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Cruisers


To start my cruisers. I read up on designations and while size is a factor, I learned that purpose is most important in ships classication. Cruiser are meant to cruise, i.e. sail around on their own dealing with whatever targets they run into. So I made them rather heavily armored, able to cruise for longer times than destroyers and while somewhat specialized, they are all armed so they can deal with any threat. I had been thinking that I should specialize them more for engagement range than enemy type. Either way, they all come with spinal lasers, as they are don't take much space compared to, say, quad turrets, so enemies we outrange and outspeed we will simply engage at maximum range with all the cruisers using their spinal lasers. And if they close in the spinal laser packs a hefty punch so still good for brawling close range. They also all have some gauss cannons for close range missile and light fighter defence and surprisingly useful for brawling in very close range.

Most of them have only token sensors as they rely on my sensor cruiser, but this might be a mistake.




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Overlord class Command Cruiser      25,000 tons       618 Crew       3,429.8 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 112      Sensors 120/120/0/0      DCR 23      PPV 28.1
Maint Life 3.01 Years     MSP 2,385    AFR 210%    IFR 2.9%    1YR 396    5YR 5,936    Max Repair 375 MSP
Commodore    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 405,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics Single 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Fighter) (1x1)    Range 180,000km     TS: 12000 km/s     Power 6-3     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (2x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics CIWS-120 (1x6)    Range 1000 km     TS: 12,000 km/s     ROF 5       
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics PD BFC R19-TS12000 (SW) (2)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Anti-Fighter BFC R192-TS12000 (SW) (1)     Max Range: 192,000 km   TS: 12,000 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Improved Pebble Bed Reactor R3 (2)     Total Power Output 6    Exp 5%

Endanor Electronics 20 Ship Active Search Sensor AS99-R100 (1)     GPS 24000     Range 99.4m km    Resolution 100
Endanor Electronics 20 Missile Active Search Sensor AS21-R1 (1)     GPS 240     Range 21.4m km    MCR 1.9m km    Resolution 1
Endanor Electronics EM Sensor EM20-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  86.6m km
Endanor Electronics Thermal Sensor TH20-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  86.6m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

The Overlord class is meant as the combined command cruiser and sensor platform. This is perhaps a mistake as they are basically the primary target because of their active sensor. I think maybe making a separate sensor cruiser would be wise and give both the command and sensor platform plenty of PD and armor. Maybe keep the passive sensors on the command cruiser. One has been built.




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Firestorm class Cruiser      25,000 tons       636 Crew       3,191.9 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 143      Sensors 0/0/0/0      DCR 19      PPV 102.2
Maint Life 2.18 Years     MSP 1,521    AFR 263%    IFR 3.7%    1YR 428    5YR 6,427    Max Repair 375 MSP
Lord-Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 404,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics Twin 15.0cm C3 Near Ultraviolet Laser Turret (Anti-FAC) (8x2)    Range 180,000km     TS: 8000 km/s     Power 12-6     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (1x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Anti-FAC BFC  R192-TS8100 (SW) (8)     Max Range: 192,000 km   TS: 8,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics Improved Pebble Bed Reactor R4 (12)     Total Power Output 48    Exp 5%

Endanor Electronics 0.1 FAC Active Search Sensor AS4-R20 (1)     GPS 24     Range 4.1m km    Resolution 20
Endanor Electronics Escort EM Sensor EM0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Firestorm was basically designed to deal with small, lightly armored and fast flying enemies. Meant to park itself between fighters, facs and other such small ships and their target and tell them no, not today. Its meant to strike fear into any small ship squadron. Space superiority! And provide a line of defence after escorts against missiles because of the speed of the turrets. Practically speaking, at the current tech level, they have not been built at all because the highest tracking speed is 12.5k which is what I intend for anti-fighter work but right now is what I have for missiles also, so I just build escorts.



