Author Topic: First serious attepts to build a fleet  (Read 10911 times)

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Offline d.rodin (OP)

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Re: First serious attepts to build a fleet
« Reply #30 on: June 16, 2020, 06:58:40 PM »
I think you might reconsider your fleet composition.

I have been using a (somewhat slower) carrier with about 5x the capacity of your Ushakov to great success in my recent campaign. Instead of a multitude of fleet ships I have been using fighter craft and have had much success against the enemy.

I am at much lower engine tech but I am surviving and also each of my 70k ton ish carriers can deploy about 600 tons of boarding troops (deployed from 500 ton boarding craft) in a typical engagement.

Those are just Auxiliary Carriers. I decided that specific design of dropship for orbital drop + boarding fighters + carriers for them for possible boarding operations is too much and i combined them in one ship. + 1000 spare hangar space for jump scouts or survey fighters or Buoy FAC's could be useful in future.
Main workhorse are Nakhimov series:

Quote
Admiral Nakhimov G9 class Light Carrier      24 979 tons       536 Crew       20 085.7 BP       TCS 500    TH 400    EM 11 850
20017 km/s      Armour 10-76       Shields 395-474       HTK 153      Sensors 125/125/0/0      DCR 100      PPV 0
Maint Life 5.41 Years     MSP 20 102    AFR 125%    IFR 1.7%    1YR 1 153    5YR 17 298    Max Repair 3250 MSP
Hangar Deck Capacity 5 000 tons     Magazine 960   
Commander    Control Rating 3   BRG   AUX   PFC   
Intended Deployment Time: 12 months    Flight Crew Berths 100    Morale Check Required   

Plasma Core AM Drive 125% EP2000.00 (5)    Power 10000    Fuel Use 13.81%    Signature 80.00    Explosion 12%
Fuel Capacity 4 000 000 Litres    Range 208.7 billion km (120 days at full power)
Tau S395 / R474 Shields (1)     Recharge Time 474 seconds (0.8 per second)

Medium ASM G8 (160)    Speed: 105 000 km/s    End: 2.7m     Range: 16.7m km    WH: 16    Size: 6    TH: 2450/1470/735

EM Sensor EM2.50-125.00 (5%) (1)     Sensitivity 125     Detect Sig Strength 1000:  88.4m km
Thermal Sensor TH2.50-125.00 (5%) (1)     Sensitivity 125     Detect Sig Strength 1000:  88.4m km

ECM 70

Strike Group
2x Tu-142 G9 Recon Fighter   Speed: 57675 km/s    Size: 9.99
8x Tu-160-M6 G9 Fighter-bomber   Speed: 57675 km/s    Size: 9.99

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
« Last Edit: June 16, 2020, 07:03:23 PM by d.rodin »
 

Offline liveware

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Re: First serious attepts to build a fleet
« Reply #31 on: June 16, 2020, 07:02:29 PM »
My mistake.

I still don't personally consider a ship a carrier unless it has at least 25% hull space dedicated to hangars.

But to each their own.

That said you'd carriers are FAST.
« Last Edit: June 16, 2020, 07:26:50 PM by liveware »
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Offline d.rodin (OP)

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Re: First serious attepts to build a fleet
« Reply #32 on: June 16, 2020, 07:07:53 PM »
My mistake.

I still don't personally consider a ship a carrier unless it has at least 25% bull space dedicated to hangars.

But to each their own.

That said you'd carriers are FAST.

I concider carrier ship - full scale Carrier if it is capable of recon, offence and defence. (Assault Carrier - are same carriers with recon,defence,offence + jumpdrive)
My carriers are light carriers because of they are capable only for recon and offence. Defence is provided by rest of the fleet as jump capability.
« Last Edit: June 16, 2020, 07:09:53 PM by d.rodin »
 

Offline liveware

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Re: First serious attepts to build a fleet
« Reply #33 on: June 16, 2020, 07:32:10 PM »
My carriers at present are tied inexorably to their accompanying commercial jump ships. I hope to someday develop dedicated jump carriers but the resource constraints of my empire enforce strict limits on sorium consumption and military hull size. Thus my jump ships utilize commercial jump engines almost exclusively and my military carriers require dedicated commercial jump tenders when operating outside their garrison system.
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Offline d.rodin (OP)

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Re: First serious attepts to build a fleet
« Reply #34 on: June 16, 2020, 08:06:35 PM »
My carriers at present are tied inexorably to their accompanying commercial jump ships. I hope to someday develop dedicated jump carriers but the resource constraints of my empire enforce strict limits on sorium consumption and military hull size. Thus my jump ships utilize commercial jump engines almost exclusively and my military carriers require dedicated commercial jump tenders when operating outside their garrison system.

I tried to invent something "beautiful", for example each ship-type earlier has its own "-J" version with full set of defensive capabilities or reduced ammunition but with jumpdrive - i turned to be too complex and i decided not to invent wheel again in the end:

Ten of those "things" can jump 90-ships fleet where i need.

Quote
Chkalov G9 class Jump Cruiser      14 968 tons       438 Crew       13 074.1 BP       TCS 299    TH 240    EM 11 850
20043 km/s    JR 9-2500      Armour 15-54       Shields 395-474       HTK 91      Sensors 125/125/0/0      DCR 86      PPV 0
Maint Life 5.68 Years     MSP 14 194    AFR 69%    IFR 1.0%    1YR 743    5YR 11 146    Max Repair 3250 MSP
Captain    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 12 months    Morale Check Required   

J35000(9-2500) Military Jump Drive     Max Ship Size 35000 tons    Distance 2500k km     Squadron Size 9

Plasma Core AM Drive 125% EP2000.00 (3)    Power 6000    Fuel Use 13.81%    Signature 80.00    Explosion 12%
Fuel Capacity 2 000 000 Litres    Range 174.2 billion km (100 days at full power)
Tau S395 / R474 Shields (1)     Recharge Time 474 seconds (0.8 per second)

