Aurora 4x

C# Aurora => C# Bureau of Design => Topic started by: Blogaugis on June 28, 2021, 04:04:03 PM

Title: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on June 28, 2021, 04:04:03 PM
Notable settings:
Known Star Systems.
Precursors, Invaders, Rakhas.
NPRs Generate Precursors.

2 starting NPRs, LY distance was set between 25 and 50..? I don't remember anymore.

10 billion population start.
The starting year set to 0001.

Story so far:
The quasi-alt history - axis took over the world some time ago. Earth is renamed to Greater Germania, the calendar has been reset to 0001, xenophobia is on the rise. A new era begun for humanity.

Roughly 5 years have passed since the game start, and there are various ship blueprints, but none of them are properly tested. A few, particularly smaller ones - fighters, have been built.
Most of the Sol system is explored, planets with the capability to retain atmosphere proved to be devoid of minerals.
Planets in Sol system are being terraformed and colonized - the Luna and Mars have people living, but only thanks to the infrastructure. Terraforming stations are being sent to some of the other planets with the capability to retain atmosphere, with Luna, Mars and Mercury having a terraforming base in their orbit. Another base is sent to Ganymede.

Missile Designs:
There are 2 missile designs available, the 1st and 2nd generation dumbfire missiles:
Code: [Select]
G1DF Size 12.5 (5MSP) Speed 7,000 km/s Fuel 1,250 Range 84.2 m Warhead 2
Code: [Select]
G2DF Size 12.5 (5MSP) Speed 10,000 km/s Fuel 250 Range 19.7 m Warhead 2New generation missiles are about to be developed, which would increase their warhead power to 3, and equipping them with new nuclear pulse engines.

Fighter designs:
One of the most earliest of designs, initially named Messerschmidt, was built in high numbers - 120 - to provide officers something to do:
Code: [Select]
Fiesler Fi-1 class Scout Fighter      207 tons       3 Crew       14.9 BP       TCS 4    TH 10    EM 0
2424 km/s      Armour 2-3       Shields 0-0       HTK 1      Sensors 1/1/0/0      DCR 0      PPV 0
Maint Life 17.12 Years     MSP 9    AFR 3%    IFR 0.0%    1YR 0    5YR 1    Max Repair 5 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

MNTE2 Nuclear Thermal Engine  EP10.00 (1)    Power 10    Fuel Use 223.61%    Signature 10    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.39 billion km (44 hours at full power)

BEMNS EM Sensor EM0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
BTNS Thermal Sensor TH0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a a for auto-assignment purposes
With them now being slowly scrapped, the new fighters are being created, this time with armament:
Code: [Select]
Heinkiel He-2012 class Fighter      235 tons       7 Crew       22.2 BP       TCS 5    TH 10    EM 0
2047 km/s      Armour 2-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 12.72 Years     MSP 10    AFR 4%    IFR 0.1%    1YR 0    5YR 2    Max Repair 6 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

G2-FE Improved Nuclear Thermal Engine  EP9.60 (1)    Power 9.6    Fuel Use 232.38%    Signature 9.6    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.33 billion km (44 hours at full power)

G1-HS1.5-GC Gauss Cannon R200-25.00 (1x2)    Range 20,000km     TS: 2,047 km/s     Accuracy Modifier 25.00%     RM 20,000 km    ROF 5       
G1-SWFBFC Beam Fire Control R20-TS2000 (SW) (70%) (1)     Max Range: 20,000 km   TS: 2,000 km/s     25 0 0 0 0 0 0 0 0 0

G1-FMASS Active Search Sensor AS1-R1 (70%) (1)     GPS 1     Range 1.4m km    MCR 124.4k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
12 of them have been built so far, but it's about to be upgraded to the third generation of fighters, having new, more compact engines.
There is also design for a missile carrying fighter, classified as a bomber:
Code: [Select]
Dornier Do-2202 class Bomber      236 tons       3 Crew       24 BP       TCS 5    TH 10    EM 0
2042 km/s      Armour 2-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 14.46 Years     MSP 11    AFR 4%    IFR 0.1%    1YR 0    5YR 1    Max Repair 6 MSP
Magazine 10   
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

G2-FE Improved Nuclear Thermal Engine  EP9.60 (1)    Power 9.6    Fuel Use 232.38%    Signature 9.6    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.33 billion km (44 hours at full power)

G1-BML Size 5 Box Launcher (2)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
G1-FSMFC Missile Fire Control FC14-R50 (70%) (1)     Range 14.4m km    Resolution 50
G2DF (2)    Speed: 10,000 km/s    End: 32.9m     Range: 19.7m km    WH: 2    Size: 5    TH: 33/20/10

G1-FESASS Active Search Sensor AS7-R50 (70%) (1)     GPS 100     Range 7.2m km    Resolution 50

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 Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
It had design problems, with an active search sensor having insufficient resolution, to be used in it's intended role. Even so, with such a varying range between it's search sensors, fire controls and missile ranges, it is still considered to be sub-optimal.
4 so far have been built.

To be continued...
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: nuclearslurpee on June 28, 2021, 04:38:17 PM
As no lore/RP-related restrictions are given, I would recommend using the full 500-ton limit for fighters as this will always be the most efficient approach aside from edge cases related to discrete component sizes. This will allow among other things scaling up the sensors and fire controls to actual useful sizes.

Gauss cannons are strictly inferior to railguns on fighters in nearly all cases until ROF 8 tech, if even then. Even a single-shot railgun will give better performance, per ton and in spite of the atrocious reactor power output at this tech level. The only way Gauss cannons can really outperform railguns is in turret mounts, which are usually impractical and unnecessary on a fighter.

For your missiles I would probably look into designing for 4 damage instead of 2, as this will penetrate the second armor layer. Notably this is sure to inflict internal damage on an enemy fighter unless for some reason the enemy puts multiple layers of armor on their fighters.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on June 29, 2021, 04:49:24 AM
Also, I forgot to mention about the current technology:
The current armor tech is high density duranium armor (level 5, including conventional levels). With Composite armor project to complete in roughly 3 years.
Engine tech is nuclear pulse with efficiency of 0.8 litres per engine power hour. Commercial Engines are developed, fighter size engines are being developed, Military variant 25HS size engine (of 100% power) is in plans.
Countermeasure technology is soon to start development.
As no lore/RP-related restrictions are given, I would recommend using the full 500-ton limit for fighters as this will always be the most efficient approach aside from edge cases related to discrete component sizes. This will allow among other things scaling up the sensors and fire controls to actual useful sizes.

Gauss cannons are strictly inferior to railguns on fighters in nearly all cases until ROF 8 tech, if even then. Even a single-shot railgun will give better performance, per ton and in spite of the atrocious reactor power output at this tech level. The only way Gauss cannons can really outperform railguns is in turret mounts, which are usually impractical and unnecessary on a fighter.

For your missiles I would probably look into designing for 4 damage instead of 2, as this will penetrate the second armor layer. Notably this is sure to inflict internal damage on an enemy fighter unless for some reason the enemy puts multiple layers of armor on their fighters.
Thanks for the suggestions.
I'll stick to the 250 size fighters for now. The size 500 heavy fighters may be developed in the future. There are also ideas about 125 size interceptors, which are essentially single-use distractions.
I'll probably use Gauss cannons as the main weapon anyway. With railguns not having an option to be in a turret, they don't look very attractive for now.
With the new engines and warhead, third generation missiles may indeed be with greater damage potential.

Back to the designs:
The 2500 ton size designs are classified as corvette. There are also 2 designs of Light Orbital Defense Platforms:
Code: [Select]
Schnellboote class Corvette      2,500 tons       44 Crew       176.8 BP       TCS 50    TH 100    EM 30
2000 km/s      Armour 3-16       Shields 1-150       HTK 13      Sensors 1/1/0/0      DCR 0      PPV 6.45
Maint Life 3.50 Years     MSP 122    AFR 100%    IFR 1.4%    1YR 15    5YR 228    Max Repair 25 MSP
Magazine 15   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 1 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (1)    Power 100    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 14,000 Litres    Range 11.3 billion km (65 days at full power)
G1-SSG Alpha S1 / R150 Shields (1)     Recharge Time 150 seconds (0 per second)

G1-SLT Single G1HS3 10cm C1 Infrared Laser Turret (1x1)    Range 30,000km     TS: 8000 km/s     Power 3-1     RM 10,000 km    ROF 15       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0
G1-ESPP Improved Pressurised Water Reactor R1 (1)     Total Power Output 1    Exp 5%

G1-BML Size 5 Box Launcher (3)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (3)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
BTNS Thermal Sensor TH0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
BEMNS EM Sensor EM0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m 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 design is classed as a c for auto-assignment purposes
Currently just designs - no schnellboote are being built, a shipyard is created for the size of this ship, but it is not yet tooled.
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Watchman A class Orbital Defence Platform      2,499 tons       59 Crew       244.4 BP       TCS 50    TH 0    EM 300
1 km/s      Armour 5-16       Shields 10-300       HTK 15      Sensors 1/1/0/0      DCR 1      PPV 8.7
Maint Life 4.95 Years     MSP 92    AFR 45%    IFR 0.6%    1YR 6    5YR 93    Max Repair 27 MSP
Magazine 30   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 6 days    Morale Check Required   

G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G1-SLT Single G1HS3 10cm C1 Infrared Laser Turret (1x1)    Range 30,000km     TS: 8000 km/s     Power 3-1     RM 10,000 km    ROF 15       
G1-CIWS-80 (1x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0
G1-ESPP Improved Pressurised Water Reactor R1 (1)     Total Power Output 1    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (3)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (6)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
BTNS Thermal Sensor TH0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
BEMNS EM Sensor EM0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m 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 design is classed as a c for auto-assignment purposes
1 Active Defense Platform is currently in orbit of Greater Germania.
Code: [Select]
Watchman B class Orbital Defence Platform      2,500 tons       58 Crew       243.1 BP       TCS 50    TH 0    EM 300
1 km/s      Armour 5-16       Shields 10-300       HTK 15      Sensors 2/2/0/0      DCR 0      PPV 8.7
Maint Life 2.47 Years     MSP 60    AFR 100%    IFR 1.4%    1YR 14    5YR 205    Max Repair 27 MSP
Magazine 30   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 9.9 days    Morale Check Required   

G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G1-SLT Single G1HS3 10cm C1 Infrared Laser Turret (1x1)    Range 30,000km     TS: 8000 km/s     Power 3-1     RM 10,000 km    ROF 15       
G1-CIWS-80 (1x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0
G1-ESPP Improved Pressurised Water Reactor R1 (1)     Total Power Output 1    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (3)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (6)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
.4EMS EM Sensor EM0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
.4TS Thermal Sensor TH0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m 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 design is classed as a c for auto-assignment purposes
1 Watchman B is currently under construction.
These Orbital platforms are intended to be put on worlds further away, as technology advances and these 2 early designs become obsolete.

