Author Topic: Fighters of the UKP, circa Ion tech  (Read 2702 times)

0 Members and 1 Guest are viewing this topic.

Offline DeMatt (OP)

  • Warrant Officer, Class 2
  • ****
  • D
  • Posts: 50
  • Thanked: 17 times
Fighters of the UKP, circa Ion tech
« on: June 21, 2019, 05:16:29 PM »
I feel like boasting about my fighter designs!  To note, these are done up in a test-game where I SM-researched:
  • Trans-Newtonian Technology,
  • every tech up to 4001 RPs,
  • Engineering Spaces - Fighter,
  • Gas-Cooled Fast Reactor, Ion Drive Technology,
  • 25% reduced-size launchers, and Box launchers.



Code: [Select]
Spitfire Mk3 class Light Fighter    200 tons     3 Crew     36.5 BP      TCS 4  TH 21  EM 0
5250 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Maint Life 13.05 Years     MSP 11    AFR 3%    IFR 0%    1YR 0    5YR 2    Max Repair 10.5 MSP
Intended Deployment Time: 0.5 months    Spare Berths 3   

21 EP Ion Drive (1)    Power 21    Fuel Use 280.76%    Signature 21    Exp 17%
Fuel Capacity 30 000 Litres    Range 9.6 billion km   (21 days at full power)

Gauss Cannon R2-25 (1x2)    Range 20 000km     TS: 5250 km/s     Accuracy Modifier 25%     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S00.2 24-1500 (FTR) (1)    Max Range: 48 000 km   TS: 6000 km/s     79 58 38 17 0 0 0 0 0 0

This design is classed as a Fighter for production, combat and maintenance purposes
Originally, the basic light fighter of the UKP was the Hurricane - a twin-engined, 250-ton craft capable of impressive speed.   Strategists, however, demanded that five craft (four fighters, plus a small auxiliary) be capable of fitting into the standard 1000-ton-capacity hangar bay of the basic Diamond Rock-class PDC.   The strain this placed on the already-svelte Hurricane ultimately forced its designers to remove one of the engines, resulting in the Spitfire.

Altogether more comfortable a design than its predecessor, the maximized power of its single engine combines with its small size to give the Spitfire impressive speed and maneuverability.   A Gauss Cannon gives it a reliable, if short-ranged, bite.   Spitfires are typically used as escorts, thus its short fuel endurance is typically not a problem.

Code: [Select]
Spitfire TR Mk3 class Recon Fighter    200 tons     3 Crew     44.5 BP      TCS 4  TH 21  EM 0
5250 km/s     Armour 1-3     Shields 0-0     Sensors 8/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 12.83 Years     MSP 14    AFR 3%    IFR 0%    1YR 0    5YR 2    Max Repair 16 MSP
Intended Deployment Time: 0.5 months    Spare Berths 3   

21 EP Ion Drive (1)    Power 21    Fuel Use 280.76%    Signature 21    Exp 17%
Fuel Capacity 15 000 Litres    Range 4.8 billion km   (10 days at full power)

Active Search Sensor MR1-R1 (1)     GPS 16     Range 1.3m km    MCR 139k km    Resolution 1
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

This design is classed as a Fighter for production, combat and maintenance purposes
Carrying an antimissile scanner and a thermal sensor, the Tactical Reconnaissance variant of the Spitfire provides close-range observation of hostile targets.   Further technological development is deemed necessary to fully bring out the potential of this craft, both to bolster the sensitivity of its sensors, and to reallocate tonnage from (bulky primitive) armor to fuel.

Code: [Select]
Spitfire FB Mk3 class Interceptor    200 tons     2 Crew     41.1 BP      TCS 4  TH 21  EM 0
5250 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.9
Maint Life 17.16 Years     MSP 13    AFR 3%    IFR 0%    1YR 0    5YR 1    Max Repair 16 MSP
Intended Deployment Time: 0.5 months    Spare Berths 4   
Magazine 6   

21 EP Ion Drive (1)    Power 21    Fuel Use 280.76%    Signature 21    Exp 17%
Fuel Capacity 20 000 Litres    Range 6.4 billion km   (14 days at full power)

Size 1 Box Launcher (6)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC3-R1 (1)     Range 3.8m km    Resolution 1
Sparrow Mk3 (2)  Speed: 25 200 km/s   End: 7m    Range: 10.6m km   WH: 1    Size: 1    TH: 134/80/40
Penguin Mk3 (2)  Speed: 4 200 km/s   End: 6.8m    Range: 1.7m km   WH: 3    Size: 1    TH: 23/14/7
Sidewinder Mk3 (2)  Speed: 16 800 km/s   End: 7.9m    Range: 8m km   WH: 2    Size: 1    TH: 78/47/23

