    Signature 160    Armour 0    Exp 15%
Fuel Capacity 135,000 Litres    Range 30.4 billion km   (43 days at full power)

Thermal Sensor TH10-50 (1)     Sensitivity 50     Detect Sig Strength 1000:  50m km

Essex with up to date sensors
Code: [Select]
Essex class Command Frigate    8,000 tons     605 Crew     1258 BP      TCS 160  TH 400  EM 0
2500 km/s     Armour 6-35     Shields 0-0     Sensors 100/1/0/0     Damage Control Rating 5     PPV 0
Maint Life 1.51 Years     MSP 491    AFR 102%    IFR 1.4%    1YR 243    5YR 3651    Max Repair 500 MSP

Magneto-plasma Drive E8 (5)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 180,000 Litres    Range 50.6 billion km   (234 days at full power)

Anti-Missile Area Search Sensor MR25-R1 (1)     GPS 500     Range 25.0m km    Resolution 1
Active Search Sensor MR50-R100 (1)     GPS 10000     Range 50.0m km    Resolution 100
Thermal Sensor TH20-100 (1)     Sensitivity 100     Detect Sig Strength 1000:  100m km
« Last Edit: October 05, 2011, 02:22:08 PM by Admiral666 »
 

Offline dgibso29 (OP)

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Re: First Military designs
« Reply #74 on: October 05, 2011, 08:35:17 PM »
Broadsword, updated to include latest (and hopefully the most correct) fire control.

Code: [Select]
Broadsword class Missile Frigate    8,000 tons     626 Crew     1054.05 BP      TCS 160  TH 400  EM 0
2500 km/s     Armour 7-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 30
Maint Life 2.92 Years     MSP 354    AFR 119%    IFR 1.7%    1YR 61    5YR 920    Max Repair 100 MSP
Magazine 604   

Magneto-plasma Drive E8 (5)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 60,000 Litres    Range 16.9 billion km   (78 days at full power)

Size 4 Missile Launcher (75% Reduction) (10)    Missile Size 4    Rate of Fire 60
Missile Fire Control FC164-R120 (1)     Range 164.3m km    Resolution 120
Sparrow Anti-ship Missile Mk. 1 (103)  Speed: 25,500 km/s   End: 33.1m    Range: 50.6m km   WH: 4    Size: 4    TH: 110 / 66 / 33

Other than the launchers (I'm leaving them), thoughts? Is everything finally where it needs to be assuming low tech?