Aurora 4x

C# Aurora => C# Bureau of Design => Topic started by: dersavage on January 10, 2021, 04:51:38 PM

Title: Ion Drive 40,000 battleship
Post by: dersavage on January 10, 2021, 04:51:38 PM
Not sure should I build this. My shipyard limit is 40,000 tons so because this is the biggest warship it will be battleship-class, but probably this is more like heavy cruiser. I plan to change classification when I get bigger ships. Majestic-class have very little Point-Defence. It will cruise with 2 cruiser and 2 destroyer escort and they will have more PD. I want to use lasers too, so I don't like full missile/torpedo ships.

The question is should I drop JD and use this heavy ship on defence role like camping jump points. Anyway now it's designed beyong jump gates and move closer to enemy.

Quote
Majestic class Battleship      39,990 tons       1,081 Crew       8,087.5 BP       TCS 800    TH 3,240    EM 0
4051 km/s    JR 5-100      Armour 9-104       Shields 0-0       HTK 268      Sensors 110/40/0/0      DCR 39      PPV 99.15
Maint Life 1.26 Years     MSP 7,741    AFR 432%    IFR 6.0%    1YR 5,098    5YR 76,467    Max Repair 3515.8 MSP
Troop Capacity 250 tons     Magazine 280    Cryogenic Berths 200   
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 6 months    Morale Check Required   

Mandeville & Ake J40000(5-100) Military Jump Drive     Max Ship Size 40000 tons    Distance 100k km     Squadron Size 5

Randell ID-1080/1.6M 2,7kt (3)    Power 3240.0    Fuel Use 83.61%    Signature 1080.00    Explosion 16%
Fuel Capacity 4,000,000 Litres    Range 21.5 billion km (61 days at full power)

Kenmore 2xKE-15 Laser Turret (5x2)    Range 180,000km     TS: 10000 km/s     Power 12-2     RM 30,000 km    ROF 30       
Calvano KE-15 Fire Control (1)     Max Range: 192,000 km   TS: 10,000 km/s     95 90 84 79 74 69 64 58 53 48
Koth Gas-Cooled Fast Reactor R2 (5)     Total Power Output 10    Exp 5%

Holloman AT-1 Anti-Torpedo Launcher (4)     Missile Size: 1    Rate of Fire 10
Holloman HAST-5 Torpedo Launcher (4)     Missile Size: 5    Rate of Fire 45
Kieser Torpedo Fire Control 85t (1)     Range 82.1m km    Resolution 120
Stricler Anti-Torpedo Fire Control 40t (1)     Range 11.4m km    Resolution 1

Strickler Torpedo Warning TW-16/3 150t (1)     GPS 48     Range 11.1m km    MCR 995k km    Resolution 1
Lamonda Active Search Sensor L-16/120 350t (1)     GPS 13440     Range 83.3m km    Resolution 120
Dumaine EM Sensor DEM-8/40 250t (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km
Schenkel Thermal Sensor TH10-110 500t (1)     Sensitivity 110     Detect Sig Strength 1000:  82.9m km

This design is classed as a Military Vessel for maintenance purposes

I have also researched thermal reduction should I use it? I think I will use it with smaller ships less than 15k and make hit-and-run missions.
Title: Re: Ion Drive 40,000 battleship
Post by: kilo on January 10, 2021, 05:39:47 PM
May I ask which of your ship components needs the ungodly amount of 3.5k MSP? Is it the jump drive? If it is, I would remove it and put it on a support ship that can stay behind and carries enough MSP for maintenance. This should free up something like 8000 tons of space as well and it will need a support fleet that carries fuel, ammunition or even MSP after all.
The tonnage you save could be well spent on ammunition storage. At the moment you can only bring 280 missile size points. This is 280 anti missile or 56 anti ship missiles. This is completely insufficient to achieve anything the NPR I am currently fighting sends missile salvos of 100+ over every 30 seconds. Your pretty expensive ship does four, while their about 15000 tons ion ships fire 4 x 5 anti ship missiles each.
Your sensors and fire controls look good and you have sufficient armor to withstand the occasional hit, which is fine. No shields means that you are pretty vulnerable to microwaves, but this a common problem early in the game. Shield generators are pretty crap until later.
What I might switch around it the size of the EM and the thermal sensor. What gets fleets spotted most often is their active sensor and shield emissions. In your case it is 3240 thermal emissions vs 13440 active sensor emissions. Having a larger EM sensor would allow you to spot their active sensor before being on their screen. This would allow you to evade the fight if you chose to.
When it comes to using thermal reduction tech on this ship, it would be a hard no to me. It is easily detected by active sensors due to it's size and will be seen through half the solar system when it activates it's sensors. Unless you are planning on running silent most of the time it is a waste in resources, build time and research points to work on these engines.
Title: Re: Ion Drive 40,000 battleship
Post by: nuclearslurpee on January 10, 2021, 06:02:39 PM
Not sure should I build this.

Good instinct.

For a battleship this has a quite sad amount of firepower - frankly, I have a hard time believing this is 40,000 tons given what is actually on it, and while the jump drive is probably limiting you I can't believe it's the entire problem as this ship has less firepower than I'd expect from a ship half the size (even from an NPR honestly).

You have 5x2 15-cm lasers and four each of AMM and ASM launchers. In a recent campaign my 20,000-ton cruisers could still mount 4x3 15-cm lasers and six ASM launchers (size 6, so a wash matched against your sizes 1 + 5). At the same time, you're pulling 4000 km/s out of ion engines, which is okay for a missile cruiser but a beam ship needs to be much faster - my aforementioned cruisers pulled 4500 km/s with ion drives and this was a mediocre compromise to meet the tonnage limit (it was an RP design, else I would have had more engines and less weapons).

So you have a 40,000-ton ship that can be outperformed by a 20,000-ton ship fairly easily, and in exchange you get...what? Jump capability, for sure, yes. A few more layers of armor, also. But no command modules, pretty poor maint life, a rather short deployment time that makes it difficult to use this for anything besides sailing from point A to point B, shooting things, and sailing back - for example, this thing will be a pretty poor JP picket which is a lot of firepower to not be available to you in that case.

Aside from the jump drive, it seems to me that maybe this ship is leaking tonnage in different directions without a clear design focus: you have chunks of tonnage going into sensors, troop capacity, cryo modules, etc. that is probably excessive. Additionally, the missile loadout is frankly just useless - 4 ASMs contributes almost nothing to a salvo (unless you're planning to mass these? Really?), and 4 AMMs might hit one incoming ASM out of a salvo. Presumably if you have a 40,000-ton shipyard you have enough other yards to build specialist ships with the jump drives, big sensors, troops, missiles, cryo rescue berthing, etc. and you should delegate those capabilities to those ships and make this thing a lean, mean alien-killing machine.

Pick lasers or missiles as the primary weapon. If lasers, you don't need 10,000 km/s tracking turrets for a weapon designed to kill other large warships - honestly, even if you're using them against fighters or FACs, dropping to 5000 km/s will give you a 50% hit rate and you can mount more guns for your main mission, no reason to go overboard here. In this case missiles are secondary or not at all - use reduced size launchers and magazine space for just a few salvos so you can use missiles to run down fleeing ships before they outrun you - or to kill the fighters/FACs we mentioned. If missiles are primary, use smaller lasers (10 cm) in point defense configurations - ideally get capacitor tech so they can fire every 5 seconds. In either case, your secondary weapons are secondary - you have other ships to be your escorts, missile boats, sensor pickets, and so on, so use them.