EM Sensor EM2.50-125.00 (5%) (1)     Sensitivity 125     Detect Sig Strength 1000:  88.4m km
Thermal Sensor TH2.50-125.00 (5%) (1)     Sensitivity 125     Detect Sig Strength 1000:  88.4m km

ECM 70

This design is classed as a Military Vessel for maintenance purposes
 

Offline liveware

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Re: First serious attepts to build a fleet
« Reply #35 on: June 16, 2020, 09:49:25 PM »
This was my solution to the jump drive problem:

Code: [Select]
Pegasus C class Jump Tender      200,000 tons       1,473 Crew       12,181.5 BP       TCS 4,000    TH 4,000    EM 0
1000 km/s    JR 2-25(C)      Armour 7-304       Shields 0-0       HTK 248      Sensors 11/11/0/0      DCR 11      PPV 0
MSP 2,038    Max Repair 806.9 MSP
Hangar Deck Capacity 70,000 tons     Cryogenic Berths 3,000   
Admiral    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 3 months    Flight Crew Berths 1,400   

Chaimberlin-Sherman JC200K Commercial Jump Drive     Max Ship Size 200000 tons    Distance 25k km     Squadron Size 2

Chaimberlin-Sherman Commercial Internal Fusion Drive  EP1000.00 (4)    Power 4000    Fuel Use 3.35%    Signature 1000    Explosion 5%
Fuel Capacity 8,669,000 Litres    Range 232.6 billion km (2692 days at full power)

Chaimberlin-Sherman Active Search Sensor AS39-R100 (50%) (1)     GPS 2100     Range 39.8m km    Resolution 100
Chaimberlin-Sherman Active Search Sensor AS68-R500 (50%) (1)     GPS 10500     Range 68.1m km    Resolution 500
Chaimberlin-Sherman Thermal Sensor TH1.0-11.0 (50%) (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Chaimberlin-Sherman EM Sensor EM1.0-11.0 (50%) (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Commercial Vessel for maintenance purposes

Using this method, I do not require any military jump drives at all (except for a small scout fighter sized jump drive which is of arguable value). However, I forgoe the ability to combat jump any ships. As I never combat jump any ships, this is not a major problem for me.

In terms of 'fleet' capacity, one Pegasus can transport one scout carrier, each of which can carry 30x 500 ton fighters. So I can deploy a 30 ish ship fleet using one Pegasus at distances up to 100b km from my well established territory.
« Last Edit: June 16, 2020, 10:12:17 PM by liveware »
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Offline SpikeTheHobbitMage

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Re: First serious attepts to build a fleet
« Reply #36 on: June 17, 2020, 12:13:31 AM »
This was my solution to the jump drive problem:

Code: [Select]
Pegasus C class Jump Tender      200,000 tons       1,473 Crew       12,181.5 BP       TCS 4,000    TH 4,000    EM 0
1000 km/s    JR 2-25(C)      Armour 7-304       Shields 0-0       HTK 248      Sensors 11/11/0/0      DCR 11      PPV 0
MSP 2,038    Max Repair 806.9 MSP
Hangar Deck Capacity 70,000 tons     Cryogenic Berths 3,000   
Admiral    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 3 months    Flight Crew Berths 1,400   

Chaimberlin-Sherman JC200K Commercial Jump Drive     Max Ship Size 200000 tons    Distance 25k km     Squadron Size 2

Chaimberlin-Sherman Commercial Internal Fusion Drive  EP1000.00 (4)    Power 4000    Fuel Use 3.35%    Signature 1000    Explosion 5%
Fuel Capacity 8,669,000 Litres    Range 232.6 billion km (2692 days at full power)

Chaimberlin-Sherman Active Search Sensor AS39-R100 (50%) (1)     GPS 2100     Range 39.8m km    Resolution 100
Chaimberlin-Sherman Active Search Sensor AS68-R500 (50%) (1)     GPS 10500     Range 68.1m km    Resolution 500
Chaimberlin-Sherman Thermal Sensor TH1.0-11.0 (50%) (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Chaimberlin-Sherman EM Sensor EM1.0-11.0 (50%) (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Commercial Vessel for maintenance purposes

Using this method, I do not require any military jump drives at all (except for a small scout fighter sized jump drive which is of arguable value). However, I forgoe the ability to combat jump any ships. As I never combat jump any ships, this is not a major problem for me.

In terms of 'fleet' capacity, one Pegasus can transport one scout carrier, each of which can carry 30x 500 ton fighters. So I can deploy a 30 ish ship fleet using one Pegasus at distances up to 100b km from my well established territory.
Just a heads up:  In C# jump tenders don't need to match their jump drive's size any more.  You could remove the extra fuel tank tonnage without hurting capability.  If you still want to carry that much fuel, I'd consider adding a fuel transfer system and making this a proper tanker as well.

I find small (3k ton) military jump drives to be crucial for supporting my survey fleets.  That they don't work with commercial engines any more is a problem for me.
 

