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EDIT: I'm dumb. I needed to assign the pods and pod bays to the MFC and now it works. It also significantly reduced the duration of the battle and loss of ground troops, so it seems like it is actually worth - at least on planets without excessive AA.

Ah, yes, the same "bug" that afflicts me every time I use buoy droppers on my survey ships... agh!  :P
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But that would mean more dreadful micro... Would they function one after the other is done with their jobs or would i have to put them in a specific order or wouldnt they work at all? I would really like to cut the micromanagement i have to make to the maximum amount possible. This game is all about micro and that in itself is tiresome already, having to move team after team and then halt the whole expedition or move without them and have to make notes to remember myself to do all that would be too much drain and stress.

They will work, just at 1/2 or 1/3 efficiency (depending if you also add GEO to the mix) which for xeno can often be a long bottleneck on exploitation of ruins/constructs.

So if shuffling a couple of transports around once every few years on average is genuinely too much micro then yes you can use a mixed XEN/CON(/GEO) formation and it will work okay.
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... Dang you guys beat me to it... anyways.

A few tips: the most efficient Geosurey unit is one with 2 geosurvey modules. I personally build my Geo-Survey "battalion" to be 10,000 Tons using 45 Geosurvey Vehicles, this gives you a default 9 Geo Survey Points per day for the unit.

You use the same process to make Construction units and Xeno-archeology units.

Is there any benefit of making a Geosurvey battalion with Xeco-Archeology and some Construction units? I was thinking of making a do it all, maybe 15k tons Battalion to just be on call in any of the big exploration Squadrons. That with a couple of Marine Companies, just in case.
So, is it somewhat worth it or just a waste?

not really, since the construction vehicles cant start working until after the xeno team is done, and once the xeno team is done there is nothing else for them to do on the planet. If you have a 15k ton battalion with 7.5k of each, you will be essentially 'wasting' 7.5k tons of potential.

I would recommend keeping them separate, this way you can move the xeno team to a new planet to start excavating while the construction team is recovering on the first planet.
But that would mean more dreadful micro... Would they function one after the other is done with their jobs or would i have to put them in a specific order or wouldnt they work at all? I would really like to cut the micromanagement i have to make to the maximum amount possible. This game is all about micro and that in itself is tiresome already, having to move team after team and then halt the whole expedition or move without them and have to make notes to remember myself to do all that would be too much drain and stress.
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General Discussion / Re: How do you make a ground survey team in C# Aurora?
« Last post by ArcWolf on Yesterday at 07:25:41 PM »
... Dang you guys beat me to it... anyways.

A few tips: the most efficient Geosurey unit is one with 2 geosurvey modules. I personally build my Geo-Survey "battalion" to be 10,000 Tons using 45 Geosurvey Vehicles, this gives you a default 9 Geo Survey Points per day for the unit.

You use the same process to make Construction units and Xeno-archeology units.

Is there any benefit of making a Geosurvey battalion with Xeco-Archeology and some Construction units? I was thinking of making a do it all, maybe 15k tons Battalion to just be on call in any of the big exploration Squadrons. That with a couple of Marine Companies, just in case.
So, is it somewhat worth it or just a waste?

not really, since the construction vehicles cant start working until after the xeno team is done, and once the xeno team is done there is nothing else for them to do on the planet. If you have a 15k ton battalion with 7.5k of each, you will be essentially 'wasting' 7.5k tons of potential.

I would recommend keeping them separate, this way you can move the xeno team to a new planet to start excavating while the construction team is recovering on the first planet.
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... Dang you guys beat me to it... anyways.

A few tips: the most efficient Geosurey unit is one with 2 geosurvey modules. I personally build my Geo-Survey "battalion" to be 10,000 Tons using 45 Geosurvey Vehicles, this gives you a default 9 Geo Survey Points per day for the unit.

You use the same process to make Construction units and Xeno-archeology units.

Is there any benefit of making a Geosurvey battalion with Xeco-Archeology and some Construction units? I was thinking of making a do it all, maybe 15k tons Battalion to just be on call in any of the big exploration Squadrons. That with a couple of Marine Companies, just in case.
So, is it somewhat worth it or just a waste?
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General Discussion / Re: Missile-ssistance?
« Last post by Agraelgrimm on Yesterday at 04:44:43 PM »
I'm absolutely with Garfunkel in the point, that we mustn't complain of AI strong sides, we must complain of weak ones!
It's good if AI have an ability to punch me in the nose nigh every time, it's desirable if AI will have an ability to do it multiple times, forcing me to build stronger and more thought-out navy and army. That's fan, that's why I need my brain, that's why I will continue to play Aurora!

