Author Topic: Ship designs Playthrough V1.13.0 2021  (Read 8326 times)

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Offline Blogaugis (OP)

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Ship designs Playthrough V1.13.0 2021
« on: June 28, 2021, 04:04:03 PM »
Notable settings:
Known Star Systems.
Precursors, Invaders, Rakhas.
NPRs Generate Precursors.

2 starting NPRs, LY distance was set between 25 and 50..? I don't remember anymore.

10 billion population start.
The starting year set to 0001.

Story so far:
The quasi-alt history - axis took over the world some time ago. Earth is renamed to Greater Germania, the calendar has been reset to 0001, xenophobia is on the rise. A new era begun for humanity.

Roughly 5 years have passed since the game start, and there are various ship blueprints, but none of them are properly tested. A few, particularly smaller ones - fighters, have been built.
Most of the Sol system is explored, planets with the capability to retain atmosphere proved to be devoid of minerals.
Planets in Sol system are being terraformed and colonized - the Luna and Mars have people living, but only thanks to the infrastructure. Terraforming stations are being sent to some of the other planets with the capability to retain atmosphere, with Luna, Mars and Mercury having a terraforming base in their orbit. Another base is sent to Ganymede.

Missile Designs:
There are 2 missile designs available, the 1st and 2nd generation dumbfire missiles:
Code: [Select]
G1DF Size 12.5 (5MSP) Speed 7,000 km/s Fuel 1,250 Range 84.2 m Warhead 2
Code: [Select]
G2DF Size 12.5 (5MSP) Speed 10,000 km/s Fuel 250 Range 19.7 m Warhead 2New generation missiles are about to be developed, which would increase their warhead power to 3, and equipping them with new nuclear pulse engines.

Fighter designs:
One of the most earliest of designs, initially named Messerschmidt, was built in high numbers - 120 - to provide officers something to do:
Code: [Select]
Fiesler Fi-1 class Scout Fighter      207 tons       3 Crew       14.9 BP       TCS 4    TH 10    EM 0
2424 km/s      Armour 2-3       Shields 0-0       HTK 1      Sensors 1/1/0/0      DCR 0      PPV 0
Maint Life 17.12 Years     MSP 9    AFR 3%    IFR 0.0%    1YR 0    5YR 1    Max Repair 5 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

MNTE2 Nuclear Thermal Engine  EP10.00 (1)    Power 10    Fuel Use 223.61%    Signature 10    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.39 billion km (44 hours at full power)

BEMNS EM Sensor EM0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
BTNS Thermal Sensor TH0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a a for auto-assignment purposes
With them now being slowly scrapped, the new fighters are being created, this time with armament:
Code: [Select]
Heinkiel He-2012 class Fighter      235 tons       7 Crew       22.2 BP       TCS 5    TH 10    EM 0
2047 km/s      Armour 2-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 12.72 Years     MSP 10    AFR 4%    IFR 0.1%    1YR 0    5YR 2    Max Repair 6 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

G2-FE Improved Nuclear Thermal Engine  EP9.60 (1)    Power 9.6    Fuel Use 232.38%    Signature 9.6    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.33 billion km (44 hours at full power)

G1-HS1.5-GC Gauss Cannon R200-25.00 (1x2)    Range 20,000km     TS: 2,047 km/s     Accuracy Modifier 25.00%     RM 20,000 km    ROF 5       
G1-SWFBFC Beam Fire Control R20-TS2000 (SW) (70%) (1)     Max Range: 20,000 km   TS: 2,000 km/s     25 0 0 0 0 0 0 0 0 0

G1-FMASS Active Search Sensor AS1-R1 (70%) (1)     GPS 1     Range 1.4m km    MCR 124.4k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
12 of them have been built so far, but it's about to be upgraded to the third generation of fighters, having new, more compact engines.
There is also design for a missile carrying fighter, classified as a bomber:
Code: [Select]
Dornier Do-2202 class Bomber      236 tons       3 Crew       24 BP       TCS 5    TH 10    EM 0
2042 km/s      Armour 2-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 14.46 Years     MSP 11    AFR 4%    IFR 0.1%    1YR 0    5YR 1    Max Repair 6 MSP
Magazine 10   
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

G2-FE Improved Nuclear Thermal Engine  EP9.60 (1)    Power 9.6    Fuel Use 232.38%    Signature 9.6    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.33 billion km (44 hours at full power)

G1-BML Size 5 Box Launcher (2)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
G1-FSMFC Missile Fire Control FC14-R50 (70%) (1)     Range 14.4m km    Resolution 50
G2DF (2)    Speed: 10,000 km/s    End: 32.9m     Range: 19.7m km    WH: 2    Size: 5    TH: 33/20/10

G1-FESASS Active Search Sensor AS7-R50 (70%) (1)     GPS 100     Range 7.2m km    Resolution 50

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
It had design problems, with an active search sensor having insufficient resolution, to be used in it's intended role. Even so, with such a varying range between it's search sensors, fire controls and missile ranges, it is still considered to be sub-optimal.
4 so far have been built.

To be continued...
 

Online nuclearslurpee

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #1 on: June 28, 2021, 04:38:17 PM »
As no lore/RP-related restrictions are given, I would recommend using the full 500-ton limit for fighters as this will always be the most efficient approach aside from edge cases related to discrete component sizes. This will allow among other things scaling up the sensors and fire controls to actual useful sizes.

Gauss cannons are strictly inferior to railguns on fighters in nearly all cases until ROF 8 tech, if even then. Even a single-shot railgun will give better performance, per ton and in spite of the atrocious reactor power output at this tech level. The only way Gauss cannons can really outperform railguns is in turret mounts, which are usually impractical and unnecessary on a fighter.

