Author Topic: Early Era Dawn of Fighters  (Read 4569 times)

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Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #15 on: January 14, 2014, 11:14:39 PM »
Just a few tips to do with as you will.

1.  A 'fighter', as far as the Aurora engine is concerned, is any craft with a total displacement of 500 tons or less.  While you can certainly build larger craft and call them fighters, you'll still have to use regular shipyards to build them as opposed to fighter factories, not to mention they'll need bridges if they displace more than 1000 tons.

2.  Fighters, which are often too small to mount appreciable amounts of armor or shields, need to be fast, otherwise they'll die like flies.  A good number to aim for is approximately 2 to 5 times faster than fleet speed, as speed is a fighter's armor in a sense.  I'd imagine the reason you're having trouble getting your fighters to go a decent speed is because you haven't researched engine power multipliers yet.  Fighters become much more useful when you can design engines with 3x the engine power at the cost of reduced fuel efficiency.

3.  I'm not really sure what you're intending to use your Micro Aeon or Aeon Harness tugs for.  The hangars are far too small to mount much of a fighter wing, and they're very slow to boot.  If you're in need of ships that can refuel and resupply your fleets, a commercial design might be better for anything that won't be used as a collier (magazines are considered military equipment).  

4.  Your Sentinel class Carrier has a fuel capacity of 1M liters and mounts a strike force of only 3 fighters.  The entire strike group has total fuel capacity of 15k liters.  This means you can refuel your strike group nearly 67 times before you run out of fuel.  Your carrier will probably be able to refuel itself much more frequently than that, so you could cut the fuel capacity in half or more and add a bit more hull space for more armor or other components.

5.  Everything seems to be a carrier in your fleet.  You're probably better off having one large carrier design that can cart a considerably sized strike force around.  An individual fighter isn't going to do you much good, fighters generally need to be deployed in swarms to be effective.  My advice would be to shift your navy toward 'surface' combatants until you have shipyards capable of building a decent sized carrier (20-25k tons displacement or larger)

6.  You need a dedicated sensor platform.  Sensors are fairly expensive, and good ones take up a lot of space, so having one ship designated for command and control can be a good idea AS LONG AS you protect your fleets.  Big sensors can give your position away from a long distance, and detected carriers will often become dead carriers, especially if their fighters are away on a sortie.  The Command class Sentinel will do a decent job finding missiles out to your max range of 5. 2M km, but you need another sensor with a resolution of 16-20 to detect small craft/fighters at long range, and a resolution 100 sensor to find ship sized targets at long range.  

7.  You need point defense escorts.  You don't have any AMMs to speak of, and missiles are probably the most effective means of intercepting enemy ASMs (though the costs will mount over time, not to mention the added logistics) I'm not sure what kind of missiles you can cook up with early tech, but you should aim for something that has a range of about 5. 2Mkm (the max range of your Res 1 sensor against missiles), a WH rating no higher than 1, and with as much agility as you can cram into a size 1 missile.  Then, of course, you'll want to design a dedicated missile escort for that part of your point defense umbrella.  You might not be able to design a cost effective area defense ship with your tech, so instead, make gauss turrets that track at the highest speed you can design a fire control for.  Having your last line of missile defense being about 10k km out might make you and your ship commanders a little nervous, nothing comes close to being as cost effective as gauss turrets in the point defense role.

8.  I suspect this is because you also lack the tech for power multipliers on missile engines, but your missiles are slow.  The Ballista mounted on the Tribal class is an utter waste of resources.  It will be intercepted by anything with a halfway decent tracking speed.  When it comes to mounting missiles on fighters, it's all about the alpha strike.  Meaning, you want each fighter to be able to launch a big salvo of missiles at the target before heading back to rearm.  That way, you might end up with something like 50 salvos of 10+ missiles.  A lot of PD setups will have trouble dealing with all those missiles.  Again, I'd advise shelving your fighters until you research engine power multipliers.  As a general rule, I like my missiles to go AT LEAST twice as fast as the targets they're designed to intercept.  This isn't the main issue with the fighter mounted Ballista, its main problem is that it has way too much fuel and not enough warhead.  Considering the MFC on your fighter has a max range of 1. 4m km, and the range of the Ballista is 663. 5M km. . .  you can stand to significantly reduce the fuel capacity, raise the warhead strength, and end up shrinking the whole system down to a size 2 or 3 missile, which will end up raising the speed.

9.  The missiles on your Lasher class (which is a ship you should probably never field.  In a combat situation, they're likely to suffer unsustainable losses. ) have much better speed than the missiles on your Tribal class, and the range is more consistent with your fire controls and sensors, but they're all, inexplicably, WH 1.  Typically, you're only going to use WH 1 missiles for the anti-missile role, or perhaps for anti-FAC/FTR duty.  Anything meant to be used against a ship should have a WH of at least 4.  Now, you could certainly sandpaper your enemy to death with thousands of WH 1 missiles, but I don't think you want that to be your fleet doctrine.  Anyway, if nothing else, ditch the size 1 missiles, redesign your size 2 and size 4 missiles, and design an AMM.

10.  The Sentinel Scout class is actually a pretty good ship for low tech.  But the hangar decks are pretty much wasted space.  The missiles still need a redesign, but once that's done, you can probably standardize the design to use just one missile size.  The box launchers should probably be stripped off as well, unless you plan on designing a much larger ship to dock the Sentinel Scout at so it can reload.  Otherwise, a 5 hour reload at a maintenance facility is just far too long.