What is undesirable:
1. To have an easy and natural way to crush any AI. What's the meaning of such baby food? I'm sentient being, and AI is not, I know I'm smarter - there is no interest to prove this point to myself again and again.
2. To be compelled in some monotonous, repetitive boring activity, absolutely necessary to continue the game. That's not an entertainment for the sentient being.

And here, I think, are our problems with missiles:

1. It's trivially easy to kill any AI fleet with missile alpha strike (box launchers), that AI cannot use itself because it cannot evaluate correctly a value of target against it's ability to dodge (jump away, hide, etc.)
2. It's absolutely boring to click through AMM spam, it's not an intellectual challenge nor aesthetic value.

So, really, missiles needs some form of nerf or countermeasure.

To revoke doubled max boost for one-off engines is an easy solution, but I think it's not a nice solution: better boost for one-off engines is natural, realistic and flavouring thing.

So, I think it will be much better to push more in the way of nerfing fuel efficiency for small engines and/or MFC max range against small/ECMed targets (lesser range of AMMs - lesser click-through time; bigger long-ranged ASMs - easier for AI to counter them).

In addition, I think it will be better to:
1. Make quick jumps impossible (easy way to bait AI's alpha strikes). Implement "warming up" time for any jump procedure, even through the gate (stab.JP).
2. Replace strict MFC range (another easy way to bait AI's alpha strikes) with steady increasing chance of lock failure. It's in addition will take off some strangeness of mechanics that officers cannot implement their tactical bonuses to missile combat.

This is why AI fleets do not use box launcher designs. These require a lot of logistics and production capacities, but cannot be countered on a tactical level. AMMs create a box launcher system on steroids though, as these are hard to kill and numerous at the same time. There is one thing you should remember when encountering these spammers though and it is that the best protection against AMM spam is armor. A point of armor is ~1BP and an AMM is several times more expensive. The enemy will hardly be able to afford to kill your ships with AMMs.
Another option to defeat enemy AMM spam is a healthy use of ECM. For every tech level of ECM advantage over the enemy, the hit rate will plummet by 10%, which is a significant reduction in damage output. Countering this ECM disadvantage costs .25 MSP per missile and significantly affects AMM cost and performance.

Now back to player use of ASMs. The goal of ASMs has always been to overcome enemy missile defenses by saturating them. This can be done extremely effective by shooting large quantities of relatively small missiles. The most extreme thing you could field in this regard would be size 1 ASMs fired from box launchers. There is basically no counter to this form of abuse and not doing it is left to the player. I do not touch missiles very much and right now. The main combat units are beams only. Skirmishers use missiles though and these are relatively large with 12 MSP or 30 tons per. This way they can be used against targets of opportunity and not against the enemy navy, as a small squadron or skirmishers will hardly overcome the combined missile defense capabilities of a sizeable force. These self-imposed limitations keep missiles useful and do not break game balance at the same time.

My self imposed limitations on missiles are my preference for beam weapons (Since we have a overall lack of kinectic weapons) and i just go with is close to our reality, so box launchers are on the multiples we get in real life, such as 36-72, etc. If i really need more missiles than that, then it has to be with missile launchers and those take space from the ship and that balances itself out.
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C# Bureau of Design / Re: Oh, the Humanity: Designs 1.13 edition
« Last post by L0ckAndL0ad on Yesterday at 02:55:23 PM »
Oh, I forgot to mention the Fleet Auxiliaries. All these box launchers missile cells need rearmament. Initially, I wanted to make a civilian carrier that would also be able to make small repairs to armor. But so far, I came up with this mobile ordnance transfer hub.

Supplies and Fuel are of secondary priority here, but it has a bit of both. Main function is to rearm missiles near the frontline. 1800 km/s is not much, but this is a "mobile base", not a "ship". Or, at least, a "tender". I've constructed 2 of these so far.