For your missiles I would probably look into designing for 4 damage instead of 2, as this will penetrate the second armor layer. Notably this is sure to inflict internal damage on an enemy fighter unless for some reason the enemy puts multiple layers of armor on their fighters.
 
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Offline Blogaugis (OP)

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #2 on: June 29, 2021, 04:49:24 AM »
Also, I forgot to mention about the current technology:
The current armor tech is high density duranium armor (level 5, including conventional levels). With Composite armor project to complete in roughly 3 years.
Engine tech is nuclear pulse with efficiency of 0.8 litres per engine power hour. Commercial Engines are developed, fighter size engines are being developed, Military variant 25HS size engine (of 100% power) is in plans.
Countermeasure technology is soon to start development.
As no lore/RP-related restrictions are given, I would recommend using the full 500-ton limit for fighters as this will always be the most efficient approach aside from edge cases related to discrete component sizes. This will allow among other things scaling up the sensors and fire controls to actual useful sizes.

Gauss cannons are strictly inferior to railguns on fighters in nearly all cases until ROF 8 tech, if even then. Even a single-shot railgun will give better performance, per ton and in spite of the atrocious reactor power output at this tech level. The only way Gauss cannons can really outperform railguns is in turret mounts, which are usually impractical and unnecessary on a fighter.

For your missiles I would probably look into designing for 4 damage instead of 2, as this will penetrate the second armor layer. Notably this is sure to inflict internal damage on an enemy fighter unless for some reason the enemy puts multiple layers of armor on their fighters.
Thanks for the suggestions.
I'll stick to the 250 size fighters for now. The size 500 heavy fighters may be developed in the future. There are also ideas about 125 size interceptors, which are essentially single-use distractions.
I'll probably use Gauss cannons as the main weapon anyway. With railguns not having an option to be in a turret, they don't look very attractive for now.
With the new engines and warhead, third generation missiles may indeed be with greater damage potential.

Back to the designs:
The 2500 ton size designs are classified as corvette. There are also 2 designs of Light Orbital Defense Platforms:
Code: [Select]
Schnellboote class Corvette      2,500 tons       44 Crew       176.8 BP       TCS 50    TH 100    EM 30
2000 km/s      Armour 3-16       Shields 1-150       HTK 13      Sensors 1/1/0/0      DCR 0      PPV 6.45
Maint Life 3.50 Years     MSP 122    AFR 100%    IFR 1.4%    1YR 15    5YR 228    Max Repair 25 MSP
Magazine 15   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 1 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (1)    Power 100    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 14,000 Litres    Range 11.3 billion km (65 days at full power)
G1-SSG Alpha S1 / R150 Shields (1)     Recharge Time 150 seconds (0 per second)

G1-SLT Single G1HS3 10cm C1 Infrared Laser Turret (1x1)    Range 30,000km     TS: 8000 km/s     Power 3-1     RM 10,000 km    ROF 15       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0
G1-ESPP Improved Pressurised Water Reactor R1 (1)     Total Power Output 1    Exp 5%

G1-BML Size 5 Box Launcher (3)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (3)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
BTNS Thermal Sensor TH0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
BEMNS EM Sensor EM0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
Currently just designs - no schnellboote are being built, a shipyard is created for the size of this ship, but it is not yet tooled.
Code: [Select]
Watchman A class Orbital Defence Platform      2,499 tons       59 Crew       244.4 BP       TCS 50    TH 0    EM 300
1 km/s      Armour 5-16       Shields 10-300       HTK 15      Sensors 1/1/0/0      DCR 1      PPV 8.7
Maint Life 4.95 Years     MSP 92    AFR 45%    IFR 0.6%    1YR 6    5YR 93    Max Repair 27 MSP
Magazine 30   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 6 days    Morale Check Required   

G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G1-SLT Single G1HS3 10cm C1 Infrared Laser Turret (1x1)    Range 30,000km     TS: 8000 km/s     Power 3-1     RM 10,000 km    ROF 15       
G1-CIWS-80 (1x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0
G1-ESPP Improved Pressurised Water Reactor R1 (1)     Total Power Output 1    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (3)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (6)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
BTNS Thermal Sensor TH0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
BEMNS EM Sensor EM0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
1 Active Defense Platform is currently in orbit of Greater Germania.
Code: [Select]
Watchman B class Orbital Defence Platform      2,500 tons       58 Crew       243.1 BP       TCS 50    TH 0    EM 300
1 km/s      Armour 5-16       Shields 10-300       HTK 15      Sensors 2/2/0/0      DCR 0      PPV 8.7
Maint Life 2.47 Years     MSP 60    AFR 100%    IFR 1.4%    1YR 14    5YR 205    Max Repair 27 MSP
Magazine 30   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 9.9 days    Morale Check Required   

G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G1-SLT Single G1HS3 10cm C1 Infrared Laser Turret (1x1)    Range 30,000km     TS: 8000 km/s     Power 3-1     RM 10,000 km    ROF 15       
G1-CIWS-80 (1x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0
G1-ESPP Improved Pressurised Water Reactor R1 (1)     Total Power Output 1    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (3)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (6)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
.4EMS EM Sensor EM0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
.4TS Thermal Sensor TH0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
1 Watchman B is currently under construction.
These Orbital platforms are intended to be put on worlds further away, as technology advances and these 2 early designs become obsolete.

