Author Topic: Polarity Gravsurvey Vessel  (Read 1646 times)

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Offline macks (OP)

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Polarity Gravsurvey Vessel
« on: April 19, 2020, 08:28:50 PM »
Here's my newest Gravsurvey/Geosurvey vessel, purpose built to jump with a fleet much slower than itself (4500km/s), scout ahead and survey some points, and when threatened, return to the fleet which is much better armed and defended.  My fleet's defence comprises turrets that should function fine but their fire controls are hopelessly outdated.  Let me know if this new ship stands up to the rigor of your fleets.

Polarity class Gravitational Survey Vessel      10 000 tons       324 Crew       3 141. 8 BP       TCS 200    TH 2 000    EM 0
10000 km/s      Armour 4-41       Shields 0-0       HTK 75      Sensors 0/0/2/2      DCR 20      PPV 39. 94
Maint Life 3. 98 Years     MSP 2 923    AFR 80%    IFR 1. 1%    1YR 295    5YR 4 428    Max Repair 1000. 00 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 5 months    Morale Check Required   

Central Engineworks IF Drive  EP2000. 00 (1)    Power 2000. 0    Fuel Use 75. 89%    Signature 2000. 00    Explosion 20%
Fuel Capacity 750 000 Litres    Range 17. 8 billion km (20 days at full power)

Rheinmetall Twin Optics Division 20cm C4 Ultraviolet Laser Standard Turret (2x2)    Range 60 000km     TS: 12250 km/s     Power 20-8     RM 40 000 km    ROF 15       
Raytheon SRBFC R60-TS12500 (70%) (1)     Max Range: 60 000 km   TS: 12 500 km/s     83 67 50 33 17 0 0 0 0 0
Central Engineworks SF Reactor R100 (1)     Total Power Output 100    Exp 5%

Raytheon AMS AS31-R1 (70%) (1)     GPS 280     Range 31. 3m km    MCR 3. 4m km    Resolution 1
Raytheon ASW AS145-R100 (70%) (1)     GPS 28000     Range 145. 3m km    Resolution 100
Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

 

Offline xenoscepter

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Re: Polarity Gravsurvey Vessel
« Reply #1 on: April 19, 2020, 09:54:12 PM »
Satan's Socks, but that thing is fast as Hell... 10,000 km/s!? I have Beam WarShips at this tech that are slower than that. ~4-ish years of Maintenance Life w/ a 1.1% IFR is pretty damn good.

A suggestion might be to drop some MSP and / or Engineering Spaces for fuel, you have 5 months of deployment, but only 20 Days of fuel. With that range you'd have trouble even surveying the outer regions of Sol. MSP is a bit on the light side in my opinion, but in terms of game mechanics it is reasonable enough. Battle damage takes 2x MSP of the damaged component to repair, in this case, your most expensive item is 1,000 MSP. Battle damage to that component will eat more than 2/3rds of your available MSP. I know it isn't a warship, but it's just something for your consideration. Five months for a surveyor is... not great, but definitely usable. Gonna be a right pain in the arse though on a ship that big as you can't have hangars mitigate it as easily. The sensors are, well, sensible; I would recommend adding some EM / TH passives to find NPR colonies.

Damn them guns are big tho... a well armed survey ship to be sure! ;D

A few tips & rules of thumb:

1x Engineering Space per 1,000~2,000 Tons is pretty okay as far as keeping the IFR down.

Fuel is easier to refill than Deployment time, but if they don't match then you are tethered to either a tanker (for fuel) or a carrier (for deployment time).

Fuel and Deployment time should be halved for the purposes of effective range, you must get from the point of resupply, to the Area of Operations and back. Even with a tanker and/or carrier this holds true as the tanker will eventually need to re-fuel at a supply depot. You could make a commercial super-carrier with commercial hangar bays, but again... you gotta re-fuel somewhere at some point.
« Last Edit: April 19, 2020, 09:55:54 PM by xenoscepter »
 
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Offline macks (OP)

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Re: Polarity Gravsurvey Vessel
« Reply #2 on: April 19, 2020, 11:01:03 PM »
Thanks haha, I wanted it to at least be able to fire on incoming missiles but I guess those turrets don't need to be so large.  I'm new to Aurora still as when I got into VB6 a few years ago I decided to just wait for C# instead of learning it.  I don't really know what I'm looking for when it comes to balancing main engineerings with maintenance spaces and maintenance storage bays and whatnot, so hopefully this will help.  I have 5 months deployment because my natural conclusion to the fuel issue was to create fast fleet tankers to keep up and 5 months deployment with ~25 days of fuel was the fleet standard.  I also don't really know how to balance armament yet, I really like lasers and I hate dealing with missiles, so I have some corvettes with spinals and standards and some turreted defensive fire ships.  Guess we'll find out how quickly they get melted by missiles from 100mkm.  I also don't know how to balance power, I just make generators with around 200 power and hope for the best.
 

Offline macks (OP)

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Re: Polarity Gravsurvey Vessel
« Reply #3 on: April 19, 2020, 11:40:12 PM »
How well does stealth in this game work? Here's the stealth ship design I've come up with, but haven't tested.