In summation, as I've stated previously, until you have the tech for engine power multipliers, fighters aren't going to be much use to you, and carriers that can only launch a bare handful of fighters cannot effectively project power.  Instead, concentrate on 'surface' ships, design classes to be used as part of a PD umbrella (As far as I'm concerned, if you're going to spend the money and resources to put together a stellar navy, ships designed to protect that investment should comprise as significant percentage of your fleet's total displacement), a dedicated sensor platform with Res 1, 16-20, and 100 sensors.  Missiles will likely be your main offensive and defensive weapons as low tech beams don't really have the range to do anything particularly useful.  Once you start to advance in tech, however, missile armed fighters will become a much more viable option for the offensive 'punch' of your fleets, while the bulk of fleet tonnage can be used for carriers and defensive ships.  Also, it'd be a good idea to try and squeeze some armor onto your ship designs, as it is, none of them can take much punishment before going 'kaboom'.


Thank you for the tips, redesigns are in order!

1. I am aware of the production rules to aurora, that actually an added benefit in that I can free up shipyards for cargo ships and supply ships to speed up the process of the micro geo ships. Idk if this was a bug or perhaps I couldnt figure out the interface, but when my original geo fighter was built with no bridge, I couldnt assign it to survey task group, yet when i built a version with a bridge it was able to do its mission profile.

2  Your absolutely correct, I have not yet researched into engine multipliers, I believe our head researcher and his immediate family is being executed as we speak. On a side note due to severe limitations in missile tech, we have not been able to design any missile system size 1 due to horribly underpowered missile drives that have antiquated warheads, and steam powered directional nozzles. We cannot design any size 1 warhead of appreciable use so the battle doctrine has been switched over towards, range and spam. Also i have not yet figured out armor, I researched duranium but its not appearing on the list.

If you will notice, and mind you do keep this a secret, our fighters though slow, have in fact an absurd amount of launchers compared to our single launcher single missile 250T 2.5k km/s fighter design. Mind you our missile tech is so absurd that firing 1 smegty missile is just not sufficient, nah we must fire 4 missiles. Our pilots do not know this but we expect massive losses, but at least we will have lots of missiles on the alpha!

3. I am fairly certain the geological survey board would be in absolute outrage right about now. The Harness is designed with a 326bil km range, and a internal fuel reserve of 1mil liters. Its designed to be a Long Range Extended refueling point for geo survey ships, fighters on patrols etc. Our current panel of scientists would counter with an "its abundantly obvious what its meant to do it even does a phenominal job at it" as a retort. Clearly it allows a swarm of geo fighters to survey a system wilst complimenting the geo fighters hyper efficient fighter drive. Where the harness is designed for outer system and even different systems altogether, the micro sled is designed for mostly inner system needs.

Aeon Industries presents!!!

Aeon- Micro Supply class Sled    2,000 tons     38 Crew     212.15 BP      TCS 40  TH 49  EM 0
1225 km/s     Armour 1-14     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 31.88 Years     MSP 265    AFR 8%    IFR 0.1%    1YR 1    5YR 8    Max Repair 17.15 MSP
Intended Deployment Time: 300 months    Spare Berths 0    
Magazine 90    

49/.7 Military Drive V14.7.9 (1)    Power 49    Fuel Use 35.26%    Signature 49    Exp 7%
Fuel Capacity 350,000 Litres    Range 89.3 billion km   (844 days at full power)

4/1 ASM Ballista v4k.663m (22)  Speed: 4,000 km/s   End: 1.9d    Range: 663.5m km   WH: 1    Size: 4    TH: 14/8/4

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

Adding 1kT has increased the overall performance of the sled!
4x+ the range
7x the fuel capacity
+200 MSP
Deplo of 300 months
3x the ammo

4. The Sentinel was designed for extended term missions where the carrier would in effect be immobile acting as a forward refueling point for various squadrons of fighters. Hence its massive tanks were a requisite of Naval Commanders. At this current time, we are perhaps 3 or 4 months in. We built 4 geo fighters and assigned them to seperate task groups, an to date they are currently surveying  the solar system with Survey Sleds acting as refueling points for outer keplar exploration.

5 your quite right everything is a carrier around this tonnage, our scientists are currently working on a new vessel that can only be explained as a jumbled together assortment of hanger bays strapped to a collection of the largest most efficient engines we can field

Bay Star  class Carrier    43,900 tons     475 Crew     3840 BP      TCS 878  TH 600  EM 0
683 km/s     Armour 1-110     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 0
Maint Life 1.63 Years     MSP 547    AFR 1541%    IFR 21.4%    1YR 242    5YR 3626    Max Repair 45 MSP
Intended Deployment Time: 300 months    Flight Crew Berths 450    
Hangar Deck Capacity 20000 tons    

150/x.6 Military Drive V50.25.30 (4)    Power 150    Fuel Use 13.94%    Signature 150    Exp 6%
Fuel Capacity 5,000,000 Litres    Range 147.0 billion km   (2490 days at full power)

Strike Group
133x Tribal - Light Fighter   Speed: 2000 km/s    Size: 3

This design is classed as a Military Vessel for maintenance purposes

It is huge, absurdly huge, and It can travel FAAARRR albeit...slowly. If you look at our freighter, its 10kT and only goes 700. Compared to the vast majority of our fleet (tonnage/speed ratio) this thing is actually quite fast. I guess the reason we have so many highly efficient carriers now is, once we begin building dedicated carriers like the Bay Star, we will still have a pre-existing carrier group of bulky supply filled support ships and or /dedicated long range sensor  this will be the backbone of the Sol System.