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Hammer of Justice class Cruiser      25,000 tons       677 Crew       3,064.7 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 149      Sensors 0/0/0/0      DCR 19      PPV 103.8
Maint Life 3.55 Years     MSP 3,345    AFR 263%    IFR 3.7%    1YR 407    5YR 6,111    Max Repair 375 MSP
Lord-Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 404,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics 15.0cm C3 Near Ultraviolet Laser (18)    Range 180,000km     TS: 3,000 km/s     Power 6-3     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (1x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics Anti-Capital BFC R192-TS3000 (4)     Max Range: 192,000 km   TS: 3,000 km/s     71 67 63 59 55 52 48 44 40 36
Endanor Electronics Improved Pebble Bed Reactor R4 (12)     Total Power Output 48    Exp 5%
Endanor Electronics Improved Pebble Bed Reactor R3 (3)     Total Power Output 9.1    Exp 5%

Endanor Electronics 0.1 Capital Active Search Sensor AS12-R500 (1)     GPS 600     Range 12m km    Resolution 500
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Hammer of Justice is my Anti capital (and anti ship) as they are not turreted and simply have as many large lasers strapped on it as possible. None have been built as current ship speeds are too slow meaning its believed that I will not be able to hit their target. My plan is to replace most of the lasers except the spinal one with particle lanses once they become available.




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Harbringer class Cruiser      25,000 tons       588 Crew       3,036.3 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 171      Sensors 0/0/0/0      DCR 19      PPV 114.44
Maint Life 2.26 Years     MSP 1,782    AFR 263%    IFR 3.7%    1YR 470    5YR 7,052    Max Repair 375 MSP
Lord-Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 404,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics Quad 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Ship) (4x4)    Range 180,000km     TS: 5000 km/s     Power 24-12     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (1x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics Anti-Ship BFC R192-TS5100 (SW) (4)     Max Range: 192,000 km   TS: 5,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Improved Pebble Bed Reactor R4 (12)     Total Power Output 48    Exp 5%
Endanor Electronics Improved Pebble Bed Reactor R3 (1)     Total Power Output 3    Exp 5%

Endanor Electronics 0.1 Ship Active Search Sensor AS7-R100 (1)     GPS 120     Range 7m km    Resolution 100
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km
Endanor Electronics Escort EM Sensor EM0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

The harbingers are the workhorse class as the moment. They are meant as the general brawler dealing with ships having 4 quad lasers each with their own targeting system at 5000 that is the expected speed of larger ships so they can freely choose between several smaller targets or one large, this ship can pack a bunch against small as well as large targets. T6 have been build.




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Stormwolf class Cruiser      25,000 tons       586 Crew       3,079.5 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 153      Sensors 6/6/0/0      DCR 19      PPV 95.16
Maint Life 2.22 Years     MSP 1,642    AFR 263%    IFR 3.7%    1YR 449    5YR 6,735    Max Repair 375 MSP
Lord-Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 404,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics Twin 15.0cm C3 Near Ultraviolet Laser Turret (Anti-FAC) (2x2)    Range 180,000km     TS: 8000 km/s     Power 12-6     RM 30,000 km    ROF 10       
Endanor Electronics Quad 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Ship) (2x4)    Range 180,000km     TS: 5000 km/s     Power 24-12     RM 30,000 km    ROF 10       
Endanor Electronics  Twin Gauss Cannon R200-100 Turret (1x6)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics CIWS-120 (2x6)    Range 1000 km     TS: 12,000 km/s     ROF 5       
Endanor Electronics Anti-FAC BFC  R192-TS8100 (SW) (2)     Max Range: 192,000 km   TS: 8,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Anti-Ship BFC R192-TS5100 (SW) (2)     Max Range: 192,000 km   TS: 5,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Improved Pebble Bed Reactor R4 (9)     Total Power Output 36    Exp 5%
Endanor Electronics Improved Pebble Bed Reactor R3 (1)     Total Power Output 3    Exp 5%