The 5000 ton designs are classified as frigate:
Code: [Select]
Iltis class Frigate      5,000 tons       119 Crew       414.4 BP       TCS 100    TH 100    EM 30
1000 km/s      Armour 4-26       Shields 1-150       HTK 28      Sensors 2/2/0/0      DCR 1      PPV 21.3
Maint Life 2.31 Years     MSP 151    AFR 200%    IFR 2.8%    1YR 38    5YR 576    Max Repair 36.8 MSP
Troop Capacity 100 tons     Magazine 30   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (1)    Power 100    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 58,000 Litres    Range 23.3 billion km (270 days at full power)
G1-SSG Alpha S1 / R150 Shields (1)     Recharge Time 150 seconds (0 per second)

G1-SLT Single G1HS3 10cm C1 Infrared Laser Turret (2x1)    Range 30,000km     TS: 8000 km/s     Power 3-1     RM 10,000 km    ROF 15       
G1-CIWS-80 (1x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-SGCT Single G1-HS6-GC Gauss Cannon R200-100 Turret (1x2)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (1)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-SPP Improved Pressurised Water Reactor R2 (1)     Total Power Output 2    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (3)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (6)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
.4EMS EM Sensor EM0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
.4TS Thermal Sensor TH0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m 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 design is classed as a c for auto-assignment purposes
No ships are being built.
There is also a design of an armed extrasolar exploration ship:
Code: [Select]
Gallileo G2 class Survey Craft      5,000 tons       83 Crew       506 BP       TCS 100    TH 100    EM 30
1000 km/s      Armour 3-26       Shields 1-150       HTK 28      Sensors 2/2/0/1      DCR 1      PPV 8.4
Maint Life 2.68 Years     MSP 334    AFR 160%    IFR 2.2%    1YR 66    5YR 993    Max Repair 100 MSP
Hangar Deck Capacity 1,000 tons     Troop Capacity 100 tons     
Captain    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Flight Crew Berths 20    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (1)    Power 100    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 110,000 Litres    Range 44.3 billion km (512 days at full power)
G1-SSG Alpha S1 / R150 Shields (1)     Recharge Time 150 seconds (0 per second)

G1-CIWS-80 (1x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-SGCT Single G1-HS6-GC Gauss Cannon R200-100 Turret (1x2)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
.4EMS EM Sensor EM0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
.4TS Thermal Sensor TH0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
Geological Survey Sensors (1)   1 Survey Points Per Hour

Strike Group
4x Heinkiel He-2012 Fighter   Speed: 2047 km/s    Size: 4.69

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a b for auto-assignment purposes
There are considerations of raising it's size to 10000 tons to accomodate more command and control systems as well as gravsurvey equipment.
Size 15000 ton designs are classified as destroyers:
Code: [Select]
Hessen class Destroyer      15,000 tons       398 Crew       1,200.6 BP       TCS 300    TH 200    EM 300
666 km/s      Armour 6-54       Shields 10-300       HTK 101      Sensors 2/2/0/0      DCR 13      PPV 110.1
Maint Life 9.05 Years     MSP 1,255    AFR 137%    IFR 1.9%    1YR 28    5YR 414    Max Repair 60 MSP
Troop Capacity 250 tons     Magazine 150    Cryogenic Berths 200   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (2)    Power 200    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 301,000 Litres    Range 40.3 billion km (701 days at full power)
G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (3x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-CIWS-80 (1x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QMCT Quad G1MCHS3 R15/C1 Meson Cannon Turret (2x4)    Range 15,000km     TS: 8000 km/s     Power 12-4     RM 15,000 km    ROF 15       
G1-SGCT Single G1-HS6-GC Gauss Cannon R200-100 Turret (1x2)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (6)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0
G1-PP Improved Pressurised Water Reactor R20 (1)     Total Power Output 20    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (15)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (15)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7
G2DF (15)    Speed: 10,000 km/s    End: 32.9m     Range: 19.7m km    WH: 2    Size: 5    TH: 33/20/10

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
.4EMS EM Sensor EM0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
.4TS Thermal Sensor TH0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m 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 design is classed as a c for auto-assignment purposes
No ships are being built.
More designs to come.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Andrew on June 29, 2021, 07:41:00 AM
CIWS and Gauss anti-missile turrets on the same ship are pretty pointless they both use the same weapons, further the CIWS only defends the ship mounting it while the Gauss turrets will defend the entire fleet. It is really only worth putting CIWS on civilian ships you want to defend otherwise weapons to defend the entire fleet are superior.

Missile salvo's of size 3 are useless if 3 missiles can break through the defenses then the target is unarmed. Usually it is better except for huge ships to have all missile or all beam armement so you can actually get decent size missile salvo's which also cuts down on the duplication of fire controls freeing up space.

2 years of fuel on some designs and only a year of endurance is probably a waste, you are more likely to spend time not moving than not breathing so the other way round makes more sense and that free's up space to make the warships better at fighting
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on June 29, 2021, 09:40:01 AM
It's rather strange for Commercial Engine ship with 2-month fuel autonomy to be named Schnellboote, I think.
Not all of my cruisers and battleships have fuel tanks for 2 month on full power.

If you want to outspot your targets with scout fighters - it's worth considering those to have exactly 1 sensor each, so you can send a scouting pair (1 with TH sensor and 1 with EM one). They'll have much smaller signatures and so greater chances to spot enemy while staying unspotted themselves.

CIWS on your stations will not defend your colonies nor unarmored ships in orbit, it's self-defence only component type. They are also immune for jump shock, but your stations aren't going to jump anyway, so... I'll exchange it for another turret.

Your missile fire controls are not capable of guiding even your current missiles at their full range, even against large targets without ECM. In the same time your missiles are too weak to sufficiently damage military ship of the size their fire controls are optimized for in salvos your stations and frigates have, so these missile batteries are quite useless. Destroyer's missile battery is quite better: it's strong enough to disable some slow non-PD frigate-size enemy of the same tech level, but it's all they are capable of, so it's some sort of colonial cruiser, not a destroyer.

P.S. Well, playing with dumb xenophobic Philip Dick's "red monkeys in orbit" - this set is role-play ok, I think. But I'll set invaders off until they reach 6 tier or smth like, because otherwise invaders will rip them apart without delay.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 01, 2021, 01:07:19 PM
CIWS and Gauss anti-missile turrets on the same ship are pretty pointless they both use the same weapons, further the CIWS only defends the ship mounting it while the Gauss turrets will defend the entire fleet. It is really only worth putting CIWS on civilian ships you want to defend otherwise weapons to defend the entire fleet are superior.

Missile salvo's of size 3 are useless if 3 missiles can break through the defenses then the target is unarmed. Usually it is better except for huge ships to have all missile or all beam armement so you can actually get decent size missile salvo's which also cuts down on the duplication of fire controls freeing up space.

2 years of fuel on some designs and only a year of endurance is probably a waste, you are more likely to spend time not moving than not breathing so the other way round makes more sense and that free's up space to make the warships better at fighting
As far as I understand, CIWS is essentially only against missiles, gauss turrets being more universal. Unfortunately, I only recently developed a single gauss turret that is small enough that could potentially replace them. Still, CIWS ended smaller than them anyway, so it may be the last resort defense system.

Yes, the ship's universality and variety of weapons is their main weak point. Missiles are, essentially, a secondary weapon system.

Probably, with the engine (and efficiency) technology rapidly developing, and potentially additional command modules appearing, the fuel storage may indeed be replaced eventually.
It's rather strange for Commercial Engine ship with 2-month fuel autonomy to be named Schnellboote, I think.
Not all of my cruisers and battleships have fuel tanks for 2 month on full power.

If you want to outspot your targets with scout fighters - it's worth considering those to have exactly 1 sensor each, so you can send a scouting pair (1 with TH sensor and 1 with EM one). They'll have much smaller signatures and so greater chances to spot enemy while staying unspotted themselves.

CIWS on your stations will not defend your colonies nor unarmored ships in orbit, it's self-defence only component type. They are also immune for jump shock, but your stations aren't going to jump anyway, so... I'll exchange it for another turret.

Your missile fire controls are not capable of guiding even your current missiles at their full range, even against large targets without ECM. In the same time your missiles are too weak to sufficiently damage military ship of the size their fire controls are optimized for in salvos your stations and frigates have, so these missile batteries are quite useless. Destroyer's missile battery is quite better: it's strong enough to disable some slow non-PD frigate-size enemy of the same tech level, but it's all they are capable of, so it's some sort of colonial cruiser, not a destroyer.

P.S. Well, playing with dumb xenophobic Philip Dick's "red monkeys in orbit" - this set is role-play ok, I think. But I'll set invaders off until they reach 6 tier or smth like, because otherwise invaders will rip them apart without delay.
Strange on a first glance, most of the larger ships have a certain amount of commercial engines on them:  25,000 tons - 2 engines. 50,000 tons - 4 engines, essentially raising engine amount by 2 every 25,000 tons. And that 2,500 size corvette, having such a large commercial engine, and still getting a 2000km/s, is what made name Schnellboote valid. Additionally, new military engines with the same size are being developed - that should make the ship's name truly relevant. But, maybe there will be smaller engine design in the future...

Maybe, but I've dumped the idea of scout fighters in favor of specialized scouting ships, with largest sensors there can be. Perhaps there can be a modification without weapons and only a sensor.

Well, that certainly limits their utility due to this design flaw... I suppose Watchman C will have it's CIWS removed, in exchange for a gauss cannon turret. Or, perhaps, the concept of light orbital weapons with 2,500 size ton limit is simply inadequate...

Yes, that is one of the flaws, developing better fire controls is one of the priorities. Besides, G1s and G2s are just here for now, new missile designs should alleviate or even remove these flaws as well.

Maybe, I hope setting them off is not necessary for 100% research speed.
Anyway, more designs:
Code: [Select]
Konigsberg class Light Cruiser      25,000 tons       562 Crew       2,216.4 BP       TCS 500    TH 200    EM 300
400 km/s      Armour 10-76       Shields 10-300       HTK 140      Sensors 3/3/0/0      DCR 25      PPV 133.38
Maint Life 17.15 Years     MSP 9,385    AFR 200%    IFR 2.8%    1YR 60    5YR 904    Max Repair 134.4 MSP
Troop Capacity 1,000 tons     Magazine 150    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (2)    Power 200    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 514,000 Litres    Range 41.4 billion km (1197 days at full power)
G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (3x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-CIWS-80 (4x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (1x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-QMCT Quad G1MCHS3 R15/C1 Meson Cannon Turret (2x4)    Range 15,000km     TS: 8000 km/s     Power 12-4     RM 15,000 km    ROF 15       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (2)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0
G1-PP Improved Pressurised Water Reactor R20 (1)     Total Power Output 20    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (15)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (30)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
.6EMS EM Sensor EM0.6-3.0 (70%) (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km
.6TS Thermal Sensor TH0.6-3.0 (70%) (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m 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 design is classed as a c for auto-assignment purposes
I have ideas about giving 15 G1s and 15 G2s... But considering that new generation of missiles are being developed, this design will probably be changed soon.
Code: [Select]
Rheinland class Escort Carrier      25,000 tons       355 Crew       2,383.4 BP       TCS 500    TH 200    EM 300
400 km/s      Armour 10-76       Shields 10-300       HTK 113      Sensors 1/1/0/0      DCR 25      PPV 31.68
Maint Life 7.85 Years     MSP 4,174    AFR 200%    IFR 2.8%    1YR 120    5YR 1,801    Max Repair 134.4 MSP
Hangar Deck Capacity 7,500 tons     Troop Capacity 1,000 tons     Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 6 months    Flight Crew Berths 150    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (2)    Power 200    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 300,000 Litres    Range 24.1 billion km (698 days at full power)
G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G1-CIWS-80 (4x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (1x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-SWSBFC Beam Fire Control R30-TS8000 (SW) (70%) (1)     Max Range: 30,000 km   TS: 8,000 km/s     67 33 0 0 0 0 0 0 0 0

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
BTNS Thermal Sensor TH0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
BEMNS EM Sensor EM0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km

Strike Group
31x Heinkiel He-2012 Fighter   Speed: 2047 km/s    Size: 4.69

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a b for auto-assignment purposes
Currently, there are no military shipyards that can support this size... But, the development is underway.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Andrew on July 01, 2021, 01:56:17 PM
The Weakness of the CIWS is that it only defends the ship it is on. So given a choice of 6 CIWS or 3 Gauss turrets in a fleet the fleet with 3 Gauss turrets will stop 3 times as many missiles. CIWS is only useful for scouts or commercial ships
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 01, 2021, 02:20:05 PM
The Weakness of the CIWS is that it only defends the ship it is on. So given a choice of 6 CIWS or 3 Gauss turrets in a fleet the fleet with 3 Gauss turrets will stop 3 times as many missiles. CIWS is only useful for scouts or commercial ships
And, looking at how CIWS's range is shown in game, that's a rather limited capability.
Scouts... Hm...
As for commercial ships - yes, I do have ideas about putting them on a salvagers and troop transports.

