Author Topic: Ship designs from a 6 powers game  (Read 5075 times)

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Offline HighTemplar (OP)

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Ship designs from a 6 powers game
« on: November 09, 2020, 11:51:00 PM »
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FX-1 class Fighter      250 tons       4 Crew       46.9 BP       TCS 5    TH 25    EM 0
5019 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 16
Maint Life 0 Years     MSP 0    AFR 49%    IFR 0.7%    1YR 3    5YR 42    Max Repair 18.9 MSP
Magazine 16   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

General Electric F402 (1)    Power 25.0    Fuel Use 1073.31%    Signature 25.00    Explosion 20%
Fuel Capacity 8,000 Litres    Range 0.5 billion km (29 hours at full power)

General Dynamics Size 4.0 Box Launcher (4)     Missile Size: 4.0    Hangar Reload 100 minutes    MF Reload 16 hours
Raytheon 63Mkm Missile Fire Control FC63-R60 (1)     Range 63.7m km    Resolution 60
General Dynamics ASM 1 Harpoon (4)    Speed: 27,050 km/s    End: 37.7m     Range: 61.1m km    WH: 5    Size: 4.00    TH: 90/54/27

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

The first prototype provided by Mcdonnell Douglas in response to the DoD's future fighter project, the FX-1 were designed to operate in squadrons of 12 from the yet to be designed space carrier project, the FX-1 was designed to operate in the blind spot beyond the enemy's AMM sensors (calculated to be beyond 60Mkm at the unheard of at the time sensor size of 2500 tons (an entire New York class Frigate was only 3000) hence the 61Mkm range of the harpoon missile), but also being small enough to escape detection by ASM sensors. Sensor coverage was to be provided by the carrier or a dedicated sensor class (Executives at Mcdonnell Douglas secretly hoped that this would fall through and a sensor fighter design would be commissioned). 

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FX-2 class Fighter      250 tons       4 Crew       53.4 BP       TCS 5    TH 8    EM 0
4383 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 16
Maint Life 3.24 Years     MSP 20    AFR 50%    IFR 0.7%    1YR 3    5YR 43    Max Repair 19.1450 MSP
Magazine 16   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

General Electric F403 (1)    Power 21.9    Fuel Use 768.68%    Signature 7.6580    Explosion 17%
Fuel Capacity 6,000 Litres    Range 0.6 billion km (35 hours at full power)

General Dynamics Size 4.0 Box Launcher (4)     Missile Size: 4.0    Hangar Reload 100 minutes    MF Reload 16 hours
Raytheon 63Mkm Missile Fire Control FC63-R60 (1)     Range 63.7m km    Resolution 60
General Dynamics ASM 1 Harpoon (4)    Speed: 27,050 km/s    End: 37.7m     Range: 61.1m km    WH: 5    Size: 4.00    TH: 90/54/27

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

After reviewing the FX-1 the DoD requested a less powerful but more fuel efficient engine and the addition of maintenance storage, Mcdonnell Douglas took this requirement to General Electric who proceeded to come up with the F403 engine, while a 12.4% reduction in power over the F402 it more than made up for it by reducing fuel usage by 28.4%, this allowed Mcdonnell Douglas to remove 2000 litres of fuel and some other nice to haves (leather seats became canvas, chrome finish became aluminum) were able to add enough storage for 20 MSP while still increasing the range
 
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Offline HighTemplar (OP)

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Re: Ship designs from a 6 powers game
« Reply #1 on: November 10, 2020, 04:45:58 AM »
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Abdiel class Orbital Weapon Platform      1,000 tons       13 Crew       112.9 BP       TCS 20    TH 13    EM 0
625 km/s      Armour 1-8       Shields 0-0       HTK 7      Sensors 0/0/0/0      DCR 1      PPV 60
Maint Life 20.59 Years     MSP 70    AFR 8%    IFR 0.1%    1YR 0    5YR 5    Max Repair 21.0 MSP
Troop Capacity 100 tons     Boarding Capable    Magazine 60   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 60 months    Morale Check Required   

Rolls Royce Sparrow (1)    Power 12.5    Fuel Use 189.74%    Signature 12.50    Explosion 10%
Fuel Capacity 164,000 Litres    Range 15.6 billion km (288 days at full power)