Endanor Electronics 5.0 Active Search Sensor AS49-R100 (1)     GPS 6000     Range 49.7m km    Resolution 100
Endanor Electronics 0.1 Escort Active Search Sensor AS2-R1 (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Endanor Electronics 0.1 FAC Active Search Sensor AS4-R20 (1)     GPS 24     Range 4.1m km    Resolution 20
Endanor Electronics 0.1 Fighter Active Search Sensor AS2-R5 (1)     GPS 6     Range 2.6m km    Resolution 5
Endanor Electronics Civ EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Endanor Electronics Civ Thermal Sensor TH1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

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Justicar class Cruiser      25,000 tons       600 Crew       3,120.8 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 152      Sensors 6/6/0/0      DCR 26      PPV 84.92
Maint Life 3.14 Years     MSP 2,123    AFR 192%    IFR 2.7%    1YR 323    5YR 4,847    Max Repair 375 MSP
Lord-Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 800,000 Litres    Range 19.7 billion km (76 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics Single 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Fighter) (2x1)    Range 180,000km     TS: 12000 km/s     Power 6-3     RM 30,000 km    ROF 10       
Endanor Electronics Quad 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Ship) (2x4)    Range 180,000km     TS: 5000 km/s     Power 24-12     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (2x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics CIWS-120 (1x6)    Range 1000 km     TS: 12,000 km/s     ROF 5       
Endanor Electronics Anti-Fighter BFC R192-TS12000 (SW) (2)     Max Range: 192,000 km   TS: 12,000 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Anti-Ship BFC R192-TS5100 (SW) (2)     Max Range: 192,000 km   TS: 5,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics PD BFC R19-TS12000 (SW) (2)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Improved Pebble Bed Reactor R4 (6)     Total Power Output 24    Exp 5%
Endanor Electronics Improved Pebble Bed Reactor R3 (4)     Total Power Output 12.1    Exp 5%

Endanor Electronics 5.0 Active Search Sensor AS49-R100 (1)     GPS 6000     Range 49.7m km    Resolution 100
Endanor Electronics 0.1 Escort Active Search Sensor AS2-R1 (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Endanor Electronics 0.1 FAC Active Search Sensor AS4-R20 (1)     GPS 24     Range 4.1m km    Resolution 20
Endanor Electronics 0.1 Fighter Active Search Sensor AS2-R5 (1)     GPS 6     Range 2.6m km    Resolution 5
Endanor Electronics Civ EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Endanor Electronics Civ Thermal Sensor TH1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

The Stormwolf/Justicar classes are twin classes embracing the idea of cruiser as generalists, they have weapons to deal with ships, capitals, facs, fighters and missiles in equal meassure and a larger sensor suite. One meant for true lone wolf (I now realise I should change the name around to fit that!) the Justicar is meant to go patrol on its own or be stationed as lone defence on new colonies requiring some measure of protection and have twice the fuel and longer maintanance life. I might also make its deployment time longer, but it had to be reduced to fit all. Will be extended at higher tech levels. The Stormwolf meanwhile, have been designed for fleet operation. Right now two have been build to guard the Overlord and to be used to patrol systems the fleets are in on their own or go deal with smaller fleets or single ships, basically while the fleet is meant to fight fleets the Stormwolf is kept as backup with the Overlord in the back and be throw at any gaps, its is the solution to throw at any problem that shows up.

 

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Vigiliant class Escort Cruiser      25,000 tons       636 Crew       3,360.3 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 133      Sensors 0/0/0/0      DCR 17      PPV 97
Maint Life 2.12 Years     MSP 1,518    AFR 284%    IFR 3.9%    1YR 453    5YR 6,790    Max Repair 375 MSP
Lord-Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 404,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics Single 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Fighter) (8x1)    Range 180,000km     TS: 12000 km/s     Power 6-3     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (5x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics Anti-Fighter BFC R192-TS12000 (SW) (8)     Max Range: 192,000 km   TS: 12,000 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics PD BFC R19-TS12000 (SW) (5)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics Anti-Ship BFC R192-TS5100 (SW) (2)     Max Range: 192,000 km   TS: 5,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Improved Pebble Bed Reactor R4 (6)     Total Power Output 24    Exp 5%
Endanor Electronics Improved Pebble Bed Reactor R3 (1)     Total Power Output 3    Exp 5%

Endanor Electronics 0.1 Escort Active Search Sensor AS2-R1 (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Endanor Electronics Escort EM Sensor EM0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

The vigilant is the premier escort ship of the solar empire featuring defence in debt with multible layers of point defence. First is long range area defence with 8 fast tracking laser turrets followed by a battery of 5 close range gauss cannons.  This a ship meant to ensure that no missile ever touches any of our ships.



