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As for the training duration, you shouldn't need years for a FAC-sized ship, a couple training admin commands nested inside each other with good Crew Training officers will get your ships up to 100% rather quickly.

oh my god
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Forum Issues / Re: acct recovery SonofLiberty
« Last post by Garfunkel on Yesterday at 07:50:21 PM »
Can confirm his identity, I know him from Paradox forum.
3
General C# Fiction / Re: Fermi Paradox
« Last post by Ghostly on April 01, 2025, 07:00:18 AM »
Colonel Sanders SB1

When KFC commands, I obey!
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General C# Fiction / Re: Fermi Paradox
« Last post by Fractal on April 01, 2025, 06:12:02 AM »
Q1lDTEUgMi8xMC8wMDIxCgpQQVJJUyBPUklHSU4gRk9VTkQgSU46

"Chi Coronae Borealis"

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Code: [Select]
Hurricane class Scouting Vessel      249,044 tons       3,981 BODIES       95,208.5 BP       TCS 4,981    TH 24,000    EM 1,257,750
4818 km/s    JR 3-50      SHELL 25-352       SHEATH 41925-670       HTK 1003      EYES 0/0/2/2      DCR 61-2      PPV 143.68
Maint Life 0.00 Years     MSP 7,738    AFR 496179%    IFR 6891.4%    1YR 5,349,187    5YR 80,237,799    Max Repair 2,427 MSP
Hangar Deck Capacity 30,000 tons     Troop Capacity 4,000 tons     Magazine 856 / 0   
BRAIN    Control Rating 6   BRG   AUX   ENG   CIC   FLG   PFC   
Intended Deployment Time: 120 months    Flight Crew Berths 600    Morale Check Required   

CAPITAL JUMP DRIVE     Max Ship Size 300000 tons    Distance 50k km     Squadron Size 3

FUSION DRIVE (10)    Power 24000    Fuel Use 8.71%    Signature 2400    Explosion 15%
Fuel Capacity 15,250,000 Litres    Range 126.5 billion km (303 days at full power)
SHEATH CREATOR (25)     Recharge Time 670 seconds (62.6 per second)

BOMBARDMENT BEAM (1)    Range 240,000km     TS: 10,000 km/s     Power 53-3     RM 120,000 km    ROF 90       
VERY LARGE BEAM (10)    Range 240,000km     TS: 10,000 km/s     Power 16-3     RM 30,000 km    ROF 30       
HEAVY CARRONADE (11)    Range 100,000km     TS: 10,000 km/s     Power 10-3     RM 10,000 km    ROF 20       
ANTI-FIGHTER BEAM (2x1)    Range 90,000km     TS: 10000 km/s     Power 3-3     RM 30,000 km    ROF 5       
SMALL GAUSS (6x6)    Range 50,000km     TS: 10,000 km/s     Accuracy Modifier 10.0%     RM 50,000 km    ROF 5       
CAPITAL FC (2)     Max Range: 240,000 km   TS: 30,000 km/s    ECCM-0     96 92 88 83 79 75 71 67 62 58
CRUISER FC (1)     Max Range: 160,000 km   TS: 10,000 km/s    ECCM-0     94 88 81 75 69 62 56 50 44 38
FIGHTER FC (2)     Max Range: 20,000 km   TS: 10,000 km/s    ECCM-0     50 0 0 0 0 0 0 0 0 0
HEART (5)     Total Power Output 50.2    Exp 5%
GREATER HEART (1)     Total Power Output 33.3    Exp 5%

Size 2 Launcher (2)     Missile Size: 2    Rate of Fire 15
ANTI-FIGHTER MFC (2)     Range 14.6m km    Resolution 2
Hornet Swarm Missile (50)    Speed: 4,880 km/s    End: 192.3m     Range: 141.8m km    WH: 0    Size: 5    TH: 26/15/7
Fighterkiller (120)    Speed: 12,200 km/s    End: 89.9m     Range: 65.8m km    WH: 5    Size: 2    TH: 65/39/19

CAPITAL EYES (2)     GPS 42000     Range 120m km    Resolution 100
Geological Survey Sensors (2)   2 Survey Points Per Hour
Gravitational Survey Sensors (2)   2 Survey Points Per Hour

Strike Group / Ground Forces
9x Dragon Fighter   Speed: 7308 km/s    Size: 7.39
9x Basilisk Fighter   Speed: 5469 km/s    Size: 9.87
2x Boarding Unit

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



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5
The Academy / Re: Should FFD avoid combat or not?
« Last post by Ghostly on April 01, 2025, 12:01:29 AM »
To be fair saturation bombardment with missiles or beams is quite good for wrecking a planet, and beam bombardment is a good way to neutralise STO. however an FFD is not needed for that and the equivlant cost of infantry with PWI will do more damage than an FFD with a 50,000 ton battleship on call, and you won't waste hours of your life setting up the bombardment. The nightmare of ineefectiual micromanagement which is fighters linked to FFD I will leave out in case it gives me nightmares tonight

Aye, I'm a big fan of "terraforming" enemy planets with saturated beam fire to invade on more favorable terms myself, but engaging non-STO GU's with ship weapons is meaningless whether done with FFD or without.