I'd recommend dropping the jump drive and using either a specialized variant or a smaller cruiser-size ship to tote the jump drive around for you - this will also help with maintenance life. For a battleship, more dakka is the correct answer...and also more vroom. Get at least 5000 km/s, with a 160% boost frankly you could be pushing 6000 km/s but keep fuel efficiency in mind here and maybe consider a less-boosted engine.
Title: Re: Ion Drive 40,000 battleship
Post by: Zap0 on January 10, 2021, 06:26:35 PM
Have to agree on the no to thermal reduction, the extra expense on a ship this large alone would be huge.

Your offensive power is very limited, partially caused by lugging that large jump drive around. I can see this ship as a lead ship for jump point assaults, but then you're better off jumping ships of similar size rather than smaller escorts, otherwise the only thing that needs the huge 40k JD is the jump ship itself.

You have 5x twin 15cm laser turrets aboard, but only a cap recharge of 1. Reduced reload lasers, I presume. An RoF of 30 is going to severely cripple your beam dps and may well leave your guns still on recharge between missile volleys.
With just one beam fire control you have no redundancy in case the one gets destroyed. Consider a second one, perhaps limited to a lower tracking speed so it's not as expensive.
The turrets track at 10k, but you should be able to make fire controls for 16k. If you're serious about using them for missile defense, consider upgrading the turrets and bfc. If you're mostly concerned about hitting FACs/fighters that's fine.

4 AMM launcher is... very little. So little that, unless you want them for roleplay reasons, I wouldn't spend the micro on them. Put on some more torpedo tubes instead and downgrade the missile sensor to a short-ranged one for the turrets, perhaps.

The engines are pretty large. Smaller ones aren't as efficient, but have better HTK, are individually cheaper which means longer maintenance life, and are more easily repaired using MSP.

If you plan on using this as a command ship, throw a flag bridge on it. Or make a command variant with some module replaced for one.
Title: Re: Ion Drive 40,000 battleship
Post by: Froggiest1982 on January 10, 2021, 07:45:54 PM
4051 km/s   Perhaps too slow? Still good for an ION era
Armour 9-104       Shields 0-0     No shields? Ouch, I hope you have several PD escorts hidden somewhere near
AFR 432%    IFR 6.0%   A couple of more engineers may be needed
Max Repair 3515.8 MSP Steep for this kind of ship
Intended Deployment Time: 6 months    with that AFR and IFR you may not get there
Fuel Capacity 4,000,000 Litres    Range 21.5 billion km (61 days at full power) It's good that you won't be able to stay around for 6 months anyway otherwise you would run out of fuel way earlier. You could increase fuel or reduce the operations on a 3 Month scale. With the current setup the latter would be probably better.

It's me or I cannot see any missile here? Did you load the ordnance?

Holloman AT-1 Anti-Torpedo Launcher (4)     Missile Size: 1    Rate of Fire 10 Not effective, better swap with laser turrets, I can see you have the tech. But honestly, displacement wise, better have dedicated ships for PD. Your engine can support another 4 to travel with her if you not willing to get rid of it, which I would.
Holloman HAST-5 Torpedo Launcher (4)     Missile Size: 5    Rate of Fire 45 I would focus on Alpha strikes with box launchers and may fit more of them especially if you also remove the AMM
Kieser Torpedo Fire Control 85t (1)     Range 82.1m km    Resolution 120 Need another at least for redundancy or a lucky strike could cripple your assault
Stricler Anti-Torpedo Fire Control 40t (1)     Range 11.4m km    Resolution 1 If you remove the AMM it's not needed and can be moved on the dedicated ships. This will free space for the other sensor.
Strickler Torpedo Warning TW-16/3 150t (1)     GPS 48     Range 11.1m km    MCR 995k km    Resolution 1 If you remove the AMM it's not needed and can be moved on the dedicated ships. This will free space for the other sensor. You can always add a small anti missile alarm Size 1, Res 1
Lamonda Active Search Sensor L-16/120 350t (1)     GPS 13440     Range 83.3m km    Resolution 120 Need another at least for redundancy or a lucky strike could cripple your detection capabilities
Title: Re: Ion Drive 40,000 battleship
Post by: misanthropope on January 10, 2021, 09:04:48 PM
that engine is a white elephant if ever i have seen one.  yikes.

the organic jump capability may be deemed necessary for doctrine-slash-RP reasons, but if you can bring yourself to offload that capability, the slimmed down majestic is going to be much more impressive.

i don't think there is anything meaningful to be gained by losing the AMM capability, a capital ship should have some, if only to ensure the entire fleet's missile defense isn't condensed into a single point of failure.  box AMMs look like a better fit for this ship.  the ASMs want to be reduced size to some degree.  theres never really a situation in aurora where boxes are _obviously wrong_, but you can make a case for reloadable racks too, here.

the 15s are fine weapons, but are far too large a proportion of your total weapons load in my view.  a lot of the hypothetical threats out there are going to out-EW you, and that is just short of a hard counter to lasers, esp if you ship isn't extremely fast.  id reinvest the tonnage into ASM throw weight.

you *have to* be able to scare up the space for a lower-res MFC, fighters FACs and mean ass missile corvettes are just going to treat majestic as a pinata.  at 40k tons you have enough tied up in this ship that you probably shouldn't cheap out on redundant FC and actives, but right at the minute that's not a top priority.

id be tempted to cut a layer or 2 of armor for more weapons.  i mean, *i'd* be tempted to cut 8 layers, but i think maybe *you* might like the ship better with 1 or 2 fewer :)
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 11, 2021, 02:11:44 AM
My instict was right. Jump drive is about 8000t and engine about 30% and 160% boost. I,m really pushing the engine  tech to the limit. Thats why I had little space left.

Yeah, I Will Make separate jump support ship. Thats way I can make this 5000 m/s and add much more firepower. I kind of dreamed this ship to have decent anti missile, little long range cabability and Big punch lasers& pd. Space was so Limited so guessed there is something wrong with The design.
Title: Re: Ion Drive 40,000 battleship
Post by: tobijon on January 11, 2021, 03:27:01 AM
If you really want a jump capable warship there are some things you can try.
8000t for your jump drive? That means you're at efficiency 5, try researching to jump drive efficiency 8, that would leave 3000t for you to use improving this. This would also help increase maintenance life since your biggest component is much smaller and requires less msp. You can also decrease the armor by 1 to add shields.
I usually also make a non jump version of my warships, and then use one jumpship for every 2 non-jump warships, If you do it like that, you will have a lot more firepower, but you will have to group them in sets of three.
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 11, 2021, 06:10:50 AM
8000t is so much that is it better to design jump ship. It's really hard to make decent warship so is it better to make support ship and keep it out of the fight?

Or I can design jump ship missile cruiser. Anyway still there is huge problem with the size of the jump drive
Title: Re: Ion Drive 40,000 battleship
Post by: Droll on January 11, 2021, 06:16:05 AM
8000t is so much that is it better to design jump ship. It's really hard to make decent warship so is it better to make support ship and keep it out of the fight?