Right, 50,000 ton ships:
Code: [Select]
Deutschland class Heavy Cruiser      50,000 tons       1,206 Crew       4,484.4 BP       TCS 1,000    TH 400    EM 600
400 km/s      Armour 12-120       Shields 20-300       HTK 283      Sensors 4/4/0/0      DCR 52      PPV 393.48
Maint Life 5.52 Years     MSP 3,428    AFR 383%    IFR 5.3%    1YR 189    5YR 2,836    Max Repair 134.4 MSP
Troop Capacity 1,000 tons     Magazine 300    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12.5 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (4)    Power 400    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 353,000 Litres    Range 14.2 billion km (411 days at full power)
G1-CSS Alpha S10 / R300 Shields (2)     Recharge Time 300 seconds (0.1 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (5x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-CIWS-80 (6x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (6x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-QMCT Quad G1MCHS3 R15/C1 Meson Cannon Turret (5x4)    Range 15,000km     TS: 8000 km/s     Power 12-4     RM 15,000 km    ROF 15       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (3)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-PP Improved Pressurised Water Reactor R20 (2)     Total Power Output 40    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (30)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G1DF (60)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-SMASS Active Search Sensor AS4-R1 (70%) (1)     GPS 10     Range 4.4m km    MCR 393.3k km    Resolution 1
G1-SSASS Active Search Sensor AS16-R50 (70%) (1)     GPS 500     Range 16.1m km    Resolution 50
.8TS Thermal Sensor TH0.8-4.0 (70%) (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
.8EMS EM Sensor EM0.8-4.0 (70%) (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m 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 design is classed as a c for auto-assignment purposes
I suppose that CIWSs will have to be removed from most military ships. Probably replaced by gauss turrets.
Code: [Select]
Bayern class Light Carrier      50,000 tons       889 Crew       5,677.6 BP       TCS 1,000    TH 400    EM 300
400 km/s      Armour 10-120       Shields 10-300       HTK 233      Sensors 4/4/0/0      DCR 59      PPV 40.08
Maint Life 5.13 Years     MSP 6,722    AFR 336%    IFR 4.7%    1YR 425    5YR 6,380    Max Repair 575 MSP
Hangar Deck Capacity 16,000 tons     Troop Capacity 1,000 tons     Magazine 150    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Flight Crew Berths 320    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (4)    Power 400    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 801,000 Litres    Range 32.2 billion km (932 days at full power)
G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G1-CIWS-80 (3x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (1x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-SGCT Single G1-HS6-GC Gauss Cannon R200-100 Turret (1x2)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (1)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0

G2DF (30)    Speed: 10,000 km/s    End: 32.9m     Range: 19.7m km    WH: 2    Size: 5    TH: 33/20/10

G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
.8EMS EM Sensor EM0.8-4.0 (70%) (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
.8TS Thermal Sensor TH0.8-4.0 (70%) (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km

Strike Group
15x Dornier Do-2202 Bomber   Speed: 2042 km/s    Size: 4.7
53x Heinkiel He-2012 Fighter   Speed: 2047 km/s    Size: 4.69

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 design is classed as a b for auto-assignment purposes
Even if it is a light carrier, there probably will have to be several additional command and control systems like auxiliary bridge... Likely at the cost of CIWSs and hangar space.
75,000 ton size designs, currently, there is only a battlecruiser:
Code: [Select]
Scharnhorst class Battlecruiser      75,000 tons       1,877 Crew       8,110.4 BP       TCS 1,500    TH 600    EM 600
400 km/s      Armour 10-158       Shields 20-300       HTK 389      Sensors 250/250/0/0      DCR 77      PPV 502.7
Maint Life 3.29 Years     MSP 5,727    AFR 582%    IFR 8.1%    1YR 801    5YR 12,012    Max Repair 575 MSP
Troop Capacity 1,000 tons     Magazine 150    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (6)    Power 600    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 778,000 Litres    Range 20.9 billion km (604 days at full power)
G1-CSS Alpha S10 / R300 Shields (2)     Recharge Time 300 seconds (0.1 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (10x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-PBHS5 Particle Beam-2 (1)    Range 60,000km     TS: 2,000 km/s     Power 5-1    ROF 25       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (10x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-CIWS-80 (5x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (3)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-PP Improved Pressurised Water Reactor R20 (2)     Total Power Output 40    Exp 5%
G1-ESPP Improved Pressurised Water Reactor R1 (1)     Total Power Output 1    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (15)     Missile Size: 5    Rate of Fire 6710
G1-CSSMFC Missile Fire Control FC227-R50 (70%) (1)     Range 227.7m km    Resolution 50
G1DF (30)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7

G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
TCSS Thermal Sensor TH50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
EMCSS EM Sensor EM50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m 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 design is classed as a c for auto-assignment purposes
Carrier design is being planned, but probably be finalized later, after 5 years... But, at this rate, such large designs seem fairly unwieldy and impractical. Still, they are here, for the sake of theory.
100,000 ton sized ships...
Code: [Select]
Bismarck class Battleship      100,000 tons       3,055 Crew       9,364.6 BP       TCS 2,000    TH 800    EM 1,200
400 km/s      Armour 14-191       Shields 40-300       HTK 557      Sensors 250/250/0/1      DCR 121      PPV 675.2
Maint Life 5.66 Years     MSP 9,617    AFR 658%    IFR 9.1%    1YR 508    5YR 7,619    Max Repair 575 MSP
Troop Capacity 1,000 tons     Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (8)    Power 800    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 524,000 Litres    Range 10.5 billion km (305 days at full power)
G1-CSS Alpha S10 / R300 Shields (4)     Recharge Time 300 seconds (0.1 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (20x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-PBHS5 Particle Beam-2 (40)    Range 60,000km     TS: 2,000 km/s     Power 5-1    ROF 25       
G1-CIWS-80 (10x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QMCT Quad G1MCHS3 R15/C1 Meson Cannon Turret (10x4)    Range 15,000km     TS: 8000 km/s     Power 12-4     RM 15,000 km    ROF 15       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (3)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-LPP Improved Pressurised Water Reactor R160 (1)     Total Power Output 160    Exp 5%

G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
TCSS Thermal Sensor TH50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
EMCSS EM Sensor EM50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
As much as I wanted the armor to be essentially 1 point per 1,000 tons, this is probably going to be possible only with late game armor technology...
At this size, a carrier ship would be classified as a fleet carrier.
Anything larger than that are dreadnoughts and supercarriers...
But, there is one last megalomania-inducing design:
Code: [Select]
Atlantis class Superdreadnought      1,000,000 tons       12,333 Crew       118,294.2 BP       TCS 20,000    TH 1,000    EM 3,000
50 km/s      Armour 100-890       Shields 100-300       HTK 2688      Sensors 250/250/0/0      DCR 1363      PPV 1,959
Maint Life 7.58 Years     MSP 110,826    AFR 5867%    IFR 81.5%    1YR 3,396    5YR 50,933    Max Repair 937.5 MSP
Troop Capacity 5,000 tons     Magazine 200    Cargo 5,000    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (10)    Power 1000    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 750,000 Litres    Range 1.5 billion km (349 days at full power)
Refuelling Capability: 50,000 litres per hour     Complete Refuel 15 hours
G1-CSS Alpha S10 / R300 Shields (10)     Recharge Time 300 seconds (0.3 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (30x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-PBHS5 Particle Beam-2 (72)    Range 60,000km     TS: 2,000 km/s     Power 5-1    ROF 25       
G1-CIWS-80 (40x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (20x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-QMCT Quad G1MCHS3 R15/C1 Meson Cannon Turret (30x4)    Range 15,000km     TS: 8000 km/s     Power 12-4     RM 15,000 km    ROF 15       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (4)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-ELPP Improved Pressurised Water Reactor R312 (1)     Total Power Output 312.5    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (10)     Missile Size: 5    Rate of Fire 6710
G1-CSSMFC Missile Fire Control FC227-R50 (70%) (1)     Range 227.7m km    Resolution 50
G1DF (40)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7
Ordnance Transfer Rate: 40 MSP per hour     Complete Transfer 5 hours

G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
EMCSS EM Sensor EM50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
TCSS Thermal Sensor TH50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m 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 design is classed as a c for auto-assignment purposes
The Atlantis... Titan designation basically does not exist, I wondered whether it should be classified as a station perhaps, Or a mothership, decided that superdreadnought will do.
Theoretical role for these large ships is to essentially be a planetary siege weapons, intended to shred anything with massed orbital bombardment, and with thick armor and shields, shrug off any STO fire.
Speed would be it's main weakness... if it weren't for the maintenance issues - I suppose it could be fun to mess around with spacemaster, disable maintenance requirement, spawn several of these gigantic behemoths and see them crush anything standing in their way.
Otherwise, it's probably better to remake it into a carrier.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Andrew on July 01, 2021, 05:53:59 PM
Range really does not matter for anti-missile defense. It would for Area Defense fire however I have never used it and never seen a way to make it viable someone else probably has. However all your fire controls should be set to final defensive fire, they will then engage the missiles at 10000 km , so make sure your weapons and fire control have that range.  CIWS is just locked on Final defense (self).

Those ship designs are huge for nuclear pulse engine tech, which is really primitive. Ships with that tech will be slaughtered by spoilers so you are probably better getting to a higher tech level before pouring resources into what are just big targets. I like big ships but those are a bit early for Nuclear pulse technology they are INCREDIBLY slow, 4000km/s would be fast 400km is slower than a snail.
Offensive beam weapons are pointless on such ships nothing will ever come in range unless it is able to kill you with beam weapons and given how short ranged your weapons are beam armed npr ships and spoilers will just sit outside your range and a single 7000 ton ship will kill your fleet.
Your missiles are also very slow do they have engine boost at all?
Building a Million ton ship is ambitious

This is my not particularly good Ion engined battleship
Code: [Select]
Empress of India class Battleship      50 000 tons       1 157 Crew       7 923.8 BP       TCS 1 000    TH 4 500    EM 10 650
4500 km/s      Armour 6-120       Shields 355-426       HTK 252      Sensors 11/11/0/0      DCR 1      PPV 256.96
Maint Life 0.00 Years     MSP 99    AFR 20000%    IFR 277.8%    1YR 63 087    5YR 946 311    Max Repair 750 MSP
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Elliott-French Aeromarine Ion Drive  EP1500.00 (3)    Power 4500    Fuel Use 29.93%    Signature 1500    Explosion 12%
Fuel Capacity 6 282 000 Litres    Range 75.6 billion km (194 days at full power)
Mccarthy-Burton Delta S71 / R426 Shields (5)     Recharge Time 426 seconds (0.8 per second)

Twin Harvey-Davison Armaments Company 20cm C5 Ultraviolet Laser Turret (12x2)    Range 256 000km     TS: 10000 km/s     Power 20-10     RM 40 000 km    ROF 10       
Twin Harvey-Davison Armaments Company 12cm C4 Ultraviolet Laser Turret (8x2)    Range 160 000km     TS: 20000 km/s     Power 8-8     RM 40 000 km    ROF 5       
Harrison-Stewart Electronics Industries Beam Fire Control R256-TS10000 (2)     Max Range: 256 000 km   TS: 10 000 km/s     96 92 88 84 80 77 73 69 65 61
Pickering-Hall Electronic Systems Beam Fire Control R128-TS20000 (2)     Max Range: 128 000 km   TS: 20 000 km/s     92 84 77 69 61 53 45 38 30 22
Riley & Hope Gas-Cooled Fast Reactor R195 (1)     Total Power Output 195    Exp 5%

Sheppard Warning & Control Active Search Sensor AS112-R200 (1)     GPS 21000     Range 112.1m km    Resolution 200
Sheppard Warning & Control Active Search Sensor AS14-R1 (1)     GPS 63     Range 14.9m km    MCR 1.3m km    Resolution 1
Harrison-Stewart Electronics Industries EM Sensor EM1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Moss Electronic Systems Thermal Sensor TH1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

(Maintenance is turned off as I am lazy but with maintenance it would just have a few less guns )

One of them will kill all of your fleet and take no damage. I lost 3 of them and several cruisers to spoilers earlier today and another spoiler may be about to wipe out my entire race .  Before planning huge ships get your research to above starting tech and probably build one type of weapon, you seem to be researching Gauss, Laser, and Meson . Pick one and maybe Gauss as well, but as many people will tell you 10cm railguns are more effective anti-missile weapons until gauss rate of fire 4(I still often use Gauss weapons and rarely use railguns but)

Also what are Cargo shuttles doing on a carrier? Just for RP reasons I assume
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on July 02, 2021, 05:55:59 AM
Konigsberg und Rheinland have too much fuel tanks for quite heavy armoured ships. There is really no need to keep all those fuel tanks under the armour, because you have to use fast tankers.

