Author Topic: The Kaiserliche Raumflotte  (Read 2254 times)

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Offline Theokrat (OP)

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The Kaiserliche Raumflotte
« on: February 26, 2012, 05:54:39 AM »
In early 2052 the “Kaiserliche Konstruktionskommitee der Weltraummarine, Nu. 7”   (Imperial Naval Design Committee No. 7) was tasked to lay out plans for the “New Fleet” of the empire. Several inventions had been made over within the last short years, while no warships had been built, so this was seen as an opportunity to create modern designs from the scratch, while previous design were often shots in the dark or constrained by how they were to interact with the existing fleet (ordonance, ranges, speeds).

Now was the time to design something entirely new on the basis of the latest components. Inventions had been made in several fields, promising a truly revolutionized ship generation: Magnetic confinement engines, Compressed Carbon Armour, level 6 reload rate missile launchers, Strengths 28 radar-emitters and strengths 18-receivers, and improved damage controls. This was supplemented by advances in the rate of fire of Gaussguns, now capable of 46 shots per minute (3/5s), beam fire controls with a standard range of 40k km, tracking speed of 5k km/s and turret gears of 6,250km/s.

The only identified active enemy consists of robotic ships, travelling at a speed of ~7,500 km/s, with strong level 4 ECM (and ECCM), and ASMs with a theoretical range of 65m km, although in practice engagements had mainly fought at around 40m km, possibly indicating their firecontrolls were constrained to this range. The ships of this enemy fall into three broad weight categories: 1,000t FACs, 6-7,000t medium ships, and 12-14,000t large ships. This was the principal threat that the new fleet was to be designed against, but just recently a new race was encountered with unknown intentions, technologies and weaponry. Therefore ships should be generally good, not too narrowly designed against a particular threat.

The main constraints presented to the design teams was that existing ships should be economically upgradeable to the new designs in order to retain their highly trained crews and officers. This primarily meant that designs were to be submitted in the same weight categories of existing ships – mainly 3,000t gunboats and 18,000t battlecruisers & battleships, but to a minor degree also 7,000t destroyers and 10,000t cruisers. The Committee was free to submit entirely new designs outside of these categories in addition, provided they could be built and maintained by the current facilities – implying a 18kt limit.

 

After some month the design team came up with the following designs, which deviated radically from what was seen before in two points: Missile calibre and engine space.

The most profound change is the move from the Size-4 ASM calibre to a Size-1 ASM design, dubbed “all-small-calibre”, quick-firing design. The primary reason is that it has been recognized that large missiles offer few advantages over smaller designs, while being significantly easier to shoot down. It was concluded that it would simply be better to distribute the weight of the salvo over four times the projectiles. Overall a larger broadside would be delivered.
 
Moreover, the same tubes could be used for in a Point Defence role, and an offensive role. In standard configuration some tubes would be assigned to each, but if the situation required it, the captain could easily convert his vessel to a formidable PD station, or increase the broadside even more. This actually reduced the number of different ship classes in the navy. While previously designated AMM-vessels were assigned to task forces in danger, they were now completely redundant and would be converted to the normal design.

The missiles were not yet designed, indeed scientists were still working on the basic technologies, but it was hoped that within a year the two principal missiles could be produced:

  • A simple, straightforward AMM design Size 1, Warhead 1, Range of 3.2m km, flying 75k km/s and able to hit the standard ASM of the enemy with 60% likelihood.
  • And the new ASM design: Size 1, Warhead 4 (largest useful warhead for that size), Range of 68m km (so as to outrange the enemy missiles). It was decided to accept a somewhat suboptimal agility in order to have faster missile than the enemy (so that our first salvo would hit before theirs), thus resulting in a missile flying 41,300 km/s and hitting an enemy going at 7,500 with 2/3 likely hood.