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
The Fighter-Bomber variant of the Spitfire trades in its Gauss Cannon for a sextet of missile hardpoints.   Capable of carrying only the smallest missiles, the UKP nonetheless has developed three different munitions:
  • The Sparrow Anti-Missile Missile is typically not carried, as its duties are equally well-served by the standard Spitfire's Gauss Cannon.   Nevertheless, the option is there, should a tactician desire.
  • The Penguin Small Bombardment Missile forms the philosophical opposite to the Sparrow, trading almost all range and maneuver capability in favor of a large warhead.   It does retain enough fuel to allow the launch platform to stay out of energy weapons range.
  • The Sidewinder Anti-Fighter Missile is a missile that realistically demands greater technological development.   Indeed, scientists believe it is not until the development of Cobalt explosives that this missile will reach its full potential.   (OOC:  it needs that 10 WH per MSP, so it can have a 0. 4 MSP warhead that does 4 damage)
 

Offline DeMatt (OP)

  • Warrant Officer, Class 2
  • ****
  • D
  • Posts: 50
  • Thanked: 17 times
Re: Fighters of the UKP, circa Ion tech
« Reply #1 on: June 21, 2019, 05:30:57 PM »
Code: [Select]
Dunkirk Mk3 class Lifeboat    250 tons     2 Crew     45.1 BP      TCS 5  TH 21  EM 0
4200 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 11.9 Years     MSP 11    AFR 5%    IFR 0.1%    1YR 0    5YR 2    Max Repair 10.5 MSP
Intended Deployment Time: 3 months    Spare Berths 63   
Cryogenic Berths 200   

21 EP Ion Drive (1)    Power 21    Fuel Use 280.76%    Signature 21    Exp 17%
Fuel Capacity 20 000 Litres    Range 5.1 billion km   (14 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
Originally the 125-ton auxiliary being crammed in with the Hurricanes, the Dunkirk was enlarged to 250 tons after medical professionals noted that cryogenic suspension could not be safely performed in the field (rescued survivors go in crew berths, not cryo. . .  :P).   The Dunkirk has thus lost its original missile-like speed, in favor of much more substantial quartering and medical capabilities.   It is nonetheless a common sight as a light personnel transport (stationing Dunkirks on planets everywhere is my excuse for using "Assign Anywhere" for my officers).

Code: [Select]
Dunvegan Mk3 class Shuttle    250 tons     14 Crew     50.1 BP      TCS 5  TH 21  EM 0
4200 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 0 Years     MSP 313    AFR 0%    IFR 0%    1YR 0    5YR 0    Max Repair 10.5 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

21 EP Ion Drive (1)    Power 21    Fuel Use 280.76%    Signature 21    Exp 17%
Fuel Capacity 20 000 Litres    Range 5.1 billion km   (14 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
The Dunvegan provides maintenance supply and support.   While a larger craft would, of course, be more efficient in the role, only the smallest of boat bays cannot accommodate a Dunvegan.

Code: [Select]
Dundee Mk3 class Oiler    250 tons     2 Crew     49.1 BP      TCS 5  TH 21  EM 0
4200 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 8.44 Years     MSP 12    AFR 5%    IFR 0.1%    1YR 0    5YR 4    Max Repair 10.5 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

21 EP Ion Drive (1)    Power 21    Fuel Use 280.76%    Signature 21    Exp 17%
Fuel Capacity 160 000 Litres    Range 41.0 billion km   (113 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
While it can use its onboard tankage to supply its own engine, the Dundee is more often used as a lighter, transporting fuel from a mothership to nearby destinations which the mothership cannot itself dock at.

Code: [Select]
Dunedin Mk3 class Courier    250 tons     3 Crew     38.7 BP      TCS 5  TH 21  EM 0
4200 km/s     Armour 2-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 9.58 Years     MSP 10    AFR 5%    IFR 0.1%    1YR 0    5YR 3    Max Repair 10.5 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Magazine 34   

21 EP Ion Drive (1)    Power 21    Fuel Use 280.76%    Signature 21    Exp 17%
Fuel Capacity 30 000 Litres    Range 7.7 billion km   (21 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
A small munitions transport, the Dunedin has thicker armor than its siblings to protect its volatile cargo.
 

