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Posted by: Noriad
« on: April 26, 2020, 05:04:45 PM »

Quote from: Father Tim link=topic=10686. msg126301#msg126301 date=1587420531

Not an invalid reason, but not a requirement either.   If your survey ships are going to go very far, and not necessarily need to do it fast, civilian engines get much better fuel economy with lower maintenance.

Don't forget that if you use a civilian engine, you also need a civilian jump drive even if the vessel is military.
Posted by: Father Tim
« on: April 20, 2020, 05:08:51 PM »

Because Geological Survey Sensors are military components in C# Aurora.


Not an invalid reason, but not a requirement either.  If your survey ships are going to go very far, and not necessarily need to do it fast, civilian engines get much better fuel economy with lower maintenance.
Posted by: Black
« on: April 20, 2020, 04:59:35 PM »

Because Geological Survey Sensors are military components in C# Aurora.
Posted by: leomat
« on: April 20, 2020, 04:53:44 PM »

Quote
UKM Kepler class Geological Survey Vessel      4 148 tons       41 Crew       183 BP       TCS 83    TH 25    EM 0
301 km/s      Armour 1-23       Shields 0-0       HTK 15      Sensors 0/0/0/1      DCR 0      PPV 0
Maint Life 1,42 Years     MSP 126    AFR 550%    IFR 7,6%    1YR 69    5YR 1 031    Max Repair 100 MSP
Fregattankapitan    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

[DMG] ZM22-1 PS13 (2)    Power 25,0    Fuel Use 11,18%    Signature 12,5    Explosion 5%
Fuel Capacity 50 000 Litres    Range 19,4 billion km (745 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Quote
[DMG] ZM22-1 PS13
Engine Power 12,5    Fuel Use Per Hour 1,4 litres    Fuel per EPH 0,11
Thermal Signature 12,5    Explosion Chance 5%
Commercial Engine
Cost 5   Size 1 250 tons   Crew 12   HTK 5
Base Change to hit 100%
Materials Required: Gallicite  5


Why Military? Engines 25, 50%
Posted by: Vasious
« on: April 16, 2020, 11:49:17 PM »

Fighter Pods need Missile Fire Control, but the absolute bare minimum
Posted by: Father Tim
« on: April 15, 2020, 02:31:15 PM »

How should I deal with NPRs when I have Magneto-Plasma Drives? Any Idea of fighters or other ships? Are missiles still OP? Or I can focus on other weapons?

Personally, I think the point of the game is to find out all that stuff for yourself.  Build some ships and FACs and small craft and ground forces and see how they work.  If they don't work, try to figure out why.
Posted by: Paul Shakur
« on: April 15, 2020, 01:24:02 PM »

How should I deal with NPRs when I have Magneto-Plasma Drives? Any Idea of fighters or other ships? Are missiles still OP? Or I can focus on other weapons?
Posted by: xenoscepter
« on: April 14, 2020, 01:59:45 PM »

I was assuming the Gauss was as good as the VB6. Beam Fighters at Nuclear Thermal is something of a lose-lose situation in C#... at least compared to VB6.

Please note that these ships assume a fresh TN start, with no technologies yet researched outside of the Racial Techs (engines, guns etc.) These could be a LOT better with High-Density Duranium and 1.25x Power mod. They are in fact much better suited to Ion Engines and Composite armor. Also, it is worth noting that w/o Fighter FCS modules, these craft are more severely hindered by the low-tech Fire Controls, and that advances there would create a marked increase in their capabilities.
Posted by: xenoscepter
« on: April 14, 2020, 01:56:12 PM »

Now as for Ground Attack craft, no one really has much experience with them... aside from Steve of course. :P

This design is effectively the Warthog II -A, but with Fighter Pods instead of Gauss. It has a little less range than the -A version, but it furnishes you with 4 size 10 fighter pods. Likewise, the PPV of this vessel is a whopping 40, with a BP of about 50. That makes them even better than the -A for making your colonists feel safe. The downside is that this craft really can't do anything except ground support, so the -A is still better if you actually want to shoot something in space. The -A also functions as a scout, with it's Active Sensor System. The same Active Sensor also also it to engage enemy missiles.