Offline liveware

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Re: First serious attepts to build a fleet
« Reply #37 on: June 17, 2020, 12:18:50 AM »
This was my solution to the jump drive problem:

Code: [Select]
Pegasus C class Jump Tender      200,000 tons       1,473 Crew       12,181.5 BP       TCS 4,000    TH 4,000    EM 0
1000 km/s    JR 2-25(C)      Armour 7-304       Shields 0-0       HTK 248      Sensors 11/11/0/0      DCR 11      PPV 0
MSP 2,038    Max Repair 806.9 MSP
Hangar Deck Capacity 70,000 tons     Cryogenic Berths 3,000   
Admiral    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 3 months    Flight Crew Berths 1,400   

Chaimberlin-Sherman JC200K Commercial Jump Drive     Max Ship Size 200000 tons    Distance 25k km     Squadron Size 2

Chaimberlin-Sherman Commercial Internal Fusion Drive  EP1000.00 (4)    Power 4000    Fuel Use 3.35%    Signature 1000    Explosion 5%
Fuel Capacity 8,669,000 Litres    Range 232.6 billion km (2692 days at full power)

Chaimberlin-Sherman Active Search Sensor AS39-R100 (50%) (1)     GPS 2100     Range 39.8m km    Resolution 100
Chaimberlin-Sherman Active Search Sensor AS68-R500 (50%) (1)     GPS 10500     Range 68.1m km    Resolution 500
Chaimberlin-Sherman Thermal Sensor TH1.0-11.0 (50%) (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Chaimberlin-Sherman EM Sensor EM1.0-11.0 (50%) (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Commercial Vessel for maintenance purposes

Using this method, I do not require any military jump drives at all (except for a small scout fighter sized jump drive which is of arguable value). However, I forgoe the ability to combat jump any ships. As I never combat jump any ships, this is not a major problem for me.

In terms of 'fleet' capacity, one Pegasus can transport one scout carrier, each of which can carry 30x 500 ton fighters. So I can deploy a 30 ish ship fleet using one Pegasus at distances up to 100b km from my well established territory.
Just a heads up:  In C# jump tenders don't need to match their jump drive's size any more.  You could remove the extra fuel tank tonnage without hurting capability.  If you still want to carry that much fuel, I'd consider adding a fuel transfer system and making this a proper tanker as well.

I find small (3k ton) military jump drives to be crucial for supporting my survey fleets.  That they don't work with commercial engines any more is a problem for me.

As a bumbling amateur, this class has served well enough. Tankers are annoying to maintain so I prefer a larger long range ship. Also I use the term 'tender' rather differently than convention dictates.
Open the pod-bay doors HAL...
 

Offline SpikeTheHobbitMage

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Re: First serious attepts to build a fleet
« Reply #38 on: June 17, 2020, 12:45:34 AM »
This was my solution to the jump drive problem:

Code: [Select]
Pegasus C class Jump Tender      200,000 tons       1,473 Crew       12,181.5 BP       TCS 4,000    TH 4,000    EM 0
1000 km/s    JR 2-25(C)      Armour 7-304       Shields 0-0       HTK 248      Sensors 11/11/0/0      DCR 11      PPV 0
MSP 2,038    Max Repair 806.9 MSP
Hangar Deck Capacity 70,000 tons     Cryogenic Berths 3,000   
Admiral    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 3 months    Flight Crew Berths 1,400   

Chaimberlin-Sherman JC200K Commercial Jump Drive     Max Ship Size 200000 tons    Distance 25k km     Squadron Size 2

Chaimberlin-Sherman Commercial Internal Fusion Drive  EP1000.00 (4)    Power 4000    Fuel Use 3.35%    Signature 1000    Explosion 5%
Fuel Capacity 8,669,000 Litres    Range 232.6 billion km (2692 days at full power)

Chaimberlin-Sherman Active Search Sensor AS39-R100 (50%) (1)     GPS 2100     Range 39.8m km    Resolution 100
Chaimberlin-Sherman Active Search Sensor AS68-R500 (50%) (1)     GPS 10500     Range 68.1m km    Resolution 500
Chaimberlin-Sherman Thermal Sensor TH1.0-11.0 (50%) (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Chaimberlin-Sherman EM Sensor EM1.0-11.0 (50%) (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Commercial Vessel for maintenance purposes

Using this method, I do not require any military jump drives at all (except for a small scout fighter sized jump drive which is of arguable value). However, I forgoe the ability to combat jump any ships. As I never combat jump any ships, this is not a major problem for me.

In terms of 'fleet' capacity, one Pegasus can transport one scout carrier, each of which can carry 30x 500 ton fighters. So I can deploy a 30 ish ship fleet using one Pegasus at distances up to 100b km from my well established territory.
Just a heads up:  In C# jump tenders don't need to match their jump drive's size any more.  You could remove the extra fuel tank tonnage without hurting capability.  If you still want to carry that much fuel, I'd consider adding a fuel transfer system and making this a proper tanker as well.

I find small (3k ton) military jump drives to be crucial for supporting my survey fleets.  That they don't work with commercial engines any more is a problem for me.

As a bumbling amateur, this class has served well enough. Tankers are annoying to maintain so I prefer a larger long range ship. Also I use the term 'tender' rather differently than convention dictates.
I somehow missed that this thing is a carrier.  ;D  It is a perfectly valid design, though I wouldn't call it a tender.  You could probably save a bit on cost or increase the hangar capacity if you split the jump drive out into its own ship.
 

Offline liveware

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Re: First serious attepts to build a fleet
« Reply #39 on: June 17, 2020, 07:41:53 PM »
This was my solution to the jump drive problem:

Code: [Select]
Pegasus C class Jump Tender      200,000 tons       1,473 Crew       12,181.5 BP       TCS 4,000    TH 4,000    EM 0
1000 km/s    JR 2-25(C)      Armour 7-304       Shields 0-0       HTK 248      Sensors 11/11/0/0      DCR 11      PPV 0
MSP 2,038    Max Repair 806.9 MSP
Hangar Deck Capacity 70,000 tons     Cryogenic Berths 3,000   
Admiral    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 3 months    Flight Crew Berths 1,400   

Chaimberlin-Sherman JC200K Commercial Jump Drive     Max Ship Size 200000 tons    Distance 25k km     Squadron Size 2

Chaimberlin-Sherman Commercial Internal Fusion Drive  EP1000.00 (4)    Power 4000    Fuel Use 3.35%    Signature 1000    Explosion 5%
Fuel Capacity 8,669,000 Litres    Range 232.6 billion km (2692 days at full power)

Chaimberlin-Sherman Active Search Sensor AS39-R100 (50%) (1)     GPS 2100     Range 39.8m km    Resolution 100
Chaimberlin-Sherman Active Search Sensor AS68-R500 (50%) (1)     GPS 10500     Range 68.1m km    Resolution 500
Chaimberlin-Sherman Thermal Sensor TH1.0-11.0 (50%) (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Chaimberlin-Sherman EM Sensor EM1.0-11.0 (50%) (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Commercial Vessel for maintenance purposes

Using this method, I do not require any military jump drives at all (except for a small scout fighter sized jump drive which is of arguable value). However, I forgoe the ability to combat jump any ships. As I never combat jump any ships, this is not a major problem for me.