Consider giving those ships more Intended Deployment Time, because now they'll start losing combat effectiveness in the middle of the route (having half or more of the fuel unencumbered), even if all the route will be on full power, and while it can be harmless for assault ship - it's definitely not so for escort or patrolling task, and your escort carrier will be combat-inefective after 1/4 of full-power route.

Konigsberg's missile magazine is way too small for her launchers. Reloadable launchers are effective only with deeper magazines - smth like 4 reloads or more.

You are using single weapon short fire control while having 2 multi-weapon and more capable fire controls in the same ship. It's reasonable to have spare FC, but not single-weapon one on multi-weapon ship.

You have only 1 power reactor on Konigsberg - and all her beam batteries will be knocked off if it gets unlucky hit. I'll add spare reactor.

Missile FC of Konigsberg is twice longer-ranged of her radar and still cannot guide her missiles at more then half of their range. She also have no missile FC nor radar against small targets (like missile fighters/FACs).

Rheinland is way too heavy armoured for escort carrier - her hangar is cramped, she can be much more capable in her escort role with less armour and armament and more hangar space. Her CIWS will be incapable to protect escorted vessels - though it can be useful for self-defence against jump point missile ambush.

UPD. Ooompf. My free time is off before I can look at heavier ships of your last post.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on July 02, 2021, 09:30:10 AM
All your combat ships are way too slow even for your low tech. You need forced military engines! They are much smaller, so you'll fit more fuel tanks to hold decent range.

Deutschland (Heavy Cruiser) is armoured only 20% more heavily than twice smaller Konigsberg (Light Cruiser). I'd say it's Konigsberg is too heavy armoured, but... ow, Scharnhorst the Battlecruiser is armoured the same as Konigsberg and less then Deutschland, while Bismarck the Battleship is only 16% heavier-armoured then Deutschland (Heavy Cruiser)!
It's strange.

All your close combat ships have Cryogenic Berths... and no hangar space. I'd exchange Cargo Shuttle Bays for Boat Bays with some auxiliary craft to pick up rescue pods and land/evacuate troops they have onboard. It's rather reasonable to have troops onboard carriers too, as well as several landind-and-boarding shuttles (research if needed) in addition to combat wing.

Your battleships will have the same required commander rank as corvettes. Research command modules and use them on larger ships, also use relevant checkbox to raise required commander rank if there is no difference with command modules.

Your Light Carrier is not very carriery carrier. 16kt hangar of 50 kt ship means she's not very helpful for her close combat ships.

Light Carrier needs no Auxiliary Bridge, she needs Flight Control.

You have Particle Beam emitters on your capital ships. They are not turreted, so their track speed is limited by your ship's speed, which is anemic 400 km/s. They'll be able to hit orbital bases and maybe also commerce vessels if you hobble them with missiles, and no more.

And what are you planning to do with 50-km/s 1,000,000 tons Superdreadnought? You definitely have no tug able to drag this monster with a fleet, and with her own speed she cannot crawl out of Sol system in time!

Speaking of Titan designation - you can add any desirable hull type (aka designation) from design window.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: nuclearslurpee on July 02, 2021, 09:42:38 AM
You have Particle Beam emitters on your capital ships. They are not turreted, so their track speed is limited by your ship's speed, which is anemic 400 km/s. They'll be able to hit orbital bases and maybe also commerce vessels if you hobble them with missiles, and no more.

All of these are excellent points, but it is important to note that beam and kinetic weapons have a minimum tracking speed equal to the racial tracking speed tech level, even if the ship or turret they are mounted on is much slower than this. This is necessary for beam weapons platforms/stations to be viable without turrets. It looks like at this tech level the tracking speed tech is 2000 km/s so that is the minimum for weapons. Of course BFC tracking speed could be slower but in this case the BFCs are overdesigned so that at least is not the problem here.

However it is correct that 400 km/s is cripplingly slow, even a fast conventional-engined ship can outrun this and you will certainly be fighting against much quicker opposition. The central design problem is that not enough mass is being dedicated to engines, usually in Aurora a military ship should have anywhere from 30% to 40% of its mass dedicated to engines, while a commercial ship such as a freighter can make do with perhaps half of that. OP's big ships are sitting at the 10% mark. Even at 40% engine fraction they will still only make 1600 km/s which is peanuts at NPE tech (2500 to 3000 km/s is a better benchmark) due to using commercial engines, which I suppose may be a justified RP or doctrinal choice but usually if you use commercial engines for warships you arm them with missiles or fighters since they can never close to beam range against comparable enemy ships.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Andrew on July 02, 2021, 12:19:00 PM
My version of your 1000000 ton superdreadnought
Code: [Select]
Empress of India class Battleship      50 000 tons       1 157 Crew       7 923.8 BP       TCS 1 000    TH 4 500    EM 10 650
4500 km/s      Armour 6-120       Shields 355-426       HTK 252      Sensors 11/11/0/0      DCR 1      PPV 256.96
Maint Life 0.00 Years     MSP 99    AFR 20000%    IFR 277.8%    1YR 63 087    5YR 946 311    Max Repair 750 MSP
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Elliott-French Aeromarine Ion Drive  EP1500.00 (3)    Power 4500    Fuel Use 29.93%    Signature 1500    Explosion 12%
Fuel Capacity 6 282 000 Litres    Range 75.6 billion km (194 days at full power)
Mccarthy-Burton Delta S71 / R426 Shields (5)     Recharge Time 426 seconds (0.8 per second)

Twin Harvey-Davison Armaments Company 20cm C5 Ultraviolet Laser Turret (12x2)    Range 256 000km     TS: 10000 km/s     Power 20-10     RM 40 000 km    ROF 10       
Twin Harvey-Davison Armaments Company 12cm C4 Ultraviolet Laser Turret (8x2)    Range 160 000km     TS: 20000 km/s     Power 8-8     RM 40 000 km    ROF 5       
Harrison-Stewart Electronics Industries Beam Fire Control R256-TS10000 (2)     Max Range: 256 000 km   TS: 10 000 km/s     96 92 88 84 80 77 73 69 65 61
Pickering-Hall Electronic Systems Beam Fire Control R128-TS20000 (2)     Max Range: 128 000 km   TS: 20 000 km/s     92 84 77 69 61 53 45 38 30 22
Riley & Hope Gas-Cooled Fast Reactor R195 (1)     Total Power Output 195    Exp 5%

Sheppard Warning & Control Active Search Sensor AS112-R200 (1)     GPS 21000     Range 112.1m km    Resolution 200
Sheppard Warning & Control Active Search Sensor AS14-R1 (1)     GPS 63     Range 14.9m km    MCR 1.3m km    Resolution 1
Harrison-Stewart Electronics Industries EM Sensor EM1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Moss Electronic Systems Thermal Sensor TH1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

Its built with the same low tech but should actually be able to fight other ships, still a massive waste of resources but may actually kill something . It is still a bad design as well
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Droll on July 02, 2021, 01:25:38 PM
Its built with the same low tech but should actually be able to fight other ships

No it wont, look at the maintenance profile, this thing will explode in orbit from maintenance failures. In fact, I'd argue this is worse than the design your supposed to be improving on.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: nuclearslurpee on July 02, 2021, 01:49:09 PM
Its built with the same low tech but should actually be able to fight other ships

No it wont, look at the maintenance profile, this thing will explode in orbit from maintenance failures. In fact, I'd argue this is worse than the design your supposed to be improving on.

He has stated that he plays with maintenance off. Ordinarily I'd consider that a reason to not post in these kinds of threads but given the particular design questions being discussed I think it is alright, with maintenance on the only real change would be to knock off a couple of laser turrets and add a couple dozen engineering rooms anyways.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Andrew on July 02, 2021, 01:54:18 PM

[/quote]

No it wont, look at the maintenance profile, this thing will explode in orbit from maintenance failures. In fact, I'd argue this is worse than the design your supposed to be improving on.
[/quote]
I usually turn maintenance off , I thought I had stuffed a large enough number of engineering spaces in. My apologies
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Andrew on July 02, 2021, 01:56:11 PM
Also I am an absolute Incompetent. I had designed a 1000000 dreadnought but somehow posted a completely different ship. I feel even more embarrassed that had engineering spaces  :'( but I doubt I saved it.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Droll on July 02, 2021, 02:17:23 PM
Its built with the same low tech but should actually be able to fight other ships

No it wont, look at the maintenance profile, this thing will explode in orbit from maintenance failures. In fact, I'd argue this is worse than the design your supposed to be improving on.

He has stated that he plays with maintenance off. Ordinarily I'd consider that a reason to not post in these kinds of threads but given the particular design questions being discussed I think it is alright, with maintenance on the only real change would be to knock off a couple of laser turrets and add a couple dozen engineering rooms anyways.

Oh I wasn't aware, thing is I also play with maintenance off but I still put like 2-4 years of maintenance on my ships, I like to pretend that maintenance still somewhat matters, I just don't want the micro associated.

However, in this case I will still argue that even with no maintenance this was waaay to little MSP for the ship. 99 MSP on a 750 max repair 50k ton behemoth leaves no space for damage con to repair anything, so the no maintenance checkmark doesn't render MSP completely useless.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Andrew on July 02, 2021, 02:30:24 PM
Code: [Select]
Atlantis class Superdreadnought      1 000 000 tons       14 161 Crew       91 680.9 BP       TCS 20 000    TH 60 288    EM 78 000
3014 km/s      Armour 16-890       Shields 2600-333       HTK 6670      Sensors 60/60/0/0      DCR 486      PPV 4 352
Maint Life 1.55 Years     MSP 27 848    AFR 16461%    IFR 228.6%    1YR 13 314    5YR 199 715    Max Repair 640 MSP
Magazine 26 340   
Earth Lord    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Gala-Decentius Nuclear Pulse Engine  EP384.00 (157)    Power 60288.0    Fuel Use 63.10%    Signature 384.00    Explosion 12%
Fuel Capacity 194 052 000 Litres    Range 55.4 billion km (212 days at full power)
Captio-Viridio Beta S20 / R333 Shields (130)     Recharge Time 333 seconds (7.8 per second)

Captio-Viridio 12cm Railgun V20/C3/S2 (64x2)    Range 40 000km     TS: 3 014 km/s     Power 3.0-3     RM 20 000 km    ROF 5       
Captio-Viridio 10cm Railgun V20/C3 (122x4)    Range 20 000km     TS: 3 014 km/s     Power 3-3     RM 20 000 km    ROF 5       
Gaius & Lepontus Beam Fire Control R128-TS4000 (8)     Max Range: 128 000 km   TS: 4 000 km/s     92 84 77 69 61 53 45 38 30 22
Calerus Thrust Pebble Bed Reactor R72 (8)     Total Power Output 579.3    Exp 5%

Balbillus Advanced Defence Systems Size 1 Missile Launcher (60)     Missile Size: 1    Rate of Fire 15
Balbillus Advanced Defence Systems Size 5 Box Launcher (5000)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Gaius & Lepontus Missile Fire Control FC19-R1 (10)     Range 19.1m km    Resolution 1
Gaius & Lepontus Missile Fire Control FC111-R200 (10)     Range 112m km    Resolution 200

Gaius & Lepontus Active Search Sensor AS34-R1 (2)     GPS 640     Range 35m km    MCR 3.1m km    Resolution 1
Gaius & Lepontus Active Search Sensor AS204-R200 (2)     GPS 128000     Range 204.5m km    Resolution 200
Gaius & Lepontus EM Sensor EM10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  61.2m km
Captio-Viridio Thermal Sensor TH10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  61.2m km

This is another version of the 1000000 ton low tech dreadnought with actual maintenance!!