Code: [Select]
Warthog II -B class Fighter      250 tons       2 Crew       49.4 BP       TCS 5    TH 10    EM 0
2002 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 40
Maint Life 3.77 Years     MSP 20    AFR 50%    IFR 0.7%    1YR 2    5YR 33    Max Repair 10 MSP
Magazine 40   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Nuclear Thermal Engine  EP10.00 (1)    Power 10.0    Fuel Use 223.61%    Signature 10.00    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.3 billion km (44 hours at full power)

Size 10 Fighter Pod Bay (4)     Pod Size: 10    Hangar Reload 158 minutes    MF Reload 26 hours

This design is classed as a Fighter for production, combat and planetary interaction
Posted by: DFNewb
« on: April 14, 2020, 01:53:26 PM »

For the Laser Armed Fighter, I would recommend replacing it with Gauss at this tech level. Beam Fighters in general are worse off in C# on account of the lack of Fighter FCS, and at this tech level they are practically neutered by it. This is one way of going about it, although it is still very slow, it can conduct orbital bombardments and is better than nothing for Anti-Missile work.

It is worth noting, that four of these can be maintained by a single Maintenance Facility / Module. It is also worth noting that the Planetary Protection value (PPV) is fairly good on a per BP basis, making these an OK-ish means of making your colonists feel safe. A one billion km range also gives them some damn good legs for an early tech Fighter.

Code: [Select]
Warthog II -A class Fighter      250 tons       7 Crew       17 BP       TCS 5    TH 10    EM 0
2007 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 1.0
Maint Life 8.50 Years     MSP 40    AFR 50%    IFR 0.7%    1YR 1    5YR 15    Max Repair 5.00 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 4.5 days    Morale Check Required   

Nuclear Thermal Engine  EP10.00 (1)    Power 10.0    Fuel Use 223.61%    Signature 10.00    Explosion 10%
Fuel Capacity 3,000 Litres    Range 1 billion km (5 days at full power)

Gauss Cannon R100-8.00 (2x2)    Range 10,000km     TS: 2,007 km/s     Accuracy Modifier 100%     RM 10,000 km    ROF 5       
Beam Fire Control R20-TS2000 (1)     Max Range: 20,000 km   TS: 2,000 km/s     50 0 0 0 0 0 0 0 0 0

Active Search Sensor AS1-R1 (1)     GPS 1     Range 1.3m km    MCR 137.4k km    Resolution 1

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

Note when 1.4 comes around those won't have 100 percent accuracy modifiers anymore so they are not as good as they look.
Posted by: xenoscepter
« on: April 14, 2020, 01:51:01 PM »

For the Laser Armed Fighter, I would recommend replacing it with Gauss at this tech level. Beam Fighters in general are worse off in C# on account of the lack of Fighter FCS, and at this tech level they are practically neutered by it. This is one way of going about it, although it is still very slow, it can conduct orbital bombardments and is better than nothing for Anti-Missile work.

It is worth noting, that four of these can be maintained by a single Maintenance Facility / Module. It is also worth noting that the Planetary Protection value (PPV) is fairly good on a per BP basis, making these an OK-ish means of making your colonists feel safe. A one billion km range also gives them some damn good legs for an early tech Fighter.

Code: [Select]
Warthog II -A class Fighter      250 tons       7 Crew       17 BP       TCS 5    TH 10    EM 0
2007 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 1.0
Maint Life 8.50 Years     MSP 40    AFR 50%    IFR 0.7%    1YR 1    5YR 15    Max Repair 5.00 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 4.5 days    Morale Check Required   

Nuclear Thermal Engine  EP10.00 (1)    Power 10.0    Fuel Use 223.61%    Signature 10.00    Explosion 10%
Fuel Capacity 3,000 Litres    Range 1 billion km (5 days at full power)

Gauss Cannon R100-8.00 (2x2)    Range 10,000km     TS: 2,007 km/s     Accuracy Modifier 100%     RM 10,000 km    ROF 5       
Beam Fire Control R20-TS2000 (1)     Max Range: 20,000 km   TS: 2,000 km/s     50 0 0 0 0 0 0 0 0 0