The 5000 ton designs are classified as frigate:
Code: [Select]
Iltis class Frigate      5,000 tons       119 Crew       414.4 BP       TCS 100    TH 100    EM 30
1000 km/s      Armour 4-26       Shields 1-150       HTK 28      Sensors 2/2/0/0      DCR 1      PPV 21.3
Maint Life 2.31 Years     MSP 151    AFR 200%    IFR 2.8%    1YR 38    5YR 576    Max Repair 36.8 MSP
Troop Capacity 100 tons     Magazine 30   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (1)    Power 100    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 58,000 Litres    Range 23.3 billion km (270 days at full power)
G1-SSG Alpha S1 / R150 Shields (1)     Recharge Time 150 seconds (0 per second)

G1-SLT Single G1HS3 10cm C1 Infrared Laser Turret (2x1)    Range 30,000km     TS: 8000 km/s     Power 3-1     RM 10,000 km    ROF 15       
G1-CIWS-80 (1x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-SGCT Single G1-HS6-GC Gauss Cannon R200-100 Turret (1x2)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (1)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-SPP Improved Pressurised Water Reactor R2 (1)     Total Power Output 2    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (3)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (6)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
.4EMS EM Sensor EM0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
.4TS Thermal Sensor TH0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
No ships are being built.
There is also a design of an armed extrasolar exploration ship:
Code: [Select]
Gallileo G2 class Survey Craft      5,000 tons       83 Crew       506 BP       TCS 100    TH 100    EM 30
1000 km/s      Armour 3-26       Shields 1-150       HTK 28      Sensors 2/2/0/1      DCR 1      PPV 8.4
Maint Life 2.68 Years     MSP 334    AFR 160%    IFR 2.2%    1YR 66    5YR 993    Max Repair 100 MSP
Hangar Deck Capacity 1,000 tons     Troop Capacity 100 tons     
Captain    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Flight Crew Berths 20    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (1)    Power 100    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 110,000 Litres    Range 44.3 billion km (512 days at full power)
G1-SSG Alpha S1 / R150 Shields (1)     Recharge Time 150 seconds (0 per second)

G1-CIWS-80 (1x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-SGCT Single G1-HS6-GC Gauss Cannon R200-100 Turret (1x2)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
.4EMS EM Sensor EM0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
.4TS Thermal Sensor TH0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
Geological Survey Sensors (1)   1 Survey Points Per Hour

Strike Group
4x Heinkiel He-2012 Fighter   Speed: 2047 km/s    Size: 4.69

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a b for auto-assignment purposes
There are considerations of raising it's size to 10000 tons to accomodate more command and control systems as well as gravsurvey equipment.
Size 15000 ton designs are classified as destroyers:
Code: [Select]
Hessen class Destroyer      15,000 tons       398 Crew       1,200.6 BP       TCS 300    TH 200    EM 300
666 km/s      Armour 6-54       Shields 10-300       HTK 101      Sensors 2/2/0/0      DCR 13      PPV 110.1
Maint Life 9.05 Years     MSP 1,255    AFR 137%    IFR 1.9%    1YR 28    5YR 414    Max Repair 60 MSP
Troop Capacity 250 tons     Magazine 150    Cryogenic Berths 200   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (2)    Power 200    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 301,000 Litres    Range 40.3 billion km (701 days at full power)
G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (3x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-CIWS-80 (1x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QMCT Quad G1MCHS3 R15/C1 Meson Cannon Turret (2x4)    Range 15,000km     TS: 8000 km/s     Power 12-4     RM 15,000 km    ROF 15       
G1-SGCT Single G1-HS6-GC Gauss Cannon R200-100 Turret (1x2)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (6)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0
G1-PP Improved Pressurised Water Reactor R20 (1)     Total Power Output 20    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (15)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (15)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7
G2DF (15)    Speed: 10,000 km/s    End: 32.9m     Range: 19.7m km    WH: 2    Size: 5    TH: 33/20/10

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
.4EMS EM Sensor EM0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
.4TS Thermal Sensor TH0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
No ships are being built.
More designs to come.
 

Offline Andrew

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #3 on: June 29, 2021, 07:41:00 AM »
CIWS and Gauss anti-missile turrets on the same ship are pretty pointless they both use the same weapons, further the CIWS only defends the ship mounting it while the Gauss turrets will defend the entire fleet. It is really only worth putting CIWS on civilian ships you want to defend otherwise weapons to defend the entire fleet are superior.

Missile salvo's of size 3 are useless if 3 missiles can break through the defenses then the target is unarmed. Usually it is better except for huge ships to have all missile or all beam armement so you can actually get decent size missile salvo's which also cuts down on the duplication of fire controls freeing up space.

2 years of fuel on some designs and only a year of endurance is probably a waste, you are more likely to spend time not moving than not breathing so the other way round makes more sense and that free's up space to make the warships better at fighting
 

Offline serger

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #4 on: June 29, 2021, 09:40:01 AM »
It's rather strange for Commercial Engine ship with 2-month fuel autonomy to be named Schnellboote, I think.
Not all of my cruisers and battleships have fuel tanks for 2 month on full power.

If you want to outspot your targets with scout fighters - it's worth considering those to have exactly 1 sensor each, so you can send a scouting pair (1 with TH sensor and 1 with EM one). They'll have much smaller signatures and so greater chances to spot enemy while staying unspotted themselves.

CIWS on your stations will not defend your colonies nor unarmored ships in orbit, it's self-defence only component type. They are also immune for jump shock, but your stations aren't going to jump anyway, so... I'll exchange it for another turret.