Or I can design jump ship missile cruiser. Anyway still there is huge problem with the size of the jump drive

I understand the desire to want every ship be able to jump but unfortunately at low jump tech it is unreasonable to make each ship have a jump engine. At max jump efficiency it becomes much more feasible to do so however.
At 8000 tons 20% (!) of your BB is jump engine. If you go for 40% engine then your left with 40% for everything else
I would recommend you go for jump tenders for now. It'll allow you to make better jump engines overall as well as save space.
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 12, 2021, 01:12:52 PM
Second try. I get rid off size 1 AMM, because I will design torpedo/missile cruisers and they will take care of longer range anti-missile defence and also fire 80Mkm ASM/torpedo. Majestic-class main role is to fire alpha torpedo (size 5) with 44 box launchers. Her main weapons are lasers. Then with speed over 5000 km/s close to kill the enemy. It can also defend jump gates. I will design corvettes with spinal 18cm lasers for this duty.

Majestic is never alone and will have half a dozen destroyer and cruiser escorts. So more PD and AMM for sure. Jump tender will be only support ship, also brings MSP for this. High maintenance is THE problem with this class and short deployment time and range.

Quote
Majestic class Battleship      39,995 tons       1,104 Crew       6,794.8 BP       TCS 800    TH 4,025    EM 1,110
5031 km/s      Armour 8-104       Shields 37-370       HTK 273      Sensors 33/40/0/0      DCR 47      PPV 245.56
Maint Life 3.00 Years     MSP 3,928    AFR 346%    IFR 4.8%    1YR 655    5YR 9,827    Max Repair 402.50 MSP
Magazine 220   
Commodore    Control Rating 4   BRG   AUX   ENG   FLG   
Intended Deployment Time: 6 months    Morale Check Required   

Randell Ion Drive R-805M (5)    Power 4025.0    Fuel Use 64.88%    Signature 805.00    Explosion 14%
Fuel Capacity 3,570,000 Litres    Range 24.8 billion km (56 days at full power)
Dehoff Defence Gamma S37 / R370 Shields (1)     Recharge Time 370 seconds (0.1 per second)

Kenmore 4 x KE-15 Laser Turret (6x4)    Range 192,000km     TS: 5000 km/s     Power 24-16     RM 40,000 km    ROF 10       
Ziegenfuss 2 x Z-10C4 PD Laser Turret 16k (8x2)    Range 120,000km     TS: 16000 km/s     Power 6-8     RM 40,000 km    ROF 5       
Calvano KE-15 Beam Fire Control (2)     Max Range: 192,000 km   TS: 5,000 km/s     95 90 84 79 74 69 64 58 53 48
Osterman Z-10C4 PD Beam Fire Control (2)     Max Range: 128,000 km   TS: 16,000 km/s     92 84 77 69 61 53 45 38 30 22
Koth Gas-Cooled Fast Reactor R32-PB30 (5)     Total Power Output 160.5    Exp 15%

Holloman HAST-5 Box Torpedo Tube (44)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Kieser Torpedo Fire Control (1)     Range 84.2m km    Resolution 120
Cress ASM-10 'Grim' (44)    Speed: 17,520 km/s    End: 76.3m     Range: 80.2m km    WH: 4    Size: 5    TH: 122/73/36

Lamonda Active Search Sensor L-16/120 (1)     GPS 11520     Range 90.4m km    Resolution 120
Lamonda Active Search Sensor L-16/20 (1)     GPS 480     Range 24.9m km    Resolution 20
Strickler Torpedo Warning TW-16/1 25t (1)     GPS 8     Range 5.3m km    MCR 476.3k km    Resolution 1
Dumaine EM Sensor DEM-8/40 250t (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km
Schenkel Thermal Sensor TH3.00-33.00 (1)     Sensitivity 33.00     Detect Sig Strength 1000:  45.4m km

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

Title: Re: Ion Drive 40,000 battleship
Post by: Droll on January 12, 2021, 01:17:11 PM
This is a very strong ship now - my advice is to add some more MFCs so that you can launch your "alpha strike" against multiple targets at once, though your warhead size probably means overkill isn't a massive problem.

Honestly with missiles that weak I would remove them all together. The quad lasers are already much more formidable than the previous version and you have PD lasers which can be used in a dual purpose setting on top of that.

You've also got a fast ship for its tech level. I think remove missiles and give it armor/deployment.
Title: Re: Ion Drive 40,000 battleship
Post by: Barkhorn on January 12, 2021, 01:37:34 PM
I would ditch the turrets and just have the anti-ship lasers mounted directly on the ship.  Your turret tracking speed isn't higher than your ship's speed, so the turrets don't do you any good, they just add weight.
Title: Re: Ion Drive 40,000 battleship
Post by: TheTalkingMeowth on January 12, 2021, 01:37:54 PM
This is a very strong ship now - my advice is to add some more MFCs so that you can launch your "alpha strike" against multiple targets at once, though your warhead size probably means overkill isn't a massive problem.

Honestly with missiles that weak I would remove them all together. The quad lasers are already much more formidable than the previous version and you have PD lasers which can be used in a dual purpose setting on top of that.

You've also got a fast ship for its tech level. I think remove missiles and give it armor/deployment.
Second removing the missiles. You'd only need like 6000tons of 10cm railguns on a 5000km/s to stop that so-called alpha strike cold. Those missiles are slow for ion tech and not very dangerous.
Title: Re: Ion Drive 40,000 battleship
Post by: misanthropope on January 12, 2021, 02:06:12 PM
how sure are you the missiles can't be improved?  even if there isn't any low-hanging fruit, swapping some range for a big of speed or another point of WH might be advantageous.  feel like a 40000 ton ship ought to be broadly capable, and the missiles are if nothing else an out against an enemy that can kite you, and such enemies are plausible.

there are a lot of worthwhile targets that can be engaged with a size-220 missile swarm, that you would have trouble locking onto with only the res120 FC.
Title: Re: Ion Drive 40,000 battleship
Post by: Droll on January 12, 2021, 03:35:34 PM
Yeah sure maybe if he researches a better missile those launchers will be worth more.

Or he could not research new missiles and be stuck with a bunch of worthless crap that cant even breach 2-thick armor.

If you can't make a size 5 missile that has a good warhead and good speed then I am not confident that a good missile will come in a timely fashion.
More lasers or more deployment/armor.
Or don't even replace them with something and now there are less ships that can kite you - removing the need for those missiles further.

If the missiles are such an integral part of the design, remove some of the fuel that poor missile has. It really isnt worth slinging 4 damage accross 70m km. Aim for 20-30bn.
Title: Re: Ion Drive 40,000 battleship
Post by: brondi00 on January 12, 2021, 03:58:57 PM
I agree Droll.

I usually make shorter ranged missiles now.  Often I just aim for whatever range a 0.1HS MFC would be against 2000-5000 tons (depending on what I'm fighting).

This allows the missile to pack much bigger punch and/or be much faster.

So for the OP I do think either strip them out completely and just lean into the lasers more.  Or if you want to have them, redesign the missiles and mfc around shorter ranged alpha strike that you can unleash to soften the enemy up while you close to laser range.
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 13, 2021, 02:24:11 AM
Thanks for the tips. So turrets are not needed if their tracking speed is same as ship speed. This will save a lot of weight. I also researched fuel economy 0.5 updated engine gives 29m range.

Also I read somewhere that armour increase maintenance. I could lower armour to 7. My missiles are not my primary in research, but probably better missile is ready before this is built. It is anyway secondary weapon.  It sounds good to have lower range missile with better missile and I will add secondary MFC. Maybe going for what? 12 dmg or 9.

