VB6 Aurora > Bureau of Ship Design
Q-Ship, anti-piracy design
Lord Solar:
With 1.14 introducing a fun new spoiler I wanted to make a specialized anti-pirate ship design.
The idea behind this pair of ships is to lure pirates into attacking what looks like an undefended freighter ripe for plunder only to be caught in a trap by this ship, hunted down and defeated.
These designs are at Magneto-Plasma tech level.
I also assume that the pirates don't use missiles as they are looking to make a profit not waste expensive ordinance shooting down freighters.
--- Code: ---Queen class Q-Ship 78,123 tons 660 Crew 5,581.9 BP TCS 1,562 TH 3,840 EM 0
2457 km/s Armour 10-162 Shields 0-0 HTK 112 Sensors 14/14/0/0 DCR 1 PPV 0
MSP 20,044 Max Repair 320.00 MSP
Hangar Deck Capacity 22,000 tons Troop Capacity 1,000 tons Boarding Capable Cryogenic Berths 2,000 Cargo Shuttle Multiplier 3
Jaghunchi Control Rating 2 BRG PFC
Intended Deployment Time: 3 months Flight Crew Berths 440
Commercial Magneto-plasma Drive EP1280.0 (3) Power 3840.0 Fuel Use 2.21% Signature 1280.0 Explosion 5%
Fuel Capacity 5,000,000 Litres Range 521.2 billion km (2455 days at full power)
Refuelling Capability: 125,000 litres per hour Complete Refuel 40 hours
Ship Detection Active Search Sensor AS53-R110 (1) GPS 3080 Range 53.5m km Resolution 110
Commercial EM Sensor EM1.0-14.0 (1) Sensitivity 14.0 Detect Sig Strength 1000: 29.6m km
Commercial Thermal Sensor TH1.0-14.0 (1) Sensitivity 14.0 Detect Sig Strength 1000: 29.6m km
This design is classed as a Commercial Vessel for maintenance purposes
--- End code ---
This first vessel is sent on long voyages between colonies, sending a bit of fuel, MSP, colonist or troops to defend the planet if you want. Its role is to act as bait for pirate attacks and a mothership for the second craft that does the real work.
--- Code: ---Instant Loss class Hunter 22,000 tons 1,141 Crew 7,783.2 BP TCS 440 TH 10,560 EM 3,570
24000 km/s Armour 6-69 Shields 119-476 HTK 151 Sensors 0/0/0/0 DCR 51 PPV 34
Maint Life 4.13 Years MSP 11,487 AFR 75% IFR 1.0% 1YR 1,079 5YR 16,179 Max Repair 2640.00 MSP
Minghunchi Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 2 months Morale Check Required
Hunter 2 Magneto-plasma Drive EP5280.00 (2) Power 10560.0 Fuel Use 235.00% Signature 5280.00 Explosion 30%
Fuel Capacity 1,051,000 Litres Range 3.66 billion km (42 hours at full power)
Epsilon S119 / R476 Shields (1) Recharge Time 476 seconds (0.3 per second)
Spinal 31.250cm C5 Far Ultraviolet Laser (1) Range 320,000km TS: 24,000 km/s Power 26-5 RM 50,000 km ROF 30 26 21 14 10 8 7 6 5 4 4
Particle Beam-6 (3) Range 240,000km TS: 24,000 km/s Power 15-5 ROF 15 6 6 6 6 6 6 6 6 0 0
High Power Main Beam Fire Control R320-TS20000 (1) Max Range: 320,000 km TS: 20,000 km/s 91 81 72 62 53 44 34 25 16 6
Stellarator Fusion Reactor R20-PB80 (1) Total Power Output 20.1 Exp 40%
Light Anti-Small Craft Active Search Sensor AS20-R9 (1) GPS 202 Range 20.8m km Resolution 9
ECCM-2 (1) ECM 20
This design is classed as a Military Vessel for maintenance purposes
--- End code ---
(range bands are in 30,000 km)
The second vessel can be really any good combat ship of your choice carried by the mothership. Just make sure it has a lot of self-maintenance capacity as commercial hangers don't freeze maintenance.
Jorgen_CAB:
My question is why use commercial hangars and not just regular hangars as it is the commercial engines on the carrier that basically identify it as a commercial vessel or not?!?
You then just add FAC or fighters to it like normal and give the ship a decent deployment and maintenance plan.
Demetrious:
--- Quote from: Lord Solar on May 16, 2021, 07:16:50 PM ---With 1.14 introducing a fun new spoiler I wanted to make a specialized anti-pirate ship design.
The idea behind this pair of ships is to lure pirates into attacking what looks like an undefended freighter ripe for plunder only to be caught in a trap by this ship, hunted down and defeated.