Your missile fire controls are not capable of guiding even your current missiles at their full range, even against large targets without ECM. In the same time your missiles are too weak to sufficiently damage military ship of the size their fire controls are optimized for in salvos your stations and frigates have, so these missile batteries are quite useless. Destroyer's missile battery is quite better: it's strong enough to disable some slow non-PD frigate-size enemy of the same tech level, but it's all they are capable of, so it's some sort of colonial cruiser, not a destroyer.

P.S. Well, playing with dumb xenophobic Philip Dick's "red monkeys in orbit" - this set is role-play ok, I think. But I'll set invaders off until they reach 6 tier or smth like, because otherwise invaders will rip them apart without delay.
« Last Edit: June 29, 2021, 09:57:23 AM by serger »
 

Offline Blogaugis (OP)

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #5 on: July 01, 2021, 01:07:19 PM »
CIWS and Gauss anti-missile turrets on the same ship are pretty pointless they both use the same weapons, further the CIWS only defends the ship mounting it while the Gauss turrets will defend the entire fleet. It is really only worth putting CIWS on civilian ships you want to defend otherwise weapons to defend the entire fleet are superior.

Missile salvo's of size 3 are useless if 3 missiles can break through the defenses then the target is unarmed. Usually it is better except for huge ships to have all missile or all beam armement so you can actually get decent size missile salvo's which also cuts down on the duplication of fire controls freeing up space.

2 years of fuel on some designs and only a year of endurance is probably a waste, you are more likely to spend time not moving than not breathing so the other way round makes more sense and that free's up space to make the warships better at fighting
As far as I understand, CIWS is essentially only against missiles, gauss turrets being more universal. Unfortunately, I only recently developed a single gauss turret that is small enough that could potentially replace them. Still, CIWS ended smaller than them anyway, so it may be the last resort defense system.

Yes, the ship's universality and variety of weapons is their main weak point. Missiles are, essentially, a secondary weapon system.

Probably, with the engine (and efficiency) technology rapidly developing, and potentially additional command modules appearing, the fuel storage may indeed be replaced eventually.
It's rather strange for Commercial Engine ship with 2-month fuel autonomy to be named Schnellboote, I think.
Not all of my cruisers and battleships have fuel tanks for 2 month on full power.

If you want to outspot your targets with scout fighters - it's worth considering those to have exactly 1 sensor each, so you can send a scouting pair (1 with TH sensor and 1 with EM one). They'll have much smaller signatures and so greater chances to spot enemy while staying unspotted themselves.

CIWS on your stations will not defend your colonies nor unarmored ships in orbit, it's self-defence only component type. They are also immune for jump shock, but your stations aren't going to jump anyway, so... I'll exchange it for another turret.

Your missile fire controls are not capable of guiding even your current missiles at their full range, even against large targets without ECM. In the same time your missiles are too weak to sufficiently damage military ship of the size their fire controls are optimized for in salvos your stations and frigates have, so these missile batteries are quite useless. Destroyer's missile battery is quite better: it's strong enough to disable some slow non-PD frigate-size enemy of the same tech level, but it's all they are capable of, so it's some sort of colonial cruiser, not a destroyer.

P.S. Well, playing with dumb xenophobic Philip Dick's "red monkeys in orbit" - this set is role-play ok, I think. But I'll set invaders off until they reach 6 tier or smth like, because otherwise invaders will rip them apart without delay.
Strange on a first glance, most of the larger ships have a certain amount of commercial engines on them:  25,000 tons - 2 engines. 50,000 tons - 4 engines, essentially raising engine amount by 2 every 25,000 tons. And that 2,500 size corvette, having such a large commercial engine, and still getting a 2000km/s, is what made name Schnellboote valid. Additionally, new military engines with the same size are being developed - that should make the ship's name truly relevant. But, maybe there will be smaller engine design in the future...

Maybe, but I've dumped the idea of scout fighters in favor of specialized scouting ships, with largest sensors there can be. Perhaps there can be a modification without weapons and only a sensor.

Well, that certainly limits their utility due to this design flaw... I suppose Watchman C will have it's CIWS removed, in exchange for a gauss cannon turret. Or, perhaps, the concept of light orbital weapons with 2,500 size ton limit is simply inadequate...

Yes, that is one of the flaws, developing better fire controls is one of the priorities. Besides, G1s and G2s are just here for now, new missile designs should alleviate or even remove these flaws as well.

Maybe, I hope setting them off is not necessary for 100% research speed.
Anyway, more designs:
Code: [Select]
Konigsberg class Light Cruiser      25,000 tons       562 Crew       2,216.4 BP       TCS 500    TH 200    EM 300
400 km/s      Armour 10-76       Shields 10-300       HTK 140      Sensors 3/3/0/0      DCR 25      PPV 133.38
Maint Life 17.15 Years     MSP 9,385    AFR 200%    IFR 2.8%    1YR 60    5YR 904    Max Repair 134.4 MSP
Troop Capacity 1,000 tons     Magazine 150    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (2)    Power 200    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 514,000 Litres    Range 41.4 billion km (1197 days at full power)
G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (3x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-CIWS-80 (4x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (1x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-QMCT Quad G1MCHS3 R15/C1 Meson Cannon Turret (2x4)    Range 15,000km     TS: 8000 km/s     Power 12-4     RM 15,000 km    ROF 15       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (2)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0
G1-PP Improved Pressurised Water Reactor R20 (1)     Total Power Output 20    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (15)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (30)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
.6EMS EM Sensor EM0.6-3.0 (70%) (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km
.6TS Thermal Sensor TH0.6-3.0 (70%) (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
I have ideas about giving 15 G1s and 15 G2s... But considering that new generation of missiles are being developed, this design will probably be changed soon.
Code: [Select]
Rheinland class Escort Carrier      25,000 tons       355 Crew       2,383.4 BP       TCS 500    TH 200    EM 300
400 km/s      Armour 10-76       Shields 10-300       HTK 113      Sensors 1/1/0/0      DCR 25      PPV 31.68
Maint Life 7.85 Years     MSP 4,174    AFR 200%    IFR 2.8%    1YR 120    5YR 1,801    Max Repair 134.4 MSP
Hangar Deck Capacity 7,500 tons     Troop Capacity 1,000 tons     Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 6 months    Flight Crew Berths 150    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (2)    Power 200    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 300,000 Litres    Range 24.1 billion km (698 days at full power)
G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G1-CIWS-80 (4x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (1x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
BTNS Thermal Sensor TH0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
BEMNS EM Sensor EM0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km