In terms of 'fleet' capacity, one Pegasus can transport one scout carrier, each of which can carry 30x 500 ton fighters. So I can deploy a 30 ish ship fleet using one Pegasus at distances up to 100b km from my well established territory.
Just a heads up:  In C# jump tenders don't need to match their jump drive's size any more.  You could remove the extra fuel tank tonnage without hurting capability.  If you still want to carry that much fuel, I'd consider adding a fuel transfer system and making this a proper tanker as well.

I find small (3k ton) military jump drives to be crucial for supporting my survey fleets.  That they don't work with commercial engines any more is a problem for me.

As a bumbling amateur, this class has served well enough. Tankers are annoying to maintain so I prefer a larger long range ship. Also I use the term 'tender' rather differently than convention dictates.
I somehow missed that this thing is a carrier.  ;D  It is a perfectly valid design, though I wouldn't call it a tender.  You could probably save a bit on cost or increase the hangar capacity if you split the jump drive out into its own ship.

It's admittedly a bit of a monster... but it's my monster and I like it  :)
Open the pod-bay doors HAL...
 
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Offline d.rodin (OP)

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Re: First serious attepts to build a fleet
« Reply #40 on: June 18, 2020, 12:13:37 PM »
Updated Missle Cruisers and Destroyers after multiple MFC's feedback:

Quote
Kirov G9 class Missile Cruiser      19 991 tons       540 Crew       17 823.3 BP       TCS 400    TH 320    EM 3 000
20009 km/s      Armour 15-65       Shields 100-300       HTK 151      Sensors 0/0/0/0      DCR 87      PPV 115.2
Maint Life 4.80 Years     MSP 15 045    AFR 118%    IFR 1.6%    1YR 1 075    5YR 16 125    Max Repair 3250 MSP
Magazine 864   
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Plasma Core AM Drive 125% EP2000.00 (4)    Power 8000    Fuel Use 13.81%    Signature 80.00    Explosion 12%
Fuel Capacity 2 000 000 Litres    Range 130.4 billion km (75 days at full power)
Tau S100 / R300 Shields (1)     Recharge Time 300 seconds (0.3 per second)

Size 6.00 Missile Launcher (40.0% Reduction) (48)     Missile Size: 6    Rate of Fire 150
Missile Fire Control FC153-R20 (5%) (4)     Range 153.1m km    Resolution 20
Medium ASM G9 (144)    Speed: 134 400 km/s    End: 2.4m     Range: 19.2m km    WH: 25    Size: 6.0000    TH: 3315/1989/994

Active Search Sensor AS108-R20 (5%) (1)     GPS 2000     Range 108.3m km    Resolution 20
Active Search Sensor AS185-R100 (5%) (1)     GPS 10000     Range 185.2m km    Resolution 100

Small Craft ECCM-3 (4)         ECM 70

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

Quote
Gnevny G9 class Missile Destroyer      4 972 tons       154 Crew       4 813 BP       TCS 99    TH 80    EM 0
20115 km/s      Armour 5-25       Shields 0-0       HTK 50      Sensors 0/0/0/0      DCR 9      PPV 25.6
Maint Life 7.09 Years     MSP 5 446    AFR 22%    IFR 0.3%    1YR 189    5YR 2 842    Max Repair 3250 MSP
Magazine 256   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Plasma Core AM Drive 125% EP2000.00 (1)    Power 2000    Fuel Use 13.81%    Signature 80.00    Explosion 12%
Fuel Capacity 500 000 Litres    Range 131.1 billion km (75 days at full power)

Size 4.0 Missile Launcher (40.0% Reduction) (16)     Missile Size: 4    Rate of Fire 120
Missile Fire Control FC35-R1 (5%) (2)     Range 35.7m km    Resolution 1
Light ASM G9 (64)    Speed: 134 400 km/s    End: 1.3m     Range: 10.2m km    WH: 9    Size: 4.0000    TH: 3584/2150/1075

Active Search Sensor AS108-R20 (5%) (1)     GPS 2000     Range 108.3m km    Resolution 20

Compact ECCM-7 (2)         ECM 70

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
 

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Re: First serious attepts to build a fleet
« Reply #41 on: June 25, 2020, 09:03:56 AM »
Hi guys, Alpha Centaury gives me always a lot of satisfactions  ;D.

In the screen you can see around 50-60 alien ships.

My fleet is actually made of a BC as Capital ship, I am proud of it:
It carries 4 trinate 20CM laser turrets (I imagined 2 front and 2 rear), 8 binate 10CM laser turret as point defence, 8 size 4 missle launchers + 4 size 1 missle launchers as point defence.
It has auxiliary and damage control systems and ECM.

It actually carries 2 antiship missles + 1 AMM type.