Size 2.0 Box Launcher (30)     Missile Size: 2.0    Hangar Reload 70 minutes    MF Reload 11 hours
General Electric 10.8Mkm R1 Missile Fire Control (1)     Range 10.8m km    Resolution 1
Imperial Rocketry PBM-1 Judgement (30)    Speed: 28,100 km/s    End: 2.2m     Range: 3.6m km    WH: 5    Size: 2.00    TH: 93/56/28

General Electric 8.5Mkm R1 Active Search Sensor  (1)     GPS 21     Range 8.6m km    MCR 933.8k km    Resolution 1

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

The Abdiel class is an attempt by the British to emplace a nuclear deterrent in earth orbit, not much more than 30 missile launchers strapped together the Abdiel fulfills this purpose
 
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Offline Caveman31

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Re: Ship designs from a 6 powers game
« Reply #2 on: November 11, 2020, 01:10:09 AM »
Love the reasoning behind which power made what and for what reason, keep them coming!!
 
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Offline HighTemplar (OP)

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Re: Ship designs from a 6 powers game
« Reply #3 on: November 11, 2020, 07:59:14 AM »
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New York class Frigate      3,000 tons       75 Crew       535.6 BP       TCS 60    TH 66    EM 0
3125 km/s      Armour 4-18       Shields 0-0       HTK 26      Sensors 0/0/0/0      DCR 1      PPV 10
Maint Life 2.46 Years     MSP 191    AFR 72%    IFR 1.0%    1YR 44    5YR 654    Max Repair 164.0625 MSP
Magazine 190   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Pratt and Whitney F103 (1)    Power 187.5    Fuel Use 48.99%    Signature 65.6250    Explosion 10%
Fuel Capacity 221,000 Litres    Range 27.1 billion km (100 days at full power)

General Dynamics Size 1 Missile Launcher (10)     Missile Size: 1    Rate of Fire 10
Raytheon 1.6Mkm Anti-Missile Fire Control FC15-R1 (2)     Range 15.3m km    Resolution 1
General Dynamics AMM 1 Patriot (190)    Speed: 43,200 km/s    End: 0.4m     Range: 0.9m km    WH: 1    Size: 1.0000    TH: 230/138/69

Raytheon 1.6Mkm Active Missile Search Sensor AS14-R1 (1)     GPS 63     Range 14.9m km    MCR 1.6m km    Resolution 1

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

The New York class frigate represents the DoD's attempt to fit a viable missile defense platform in as small a frame as possible, the plan is to have 2 New York class frigates escorting 1 Bunker Hill class escort carrier making up a task force (with plans to add a supply/sensor ship in the future). However confidential DoD analysis predicts an average of 25-30 missiles shot down in a simulated attack by a squadron (12) Mcdonnell Douglas F-2 Vipers (Production variant of the FX-2) leaving 18-23 to impact on the task force. While positive for the proponents of fighter warfare it has left the DoD considering increasing the escort on it's task forces.

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EX-1 class Scout Fighter      250 tons       8 Crew       87.6 BP       TCS 5    TH 9    EM 0
5119 km/s      Armour 1-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 3.77 Years     MSP 100    AFR 50%    IFR 0.7%    1YR 11    5YR 165    Max Repair 57.8 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

General Electric F404 (1)    Power 25.5    Fuel Use 652.65%    Signature 8.9250    Explosion 17%
Fuel Capacity 12,000 Litres    Range 1.3 billion km (3 days at full power)

Raytheon 55Mkm Active Search Sensor AS55-R60 (1)     GPS 3465     Range 55.7m km    Resolution 60

This design is classed as a Fighter for production, combat and planetary interaction
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EX-2 class Scout Fighter      250 tons       8 Crew       89.2 BP       TCS 5    TH 8    EM 0
4383 km/s      Armour 1-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 3.40 Years     MSP 100    AFR 50%    IFR 0.7%    1YR 13    5YR 197    Max Repair 63.0 MSP
Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

General Electric F403 (1)    Power 21.9    Fuel Use 768.68%    Signature 7.6580    Explosion 17%
Fuel Capacity 10,000 Litres    Range 0.9 billion km (59 hours at full power)

Raytheon 58Mkm Active Search Sensor AS58-R60 (1)     GPS 3780     Range 58.1m km    Resolution 60

This design is classed as a Fighter for production, combat and planetary interaction

