Posted by: metalax
« on: March 04, 2013, 05:50:27 AM »The number of fire-controls you need is dependant on how much fire-power you want to direct at each target. As a rule of thumb I tend to use around one fire-control per four beam weapon barrels.
Design 2 types of fire-control, one with 4x speed the other with 4x range. Use the first for PD guns and the later for anti-ship weapons.
Redesign your turrets to match the tracking speed of the appropriate fire-control.
Increase the size of your resolution 1 active sensor by at least x5 if not x10. You only pick up size 6 or smaller missiles at roughly 10% of the listed range, and with such a short range it is entirely possible for a missile with decent speed to cross your entire detection range in a single 5 second increment.
I'd put an additional resolution 16 active sensor for picking up FAC's, small ships and star swarm.
Increase the armour to at least 3-5 layers. This should be pretty much the minimal levels you put on any combat ship. Some shields would be a good idea as well to provide defence against leaking missiles that you don't have to return to a shipyard for repair. I'd typically place about 5% of the tonnage into shield generators and around 10% into armour.
As you are running an older version you are limited to fixed size 5 military engines, put one for every thousand tons of the ship.
Use engineering spaces rather than maintenance storage for combat ships. Not only do they provide some maintenance supply capacity, they also reduce the failure rate which results in less need to actually use those supplies. When designing a ship I typically put one space per thousand tons then reduce the number at the end if it results in a maintenance life too much over three years.
Design 2 types of fire-control, one with 4x speed the other with 4x range. Use the first for PD guns and the later for anti-ship weapons.
Redesign your turrets to match the tracking speed of the appropriate fire-control.
Increase the size of your resolution 1 active sensor by at least x5 if not x10. You only pick up size 6 or smaller missiles at roughly 10% of the listed range, and with such a short range it is entirely possible for a missile with decent speed to cross your entire detection range in a single 5 second increment.
I'd put an additional resolution 16 active sensor for picking up FAC's, small ships and star swarm.
Increase the armour to at least 3-5 layers. This should be pretty much the minimal levels you put on any combat ship. Some shields would be a good idea as well to provide defence against leaking missiles that you don't have to return to a shipyard for repair. I'd typically place about 5% of the tonnage into shield generators and around 10% into armour.
As you are running an older version you are limited to fixed size 5 military engines, put one for every thousand tons of the ship.
Use engineering spaces rather than maintenance storage for combat ships. Not only do they provide some maintenance supply capacity, they also reduce the failure rate which results in less need to actually use those supplies. When designing a ship I typically put one space per thousand tons then reduce the number at the end if it results in a maintenance life too much over three years.