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Glyph class Jump Cruiser      25,000 tons       594 Crew       3,627.6 BP       TCS 500    TH 1,500    EM 900
3000 km/s    JR 4-250      Armour 9-76       Shields 30-300       HTK 121      Sensors 6/6/0/0      DCR 28      PPV 7.8
Maint Life 1.77 Years     MSP 2,624    AFR 179%    IFR 2.5%    1YR 1,037    5YR 15,556    Max Repair 1402.7 MSP
Captain    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics J25000(4-250) Military Jump Drive     Max Ship Size 25000 tons    Distance 250k km     Squadron Size 4

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 404,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics  Single Gauss Cannon R200-100 Turret (1x3)    Range 19,200km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0

Endanor Electronics 0.1 Ship Active Search Sensor AS7-R100 (1)     GPS 120     Range 7m km    Resolution 100
Endanor Electronics Civ EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Endanor Electronics Civ Thermal Sensor TH1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Not much to say about the glyph. Its simply there to provide jump ability if need be It have slightly better sensor than most other ships



Before building them, my greatest worry was a slow speed at 3000, I am considering designing souped up engines and push them to 5000, but for now I am waiting for next engine tech.

Practically speaking, the greatest issue I have right now is how pita setting the fire control is when the ships are not specialized. Does anyone have suggestion on how to make it easier? Maybe I should just drop all the different weapons and specialize my cruisers also with single weapon types and fire controls. Right now I click the auto set, then have to move them around, fx the spinal laser cause it sets itself to the turrets usually. I then change all of them to area defence cause it sets to final fire cause I want to defend everyone in the area? But maybe final fire works fine? Some advice on the matter would be good.

After testing them, I think maybe my missile defence is not good enough, and I need to soup it up more as barrages seemed to get trough. What more is, my Overlord is a flying target, enemies seems to target the strongest sensor. I think I should split them and make a separates sensor platform and command cruiser, maybe give the command cruiser jump ability. Maybe I should add at least one large active sensor on all my cruisers or something? Seems like a weakness to have sensor platforms when they are targeted like they are maybe.

 I think maybe I should specialize my ships more, and have two or maybe the 3 different weapons max at the ship. I really like having the spinal lasers, but if people can convince me they are pointless I will remove them from most design. I just like the idea that they can all stay at maximum range and harras the enemy. And maybe reduce the number of design or make them more similar so I can make them in the same shipyard, cause I mostly can't now.

 In the future, if sheep speed increases then anti ship ships maybe not use turrets. In fact, I might when I reach 5000 in speed roll the Hammer of Justice and Harbinger together in one class as it might be a pointless distinction to have between ships and capital ships and them deal with anything large and slow and then build Firestorms to deal with anything faster than 5000 that need turreted ships. And maybe also just get rid of the Justicar and make the Stormwolf have longer shelf life and more gass than the fleet in general and have it serve both the purposes.

Also, maybe shields aren't worth it but dammit, I love them, as sci-fi nerd its criminal that they are not useful in game apprently. Should I maybe slap on some CIWS also or are they not worth it on military ships. Generally my biggest worry is dealing with missiles since I dont use them myself. Perhaps I should remove the Cruiser Escort and let Destroyers handle all escort duties?
12
C# Bureau of Design / Improved Nuclear Pulse Area Large Beam ships Fleet
« Last post by hostergaard on Yesterday at 09:37:28 AM »
The Empire Fleet

So, I have been playing this game on and of for like a decade or so, but somehow never actually made many battleships or engaged in battle. I mostly end up colonizing stuff and explore the game before being overwhelmed, but I finally got around to designing a fleet and would love hear some critique or suggestion as I noted some problems in the first battle I had. To cut down on the labour, I avoided missile ships for now, so its all beam ships. I primarily focused on lasers with some gauss cannons as point defence/area defence (not completely sure I got the terminolog right, basically to defend the themselves and the ships in the fleet from missiles and light fighters), a little Rail and plans for Lances.