Offline DeMatt (OP)

  • Warrant Officer, Class 2
  • ****
  • D
  • Posts: 50
  • Thanked: 17 times
Re: Fighters of the UKP, circa Ion tech
« Reply #2 on: June 21, 2019, 06:14:12 PM »
Code: [Select]
Beaufighter Mk3 class Heavy Fighter    500 tons     11 Crew     95.9 BP      TCS 10  TH 63  EM 0
6300 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 2.59 Years     MSP 12    AFR 20%    IFR 0.3%    1YR 3    5YR 38    Max Repair 22 MSP
Intended Deployment Time: 0.5 months    Spare Berths 1   

21 EP Ion Drive (3)    Power 21    Fuel Use 280.76%    Signature 21    Exp 17%
Fuel Capacity 10 000 Litres    Range 1.3 billion km   (56 hours at full power)

15cm C3 Near Ultraviolet Laser (1)    Range 180 000km     TS: 6300 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Fire Control S01 96-1500 (FTR) (1)    Max Range: 192 000 km   TS: 6000 km/s     95 90 84 79 74 69 64 58 53 48
Gas-Cooled Fast Reactor Technology PB-1.15 (1)     Total Power Output 3.1    Armour 0    Exp 12%

This design is classed as a Fighter for production, combat and maintenance purposes
The primary space-superiority craft of the UKP, the Beaufighter mounts a powerful and long-ranged 15cm laser down its spine.  This caliber of laser is considered valuable for two reasons:  it is the second-smallest possible laser without miniaturization techniques, being the same size as the 12cm laser, and it can reach out to the limits of current beam FC ranges.  A trio of fighter engines provides the brute power necessary for the Beaufighter to match speeds with any lesser craft. 

The choice of a laser, as opposed to some other weapons tech, is also deliberate.  The ability to choose to "plink" at long range, or close in for devastating short-range damage, allows the Beaufighter to tailor its engagement strategy against whatever opponents it may face. 

Code: [Select]
Mosquito FB Mk3 class Fighter-bomber    400 tons     3 Crew     64.2 BP      TCS 8  TH 42  EM 0
5250 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Maint Life 5.79 Years     MSP 10    AFR 12%    IFR 0.2%    1YR 1    5YR 8    Max Repair 16 MSP
Intended Deployment Time: 0.5 months    Spare Berths 3   
Magazine 24   

21 EP Ion Drive (2)    Power 21    Fuel Use 280.76%    Signature 21    Exp 17%
Fuel Capacity 20 000 Litres    Range 3.2 billion km   (7 days at full power)

Size 4 Box Launcher (6)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC3-R1 (1)     Range 3.8m km    Resolution 1
Silkworm Mk3 (2)  Speed: 5 200 km/s   End: 5.5m    Range: 1.7m km   WH: 13    Size: 4    TH: 22/13/6
Harpoon Mk3 (2)  Speed: 15 700 km/s   End: 26.1m    Range: 24.6m km   WH: 7    Size: 4    TH: 68/40/20
Tomahawk Mk3 (2)  Speed: 15 700 km/s   End: 130.4m    Range: 122.9m km   WH: 4    Size: 4    TH: 52/31/15

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
Just as the Hurricane was miniaturized into the Spitfire, so too have designers attempted to miniaturize the Beaufighter.  The sheer bulk of the 15cm laser, unfortunately, has so far defeated these efforts.  Scientists believe that laser miniaturization and recharge technology will, eventually, provide a satisfactory solution;  in the meantime, the Beaufighter remains.

The same is not true of the Beaufighter's fighter-bomber variant, which could sacrifice hardpoints as necessary to reach its tonnage goals.  With a similar maneuver profile to the Spitfire family, the Mosquito FB pairs well with its lighter cousins.  In the past, the Mosquito FB has carried a mix of size-1 and size-4 hardpoints;  the UKP has since chosen to standardize, thereby reducing the demand for multiple fire controls.

As at size 1, so too does the UKP have a variety of ordnance at size 4:
  • The Silkworm Medium Bombardment Missile is, like the Penguin, intended to deliver a massive warhead against static targets from just outside of energy range.
  • The Harpoon Short-Range Anti-Ship Missile offers an impressive set of specifications:  a large warhead occupying approximately half the missile, a powerful engine to make interception difficult, and an onboard active sensor capable of retargeting the Harpoon anywhere within five seconds' flight time.  Its short (but hopefully greater than AMM) range is not considered a problem, as it keeps the cost of associated fire controls down.
  • The Tomahawk Long-Range ASM sacrifices the Harpoon's large warhead, in favor of greater fuel storage and a sensor capable of retargeting on ships within thirty seconds' flight time.  It can theoretically be fired without a proper sensor contact - the "fire on waypoint" tactic - but UKP tacticians have yet to use this capability in the field.