Code: [Select]
Emmanuele Filiberto Duca DAosta class Battlecruiser      55.685 tons       1.030 Crew       7.842.2 BP       TCS 1.114    TH 1.120    EM 0
2873 km/s      Armour 8-129       Shields 0-0       HTK 346      Sensors 160/160/0/0      DCR 42      PPV 253.64
Maint Life 2.78 Years     MSP 3.616    AFR 775%    IFR 10.8%    1YR 677    5YR 10.159    Max Repair 368 MSP
Magazine 716   
Capitano di Corvetta    Control Rating 2   BRG   AUX   
Intended Deployment Time: 6 months    Morale Check Required   

Leone Turbines Magneto-plasma Drive  EP400.00 (8)    Power 3200    Fuel Use 494.11%    Signature 140.00    Explosion 25%
Fuel Capacity 20.000.000 Litres    Range 13.1 billion km (52 days at full power)

Triple Galilei Armaments Company 20cm C3 Ultraviolet Laser Turret (4x3)    Range 256.000km     TS: 20000 km/s     Power 30-9     RM 40.000 km    ROF 20       
Baroni & Del Twin Galilei Armaments Company 10cm C3 Infrared Laser Turret (8x2)    Range 30.000km     TS: 16000 km/s     Power 6-6     RM 10.000 km    ROF 5       
Marcello-Vieri Beam Fire Control R256-TS20000 (50%) (1)     Max Range: 256.000 km   TS: 20.000 km/s   
Marcello-Vieri Beam Fire Control R64-TS16000 (50%) (2)     Max Range: 64.000 km   TS: 16.000 km/s   
Conti-Fusco Stellarator Fusion Reactor R12 (7)     Total Power Output 86.8    Exp 5%

Aretino Advanced Defence Systems Size 4.0 Missile Launcher (8)     Missile Size: 4    Rate of Fire 20
Aretino Advanced Defence Systems Size 1 Missile Launcher (4)     Missile Size: 1    Rate of Fire 10
Aretino Advanced Defence Systems Missile Fire Control FC102-R100 (70%) (1)     Range 102.6m km    Resolution 100
Aretino Advanced Defence Systems Missile Fire Control FC9-R1 (50%) (1)     Range 9m km    Resolution 1
Hámir AMM (12)    Speed: 47.200 km/s    End: 0.2m     Range: 0.7m km    WH: 1    Size: 1    TH: 251/151/75
Persaliano Precision Arms Isorfindir Anti-Ship Missile (100)    Speed: 18.750 km/s    End: 18m     Range: 20.3m km    WH: 4    Size: 4    TH: 137/82/41
Eärilmaril Anti-Ship Missile (76)    Speed: 32.000 km/s    End: 34.5m     Range: 66.2m km    WH: 3    Size: 4    TH: 192/115/57

Rao Electronics Industries Active Search Sensor AS104-R100 (70%) (1)     GPS 32000     Range 104.7m km    Resolution 100
Rao Electronics Industries Active Search Sensor AS4-R1 (1)     GPS 12     Range 4.4m km    MCR 393.3k km    Resolution 1
Clemente-Mantovano Thermal Sensor TH20-160 (70%) (1)     Sensitivity 160     Detect Sig Strength 1000:  100m km
Vitali-Ranieri Electronics Industries EM Sensor EM20-160 (70%) (1)     Sensitivity 160     Detect Sig Strength 1000:  100m km

ECM 10

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

Then I have 9 Missle Cruisers Elba class:
They carry 4 binate 10Cm laser turrets as PD + 4 size 4 missle launchers of the type as the BC.

Code: [Select]
Elba class Missile Cruiser      17.000 tons       377 Crew       2.433.4 BP       TCS 340    TH 420    EM 0
3529 km/s      Armour 4-58       Shields 0-0       HTK 117      Sensors 40/40/0/0      DCR 11      PPV 59.52
Maint Life 3.77 Years     MSP 984    AFR 210%    IFR 2.9%    1YR 108    5YR 1.627    Max Repair 175 MSP
Magazine 152   
Capitano di Corvetta    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Leone Turbines Ion Drive  EP200.00 (6)    Power 1200    Fuel Use 194.29%    Signature 70.00    Explosion 16%
Fuel Capacity 5.260.000 Litres    Range 28.7 billion km (94 days at full power)

Baroni & Del Twin Galilei Armaments Company 10cm C3 Infrared Laser Turret (4x2)    Range 30.000km     TS: 16000 km/s     Power 6-6     RM 10.000 km    ROF 5       
Marcello-Vieri Beam Fire Control R64-TS16000 (50%) (2)     Max Range: 64.000 km   TS: 16.000 km/s   
Conti-Fusco Stellarator Fusion Reactor R12 (2)     Total Power Output 24.8    Exp 5%

Aretino Advanced Defence Systems Size 4.0 Missile Launcher (4)     Missile Size: 4    Rate of Fire 20
Aretino Advanced Defence Systems Missile Fire Control FC67-R100 (70%) (2)     Range 67.6m km    Resolution 100
Eärilmaril Anti-Ship Missile (38)    Speed: 32.000 km/s    End: 34.5m     Range: 66.2m km    WH: 3    Size: 4    TH: 192/115/57

Rao Electronics Industries Active Search Sensor AS4-R1 (1)     GPS 12     Range 4.4m km    MCR 393.3k km    Resolution 1
Rao Electronics Industries Active Search Sensor AS66-R100 (70%) (1)     GPS 8000     Range 66.2m km    Resolution 100
Vitali-Ranieri Electronics Industries EM Sensor EM5-40 (70%) (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km
Clemente-Mantovano Thermal Sensor TH5-40 (70%) (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km

ECM 10

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

Around 20 Destroyers which mount 2 binate gauss cannon turrets as PD:

Code: [Select]
Dogali class Destroyer      5.839 tons       124 Crew       889.6 BP       TCS 117    TH 140    EM 0
3425 km/s      Armour 2-28       Shields 0-0       HTK 34      Sensors 40/40/0/0      DCR 3      PPV 17.44
Maint Life 3.03 Years     MSP 285    AFR 91%    IFR 1.3%    1YR 46    5YR 697    Max Repair 175 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Leone Turbines Ion Drive  EP200.00 (2)    Power 400    Fuel Use 194.29%    Signature 70.00    Explosion 16%
Fuel Capacity 2.000.000 Litres    Range 31.7 billion km (107 days at full power)