6. Pending the shift towards dedicated Bay ships being supported by stripped down Sentinels, Some will find themselves stripped down and loaded out with top of the line largest sensors we can build for the scan ranges of 5kT 10kT and one of 25kT to compliment the max range of our current Command Carrier. Currently we field the very specialized

Tribal - Scout class Fighter    250 tons     2 Crew     43.5 BP      TCS 5  TH 6  EM 0
1200 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 34.36 Years     MSP 54    AFR 1%    IFR 0%    1YR 0    5YR 1    Max Repair 25 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8    

6.25x1.25 Fighter Drive V1.1.1 (1)    Power 6.25    Fuel Use 172.94%    Signature 6.25    Exp 12%
Fuel Capacity 10,000 Litres    Range 4.2 billion km   (40 days at full power)

Active Search Sensor MR1-R1 125 (1)     GPS 25     Range 1.5m km    MCR 163k km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes

It is literally a redundent cheap close range scanner, we plan on fielding multiple variants of this scanner to match certain ranges of engagement as cheap redundants to compliment the command carriers as range extenders. Talks are in the way of a dedicated 5kT Sensor Suite Frigate with variants for various strike packages. It will act as the 2nd blanket of redundent sensor sweeps.

Command for Max ranges of differing tonnage
Frigate for Medium ranges of differing tonnage
Fighters for Short ranges of differing tonnage

7. We are currently cooking up a PD Frigate: However before finalizing I would ask a question. This turret bonus to tracking based on range detection. Do you only get these turret bonus's from a sensor mounted on the ship the turrets are on, or the presence of 1 long range active renders a fleet wide bonus?

Illustrious class Flyswatter    7,000 tons     169 Crew     565.5 BP      TCS 140  TH 250  EM 0
1785 km/s     Armour 1-32     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 20.22
Maint Life 2.29 Years     MSP 202    AFR 98%    IFR 1.4%    1YR 52    5YR 780    Max Repair 125 MSP
Intended Deployment Time: 144 months    Spare Berths 0    

250/x1 Thermal Engine V50.25.50 (1)    Power 250    Fuel Use 50%    Signature 250    Exp 10%
Fuel Capacity 1,000,000 Litres    Range 51.4 billion km   (333 days at full power)

Single Pulse Laser 60/10x2 v3.3.9 Turret (6x1)    Range 60,000km     TS: 5000 km/s     Power 3-2     RM 2    ROF 10        3 3 2 1 1 1 0 0 0 0
Fire Control S16 40-5000 (1)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0
Pebble Bed Reactor Technology PB-1 (8)     Total Power Output 12    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Almost all my designs this early in the game are aimed at fuel longevity, because currently I have 1 supply sled to 4 geo fighters and 2 freighter ratio, its working fairly well. Once dedicated supply lines and fuel routes are established ships will begin seeing most of the range/excess tonnage taken away in favor of fine tuning the killing machines.


.5 = wh 1
.05 = 23hrs 331m km
.25 = Turn rating of 11

I have no multipliers on anything, so yesss this is actually the only missile that works currently. I am forced to have .5 dedicated to the warhead at minimum for a wh 1 rank. this means i have used up .5 of my 4.0 launcher size. The fuel is at .05 because tbh to drop fuel down to .001 and have a 28min burn so I could have a .29999 agility that does diddly squat to overall performance. With my current engine tech building a size 1 wh 1 missile makes the missile even slower then the ballista. the ballista is actually the fastest possible design considering 3.2 of the 4 total space is dedicated to the massive engine that mind you has no multipliers.

Also to address the discrepancies between the Tribal, and the Lasher is, the Lasher design is part of a game where we have some research in multipliers, and the tribal is 0 rp plus just enough for box launchers some basic fighter tech, and modules from the start.

Again thank you for your astute observations. We at fleet command are happy to take into consideration all matters. We hope that as our research progresses our designs will hold up as well!
« Last Edit: January 15, 2014, 02:49:24 AM by drmzsz7 »
 

Offline Charlie Beeler

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Re: Early Era Dawn of Fighters
« Reply #16 on: January 15, 2014, 07:51:58 AM »
Jon, out of curiosity what did you spend your start research points on?
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Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #17 on: January 15, 2014, 08:38:14 AM »
0 RP start with no pre-assembled/pre designed. Im doing the designing/assembling for my basic starter ships.  With SM I stripped out all weapons research tech not related to missiles and lasers, my race though backwoods in many aspects has developed box launchers and micro parts for fighter construction. My initial Earth is kinda crappy, it has low amounts of most minerals, but that falls in line with the RP setting of, mankind's reach into the stars was cheap at first (due to resource restrictions), but as the corporations filled in to supply inner system traffic it saw a rapid explosion in size and speed. The first generation of ships are built to last forever and have enough gas to work independently for extended time frames. Once gas stations are setup around the system at locations deemed worthy of interest, ships will gradually phase efficient drives and expanded fuel pods in favor of effective drives and fine tuned killing capacity.