How can I lower maintenance need?  Not so worried because I use replenishment ships prior to battle. My jump tender is currently in shipyard and with better jump drive tech too. Still couple years before magnetic drive, already researched better power plants so these will be updated too before Majestic is ready for shipyard. Engine will be upgraded later when ship is ready. Building time is slow and I need more ships sooner than later to have poper fleet.

What should I do with the extra space? More guns? Range? Engineers?
Title: Re: Ion Drive 40,000 battleship
Post by: Droll on January 13, 2021, 04:00:22 AM
Your maintenance is fine and you should not reduce armor.

For the new missiles warhead 9 is probably good, you'll be able to penetrate 3 deep.
Title: Re: Ion Drive 40,000 battleship
Post by: TheTalkingMeowth on January 13, 2021, 08:53:44 AM
Thanks for the tips. So turrets are not needed if their tracking speed is same as ship speed. This will save a lot of weight. I also researched fuel economy 0.5 updated engine gives 29m range.

Also I read somewhere that armour increase maintenance. I could lower armour to 7. My missiles are not my primary in research, but probably better missile is ready before this is built. It is anyway secondary weapon.  It sounds good to have lower range missile with better missile and I will add secondary MFC. Maybe going for what? 12 dmg or 9.

How can I lower maintenance need?  Not so worried because I use replenishment ships prior to battle. My jump tender is currently in shipyard and with better jump drive tech too. Still couple years before magnetic drive, already researched better power plants so these will be updated too before Majestic is ready for shipyard. Engine will be upgraded later when ship is ready. Building time is slow and I need more ships sooner than later to have poper fleet.

What should I do with the extra space? More guns? Range? Engineers?

I'd prioritize speed over bigger warhead on those missiles if you insist on keeping them. Right now, they won't get through a halfway decent PD screen, so making them do more damage is wasted effort.
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 13, 2021, 11:04:34 AM
I have not decied what to do with missiles. I might keep them, but update the missile. Here is faster version that I can build right now.

Quote
Missile Size: 5.0000 MSP (12.5000 Tons)    Warhead: 4    Radiation Damage: 4    Manoeuver Rating: 14
Speed: 32,560 km/s    Fuel: 1,688    Flight Time: 922 seconds    Range: 30.04 Mkm
Cost Per Missile: 5.42021    Development Cost: 542
Chance to Hit: 1k km/s 455.8%   3k km/s 151.9%   5k km/s 91.2%   10k km/s 45.6%   20k km/s 22.8%   50k km/s 9.1%   100k km/s 4.6%

Or if I research Fusion-Booster Fission warhead here's what I can get and also increase size to 6.

Quote
Missile Size: 6.0000 MSP (15.0000 Tons)    Warhead: 9    Radiation Damage: 9    Manoeuver Rating: 17
Speed: 26,633 km/s    Fuel: 1,443    Flight Time: 679 seconds    Range: 18.10 Mkm
Cost Per Missile: 7.03029    Development Cost: 703
Chance to Hit: 1k km/s 452.7%   3k km/s 150.9%   5k km/s 90.5%   10k km/s 45.3%   20k km/s 22.6%   50k km/s 9.1%   100k km/s 4.5%
Title: Re: Ion Drive 40,000 battleship
Post by: TheTalkingMeowth on January 13, 2021, 11:14:02 AM
I have not decied what to do with missiles. I might keep them, but update the missile. Here is faster version that I can build right now.

Quote
Missile Size: 5.0000 MSP (12.5000 Tons)    Warhead: 4    Radiation Damage: 4    Manoeuver Rating: 14
Speed: 32,560 km/s    Fuel: 1,688    Flight Time: 922 seconds    Range: 30.04 Mkm
Cost Per Missile: 5.42021    Development Cost: 542
Chance to Hit: 1k km/s 455.8%   3k km/s 151.9%   5k km/s 91.2%   10k km/s 45.6%   20k km/s 22.8%   50k km/s 9.1%   100k km/s 4.6%

Or if I research Fusion-Booster Fission warhead here's what I can get and also increase size to 6.

Quote
Missile Size: 6.0000 MSP (15.0000 Tons)    Warhead: 9    Radiation Damage: 9    Manoeuver Rating: 17
Speed: 26,633 km/s    Fuel: 1,443    Flight Time: 679 seconds    Range: 18.10 Mkm
Cost Per Missile: 7.03029    Development Cost: 703
Chance to Hit: 1k km/s 452.7%   3k km/s 150.9%   5k km/s 90.5%   10k km/s 45.3%   20k km/s 22.6%   50k km/s 9.1%   100k km/s 4.5%

Either of those would be way better than what you currently have. Personally I would ditch the agility (you already have nearly 100% hit chance against your own ships...I tend to be more worried about overwhelming enemy PD than maximizing hit count) in favor of more engine.

The bigger warhead on the S6 is nice, but the missile is a lot slower and you'd launch 20% fewer of them. Again, overwhelming PD is critical and both of those facts indicate against the S6 missile.
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 13, 2021, 02:04:20 PM
Final version of the MAJESTIC battleship. Pride of the Navy.

Thank you very much for the help tweak it. This is SO MUCH better now. I did some research while designing, but basically this is the same as the first version. I'm so glad I didn't put resources to first version. Still learning I haven't made big warships.

Changes:

Big guns old had 4x6=24 lasers, now 26
Two more twin 10 cm lasers too.
More fire controls & search sensors, less range but more of them
26M 40k missile/torpedo

Quote
Majestic class Battleship      40,000 tons       1,244 Crew       6,919.8 BP       TCS 800    TH 4,025    EM 1,110
5031 km/s      Armour 8-104       Shields 37-370       HTK 217      Sensors 33/40/0/0      DCR 49      PPV 240.3
Maint Life 3.56 Years     MSP 4,216    AFR 328%    IFR 4.6%    1YR 511    5YR 7,658    Max Repair 402.5 MSP
Magazine 220   
Commodore    Control Rating 4   BRG   AUX   ENG   FLG   
Intended Deployment Time: 6 months    Morale Check Required   

Randell Ion Drive R-805M 'Upgraded' (5)    Power 4025    Fuel Use 54.06%    Signature 805    Explosion 14%
Fuel Capacity 3,611,000 Litres    Range 30.1 billion km (69 days at full power)
Dehoff Defence Gamma S37 / R370 Shields (1)     Recharge Time 370 seconds (0.1 per second)

Kenmore KE-15 C4 Ultraviolet Laser (26)    Range 192,000km     TS: 5,031 km/s     Power 6-4     RM 40,000 km    ROF 10       
Ziegenfuss 2 x Z-10C4 PD Laser Turret (10x2)    Range 120,000km     TS: 16000 km/s     Power 6-8     RM 40,000 km    ROF 5       
Calvano KE-15 Beam Fire Control (3)     Max Range: 192,000 km   TS: 5,000 km/s     95 90 84 79 74 69 64 58 53 48
Calvano Z-10C4 PD Beam Fire Control (2)     Max Range: 128,000 km   TS: 16,000 km/s     92 84 77 69 61 53 45 38 30 22
Koth Stellarator Fusion Reactor R48-PB20 (2)     Total Power Output 96.2    Exp 10%
Koth Stellarator Fusion Reactor R40-PB20 (2)     Total Power Output 81.8    Exp 10%
Koth Stellarator Fusion Reactor R8-PB20 (1)     Total Power Output 8.3    Exp 10%