I find repairs are rarely worthwhile, I have a tug following the fleet which can tow back damaged ships for repair, in practice I find I get few damaged ships and more dead ships so typically only 1 or 2 ships need repairing if I take light losses or heavy losses. Hence the lack of repair capability, others may feel differently.  I am aware of several other flaws with the 50,000 ton battleship, it is slow and has a sharp limit to how many missiles it can cope with even in a fleet it also is lacking several upgrades to deal with one of the spoilers which is currently getting the fleet hammerred
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Droll on July 02, 2021, 04:36:38 PM
I find repairs are rarely worthwhile

If your building normal ships which will be in the 1k to 30k range sure, but repairs actually become very worthwhile on a 1M ton behemoth that has 6k+ HTK since it'll be able to damage con components before it dies. 
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Andrew on July 02, 2021, 05:04:48 PM
A very valid point, my 50000 ton ships usually end up overkilled, a 1000000 ship would be different. On the other hand I would never actually build one
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 03, 2021, 10:24:31 AM
Range really does not matter for anti-missile defense. It would for Area Defense fire however I have never used it and never seen a way to make it viable someone else probably has. However all your fire controls should be set to final defensive fire, they will then engage the missiles at 10000 km , so make sure your weapons and fire control have that range.  CIWS is just locked on Final defense (self).

Those ship designs are huge for nuclear pulse engine tech, which is really primitive. Ships with that tech will be slaughtered by spoilers so you are probably better getting to a higher tech level before pouring resources into what are just big targets. I like big ships but those are a bit early for Nuclear pulse technology they are INCREDIBLY slow, 4000km/s would be fast 400km is slower than a snail.
Offensive beam weapons are pointless on such ships nothing will ever come in range unless it is able to kill you with beam weapons and given how short ranged your weapons are beam armed npr ships and spoilers will just sit outside your range and a single 7000 ton ship will kill your fleet.
Your missiles are also very slow do they have engine boost at all?
Building a Million ton ship is ambitious

This is my not particularly good Ion engined battleship
Code: [Select]
Empress of India class Battleship      50 000 tons       1 157 Crew       7 923.8 BP       TCS 1 000    TH 4 500    EM 10 650
4500 km/s      Armour 6-120       Shields 355-426       HTK 252      Sensors 11/11/0/0      DCR 1      PPV 256.96
Maint Life 0.00 Years     MSP 99    AFR 20000%    IFR 277.8%    1YR 63 087    5YR 946 311    Max Repair 750 MSP
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Elliott-French Aeromarine Ion Drive  EP1500.00 (3)    Power 4500    Fuel Use 29.93%    Signature 1500    Explosion 12%
Fuel Capacity 6 282 000 Litres    Range 75.6 billion km (194 days at full power)
Mccarthy-Burton Delta S71 / R426 Shields (5)     Recharge Time 426 seconds (0.8 per second)

Twin Harvey-Davison Armaments Company 20cm C5 Ultraviolet Laser Turret (12x2)    Range 256 000km     TS: 10000 km/s     Power 20-10     RM 40 000 km    ROF 10       
Twin Harvey-Davison Armaments Company 12cm C4 Ultraviolet Laser Turret (8x2)    Range 160 000km     TS: 20000 km/s     Power 8-8     RM 40 000 km    ROF 5       
Harrison-Stewart Electronics Industries Beam Fire Control R256-TS10000 (2)     Max Range: 256 000 km   TS: 10 000 km/s     96 92 88 84 80 77 73 69 65 61
Pickering-Hall Electronic Systems Beam Fire Control R128-TS20000 (2)     Max Range: 128 000 km   TS: 20 000 km/s     92 84 77 69 61 53 45 38 30 22
Riley & Hope Gas-Cooled Fast Reactor R195 (1)     Total Power Output 195    Exp 5%

Sheppard Warning & Control Active Search Sensor AS112-R200 (1)     GPS 21000     Range 112.1m km    Resolution 200
Sheppard Warning & Control Active Search Sensor AS14-R1 (1)     GPS 63     Range 14.9m km    MCR 1.3m km    Resolution 1
Harrison-Stewart Electronics Industries EM Sensor EM1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Moss Electronic Systems Thermal Sensor TH1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

(Maintenance is turned off as I am lazy but with maintenance it would just have a few less guns )

One of them will kill all of your fleet and take no damage. I lost 3 of them and several cruisers to spoilers earlier today and another spoiler may be about to wipe out my entire race .  Before planning huge ships get your research to above starting tech and probably build one type of weapon, you seem to be researching Gauss, Laser, and Meson . Pick one and maybe Gauss as well, but as many people will tell you 10cm railguns are more effective anti-missile weapons until gauss rate of fire 4(I still often use Gauss weapons and rarely use railguns but)

Also what are Cargo shuttles doing on a carrier? Just for RP reasons I assume
Final defense fire - noted.

Well, it's just 5 years in, with instant research points just 2000 - what do You expect?
These designs are more of a... starting point, from which to improve and upgrade.
Engine boost is at 200%, but they are already outdated, since the G1 was created during the Nuclear thermal Engine technology and G2 just Improved NT engine tech.

Yes, your battleship would have no issue in destroying my fleet. Considering that I am playing with maintenance on, your ship would be destroyed while traveling to combat zone, in my universe... And you created this design when? 25 years into the game?

Currently, the focus is now more towards the lasers and gauss cannons... And maybe missiles.

Cargo shuttles are relevant if you have cryogenic and troop transport modules on ships. At least, that what I more or less found out.
Konigsberg und Rheinland have too much fuel tanks for quite heavy armoured ships. There is really no need to keep all those fuel tanks under the armour, because you have to use fast tankers.

Consider giving those ships more Intended Deployment Time, because now they'll start losing combat effectiveness in the middle of the route (having half or more of the fuel unencumbered), even if all the route will be on full power, and while it can be harmless for assault ship - it's definitely not so for escort or patrolling task, and your escort carrier will be combat-inefective after 1/4 of full-power route.

Konigsberg's missile magazine is way too small for her launchers. Reloadable launchers are effective only with deeper magazines - smth like 4 reloads or more.

You are using single weapon short fire control while having 2 multi-weapon and more capable fire controls in the same ship. It's reasonable to have spare FC, but not single-weapon one on multi-weapon ship.

You have only 1 power reactor on Konigsberg - and all her beam batteries will be knocked off if it gets unlucky hit. I'll add spare reactor.

Missile FC of Konigsberg is twice longer-ranged of her radar and still cannot guide her missiles at more then half of their range. She also have no missile FC nor radar against small targets (like missile fighters/FACs).

Rheinland is way too heavy armoured for escort carrier - her hangar is cramped, she can be much more capable in her escort role with less armour and armament and more hangar space. Her CIWS will be incapable to protect escorted vessels - though it can be useful for self-defence against jump point missile ambush.

UPD. Ooompf. My free time is off before I can look at heavier ships of your last post.
I guess it is true for Konigsberg... But about carriers - aren't they also supplying their fighters with fuel? I'm even considering that Rheinland should also be classed as a tanker and collier... But oterwise, Rheinland might have a bit too much armor indeed.

I suppose I can give Rheinland more time while sacrificing some of her armor. But, new engines are already being developed.

Probably, I've chosen 1 reload, with smallest size reloadable missile launcher concept. I guess I could dump some missile launchers, leading to at least 2 reloads, at the cost of a smaller salvo...

Fire controls are divided by the weapon type (their range, most notably). I guess that in the future meson cannons will be dumped and replaced by lasers, meaning that there will be fewer but multi-weapon fire controls.

Reactor is fairly large and has a high HTK - they are designed larger for efficiency reasons, at the cost of having a backup. Put all the necessary power into just 1 reactor was and probably will stay as the main concept.

True, missile fire controls do need some help with target acquisition. New sensor development is a priority. She doesn't have a resolution 1 missile fire control, but HAS a res 1 Active Search Sensor. Missiles are designed to attack larger - res 50 size - targets.

Considering that her fighters will be made up of gauss-cannon-only carrying, I am sure the fighters themselves can provide a decent first line of defense against missiles and other small craft. If desperate, they can also be used against larger ships.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 03, 2021, 10:39:04 AM
All your combat ships are way too slow even for your low tech. You need forced military engines! They are much smaller, so you'll fit more fuel tanks to hold decent range.

Deutschland (Heavy Cruiser) is armoured only 20% more heavily than twice smaller Konigsberg (Light Cruiser). I'd say it's Konigsberg is too heavy armoured, but... ow, Scharnhorst the Battlecruiser is armoured the same as Konigsberg and less then Deutschland, while Bismarck the Battleship is only 16% heavier-armoured then Deutschland (Heavy Cruiser)!
It's strange.

All your close combat ships have Cryogenic Berths... and no hangar space. I'd exchange Cargo Shuttle Bays for Boat Bays with some auxiliary craft to pick up rescue pods and land/evacuate troops they have onboard. It's rather reasonable to have troops onboard carriers too, as well as several landind-and-boarding shuttles (research if needed) in addition to combat wing.

Your battleships will have the same required commander rank as corvettes. Research command modules and use them on larger ships, also use relevant checkbox to raise required commander rank if there is no difference with command modules.

Your Light Carrier is not very carriery carrier. 16kt hangar of 50 kt ship means she's not very helpful for her close combat ships.

Light Carrier needs no Auxiliary Bridge, she needs Flight Control.

You have Particle Beam emitters on your capital ships. They are not turreted, so their track speed is limited by your ship's speed, which is anemic 400 km/s. They'll be able to hit orbital bases and maybe also commerce vessels if you hobble them with missiles, and no more.

And what are you planning to do with 50-km/s 1,000,000 tons Superdreadnought? You definitely have no tug able to drag this monster with a fleet, and with her own speed she cannot crawl out of Sol system in time!

Speaking of Titan designation - you can add any desirable hull type (aka designation) from design window.
Engine development with 100% power is underway.

Yes, I kind of wanted to make the armor levels be 1 armor point per 1000 tons, but it simply turned out to be either impossible with this armor tech (High Density Duranium Tech), or just simply do not allow a 100% usage of the reactor installed on the ship.

How big the auxiliary craft have to be, and what kind of modules does it have to have, in order to pick up lifepods?

Command module research is in plans...

I suppose some armor, again, could be sacrificed for more hangar space.

Research is in plans...

Particle beams are INTENDED as a longer range option for orbital bombardment, mostly.

Improve the design of course. It still has numerous flaws.