With the inclusion of an active sensor on the Bunker Hill class deemed impractical (while still keeping her at 7000 tons) the DoD put out a tender for a scout fighter, this time (unlike during the future fighter project) two companies made it off the drawing board. The Mcdonnell Douglas EX-2 and the Lochheed Martin EX-1. To design the FX-2 Mcdonnell Douglas took the F-2 Viper, took off the missile launches and fire control and replaced them with the 150 ton Raytheon 58Mkm Active Search Sensor AS58-R60 (hence forth all sensors will be referred to by their AS and R designation (in this case AS58-R60) as well as adding extra fuel and maintenance supplies. Lochheed Martin built their design from the ground up, the EX-1 made two major changes compared to the EX-2. The first of which was to replace the AS58-R60 active sensor with the AS55-R60, this sensor while giving up 3Mkm on the AS58-R60 was 12 tons lighter (a not insignificant amount when the whole fighter only weighed 250 tons). This allowed Lochheed Martin to implement their other major change: replacing the General Electric F403 engine with the General Electric F404, the F404 while 10 tons heavier was more powerful while also using less fuel, this allowed the EX-1 to have a higher top speed and range than the EX-2. The EX-2 design was the early favorite due to the success of the F-2 viper (the first of which were beginning to roll off the production line and wow anyone flying them). However the DoD's desire to spread production (to benefit the districts of more congressmen and senators making funding harder to cut) combined with a Lochheed Martin lobbying campaign to imply a corrupt bargain in the single company prototype stage of the future fighter project the DoD decided to choose the EX-1 naming it the Lochheed Martin E-1 Sentry (the fact that a majority of the review committee considered it the better design was considered an added bonus).


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Sorry its nearly all American designs (so far), there are actually 6 powers in the game (United States, USSR, Great Britain, German Empire, France and Japan) but most of the powers are holding off until their shipyards are bigger, I might throw in some ground forces next time as well (and the Bunker Hill class of course)
 
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Offline Iestwyn

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Re: Ship designs from a 6 powers game
« Reply #4 on: November 13, 2020, 03:46:08 AM »
Not sure why the more experienced people on the forum haven't commented more on this; I'm really only barely getting back into Aurora, so I won't have much to add. I really like the lore behind everything.

Out of curiosity, why have engines on the Abdiel at all? As far as I know it shouldn't need any in orbit, and it's pretty slow with them anyways. Getting rid of the engines and fuel would make room for a bigger payload.
 
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Offline Black

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Re: Ship designs from a 6 powers game
« Reply #5 on: November 13, 2020, 04:15:11 AM »
Ability to leave orbit can be beneficial, for example to get out of range of STO weapons on the surface.
 
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Offline Iestwyn

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Re: Ship designs from a 6 powers game
« Reply #6 on: November 13, 2020, 04:21:58 AM »
Oh, that's fair. Wouldn't you want to be a bit faster, then?
 
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Offline Black

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Re: Ship designs from a 6 powers game
« Reply #7 on: November 13, 2020, 06:07:39 AM »
It depends on the range of enemy beam weapons. But IMO this speed should be enough on this tech level. You dont really need to got that far.

It also allows this platform to move to guard jump point or to bombard hostile colony on other planet in Sol.

In Honorverse, Manticoran fortresses guarding junction also have limited mobility so they can change formation around the wormholes and such.
 
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Offline HighTemplar (OP)

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Re: Ship designs from a 6 powers game
« Reply #8 on: November 13, 2020, 07:11:10 AM »
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Baden class Corvette      1,000 tons       49 Crew       264.8 BP       TCS 20    TH 156    EM 0
7815 km/s      Armour 1-8       Shields 0-0       HTK 9      Sensors 0/0/0/0      DCR 0      PPV 8
Maint Life 3.23 Years     MSP 81    AFR 32%    IFR 0.4%    1YR 12    5YR 175    Max Repair 78.125 MSP
Korvettenkapitan    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Porsche 902 (1)    Power 156.2    Fuel Use 838.53%    Signature 156.25    Explosion 25%
Fuel Capacity 34,000 Litres    Range 0.7 billion km (25 hours at full power)

Kiese Advanced Defence Systems 12cm C4 Ultraviolet Laser (2)    Range 160,000km     TS: 7,815 km/s     Power 4-4     RM 40,000 km    ROF 5       
Hecker & Rosenquist Beam Fire Control R192-TS7500 (1)     Max Range: 192,000 km   TS: 7,500 km/s     95 90 84 79 74 69 64 58 53 48
Schwarz Thrust Gas-Cooled Fast Reactor R8-PB40 (1)     Total Power Output 8.1    Exp 20%