It was also decided to increase the engine space from 25% of the previous standard (1 engine per 1,000t), to 33% (4 engines per 3,000t). This way the new standard speed became larger than the 7,500km/s encountered in enemy large vessels (except the FACs). One consequence was that Railguns actually looked more attractive than Gaussguns for PD final fire, despite the research efforts invested. A drawback of this design choice was that the existing 7kt and 10kt ship weights did not fit the engine scheme, so they were to be slightly enlarged to 7.5kt and 10.5kt. Surprisingly their upgrade would still be much cheaper than upgrading the larger 18kt battlecruisers. Even though it actually would be more costly to convert these vessels than to build new ones, they were still to be converted in order to preserve the task force training levels.

Several scientists had announced they expected considerable advances in lasers designs over the next few years, so at this moment no redesign of the 5 large laserships in service was contemplated.

 
« Last Edit: February 26, 2012, 07:20:44 AM by Theokrat »
 

Offline Theokrat (OP)

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Re: The Kaiserliche Raumflotte
« Reply #1 on: February 26, 2012, 05:54:49 AM »
So here they are:

Frankfurt am Main-Class Destroyer: 24 tubes, 6 “main” FCs (against 6kt+ targets with ECM-4), 4 AMM controls, and 1 “secondary” FCs, to fend of FACs (without ECM). Main weakness might be the mediocre passive protection, with only 4 armour columns.
Code: [Select]
B Frankfurt am Main class Destroyer    7,500 tons     699 Crew     2429.1 BP      TCS 150  TH 300  EM 0
8333 km/s     Armour 4-34     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 24
Maint Life 4.15 Years     MSP 911    AFR 99%    IFR 1.4%    1YR 85    5YR 1272    Max Repair 125 MSP
Magazine 696    

ENG MIL Mk IV 125Pw-30T-E4 (10)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 340,000 Litres    Range 204.0 billion km   (283 days at full power)

Size 1 5s Launcher (24)    Missile Size 1    Rate of Fire 5
PD Missile Fire Control Mk V 3.8mkm (4)     Range 35.0m km    Resolution 1
Missile Fire Control Standard R120-128mkm (6)     Range 127.8m km    Resolution 120
Missile Fire Control FAC-Destroyer R20-70m (1)     Range 69.5m km    Resolution 20

Hessen-Class Crusier. A larger version of the Frankfurt am Main class. It features a flag bridge, active, and some small passive sensors, thicker armour and a damage control centre. The class also have some rudimentary final fire railguns, which could also serve to finish of crippled enemies or civilian ships to conserve ammo.
Code: [Select]
B Hessen class Heavy Cruiser    10,500 tons     1088 Crew     3580.4 BP      TCS 210  TH 420  EM 0
8333 km/s     Armour 5-42     Shields 0-0     Sensors 11/18/0/0     Damage Control Rating 25     PPV 42
Maint Life 3.57 Years     MSP 1066    AFR 176%    IFR 2.4%    1YR 129    5YR 1935    Max Repair 180 MSP
Magazine 612    

ENG MIL Mk IV 125Pw-30T-E4 (14)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 425,000 Litres    Range 182.1 billion km   (252 days at full power)

Railgun PD Mark I 1D-3Pw-5s 2 (6x4)    Range 10,000km     TS: 8333 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Laser PD Mk III Fire Control S03 60-10000 (1)    Max Range: 120,000 km   TS: 10000 km/s     92 83 75 67 58 50 42 33 25 17
Reactor 10Pw (2)     Total Power Output 20    Armour 0    Exp 5%

Size 1 5s Launcher (24)    Missile Size 1    Rate of Fire 5
PD Missile Fire Control Mk V 3.8mkm (4)     Range 35.0m km    Resolution 1
Missile Fire Control Standard R120-128mkm (6)     Range 127.8m km    Resolution 120
Missile Fire Control FAC-Destroyer R20-70m (2)     Range 69.5m km    Resolution 20

Active Search Sensor FAC-Finder MR72-R20 (1)     GPS 1800     Range 72.4m km    Resolution 20
Active Search Sensor PD Mk IV 3.5mkm (1)     GPS 180     Range 32.4m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km


Frankfurt & Hessen class ships are to operate jointly. They have a larger range and maintenance capacity than the rest of the fleet, as they are intended for medium duration tasks, such as watching forward jump points.

