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21
C# Bureau of Design / Re: MaxTech Corvette for Anti-Missile Work.
« Last post by bdub1 on September 22, 2021, 09:09:53 PM »
I generally agree with the above.
To take use of these, here's a possible design i threw together from my own max tech game.
There may be things you want to change, of course, but heres an outline of wat you could do, assuming an end tonnage goal of 5 kt.


(Edit as i'd forgotten an AMSS)
Code: [Select]
Nurnberg class Frigate      5,000 tons       170 Crew       7,814.8 BP       TCS 0    TH 3,300    EM 1,050
33002 km/s      Armour 15-26       Shields 35-140       HTK 45      Sensors 0/0/0/0      DCR 33      PPV 6
Maint Life 3.30 Years     MSP 2,935    AFR 67%    IFR 0.9%    1YR 407    5YR 6,112    Max Repair 1800 MSP
Magazine 196   
Kapitan zur See    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Clausen-Lussky Marine Photonic Drive  EP3300.00 (1)    Power 3300    Fuel Use 24.73%    Signature 3300    Explosion 16%
Fuel Capacity 335,000 Litres    Range 48.8 billion km (17 days at full power)
Brinz-Landesmann Defence Technologies Tau S35 / R140 Shields (1)     Recharge Time 140 seconds (0.3 per second)

Schaefer-Altdorf Armaments Size 1 Missile Launcher (75.00% Reduction) (8)     Missile Size: 1    Rate of Fire 5
Miller Sensor Systems Missile Fire Control FC185-R1 (5%) (2)     Range 185.4m km    Resolution 1
Stolz AMM (196)    Speed: 270,000 km/s    End: 0.6m     Range: 9.5m km    WH: 1    Size: 1    TH: 7380/4428/2214

Steig Electronics Industries Active Search Sensor AS207-R1 (1)     GPS 1800     Range 207.3m km    MCR 18.7m km    Resolution 1
Cloaking Device: Class cross-section reduced to 0.500% of normal

Compact ECCM-10 (2)         ECM 100
22
General Discussion / Re: errormessages
« Last post by Erik L on September 22, 2021, 06:13:03 PM »
Make sure you don't use the apostrophe character. I'm not certain Steve has sanitized that yet.
23
General Discussion / Re: errormessages
« Last post by Zap0 on September 22, 2021, 06:08:28 PM »
Windows 11 is basically just a UI update of windows 10 and a few other features, so I'd be somewhat surprised if it caused issues.

What did you do in the increment before this happened? It complains about some input string (string = text). Did you enter something somewhere with invalid characters?

Sometimes there's commander naming schemes that have leftover broken characters attached to them, maybe that could be causing an issue.
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C# Bureau of Design / Re: MaxTech Corvette for Anti-Missile Work.
« Last post by Jorgen_CAB on September 22, 2021, 04:48:07 PM »
Cloaking is very useful even on non-stealth ships as it directly reduces the active sensor lock range of the enemy to ASM missile lock ranges. At 99.5% reduction most of your main capital warships will have an active signature of 50 tons, rendering any active not on resolution 1 practically worthless. This either massively drives up uridium cost and sensor tonnage, or severely gimps the range at which the enemy can engage you.

Given that at max technology a size 1 res 1 sensor will spot 50t at 65mkm and at the modest size of 10 do so at 200mkm I don't think it will be that expensive to be honest. you also only get your 10k ship down to 50t anything bigger will have a bigger size than that and will at that level be seen at huge distances... much longer than you will fire missiles anyway most of the time.
25
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by TheTalkingMeowth on September 22, 2021, 04:31:23 PM »
do you get the correct # of minerals shipped if you set all your reserve levels to 0? That used to be a bug but I thought it was fixed.
26
C# Bureau of Design / Re: MaxTech Corvette for Anti-Missile Work.
« Last post by Jorgen_CAB on September 22, 2021, 03:54:23 PM »
Yes... go and design some ASM and AMM with max tech... ASM are completely pointless at this level as the agility on AMM are absurdly high... you easily get 100% hit rate against any decently fast ASM with speeds at about 270.000 km/s (max speed for missiles)... yes 100% intercept chance and that is WITH an ECCM 10 sensor in that AMM as well.

With Gauss you get 100.000 km/s tracking and probably can raise that to 150-170 kkm/s with tracking bonus and then you add CIC and officer bonus and crew grade to the mix... you probably end up at 60-70% hit rate with PD at this level against a 270.000 (max speed for missiles) km/s ASM. With 8 shots per Gauss that is a loosing battle for ASM as well, even box launched in small sizes will struggle.

Max technology is all about Beam combat and maybe launching some powerful missiles strikes at point blank range. But considering that Beam combat ranges start at almost 1.5 million km point blank really is not point blank anymore.

