Posted by: Garfunkel
« on: October 22, 2015, 09:35:15 PM »Good luck. Keep us posted!
Titan class Fleet Tug 101,450 tons 480 Crew 5333.5 BP TCS 2029 TH 7200 EM 0
7097 km/s Armour 1-193 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 33 Max Repair 108 MSP
Intended Deployment Time: 3 months Spare Berths 5
Cryogenic Berths 10000 Tractor Beam
Talbot-Saunders 480 EP Cool Fusion Lightyear Drive (30) Power 480 Fuel Use 0.99% Signature 240 Exp 3%
Fuel Capacity 22,000,000 Litres Range 3942.8 billion km (6430 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Argo class Troop Transport 51,500 tons 250 Crew 2282 BP TCS 1030 TH 2880 EM 0
5592 km/s Armour 1-123 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 28 Max Repair 108 MSP
Intended Deployment Time: 3 months Spare Berths 3
Troop Capacity: 5 Battalions Cargo Handling Multiplier 5
Talbot-Saunders 480 EP Cool Fusion Lightyear Drive (12) Power 480 Fuel Use 0.99% Signature 240 Exp 3%
Fuel Capacity 8,000,000 Litres Range 2824.2 billion km (5845 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Titan class Fleet Tug 84,250 tons 395 Crew 4505 BP TCS 1685 TH 6000 EM 0
7121 km/s Armour 1-171 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 33 Max Repair 108 MSP
Intended Deployment Time: 3 months Spare Berths 0
Tractor Beam
Talbot-Saunders 480 EP Cool Fusion Lightyear Drive (25) Power 480 Fuel Use 0.99% Signature 240 Exp 3%
Fuel Capacity 20,000,000 Litres Range 4315.8 billion km (7014 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Couple things I wonder about though. Whats the orbital speed of the target planets, or the stars they are around, around the central star in the system.You're right about that. With my geo survey scout that went to the first target, I planned for more than enough fuel to make the round trip, but it arrived with only 40-something percent of its fuel left. Because it had actually gone in a big curve toward the remote star...
You might find that it'd be a lot more efficient, to do some math, figure out how long it would take to get to the target destination. Figure out about how much farther along its orbit it will be, and head towards where the planet will be, rather than just a simple "move to" which you may find spends a lot of extra time and fuel curving along to the area.
Going at less than max speed doesn't make the journey use any less fuel. It just makes the trip take more time. So sure, you'll have burnt less fuel 1 year into the journey, but you'll also have made an equally less amount of progress.That is exactly how I put it. "Another thing to keep in mind is that the fuel time for your faster ships is at max power" "thus taking the years to expend the fuel instead of the stated time"
Amimai, I noticed something; you sure do like your box launcher cheese warships. I do understand the reasoning for it, a multi-hundred alpha-strike or waves of only a few dozen, but that just means that once they fire, they are basically hunks of useless metal waiting to be blasted by the stealth ships that were lying in wait. The only ships I put them on are my smaller ships like my fighters/bombers, FACs/gunships, and on some frigates. And to the original point of this topic page; I would simply design long range warships along with a fleetcarrier/mothership/tender/invasion-ship. A thing I usually do is use slightly more efficient drives (almost to the point of them being commercial) on some of my warships. This lets me have patrol warships that can move to and from worlds without using a lot of fuel, so a modified version of this could get you there. Another thing to keep in mind is that the fuel time for your faster ships is at max power, so them slowing down to keep with the fleet makes them more efficient saving fuel for the journey (thus taking the years to expend the fuel instead of the stated time). I would also make it so those ships really wouldn't be returning (although this is conflicting with my usual nobody left behind mentality I try to keep) so that you then have (subjugation) ships adding the the PDV. A side question as well; are there any LPs in the system that you could use to get there?Going at less than max speed doesn't make the journey use any less fuel. It just makes the trip take more time. So sure, you'll have burnt less fuel 1 year into the journey, but you'll also have made an equally less amount of progress.
Arizona class Base Star 30,200 tons 386 Crew 4633 BP TCS 604 TH 0 EM 0
1 km/s Armour 20-86 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 30 PPV 0
Maint Life 19.52 Years MSP 3877 AFR 243% IFR 3.4% 1YR 19 5YR 290 Max Repair 15 MSP
Intended Deployment Time: 240 months Flight Crew Berths 177
Hangar Deck Capacity 12000 tons Magazine 1584
Fuel Capacity 2,000,000 Litres Range N/A
Halberd ASM-4SR (384) Speed: 50,000 km/s End: 55.4m Range: 166.3m km WH: 9 Size: 4 TH: 166/100/50
ECM 10
Strike Group
10x Desperado-III Fighter Speed: 28089 km/s Size: 8.9
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
Desperado-III class Fighter 445 tons 5 Crew 234 BP TCS 8.9 TH 125 EM 0
28089 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 0 Years MSP 0 AFR 89% IFR 1.2% 1YR 14 5YR 211 Max Repair 46.875 MSP
Intended Deployment Time: 0.1 months Spare Berths 5
62.5 EP Magnetic Fusion Thruster (4) Power 62.5 Fuel Use 391.33% Signature 31.25 Exp 25%
Fuel Capacity 20,000 Litres Range 2.1 billion km (20 hours at full power)
R4.5/C3 Meson Cannon (1) Range 32,000km TS: 28089 km/s Power 3-3 RM 4.5 ROF 5 1 1 1 0 0 0 0 0 0 0
Desperado Fire Control S00.3 16-6250 (FTR) (1) Max Range: 32,000 km TS: 25000 km/s 69 37 6 0 0 0 0 0 0 0
Tokamak Fusion Reactor Technology P3.2 (1) Total Power Output 3.2 Armour 0 Exp 5%
3gen Fighter Radar MR0-R1 (1) GPS 3 Range 390k km MCR 43k km Resolution 1
Thermal Sensor TH0.2-1 (1) Sensitivity 1 Detect Sig Strength 1000: 1m km
Fighter EM Detection Sensor EM0.1-1.4 (1) Sensitivity 1.4 Detect Sig Strength 1000: 1.4m km
This design is classed as a Fighter for production, combat and maintenance purposes
I'll also have 24 box launcher fighters aboard (as soon as I develop box launchers). If they carry 4 missiles each, that gives me volleys of 96 missiles per carrier, 384 for my intended fleet of 4 carriers, with four reloads. Add to that 40 meson fighters and I think I'm in pretty good shape to attack a relatively small enemy. With the last 1000T of hangar space, I'm thinking about some kind of sensor FAC so I could attack without revealing the location of the carriers. Alternatively, I may shuffle things around and put a couple of boarding ships.