Strike Group
31x Heinkiel He-2012 Fighter   Speed: 2047 km/s    Size: 4.69

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a b for auto-assignment purposes
Currently, there are no military shipyards that can support this size... But, the development is underway.
 

Offline Andrew

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #6 on: July 01, 2021, 01:56:17 PM »
The Weakness of the CIWS is that it only defends the ship it is on. So given a choice of 6 CIWS or 3 Gauss turrets in a fleet the fleet with 3 Gauss turrets will stop 3 times as many missiles. CIWS is only useful for scouts or commercial ships
 

Offline Blogaugis (OP)

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #7 on: July 01, 2021, 02:20:05 PM »
The Weakness of the CIWS is that it only defends the ship it is on. So given a choice of 6 CIWS or 3 Gauss turrets in a fleet the fleet with 3 Gauss turrets will stop 3 times as many missiles. CIWS is only useful for scouts or commercial ships
And, looking at how CIWS's range is shown in game, that's a rather limited capability.
Scouts... Hm...
As for commercial ships - yes, I do have ideas about putting them on a salvagers and troop transports.

Right, 50,000 ton ships:
Code: [Select]
Deutschland class Heavy Cruiser      50,000 tons       1,206 Crew       4,484.4 BP       TCS 1,000    TH 400    EM 600
400 km/s      Armour 12-120       Shields 20-300       HTK 283      Sensors 4/4/0/0      DCR 52      PPV 393.48
Maint Life 5.52 Years     MSP 3,428    AFR 383%    IFR 5.3%    1YR 189    5YR 2,836    Max Repair 134.4 MSP
Troop Capacity 1,000 tons     Magazine 300    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12.5 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (4)    Power 400    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 353,000 Litres    Range 14.2 billion km (411 days at full power)
G1-CSS Alpha S10 / R300 Shields (2)     Recharge Time 300 seconds (0.1 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (5x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-CIWS-80 (6x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (6x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-QMCT Quad G1MCHS3 R15/C1 Meson Cannon Turret (5x4)    Range 15,000km     TS: 8000 km/s     Power 12-4     RM 15,000 km    ROF 15       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (3)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-PP Improved Pressurised Water Reactor R20 (2)     Total Power Output 40    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (30)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (60)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
.8TS Thermal Sensor TH0.8-4.0 (70%) (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
.8EMS EM Sensor EM0.8-4.0 (70%) (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
I suppose that CIWSs will have to be removed from most military ships. Probably replaced by gauss turrets.
Code: [Select]
Bayern class Light Carrier      50,000 tons       889 Crew       5,677.6 BP       TCS 1,000    TH 400    EM 300
400 km/s      Armour 10-120       Shields 10-300       HTK 233      Sensors 4/4/0/0      DCR 59      PPV 40.08
Maint Life 5.13 Years     MSP 6,722    AFR 336%    IFR 4.7%    1YR 425    5YR 6,380    Max Repair 575 MSP
Hangar Deck Capacity 16,000 tons     Troop Capacity 1,000 tons     Magazine 150    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Flight Crew Berths 320    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (4)    Power 400    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 801,000 Litres    Range 32.2 billion km (932 days at full power)
G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G1-CIWS-80 (3x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (1x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-SGCT Single G1-HS6-GC Gauss Cannon R200-100 Turret (1x2)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (1)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0

G2DF (30)    Speed: 10,000 km/s    End: 32.9m     Range: 19.7m km    WH: 2    Size: 5    TH: 33/20/10

G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
.8EMS EM Sensor EM0.8-4.0 (70%) (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
.8TS Thermal Sensor TH0.8-4.0 (70%) (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km

Strike Group
15x Dornier Do-2202 Bomber   Speed: 2042 km/s    Size: 4.7
53x Heinkiel He-2012 Fighter   Speed: 2047 km/s    Size: 4.69