Heine-Wiegmann Electronics 2.7Mkm Active Search Sensor AS2-R1 (1)     GPS 3     Range 2.7m km    MCR 295.3k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

The Baden class corvette was designed by the German Empire to put a hull in space as quickly as possible. While comparing poorly to the British Abdiel in a direct engagement the Baden class was designed with a view towards securing space against the French and the USSR Germany's two main rivals in Europe. Once Germany had more hulls the Badens could be used as commerce raiders in the inner Sol system. The design caused outrage among the German defense industry as all parts (except for the Porsche 902 engine) were produced in house, this was according to the Imperial Defense Chancellery (IDC). This almost bought down the governing majority in the Reichstag as several conservative deputy's with Krupp or Rhinemetal interests in their constituencies threatened to support a motion of no confidence, they backed down when the Chancellor for defense agreed to have all future ship designs openly bid on and voted on by the Reichstag and Bundesrat (This did not please the Keiser). This likely contributed to the German Imperial Navy's lack of a unified doctrine and subsequent lack of construction over the next several years


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The bit at the end is me trying to come up with an excuse for not seeing any german designs for a while (edit: after the Baden)

On the Abdiel engine issue the lack of speed was deliberate(ish). The Abdiel was basically supposed to be a nuclear deterrent so that if any nations got frisky on earth (looking at you USSR) the diplomats from the foreign office would be able to remind them of the sword of Damocles hanging over their heads. To be an effective deterrent it had to be able to credibly be able to punch missiles through any ground based AMM defenses that were developed in the next 5-10 years, I calculated that 30 missiles would about do it (hence why the missiles are small: so I could have a larger salvo size) and thus added them plus a fire control and a sensor to enable it to fire at shipping orbiting earth. As a deterrent it's actual capabilities in a fight didn't really matter to much as if it ever got in a fight it had failed as a deterrent (Hence the lack of armor, or long range fire control) after building the missile system and maintenance etc I was left with about 210 tons in non armor space (that is if I added 210 tons that plus the increase in armor would get me to 1000 tons). I wanted it to be able to move from planet to planet as it would be a good anti-beam ship defense for an outlying colony (good = better than nothing, in this case) a speed in the mid triple digits would allow it to travel to other planets while still retaining the range to do so. doubling the engine size (while reducing fuel) would leave it at a speed of about 1250km/s which is still stupidly slow (everyone is on Ion engine tech) to get to a reasonable speed would have reduced the range massively which I did not want to do as I did not want to have to baby sit it with tankers whenever I moved it. In short, it was fast enough for what I wanted it to do and I did not need to make it faster

To be honest though I didn't even think of beam armed STOs but it is a nice side effect (in my defense I did design the class in about 5 minutes at 4am)
 
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Offline Iestwyn

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Re: Ship designs from a 6 powers game
« Reply #9 on: November 13, 2020, 10:24:29 AM »
Excellent stuff, and a lot of good points regarding the Abdiel. Learning a lot!
 

Offline Garfunkel

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Re: Ship designs from a 6 powers game
« Reply #10 on: November 13, 2020, 12:29:29 PM »
Even if it doesn't move, 625 km/s gives it a slightly bigger chance to "dodge" incoming fire than 1 km/s does.
 
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Offline Iestwyn

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Re: Ship designs from a 6 powers game
« Reply #11 on: November 13, 2020, 01:29:16 PM »
I totally forgot that missile dodge chance was tied to target speed. An incredibly rookie mistake.
 

Offline TheTalkingMeowth

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Re: Ship designs from a 6 powers game
« Reply #12 on: November 13, 2020, 01:55:24 PM »
Even if it doesn't move, 625 km/s gives it a slightly bigger chance to "dodge" incoming fire than 1 km/s does.

Probably not gonna matter, though. Anything more advanced than a conventional missile is gonna be faster than 7000km/s, and so a guaranteed hit.
 

Offline Garfunkel

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Re: Ship designs from a 6 powers game
« Reply #13 on: November 14, 2020, 06:28:18 PM »
Beam armed warships will not be going faster than 7000 km/s at early tech.
 

Offline TheTalkingMeowth

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Re: Ship designs from a 6 powers game
« Reply #14 on: November 14, 2020, 06:48:37 PM »
Beam armed warships will not be going faster than 7000 km/s at early tech.

But they WILL be faster than 625km/s and so will have unreduced hit chance.

Missiles need to be 10x faster than their targets to have 100% hit without agility. Beams just need to be faster, period.