Also, at the current tech level I set target speed for my FC and turrets to deal with as

3000 - Capital ships

5000 - Ships (Everything from frigate to cruisers)

8000 - FACS

125000 - Fighers

25000 - Missiles (Theoretical, as I can only make FC with a speed of 12.5k)


So right now I have my fleet with the following subfleets
NAV First Fleet (<-- First fleet naval Admin)
- 1st Fleet (<-- Fleet)
-- CL Brawler Ship Destroyers (<-- Sub-Fleet)
      3x Excalibur Class Destroyers
-- Escort Cruisers
     3x Vigilant Class Escort Cruisers
-- Escort Destroyers
     3x Fortitude Class Escort Destroyers
-- Lead Cruiser
     1x Overlord Class Command Cruisers
     2x Stormwolf Class Escort Cruisers
-- LR Anti-ship Cruisers
    3x Harbinger Class Cruisers
-- LR Anti-ship Cruisers
     3x Harbinger Class Cruisers
-- LR FAC Destroyers
     3x Sabre class Destroyers
-- LR Ship Destroyers
     3x Dragonslayer class Destroyer
--Support Fleet
---Fleet Supply Ships
     1x Killer Whale class Tanker
     1x Stellar Conveyor class Fleet Support Vessel
---Jump Ships
----Cruiser Jump Ships
      4x Glyph class Jump Cruise
----Destroyer Jump Ships
      4x Eclipse class Jump Destroyer
----Support Jump Ship
      1x Stellar Fairway class Jump Tender



Cruisers

Destroyers

Support Ships


I want to place my Overlord in the back and the escorts more in the front, but I can seem to figure out how to make sub fleets fly placed according to each other in formation orders. Also, is there a way to make the fleet possition itself constantly according to enemy fleet and keep them at spesific range via the formation orders? 

Work in progress more text added soon


Moving the ship design to seperate posts for readability cause the of topic feature seems not to work with the code feature.

Anyway, toughts? Critique? Feel free to post any suggestions you may have on my fleet.
13
General Discussion / Re: Modding cargo size
« Last post by Steve Walmsley on Yesterday at 08:48:14 AM »
Besides what Steve mentions, there is a somewhat more involved approach you can take. In the table FCT_ShipDesignComponents you can edit the ComponentValue column values for each type of Cargo Hold. You can use the relationship that 1 unit of minerals = 2 cargo points to revise the ComponentValue so that each cargo hold can contain the number of minerals you think is reasonable for your desired game type.

After doing this, you almost certainly will need to follow Steve's advice and modify all of the installation sizes in DIM_PlanetaryInstallations. If you do not do this, it is almost certain that you will break the NPRs as they will not be able to ship installations to outlying colonies effectively. As always, modding the DB means you cannot submit bugs from a game played with that DB unless you can verify them in an unmodded version.

The above would work in theory, but you would severely penalise the ability of cargo holds to transport ship components as that is based on component size.
14
General Discussion / Re: How / do you standardize ship names?
« Last post by Protomolecule on Yesterday at 07:00:11 AM »
I usually use numbers as class names, following an internal code. One such example is:
Project 4006a-class Missile Cruiser.
The first number represents the ship type, with 1 being FACs, 2 being Frigates, 3 is for Destroyers, 4 is Light cruisers and so on. The ship type represents more a size-range instead of a role, with a survey frigate receiving the "2" designation, despite not being a combatant.
The second number is always a 0, functioning basically as a separator.
The third and fourth numbers are representative of which iteration this design represents, the example given being the 6th Light Cruiser design since the start of the game. It does not represents the generation of the ship (a new generation happens every time there is a new engine). In this case, the 4006a CGs are in the same generation (Magneto-Plasma) of the 4005 Jump Cruisers.
The letter represents refits of the class, following alphabetical order, so the "a" is the first refit of this particular class.
15
C# Bureau of Design / Re: Max-Tech Dakka Battlecruiser
« Last post by kilo on Yesterday at 02:51:24 AM »
PRETty sure the damage falloff won't change the tactics of a rail gun boat all that much.  also a little weird to cite only being able to get one as a problem if they're not good? 