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Ananke class Resupply Base      200 000 tons       768 Crew       6 595.6 BP       TCS 4 000    TH 7 200    EM 0
1800 km/s    JR 2-25(C)      Armour 1-304       Shields 0-0       HTK 162      Sensors 0/0/0/0      DCR 11      PPV 0
MSP 15 020    Max Repair 2400 MSP
Magazine 5 000    Cryogenic Berths 1 000    Cargo Shuttle Multiplier 2   
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months   
Ordnance Transfer Hub - Capable of transferring ordnance to multiple ships simultaneously

JC200K E10 Commercial Jump Drive     Max Ship Size 200500 tons    Distance 25k km     Squadron Size 2

Commercial Internal Fusion Drive  EP600.0 (12)    Power 7200    Fuel Use 2.89%    Signature 600    Explosion 5%
Fuel Capacity 5 200 000 Litres    Range 162.1 billion km (1042 days at full power)
Refuelling Capability: 125 000 litres per hour     Complete Refuel 41 hours

CIWS-250 (4x10)    Range 1000 km     TS: 25 000 km/s     ROF 5       
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Colony Ship for auto-assignment purposes

The more I use these, the more I realize that it's easier to put both fuel and MSP on the same ship and call it a day. Speed also matters quite a lot, even for a non-frontline vessel. On patrol, this ship can travel with the combat fleet so that its fuel tanks and supply would be full when the call for warships comes in...

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Reliant class Replenishment Oiler      30 000 tons       264 Crew       1 355 BP       TCS 600    TH 3 000    EM 0
5000 km/s    JR 1-25(C)      Armour 1-86       Shields 0-0       HTK 68      Sensors 18/18/0/0      DCR 11      PPV 0
MSP 7 528    Max Repair 150 MSP
Cryogenic Berths 200    Cargo Shuttle Multiplier 2   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

JC30K E10 Commercial Jump Drive     Max Ship Size 30000 tons    Distance 25k km     Squadron Size 1

Commercial Internal Fusion Drive  EP600.0 (5)    Power 3000    Fuel Use 2.89%    Signature 600    Explosion 5%
Fuel Capacity 6 671 000 Litres    Range 1 386.5 billion km (3209 days at full power)
Refuelling Capability: 125 000 litres per hour     Complete Refuel 53 hours

CIWS-250 (2x10)    Range 1000 km     TS: 25 000 km/s     ROF 5       
Long Range Navigation Radar (1)     GPS 5400     Range 76.3m km    Resolution 150
EM Sensor EM1.0-18.0 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Thermal Sensor TH1.0-18.0 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km

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

I also need a dedicated collier to ferry the ammo to Ananke in the field, but I'm still behind in actually producing enough ammo for it to matter, so it'll come later and will be based on Reliant class :D
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C# Bureau of Design / Re: Oh, the Humanity: Designs 1.13 edition
« Last post by L0ckAndL0ad on Yesterday at 02:21:29 PM »
2nd Generation small craft and ammo

My usual go-to is Size 4 or 6 ASM. This time I tried using ECM and it's doing great so far. It fits okay at current tech level, but also fitting ECCM feels not worth it.

Since the damage against heavily armored targets is not that great, I'm trying to switch to Size 20 ASMs.. They should provide internal shock damage capability but would require bigger volleys to deal with heavy PD/AMMs. Thankfully, my current enemy does not use AMMs yet, only GC PD.

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ASM-62 Spike Anti-Ship Missile
Missile Size: 6.0000 MSP  (15.00000 Tons)     Warhead: 12    Radiation Damage: 12    Manoeuvre Rating: 15
Speed: 40 467 km/s     Fuel: 1 305     Flight Time: 21 minutes     Range: 50.07m km
ECM Modifier: 40%     
Cost Per Missile: 11.61032     Development Cost: 1 161
Chance to Hit: 1k km/s 607.0%   3k km/s 202.3%   5k km/s 121.4%   10k km/s 60.7%

Materials Required
Corbomite  2
Tritanium  3
Gallicite  6.61032
Fuel:  1305

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ASM-200 Demiurge Anti-Ship Missile
Missile Size: 20.00 MSP  (50.000 Tons)     Warhead: 65    Radiation Damage: 65    Manoeuvre Rating: 16
Speed: 40 200 km/s     Fuel: 1 450     Flight Time: 2 minutes     Range: 5.42m km
ECM Modifier: 40%     ECCM Modifier: 40%
Cost Per Missile: 42.568     Development Cost: 4 257
Chance to Hit: 1k km/s 643.2%   3k km/s 214.4%   5k km/s 128.6%   10k km/s 64.3%