I SM Mode future tech to see when research into tracking and these engine multipliers, truly pay off, and design some functional larger ships but I rip out all the advanced tech and swap for basic parts before construction. Im tickled at how quickly speeds change with even the smallest multiplier!

I have currently 3 geo fighters scanning the inner system (nearest, moon, asteroid), and a geo fighter scanning planetary bodies. Its out around neptune currently. The fighters are set to individual task groups as I found no way to issue orders to a 4ship task group telling the ships to split up and search differing solar formations. The first survey sled popped out and is en-route to pluto to resupply the geo fighter.
« Last Edit: January 15, 2014, 09:10:43 AM by drmzsz7 »
 

Offline Charlie Beeler

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Re: Early Era Dawn of Fighters
« Reply #18 on: January 15, 2014, 09:02:43 AM »
If this is really the way you wish to play then you'd have been better off using a conventional start and then SM in the starting techs you wanted.

Big suggestion is to do a lot of forum searching and find the relevent formula's for sensor tech and engine tech.  Then build a spreadsheet that lets you see how the various tech changes effect performance.  Both of these tech subjects have been discuss several times.  For the engines look at the the v6 change discussions under the mechanics header.
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Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #19 on: January 15, 2014, 09:37:32 AM »
hehe trust me I have been skimming pages of forums!! I have not however looked at a sheet containing all combinations of sensor stats. Currently I'm loving the "in the dark approach" minutely altering size to power ratio's trying to find that "perfect" sensor that will fit into the frame.
Albeit im a bit hesitant, I will inevitably look at those forums.
Haha itll help shave down hours of fine tune tinkering on a frame.
 

Offline MarcAFK

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Re: Early Era Dawn of Fighters
« Reply #20 on: January 15, 2014, 08:27:34 PM »
That's similar to how I'm running my RP, transnewtonian start, but stripped out all tech that doesn't mesh with the time period, I'm stuck with conventional engines until I find a plot thread that would explain its introduction, also I'm waiting for the plot to allow access to trans Newtonian technology(I don't consider nuclear thermal as alien technology) rather than merely spending 5000 research points and instantly getting access to all that technical goodness.
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Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #21 on: June 05, 2014, 12:54:21 PM »
Well I had to sell my old laptop, but I got a cheap rinky dink one in its place, with a  fresh copy of Aurora, the first and only game I plan on putting on this machine lol. Lets get back to this crazy fighter world. Not sure how I designed most of my equipment, I guess well RP that mankind got swept back to the stone age minus box launchers. Apparently they found an ancient ruin on earth with a working prototype. How'd your trans Newtonian game work ok marc?
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #22 on: June 24, 2014, 03:23:25 PM »
Alrighty So here we go again, back from the dead. New designs are in order in the realm of geo-surveying the solar system.

1) This is the Amphion, for a FAC it has surprisingly long range at 200+bil km. Its slow but at these ranges it can go the distance required for long range extra-solar exploration. I plan on assigning them to planetary bodies.

Amphion class Geological Survey Vessel    1,000 tons     22 Crew     232 BP      TCS 20  TH 10  EM 0
500 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 1     PPV 0
Maint Life 15.12 Years     MSP 145    AFR 8%    IFR 0.1%    1YR 1    5YR 18    Max Repair 100 MSP
Intended Deployment Time: 300 months    Spare Berths 0    

de la Pissote Manufacturing 5 EP Nuclear Thermal Engine (2)    Power 5    Fuel Use 17.33%    Signature 5    Exp 5%
Fuel Capacity 210,000 Litres    Range 218.1 billion km   (5049 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

2) This is the Elite Amphion, its just basically an Intra-system Asteriod Belt probe dropper, designed to act in unison with the next ship designs, the Hive-Geo Series and compliment Vidar Geo Drones. Nothing special, not even entirely effective, this will probably be the first ship I phase out.

Elite Amphion class Asteroid Probe Ship    2,100 tons     35 Crew     165 BP      TCS 42  TH 50  EM 0
1190 km/s     Armour 1-14     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 5
Maint Life 13.55 Years     MSP 98    AFR 17%    IFR 0.2%    1YR 1    5YR 15    Max Repair 20 MSP
Intended Deployment Time: 300 months    Spare Berths 0    
Magazine 80    

Tabachnik Marine 25 EP Nuclear Thermal Engine (2)    Power 25    Fuel Use 15.91%    Signature 25    Exp 5%
Fuel Capacity 100,000 Litres    Range 53.9 billion km   (523 days at full power)

Geo-Probe Launcher Size 20 Missile Launcher (25% Reduction) (1)    Missile Size 20    Rate of Fire 60000
Geo-Probe Missile Fire Control FC0-R1 (1)     Range 150k km    Resolution 1
Geo Probe Size 9.996 Buoy (8)  Speed: 0 km/s   End: 0m    Range: 0m km   WH: 0    Size: 9.996    TH: 0/0/0

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

3) Now the Hive series of ships is designed for intra system asteroid exploration, with its small swarm of 8 Vidar Geo-Drones. The Vidar has a range of 20bil km and though it goes only 200 km/s gives the squadron 160bil km + of total exploration range for a miniscule 10x8=80k fuel. The Hive has tanks in the range of 2mil, meaning the Vidars have excellent ranges and can easily overwhelm the Asteroid Belts.