Holloman HAST-5 Box Torpedo Tube (44)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Kieser 'Vulcan' Torpedo Fire Control 40 (1)     Range 28m km    Resolution 40
Kieser 'Vulcan' Torpedo Fire Control 120 (4)     Range 33m km    Resolution 120
Cress Anti-Ship Torpedo AST-2 'Vulcan' (44)    Speed: 40,000 km/s    End: 10.9m     Range: 26.3m km    WH: 4    Size: 5.0000    TH: 133/80/40

Lamonda Active Search Sensor L-16/20 (1)     GPS 480     Range 24.9m km    Resolution 20
Strickler Torpedo Warning TW-16/1 25t (2)     GPS 8     Range 5.3m km    MCR 476.3k km    Resolution 1
Lamonda Active Search Sensor L-16/120B (1)     GPS 2304     Range 40.4m km    Resolution 120
Lamonda Active Search Secondary Sensor L-10/120 (1)     GPS 1152     Range 28.6m km    Resolution 120
Dumaine EM Sensor DEM-M-40 (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km
Schenkel Thermal Sensor M-TH3.00-33.00 (1)     Sensitivity 33     Detect Sig Strength 1000:  45.4m km

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
Title: Re: Ion Drive 40,000 battleship
Post by: Froggiest1982 on January 13, 2021, 02:53:26 PM
Final version of the MAJESTIC battleship. Pride of the Navy.

Thank you very much for the help tweak it. This is SO MUCH better now. I did some research while designing, but basically this is the same as the first version. I'm so glad I didn't put resources to first version. Still learning I haven't made big warships.

Changes:

Big guns old had 4x6=24 lasers, now 26
Two more twin 10 cm lasers too.
More fire controls & search sensors, less range but more of them
26M 40k missile/torpedo

Quote
Majestic class Battleship      40,000 tons       1,244 Crew       6,919.8 BP       TCS 800    TH 4,025    EM 1,110
5031 km/s      Armour 8-104       Shields 37-370       HTK 217      Sensors 33/40/0/0      DCR 49      PPV 240.3
Maint Life 3.56 Years     MSP 4,216    AFR 328%    IFR 4.6%    1YR 511    5YR 7,658    Max Repair 402.5 MSP
Magazine 220   
Commodore    Control Rating 4   BRG   AUX   ENG   FLG   
Intended Deployment Time: 6 months    Morale Check Required   

Randell Ion Drive R-805M 'Upgraded' (5)    Power 4025    Fuel Use 54.06%    Signature 805    Explosion 14%
Fuel Capacity 3,611,000 Litres    Range 30.1 billion km (69 days at full power)
Dehoff Defence Gamma S37 / R370 Shields (1)     Recharge Time 370 seconds (0.1 per second)

Kenmore KE-15 C4 Ultraviolet Laser (26)    Range 192,000km     TS: 5,031 km/s     Power 6-4     RM 40,000 km    ROF 10       
Ziegenfuss 2 x Z-10C4 PD Laser Turret (10x2)    Range 120,000km     TS: 16000 km/s     Power 6-8     RM 40,000 km    ROF 5       
Calvano KE-15 Beam Fire Control (3)     Max Range: 192,000 km   TS: 5,000 km/s     95 90 84 79 74 69 64 58 53 48
Calvano Z-10C4 PD Beam Fire Control (2)     Max Range: 128,000 km   TS: 16,000 km/s     92 84 77 69 61 53 45 38 30 22
Koth Stellarator Fusion Reactor R48-PB20 (2)     Total Power Output 96.2    Exp 10%
Koth Stellarator Fusion Reactor R40-PB20 (2)     Total Power Output 81.8    Exp 10%
Koth Stellarator Fusion Reactor R8-PB20 (1)     Total Power Output 8.3    Exp 10%

Holloman HAST-5 Box Torpedo Tube (44)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Kieser 'Vulcan' Torpedo Fire Control 40 (1)     Range 28m km    Resolution 40
Kieser 'Vulcan' Torpedo Fire Control 120 (4)     Range 33m km    Resolution 120
Cress Anti-Ship Torpedo AST-2 'Vulcan' (44)    Speed: 40,000 km/s    End: 10.9m     Range: 26.3m km    WH: 4    Size: 5.0000    TH: 133/80/40

Lamonda Active Search Sensor L-16/20 (1)     GPS 480     Range 24.9m km    Resolution 20
Strickler Torpedo Warning TW-16/1 25t (2)     GPS 8     Range 5.3m km    MCR 476.3k km    Resolution 1
Lamonda Active Search Sensor L-16/120B (1)     GPS 2304     Range 40.4m km    Resolution 120
Lamonda Active Search Secondary Sensor L-10/120 (1)     GPS 1152     Range 28.6m km    Resolution 120
Dumaine EM Sensor DEM-M-40 (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km
Schenkel Thermal Sensor M-TH3.00-33.00 (1)     Sensitivity 33     Detect Sig Strength 1000:  45.4m km

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

Good job ,time to go kick some ass*s!
Title: Re: Ion Drive 40,000 battleship
Post by: RougeNPS on January 13, 2021, 02:56:50 PM
Final version of the MAJESTIC battleship. Pride of the Navy.

Thank you very much for the help tweak it. This is SO MUCH better now. I did some research while designing, but basically this is the same as the first version. I'm so glad I didn't put resources to first version. Still learning I haven't made big warships.

Changes:

Big guns old had 4x6=24 lasers, now 26
Two more twin 10 cm lasers too.
More fire controls & search sensors, less range but more of them
26M 40k missile/torpedo

Quote
Majestic class Battleship      40,000 tons       1,244 Crew       6,919.8 BP       TCS 800    TH 4,025    EM 1,110
5031 km/s      Armour 8-104       Shields 37-370       HTK 217      Sensors 33/40/0/0      DCR 49      PPV 240.3
Maint Life 3.56 Years     MSP 4,216    AFR 328%    IFR 4.6%    1YR 511    5YR 7,658    Max Repair 402.5 MSP
Magazine 220   
Commodore    Control Rating 4   BRG   AUX   ENG   FLG   
Intended Deployment Time: 6 months    Morale Check Required   

Randell Ion Drive R-805M 'Upgraded' (5)    Power 4025    Fuel Use 54.06%    Signature 805    Explosion 14%
Fuel Capacity 3,611,000 Litres    Range 30.1 billion km (69 days at full power)
Dehoff Defence Gamma S37 / R370 Shields (1)     Recharge Time 370 seconds (0.1 per second)

Kenmore KE-15 C4 Ultraviolet Laser (26)    Range 192,000km     TS: 5,031 km/s     Power 6-4     RM 40,000 km    ROF 10       
Ziegenfuss 2 x Z-10C4 PD Laser Turret (10x2)    Range 120,000km     TS: 16000 km/s     Power 6-8     RM 40,000 km    ROF 5       
Calvano KE-15 Beam Fire Control (3)     Max Range: 192,000 km   TS: 5,000 km/s     95 90 84 79 74 69 64 58 53 48
Calvano Z-10C4 PD Beam Fire Control (2)     Max Range: 128,000 km   TS: 16,000 km/s     92 84 77 69 61 53 45 38 30 22
Koth Stellarator Fusion Reactor R48-PB20 (2)     Total Power Output 96.2    Exp 10%
Koth Stellarator Fusion Reactor R40-PB20 (2)     Total Power Output 81.8    Exp 10%
Koth Stellarator Fusion Reactor R8-PB20 (1)     Total Power Output 8.3    Exp 10%