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a b for auto-assignment purposes
Even if it is a light carrier, there probably will have to be several additional command and control systems like auxiliary bridge... Likely at the cost of CIWSs and hangar space.
75,000 ton size designs, currently, there is only a battlecruiser:
Code: [Select]
Scharnhorst class Battlecruiser      75,000 tons       1,877 Crew       8,110.4 BP       TCS 1,500    TH 600    EM 600
400 km/s      Armour 10-158       Shields 20-300       HTK 389      Sensors 250/250/0/0      DCR 77      PPV 502.7
Maint Life 3.29 Years     MSP 5,727    AFR 582%    IFR 8.1%    1YR 801    5YR 12,012    Max Repair 575 MSP
Troop Capacity 1,000 tons     Magazine 150    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (6)    Power 600    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 778,000 Litres    Range 20.9 billion km (604 days at full power)
G1-CSS Alpha S10 / R300 Shields (2)     Recharge Time 300 seconds (0.1 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (10x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-PBHS5 Particle Beam-2 (1)    Range 60,000km     TS: 2,000 km/s     Power 5-1    ROF 25       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (10x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-CIWS-80 (5x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (3)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-PP Improved Pressurised Water Reactor R20 (2)     Total Power Output 40    Exp 5%
G1-ESPP Improved Pressurised Water Reactor R1 (1)     Total Power Output 1    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (15)     Missile Size: 5    Rate of Fire 6710
G1-CSSMFC Missile Fire Control FC227-R50 (70%) (1)     Range 227.7m km    Resolution 50
G1DF (30)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
TCSS Thermal Sensor TH50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
EMCSS EM Sensor EM50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
Carrier design is being planned, but probably be finalized later, after 5 years... But, at this rate, such large designs seem fairly unwieldy and impractical. Still, they are here, for the sake of theory.
100,000 ton sized ships...
Code: [Select]
Bismarck class Battleship      100,000 tons       3,055 Crew       9,364.6 BP       TCS 2,000    TH 800    EM 1,200
400 km/s      Armour 14-191       Shields 40-300       HTK 557      Sensors 250/250/0/1      DCR 121      PPV 675.2
Maint Life 5.66 Years     MSP 9,617    AFR 658%    IFR 9.1%    1YR 508    5YR 7,619    Max Repair 575 MSP
Troop Capacity 1,000 tons     Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (8)    Power 800    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 524,000 Litres    Range 10.5 billion km (305 days at full power)
G1-CSS Alpha S10 / R300 Shields (4)     Recharge Time 300 seconds (0.1 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (20x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-PBHS5 Particle Beam-2 (40)    Range 60,000km     TS: 2,000 km/s     Power 5-1    ROF 25       
G1-CIWS-80 (10x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QMCT Quad G1MCHS3 R15/C1 Meson Cannon Turret (10x4)    Range 15,000km     TS: 8000 km/s     Power 12-4     RM 15,000 km    ROF 15       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (3)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-LPP Improved Pressurised Water Reactor R160 (1)     Total Power Output 160    Exp 5%

G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
TCSS Thermal Sensor TH50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
EMCSS EM Sensor EM50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
As much as I wanted the armor to be essentially 1 point per 1,000 tons, this is probably going to be possible only with late game armor technology...
At this size, a carrier ship would be classified as a fleet carrier.
Anything larger than that are dreadnoughts and supercarriers...
But, there is one last megalomania-inducing design:
Code: [Select]
Atlantis class Superdreadnought      1,000,000 tons       12,333 Crew       118,294.2 BP       TCS 20,000    TH 1,000    EM 3,000
50 km/s      Armour 100-890       Shields 100-300       HTK 2688      Sensors 250/250/0/0      DCR 1363      PPV 1,959
Maint Life 7.58 Years     MSP 110,826    AFR 5867%    IFR 81.5%    1YR 3,396    5YR 50,933    Max Repair 937.5 MSP
Troop Capacity 5,000 tons     Magazine 200    Cargo 5,000    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (10)    Power 1000    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 750,000 Litres    Range 1.5 billion km (349 days at full power)
Refuelling Capability: 50,000 litres per hour     Complete Refuel 15 hours
G1-CSS Alpha S10 / R300 Shields (10)     Recharge Time 300 seconds (0.3 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (30x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-PBHS5 Particle Beam-2 (72)    Range 60,000km     TS: 2,000 km/s     Power 5-1    ROF 25       
G1-CIWS-80 (40x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (20x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-QMCT Quad G1MCHS3 R15/C1 Meson Cannon Turret (30x4)    Range 15,000km     TS: 8000 km/s     Power 12-4     RM 15,000 km    ROF 15       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (4)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-ELPP Improved Pressurised Water Reactor R312 (1)     Total Power Output 312.5    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (10)     Missile Size: 5    Rate of Fire 6710
G1-CSSMFC Missile Fire Control FC227-R50 (70%) (1)     Range 227.7m km    Resolution 50
G1DF (40)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7
Ordnance Transfer Rate: 40 MSP per hour     Complete Transfer 5 hours

G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
EMCSS EM Sensor EM50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
TCSS Thermal Sensor TH50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
The Atlantis... Titan designation basically does not exist, I wondered whether it should be classified as a station perhaps, Or a mothership, decided that superdreadnought will do.
Theoretical role for these large ships is to essentially be a planetary siege weapons, intended to shred anything with massed orbital bombardment, and with thick armor and shields, shrug off any STO fire.
Speed would be it's main weakness... if it weren't for the maintenance issues - I suppose it could be fun to mess around with spacemaster, disable maintenance requirement, spawn several of these gigantic behemoths and see them crush anything standing in their way.
Otherwise, it's probably better to remake it into a carrier.
 

Offline Andrew

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #8 on: July 01, 2021, 05:53:59 PM »
Range really does not matter for anti-missile defense. It would for Area Defense fire however I have never used it and never seen a way to make it viable someone else probably has. However all your fire controls should be set to final defensive fire, they will then engage the missiles at 10000 km , so make sure your weapons and fire control have that range.  CIWS is just locked on Final defense (self).