This design is classed as a Military Vessel for maintenance purposes

Hive-Geo class Drone Ship    10,500 tons     179 Crew     1017.75 BP      TCS 210  TH 125  EM 0
595 km/s     Armour 1-42     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 18     PPV 0
Maint Life 34.89 Years     MSP 1090    AFR 49%    IFR 0.7%    1YR 2    5YR 26    Max Repair 15.625 MSP
Intended Deployment Time: 300 months    Flight Crew Berths 33    
Hangar Deck Capacity 4000 tons    

Jumgar Civilian 62.5 EP Commercial Nuclear Thermal Engine (2)    Power 62.5    Fuel Use 13.26%    Signature 62.5    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 129.2 billion km   (2513 days at full power)

Strike Group
8x Vidar Geo-Survey Drone   Speed: 200 km/s    Size: 10

This design is classed as a Military Vessel for maintenance purposes

Vidar class Geo-Survey Drone    500 tons     15 Crew     141.5 BP      TCS 10  TH 2  EM 0
200 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 0     PPV 0
Maint Life 12.3 Years     MSP 106    AFR 3%    IFR 0%    1YR 1    5YR 19    Max Repair 100 MSP
Intended Deployment Time: 300 months    Spare Berths 0    

Lumbreras Aerospace Industries 2.5 EP Nuclear Thermal Engine (1)    Power 2.5    Fuel Use 17.5%    Signature 2.5    Exp 5%
Fuel Capacity 10,000 Litres    Range 20.6 billion km   (1190 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Fighter for production, combat and maintenance purposes

4) Now the Hive-Assault Variant has had its hangar capacity stripped down, in favor of extra flight crews, and expanded Magazines.

Hive-Assault class Strike Carrier    10,500 tons     172 Crew     1034.25 BP      TCS 210  TH 125  EM 0
595 km/s     Armour 3-42     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 18     PPV 0
Maint Life 32.14 Years     MSP 1108    AFR 49%    IFR 0.7%    1YR 2    5YR 31    Max Repair 15.625 MSP
Intended Deployment Time: 300 months    Flight Crew Berths 52    
Hangar Deck Capacity 2000 tons     Magazine 345    

Jumgar Civilian 62.5 EP Commercial Nuclear Thermal Engine (2)    Power 62.5    Fuel Use 13.26%    Signature 62.5    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 129.2 billion km   (2513 days at full power)

Javalin Size 2 Anti-ship Rocket (172)  Speed: 5,400 km/s   End: 0.3m    Range: 0.1m km   WH: 1    Size: 2    TH: 25/15/7

Strike Group
6x Templar Interceptor   Speed: 2000 km/s    Size: 5
1x Templar - Tanker Interceptor   Speed: 2000 km/s    Size: 5
1x Raye Airborne Warning and Control   Speed: 2000 km/s    Size: 5

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

5)  The Templar and its tanker cousin are designed for extended patrols. The T-tanker can support a wing of 6 Templars effectively doubling their range or can support a wing of 3 for 3x the range. The T-tanker also doubles with MSP's for potential breakdowns along the patrol route, ie good samaritan duty for wing mates and broken down civilian vessels, etc.

Templar class Interceptor    250 tons     3 Crew     26.8 BP      TCS 5  TH 10  EM 0
2000 km/s     Armour 2-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.2
Maint Life 12.82 Years     MSP 7    AFR 5%    IFR 0.1%    1YR 0    5YR 1    Max Repair 5 MSP
Intended Deployment Time: 2 months    Spare Berths 0   
Magazine 8   

Camara-Balderson Aeronautical 5 EP Nuclear Thermal Engine (2)    Power 5    Fuel Use 99%    Signature 5    Exp 10%
Fuel Capacity 5,000 Litres    Range 3.6 billion km   (21 days at full power)

Haltom-Crotts Size 2 Box Launcher (4)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Geo-Probe Missile Fire Control FC0-R1 (1)     Range 150k km    Resolution 1
Javalin Size 2 Anti-ship Rocket (4)  Speed: 5,400 km/s   End: 0.3m    Range: 0.1m km   WH: 1    Size: 2    TH: 25/15/7

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 Fighter for production, combat and maintenance purposes


Templar - Tanker class Interceptor    250 tons     7 Crew     41.5 BP      TCS 5  TH 10  EM 0
2000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 0 Years     MSP 104    AFR 0%    IFR 0%    1YR 0    5YR 0    Max Repair 5 MSP
Intended Deployment Time: 2 months    Spare Berths 8    

Camara-Balderson Aeronautical 5 EP Nuclear Thermal Engine (2)    Power 5    Fuel Use 99%    Signature 5    Exp 10%
Fuel Capacity 45,000 Litres    Range 32.7 billion km   (189 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes

Raye class Airborne Warning and Control    250 tons     7 Crew     31.5 BP      TCS 5  TH 10  EM 0
2000 km/s     Armour 1-3     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 49.57 Years     MSP 39    AFR 1%    IFR 0%    1YR 0    5YR 0    Max Repair 6 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

Camara-Balderson Aeronautical 5 EP Nuclear Thermal Engine (2)    Power 5    Fuel Use 99%    Signature 5    Exp 10%
Fuel Capacity 5,000 Litres    Range 3.6 billion km   (21 days at full power)

Hendrickson Research Inc Active Search Sensor MR0-R5 (1)     GPS 10     Range 220k km    Resolution 5
Hendrickson Research Inc Thermal Sensor TH1.2-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Fighter for production, combat and maintenance purposes


6)  All Fleet Carriers are designed to revolve and be supported by this series Called the Logi. Its basically a stripped down Hive, with 5x the Fuel Capacity. A fleet of 4 Hive Strike Carriers can have their range doubled with the Logi in the ranks. Or a fleet of 2 Hive-Geo Drone Ships can have their range tripled. Logi's will probably travel in pairs, with the second acting towards redundancy measures.