Quintieri-Caracciolo Kinetics Single Gozzi Armaments Gauss Cannon R100-100 Turret (2x2)    Range 20.000km     TS: 16000 km/s     Power 0-0     RM 20.000 km    ROF 5       
Marcello-Vieri Beam Fire Control R64-TS16000 (50%) (1)     Max Range: 64.000 km   TS: 16.000 km/s   

Rao Electronics Industries Active Search Sensor AS66-R100 (70%) (1)     GPS 8000     Range 66.2m km    Resolution 100
Clemente-Mantovano Thermal Sensor TH5-40 (70%) (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km
Vitali-Ranieri Electronics Industries EM Sensor EM5-40 (70%) (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

In the rear I have 2 colliers full of missles, tankers and an Assaut ship with a boarding module and 2 infantry platoon to seize enemy ships:

Code: [Select]
Ettore Fieramosca class Assault Ship      6.476 tons       42 Crew       151.9 BP       TCS 130    TH 200    EM 0
1544 km/s      Armour 2-30       Shields 0-0       HTK 26      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 14    Max Repair 20 MSP
Troop Capacity 500 tons     Boarding Capable   
Tenente di Vascello    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Pisano Aircraft Engine Co  Commercial Nuclear Pulse Engine  EP50.00 (4)    Power 200    Fuel Use 1.58%    Signature 50    Explosion 2%
Fuel Capacity 250.000 Litres    Range 439.4 billion km (3294 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

What do you think?
 

Offline Droll

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Re: First serious attepts to build a fleet
« Reply #42 on: June 25, 2020, 11:02:13 AM »
What do you think?
Edit: I forgot to quote the person I was replying to

IMO your salvo sizes on you missile ships are way to small. For anti-ship missiles larger salvos are usually considered above the reload rate of launchers. Consider using size condensation to fit more launchers but be prepared to wait longer. It's usually good practice to have the reload rate slightly faster than the max flight time of the missiles you plan to fire from it so that by the time your missiles hit you ready for more. Launching more missiles at once helps you overwhelm enemy PD.

Your AMM launchers ideally should be able to fire every 5s if your tech allows but 4 AMMs is also not enough for anything really since you will want to launch multiple missiles per enemy missile most of the time.

Your destroyer is about 6k tons and it can fire... 4 shots. For reference, your two gauss cannons can fire as many shots as a single railgun, not only that because of your tracking tech their tracking speed is quite slow too, so on average each destroyer probably wont even be able to shoot a single missile down in final defensive fire. 20 of them? I don't know haven't done the math but it would be a good kill rate regardless - i'd expect more of a 6500 ton vessel (I consider that size a frigate but that is irrelevant).

Your operational range on the destroyer and cruiser are ok but on some binary systems they would need tankers. The range of your battlecruiser is bad and I would try to raise it, however I find it concerning that it can only do 13bn with 20m fuel.

You fleet in general is also pretty slow which is going to be a problem for any beam weapons you try to field. Expect the enemy to be able to outrun you.

Most of these issues boil down to the lack of tech, the ECM 10 and rate of fire 2 gauss weapons are giveaways for this. Your maintenance endurance is really good but it lacks punch and cant reach far without any tankers. I would focus on trying to make faster ships that can reach farther. ECM is also king, good ECM can make your ships unhittable but this works both ways so invest in ECCM as well as ECM.

The only ship here that I think is actually bad is your assault ship - it is way too slow to be useful in any sort of boarding action. I assuming that your troops have boarding capability - if true this means that the boarding ship needs to be 5x as fast as its target in order to avoid casualties to the boarding party. Because of how slow your ship is - most if not all your space marines will die before they even get to board the enemy ship. Use military engines on boarding vessels to make them faster, thankfully you have lots of fuel on this one so it should have ok range.
Alternatively you can have your boarding ship be made to sit in the hangar of a bigger ship that gets it close to the target and then launch a very fast "boarding pod" with your boarding units in it.
 
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Offline Bluebreaker

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Re: First serious attepts to build a fleet
« Reply #43 on: June 25, 2020, 12:13:25 PM »
Code: [Select]
Emmanuele Filiberto Duca DAosta class Battlecruiser      55.685 tons       1.030 Crew       7.842.2 BP       TCS 1.114    TH 1.120    EM 0
2873 km/s      Armour 8-129       Shields 0-0       HTK 346      Sensors 160/160/0/0      DCR 42      PPV 253.64
Maint Life 2.78 Years     MSP 3.616    AFR 775%    IFR 10.8%    1YR 677    5YR 10.159    Max Repair 368 MSP
Magazine 716   
Capitano di Corvetta    Control Rating 2   BRG   AUX   
Intended Deployment Time: 6 months    Morale Check Required   

Leone Turbines Magneto-plasma Drive  EP400.00 (8)    Power 3200    Fuel Use 494.11%    Signature 140.00    Explosion 25%
Fuel Capacity 20.000.000 Litres    Range 13.1 billion km (52 days at full power)

Triple Galilei Armaments Company 20cm C3 Ultraviolet Laser Turret (4x3)    Range 256.000km     TS: 20000 km/s     Power 30-9     RM 40.000 km    ROF 20       
Baroni & Del Twin Galilei Armaments Company 10cm C3 Infrared Laser Turret (8x2)    Range 30.000km     TS: 16000 km/s     Power 6-6     RM 10.000 km    ROF 5       
Marcello-Vieri Beam Fire Control R256-TS20000 (50%) (1)     Max Range: 256.000 km   TS: 20.000 km/s   
Marcello-Vieri Beam Fire Control R64-TS16000 (50%) (2)     Max Range: 64.000 km   TS: 16.000 km/s   
Conti-Fusco Stellarator Fusion Reactor R12 (7)     Total Power Output 86.8    Exp 5%