Materials Required
Corbomite  4
Tritanium  16.26
Gallicite  22.308
Fuel:  1450

I came back from GC fighters to Railgun ones. I compared both closely and Railguns are far superior, of course. I do see a need to make the engine smaller to be able to fit more fighters on carriers. Lower speed would hurt, but I feel like I need more numbers to be able to rotate individual sorties more efficiently. It's there mostly for a small chance that I may encounter missiles or enemy fighters/FACs at some point, so I do not worry much about it.

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F-2A Retribution class Fighter      480 tons       24 Crew       206.4 BP       TCS 10    TH 240    EM 0
25040 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 3
Maint Life 0 Years     MSP 0    AFR 95%    IFR 1.3%    1YR 42    5YR 627    Max Repair 120 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 6 days    Morale Check Required   

Internal Fusion Drive  EP240.00 (1)    Power 240    Fuel Use 985.90%    Signature 240    Explosion 30%
Fuel Capacity 34 000 Litres    Range 1.3 billion km (14 hours at full power)

10cm Railgun V50/C3 (1x4)    Range 50 000km     TS: 25 040 km/s     Power 3-3     RM 50 000 km    ROF 5       
Beam Fire Control R58-TS25000 (SW) (1)     Max Range: 57 600 km   TS: 25 000 km/s     83 65 48 31 13 0 0 0 0 0
Magnetic Confinement Fusion Reactor R3 (1)     Total Power Output 3    Exp 5%

Active Search Sensor AS4-R1 (1)     GPS 4     Range 4.5m km    MCR 408.7k km    Resolution 1

Absolution is basically a torpedo bomber. It's slow for its tech level, but can carry a big missile. A bigger craft of 500t will probably be unable to carry two such missiles at good speed, so making this LAC small and slow allows for larger volley size. Turnaround time is important, but delivering payload is what matters the most. As the enemy has no missiles, the ASM is short ranged, but the MFCS and radar allows longer range engagement if another missile would be introduced. Small craft ECM is included, which is also nice.

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A-2A Absolution class Light Attack Craft      350 tons       7 Crew       106.3 BP       TCS 7    TH 120    EM 0
17171 km/s      Armour 1-4       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 3
Maint Life 0 Years     MSP 0    AFR 69%    IFR 1.0%    1YR 12    5YR 175    Max Repair 60 MSP
Magazine 20   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 6 days    Morale Check Required   

Internal Fusion Drive  EP120.00 (1)    Power 120    Fuel Use 1394.27%    Signature 120    Explosion 30%
Fuel Capacity 35 000 Litres    Range 1.29 billion km (20 hours at full power)

MSL-20B Missile Cell (1)     Missile Size: 20    Hangar Reload 223 minutes    MF Reload 37 hours
Missile Fire Control FC48-R150 (1)     Range 48.3m km    Resolution 150
ASM-200 Demiurge Anti-Ship Missile (1)    Speed: 40 200 km/s    End: 2.2m     Range: 5.4m km    WH: 65    Size: 20    TH: 214/128/64

Active Search Sensor AS34-R150 (1)     GPS 1080     Range 34.1m km    Resolution 150

ECM 10

Early Warning Craft needs no introduction. Long range, decent endurance and great sensor coverage is all there is to wish for.

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E-1 Watcher class Early Warning Craft      500 tons       15 Crew       191.3 BP       TCS 10    TH 144    EM 0
14418 km/s      Armour 1-5       Shields 0-0       HTK 6      Sensors 0/18/0/0      DCR 0      PPV 0
Maint Life 4.48 Years     MSP 73    AFR 20%    IFR 0.3%    1YR 6    5YR 88    Max Repair 72 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Internal Fusion Drive  EP144.00 (1)    Power 144    Fuel Use 274.92%    Signature 144    Explosion 18%
Fuel Capacity 76 000 Litres    Range 10 billion km (7 days at full power)

ASR-6LR 6K Search Radar (1)     GPS 8640     Range 100.2m km    Resolution 120
EM Sensor EM1.0-18.0 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km

ECM 10

I wish I could make this thing unmanned. It's great to have, but it will pop like a balloon if anything would touch it, while an actual warship may survive and escape. It is very small and can fit in a pocket, though!