Oh! New Hull option gives this. Neat! And thank You.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 03, 2021, 11:25:01 AM
Code: [Select]
Atlantis class Superdreadnought      1 000 000 tons       14 161 Crew       91 680.9 BP       TCS 20 000    TH 60 288    EM 78 000
3014 km/s      Armour 16-890       Shields 2600-333       HTK 6670      Sensors 60/60/0/0      DCR 486      PPV 4 352
Maint Life 1.55 Years     MSP 27 848    AFR 16461%    IFR 228.6%    1YR 13 314    5YR 199 715    Max Repair 640 MSP
Magazine 26 340   
Earth Lord    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Gala-Decentius Nuclear Pulse Engine  EP384.00 (157)    Power 60288.0    Fuel Use 63.10%    Signature 384.00    Explosion 12%
Fuel Capacity 194 052 000 Litres    Range 55.4 billion km (212 days at full power)
Captio-Viridio Beta S20 / R333 Shields (130)     Recharge Time 333 seconds (7.8 per second)

Captio-Viridio 12cm Railgun V20/C3/S2 (64x2)    Range 40 000km     TS: 3 014 km/s     Power 3.0-3     RM 20 000 km    ROF 5       
Captio-Viridio 10cm Railgun V20/C3 (122x4)    Range 20 000km     TS: 3 014 km/s     Power 3-3     RM 20 000 km    ROF 5       
Gaius & Lepontus Beam Fire Control R128-TS4000 (8)     Max Range: 128 000 km   TS: 4 000 km/s     92 84 77 69 61 53 45 38 30 22
Calerus Thrust Pebble Bed Reactor R72 (8)     Total Power Output 579.3    Exp 5%

Balbillus Advanced Defence Systems Size 1 Missile Launcher (60)     Missile Size: 1    Rate of Fire 15
Balbillus Advanced Defence Systems Size 5 Box Launcher (5000)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
Gaius & Lepontus Missile Fire Control FC19-R1 (10)     Range 19.1m km    Resolution 1
Gaius & Lepontus Missile Fire Control FC111-R200 (10)     Range 112m km    Resolution 200

Gaius & Lepontus Active Search Sensor AS34-R1 (2)     GPS 640     Range 35m km    MCR 3.1m km    Resolution 1
Gaius & Lepontus Active Search Sensor AS204-R200 (2)     GPS 128000     Range 204.5m km    Resolution 200
Gaius & Lepontus EM Sensor EM10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  61.2m km
Captio-Viridio Thermal Sensor TH10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  61.2m km

This is another version of the 1000000 ton low tech dreadnought with actual maintenance!!

I find repairs are rarely worthwhile, I have a tug following the fleet which can tow back damaged ships for repair, in practice I find I get few damaged ships and more dead ships so typically only 1 or 2 ships need repairing if I take light losses or heavy losses. Hence the lack of repair capability, others may feel differently.  I am aware of several other flaws with the 50,000 ton battleship, it is slow and has a sharp limit to how many missiles it can cope with even in a fleet it also is lacking several upgrades to deal with one of the spoilers which is currently getting the fleet hammerred
Okay, let's compare our designs...
Code: [Select]
Atlantis class Titan      1,000,000 tons       12,333 Crew       118,294.2 BP       TCS 20,000    TH 1,000    EM 3,000
50 km/s      Armour 100-890       Shields 100-300       HTK 2688      Sensors 250/250/0/0      DCR 1363      PPV 1,959
Maint Life 7.58 Years     MSP 110,826    AFR 5867%    IFR 81.5%    1YR 3,396    5YR 50,933    Max Repair 937.5 MSP
Troop Capacity 5,000 tons     Magazine 200    Cargo 5,000    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

G3-CE Commercial Nuclear Pulse Engine  EP100.0 (10)    Power 1000    Fuel Use 8.94%    Signature 100    Explosion 5%
Fuel Capacity 750,000 Litres    Range 1.5 billion km (349 days at full power)
Refuelling Capability: 50,000 litres per hour     Complete Refuel 15 hours
G1-CSS Alpha S10 / R300 Shields (10)     Recharge Time 300 seconds (0.3 per second)

G1-QLT Quad G1HS3 10cm C1 Infrared Laser Turret (30x4)    Range 30,000km     TS: 8000 km/s     Power 12-4     RM 10,000 km    ROF 15       
G1-PBHS5 Particle Beam-2 (72)    Range 60,000km     TS: 2,000 km/s     Power 5-1    ROF 25       
G1-CIWS-80 (40x4)    Range 1000 km     TS: 8,000 km/s     ROF 5       
G1-QGCT Quad G1-HS6-GC Gauss Cannon R200-100 Turret (20x8)    Range 20,000km     TS: 8000 km/s     Power 0-0     RM 20,000 km    ROF 5       
G1-QMCT Quad G1MCHS3 R15/C1 Meson Cannon Turret (30x4)    Range 15,000km     TS: 8000 km/s     Power 12-4     RM 15,000 km    ROF 15       
G1-CSBFC Beam Fire Control R80-TS8000 (70%) (4)     Max Range: 80,000 km   TS: 8,000 km/s     88 75 62 50 38 25 12 0 0 0
G1-ELPP Improved Pressurised Water Reactor R312 (1)     Total Power Output 312.5    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (10)     Missile Size: 5    Rate of Fire 6710
G1-CSSMFC Missile Fire Control FC227-R50 (70%) (1)     Range 227.7m km    Resolution 50
G1DF (40)    Speed: 7,000 km/s    End: 200.4m     Range: 84.2m km    WH: 2    Size: 5    TH: 23/14/7
Ordnance Transfer Rate: 40 MSP per hour     Complete Transfer 5 hours

G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
EMCSS EM Sensor EM50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
TCSS Thermal Sensor TH50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m 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 design is classed as a c for auto-assignment purposes
The first notable difference I've noticed is Incremental Failure Rate - Yours is 228.6%, mine 81.5%. I put 1363 Engineering Spaces, 1 small Engineering Space and 1 Fighter Engineering space to achieve this.
Your speed, of course, is far superior.
Armor is far worse - 16 versus 100, but it is compensated by Far superior shielding - 2600-333 versus 100-300.
Your Passive sensors are worse 60/60 versus 250/250.
The amount of fuel you carry is kind of insane... 194,052,000 litres versus 750,000.
Your weaponry is less complicated and more uniform - You have 2 types of missile launchers and Railguns versus particle beams (which are, probably, next to useless in this battle), Laser Turrets, CIWSs, Gauss Cannon Turrets, Meson Cannon Turrets and 1 type of missile launchers.
Your Active sensors are also a bit worse better than mine.
I put 1 large reactor, while You put 8 smaller ones.

Alright, so, theoretically, if we pit these 2 behemoths against one another...
Yours is generally superior in majority of the aspects.
But, if we also include finding an enemy in this competition, You'd have a bit harder time - I'd have noticed Your ship coming earlier. And with my EM and Thermal signature, it may take a bit of a while for You to find mine. In the meantime I could track and sneakily try to evade You... Unless you drop your speed or something...
Okay, so let's say that You managed to detect me, and now approaching. I literally am a sitting duck with my speed...

So the first wave would be missiles. I... Don't see Yours.
Mine of course would have trouble scoring a hit with that speed... Your railguns would probably shoot several of them down... And the ones that do go through - would be stopped by shields. Having extra 3 reloads would not help much...
Your 12cm Railguns would be in range, while most of my weapons won't... Would my particle beams be able to do something? If tracking speed is the same as my ships's speed - yeah, they're useless. But if 2,000 - I might be able to retaliate...
If You decide to go closer and unleash all the Railguns you've got... Well, I also can retaliate with Lasers and Gauss cannons. Mesons, however, would not help.
You'd deal with my shields easily, but, how much effort would it take to crack my armor?
If your shields are getting low, You could at any time try to run away.

If it comes to MSP usage and damage repair capabilities, mine seem to be superior 27,848 versus 110,826. Mine outlasts Yours, in a question of endurance.
Still, I admit that You'd win, at least a minor victory, mostly due to superior technology and speed.
Edit: Also - good luck building a tanker (fleet), that can supply this thing...
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Andrew on July 03, 2021, 01:00:02 PM
Report back when you have built on of those and used it in battle. You will have learned a lot and hopefully had a lot of fun which is what this is all about. Play the game, have fun discover which of your ideas are bad, I think almost all of them but then again many of mine are not great
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: nuclearslurpee on July 03, 2021, 01:42:14 PM
A few points:

The amount of fuel you carry is kind of insane... 194,052,000 litres versus 750,000.

This is actually a good point, but not in the way it is posited. ~200m litres of fuel comes out to about 4,000 HS, or 20% of the total displacement, which is indeed excessive. Notably, the engines add up to "only" 6,280 HS which gives around a 5:3 ratio of engine to fuel mass - this is quite bad, as a 3:1 ratio is optimal and divergence should nearly always be in the direction of a higher engine mass to conserve fuel. That being said, for a 10,000 HS propulsion section it is still very reasonable to have somewhere in the range of 2,000 to 2,500 HS of fuel, or about 100m to 125m litres, although I would expect in practice to see somewhat less than this (but not a mere 750,000 litres!) as large warships usually need to use low-efficiency engines to conserve gallicite and fuel stockpiles.

Quote
Your Active sensors are also a bit worse than mine.

This is incorrect: the Andrew variant has a range of 204.5m km on its RES-200 active, whereas the Blogaugis variant has only a range of 113.8m km on a RES-50 active. The Andrew variant will easily spot the Blogaugis variant first by a considerable margin.

Quote
But, if we also include finding an enemy in this competition, You'd have a bit harder time - I'd have noticed Your ship coming earlier. And with my EM and Thermal signature, it may take a bit of a while for You to find mine. In the meantime I could track and sneakily try to evade You... Unless you drop your speed or something...

Almost certainly what will actually happen in practice is that the escort/AWACS/recon vessels escorting both ships will spot the enemy fleet. I want to point this out because it is important not to just compare two capital ships as if they would engage in a 1v1 duel for supremacy - this is a recipe for a dead capital ship.

Quote
So the first wave would be missiles.

This is where things are going to be one part interesting, three parts tremendously disappointing.

Let's get the trivialities out of the way first: the Blogaugis variant carried a grand total of 40 missiles, dealing two damage apiece, and can fire 10 at a time. This would be utterly trivial for the 122 10-cm railguns of the Andrew variant to swat away, but even if all the missiles hit they deliver a grand total of 80 damage. The Andrew variant can recharge its shields to completely erase this damage in ten seconds. Score zero for the Blogaugis variant.

The Andrew variant is far more interesting, as it packs 5,000 size-5 missiles. While the missile specs are not given I would assume, conservatively, that these missiles pack at least 4-damage warheads, so delivering about 20,000 damage i every missile hits. If we assume that all 5,000 box launchers fire at once, as one would expect when engaging a million-ton titan, how much damage will actually be done?

First of all, we're going to have to run some point defense calculations - I'm going to assume the Andrew missiles have a speed of 12,000 km/s, because this is entirely achievable with very low NPE-era tech (frankly I would have used 15,000, but I want a conservative estimate here). In the single final-fire point defense volley, the Blogaugis variant will fire 560 shots with 8000 km/s tracking speed thanks to turrets (66% accuracy modifier), and 72 particle beam shots with only 2000 km/s tracking speed (16% accuracy modifier), all using fire controls with 80,000 km maximum range. PD final fire takes place at 10,000 km, so the BFC speed gives an accuracy modifier of 87.5%. Summing this all up and applying the appropriate accuracy multipliers, the Blogaugis variant will shoot down on average about 340 missiles, leaving 4,660 to score hits (no chance of dodging with only 50 km/s speed).