But what about using "fighters" that mass over 300 tons and sport huge weapons? An airship that might fit right in on Highfleet or something. I'm waiting on the new version before trying this, but it seems like it would cut down on the micro.

You'd still have to consider the unfortunate mathematics of orbit-to-surface weaponry. A comparison I've done a while ago told me that my destroyer escorts fire 196 10cm railgun (10/20 damage) shots at 5200 BP for ~26BP/shot, and railgun fighters cost me 51 BP/shot, while it costs PW infantry 0.15 BP for a 15/15 shot, and 0.24 BP for CAP infantry to fire 6 such shots. Of course, a specialized anti-GU design (a beam base?) would be far more economical to field, but I don't think even that could overcome a hundred-fold difference in cost-efficiency.
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The Academy / Re: Should FFD avoid combat or not?
« Last post by Xkill on March 31, 2025, 07:37:15 PM »
But what about using "fighters" that mass over 300 tons and sport huge weapons? An airship that might fit right in on Highfleet or something. I'm waiting on the new version before trying this, but it seems like it would cut down on the micro.
7
Humanity First / Re: Humanity First Comments Thread
« Last post by Kurt on March 31, 2025, 04:32:16 PM »
It's like the nervous little action before the grand battle.

The Terran Fleet is nearing the end stages of its refit to solid core anti-matter engines, and the support fleet is not far behind.  That means the main fleet will be 128% faster than it was, which is good, obviously.  But it will still be slower than the observed speed of both the friendly Bob's, which ranges from 5,500 to 17,000 km/s, and the hostile Octs, who have ships that range from 14,000 to 22,000 km/s. 

I've boosted my fleet speed as much as I can, without seriously compromising either endurance or payload, or both.  The distance to the Oct and Bob home worlds is currently almost fifty billion kilometers, and even with a forward base boosting the fleet's speed would increase their fuel consumption too much for my comfort. 
8
C# Bureau of Design / Re: Generation Ship
« Last post by Grendel Marqun on March 31, 2025, 03:55:15 PM »
Fast, but not on an interstellar scale.  Over a thousand years to Alpha Centauri from here, by my napkin calculations.

wasn't really going for a IRL Generation ship but more of an in game one, where rather then settling worlds would go from one to the next mining resources and expanding the fleet kind of thing

Well, the time still applies. That's a long time in between resupplying/maintenance/etc.

Also, uh, the fuel. 1 light year is a little under 1 x 10^13 km. 10,000,000,000,000 km. Alpha Centauri is what, 4.8 Ly from here? You actually came within 2 orders of magnitude, I think you need about 46 or 47x as much fuel as you have.

You could solve both by waiting a couple more generations of engine techs.
9
C# Bureau of Design / Re: Endgame Flagship
« Last post by Grendel Marqun on March 31, 2025, 03:46:22 PM »
Yeah, I get what you mean about missile hit rates.

I've put terminal guidance on, which makes it about 16% per pass, plus 4-part warheads, which gives 4 chances at that 16% per missile on the "cheap" 1.75 AMM. Figure on average that gives me a rough 50% per missile. Then on the bigger, longer range S3 AMM I've added retargeting on top of those features with enough range they should get 8-10 kicks at the can with 4 sub-munitions. Both also have ECCM to help reduce the effect of decoys.

Your AMMs get 1 try at 10% per pass, mine get 4 at 16%. That makes a major difference in effect. Getting the submunitions costs, of course, the "cheap" missiles only get 1 try, and the "good" ones are 50% larger than the ones you're using. However, I'll take 50% larger for 5x more effective. The cheaper ones are for the poor sods I keep meeting with far less than top tech.

If I knew I was going to be facing "real" top-tech, well-designed missiles, I'd load nothing but S3 AMM 4x15 RETs.

Also, while your missiles may have longer range, you don't have the MCR on your sensors to use it. See below about the sensors.

Are they perfect? Nope. Are they better than 10%? Yep.

It's worth noting, though, this isn't primarily a defense vessel. The defensive systems are there to add a little weight to a fleet, or to be capable of killing those random pirates that sometimes just show up out of nowhere. This definitely isn't a primary combatant :P See Requirements 3 and 5, and the use of "modicum".