Aretino Advanced Defence Systems Size 4.0 Missile Launcher (8)     Missile Size: 4    Rate of Fire 20
Aretino Advanced Defence Systems Size 1 Missile Launcher (4)     Missile Size: 1    Rate of Fire 10
Aretino Advanced Defence Systems Missile Fire Control FC102-R100 (70%) (1)     Range 102.6m km    Resolution 100
Aretino Advanced Defence Systems Missile Fire Control FC9-R1 (50%) (1)     Range 9m km    Resolution 1
Hámir AMM (12)    Speed: 47.200 km/s    End: 0.2m     Range: 0.7m km    WH: 1    Size: 1    TH: 251/151/75
Persaliano Precision Arms Isorfindir Anti-Ship Missile (100)    Speed: 18.750 km/s    End: 18m     Range: 20.3m km    WH: 4    Size: 4    TH: 137/82/41
Eärilmaril Anti-Ship Missile (76)    Speed: 32.000 km/s    End: 34.5m     Range: 66.2m km    WH: 3    Size: 4    TH: 192/115/57

Rao Electronics Industries Active Search Sensor AS104-R100 (70%) (1)     GPS 32000     Range 104.7m km    Resolution 100
Rao Electronics Industries Active Search Sensor AS4-R1 (1)     GPS 12     Range 4.4m km    MCR 393.3k km    Resolution 1
Clemente-Mantovano Thermal Sensor TH20-160 (70%) (1)     Sensitivity 160     Detect Sig Strength 1000:  100m km
Vitali-Ranieri Electronics Industries EM Sensor EM20-160 (70%) (1)     Sensitivity 160     Detect Sig Strength 1000:  100m km

ECM 10

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 battlecruiser is pretty insane.  35% of your ship is just Fuel Tanks and only 7% engines and at 250% power ratio.
In my opinion power ratio pretty much should never go higher than 150% for non-hangar ships. Regardless, you use such an ineficient engine that you are forced to add insane amounts of fuel to compensate. When you could have used less powerfull but more efficient engines and need less fuel. And you would come ahead in every aspect.

Example:
First, this is equivalent to your ship minus equipment and with cargo holds to simulate the size.
Code: [Select]
EaterOfFuel class Battlecruiser      55,935 tons       220 Crew       3,196.3 BP       TCS 1,119    TH 3,200    EM 0
2860 km/s      Armour 8-130       Shields 0-0       HTK 117      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 0.01 Years     MSP 35    AFR 25029%    IFR 347.6%    1YR 6,091    5YR 91,368    Max Repair 200.00 MSP
Cargo 25,000   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Insane Engines Magneto-plasma Drive  EP400.00 (8)    Power 3200.0    Fuel Use 494.11%    Signature 400.00    Explosion 25%
Fuel Capacity 20,000,000 Litres    Range 13 billion km (52 days at full power)

This design is classed as a Military Vessel for maintenance purposes

And this is the same ship with 125% power ratio engines, half the fuel. Results in 2.8x times the range and almost twice as fast.
At this point you can reduce the amount of fuel (and engines if they are too fast) and get a significan boost to space for weapons and such.
Code: [Select]
HappyFuel class Battlecruiser      56,146 tons       356 Crew       4,237.9 BP       TCS 1,123    TH 5,600    EM 0
4987 km/s      Armour 8-130       Shields 0-0       HTK 141      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 0.01 Years     MSP 47    AFR 25219%    IFR 350.3%    1YR 8,914    5YR 133,704    Max Repair 100.00 MSP
Cargo 25,000   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Sensible Engines Magneto-plasma Drive  EP200.00 (28)    Power 5600.0    Fuel Use 87.35%    Signature 200.00    Explosion 12%
Fuel Capacity 10,000,000 Litres    Range 36.7 billion km (85 days at full power)

This design is classed as a Military Vessel for maintenance purposes

Lets also make the engines even larger, for example twice the size to 1000tons for extra fuel efficiency, and get rid of even more fuel.
In this example we cut the fuel to a quarter of the original, but with double the range and speed. And added an extra cargo hold, which means some 5000tons of extra weapons and the like.
Code: [Select]
HappyFuel Mk2 class Battlecruiser      56,173 tons       372 Crew       4,155.2 BP       TCS 1,123    TH 5,600    EM 0
4984 km/s      Armour 8-130       Shields 0-0       HTK 94      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 0.00 Years     MSP 46    AFR 25243%    IFR 350.6%    1YR 16,211    5YR 243,160    Max Repair 200.00 MSP
Cargo 30,000   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Sensible Engines Magneto-plasma Drive  EP400.00 (14)    Power 5600.0    Fuel Use 61.76%    Signature 400.00    Explosion 12%
Fuel Capacity 5,000,000 Litres    Range 25.9 billion km (60 days at full power)

This design is classed as a Military Vessel for maintenance purposes

« Last Edit: June 25, 2020, 12:49:47 PM by Bluebreaker »
 
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Offline Droll

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Re: First serious attepts to build a fleet
« Reply #44 on: June 25, 2020, 01:05:54 PM »
Code: [Select]
Emmanuele Filiberto Duca DAosta class Battlecruiser      55.685 tons       1.030 Crew       7.842.2 BP       TCS 1.114    TH 1.120    EM 0
2873 km/s      Armour 8-129       Shields 0-0       HTK 346      Sensors 160/160/0/0      DCR 42      PPV 253.64
Maint Life 2.78 Years     MSP 3.616    AFR 775%    IFR 10.8%    1YR 677    5YR 10.159    Max Repair 368 MSP
Magazine 716   
Capitano di Corvetta    Control Rating 2   BRG   AUX   
Intended Deployment Time: 6 months    Morale Check Required   

Leone Turbines Magneto-plasma Drive  EP400.00 (8)    Power 3200    Fuel Use 494.11%    Signature 140.00    Explosion 25%
Fuel Capacity 20.000.000 Litres    Range 13.1 billion km (52 days at full power)