Holloman HAST-5 Box Torpedo Tube (44)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Kieser 'Vulcan' Torpedo Fire Control 40 (1)     Range 28m km    Resolution 40
Kieser 'Vulcan' Torpedo Fire Control 120 (4)     Range 33m km    Resolution 120
Cress Anti-Ship Torpedo AST-2 'Vulcan' (44)    Speed: 40,000 km/s    End: 10.9m     Range: 26.3m km    WH: 4    Size: 5.0000    TH: 133/80/40

Lamonda Active Search Sensor L-16/20 (1)     GPS 480     Range 24.9m km    Resolution 20
Strickler Torpedo Warning TW-16/1 25t (2)     GPS 8     Range 5.3m km    MCR 476.3k km    Resolution 1
Lamonda Active Search Sensor L-16/120B (1)     GPS 2304     Range 40.4m km    Resolution 120
Lamonda Active Search Secondary Sensor L-10/120 (1)     GPS 1152     Range 28.6m km    Resolution 120
Dumaine EM Sensor DEM-M-40 (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km
Schenkel Thermal Sensor M-TH3.00-33.00 (1)     Sensitivity 33     Detect Sig Strength 1000:  45.4m km

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

"Oh its beautiful." Pride of the fleet is no small title.
Title: Re: Ion Drive 40,000 battleship
Post by: nuclearslurpee on January 13, 2021, 03:51:30 PM
Final version of the MAJESTIC battleship. Pride of the Navy.

Thank you very much for the help tweak it. This is SO MUCH better now. I did some research while designing, but basically this is the same as the first version. I'm so glad I didn't put resources to first version. Still learning I haven't made big warships.

Changes:

Big guns old had 4x6=24 lasers, now 26
Two more twin 10 cm lasers too.
More fire controls & search sensors, less range but more of them
26M 40k missile/torpedo

Quote
Majestic class Battleship      40,000 tons       1,244 Crew       6,919.8 BP       TCS 800    TH 4,025    EM 1,110
5031 km/s      Armour 8-104       Shields 37-370       HTK 217      Sensors 33/40/0/0      DCR 49      PPV 240.3
Maint Life 3.56 Years     MSP 4,216    AFR 328%    IFR 4.6%    1YR 511    5YR 7,658    Max Repair 402.5 MSP
Magazine 220   
Commodore    Control Rating 4   BRG   AUX   ENG   FLG   
Intended Deployment Time: 6 months    Morale Check Required   

Randell Ion Drive R-805M 'Upgraded' (5)    Power 4025    Fuel Use 54.06%    Signature 805    Explosion 14%
Fuel Capacity 3,611,000 Litres    Range 30.1 billion km (69 days at full power)
Dehoff Defence Gamma S37 / R370 Shields (1)     Recharge Time 370 seconds (0.1 per second)

Kenmore KE-15 C4 Ultraviolet Laser (26)    Range 192,000km     TS: 5,031 km/s     Power 6-4     RM 40,000 km    ROF 10       
Ziegenfuss 2 x Z-10C4 PD Laser Turret (10x2)    Range 120,000km     TS: 16000 km/s     Power 6-8     RM 40,000 km    ROF 5       
Calvano KE-15 Beam Fire Control (3)     Max Range: 192,000 km   TS: 5,000 km/s     95 90 84 79 74 69 64 58 53 48
Calvano Z-10C4 PD Beam Fire Control (2)     Max Range: 128,000 km   TS: 16,000 km/s     92 84 77 69 61 53 45 38 30 22
Koth Stellarator Fusion Reactor R48-PB20 (2)     Total Power Output 96.2    Exp 10%
Koth Stellarator Fusion Reactor R40-PB20 (2)     Total Power Output 81.8    Exp 10%
Koth Stellarator Fusion Reactor R8-PB20 (1)     Total Power Output 8.3    Exp 10%

Holloman HAST-5 Box Torpedo Tube (44)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Kieser 'Vulcan' Torpedo Fire Control 40 (1)     Range 28m km    Resolution 40
Kieser 'Vulcan' Torpedo Fire Control 120 (4)     Range 33m km    Resolution 120
Cress Anti-Ship Torpedo AST-2 'Vulcan' (44)    Speed: 40,000 km/s    End: 10.9m     Range: 26.3m km    WH: 4    Size: 5.0000    TH: 133/80/40

Lamonda Active Search Sensor L-16/20 (1)     GPS 480     Range 24.9m km    Resolution 20
Strickler Torpedo Warning TW-16/1 25t (2)     GPS 8     Range 5.3m km    MCR 476.3k km    Resolution 1
Lamonda Active Search Sensor L-16/120B (1)     GPS 2304     Range 40.4m km    Resolution 120
Lamonda Active Search Secondary Sensor L-10/120 (1)     GPS 1152     Range 28.6m km    Resolution 120
Dumaine EM Sensor DEM-M-40 (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km
Schenkel Thermal Sensor M-TH3.00-33.00 (1)     Sensitivity 33     Detect Sig Strength 1000:  45.4m km

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

This is what we call a right proper battlewagon.
Title: Re: Ion Drive 40,000 battleship
Post by: TheTalkingMeowth on January 13, 2021, 04:03:56 PM

Quote
Majestic class Battleship      40,000 tons       1,244 Crew       6,919.8 BP       TCS 800    TH 4,025    EM 1,110
5031 km/s      Armour 8-104       Shields 37-370       HTK 217      Sensors 33/40/0/0      DCR 49      PPV 240.3
Maint Life 3.56 Years     MSP 4,216    AFR 328%    IFR 4.6%    1YR 511    5YR 7,658    Max Repair 402.5 MSP
Magazine 220   
Commodore    Control Rating 4   BRG   AUX   ENG   FLG   
Intended Deployment Time: 6 months    Morale Check Required   

Randell Ion Drive R-805M 'Upgraded' (5)    Power 4025    Fuel Use 54.06%    Signature 805    Explosion 14%
Fuel Capacity 3,611,000 Litres    Range 30.1 billion km (69 days at full power)
Dehoff Defence Gamma S37 / R370 Shields (1)     Recharge Time 370 seconds (0.1 per second)

Kenmore KE-15 C4 Ultraviolet Laser (26)    Range 192,000km     TS: 5,031 km/s     Power 6-4     RM 40,000 km    ROF 10       
Ziegenfuss 2 x Z-10C4 PD Laser Turret (10x2)    Range 120,000km     TS: 16000 km/s     Power 6-8     RM 40,000 km    ROF 5       
Calvano KE-15 Beam Fire Control (3)     Max Range: 192,000 km   TS: 5,000 km/s     95 90 84 79 74 69 64 58 53 48
Calvano Z-10C4 PD Beam Fire Control (2)     Max Range: 128,000 km   TS: 16,000 km/s     92 84 77 69 61 53 45 38 30 22
Koth Stellarator Fusion Reactor R48-PB20 (2)     Total Power Output 96.2    Exp 10%
Koth Stellarator Fusion Reactor R40-PB20 (2)     Total Power Output 81.8    Exp 10%
Koth Stellarator Fusion Reactor R8-PB20 (1)     Total Power Output 8.3    Exp 10%

