Author Topic: 80kt Battleship and the infernal Maintenance Life  (Read 3239 times)

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Offline misanthropope

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Re: 80kt Battleship and the infernal Maintenance Life
« Reply #15 on: February 10, 2021, 01:13:19 PM »
hey, why not outsource the armor and guns too?  more _all_ of the liabilities off-balance-sheet, you can be literally infinitely better.  i mean, for some definition of "better"
 
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Offline xenoscepter

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Re: 80kt Battleship and the infernal Maintenance Life
« Reply #16 on: February 10, 2021, 01:36:48 PM »
hey, why not outsource the armor and guns too?  more _all_ of the liabilities off-balance-sheet, you can be literally infinitely better.  i mean, for some definition of "better"

 - This made me chuckle. ;D
 

Offline Jorgen_CAB

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Re: 80kt Battleship and the infernal Maintenance Life
« Reply #17 on: February 10, 2021, 02:45:02 PM »
While I agree that the battleship the OP presented probably tries to do one to many things... the jump drives being the biggest problem... is one thing. If you put jump drives on a ship the ship basically are no longer a major combat ship and should never be compared with one, at least not with the tech levels we are talking about here.

One should be careful saying that this ship would trash that other ship in no time as it is pretty easy to design something to destroy something else. I could probably design a FAC that would destroy both of these ships with no problem with a fraction of the tonnage and cost, but that is not relevant as these ships would serve very different roles in any specific fleet.
 
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Offline Nori

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Re: 80kt Battleship and the infernal Maintenance Life
« Reply #18 on: February 10, 2021, 04:29:48 PM »
Oversights, oversights everywhere!

Some corrections made and comments:
- New Fire Control for the Laser Turrets to match the tracking speed of the turrets, an oversight on my part, got lost in the numbers.  ::)
- Standardization is the name of the game. The turrets are used in my beam Destroyers, all Cruisers, the Battleship as well as STO Units and are manufactured in bulk, by Factories, so they're staying.
- Fire Control was added for the Point Defense, again....oversight.
- I've gone away from my rigid squadron structure for the capital ships. Taking the squadron size down from 10 to 4 (idea now being a carrier, a battleship and two escorts per battle squadron, or two BBs depending) with the smaller units staying in larger formations.
- Fuel endurance is indeed an issue. I'd actually NEED much more, as dictated by the huge systems surrounding me that I have to go through. Tankers are mandatory part of every squadron or fleet going out, so it's not a huge deal.
- Dedicacted jump tenders are too much of a faff for me. I'm using heavily sub-divided fleets and squadron transiting them is already a giant hassle without having to detach and rearrange single non-combat ships.

Code: [Select]
Texas Mk2 class Battleship      80,000 tons       2,396 Crew       25,412.8 BP       TCS 1,600    TH 8,835    EM 9,090
5521 km/s    JR 4-50      Armour 15-165       Shields 303-378       HTK 630      Sensors 48/36/0/0      DCR 156      PPV 372.06
Maint Life 2.10 Years     MSP 15,089    AFR 674%    IFR 9.4%    1YR 4,575    5YR 68,632    Max Repair 2000.9 MSP
Hangar Deck Capacity 500 tons     Cryogenic Berths 2,000   
Commodore    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 24 months    Flight Crew Berths 40    Morale Check Required   

Battleship Jump Drive Mk3     Max Ship Size 80400 tons    Distance 50k km     Squadron Size 4

Battleship Engine Mk1 - MCF (3)    Power 8835    Fuel Use 9.99%    Signature 2945    Explosion 9%
Fuel Capacity 6,202,000 Litres    Range 139.6 billion km (292 days at full power)
Xi S101 / R378 Shields (3)     Recharge Time 378 seconds (0.8 per second)

Particle Lance-18 (8)    Range 320,000km     TS: 8,000 km/s     Power 55-5    ROF 55       
Twin 25cm XR Laser Turret R/1.1m/T7k/917t (9x2)    Range 480,000km     TS: 7000 km/s     Power 32-10     RM 70,000 km    ROF 20       
Triple Gaus Cannon Turret Mk3 - R50k/200t/67% Turret (4x15)    Range 50,000km     TS: 25000 km/s     Power 0-0     RM 50,000 km    ROF 5       
BFC-AS-Laser Mk4 - R480k/T8.4k/105t (3)     Max Range: 480,000 km   TS: 8,400 km/s     98 96 94 92 90 88 85 83 81 79
BFC-AS-Particle Mk3 - R360k/T6k/56t (2)     Max Range: 360,000 km   TS: 6,000 km/s     97 94 92 89 86 83 81 78 75 72
BFC-AM Mk3 - R60/T28/44t (4)     Max Range: 60,000 km   TS: 28,000 km/s     83 67 50 33 17 0 0 0 0 0
Magnetic Confinement Fusion Reactor R31-PB10 (40)     Total Power Output 1,244    Exp 7%

Active Sensor-PD Mk3 R1.6m/HS1/50t (2)     GPS 60     Range 18.5m km    MCR 1.7m km    Resolution 1
Active Sensor-CC Mk3 R430m/HS100/1250t (1)     GPS 150000     Range 430.3m km    Resolution 100
EM Sensor EM2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  47.4m km
Thermal Sensor TH2-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  54.8m km

ECCM-4 (3)         ECM 40

Strike Group
2x Rampant Mk2 Assault Shuttle   Speed: 10007 km/s    Size: 5

Cutting back on the jump drive freed up so much damn space, I not only managed to add significant engineering spaces, but also increase the armament even more, add the corrected fire controls AND add my hangar and cryo berths back in.

 I may reconsider my entire order of battle and rearrange the squadron sizes.

Personally, for a 80kt ship at your tech level, 15 layers of armor seems a bit low, but outside of cutting out a bunch of reactors or the jump drive, I'm not sure what else you could cut. I do so love big ships though.  :P