The Derfflinger-class Battlecruiser from the main capital ships of the battle fleet. The emphasis is on the main armament arrangement, with 80 tubes. Passive protection through armour is somewhat smaller than on the Hessen, as is the railgun battery. They will largely remain docked at earth (or other worlds) and only sortie for specific tasks, so less emphasis was put on spaceworthiness and fuel capacity.
Code: [Select]
A Derfflinger class Battlecruiser    18,000 tons     2008 Crew     5940.6 BP      TCS 360  TH 720  EM 0
8333 km/s     Armour 3-61     Shields 0-0     Sensors 11/18/0/0     Damage Control Rating 26     PPV 95
Maint Life 2.76 Years     MSP 1238    AFR 432%    IFR 6%    1YR 234    5YR 3515    Max Repair 180 MSP
Magazine 1172    

ENG MIL Mk IV 125Pw-30T-E4 (24)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 625,000 Litres    Range 156.2 billion km   (217 days at full power)

Railgun PD Mark I 1D-3Pw-5s 2 (5x4)    Range 10,000km     TS: 8333 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Laser PD Mk III Fire Control S03 60-10000 (1)    Max Range: 120,000 km   TS: 10000 km/s     92 83 75 67 58 50 42 33 25 17
Tokamak Fusion Reactor 8Pw (2)     Total Power Output 16    Armour 0    Exp 5%

Size 1 5s Launcher (80)    Missile Size 1    Rate of Fire 5
PD Missile Fire Control Mk V 3.8mkm (5)     Range 35.0m km    Resolution 1
Missile Fire Control Standard R120-128mkm (20)     Range 127.8m km    Resolution 120
Missile Fire Control FAC-Destroyer R20-70m (2)     Range 69.5m km    Resolution 20

Active Search Sensor FAC-Finder MR72-R20 (1)     GPS 1800     Range 72.4m km    Resolution 20
Active Search Sensor PD Mk IV 3.5mkm (1)     GPS 180     Range 32.4m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

The backbone of the Imperial Navy however is the unshiny, small Torpedoboot IV-class gunboat. It is a very simplistic design: enough engines to keep up with the fleet and as many tubes, firecontrolls and magazines as will fit on the 3kt design. No passive protection to speak of and no active sensors essentially mean that these designs can not fight on their own. They are not intended to, they are to sail primarily with the battlecruisiers and add a considerable amount of tubes.
Code: [Select]
C Torpedoboot IV class Gunboat    3,000 tons     299 Crew     993.1 BP      TCS 60  TH 120  EM 0
8333 km/s     Armour 2-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 12
Maint Life 2.25 Years     MSP 207    AFR 72%    IFR 1%    1YR 55    5YR 826    Max Repair 125 MSP
Magazine 264    

ENG MIL Mk IV 125Pw-30T-E4 (4)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 95,000 Litres    Range 142.5 billion km   (197 days at full power)

Size 1 5s Launcher (12)    Missile Size 1    Rate of Fire 5
PD Missile Fire Control Mk V 3.8mkm (2)     Range 35.0m km    Resolution 1
Missile Fire Control Standard R120-128mkm (3)     Range 127.8m km    Resolution 120


However, the imperial navy entirely lacks large jump engines for military designs, even though a 18kt design is being developed it will take a while to complete. By large this not a problem, as most areas of interest quickly get connected by Jump Gates anyway, but sometimes systems do get contested that are not connected through jumpgates (at least not on both sides). Therefore the procedure is to actually use the small Torpedoboots in a pseudo-battlefleet role and let them bear the brunt of the attack. The role of the “Kommandoboot”-class is to make this at least possible. It does not have weaponry itself, but features a decent jump engine and an all-round small sensor suite. Since the Torpedoboots are helpless without the sensor coverage of the Kommandoboots, the later are armoured as heavily as possible.
Code: [Select]
C Kommandoboot IV class Gunboat    3,000 tons     264 Crew     1159.5 BP      TCS 60  TH 120  EM 0
8333 km/s    JR 5-250     Armour 6-18     Shields 0-0     Sensors 11/18/0/0     Damage Control Rating 1     PPV 0
Maint Life 2.21 Years     MSP 242    AFR 72%    IFR 1%    1YR 67    5YR 999    Max Repair 180 MSP
Flag Bridge    