rail guns are ideal for knocking down shields (ideal among beams anyhow) and a big crater courtesy of the spinal makes a huge difference in the efficacy of the rails against the kind of armor thickness that is easily achievable in the "deep end".

You are completely right, it should not be overly important. Railguns are an all in weapon and you have to close to the closest possible distance to get them fully going. This means you want to be even faster as the enemy will eat you at range. Break even point is something like 1.5 light seconds when it comes to combat range. Any further away the battle will go poorly for rails.
16
General Discussion / Re: Modding cargo size
« Last post by nuclearslurpee on October 16, 2021, 11:28:15 PM »
Besides what Steve mentions, there is a somewhat more involved approach you can take. In the table FCT_ShipDesignComponents you can edit the ComponentValue column values for each type of Cargo Hold. You can use the relationship that 1 unit of minerals = 2 cargo points to revise the ComponentValue so that each cargo hold can contain the number of minerals you think is reasonable for your desired game type.

After doing this, you almost certainly will need to follow Steve's advice and modify all of the installation sizes in DIM_PlanetaryInstallations. If you do not do this, it is almost certain that you will break the NPRs as they will not be able to ship installations to outlying colonies effectively. As always, modding the DB means you cannot submit bugs from a game played with that DB unless you can verify them in an unmodded version.
17
General Discussion / Re: Modding cargo size
« Last post by alex_brunius on October 16, 2021, 02:58:46 PM »
It is the CargoPoints field of the DIM_PlanetaryInstallations table for installations. Mineral size is hardcoded.

Thanks!  :) A bit of a shame on the mineral size though, was afraid it could be hardcoded.
It might be an interesting thing to consider making into an option then if it's hardcoded and not too tricky to do ( although I should probably post that in the suggestion thread  ::) )

Or perhaps some sort of overall transport efficiency multiplier changing the sizes of all cargo holds ( possible to modify at start only for obvious reasons ) would be an easier way to do it ( maybe as a dropdown with options like 0.5  0.25  0.1 ... to not screw up installations fitting evenly too much ). Although tbh for what I was looking to do Id love to be able to tweak minerals separately as I feel they are on an order of magnitude off from installations for what would "feel realistic" for me. I do realize in the official lore the minerals are highly refined / valuable right from extraction but I like to imagine that refining is what most of those millions of workers do when turning them into useful stuff so in my stories Id love to have to devote much more shipping tonnage for raw "unrefined" bulk ore to get a closer to our world logistical feel. Another bonus would be having to make more interesting tradeoffs like locating or moving production sites closer to the where the relevant minerals are extracted as the empire expands when shipping becomes too stretched thin.
18
General Discussion / Re: Modding cargo size
« Last post by Steve Walmsley on October 16, 2021, 12:35:06 PM »
It is the CargoPoints field of the DIM_PlanetaryInstallations table for installations. Mineral size is hardcoded.
19
General Discussion / Re: How / do you standardize ship names?
« Last post by Erik L on October 16, 2021, 10:46:17 AM »
I use Roman numerals as later designations for the successors, i.e. Scott, Scott I, Scott II, etc. Sometimes I will use a small letter to designate a minor upgrade, like for electronics (Scott IIIe).

For me, armor and engines is always a new iteration of class. Weapons/electronics are mostly minor upgrades.
20
General Discussion / Re: How / do you standardize ship names?
« Last post by serger on October 16, 2021, 10:19:38 AM »
I usually use tech generation indexes for every component, class or template. It isn't very RPish, yet much easier to remember what is which.
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