ASM
Code: [Select]
Missile Size: 5.00 MSP  (12.500 Tons)     Warhead: 30    Radiation Damage: 30    Manoeuvre Rating: 10
Speed: 270,000 km/s     Fuel: 1,250     Flight Time: 11 minutes     Range: 171.07m km
ECM Modifier: 100%     ECCM Modifier: 100%
Cost Per Missile: 51.25     Development Cost: 5,125
Chance to Hit: 1k km/s 2700%   3k km/s 900%   5k km/s 540%   10k km/s 270%

AMM
Code: [Select]
Missile Size: 1.000 MSP  (2.5000 Tons)     Warhead: 1    Radiation Damage: 1    Manoeuvre Rating: 100
Speed: 270,000 km/s     Fuel: 100     Flight Time: 28.7 seconds     Range: 7,749,000 km
ECCM Modifier: 100%
Cost Per Missile: 13.813     Development Cost: 1,381
Chance to Hit: 1k km/s 27000%   3k km/s 9000%   5k km/s 5400%   10k km/s 2700%


If Steve did not cap the speed at 270.000 then max tech would easily put missiles way above light speed... so in my opinion the tech breaks down at these levels and probably should not be used seriously.
27
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by bankshot on September 22, 2021, 03:26:05 PM »
Just to be clear - there was still only one packet per 5 day production cycle.  When I stepped through a production cycle 8 hours at a time it took 15 intervals before a packet was produced (at the same time as Mars moved in its orbit).

I'm producing 9kt/year locally and some CMCs in the asteroids are sending packets to Mars.  Mars has about 3kt in minerals on hand over the reserve levels.  So I should have plenty of minerals for flinging.

I have 3 mass drivers on Mars for a capacity of 15kt/yr.  12 months/year and 30 days/month gives 12x30/5 = 72 production cycles/year.  So I should be getting 15k/72 = 208t packets, not 5-13t.   
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C# Bureau of Design / Re: MaxTech Corvette for Anti-Missile Work.
« Last post by Droll on September 22, 2021, 02:08:55 PM »
Cloaking is very useful even on non-stealth ships as it directly reduces the active sensor lock range of the enemy to ASM missile lock ranges. At 99.5% reduction most of your main capital warships will have an active signature of 50 tons, rendering any active not on resolution 1 practically worthless. This either massively drives up uridium cost and sensor tonnage, or severely gimps the range at which the enemy can engage you.

Other than that follows the acceptance that as stated already AMMs can have 100% hit chance against everything - including themselves. This means that fighters are effectively obsolete with an exception to missile stealth bombers firing AMMs of their own as no level of speed will grant survivability against AMMs.

So the doctrines you end up with become heavy gauss PD with a beam primary. Which is probably going to be laser or particle beam.

So my advice regarding the initial corvette design is this:
Armor is garbage and needs to be much more if you expect equal tech opponents
No shields really sucks, since at this tech level they are an important layer to your defense
For a ship that small photonic drive should be pushing 30000 km/s to keep up with equal tech hostiles (cannot rely on speed for survivability though)
Laser PD at this tech level is worthless next to gauss so I would swap the laser for a gauss or give the ship a larger caliber anti-ship laser as a self-defense option (hard for a ship this small)
2.5 trillion km fuel range is mad. 20bn-50bn range is what I recommend.
Small-craft ECCM is inadequate if you expect equal tech (ECM 10) and you should use Compact ECCM-10. You can also try adding ECM-10 to your ship but the enemy can probably negate that easily.
Deployment time can go way down to 12-18 months.
No CIC on a gauss PD ship is a big sad.
Consider cloak to limit the range at which enemy ships can pelt missiles at it.
29
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Droll on September 22, 2021, 01:47:00 PM »
Standard 5 day, production cycle, 5 day increments, automatic sub-pulse.  I've attached the database if you'd like to have a look at my setup.  I'm not extrapolating, just watching the minerals accumulate - I've had to periodically task a freighter to scoop up minerals for delivery.

I stepped through two 5 day cycles using 8 hour increments, and the mass driver is now flinging 5 ton packets, so it looks like a bug.  Can anyone else confirm the behavior on your game before I submit it?

Civilian mass drivers work normally but so far none of them are anywhere near 5K tons/year production.

Packet size is based on increment length. So it makes sense that the packet size has dropped when you used smaller increments. I've also noticed that because packets aren't launched regularly, it's usually helpful to have mass driver capacity that is slightly more than the production capability of the colony they're attached to.
30
C# Bureau of Design / Re: MaxTech Corvette for Anti-Missile Work.
« Last post by nuclearslurpee on September 22, 2021, 01:09:11 PM »
At this point it'd probably be better to go with an AMM build as missile tech is insane at this point.

This is 100% true, because it turns out that you can pretty easily develop a size-1 AMM which is able to guarantee >100% hit chance against any missile (or indeed any target at all) - including ECCM. Actually this is possible even at earlier tech levels once you have high enough Agility tech, and gets a bit weird as you approach MaxTech due to the 0.9*c hard speed limit in Aurora.

Ironically this means that missile tech is nearly worthless as you approach MaxTech because AMMs will simply dominate everything, so ASMs become useless. You still need AMMs to counter enemy AMMs while closing into beam range (or do you? With enough high-tech armor and shields they may not be a big threat) but ultimately engagements are being decided by beam fire at this tech level. It is up for player interpretation whether this result is "unbalanced" because Steve did not design Aurora for MaxTech, or simply the logical evolution of Aurora mechanics to their conclusion.

Either way it means that doctrines need to be radically reconsidered at such extreme tech levels, and previously exotic technologies such as cloaking and electronic warfare become dominant considerations as empires seek an edge to break the AMM + beams tactical stalemate.
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