These designs are at Magneto-Plasma tech level.
I also assume that the pirates don't use missiles as they are looking to make a profit not waste expensive ordinance shooting down freighters.
--- Code: ---Queen class Q-Ship 78,123 tons 660 Crew 5,581.9 BP TCS 1,562 TH 3,840 EM 0
2457 km/s Armour 10-162 Shields 0-0 HTK 112 Sensors 14/14/0/0 DCR 1 PPV 0
MSP 20,044 Max Repair 320.00 MSP
Hangar Deck Capacity 22,000 tons Troop Capacity 1,000 tons Boarding Capable Cryogenic Berths 2,000 Cargo Shuttle Multiplier 3
Jaghunchi Control Rating 2 BRG PFC
Intended Deployment Time: 3 months Flight Crew Berths 440
Commercial Magneto-plasma Drive EP1280.0 (3) Power 3840.0 Fuel Use 2.21% Signature 1280.0 Explosion 5%
Fuel Capacity 5,000,000 Litres Range 521.2 billion km (2455 days at full power)
Refuelling Capability: 125,000 litres per hour Complete Refuel 40 hours
Ship Detection Active Search Sensor AS53-R110 (1) GPS 3080 Range 53.5m km Resolution 110
Commercial EM Sensor EM1.0-14.0 (1) Sensitivity 14.0 Detect Sig Strength 1000: 29.6m km
Commercial Thermal Sensor TH1.0-14.0 (1) Sensitivity 14.0 Detect Sig Strength 1000: 29.6m km
This design is classed as a Commercial Vessel for maintenance purposes
--- End code ---
This first vessel is sent on long voyages between colonies, sending a bit of fuel, MSP, colonist or troops to defend the planet if you want. Its role is to act as bait for pirate attacks and a mothership for the second craft that does the real work.
--- Code: ---Instant Loss class Hunter 22,000 tons 1,141 Crew 7,783.2 BP TCS 440 TH 10,560 EM 3,570
24000 km/s Armour 6-69 Shields 119-476 HTK 151 Sensors 0/0/0/0 DCR 51 PPV 34
Maint Life 4.13 Years MSP 11,487 AFR 75% IFR 1.0% 1YR 1,079 5YR 16,179 Max Repair 2640.00 MSP
Minghunchi Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 2 months Morale Check Required
Hunter 2 Magneto-plasma Drive EP5280.00 (2) Power 10560.0 Fuel Use 235.00% Signature 5280.00 Explosion 30%
Fuel Capacity 1,051,000 Litres Range 3.66 billion km (42 hours at full power)
Epsilon S119 / R476 Shields (1) Recharge Time 476 seconds (0.3 per second)
Spinal 31.250cm C5 Far Ultraviolet Laser (1) Range 320,000km TS: 24,000 km/s Power 26-5 RM 50,000 km ROF 30 26 21 14 10 8 7 6 5 4 4
Particle Beam-6 (3) Range 240,000km TS: 24,000 km/s Power 15-5 ROF 15 6 6 6 6 6 6 6 6 0 0
High Power Main Beam Fire Control R320-TS20000 (1) Max Range: 320,000 km TS: 20,000 km/s 91 81 72 62 53 44 34 25 16 6
Stellarator Fusion Reactor R20-PB80 (1) Total Power Output 20.1 Exp 40%
Light Anti-Small Craft Active Search Sensor AS20-R9 (1) GPS 202 Range 20.8m km Resolution 9
ECCM-2 (1) ECM 20
This design is classed as a Military Vessel for maintenance purposes
--- End code ---
(range bands are in 30,000 km)
The second vessel can be really any good combat ship of your choice carried by the mothership. Just make sure it has a lot of self-maintenance capacity as commercial hangers don't freeze maintenance.
--- End quote ---
I died laughing when I saw the name of the parasite craft, you clever cad ahahahahhahahahahahahaa
skoormit:
--- Quote from: Jorgen_CAB on May 17, 2021, 03:39:15 AM ---My question is why use commercial hangars and not just regular hangars as it is the commercial engines on the carrier that basically identify it as a commercial vessel or not?!?
You then just add FAC or fighters to it like normal and give the ship a decent deployment and maintenance plan.
--- End quote ---
Regular hangars are a military component, and therefore would make the carrier a military ship, subject to maintenance failures, etc.
skoormit:
--- Quote from: Lord Solar on May 16, 2021, 07:16:50 PM ---
The second vessel can be really any good combat ship of your choice carried by the mothership. Just make sure it has a lot of self-maintenance capacity as commercial hangers don't freeze maintenance.
--- End quote ---
You only need enough self-maintenance capacity on the parasite to handle sortie deployment time.
The carrier will feed MSP to the parasite while it is in the hangar.
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