Logi class Fleet Tender    10,700 tons     119 Crew     694.75 BP      TCS 214  TH 125  EM 0
584 km/s     Armour 1-43     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 18     PPV 0
MSP 730    Max Repair 15.625 MSP
Intended Deployment Time: 300 months    Spare Berths 0    

Jumgar Civilian 62.5 EP Commercial Nuclear Thermal Engine (2)    Power 62.5    Fuel Use 13.26%    Signature 62.5    Exp 5%
Fuel Capacity 6,000,000 Litres    Range 761.0 billion km   (15082 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

6) That concludes the vessels in New Earth's forces. Not much has been designed, still waiting on the first amphions to be built.

Mind you we have no engine multipliers researched yet, so all speeds are "stock" for the moment.
« Last Edit: June 24, 2014, 05:16:06 PM by drmzsz7 »
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #23 on: June 24, 2014, 05:36:00 PM »
The Intellect CNC Ship is a stripped down Hive, retrofitted with advanced active/passive sensor suites. Its designed to pickup Fighter Craft and smaller with its active sensors, and larger vessels with its passive thermal/em.

Intellect - Command class Control Ship    10,500 tons     261 Crew     1233.75 BP      TCS 210  TH 125  EM 0
595 km/s     Armour 2-42     Shields 0-0     Sensors 100/80/0/0     Damage Control Rating 20     PPV 0
Maint Life 8.87 Years     MSP 1469    AFR 44%    IFR 0.6%    1YR 34    5YR 503    Max Repair 300 MSP
Intended Deployment Time: 300 months    Spare Berths 5   

Jumgar Civilian 62.5 EP Commercial Nuclear Thermal Engine (2)    Power 62.5    Fuel Use 13.26%    Signature 62.5    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 129.2 billion km   (2513 days at full power)

Vernier-Shazar Electronics Active Search Sensor MR33-R5 (1)     GPS 1500     Range 33.5m km    Resolution 5
Vernier-Shazar Electronics Thermal Sensor TH20-100 (1)     Sensitivity 100     Detect Sig Strength 1000:  100m km
Vernier-Shazar Electronics EM Detection Sensor EM16-80 (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km

This design is classed as a Military Vessel for maintenance purposes
 

Offline ComradeMicha

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Re: Early Era Dawn of Fighters
« Reply #24 on: June 25, 2014, 04:21:49 AM »
Hi Jon,

first of all I'd like to applaud your writing style, it's very refreshing to read some good humor.     :)
To further improve reader's experience, I propose wrapping all your ship stats in code tags, i.    e.     "[ code] SHIP STATS [ /code]" (without the blanks).   

Now a disclaimer: As I am a learner myself (and not a native English speaker), please take everything I say with a grain of salt (and apply some good interpreter skills).   

With that out of the way, I'd like to point out that:
Quote from: drmzsz7 link=topic=6713.    msg74210#msg74210 date=1403641405
5)  The Templar and its tanker cousin are designed for extended patrols.     The T-tanker can support a wing of 6 Templars effectively doubling their range or can support a wing of 3 for 3x the range.     The T-tanker also doubles with MSP's for potential breakdowns along the patrol route, ie good samaritan duty for wing mates and broken down civilian vessels, etc.   

Code: [Select]
Templar class Interceptor    250 tons     3 Crew     26.8 BP      TCS 5  TH 10  EM 0
2000 km/s     Armour 2-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.2
Maint Life 12.82 Years     MSP 7    AFR 5%    IFR 0.1%    1YR 0    5YR 1    Max Repair 5 MSP
Intended Deployment Time: 2 months    Spare Berths 0    
Magazine 8    

Camara-Balderson Aeronautical 5 EP Nuclear Thermal Engine (2)    Power 5    Fuel Use 99%    Signature 5    Exp 10%
Fuel Capacity 5,000 Litres    Range 3.6 billion km   (21 days at full power)

Haltom-Crotts Size 2 Box Launcher (4)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Geo-Probe Missile Fire Control FC0-R1 (1)     Range 150k km    Resolution 1
Javalin Size 2 Anti-ship Rocket (4)  Speed: 5,400 km/s   End: 0.3m    Range: 0.1m km   WH: 1    Size: 2    TH: 25/15/7

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 Fighter for production, combat and maintenance purposes.