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SJ-2 Torchbearer class Jump Scout      125 tons       4 Crew       32.3 BP       TCS 2    TH 30    EM 0
12073 km/s    JR 1-50      Armour 1-2       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 0 Years     MSP 0    AFR 24%    IFR 0.3%    1YR 1    5YR 18    Max Repair 15 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

J500 (E10-1-50) Military Jump Drive     Max Ship Size 500 tons    Distance 50k km     Squadron Size 1

Internal Fusion Drive  EP30.00 (1)    Power 30    Fuel Use 348.57%    Signature 30    Explosion 15%
Fuel Capacity 8 000 Litres    Range 3.3 billion km (3 days at full power)

Active Search Sensor AS24-R150 (1)     GPS 540     Range 24.1m km    Resolution 150

The last two designs are for rescuing life pods. H-1 Sotiris is carrier-borne and does not have its own maintenance capability, but H-2 Ranger is intended to be stationed at colonies to be dispatched when needed if life pods are fairly close by.

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H-1 Sotiris class Rescue Shuttle      125 tons       2 Crew       24 BP       TCS 2    TH 30    EM 0
12073 km/s      Armour 1-2       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 0 Years     MSP 0    AFR 24%    IFR 0.3%    1YR 1    5YR 16    Max Repair 15 MSP
Cryogenic Berths 200   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Internal Fusion Drive  EP30.00 (1)    Power 30    Fuel Use 348.57%    Signature 30    Explosion 15%
Fuel Capacity 13 000 Litres    Range 5.4 billion km (5 days at full power)
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H-2 Ranger class Rescue Shuttle      500 tons       9 Crew       110.2 BP       TCS 10    TH 144    EM 0
14418 km/s      Armour 1-5       Shields 0-0       HTK 7      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 5.55 Years     MSP 73    AFR 20%    IFR 0.3%    1YR 4    5YR 60    Max Repair 72 MSP
Cryogenic Berths 200   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Internal Fusion Drive  EP144.00 (1)    Power 144    Fuel Use 274.92%    Signature 144    Explosion 18%
Fuel Capacity 175 000 Litres    Range 22.9 billion km (18 days at full power)

ECM 10
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The Suns Never Set / Re: The Suns Never Set - Comments Thread
« Last post by Steve Walmsley on Yesterday at 01:48:52 PM »
No offense meant but seeing a 1821 tons ship categorized as a destroyer hurts me so much  ;D That's barely a lifeboat  ;D

Good progress all around. Interesting and fun ships design too, I like the big laser range and fast speed on those things. Sometimes I just wish the swarm ships were more aggressive in general.

In the late 19th century, Royal Navy battleships, such as the real Royal Sovereigns, Majestics, Londons, etc., were around 15-17,000 tons. First class cruisers, such as the real Diadems, Devonshires, etc., were around 11-12,000 tons.

Destroyers varied between 300 and 600 tons, so they are unrealistically large in my campaign at 1000+ tons. :)

Ah I see, it's an historical thing. I must admit my knowledge of that period is quite low, so I had no idea. I'm more up to date on ww2 and recent ships.
I look forward to see those in action XD

My bible for that period is 'Conway's All The Worlds Fighting Ships 1860-1905' and I am just moving on to 'Conway's All The Worlds Fighting Ships 1906-1921'

I also have the 1922 - 1946 and 1947 - 1995 books. They are all excellent reference works and well worth reading simply for entertainment. They include a lot of background material on each design and on the period in general. For that reason, I use them a lot more than Jane's Fighting Ships.
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C# Bureau of Design / Re: Oh, the Humanity: Designs 1.13 edition
« Last post by L0ckAndL0ad on Yesterday at 01:38:38 PM »
2nd Generation major combat vessels

Surigao is the result of previous drafts I made public here but never built. 4 ships of the class were constructed so far, although the initial designs had 500t of hangar space for scouts and size 6 missile cells. Recent combat made me question the potency of size 6 missiles against heavily armored ships, which resulted in size 20 wh 65 missiles, which should allow for occasional internal shock damage, even if they fail to penetrate the armor.