And that's the last of them.  You may now commence with the heaping of the praises! (gets hit with a custard pie)
« Last Edit: June 21, 2019, 06:43:41 PM by DeMatt »
 

Offline Michael Sandy

  • Commodore
  • **********
  • M
  • Posts: 771
  • Thanked: 83 times
Re: Fighters of the UKP, circa Ion tech
« Reply #3 on: June 21, 2019, 07:41:26 PM »
In my opinion, box launchers should not be researched before the 8k missile techs.  And fighter engineering really isn't a high priority.  It is nice to have, but it is really rare that a design really depends on it.

Winning wars with missiles is a serious logistics issue.  The better your missiles, the more destruction you get per BP of missiles, which can be a better payoff than box launchers.  .25 is really quite good, especially if you are feeling your way for how many missiles to launch at each target to kill them.  You wait for results in order to conserve missiles.
 

Offline Jovus

  • Lt. Commander
  • ********
  • J
  • Posts: 220
  • Thanked: 81 times
Re: Fighters of the UKP, circa Ion tech
« Reply #4 on: June 21, 2019, 08:38:03 PM »
In my opinion, box launchers should not be researched before the 8k missile techs.  And fighter engineering really isn't a high priority.  It is nice to have, but it is really rare that a design really depends on it.

While I do agree, these fighters are apparently designed for a deployment time of half a month, so it probably would become an issue for them.
 

Offline DeMatt (OP)

  • Warrant Officer, Class 2
  • ****
  • D
  • Posts: 50
  • Thanked: 17 times
Re: Fighters of the UKP, circa Ion tech
« Reply #5 on: June 21, 2019, 09:06:11 PM »
Quote from: Michael Sandy link=topic=10433. msg115001#msg115001 date=1561164086
In my opinion, box launchers should not be researched before the 8k missile techs.
Eh… I was being a bit arbitrary by picking Ion as the base tech level.  It might be interesting to compare these against Magneto-Plasma versions.

Quote from: Michael Sandy link=topic=10433. msg115001#msg115001 date=1561164086
And fighter engineering really isn't a high priority.   It is nice to have, but it is really rare that a design really depends on it.
Tiny Engineering being 12. 5 tons ticks off my OCD.  If it was 10 tons, or Fighter Crew was 2. 5 tons so I could pad it out, it might be different.  But since I insist on engineering support in all my designs…

Quote from: Michael Sandy link=topic=10433. msg115001#msg115001 date=1561164086
Winning wars with missiles is a serious logistics issue.   The better your missiles, the more destruction you get per BP of missiles, which can be a better payoff than box launchers.   . 25 is really quite good, especially if you are feeling your way for how many missiles to launch at each target to kill them.   You wait for results in order to conserve missiles.
I have to admit that I've never fought a peer war in Aurora, so I'll confess to not being confident about said logistics issues.  On the other hand, I really like how well my Harpoons do against the common spoilers…
 

Iranon

  • Guest
Re: Fighters of the UKP, circa Ion tech
« Reply #6 on: June 22, 2019, 03:08:36 AM »
Tech follows doctrine. 4k techs doesn't sound like much, but spreading it wide is a considerable investment.
If we intend to never use reloadable launchers: Cutting out reload rate and magazine tech gives us enough for box launchers.

Agility tech is also mostly optional: having it lag behind and spending just enough to hit MR 11-13, using the extra space mostly for more powerful engines, isn't a horrible trade-off. Especially if we intend to get through by numbers rather than salvo trickery.
 

Offline misanthropope

  • Lt. Commander
  • ********
  • m
  • Posts: 274
  • Thanked: 73 times
Re: Fighters of the UKP, circa Ion tech
« Reply #7 on: June 22, 2019, 08:50:30 AM »
even if a "real" empire is never going to have a uniform tech level ("all research of 4k or below") this kind of sandbox is the right way to design fleets IMO.  you begin with a wish list of all the techs that are reasonably within your grasp, you design the fleet, you take stock of how much tech you actually needed, and then refine the fleet based on how the projected research time compares to your timetable- and especially whether you can scrape up the RPs to improve a pivotal tech beyond the (frex) 4k limit.

its a monolithic approach, maybe to a fault, but my style of empire management dovetails really well.  i tend to have pretty well-defined expansion, build-up, and murder phases, and the period of each cycle is such that producing a new generation of ships for each iteration suits.