Those ship designs are huge for nuclear pulse engine tech, which is really primitive. Ships with that tech will be slaughtered by spoilers so you are probably better getting to a higher tech level before pouring resources into what are just big targets. I like big ships but those are a bit early for Nuclear pulse technology they are INCREDIBLY slow, 4000km/s would be fast 400km is slower than a snail.
Offensive beam weapons are pointless on such ships nothing will ever come in range unless it is able to kill you with beam weapons and given how short ranged your weapons are beam armed npr ships and spoilers will just sit outside your range and a single 7000 ton ship will kill your fleet.
Your missiles are also very slow do they have engine boost at all?
Building a Million ton ship is ambitious

This is my not particularly good Ion engined battleship
Code: [Select]
Empress of India class Battleship      50 000 tons       1 157 Crew       7 923.8 BP       TCS 1 000    TH 4 500    EM 10 650
4500 km/s      Armour 6-120       Shields 355-426       HTK 252      Sensors 11/11/0/0      DCR 1      PPV 256.96
Maint Life 0.00 Years     MSP 99    AFR 20000%    IFR 277.8%    1YR 63 087    5YR 946 311    Max Repair 750 MSP
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Elliott-French Aeromarine Ion Drive  EP1500.00 (3)    Power 4500    Fuel Use 29.93%    Signature 1500    Explosion 12%
Fuel Capacity 6 282 000 Litres    Range 75.6 billion km (194 days at full power)
Mccarthy-Burton Delta S71 / R426 Shields (5)     Recharge Time 426 seconds (0.8 per second)

Twin Harvey-Davison Armaments Company 20cm C5 Ultraviolet Laser Turret (12x2)    Range 256 000km     TS: 10000 km/s     Power 20-10     RM 40 000 km    ROF 10       
Twin Harvey-Davison Armaments Company 12cm C4 Ultraviolet Laser Turret (8x2)    Range 160 000km     TS: 20000 km/s     Power 8-8     RM 40 000 km    ROF 5       
Harrison-Stewart Electronics Industries Beam Fire Control R256-TS10000 (2)     Max Range: 256 000 km   TS: 10 000 km/s     96 92 88 84 80 77 73 69 65 61
Pickering-Hall Electronic Systems Beam Fire Control R128-TS20000 (2)     Max Range: 128 000 km   TS: 20 000 km/s     92 84 77 69 61 53 45 38 30 22
Riley & Hope Gas-Cooled Fast Reactor R195 (1)     Total Power Output 195    Exp 5%

Sheppard Warning & Control Active Search Sensor AS112-R200 (1)     GPS 21000     Range 112.1m km    Resolution 200
Sheppard Warning & Control Active Search Sensor AS14-R1 (1)     GPS 63     Range 14.9m km    MCR 1.3m km    Resolution 1
Harrison-Stewart Electronics Industries EM Sensor EM1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Moss Electronic Systems Thermal Sensor TH1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

(Maintenance is turned off as I am lazy but with maintenance it would just have a few less guns )

One of them will kill all of your fleet and take no damage. I lost 3 of them and several cruisers to spoilers earlier today and another spoiler may be about to wipe out my entire race .  Before planning huge ships get your research to above starting tech and probably build one type of weapon, you seem to be researching Gauss, Laser, and Meson . Pick one and maybe Gauss as well, but as many people will tell you 10cm railguns are more effective anti-missile weapons until gauss rate of fire 4(I still often use Gauss weapons and rarely use railguns but)

Also what are Cargo shuttles doing on a carrier? Just for RP reasons I assume
 

Offline serger

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #9 on: July 02, 2021, 05:55:59 AM »
Konigsberg und Rheinland have too much fuel tanks for quite heavy armoured ships. There is really no need to keep all those fuel tanks under the armour, because you have to use fast tankers.

Consider giving those ships more Intended Deployment Time, because now they'll start losing combat effectiveness in the middle of the route (having half or more of the fuel unencumbered), even if all the route will be on full power, and while it can be harmless for assault ship - it's definitely not so for escort or patrolling task, and your escort carrier will be combat-inefective after 1/4 of full-power route.

Konigsberg's missile magazine is way too small for her launchers. Reloadable launchers are effective only with deeper magazines - smth like 4 reloads or more.

You are using single weapon short fire control while having 2 multi-weapon and more capable fire controls in the same ship. It's reasonable to have spare FC, but not single-weapon one on multi-weapon ship.

You have only 1 power reactor on Konigsberg - and all her beam batteries will be knocked off if it gets unlucky hit. I'll add spare reactor.

Missile FC of Konigsberg is twice longer-ranged of her radar and still cannot guide her missiles at more then half of their range. She also have no missile FC nor radar against small targets (like missile fighters/FACs).

Rheinland is way too heavy armoured for escort carrier - her hangar is cramped, she can be much more capable in her escort role with less armour and armament and more hangar space. Her CIWS will be incapable to protect escorted vessels - though it can be useful for self-defence against jump point missile ambush.

UPD. Ooompf. My free time is off before I can look at heavier ships of your last post.
« Last Edit: July 02, 2021, 07:27:38 AM by serger »
 

Offline serger

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #10 on: July 02, 2021, 09:30:10 AM »
All your combat ships are way too slow even for your low tech. You need forced military engines! They are much smaller, so you'll fit more fuel tanks to hold decent range.

Deutschland (Heavy Cruiser) is armoured only 20% more heavily than twice smaller Konigsberg (Light Cruiser). I'd say it's Konigsberg is too heavy armoured, but... ow, Scharnhorst the Battlecruiser is armoured the same as Konigsberg and less then Deutschland, while Bismarck the Battleship is only 16% heavier-armoured then Deutschland (Heavy Cruiser)!
It's strange.

All your close combat ships have Cryogenic Berths... and no hangar space. I'd exchange Cargo Shuttle Bays for Boat Bays with some auxiliary craft to pick up rescue pods and land/evacuate troops they have onboard. It's rather reasonable to have troops onboard carriers too, as well as several landind-and-boarding shuttles (research if needed) in addition to combat wing.

Your battleships will have the same required commander rank as corvettes. Research command modules and use them on larger ships, also use relevant checkbox to raise required commander rank if there is no difference with command modules.