This probably would be the last of the laser weapon armed designs, as I see clearly that str 18 particle lance is far superior choice when you want to kill heavily armored ships. My current enemy uses them on pretty much every ship - DD, CA, BC. I think I'm gonna do the same when I research all the needed tech.

Troop Capacity was probably a bad idea because my experience with boarding so far wasn't that positive. Oh, and the construction of carriers made me shift all the scouting craft there.

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Surigao class Battleship      35 190 tons       829 Crew       8 298 BP       TCS 704    TH 4 400    EM 3 570
6251 km/s      Armour 18-95       Shields 119-476       HTK 193      Sensors 36/18/0/0      DCR 37      PPV 196
Maint Life 2.54 Years     MSP 7 105    AFR 583%    IFR 8.1%    1YR 1 533    5YR 22 996    Max Repair 550 MSP
Troop Capacity 250 tons     Boarding Capable    Magazine 440   
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Internal Fusion Drive  EP1100.00 (EP110/FC0.4) (4)    Power 4400    Fuel Use 22.70%    Signature 1100    Explosion 11%
Fuel Capacity 1 710 000 Litres    Range 38.5 billion km (71 days at full power)
Epsilon S119 / R476 Shields (1)     Recharge Time 476 seconds (0.3 per second)

400mm SXR Laser (10)    Range 384 000km     TS: 6 251 km/s     Power 42-6     RM 60 000 km    ROF 35       
Gunnery FCS R384-T6 (2)     Max Range: 384 000 km   TS: 6 250 km/s     97 95 92 90 87 84 82 79 77 74
Magnetic Confinement Fusion Reactor R6 (10)     Total Power Output 61.1    Exp 5%

MSL-20B Missile Cell (22)     Missile Size: 20    Hangar Reload 223 minutes    MF Reload 37 hours
Mk 6 Missile FCS (11)     Range 59.6m km    Resolution 100
ASM-200 Demiurge Anti-Ship Missile (22)    Speed: 40 200 km/s    End: 2.2m     Range: 5.4m km    WH: 65    Size: 20    TH: 214/128/64

ASR-6LR 6K Search Radar (1)     GPS 8640     Range 100.2m km    Resolution 120
EM Sensor EM1.0-18.0 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  47.4m km

ECCM-4 (1)         ECM 40

Command, Control, Intelligence and Jump capability version of Surigao class battleship allows to put everything you may need on a flagship into a single hull, enabling it to lead other battleships in JP assaults. 2 ships built so far. Requires a dedicated shipyard and cannot be built on the same yard as the main line Surigao, unfortunately.

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Surigao C2IJ class Battleship      35 194 tons       891 Crew       8 115.1 BP       TCS 704    TH 4 400    EM 3 570
6251 km/s    JR 6-750      Armour 18-95       Shields 119-476       HTK 180      Sensors 36/14/0/0      DCR 48      PPV 70
Maint Life 2.36 Years     MSP 6 735    AFR 354%    IFR 4.9%    1YR 1 650    5YR 24 756    Max Repair 1181.5 MSP
Troop Capacity 250 tons     Boarding Capable    Magazine 120   
Captain    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 12 months    Morale Check Required   

J35K (E10-6-750) Military Jump Drive     Max Ship Size 35250 tons    Distance 750k km     Squadron Size 6

Internal Fusion Drive  EP1100.00 (EP110/FC0.4) (4)    Power 4400    Fuel Use 22.70%    Signature 1100    Explosion 11%
Fuel Capacity 1 710 000 Litres    Range 38.5 billion km (71 days at full power)
Epsilon S119 / R476 Shields (1)     Recharge Time 476 seconds (0.3 per second)

400mm SXR Laser (4)    Range 384 000km     TS: 6 251 km/s     Power 42-6     RM 60 000 km    ROF 35       
Gunnery FCS R384-T6 (1)     Max Range: 384 000 km   TS: 6 250 km/s     97 95 92 90 87 84 82 79 77 74
Magnetic Confinement Fusion Reactor R6 (4)     Total Power Output 24.4    Exp 5%

MSL-20B Missile Cell (6)     Missile Size: 20    Hangar Reload 223 minutes    MF Reload 37 hours
Mk 6 Missile FCS (3)     Range 59.6m km    Resolution 100
ASM-200 Demiurge Anti-Ship Missile (6)    Speed: 40 200 km/s    End: 2.2m     Range: 5.4m km    WH: 65    Size: 20    TH: 214/128/64

ASR-6LR 6K Search Radar (1)     GPS 8640     Range 100.2m km    Resolution 120
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  47.4m km
ELINT Module (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

ECCM-4 (1)         ECM 40

Coral Sea is the carrier I was able to build as quickly as possible. The size of the naval yards and the presence of Jump Drive were limiting factors. The preferable 100k+ ton carriers would have to come later, and the JD capability is something I think is crucial and will stay no matter what. Everything else, even CIWS and passive sensors that I usually put on carriers, were gotten rid of in favor of more hangar space, supplies and fuel.