Blackbird class Hunter      9 997 tons       303 Crew       3 327. 2 BP       TCS 20    TH 360    EM 0
7502 km/s      Armour 5-41       Shields 0-0       HTK 57      Sensors 110/80/0/0      DCR 16      PPV 22
Maint Life 4. 74 Years     MSP 5 528    AFR 133%    IFR 1. 9%    1YR 404    5YR 6 056    Max Repair 750. 00 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 5 months    Morale Check Required   

Black Division IF Stealth Drive 150P  EP750. 00 (2)    Power 1500. 0    Fuel Use 52. 29%    Signature 180. 0000    Explosion 15%
Fuel Capacity 900 000 Litres    Range 31 billion km (47 days at full power)

Optics Divison 350mm C6 FU Laser (2)    Range 480 000km     TS: 7 502 km/s     Power 32-6     RM 50 000 km    ROF 30       
Raytheon LRBFC R480-TS7500 (70%) (1)     Max Range: 480 000 km   TS: 7 500 km/s     98 96 94 92 90 88 85 83 81 79
Central Engineworks TF Reactor R107-PB20 (1)     Total Power Output 107. 3    Exp 10%

Raytheon EM Sensor EM10-80 (1)     Sensitivity 80     Detect Sig Strength 1000:  70. 7m km
Thermal Sensor TH10-110 (1)     Sensitivity 110     Detect Sig Strength 1000:  82. 9m km
Cloaking Device: Class cross-section reduced to 10. 0% of normal

This design is classed as a Military Vessel for maintenance purposes

It feels like there isn't a whole lot of space to work around the cloaking device and I'm not even sure if the engines are stealthy enough because I don't know whether the signature stacks or not.
 

Offline xenoscepter

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Re: Polarity Gravsurvey Vessel
« Reply #4 on: April 20, 2020, 07:41:54 AM »
 - Without an Active Sensor, your Stealth Ship cannot acquire a target to shoot at. The active sensor feeds the targeting data into the Beam FCS, passive sensors, like EM and TH cannot do that. Also, that laser is freakin' yuuuge, but fires really slowly. 5 second reload is the gold standard, but those big ol' honkin' 35cm ones are great if all you want to do is zoom in, blast the frakk outta the target and zoom away. However, 7,500~ km/s is kinda slow for boom and zoom or kiting at this tech, although it can work. 9,000+ is much better, but you'll lose a lot in range... and I mean a lot. 7-8k km/s is more than fine if you want to "stand and deliver", but that's only really useful in conjunction with missile warships or by utilizing specific tactics.

 - Those passive are stupid big, I'd consider trimming them back. You only need as much reactor as you have capacitor. Three Capacitor 3 Lasers, regardless of size, will use 9 power. so the reactor only needs to put out 9 power. Power Output of 1 is enough to fill 1 Capacitor every 5s. So if your laser needs 15 power, but only has a Capacitor of 3, it's going to take 25 seconds to fire and require 3 Power Output in total. At Capacitor 5, it'll fire every 15 seconds and require a total Power Output of 5. Two such lasers would need 10 Power Output, and so on and so forth. 900,000 Litres for 31 billion range is a little steep, but only a little. I'd recommend playing around with engine size and boost, you might gain some extra tonnage, range AND speed all at once.

 - Cloak requires more of a tech investment if you want to make combat ships with it. Cloak has overall been kinda nerfed with the new sensor model in C#, moreso than Thermal Reduction which if anything got a buff on account of the new engine mechanics. Cloak reduces your Target Cross Section (TCS) to a certain percentage of it's original Mass. For example a 10,000 Ton ship with 75% Reduction Cloak will yield a TCS equal to a ship of 2,500 Tons. On a 1,000 ton ship, the same 75% yields a craft equal top 250 Tons. So instead of a Resolution 200 Sensor seeing your 10,000 Ton ship, you would need a Resolution 25 Sensor instead. The new active sensor model, however, makes smaller sensors much more effective... so cloak is less useful than it was before. At early tech it is best used on specialized scouts or missile warships. Later on it becomes viable on very small carriers and later still it becomes useful on beam warships.

 - That thermal reduction isn't helping you at all. It kinda stacks, two engines with 50% Thermal Reduction will be half as hot as two engines w/o it. However, the effects are not cumulative; i.e. two 50% Reductions resulting in a 25% Reduction. Your armor is decent enough, and that cloaking device will make you appear about as big as a Fast Attack Craft, which are ships between 501 and 1,000 Tons. FACs, as they are called, don't need a Bridge btw. That Cloak will make your ship harder to find on actives for sure, but those engines are so damn hot it really won't matter. 0.80x Power on engines gives a LOT of fuel economy for only a little loss of power, at least in VB6; the engine model is different in C#, but I'm fairly certain the gains are still worth it. You could probably cut back on the Engineering Spaces and / or Maintenance Storage. Your weapons have a 1% failure rate, so don't trim MSP too much, with a 750 Max Repair you're already looking at 1,500 MSP to repair a battle damaged engine. However, 16 Engineering Spaces is probably overkill. You could definitely get away with EM /TH of 20-60, but 80 is quite good... generous and tonnage consuming, but good.

 - I would also consider more weapons... possibly railguns or turreted gauss for Point Defense against missiles.