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Topic Summary

Posted by: idefelipe
« on: August 24, 2021, 02:39:28 PM »

I guess that having a ton of maintenance modules would be enough to rewind the clock for the non commercial shuttles. Also, they are for flavour and I think I will not use them too much
Posted by: TallTroll
« on: August 24, 2021, 08:07:56 AM »

>> You ought to watch ssethtzeentach's Starsector review. You won't regret it.

Hey, hey people. All hail our Ugandan overlord
Posted by: RougeNPS
« on: August 23, 2021, 10:55:33 PM »

Wait not everyone on this forum is a Starsector player?

I am...surprised to say that least.

 ;D
Posted by: Droll
« on: August 23, 2021, 08:52:19 PM »

Mudskipper Class? Is that a StarSector player I smell...

It is not.

...yet. There's another game on my radar now, damn you!  ;)

You ought to watch ssethtzeentach's Starsector review. You won't regret it.
Posted by: nuclearslurpee
« on: August 23, 2021, 08:49:46 PM »

Mudskipper Class? Is that a StarSector player I smell...

It is not.

...yet. There's another game on my radar now, damn you!  ;)
Posted by: xenoscepter
« on: August 23, 2021, 06:16:51 PM »

Mudskipper Class? Is that a StarSector player I smell...
Posted by: ArcWolf
« on: August 23, 2021, 04:24:01 PM »

Your commercial design is a great alternative, I went with a military design for a few reasons: size constraint, speed, small jump drive. Additionally, with a 9year maintenance life, and the fact it would be stationed at a location with both R&R and maintenance facilities, the deployment/maintenance life become non-issues.

I notice now i forgot sensors on mine, that was an oversite.
Posted by: nuclearslurpee
« on: August 23, 2021, 11:59:46 AM »

To put in a commercial hangar, you really want something that will not run a maintenance clock, because commercial hangars do not freeze the maintenance clock like military hangars do.

As such you need a 1,250-ton commercial engine which leads to a design like the following:

Off-Topic: Mudskipper class Shuttle • show
Mudskipper class Shuttle      2,000 tons       22 Crew       137.5 BP       TCS 40    TH 125    EM 0
3125 km/s      Armour 1-14       Shields 0-0       HTK 17      Sensors 1/1/0/0      DCR 1      PPV 0
MSP 42    Max Repair 31.25 MSP
Cryogenic Berths 2,000   
Commandant Major    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Lycurgus-Asterion LA-125C Gas-Core Light Auxiliary Drive (1)    Power 125    Fuel Use 7.83%    Signature 125    Explosion 5%
Fuel Capacity 19,000 Litres    Range 21.8 billion km (80 days at full power)

Civilian Navigational Sensor (1)     GPS 1     Range 1.3m km    MCR 113.5k km    Resolution 1
Civilian EM Sensor (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
Civilian Thermal Sensor (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Colony Ship for auto-assignment purposes


With the higher capacity it is also feasible to run a couple of these out after a big battle to clean up life pods. Sensors are optional for flavor but it is worth noting that ships like this can double as scouts in a pinch due to decent speed and small size.
Posted by: idefelipe
« on: August 23, 2021, 10:04:13 AM »

It is amazing, although I'm a few decades ago until I can get the ID. But, that is the kind of shuttles I would like to have, because they can be sent to rescue any survivors after an "encounter" ;)

EDITED:

The best I can do with my current tech is:

Code: [Select]
Angel class Rescue Shuttle (P)      900 tons       20 Crew       79.8 BP       TCS 18    TH 50    EM 0
2780 km/s    JR 1-50      Armour 1-8       Shields 0-0       HTK 7      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 7.24 Years     MSP 33    AFR 11%    IFR 0.1%    1YR 1    5YR 17    Max Repair 25.00 MSP
Cryogenic Berths 200   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Gravitic Shuttle J900 Military Jump Drive     Max Ship Size 900 tons    Distance 50k km     Squadron Size 1

Boeing INPE-50.00ME "Owl" Fighter Engine (1)    Power 50.0    Fuel Use 220.97%    Signature 50.00    Explosion 12%
Fuel Capacity 255,000 Litres    Range 23.1 billion km (96 days at full power)

Sentinel Navigational Sensor MkII (1)     GPS 1600     Range 25.7m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Colony Ship for auto-assignment purposes

I have included an Active Sensor for roleplay. I would like to include the active an EM and TH, but space is limited.
Posted by: ArcWolf
« on: August 23, 2021, 01:37:38 AM »

From personal experience, i would like to recommend one of these in a commercial hanger for emergencies.