Holloman HAST-5 Box Torpedo Tube (44)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Kieser 'Vulcan' Torpedo Fire Control 40 (1)     Range 28m km    Resolution 40
Kieser 'Vulcan' Torpedo Fire Control 120 (4)     Range 33m km    Resolution 120
Cress Anti-Ship Torpedo AST-2 'Vulcan' (44)    Speed: 40,000 km/s    End: 10.9m     Range: 26.3m km    WH: 4    Size: 5.0000    TH: 133/80/40

Lamonda Active Search Sensor L-16/20 (1)     GPS 480     Range 24.9m km    Resolution 20
Strickler Torpedo Warning TW-16/1 25t (2)     GPS 8     Range 5.3m km    MCR 476.3k km    Resolution 1
Lamonda Active Search Sensor L-16/120B (1)     GPS 2304     Range 40.4m km    Resolution 120
Lamonda Active Search Secondary Sensor L-10/120 (1)     GPS 1152     Range 28.6m km    Resolution 120
Dumaine EM Sensor DEM-M-40 (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km
Schenkel Thermal Sensor M-TH3.00-33.00 (1)     Sensitivity 33     Detect Sig Strength 1000:  45.4m km

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

I LIKE. BIG. GUNS. AND I CANNOT LIE!

Sadly your guns aren't actually all that big. Still, there are a lot of them.

TL;DR needs bigger Dakka.
Title: Re: Ion Drive 40,000 battleship
Post by: Andrew on January 13, 2021, 04:36:54 PM
Small note you have recharge rate 8 for your twin 10cm lasers, that is 1 power per laser waited.  They do not benefit from a recharge rate of more than 3 as they can only fire every 5 seconds
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 13, 2021, 05:03:19 PM

I LIKE. BIG. GUNS. AND I CANNOT LIE!

Sadly your guns aren't actually all that big. Still, there are a lot of them.

TL;DR needs bigger Dakka.

20 cm will be refitted later. Yeah, I love big guns too. Fun to see how this will perform. This is like early 1900 battleships. Low range, not so huge guns etc. Best for the tech of the time and obsolete soon.
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 15, 2021, 05:41:04 AM
Built this just on time. After just 4 months Majestic was built, several unknown alien warships has been detected. They made provocative attack against my survey ship. Survey ship managed to escape and limp back to base. My patrol frigates are now fully deployed. One enemy was closing three frigates. To avoid further escalation they only used microwaves to fry enemy ship sensors. After this alien ship turned back and retreat.

Majestic is waiting for destroyer escorts and support ships and soon will be moving to the frontier. Huge logistic campaign has been launched to add logistic support for the fleet. Awesome. Btw, NPR is moving 3500-4200 m/s and at least one ship used missiles around 20m km range. I'm confident that I have better ships. New destroyer escorts are almost ready too and several new Tribal class corvettes. Microway weapon is added to lighter ships and new experimental Gauss PD. Destroyers and heavier ships use KE-15 and Z-10 lasers.

Oh boy, this will be fun.
Title: Re: Ion Drive 40,000 battleship
Post by: misanthropope on January 15, 2021, 10:08:21 AM
your survey ship... survived hostile contact?  do you survey with battlecruisers?  i don't think an alien has ever announced hostility to me through less than 100, 150 points of damage. 
Title: Re: Ion Drive 40,000 battleship
Post by: RougeNPS on January 15, 2021, 11:01:45 AM
He must put shields on his survey vessels.  ;D Which honestly considering the dangers of space travel, is probably wise.

And yes i know Steve doesnt simulate all the dangers of space travel. I only said it for roleplay reasons.
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 15, 2021, 11:38:23 AM
I didn't have shields. I guess I was extremely lucky. Survey ship was in jump gate when it was attacked so it jumped to other side, badly damaged thought. Shortly after my Skimmer class frigates arrived with high power microway and PD lasers. I thought that this must be their home system so I only used non-lethal microwave and this was enough to scare the aliens away. :D
Usually my surveys ships just blow up, but not this time.

It seems little microwave will keep their surveys ships away from my system. Probably diplomats on Earth might disagree, but microway-attack is a common practice now on for frontier firigate captains. Captains are angry, because aliens almost destroyed survey ship. Diplomats are on the way, so things might change in the future. :D

Edit: It seems this was not their home system. I will explore some more. Great fun so far.
Title: Re: Ion Drive 40,000 battleship
Post by: StarshipCactus on January 15, 2021, 07:36:06 PM
In a VB6 game I had a survey ship survive an encounter with missile armed spoilers, it was a 12K ton ship with 2 PD turrets. For some reason they only fired two volleys. My ship did not die, and the commander in charge was given a medal. A decade later and he is my youngest commander for his rank.
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 16, 2021, 01:23:21 PM
Today at 2013, September 10th. Aliens known as Drummonville Commune have defeated the Majestic battleship in battle of GJ Alpha. First of the class, pride of the fleet has been brutally annihilated by the savage enemy. Incompetent commander is to blame for the this great defeat. But alien used sneaky tactics to camp jump gates too. This is a major loss for the Terran Imperium. Further losses of several frigates was reported.

Earth naval command is fully aware of this extreme situation and are planning for future counter-strike... Majestic M02 class is planned for shipyard, but it takes about 2 years to finish. Alert-plans for fighters & corvettes have been issued.

This is a sad day for the Terran Imperium, but also the reminder how savage the aliens are. They are attacking unarmed diplomatic stations and in their language there is no word for 'mercy'. Like one of the great leader in the past said, it is our time to do great things and prepare for the worst.

Quote
"Success is not final, failure is not fatal: it is the courage to continue that counts"

Majestic M02
Quote
Majestic M02 class Battleship      39,999 tons       1,289 Crew       7,102.3 BP       TCS 800    TH 4,025    EM 1,110
5031 km/s      Armour 8-104       Shields 37-370       HTK 226      Sensors 33/55/0/0      DCR 59      PPV 240.3
Maint Life 3.67 Years     MSP 4,328    AFR 328%    IFR 4.6%    1YR 499    5YR 7,481    Max Repair 402.5 MSP
Magazine 220   
Commodore    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 6 months    Morale Check Required   

Randell Ion Drive R-805M 'Upgraded' (5)    Power 4025    Fuel Use 54.06%    Signature 805    Explosion 14%
Fuel Capacity 3,972,000 Litres    Range 33.1 billion km (76 days at full power)
Dehoff Defence Gamma S37 / R370 Shields (1)     Recharge Time 370 seconds (0.1 per second)

Kenmore KE-15 C4 Ultraviolet Laser (26)    Range 192,000km     TS: 5,031 km/s     Power 6-4     RM 40,000 km    ROF 10       
Ziegenfuss 2 x Z-10C4 PD Laser Turret (10x2)    Range 120,000km     TS: 16000 km/s     Power 6-8     RM 40,000 km    ROF 5       
Calvano KE-15 Beam Fire Control (3)     Max Range: 192,000 km   TS: 5,000 km/s     95 90 84 79 74 69 64 58 53 48
Calvano Z-10C4 PD Beam Fire Control (2)     Max Range: 128,000 km   TS: 16,000 km/s     92 84 77 69 61 53 45 38 30 22
Koth Stellarator Fusion Reactor R48-PB20 (2)     Total Power Output 96.2    Exp 10%
Koth Stellarator Fusion Reactor R40-PB20 (2)     Total Power Output 81.8    Exp 10%
Koth Stellarator Fusion Reactor R8-PB20 (1)     Total Power Output 8.3    Exp 10%