The ship has enough ammo and fuel for 3 full strikes, for a total of 4, if we include the armament that LACs have on board when they embark. Strike wing consists of 30x 350t LACs (carrying 1x ASM-200 Demiurge each), 6x railgun fighters (not that tactically relevant in current conditions), 6x Early Warning craft, 2x JP scouts and 3x rescue shuttles.  4 carriers were built so far.

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Coral Sea class Carrier      60 000 tons       1 189 Crew       9 254.7 BP       TCS 1 200    TH 7 200    EM 0
6000 km/s    JR 3-50      Armour 1-136       Shields 0-0       HTK 310      Sensors 0/0/0/0      DCR 75      PPV 0
Maint Life 2.48 Years     MSP 7 957    AFR 524%    IFR 7.3%    1YR 1 796    5YR 26 944    Max Repair 1381.9 MSP
Hangar Deck Capacity 17 000 tons     Troop Capacity 250 tons     Magazine 2 208   
Captain    Control Rating 4   BRG   AUX   ENG   PFC   
Intended Deployment Time: 24 months    Flight Crew Berths 340    Morale Check Required   

J60K (E10-3-50) Military Jump Drive     Max Ship Size 60000 tons    Distance 50k km     Squadron Size 3

Internal Fusion Drive  EP1200.00 (EP120/FC0.4) (6)    Power 7200    Fuel Use 28.22%    Signature 1200    Explosion 12%
Fuel Capacity 6 150 000 Litres    Range 65.4 billion km (126 days at full power)

ASM-200 Demiurge Anti-Ship Missile (110)    Speed: 40 200 km/s    End: 2.2m     Range: 5.4m km    WH: 65    Size: 20    TH: 214/128/64

ECM 40

Strike Group
6x F-2A Retribution Fighter   Speed: 25040 km/s    Size: 9.58
6x E-1 Watcher Early Warning Craft   Speed: 14418 km/s    Size: 9.99
3x H-1 Sotiris Rescue Shuttle   Speed: 12073 km/s    Size: 2.48
2x SJ-2 Torchbearer Jump Scout   Speed: 12073 km/s    Size: 2.48
30x A-2A Absolution Light Attack Craft   Speed: 17171 km/s    Size: 6.99

Dragon class was something I always wanted to build, but wasn't brave enough to do so. I've built 9 of them so far, and the reality is that fiddling with their FCS assignments is MUCH harder than it is for ordinary, reloadable missile launcher designs. The idea was that I could use size 1 light attack missiles (currently with wh 2) against fighters and ships if there's a need to do so. Which is a good idea, considering that my current enemy does NOT have missile capabilities whatsoever.

But this design would make you a lot of trouble when dealing against fighters... removing/adding missile cells to target different small targets for each ship is too time consuming. So I'd rather switch to some other missile design very soon.

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Dragon class Destroyer      9 000 tons       180 Crew       1 832.3 BP       TCS 180    TH 1 200    EM 1 170
6666 km/s      Armour 3-38       Shields 39-325       HTK 54      Sensors 9/9/0/0      DCR 14      PPV 62.26
Maint Life 3.80 Years     MSP 1 508    AFR 162%    IFR 2.2%    1YR 164    5YR 2 458    Max Repair 300 MSP
Magazine 310   
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Internal Fusion Drive  EP600.00 (EP120/FC0.4) (2)    Power 1200    Fuel Use 39.91%    Signature 600    Explosion 12%
Fuel Capacity 475 000 Litres    Range 23.8 billion km (41 days at full power)
Epsilon S39 / R325 Shields (1)     Recharge Time 325 seconds (0.1 per second)