J3000(5-250) Military Jump Drive     Max Ship Size 3000 tons    Distance 250k km     Squadron Size 5
ENG MIL Mk IV 125Pw-30T-E4 (4)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 150.0 billion km   (208 days at full power)

Active Search Sensor PD Mk IV 3.5mkm (1)     GPS 180     Range 32.4m km    Resolution 1
Active Search Sensor FAC-Finder MR72-R20 (1)     GPS 1800     Range 72.4m km    Resolution 20
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
« Last Edit: February 26, 2012, 07:23:09 AM by Theokrat »
 

Offline Theokrat (OP)

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Re: The Kaiserliche Raumflotte
« Reply #2 on: March 01, 2012, 03:56:07 PM »
So dear Forum members, beam weapons are not quite my strong point, here are two designs for meson-carrying ships. Mesons because I might be running against PDCs. Only a single main weapons as I think I can either force the range and win, or not and its irrelevant.

Tyr is slower and uses turret-based Gaussguns (size reduction 6), Beowulf is faster with Railguns.
Emphasis is very much on active defence with few shields and pretty much pitiful armour.


Code: [Select]
A Tyr class Dreadnought    18,000 tons     1404 Crew     5636 BP      TCS 360  TH 720  EM 1200
8333 km/s     Armour 3-61     Shields 40-300     Sensors 11/24/0/0     Damage Control Rating 6     PPV 170.88
Maint Life 1.58 Years     MSP 1174    AFR 432%    IFR 6%    1YR 545    5YR 8177    Max Repair 216 MSP

ENG MIL Mk IV 125Pw-30T-E4 (24)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 390,000 Litres    Range 97.5 billion km   (135 days at full power)
Theta R300/16 Shields (10)   Total Fuel Cost  160 Litres per day

R25/C5 Meson Cannon 250kkm-10s (1)    Range 250,000km     TS: 8333 km/s     Power 10-5     RM 25    ROF 10        1 1 1 1 1 1 1 1 1 1
Quad Gauss Cannon 20kms-16s (8x16)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Laser PD Mk IV Fire Control S04 40-20000 (3)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
Fire Control S06 192-7500 (1)    Max Range: 384,000 km   TS: 7500 km/s     97 95 92 90 87 84 82 79 77 74
Reactor 10Pw (1)     Total Power Output 10    Armour 0    Exp 5%

Active Search Sensor PD Mk V 3.8m (1)     GPS 144     Range 34.6m km    Resolution 1
Standard Sensor Mk II R120-71mkm (1)     GPS 4320     Range 71.0m km    Resolution 120
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km


Code: [Select]
A Beowulf class Dreadnought    18,000 tons     2334 Crew     5733.5 BP      TCS 360  TH 870  EM 1320
10069 km/s     Armour 4-61     Shields 44-300     Sensors 11/24/0/0     Damage Control Rating 5     PPV 126
Maint Life 1.93 Years     MSP 995    AFR 518%    IFR 7.2%    1YR 348    5YR 5215    Max Repair 216 MSP

ENG MIL Mk IV 125Pw-30T-E4 (29)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 100.0 billion km   (114 days at full power)
Theta R300/16 Shields (11)   Total Fuel Cost  176 Litres per day

R25/C5 Meson Cannon 250kkm-10s (1)    Range 250,000km     TS: 10069 km/s     Power 10-5     RM 25    ROF 10        1 1 1 1 1 1 1 1 1 1
Railgun PD Mark I 1D-3Pw-5s 2 (40x4)    Range 10,000km     TS: 10069 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Laser PD Mk III Fire Control S03 60-10000 (4)    Max Range: 120,000 km   TS: 10000 km/s     92 83 75 67 58 50 42 33 25 17
Fire Control S06 192-7500 (1)    Max Range: 384,000 km   TS: 7500 km/s     97 95 92 90 87 84 82 79 77 74
Reactor 10Pw (13)     Total Power Output 130    Armour 0    Exp 5%

Active Search Sensor PD Mk V 3.8m (1)     GPS 144     Range 34.6m km    Resolution 1
Standard Sensor Mk II R120-71mkm (1)     GPS 4320     Range 71.0m km    Resolution 120
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

So: Which one is better?
 