Wow this is mighty risky for point defence! A fire control with range 150k km for size 1 ships will mean a much lower range for targeting missiles, which are below size one.     While the Fire Control does match the missile range on paper, it's both only 100k km.     With typical enemy missiles (for me) travelling at about 20k km/s, that means you only have a window of 5 seconds to intercept them - which is exactly 1 turn.     I really hope your fighter pilots are of the fast reaction type.    .    .     ;)

If you intend to deploy these against ships, the 100k km issue will be even worse, as there is almost no weapon not being able to swat your petty fighters before they come that close to an enemy fleet.   .   .   
« Last Edit: June 25, 2014, 04:29:08 AM by ComradeMicha »
"Those who think they know everything are a great annoyance to those of us who do.  " - Sir Isaac Asimov
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #25 on: June 25, 2014, 01:06:41 PM »
My brave fighters know they will either fire their missiles or they will be the wall which the missile explodes upon for the Imperium of Man! Hail! I see what the Navy means now by, "dont worry Presidente where training some real crack shot pilots". I believe a public execution is in order amongst our top ship designers, this is a blunder of epic proportion!
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #26 on: June 25, 2014, 03:26:02 PM »
Hi Jon,

first of all I'd like to applaud your writing style, it's very refreshing to read some good humor.     :)
To further improve reader's experience, I propose wrapping all your ship stats in code tags, i.    e.     "[ code] SHIP STATS [ /code]" (without the blanks).   

Now a disclaimer: As I am a learner myself (and not a native English speaker), please take everything I say with a grain of salt (and apply some good interpreter skills).   

With that out of the way, I'd like to point out that:
Wow this is mighty risky for point defence! A fire control with range 150k km for size 1 ships will mean a much lower range for targeting missiles, which are below size one.     While the Fire Control does match the missile range on paper, it's both only 100k km.     With typical enemy missiles (for me) travelling at about 20k km/s, that means you only have a window of 5 seconds to intercept them - which is exactly 1 turn.     I really hope your fighter pilots are of the fast reaction type.    .    .     ;)

If you intend to deploy these against ships, the 100k km issue will be even worse, as there is almost no weapon not being able to swat your petty fighters before they come that close to an enemy fleet.   .   .   

"
Code: [Select]
Mjolnir - Bomber class Heavy Fighter    1,000 tons     32 Crew     142.5 BP      TCS 20  TH 15  EM 0
750 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 1
Maint Life 18.31 Years     MSP 178    AFR 4%    IFR 0.1%    1YR 1    5YR 15    Max Repair 70 MSP
Intended Deployment Time: 4 months    Spare Berths 2   
Magazine 49   

Mcminn Marine 15 EP Nuclear Thermal Engine (1)    Power 15    Fuel Use 97%    Signature 15    Exp 10%
Fuel Capacity 20,000 Litres    Range 3.7 billion km   (57 days at full power)

Haltom-Crotts Size 2 Missile Launcher (25% Reduction) (2)    Missile Size 2    Rate of Fire 6000
Hassen Dynamics Missile Fire Control FC23-R5 (1)     Range 23.5m km    Resolution 5
Gremlin Size 2 Anti-Fighter Missile (25)  Speed: 5,400 km/s   End: 69m    Range: 22.3m km   WH: 1    Size: 2    TH: 25/15/7

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

Mjolnir - Support class Heavy Fighter    1,000 tons     31 Crew     126.5 BP      TCS 20  TH 15  EM 0
750 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 0 Years     MSP 316    AFR 2%    IFR 0%    1YR 0    5YR 0    Max Repair 7.5 MSP
Intended Deployment Time: 4 months    Spare Berths 0   
Magazine 120   

Mcminn Marine 15 EP Nuclear Thermal Engine (1)    Power 15    Fuel Use 97%    Signature 15    Exp 10%
Fuel Capacity 100,000 Litres    Range 18.6 billion km   (286 days at full power)

Gremlin Size 2 Anti-Fighter Missile (60)  Speed: 5,400 km/s   End: 69m    Range: 22.3m km   WH: 1    Size: 2    TH: 25/15/7

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

Hellsong - Heavy Bomber class Frigate    2,000 tons     56 Crew     248 BP      TCS 40  TH 30  EM 0
750 km/s     Armour 1-14     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 4
Maint Life 16.86 Years     MSP 233    AFR 10%    IFR 0.1%    1YR 2    5YR 23    Max Repair 70 MSP
Intended Deployment Time: 8 months    Spare Berths 1   
Magazine 196   

Mcminn Marine 15 EP Nuclear Thermal Engine (2)    Power 15    Fuel Use 97%    Signature 15    Exp 10%
Fuel Capacity 50,000 Litres    Range 4.6 billion km   (71 days at full power)

Haltom-Crotts Size 4 Missile Launcher (25% Reduction) (4)    Missile Size 4    Rate of Fire 12000
Hassen Dynamics Missile Fire Control FC23-R5 (1)     Range 23.5m km    Resolution 5
Ballista MK2 Size 4 Anti-ship Torpedo (49)  Speed: 5,400 km/s   End: 69m    Range: 22.3m km   WH: 3    Size: 4    TH: 21/13/6

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

Hellsong - Bomber class Frigate    2,000 tons     61 Crew     261 BP      TCS 40  TH 30  EM 0
750 km/s     Armour 1-14     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 3
Maint Life 14.12 Years     MSP 245    AFR 10%    IFR 0.1%    1YR 2    5YR 34    Max Repair 90 MSP
Intended Deployment Time: 8 months    Spare Berths 1   
Magazine 177   

Mcminn Marine 15 EP Nuclear Thermal Engine (2)    Power 15    Fuel Use 97%    Signature 15    Exp 10%
Fuel Capacity 50,000 Litres    Range 4.6 billion km   (71 days at full power)

Haltom-Crotts Size 2 Missile Launcher (25% Reduction) (6)    Missile Size 2    Rate of Fire 6000
Hassen Dynamics Missile Fire Control FC135-R100 (1)     Range 135.0m km    Resolution 100
Ballista Size 2 Anti-ship Torpedo (89)  Speed: 5,400 km/s   End: 413.8m    Range: 134.1m km   WH: 1    Size: 2    TH: 23/14/7