Active Search Sensor AS1-R1 (1)     GPS 1     Range 1.3m km    MCR 137.4k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
Posted by: Garfunkel
« on: April 14, 2020, 08:43:28 AM »

What's the mission that Storm is trying to do? It doesn't seem to be able to achieve much. With just a single, slow, laser, it won't pack much punch at all. The maintenance life and fuel amounts are far too large compared to the deployment time. Maybe you can squeeze another laser if you cut down on them. Even if you can't put another reactor in, it just means your lasers fire every 30 seconds instead of every 15 seconds - total damage output remains the same but you can double your alpha strike.

Since they are FAC sized and cheap, you could make a flotilla of dozen and use them to harass enemy ships that stray too close to your naval base.
Posted by: Doren
« on: April 14, 2020, 07:06:58 AM »

For Nuclear Thermal I personally think 2000 km/s as a minimum speed for large crafts and this being a small I imagine fast craft the speed seems way too slow and would look for something along 3000 - 4000 km/s range. So half or twice the speed of large crafts.

Edit. As the craft has fuel for 47 days but deployment time of 3 days I would say that cut it for other parts. If you need to move them then you most likely need fueler with them anyway for any kind of range so you have like 40 days of fuel extra.
Posted by: Silverkeeper
« on: April 14, 2020, 05:13:25 AM »

Thank you ;D How about this.  I know its slow but i only have nuclear thermal level technology.

Storm class Patrol Craft      979 tons       30 Crew       65,1 BP       TCS 20    TH 40    EM 0
2043 km/s      Armour 2-8       Shields 0-0       HTK 8      Sensors 0/0/0/0      DCR 0      PPV 3
Maint Life 4,70 Years     MSP 20    AFR 15%    IFR 0,2%    1YR 1    5YR 22    Max Repair 20,00 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Eurojet M-40 Nuclear Thermal Engine (1)    Power 40,0    Fuel Use 218,37%    Signature 40,00    Explosion 12%
Fuel Capacity 100 000 Litres    Range 8,4 billion km (47 days at full power)

Advanced Test Labs 10cm Infrared Laser (1)    Range 30 000km     TS: 2 043 km/s     Power 3-1     RM 10 000 km    ROF 15       
Advanced Test Labs Beam Fire Controll (1)     Max Range: 40 000 km   TS: 2 000 km/s     38 25 12 0 0 0 0 0 0 0
R3 Pressurised Water Reactor (1)     Total Power Output 3    Exp 5%

SA-10 Active Search Sensor (1)     GPS 300     Range 10,1m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes
Posted by: Jorgen_CAB
« on: April 14, 2020, 03:11:29 AM »

I think it has a lot of unnecessary components if it is a pure ground attack fighter... as far as I know neither engine, fuel is important and you don't need a fire control either if you are just using it as a ground attack craft.

So this small fighter are probably alright for that purpose...

Victory class Ground Attack Craft      25 tons       1 Crew       10.3 BP       TCS 0    TH 1    EM 0
2065 km/s      Armour 1-0       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 4
Maint Life 0 Years     MSP 0    AFR 4%    IFR 0.1%    1YR 0    5YR 1    Max Repair 6 MSP
Magazine 4   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Ion Drive  EP1.56 (1)    Power 1.6    Fuel Use 1397.54%    Signature 1.56    Explosion 12%
Fuel Capacity 1 000 Litres    Range 0.5 billion km (71 hours at full power)

Size 1 Fighter Pod Bay (4)     Pod Size: 1    Hangar Reload 50 minutes    MF Reload 8 hours
Assertive Fighter Air-to-Air Pod (1)    Armour Penetration: 0.625     Damage: 1.25     Shots: 1
Adventurous Fighter Autocannon Pod (1)    Armour Penetration: 0     Damage: 10     Shots: 3
Assurance Fighter Bombardment Pod (1)    Armour Penetration: 2     Damage: 1     Shots: 3

You can choose between loading any of the three fighter pods...