Offline TheDeadlyShoe

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Re: The Kaiserliche Raumflotte
« Reply #3 on: March 01, 2012, 04:27:20 PM »
Ummm. I would say the Tyr. But IMO you should lose one or two of the gauss cannon for beefier passive defences and another meson cannon or two. 
 

Offline Hawkeye

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Re: The Kaiserliche Raumflotte
« Reply #4 on: March 02, 2012, 08:33:07 AM »
I agree with The DeadlyShoe on the "more Mesons please".
You have to remember that Mesons do only one point of damage, regardless of caliber. This means it is very, very likely that you have to hit the enemy quite a few times before something essential to combat breaks. All that time, the enemy is shooting at you too. This can turn into a grinding match real fast and with only one gun, it is going to be a long one (except if your ship dies firs)
Ralph Hoenig, Germany
 

Offline Thiosk

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Re: The Kaiserliche Raumflotte
« Reply #5 on: March 02, 2012, 10:46:02 AM »
I knew there was something I didn't like, but that pretty much puts the finger on it.

You're fielding multiple beam techs on the same ships.  Why not use PD meson, and big meson for range, and then when you're close you can turn your PD right onto the enemy's ship for even more withering impact?  Number of meson seems to be its advantage, so having a crapload of meson turrets could turn a mediocre ship into Baby's First Swarm Mothership.

My approach to beam fleets is to separate missile screening from main-punch warships.  Gauss turretted PD cruisers, small beam turretted area defense  escorts, and then main line warships with two firing speeds: once every five seconds, and again with the big guns as quick as possible.

I recently calculated that my main line beam cruiser can put out approximatly 300 damage once it closes to optimum firing range.  That will tend to punch someones shields and armor pretty well, and then she'll put out another 300 damage in the interval it takes for the big gun to fire again.

You've gone to all the trouble of getting to knife-fight range through a hail of gunfire:
stab them in the face when you get there!

That being said, build a line of these ships and put them to work until you get ready to take a bunch of these suggestions, aside from the guns maybe, you probably need more main guns.  To be honest, on this forum we do a lot of theoretical wargames, and that means I've never tested more than half of the ships i've designed.  Maybe they would work just fine-- sub optimal, but what is?
« Last Edit: March 02, 2012, 10:49:57 AM by Thiosk »
 

Offline Panopticon

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Re: The Kaiserliche Raumflotte
« Reply #6 on: March 02, 2012, 11:12:47 AM »
If you feel you have to take PDCs with beams, you need to take them out as fast as possible, at beam range their missiles will have a 5 second flight time usually so you will be taking hits, and since NPRs love to put upwards of 50 AMM launchers on their PDCs you will be taking a lot of them, you need a fast, heavily armored box to close the range with enough firepower to put the PDC down in 1-2 salvos.

To be honest I find killing PDCs at close range to be a losing prospect and tend to just take them with long range missiles, and looking through your missile designs it should be possible.

Of the two you posted the Tyr looks best, but it seems like it would work better in a jump point defense role or as an anti fighter or swarm ship.
 

Offline Theokrat (OP)

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Re: The Kaiserliche Raumflotte
« Reply #7 on: March 03, 2012, 03:10:35 AM »
Thank you for your comments, very much appreciated!

The main critique seems to be against the small main armament. I am a bit reluctant to change this though.

Basically my design philosophy here is: Make the ship able to survive any amount of incoming damage. I find the main challenge is to close in with the enemy without being blown to pieces. Once this is achieved, I will win if I can deal at least some damage from a position where the enemy can not harm me.