Mk 45 Gauss Cannon (4x5)    Range 50 000km     TS: 25000 km/s     Power 0-0     RM 50 000 km    ROF 5       
Gunnery FCS R67-T25 (1)     Max Range: 67 200 km   TS: 25 000 km/s     85 70 55 40 26 11 0 0 0 0

MSL-1B Missile Cell (150)     Missile Size: 1    Hangar Reload 50 minutes    MF Reload 8 hours
MSL-20B Missile Cell (8)     Missile Size: 20    Hangar Reload 223 minutes    MF Reload 37 hours
Mk 6 Missile FCS (4)     Range 59.6m km    Resolution 100
MD-6 Missile FCS (3)     Range 20.3m km    Resolution 1
AMM-11 Iris Interceptor Missile (50)    Speed: 64 800 km/s    End: 0.5m     Range: 1.8m km    WH: 1    Size: 1    TH: 669/401/200
ASM-10 Tulip Light Attack Missile (100)    Speed: 29 600 km/s    End: 11.3m     Range: 20.1m km    WH: 2    Size: 1    TH: 276/165/82
ASM-200 Demiurge Anti-Ship Missile (8)    Speed: 40 200 km/s    End: 2.2m     Range: 5.4m km    WH: 65    Size: 20    TH: 214/128/64

ASR-6 6K Search Radar (1)     GPS 2160     Range 50.1m km    Resolution 120
MDR-6M Missile Defense Radar (1)     GPS 72     Range 20.3m km    MCR 1.8m km    Resolution 1
Thermal Sensor TH0.5-9.0 (1)     Sensitivity 9     Detect Sig Strength 1000:  23.7m km
EM Sensor EM0.5-9.0 (1)     Sensitivity 9     Detect Sig Strength 1000:  23.7m km

Compact ECCM-3 (2)         ECM 40

Initially, Kotlin was a pure RP design which I came up with after re-reading one of my favorite sci-fi books, where a group of such frigates makes a daring attack against superior foe near Jupiter. It had small PD cannons and size 6 missile cells. As I later begun experimenting with bigger missiles, and my enemy has no missile capability of his own yet, two new size 20 cells were installed instead and more speed and supplies were provided.

8 ships constructed so far. I see them being useful in the future, but I kinda hate having so many different ship designs and would rather install a big beam weapon with SW BFC on destroyers instead in the future.

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Kotlin class Frigate      6 000 tons       178 Crew       1 545.4 BP       TCS 120    TH 1 200    EM 1 170
10000 km/s      Armour 2-29       Shields 39-325       HTK 44      Sensors 9/9/0/0      DCR 2      PPV 22
Maint Life 3.09 Years     MSP 1 287    AFR 115%    IFR 1.6%    1YR 202    5YR 3 037    Max Repair 300 MSP
Magazine 40   
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Internal Fusion Drive  EP600.00 (EP120/FC0.4) (2)    Power 1200    Fuel Use 39.91%    Signature 600    Explosion 12%
Fuel Capacity 270 000 Litres    Range 20.3 billion km (23 days at full power)
Epsilon S39 / R325 Shields (1)     Recharge Time 325 seconds (0.1 per second)

500mm SXR Spinal Laser (1)    Range 384 000km     TS: 10 000 km/s     Power 65-6     RM 60 000 km    ROF 55       
Gunnery FCS R384-T10 (SW) (1)     Max Range: 384 000 km   TS: 10 000 km/s     97 95 92 90 87 84 82 79 77 74
Magnetic Confinement Fusion Reactor R6 (1)     Total Power Output 6.1    Exp 5%

MSL-20B Missile Cell (2)     Missile Size: 20    Hangar Reload 223 minutes    MF Reload 37 hours
Mk 6 Missile FCS (2)     Range 59.6m km    Resolution 100
ASM-200 Demiurge Anti-Ship Missile (2)    Speed: 40 200 km/s    End: 2.2m     Range: 5.4m km    WH: 65    Size: 20    TH: 214/128/64

ASR-6 6K Search Radar (1)     GPS 2160     Range 50.1m km    Resolution 120
Thermal Sensor TH0.5-9.0 (1)     Sensitivity 9     Detect Sig Strength 1000:  23.7m km
EM Sensor EM0.5-9.0 (1)     Sensitivity 9     Detect Sig Strength 1000:  23.7m km

Compact ECCM-3 (1)         ECM 40
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