Triple Galilei Armaments Company 20cm C3 Ultraviolet Laser Turret (4x3)    Range 256.000km     TS: 20000 km/s     Power 30-9     RM 40.000 km    ROF 20       
Baroni & Del Twin Galilei Armaments Company 10cm C3 Infrared Laser Turret (8x2)    Range 30.000km     TS: 16000 km/s     Power 6-6     RM 10.000 km    ROF 5       
Marcello-Vieri Beam Fire Control R256-TS20000 (50%) (1)     Max Range: 256.000 km   TS: 20.000 km/s   
Marcello-Vieri Beam Fire Control R64-TS16000 (50%) (2)     Max Range: 64.000 km   TS: 16.000 km/s   
Conti-Fusco Stellarator Fusion Reactor R12 (7)     Total Power Output 86.8    Exp 5%

Aretino Advanced Defence Systems Size 4.0 Missile Launcher (8)     Missile Size: 4    Rate of Fire 20
Aretino Advanced Defence Systems Size 1 Missile Launcher (4)     Missile Size: 1    Rate of Fire 10
Aretino Advanced Defence Systems Missile Fire Control FC102-R100 (70%) (1)     Range 102.6m km    Resolution 100
Aretino Advanced Defence Systems Missile Fire Control FC9-R1 (50%) (1)     Range 9m km    Resolution 1
Hámir AMM (12)    Speed: 47.200 km/s    End: 0.2m     Range: 0.7m km    WH: 1    Size: 1    TH: 251/151/75
Persaliano Precision Arms Isorfindir Anti-Ship Missile (100)    Speed: 18.750 km/s    End: 18m     Range: 20.3m km    WH: 4    Size: 4    TH: 137/82/41
Eärilmaril Anti-Ship Missile (76)    Speed: 32.000 km/s    End: 34.5m     Range: 66.2m km    WH: 3    Size: 4    TH: 192/115/57

Rao Electronics Industries Active Search Sensor AS104-R100 (70%) (1)     GPS 32000     Range 104.7m km    Resolution 100
Rao Electronics Industries Active Search Sensor AS4-R1 (1)     GPS 12     Range 4.4m km    MCR 393.3k km    Resolution 1
Clemente-Mantovano Thermal Sensor TH20-160 (70%) (1)     Sensitivity 160     Detect Sig Strength 1000:  100m km
Vitali-Ranieri Electronics Industries EM Sensor EM20-160 (70%) (1)     Sensitivity 160     Detect Sig Strength 1000:  100m km

ECM 10

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 battlecruiser is pretty insane.  35% of your ship is just Fuel Tanks and only 7% engines and at 250% power ratio.
In my opinion power ratio pretty much should never go higher than 150% for non-hangar ships. Regardless, you use such an ineficient engine that you are forced to add insane amounts of fuel to compensate. When you could have used less powerfull but more efficient engines and need less fuel. And you would come ahead in every aspect.

Example:
First, this is equivalent to your ship minus equipment and with cargo holds to simulate the size.
Code: [Select]
EaterOfFuel class Battlecruiser      55,935 tons       220 Crew       3,196.3 BP       TCS 1,119    TH 3,200    EM 0
2860 km/s      Armour 8-130       Shields 0-0       HTK 117      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 0.01 Years     MSP 35    AFR 25029%    IFR 347.6%    1YR 6,091    5YR 91,368    Max Repair 200.00 MSP
Cargo 25,000   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Insane Engines Magneto-plasma Drive  EP400.00 (8)    Power 3200.0    Fuel Use 494.11%    Signature 400.00    Explosion 25%
Fuel Capacity 20,000,000 Litres    Range 13 billion km (52 days at full power)

This design is classed as a Military Vessel for maintenance purposes

And this is the same ship with 125% power ratio engines, half the fuel. Results in 2.8x times the range and almost twice as fast.
At this point you can reduce the amount of fuel (and engines if they are too fast) and get a significan boost to space for weapons and such.
Code: [Select]
HappyFuel class Battlecruiser      56,146 tons       356 Crew       4,237.9 BP       TCS 1,123    TH 5,600    EM 0
4987 km/s      Armour 8-130       Shields 0-0       HTK 141      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 0.01 Years     MSP 47    AFR 25219%    IFR 350.3%    1YR 8,914    5YR 133,704    Max Repair 100.00 MSP
Cargo 25,000   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Sensible Engines Magneto-plasma Drive  EP200.00 (28)    Power 5600.0    Fuel Use 87.35%    Signature 200.00    Explosion 12%
Fuel Capacity 10,000,000 Litres    Range 36.7 billion km (85 days at full power)

This design is classed as a Military Vessel for maintenance purposes

Lets also make the engines even larger, for example twice the size to 1000tons for extra fuel efficiency, and get rid of even more fuel.
In this example we cut the fuel to a quarter of the original, but with double the range and speed. And added an extra cargo hold, which means some 5000tons of extra weapons and the like.
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HappyFuel Mk2 class Battlecruiser      56,173 tons       372 Crew       4,155.2 BP       TCS 1,123    TH 5,600    EM 0
4984 km/s      Armour 8-130       Shields 0-0       HTK 94      Sensors 0/0/0/0      DCR 1      PPV 0
Maint Life 0.00 Years     MSP 46    AFR 25243%    IFR 350.6%    1YR 16,211    5YR 243,160    Max Repair 200.00 MSP
Cargo 30,000   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Sensible Engines Magneto-plasma Drive  EP400.00 (14)    Power 5600.0    Fuel Use 61.76%    Signature 400.00    Explosion 12%
Fuel Capacity 5,000,000 Litres    Range 25.9 billion km (60 days at full power)

This design is classed as a Military Vessel for maintenance purposes

I don't know why I never thought of this but using cargo holds to benchmark speed and range of your ship before adding weapons systems is inspired.
Yet another obvious thing that I missed lol.