Basically: I have to cross millions of kilometers at which the enemy can fire missiles at me anyway. At minimum I will be detected and engaged 20m km from the target. I can not go much faster than 10k km/s, so I need at least 2,000s to close the distance. Much more if the enemy moves away from me. I do not think there is any way that armour can survive that long. In particular against a PDC, which sit on enormous stockpiles of missiles. I have witnessed this particular target tossing out 50 AMM missiles every 10s, which means I can be engaged by 50D / 10s * 2000s=10,000 Damage points while I cross the range.

I know that one meson will take a while to achieve a kill. Say one meson takes 300 seconds to destroy a target, then two mesons could do it in 150s. But how does it matter? It took 2,000s minimum to get into range in the first place, so surely the extra 150s will not matter? Or in other words: I would rather like to maximize the chance to get into range in the first place, rather than the amount of damage that can be dealt once that is achieved.

This only considers an enemy armed with ordinary missiles & PD beams, and things might be different if the enemy had beam weapons of greater range (or was faster) than these ships, but I am quite positive that this not the case. Also the 250,000km range of the mesons allow me to stay out of the 5s-travel distance of enemy missiles. However I get the point that this only ever works if I can keep out of enemy beam range. To make this a bit more likely lets add a laser instead, which has an even greater range (but can obviously not be used against most PDCs). The main armament might look a bit weird admittedly, but I think it serves the purpose quite nicely.

Other changes: The following design is to operate in pairs. I think the pair can take on more than 40 missiles per 5s. With a comfortable "buffer" provided by the shields they should be able to sustain a continuous bombardment of upwards of 50 AMM / 10s. I am quite sure they can destroy anything that I have encountered that is i) slower than them and ii) has no beam-weapons of greater range.

One thing that does have me worried though is (the lack of) electronic warfare. Do you guys think I need ECCM? What happens if I dont, and find a target with ECM? Will I be completly unable to hit at the maximum range (spell:slightly below), or will it just become less likely? (Say the chance at 300k km was 10% without ECM, and the enemy puts up ECM4- will the result be 0% or just 6%?)


Code: [Select]
A Siegfried class Dreadnought    16,500 tons     1345 Crew     5402 BP      TCS 330  TH 660  EM 1800
8333 km/s     Armour 5-57     Shields 60-300     Sensors 11/24/0/0     Damage Control Rating 7     PPV 137.66
Maint Life 2.46 Years     MSP 1535    AFR 290%    IFR 4%    1YR 350    5YR 5244    Max Repair 216 MSP

ENG MIL Mk IV 125Pw-30T-E4 (22)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 405,000 Litres    Range 110.5 billion km   (153 days at full power)
Theta R300/16 Shields (15)   Total Fuel Cost  240 Litres per day

25cm C6 Far Ultraviolet Laser 800kkm-D16 (1)    Range 384,000km     TS: 8333 km/s     Power 16-6     RM 5    ROF 15        16 16 16 16 16 13 11 10 8 8
R25/C5 Meson Cannon 250kkm-10s (1)    Range 250,000km     TS: 8333 km/s     Power 10-5     RM 25    ROF 10        1 1 1 1 1 1 1 1 1 1
Quad Gauss Cannon 20kms-16s (6x16)    Range 20,000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S06 192-7500 (1)    Max Range: 384,000 km   TS: 7500 km/s     97 95 92 90 87 84 82 79 77 74
Laser PD Mk IV Fire Control S04 40-20000 (3)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
Reactor 10Pw (1)     Total Power Output 10    Armour 0    Exp 5%
Reactor small 1 Pw (1)     Total Power Output 1    Armour 0    Exp 5%

Standard Sensor Mk II R120-71mkm (1)     GPS 4320     Range 71.0m km    Resolution 120
Active Search Sensor PD Mk V 3.8m (1)     GPS 144     Range 34.6m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

I dont use mesons for PD because, well, they are not really good weapons for that purpose unless you encounter armed missiles (which I dont). Gaussguns and Railguns simply have a much higher rate of fire, which is what counts in the PD role.