Speedwise, I've run into 100,000 ton ships doing 35,000 kps, so my direct combatants have a minimum speed of 40,000 kps but are generally a little faster. You had no way of knowing what "keep up with major fleet elements" entailed, though.

However, before all that, item 1 in the requirement was a MASSIVE sensor fit. Specifically stated was "size 50 sensors".

This is the ship whose primary job is to see hostiles at the maximum range possible. MCR on a 50 HS max tech sensor is 41.7, and the R100 sensor can see targets at a little over 2 billion kilometers. The R10 sensor covers fighters and FACs. I was tempted to do an R500 sensor just for giggles, but his thing was already getting ridiculously expensive and the R100 seems like enough.

Plus a flag bridge, (Requirement 2) this IS a flagship. Also passive defenses (Requirement 4, shielding) that won't fold because half a dozen missiles made it through, because anything that radiates as hard as this thing does is GOING to attract fire, and the layered defenses of the fleet may not stop everything.

I guess what I'm saying is you're asking me to rethink my doctrines about a completely different design issue :P
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C# Bureau of Design / Re: Endgame Flagship
« Last post by prophetical on March 31, 2025, 09:37:22 AM »
So at MaxTech you need to rethink your doctrines a little. This is where I typically play at and AMMs are functionally useless at that level. The best they will ever have is a 10% change to hit per cycle. That means you need tons of them to take down incoming salvos, which you could better spend the HS on other PD measures. This is the AMM ship I use, which obviously has some things you might not need or want, but I can get out 50 missiles per cycle, which have a longer range than your AMMs and still have retargeting and ATG.

```
Ticonderoga class Area Defence Cruiser      45,000 tons       1,422 Crew       43,546.9 BP       TCS 900    TH 27,000    EM 9,000
30000 km/s      Armour 10-112       Shields 300-300       HTK 410      Sensors 7/7/0/0      DCR 91-20      PPV 503.1
Maint Life 2.02 Years     MSP 18,749    AFR 523%    IFR 7.3%    1YR 6,151    5YR 92,263    Max Repair 6750 MSP
Hangar Deck Capacity 2,000 tons     Troop Capacity 250 tons     Magazine 1,101 / 0
Commander    Control Rating 4   BRG   AUX   ENG   CIC
Intended Deployment Time: 6 months    Flight Crew Berths 40    Morale Check Required

13500-50hs-2.7eph (45k - 30k) (2)    Power 27000    Fuel Use 53.57%    Signature 13500    Explosion 27%
Fuel Capacity 2,722,000 Litres    Range 20.3 billion km (7 days at full power)
Omega S150 / R300 Shields (2)     Recharge Time 300 seconds (1 per second)

Quad 12cm C6.25 Far Gamma Ray Laser Turret (5x4)    Range 480,000km     TS: 100000 km/s     Power 16-25     RM 120,000 km    ROF 5
Quad Gauss Cannon R600-100 Turret (10x32)    Range 60,000km     TS: 100000 km/s     Power 0-0     RM 60,000 km    ROF 5
Beam Fire Control R70-TS100000 (1)     Max Range: 70,000 km   TS: 100,000 km/s    ECCM-10     86 71 57 43 29 14 0 0 0 0
Beam Fire Control R525-TS100000 (1)     Max Range: 525,000 km   TS: 100,000 km/s    ECCM-10     98 96 94 92 90 89 87 85 83 81
Quantum Singularity Power Plant R134-PB10 (1)     Total Power Output 133.9    Exp 7%

Size 2.0 Missile Launcher (50)     Missile Size: 2    Rate of Fire 5
Missile Fire Control FC41-R1 (1)     Range 41.5m km    Resolution 1   ECCM-10
Harpoon-2 AMM (550)    Speed: 270,000 km/s    End: 4.8m     Range: 77.6m km    WH: 1    Size: 2    TH: 900/540/270

Active Search Sensor AS139-R1 (1)     GPS 810     Range 139.1m km    MCR 12.5m km    Resolution 1
Active Search Sensor AS175-R2 (1)     GPS 1620     Range 175.2m km    Resolution 2
Active Search Sensor AS685-R120 (1)     GPS 97200     Range 685.9m km    Resolution 120
EM Sensor EM0.1-7.5 (1)     Sensitivity 7.5     Detect Sig Strength 1000:  21.7m km
Thermal Sensor TH0.1-7.5 (1)     Sensitivity 7.5     Detect Sig Strength 1000:  21.7m km

Strike Group / Ground Forces
2x E/A Nighthawk Gunship   Speed: 60487 km/s    Size: 20
1x Naval Marine Detachment

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
This design is classed as a Warship for auto-assignment purposes
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