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

Hellsong - Support class Frigate    2,000 tons     50 Crew     224 BP      TCS 40  TH 30  EM 0
750 km/s     Armour 1-14     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 55.53 Years     MSP 280    AFR 8%    IFR 0.1%    1YR 0    5YR 3    Max Repair 7.5 MSP
Intended Deployment Time: 8 months    Spare Berths 0   
Magazine 285   

Mcminn Marine 15 EP Nuclear Thermal Engine (2)    Power 15    Fuel Use 97%    Signature 15    Exp 10%
Fuel Capacity 250,000 Litres    Range 23.2 billion km   (357 days at full power)

Ballista Size 2 Anti-ship Torpedo (142)  Speed: 5,400 km/s   End: 413.8m    Range: 134.1m km   WH: 1    Size: 2    TH: 23/14/7

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

 
"

These are hopefully to provide extensive missile spammage in the Heavy Fighter/Frigate tonnage, across the ranges of 20m+ Anti- Fighter, and 130m+ ranges Anti-Ship. We also have developed their counterparts in the
Battlecruiser tonnage, though in comparison to the 1k/2k ton designs these behemoths are rather underwhelming. Might try and work from small shell to larger.


"
Code: [Select]
Purifier - PD class Battlecruiser    10,550 tons     235 Crew     1119.75 BP      TCS 211  TH 125  EM 0
592 km/s     Armour 2-42     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 19     PPV 12
Maint Life 15.65 Years     MSP 1260    AFR 46%    IFR 0.7%    1YR 10    5YR 145    Max Repair 70 MSP
Intended Deployment Time: 300 months    Spare Berths 0   
Magazine 702   

Sharpes-Fock 125 EP Commercial Nuclear Thermal Engine (1)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 192.9 billion km   (3770 days at full power)

Haltom-Crotts Size 2 Missile Launcher (6)    Missile Size 2    Rate of Fire 60
Hassen Dynamics Missile Fire Control FC23-R5 (2)     Range 23.5m km    Resolution 5
Gremlin Size 2 Anti-Fighter Missile (351)  Speed: 5,400 km/s   End: 69m    Range: 22.3m km   WH: 1    Size: 2    TH: 25/15/7

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

Skye - Torpedo class Battlecruiser    10,500 tons     215 Crew     1148.75 BP      TCS 210  TH 125  EM 0
595 km/s     Armour 1-42     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 14     PPV 8
Maint Life 10.69 Years     MSP 957    AFR 63%    IFR 0.9%    1YR 15    5YR 230    Max Repair 70 MSP
Intended Deployment Time: 300 months    Spare Berths 0   
Magazine 797   

Sharpes-Fock 125 EP Commercial Nuclear Thermal Engine (1)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 193.8 billion km   (3770 days at full power)

Haltom-Crotts Size 4 Missile Launcher (25% Reduction) (8)    Missile Size 4    Rate of Fire 12000
Hassen Dynamics Missile Fire Control FC23-R5 (4)     Range 23.5m km    Resolution 5
Ballista MK2 Size 4 Anti-ship Torpedo (199)  Speed: 5,400 km/s   End: 69m    Range: 22.3m km   WH: 3    Size: 4    TH: 21/13/6

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

Ravager - Ballista class Battlecruiser    10,500 tons     236 Crew     1233.75 BP      TCS 210  TH 125  EM 0
595 km/s     Armour 2-42     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 19     PPV 4
Maint Life 12.78 Years     MSP 1395    AFR 46%    IFR 0.6%    1YR 16    5YR 237    Max Repair 90 MSP
Intended Deployment Time: 300 months    Spare Berths 0   
Magazine 481   

Sharpes-Fock 125 EP Commercial Nuclear Thermal Engine (1)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 193.8 billion km   (3770 days at full power)

Haltom-Crotts Size 2 Missile Launcher (25% Reduction) (8)    Missile Size 2    Rate of Fire 6000
Hassen Dynamics Missile Fire Control FC135-R100 (4)     Range 135.0m km    Resolution 100
Ballista Size 2 Anti-ship Torpedo (240)  Speed: 5,400 km/s   End: 413.8m    Range: 134.1m km   WH: 1    Size: 2    TH: 23/14/7

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 JacenHan

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Re: Early Era Dawn of Fighters
« Reply #27 on: June 25, 2014, 06:42:47 PM »
Your "extensive missile spammage" will have some problems when you have to wait 10 minutes to fire some very small salvos. I'd suggest less magazine space and more launchers for your frigates/heavy fighters. 2-4 missiles will do almost nothing to enemy ships on their own, especially if they have any point defense at all. The same goes for the battlecruisers.

None of your ships seem to have sensors, so they won't be able detect or target anything unless another ship that does have them is nearby.
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #28 on: June 25, 2014, 06:45:47 PM »
haha yes I have come to this conclusion lately as well : ( seems like the Imperium of Man is going to be in for a rough time
 

Offline sublight

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Re: Early Era Dawn of Fighters
« Reply #29 on: June 25, 2014, 08:16:15 PM »
A bold tech choice! Not many empires invest in advanced missile launcher miniaturization tech while still using tier-1 thermal propulsion.