Those 4,660 hits will do, based on our assumptions, around 18,600 damage. 100 of that is absorbed by the shields, leaving 18,500 damage to impact the armor directly. The Blogaugis variant has a total of 89,000 armor boxes on account of being really big. It is tricky to actually work out armor penetration probabilities without a direct simulation, but as a rough rule of thumb a heavily-armored ship will lose around one-third to one-half of its armor before beginning to suffer penetrating hits, a margin the Blogaugis variant comfortably exceeds.

So the result is that the Blogaugis variant is hilariously impotent, while the Andrew variant can deal a lot of damage, but will likely fail to even penetrate the armor of its opponent let alone destroy it. Overall the advantage goes to the Andrew variant but tactically this is a draw.

Quote
Your 12cm Railguns would be in range, while most of my weapons won't... Would my particle beams be able to do something? If tracking speed is the same as my ships's speed - yeah, they're useless. But if 2,000 - I might be able to retaliate...
If You decide to go closer and unleash all the Railguns you've got... Well, I also can retaliate with Lasers and Gauss cannons. Mesons, however, would not help.

At this point the Andrew variant runs away and reloads, because it has a top speed well in excess of the orbital velocity of Mercury. It does need to reload at a planet, which is a serious logistical handicap, but by the time it has done this and returned to the battlefield the Blogaugis variant has traveled about 10% of the way back to a repair yard to fix its armor.

Of course, in a real battle which is between two fleets and not only these two ships the Andrew variant likely has not wasted its time targeting the enemy capital ship, instead shredding the entire escorting fleet with 20,000 damage from missiles before running away, which would be a crushing defeat by any standard.

Quote
Edit: Also - good luck building a tanker (fleet), that can supply this thing...

To be frank, if you are building million-ton monstrosities without the logistics infrastructure to support such things, you have made a serious mistake. It may take multiple large tankers to top off such a large ship, but a 150,000 or 200,000-ton tanker can easily tote around over 50m litres of fuel, and that is really not a difficult size of commercial ship to build. The greater challenge is harvesting all of that fuel, but if you have expanded a shipyard to a million tons without building several hundred fuel harvesters in the interim period I do not know what else to tell you.

----

To conclude, I want to return to an earlier point, and note that nearly all of these issues would be at least mitigated if not entirely resolved by putting an actual decent propulsion section on the Blogaugis variant which can allow it to at least be competitive in terms of speed and range against contemporary vessels. At only 50 km/s there is simply no way to bring the beam weapons to bear outside of a JP defense scenario (and even then a competent squadron jump likely mitigates this). If one is going to build a beam-primary warship, one must bring enough speed to close the range, otherwise the beam weapons will be entirely ineffective outside of perhaps surprising the enemy in the initial encounter (mainly applies to NPRs).
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 03, 2021, 02:14:13 PM
A few points:

Quote
Your Active sensors are also a bit worse than mine.

This is incorrect: the Andrew variant has a range of 204.5m km on its RES-200 active, whereas the Blogaugis variant has only a range of 113.8m km on a RES-50 active. The Andrew variant will easily spot the Blogaugis variant first by a considerable margin.
My mistake. Rectified in original post.
Almost certainly what will actually happen in practice is that the escort/AWACS/recon vessels escorting both ships will spot the enemy fleet. I want to point this out because it is important not to just compare two capital ships as if they would engage in a 1v1 duel for supremacy - this is a recipe for a dead capital ship.
Ah, so all-in-1 ship designs are not... good.
This is where things are going to be one part interesting, three parts tremendously disappointing.

Let's get the trivialities out of the way first: the Blogaugis variant carried a grand total of 40 missiles, dealing two damage apiece, and can fire 10 at a time. This would be utterly trivial for the 122 10-cm railguns of the Andrew variant to swat away, but even if all the missiles hit they deliver a grand total of 80 damage. The Andrew variant can recharge its shields to completely erase this damage in ten seconds. Score zero for the Blogaugis variant.

The Andrew variant is far more interesting, as it packs 5,000 size-5 missiles. While the missile specs are not given I would assume, conservatively, that these missiles pack at least 4-damage warheads, so delivering about 20,000 damage i every missile hits. If we assume that all 5,000 box launchers fire at once, as one would expect when engaging a million-ton titan, how much damage will actually be done?

First of all, we're going to have to run some point defense calculations - I'm going to assume the Andrew missiles have a speed of 12,000 km/s, because this is entirely achievable with very low NPE-era tech (frankly I would have used 15,000, but I want a conservative estimate here). In the single final-fire point defense volley, the Blogaugis variant will fire 560 shots with 8000 km/s tracking speed thanks to turrets (66% accuracy modifier), and 72 particle beam shots with only 2000 km/s tracking speed (16% accuracy modifier), all using fire controls with 80,000 km maximum range. PD final fire takes place at 10,000 km, so the BFC speed gives an accuracy modifier of 87.5%. Summing this all up and applying the appropriate accuracy multipliers, the Blogaugis variant will shoot down on average about 340 missiles, leaving 4,660 to score hits (no chance of dodging with only 50 km/s speed).

Those 4,660 hits will do, based on our assumptions, around 18,600 damage. 100 of that is absorbed by the shields, leaving 18,500 damage to impact the armor directly. The Blogaugis variant has a total of 89,000 armor boxes on account of being really big. It is tricky to actually work out armor penetration probabilities without a direct simulation, but as a rough rule of thumb a heavily-armored ship will lose around one-third to one-half of its armor before beginning to suffer penetrating hits, a margin the Blogaugis variant comfortably exceeds.

So the result is that the Blogaugis variant is hilariously impotent, while the Andrew variant can deal a lot of damage, but will likely fail to even penetrate the armor of its opponent let alone destroy it. Overall the advantage goes to the Andrew variant but tactically this is a draw.
That was an interesting estimation.

At this point the Andrew variant runs away and reloads, because it has a top speed well in excess of the orbital velocity of Mercury. It does need to reload at a planet, which is a serious logistical handicap, but by the time it has done this and returned to the battlefield the Blogaugis variant has traveled about 10% of the way back to a repair yard to fix its armor.

Of course, in a real battle which is between two fleets and not only these two ships the Andrew variant likely has not wasted its time targeting the enemy capital ship, instead shredding the entire escorting fleet with 20,000 damage from missiles before running away, which would be a crushing defeat by any standard.
Well, with the amount of missile launchers, it would indeed be safe to assume that missiles are the primary armament.
To be frank, if you are building million-ton monstrosities without the logistics infrastructure to support such things, you have made a serious mistake. It may take multiple large tankers to top off such a large ship, but a 150,000 or 200,000-ton tanker can easily tote around over 50m litres of fuel, and that is really not a difficult size of commercial ship to build. The greater challenge is harvesting all of that fuel, but if you have expanded a shipyard to a million tons without building several hundred fuel harvesters in the interim period I do not know what else to tell you.

----

To conclude, I want to return to an earlier point, and note that nearly all of these issues would be at least mitigated if not entirely resolved by putting an actual decent propulsion section on the Blogaugis variant which can allow it to at least be competitive in terms of speed and range against contemporary vessels. At only 50 km/s there is simply no way to bring the beam weapons to bear outside of a JP defense scenario (and even then a competent squadron jump likely mitigates this). If one is going to build a beam-primary warship, one must bring enough speed to close the range, otherwise the beam weapons will be entirely ineffective outside of perhaps surprising the enemy in the initial encounter (mainly applies to NPRs).
Which once again confirms that speed is vital.
Either way, great reply. It was a pleasure reading it.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Andrew on July 03, 2021, 03:09:22 PM
Like to Agree that Nuclearsurplee's reply was as always excellent
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on July 03, 2021, 04:10:50 PM
How big the auxiliary craft have to be, and what kind of modules does it have to have, in order to pick up lifepods?

Any size and no research specific needed to tow lifepods.
Though to design landing and/or bording craft you have to research Drop Bay and Boarding Bay.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on July 05, 2021, 02:40:02 AM
I have missed this question:

about carriers - aren't they also supplying their fighters with fuel? I'm even considering that Rheinland should also be classed as a tanker and collier...

Yep, carriers are intended to supply their parasites, but it's not very large part of their fuel needs usually. Let's calc. Your Rheinland carrier class have very economical engines (Fuel Use 8.94%) and so very small fuel tanks (300,000 Litres) despite rather long range. Her combat wing is more usual in terms of fuel usage - it's 31 x 1,000 = 31,000 litres of fuel to tank up given that your wing will use up all their fuel... though it's very unlikely situation, especially for escort carrier, where fighters are intended mostly to be short-range interceptors with just emergency capability to undertake relatively long-range strike. So, even Rheinland is able to fuel up her group after full-range strike for just 10% of her fuel load, and it's very unlikely that she will need another large refuel in the same route. And if you'll use this ship in the strike role - to sent fighters wave after the wave - you'll have tankers with your fleet, so it will not be the problem.

Speaking of tanker and collier role for escort carrier - it can be useful in some situations, though you'll need to equip her with corresponding modules, and so you'll noticeably increase the maintenance load and fuel usage of your carrier. Escort ships have to be cheap, otherwise you'll have problems with building and maintaining your main combat fleet (and you'll need it with invaders on!), so it's more sensible to have dedicated tankers and especially colliers (it's unlikely that you'll need to replenish with ordnance those ships you'll sent escort carrier with).

Generally speaking, an absence of storms and navigational crashes in Aurora makes specilized ships more potent compared with real ocean navies: it's more efficient to sent several specilized ships, if you need no fear that one of them will lag behind and get lost or collide with some of their escort, or smth like this.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 05, 2021, 10:25:30 AM
I have missed this question:

about carriers - aren't they also supplying their fighters with fuel? I'm even considering that Rheinland should also be classed as a tanker and collier...

Yep, carriers are intended to supply their parasites, but it's not very large part of their fuel needs usually. Let's calc. Your Rheinland carrier class have very economical engines (Fuel Use 8.94%) and so very small fuel tanks (300,000 Litres) despite rather long range. Her combat wing is more usual in terms of fuel usage - it's 31 x 1,000 = 31,000 litres of fuel to tank up given that your wing will use up all their fuel... though it's very unlikely situation, especially for escort carrier, where fighters are intended mostly to be short-range interceptors with just emergency capability to undertake relatively long-range strike. So, even Rheinland is able to fuel up her group after full-range strike for just 10% of her fuel load, and it's very unlikely that she will need another large refuel in the same route. And if you'll use this ship in the strike role - to sent fighters wave after the wave - you'll have tankers with your fleet, so it will not be the problem.

Speaking of tanker and collier role for escort carrier - it can be useful in some situations, though you'll need to equip her with corresponding modules, and so you'll noticeably increase the maintenance load and fuel usage of your carrier. Escort ships have to be cheap, otherwise you'll have problems with building and maintaining your main combat fleet (and you'll need it with invaders on!), so it's more sensible to have dedicated tankers and especially colliers (it's unlikely that you'll need to replenish with ordnance those ships you'll sent escort carrier with).

Generally speaking, an absence of storms and navigational crashes in Aurora makes specilized ships more potent compared with real ocean navies: it's more efficient to sent several specilized ships, if you need no fear that one of them will lag behind and get lost or collide with some of their escort, or smth like this.
Right... But, considering that I've added military engines, which make a part of the stats look like this:
Code: [Select]
G3-ME Nuclear Pulse Engine  EP200.00 (2)    Power 400    Fuel Use 50.60%    Signature 200    Explosion 10%
Fuel Capacity 750,000 Litres    Range 10.7 billion km (154 days at full power)
Her intended deployment time is 3.4. It is a bit of a reserve, but overall...
Yeah, it seems that I'll need dedicated supply ships either way.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on July 05, 2021, 12:51:46 PM
Right... But, considering that I've added military engines, which make a part of the stats look like this:
Code: [Select]
G3-ME Nuclear Pulse Engine  EP200.00 (2)    Power 400    Fuel Use 50.60%    Signature 200    Explosion 10%
Fuel Capacity 750,000 Litres    Range 10.7 billion km (154 days at full power)

And now she carries even more fuel just to move herself, so even less worry about fuelling up her wing (fighters and other craft just will not consume large volumes of fuel, if you use them rationally).
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 10, 2021, 06:02:31 AM
Alright... 5 years passed since the early designs were shared (10 years + a few days since the game's start with a construction cycle).

