I think your reading the S02 and S03 wrong. The S02 has accuracy of 50% at a range of 64k/km and tracking speed of 6k/km, its 2x range/2x speed meant for point defense. Turns out its completely unable to fight what I am up against but its not 16k/km and 3k/kps. The SO3 has a range of 192k/km and tracks at 3k/kps, which works for the MAC gun which unfortunately only shoots out to 92k/km. So that long range fire control wont need to be upgraded for a while. Unless your a reading the wrong ship stats. The county class is no longer used and only one was built for testing reasons.
Nope, you've actually confirmed that I was extrapolating correctly. I just didn't state it clearly. I was referencing the base tech selections made during the BFC design not the resulting specs. For Max Range 64k/km Tracking Speed 6k/kps (2xRange/2xSpeed) the base techs have to be (50% at 16k/km) and (Speed 3k/kps).
I did misstate on the S03. It should have been: For Max Range 192k/km Tracking Speed 3k/kps (4xRange/STDxSpeed) the base techs have to be (50% at 24k/km) and (Speed 3k/kps).
The tech mismatch between the BFC's is that S02 is using (50% at 16k/km) and S03 is using (50% at 24k/km).
For your PD BFC you'd be better served by using (STDxRange/4xSpeed) using (50% at 24k/km) and (Speed 3k/kps). The Max range will only be 48k/km for a base hit at 10k of 79% vs your current 84%, but the tracking speed will be 12k/kps vs 6k/kps. Against 30k/kps missiles that changes the base hit chance from 16.9% to 31.7%, just short of doubling your chances using the tech you already have.
The really long range sensor has proven to be great with its range of 151.5m/km. It detects long range targets with a lot of time to react (even after the target came in range it was another 10 hours before fighting began). The mid range scanner is a pile of dog poo, absolutely worthless and will be removed. The short range scanner for detecting missiles did a great job, only problem is its range is to short.
The downside to using that longer ranged active is the signature it puts out. The GPS of 22400 is also it's detectable signature. A 1hs EM sensor with your sensitivity tech will see at 179.2m/km. That's not good if your needing to slip into beam ranges undetected.
Also, 20k/kps speed missiles would be absolutely great right now. The ones I ran into with this one ship close at 30k/kps + and even then I was able to track them for about 30 seconds before impact. I am going to try and double the range of the PD scanner because its range is to short.
I presume that you have a larger res1 active on your scout. You'd need at least 7hs with your tech to track a 30k/kps missile for 30seconds. For 50seconds it needs to be at least 11hs.
Two different turrets only exist because I wanted to cram more firepower onto the ship then initially planned. I am not making 3 armor turrets again for a ship that small because they did not help. They will probably be downgraded to single unarmored turrets. Maybe, just maybe twins.
Take a look at what the volume of fire would be if you replaced to turrets all together with roughly the same mass of 10cm railguns (with the support powerplants)
I did not know about the railguns power requirement and the game generated no error. I figured the engines were providing enough power.
The Class design screen won't throw an error for lack of powerplants. Take look at the left side of the screen though. You'll find a couple of boxes that reference the required power per cycle and power generated to meet the requirement.
Other note, the first thing in the battle (which rapidly ran away because it was unarmed) to see the target was a jump capable scout that has a massive thermal suite. It spotted this ship at nearly twice as far as the active scanners could. The enemy ship did not even notice my fleet until I turned on the combat ships active scanners so it does not have much in the way of passive sensors.
While the OPFOR appears to not have had a thermal suite that could see your signature at range, the response to your Actives coming up shows that they do have EM sensors. Thermal sensors are fairly myopic (tactically) by comparison to EM. It's a function of the differences between the signatures being generated.
This has been an interesting experience so far.