Your Light Carrier is not very carriery carrier. 16kt hangar of 50 kt ship means she's not very helpful for her close combat ships.

Light Carrier needs no Auxiliary Bridge, she needs Flight Control.

You have Particle Beam emitters on your capital ships. They are not turreted, so their track speed is limited by your ship's speed, which is anemic 400 km/s. They'll be able to hit orbital bases and maybe also commerce vessels if you hobble them with missiles, and no more.

And what are you planning to do with 50-km/s 1,000,000 tons Superdreadnought? You definitely have no tug able to drag this monster with a fleet, and with her own speed she cannot crawl out of Sol system in time!

Speaking of Titan designation - you can add any desirable hull type (aka designation) from design window.
 

Online nuclearslurpee

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #11 on: July 02, 2021, 09:42:38 AM »
You have Particle Beam emitters on your capital ships. They are not turreted, so their track speed is limited by your ship's speed, which is anemic 400 km/s. They'll be able to hit orbital bases and maybe also commerce vessels if you hobble them with missiles, and no more.

All of these are excellent points, but it is important to note that beam and kinetic weapons have a minimum tracking speed equal to the racial tracking speed tech level, even if the ship or turret they are mounted on is much slower than this. This is necessary for beam weapons platforms/stations to be viable without turrets. It looks like at this tech level the tracking speed tech is 2000 km/s so that is the minimum for weapons. Of course BFC tracking speed could be slower but in this case the BFCs are overdesigned so that at least is not the problem here.

However it is correct that 400 km/s is cripplingly slow, even a fast conventional-engined ship can outrun this and you will certainly be fighting against much quicker opposition. The central design problem is that not enough mass is being dedicated to engines, usually in Aurora a military ship should have anywhere from 30% to 40% of its mass dedicated to engines, while a commercial ship such as a freighter can make do with perhaps half of that. OP's big ships are sitting at the 10% mark. Even at 40% engine fraction they will still only make 1600 km/s which is peanuts at NPE tech (2500 to 3000 km/s is a better benchmark) due to using commercial engines, which I suppose may be a justified RP or doctrinal choice but usually if you use commercial engines for warships you arm them with missiles or fighters since they can never close to beam range against comparable enemy ships.
 

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #12 on: July 02, 2021, 12:19:00 PM »
My version of your 1000000 ton superdreadnought
Code: [Select]
Empress of India class Battleship      50 000 tons       1 157 Crew       7 923.8 BP       TCS 1 000    TH 4 500    EM 10 650
4500 km/s      Armour 6-120       Shields 355-426       HTK 252      Sensors 11/11/0/0      DCR 1      PPV 256.96
Maint Life 0.00 Years     MSP 99    AFR 20000%    IFR 277.8%    1YR 63 087    5YR 946 311    Max Repair 750 MSP
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Elliott-French Aeromarine Ion Drive  EP1500.00 (3)    Power 4500    Fuel Use 29.93%    Signature 1500    Explosion 12%
Fuel Capacity 6 282 000 Litres    Range 75.6 billion km (194 days at full power)
Mccarthy-Burton Delta S71 / R426 Shields (5)     Recharge Time 426 seconds (0.8 per second)

Twin Harvey-Davison Armaments Company 20cm C5 Ultraviolet Laser Turret (12x2)    Range 256 000km     TS: 10000 km/s     Power 20-10     RM 40 000 km    ROF 10       
Twin Harvey-Davison Armaments Company 12cm C4 Ultraviolet Laser Turret (8x2)    Range 160 000km     TS: 20000 km/s     Power 8-8     RM 40 000 km    ROF 5       
Harrison-Stewart Electronics Industries Beam Fire Control R256-TS10000 (2)     Max Range: 256 000 km   TS: 10 000 km/s     96 92 88 84 80 77 73 69 65 61
Pickering-Hall Electronic Systems Beam Fire Control R128-TS20000 (2)     Max Range: 128 000 km   TS: 20 000 km/s     92 84 77 69 61 53 45 38 30 22
Riley & Hope Gas-Cooled Fast Reactor R195 (1)     Total Power Output 195    Exp 5%

Sheppard Warning & Control Active Search Sensor AS112-R200 (1)     GPS 21000     Range 112.1m km    Resolution 200
Sheppard Warning & Control Active Search Sensor AS14-R1 (1)     GPS 63     Range 14.9m km    MCR 1.3m km    Resolution 1
Harrison-Stewart Electronics Industries EM Sensor EM1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Moss Electronic Systems Thermal Sensor TH1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

Its built with the same low tech but should actually be able to fight other ships, still a massive waste of resources but may actually kill something . It is still a bad design as well
 

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #13 on: July 02, 2021, 01:25:38 PM »
Its built with the same low tech but should actually be able to fight other ships

No it wont, look at the maintenance profile, this thing will explode in orbit from maintenance failures. In fact, I'd argue this is worse than the design your supposed to be improving on.
 

Online nuclearslurpee

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Re: Ship designs Playthrough V1.13.0 2021
« Reply #14 on: July 02, 2021, 01:49:09 PM »
Its built with the same low tech but should actually be able to fight other ships

No it wont, look at the maintenance profile, this thing will explode in orbit from maintenance failures. In fact, I'd argue this is worse than the design your supposed to be improving on.

He has stated that he plays with maintenance off. Ordinarily I'd consider that a reason to not post in these kinds of threads but given the particular design questions being discussed I think it is alright, with maintenance on the only real change would be to knock off a couple of laser turrets and add a couple dozen engineering rooms anyways.
 
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