Holloman HAST-5 Box Torpedo Tube (44)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Kieser 'Vulcan' Torpedo Fire Control 40 (1)     Range 28m km    Resolution 40
Kieser 'Vulcan' Torpedo Fire Control 120 (4)     Range 33m km    Resolution 120
Cress Anti-Ship Torpedo AST-2 'Vulcan' (44)    Speed: 40,000 km/s    End: 10.9m     Range: 26.3m km    WH: 4    Size: 5    TH: 133/80/40

Lamonda Active Secondary Search Sensor L-13/120 (1)     GPS 1512     Range 32.8m km    Resolution 120
Strickler Torpedo Warning TW-11/1 (2)     GPS 11     Range 6.1m km    MCR 545.7k km    Resolution 1
Lamonda Active Search Sensor L-36/20 (1)     GPS 630     Range 28.5m km    Resolution 20
Lamonda Active Search Sensor L-25/120 (1)     GPS 3024     Range 46.3m km    Resolution 120
Dumaine EM Sensor DEM-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  58.6m km
Schenkel Thermal Sensor M-TH3.00-33.00 (1)     Sensitivity 33     Detect Sig Strength 1000:  45.4m km

Gould-Parkin ECCM-1 (1)         ECM 10

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

Hell's vengeance boils in my hear
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 16, 2021, 01:40:47 PM
I'm looking for the advice how to design new classes and defeat these enemy ships.

Title: Re: Ion Drive 40,000 battleship
Post by: RougeNPS on January 16, 2021, 01:57:25 PM
I guess we know the proper response to this act of malice and aggression! *Nuclear Launch detected* Turn their planet to glass and slag.
Title: Re: Ion Drive 40,000 battleship
Post by: Zap0 on January 16, 2021, 02:08:19 PM
I'm looking for the advice how to design new classes and defeat these enemy ships.

Since you're in ion era you should have no trouble making beam ships that go faster than these two. If you have bigger guns than those 15cm lasers they have, use them. As for close-in AMM spam, armor.
Title: Re: Ion Drive 40,000 battleship
Post by: TheTalkingMeowth on January 16, 2021, 06:58:36 PM
I'm looking for the advice how to design new classes and defeat these enemy ships.

How good are their AMMs? Did your box launched missiles get through their PD?

As nuclearslurpee said, you can totally kite their energy-armed ships, so it's really just the missiles that might be an issue.
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 17, 2021, 06:18:02 AM
I kind of messed the battle b'coz of my lack of experience. My fleet was moving towards jump gate. I clicked 5 day because it was a long journey. Then suddenly event log is full of red messages. Range was like zero and I didn't have time to launch missiles. It could be that enemy ships jumped throgh jump gate, not sure what happened. Shield was down to zero and several 9 dmg lasers penetrated my armour. I did managed to shoot back with lasers I did try to launch missiles, but for some reason they were not ready - maybe inexperienced crew. So it took like 15-20 seconds and my ships are blown up. It happened so fast.

Should I turn on Automated turn or how to avoid this happening in the future.

Enemy AMM are 44,000 m/s and they are launching 4-5 missile salvoes. Dmg is only 1 so their lasers are the main threat.
Title: Re: Ion Drive 40,000 battleship
Post by: tobijon on January 17, 2021, 08:15:10 AM
you should use smaller increments, that way it will stop once they are detected/close.
Title: Re: Ion Drive 40,000 battleship
Post by: TheTalkingMeowth on January 17, 2021, 09:04:09 AM
I kind of messed the battle b'coz of my lack of experience. My fleet was moving towards jump gate. I clicked 5 day because it was a long journey. Then suddenly event log is full of red messages. Range was like zero and I didn't have time to launch missiles. It could be that enemy ships jumped throgh jump gate, not sure what happened. Shield was down to zero and several 9 dmg lasers penetrated my armour. I did managed to shoot back with lasers I did try to launch missiles, but for some reason they were not ready - maybe inexperienced crew. So it took like 15-20 seconds and my ships are blown up. It happened so fast.

Should I turn on Automated turn or how to avoid this happening in the future.

Enemy AMM are 44,000 m/s and they are launching 4-5 missile salvoes. Dmg is only 1 so their lasers are the main threat.

It looks like you have all the info you need to determine their fleet's PD capacity (at least the AMM portion of it; they might have energy PD you haven't seen yet). The Javelin class can pick up missiles at about 1.4million km and has a ROF of 10s on its 23 AMM launchers; based on the speed of the ASM you use, you can figure out how many AMM volleys the Javelins will get. Estimate their hit rate (good rule of thumb is 4AMM per ASM, but you might have better data) and that tells you how many ASMs you need in a volley.
Title: Re: Ion Drive 40,000 battleship
Post by: Michael Sandy on January 25, 2021, 12:15:25 AM
My guess is that if you have 40,000 ton ships at Ion tech, you are running with reduced research rate or something.  It is otherwise hard to have really large ships at ion tech, because if the resources that went into the shipyard went into research labs instead, you would be out of Ion tech in less time than that shipyard could build something.

So if you want settings that really encourage big ships early, something like 10%-20% research rate sounds about right.  Bump the economy up by a factor of 2-3, and you get the production capacity to build larger ships and the tech rate isn't going to obsolete them too fast if you are putting similar levels into boosting your research as boosting your fleet production.

I think the biggest advantages large ships have in C# are the shields and the effects of having your best officers concentrated on one ship.  If you have an engagement between 8 5,000 ton ships and 1 40,000 ton behemoth, the advantage the behemoth will have in a beam fight is that at extreme range, it can do more damage past enemy shields that they can regenerate.  This is balanced by the fact that a multi ship formation could simply withdraw the ship whose shield took damage while the other ships closed.

I would expect that an early behemoth ship would have to get repeated upgrades to its beam weapon fire controls and beams to maintain at least some edge in long ranged beam combat.

Ion tech is a bit early for ECM tech, but capital ships in general benefit more from ECM than smaller ships do.

I have mixed feeling about the troop capacity.  My beam warships have cryotroops, on the theory that they will be the ships closest to enemy crippled ships, and already fast and durable enough to close vs a mostly crippled ship, so having boarding capacity on capital ships makes some sense.
Title: Re: Ion Drive 40,000 battleship
Post by: Zap0 on January 25, 2021, 12:33:21 AM
My guess is that if you have 40,000 ton ships at Ion tech, you are running with reduced research rate or something.  It is otherwise hard to have really large ships at ion tech, because if the resources that went into the shipyard went into research labs instead, you would be out of Ion tech in less time than that shipyard could build something.

There are a few circumstances that can get you there. In a conventional start you have lots of time to expand shipyards to that size while you tech through the nuclear and improved nuclear engine techs. Alternatively, in a TN start, if you make your empire small enough you start with less RP and tech slower as number of research labs and your ability to expand them is proportional to your industry. Getting enough Neutronium to expand a yard to 40k isn't that outrageous, either.
Title: Re: Ion Drive 40,000 battleship
Post by: dersavage on January 28, 2021, 10:05:20 AM
Majestic sistership Valiant, first improved Majestic-class actually won the first battle. Wuhuu!

Big ships are great, but I learned the truth about the war. It's not the guns that make victory but logistic. After making big fleet I was struggling to keep up my with my industry and espesically lack of minerals.

So this for everyone who wants to make big ships. Be prepared to invest to mining industry too. :)