Actually Jumpgate Defence Ships follow the exact opposite philosophy: They do not need to close any difference and their main objective will be to deal a maximum amount of damage before the enemy regains sensor/FC capacity. So actually: JG-guards will be designed with a maximum of main weapons, and only very little PD installations - Although at such distance small calibre weapons can very well be the optimal anti-ship weapon as well. A Jumpgate Defence Ship of the 18k category would likely look something like this: (although in practice the role will rather be fulfilled by circa 4 vessels of much smaller size):

Code: [Select]
A Berserk class Monitor    18,000 tons     2543 Crew     7317.5 BP      TCS 360  TH 720  EM 0
8333 km/s     Armour 4-61     Shields 0-0     Sensors 11/24/0/0     Damage Control Rating 6     PPV 160
Maint Life 2.18 Years     MSP 1652    AFR 398%    IFR 5.5%    1YR 466    5YR 6997    Max Repair 216 MSP

ENG MIL Mk IV 125Pw-30T-E4 (24)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 50.0 billion km   (69 days at full power)

25cm C6 Far Ultraviolet Laser 800kkm-D16 (20)    Range 384,000km     TS: 8333 km/s     Power 16-6     RM 5    ROF 15        16 16 16 16 16 13 11 10 8 8
Fire Control S06 192-7500 (4)    Max Range: 384,000 km   TS: 7500 km/s     97 95 92 90 87 84 82 79 77 74
Reactor 10Pw (12)     Total Power Output 120    Armour 0    Exp 5%

Active Search Sensor PD Mk V 3.8m (1)     GPS 144     Range 34.6m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
 

Online Andrew

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Re: The Kaiserliche Raumflotte
« Reply #8 on: March 03, 2012, 04:12:50 AM »
I consider ECCM vital for Beam armed ship which are going to shoot at enemy ships rather than just missiles, Most NPR and Spoiler ships have good ECM. From what I remember and my experience this is a flat reduction off of your hit chance so ECM 5 would drop your hit chance from 55% to 5% (This happened to me and caused the destruction of an entire fleet by one ship , because I did not expect the ECM to be so crippling).
I also seem to recall that the defense bases you are worrying about are actually orbital, I don't think NPR's build PDC's so Lasers would work fine and much faster , but I could be wrong
I can see why you want the long range beam weapon as the missile bases are almost always paired with a base mounting massive numbers of Gauss guns/10cm lasers/10cm mesons.
« Last Edit: March 03, 2012, 07:42:13 AM by Andrew »
 

Offline TheDeadlyShoe

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Re: The Kaiserliche Raumflotte
« Reply #9 on: March 03, 2012, 05:13:09 AM »
Significant weakness (spoiler)

The problem with the light main armament, as you've already cited, is against other beam warships. You can't count on them always being slower or having shorter range. In particular, the bog-standard 10,000 km/s Swarm Soldier will be able to overrun your ship handily with far heavier firepower/ton.  If you mount some ECM you may at least be able to force it into secondaries range.  But if a good size swarm ever gets that close you're likely to take punishing damaging regardless.  The Beowulf does at least have the advantage of being slightly faster than that threat.
 

Offline Thiosk

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Re: The Kaiserliche Raumflotte
« Reply #10 on: March 03, 2012, 01:45:24 PM »
Eccm is a funny thing.  With missiles, you can compensate for eccm with comically oversized firecontrols.  But since beam firecons are limited to size x 4....

For point defense firecons I don't use it, but I place the highest level eccm for all main attack beam firecontrols per ship.
 

Online Andrew

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Re: The Kaiserliche Raumflotte
« Reply #11 on: March 04, 2012, 03:55:04 AM »
ECM Does not reduce the range of Beam weapons it reduces the chance to hit. So a fire control cannot correct for the problem , you have to have ECCM. ECM Equipped missiles are rare enougth that you can skip it for Point defense, but you should have ECCM for all FC directors you intend to engage ships with