Quote
Type R class Rescue Shuttle      995 tons       17 Crew       91.4 BP       TCS 20    TH 88    EM 0
4399 km/s    JR 1-50      Armour 1-8       Shields 0-0       HTK 7      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 9.06 Years     MSP 128    AFR 16%    IFR 0.2%    1YR 3    5YR 42    Max Repair 43.75 MSP
Cryogenic Berths 400   
Lieutenant    Control Rating 1   
Intended Deployment Time: 12 months    Morale Check Required   

Class I M-JD [2077]     Max Ship Size 1050 tons    Distance 50k km     Squadron Size 1

R7-E87.5 Ion Drive [2077] (1)    Power 87.5    Fuel Use 83.67%    Signature 87.5    Explosion 10%
Fuel Capacity 250,000 Litres    Range 54.1 billion km (142 days at full power)

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Colony Ship for auto-assignment purposes
Posted by: idefelipe
« on: August 20, 2021, 06:44:53 AM »

Yeah, that is more or less the same idea I have in mind. I will add more things in order to give it more RP Flavour, but yep.. it is the idea.

In any case, you can save some space reducing the deployment time (commercial ships don't need it) and 40 cargo shuttle bays are a bit too much for me  ;D
Posted by: Rich.h
« on: August 20, 2021, 05:38:28 AM »

I have a similar thing in my current game, I set them up anytime my exploration ships are going more than 5-6 jumps away from fully fledged colonies to reduce wasted fuel/deployment times etc. My current design is this

Quote
PMB Scipio 001  (Scipio class Maintenance Base)      556 597 tons       3 300 Crew       19 863.1 BP       TCS 11 132    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 877      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 200 022    Max Repair 2400 MSP
Cargo Shuttle Multiplier 40   
Captain    Control Rating 2   BRG   ENG   
Intended Deployment Time: 480 months   
Recreational Facilities
Maintenance Modules: 40 module(s) capable of supporting ships of 200 000 tons
Refuelling Hub - Capable of refuelling multiple ships simultaneously

Fuel Capacity 100 000 000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes

However I will be changing the mthod once 1.14 comes out and I start a new game, as the above post it will be modular and include a refuelling section. It seems nice having a giant station floating in space but the reality is they require either equally giant specialised tugs, or take eons to arrive. Plus they are a total headache for things like upgrading etc, a modular base can be RP'd to be constructed on site and then formed into a fleet. Then shipping parts in when new tech is available will be quick and simple.
Posted by: Kiero
« on: August 20, 2021, 05:24:00 AM »

I'm using a more modular approach. My stations:
- Refueling Hub with 20 000 000 fuel and limited sorium harvesting capabilities.
- Sorium Harvester 2 000 000 fuel and ability to fill it up within less than a year. It is auto refueling Sorium Hub.
- Maintenance station capable of supporting 27 000 - 35 000 t of military hulls (depends on maintenance tech), and 5000 MPS.
- Casino station for R&R.

Above order is also tow order to the remote location. All stations are under 120 000 t.

This setup is supported by Tug, Maintenance transport, and a tanker.
Posted by: idefelipe
« on: August 20, 2021, 04:55:07 AM »

Hmm... that is a very very interesting idea. As you say, with enough maintenance modules it is possible to have some military defense modules. Also, it will be easy to update/refit, as you can just tug the module and replace it for a new one.

The main problem is the tug fleet you will need for it, but if you consider those tugs as the "motor" of the station, that could also work as part of the structure.

I'm thinking that it can fit very good with the autonomous station I have in mind, because we can design a Cargo Module to transport the Mines/Const.Factories/Whatever, a Living Module with Orbital Habitats, etc.

The main problem is the insane amount of officers you will need to work all them properly.
Posted by: Black
« on: August 20, 2021, 04:18:07 AM »

I am planing some space station fun for my next game and I was thinking more about modular design, where I will put more smaller stations in single fleet and roleplay it as singe modular space station. This will allow me to better tailor the station for specific situations. When I need more fuel storage or maintenance facilities for example. Or if the station will be at sorium gas giant I can add several fuel harvesting modules that would be useless if stationed in system with no gas giant. Smaller parts will be also easier to tow than one huge complex.

Core module of the station would be always same - bridge, sensors and most likely troop compartment for marine detachment. Rest would be in separate modules. Problem with this approach is that CIWS would have to be on all modules to provide protection against missiles. But if you put some maintenance module and recreational module in the fleet, you can have some military modules with gauss turrets for defence of the whole complex. Or you can station fleet of fighters or FACs to provide mobile protection.