Let's get to the new stuff.
Missiles:
Code: [Select]
G3DFA; Size: 5; Speed: 11,200 km/s; range 33.7 mkm; Warhead: 4; MR: 10; Cost 2.41.
G3DFB; Size: 5; Speed: 12,480 km/s; range 22.2 mkm; Warhead: 3; MR: 10; Cost 2.31.
Both of them became obsolete, as the Improved Nuclear Pulse Engine technology has been researched. Combined stockpile of them is 100 (50 and 50). They probably will be used on a ship to nuke some potential alien worlds.
The most modern missile, G4DF:
Code: [Select]
Missile Size: 5.0 MSP  (12.50 Tons)     Warhead: 4    Radiation Damage: 4    Manoeuvre Rating: 10
Speed: 15,600 km/s     Fuel: 250     Flight Time: 27 minutes     Range: 25.39m km
Cost Per Missile: 2.95
Chance to Hit: 1k km/s 156.0%   3k km/s 52.0%   5k km/s 31.2%   10k km/s 15.6%

Materials Required
Tritanium  1
Gallicite  1.95
Fuel:  250
It'll probably stay as the main missile for some time. There are other technologies to develop than new Engines...

Either way, let's take a look at fighters:
Code: [Select]
Heinkiel He-30123A class Fighter      202 tons       6 Crew       23.2 BP       TCS 4    TH 10    EM 0
2385 km/s      Armour 2-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 15.88 Years     MSP 12    AFR 3%    IFR 0.0%    1YR 0    5YR 1    Max Repair 8 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

G3-FE1 Nuclear Pulse Engine  EP9.60 (1)    Power 9.6    Fuel Use 230.94%    Signature 9.6    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.39 billion km (45 hours at full power)

G1-HS1.5-GC Gauss Cannon R200-25.00 (1x2)    Range 20,000km     TS: 3,000 km/s     Accuracy Modifier 25.00%     RM 20,000 km    ROF 5       
G2-SWFBFC Beam Fire Control R32-TS3000 (SW) (70%) (1)     Max Range: 32,000 km   TS: 3,000 km/s     52 28 5 0 0 0 0 0 0 0

G2-FMASS Active Search Sensor AS1-R1 (70%) (1)     GPS 1     Range 1.6m km    MCR 143.6k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
Code: [Select]
Heinkiel He-30123B class Fighter      207 tons       6 Crew       23.5 BP       TCS 4    TH 10    EM 0
2512 km/s      Armour 2-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 15.31 Years     MSP 12    AFR 3%    IFR 0.0%    1YR 0    5YR 1    Max Repair 8 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

G3-FE2 Nuclear Pulse Engine  EP10.40 (1)    Power 10.4    Fuel Use 221.88%    Signature 10.4    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.39 billion km (43 hours at full power)

G1-HS1.5-GC Gauss Cannon R200-25.00 (1x2)    Range 20,000km     TS: 3,000 km/s     Accuracy Modifier 25.00%     RM 20,000 km    ROF 5       
G2-SWFBFC Beam Fire Control R32-TS3000 (SW) (70%) (1)     Max Range: 32,000 km   TS: 3,000 km/s     52 28 5 0 0 0 0 0 0 0

G2-FMASS Active Search Sensor AS1-R1 (70%) (1)     GPS 1     Range 1.6m km    MCR 143.6k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
The main difference was their engine... I noticed that the minimum amount of Galicite in an engine will always be at least 5. So, what I did, was essentially design engine with this limitation in mind - since 5 is the minimum, there's little point in creating smaller, economically inefficient engines.
Either way, both of these designs are obsolete. 0 were built.
With the new Improved Nuclear Pulse Engine technology, the 1 HS size engines became economically viable:
Code: [Select]
Heinkiel He-40123 class Fighter      191 tons       6 Crew       26.1 BP       TCS 4    TH 10    EM 0
2618 km/s      Armour 2-2       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 16.24 Years     MSP 13    AFR 3%    IFR 0.0%    1YR 0    5YR 1    Max Repair 9 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

G4-FE Improved Nuclear Pulse Engine  EP10.00 (1)    Power 10    Fuel Use 221.36%    Signature 10    Explosion 10%
Fuel Capacity 2,000 Litres    Range 0.9 billion km (3 days at full power)

G2-HS1.5-GC Gauss Cannon R300-25.00 (1x3)    Range 30,000km     TS: 3,000 km/s     Accuracy Modifier 25.00%     RM 30,000 km    ROF 5       
G2-SWFBFC Beam Fire Control R32-TS3000 (SW) (70%) (1)     Max Range: 32,000 km   TS: 3,000 km/s     52 28 5 0 0 0 0 0 0 0

G2-FMASS Active Search Sensor AS1-R1 (70%) (1)     GPS 1     Range 1.6m km    MCR 143.6k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
Notable thing that I've noticed about active sensors - the EM improvements do not affect the required resources to build them. Meaning the EM technology is an economically viable way to increase the sensor range, without making your sensors more expensive.
Or, at least, this applies to the low level technology that I am in now...
There also were (and are) concepts of minimalist size, single use interceptor:
Code: [Select]
Mitsubishi A30133M class Interceptor      124 tons       4 Crew       13.9 BP       TCS 2    TH 10    EM 0
3893 km/s      Armour 1-2       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0.5
Maint Life 22.99 Years     MSP 7    AFR 1%    IFR 0.0%    1YR 0    5YR 0    Max Repair 8 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 1.5 days    Morale Check Required   

G3-FE1 Nuclear Pulse Engine  EP9.60 (1)    Power 9.6    Fuel Use 230.94%    Signature 9.6    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.63 billion km (45 hours at full power)

G1-HS.5-GC Gauss Cannon R200-8.00 (1x2)    Range 20,000km     TS: 3,893 km/s     Accuracy Modifier 8.00%     RM 20,000 km    ROF 5       
G2-SWIBFC Beam Fire Control R22-TS3900 (SW) (70%) (1)     Max Range: 22,400 km   TS: 3,900 km/s     54 10 0 0 0 0 0 0 0 0

G1-FMASS Active Search Sensor AS1-R1 (70%) (1)     GPS 1     Range 1.4m km    MCR 124.4k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
The A3M became obsolete with the new INPE technology. 0 were built.
The modern design:
Code: [Select]
Mitsubishi A40143M class Interceptor      113 tons       4 Crew       14.8 BP       TCS 2    TH 10    EM 0
4445 km/s      Armour 1-2       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0.5
Maint Life 29.02 Years     MSP 8    AFR 1%    IFR 0.0%    1YR 0    5YR 0    Max Repair 8 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 1.5 days    Morale Check Required   

G4-FE Improved Nuclear Pulse Engine  EP10.00 (1)    Power 10    Fuel Use 221.36%    Signature 10    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.72 billion km (45 hours at full power)

G2-HS.5-GC Gauss Cannon R300-8.00 (1x3)    Range 22,400km     TS: 4,445 km/s     Accuracy Modifier 8.00%     RM 30,000 km    ROF 5       
G2-SWIBFC Beam Fire Control R22-TS3900 (SW) (70%) (1)     Max Range: 22,400 km   TS: 3,900 km/s     54 10 0 0 0 0 0 0 0 0

G2-FMASS Active Search Sensor AS1-R1 (70%) (1)     GPS 1     Range 1.6m km    MCR 143.6k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
One of the main flaws however is the lacking tracking speed of fire control. It will have to be rectified with the new fire control developments.
More designs to come.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 10, 2021, 08:32:37 AM
Also, about fighters with missile armament...
They are classified as bombers:
Code: [Select]
Dornier Do-32023A class Bomber      202 tons       2 Crew       23.9 BP       TCS 4    TH 10    EM 0
2378 km/s      Armour 2-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 17.50 Years     MSP 12    AFR 3%    IFR 0.0%    1YR 0    5YR 1    Max Repair 8 MSP
Magazine 10   
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

G3-FE1 Nuclear Pulse Engine  EP9.60 (1)    Power 9.6    Fuel Use 230.94%    Signature 9.6    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.39 billion km (45 hours at full power)

G1-BML Size 5 Box Launcher (2)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
G1-FSMFC Missile Fire Control FC14-R50 (70%) (1)     Range 14.4m km    Resolution 50
G3DFB (2)    Speed: 12,480 km/s    End: 29.7m     Range: 22.2m km    WH: 3    Size: 5    TH: 41/24/12

G2-FESASS Active Search Sensor AS9-R50 (70%) (1)     GPS 120     Range 9.1m km    Resolution 50

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 Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
Code: [Select]
Dornier Do-32023B class Bomber      208 tons       2 Crew       24.2 BP       TCS 4    TH 10    EM 0
2505 km/s      Armour 2-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 16.85 Years     MSP 12    AFR 3%    IFR 0.0%    1YR 0    5YR 1    Max Repair 8 MSP
Magazine 10   
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

G3-FE2 Nuclear Pulse Engine  EP10.40 (1)    Power 10.4    Fuel Use 221.88%    Signature 10.4    Explosion 10%
Fuel Capacity 1,000 Litres    Range 0.39 billion km (43 hours at full power)

G1-BML Size 5 Box Launcher (2)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
G1-FSMFC Missile Fire Control FC14-R50 (70%) (1)     Range 14.4m km    Resolution 50
G3DFB (2)    Speed: 12,480 km/s    End: 29.7m     Range: 22.2m km    WH: 3    Size: 5    TH: 41/24/12

G2-FESASS Active Search Sensor AS9-R50 (70%) (1)     GPS 120     Range 9.1m km    Resolution 50

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 Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
As with the fighters, bombers also were designed with different engines...
None were built however.
The modern variant:
Code: [Select]
Dornier Do-42023 class Bomber      192 tons       2 Crew       24.8 BP       TCS 4    TH 10    EM 0
2611 km/s      Armour 2-2       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 20.19 Years     MSP 13    AFR 3%    IFR 0.0%    1YR 0    5YR 1    Max Repair 8 MSP
Magazine 10   
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

G4-FE Improved Nuclear Pulse Engine  EP10.00 (1)    Power 10    Fuel Use 221.36%    Signature 10    Explosion 10%
Fuel Capacity 2,000 Litres    Range 0.8 billion km (3 days at full power)

G1-BML Size 5 Box Launcher (2)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
G2-FSMFC Missile Fire Control FC16-R50 (70%) (1)     Range 16.6m km    Resolution 50

G3-FESASS Active Search Sensor AS10-R50 (70%) (1)     GPS 160     Range 10.5m km    Resolution 50

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
I forgot to note about fighter variants: the Heinkiel 4 model actually was constructed - 20 in active service.
Now about bombers - previous iteration (Dornier 2) actually had a problem with missile fire control, active search sensor and missile ranges. The Generation 3 Fighter Extended Ship Active Search Sensor alleviates this problem somewhat, but it still persists. It may be necessary to pretty much double the size of the Active search sensor, though it would come at the cost of requiring a crew member.
Overall it looks like this:
Missile (G4) range is 25.39 m km, Fire control range is 16.6 m km, Search Sensor range 10.5 m km. It is still sub-optimal.
0 Do 4s have been built so far.
Older Do 2s that have been constructed (5 in total), may be used as a planetary bombardment craft and perhaps as a outdated unimportant planet and/or system garrison.

Another thing to note - the armor technology has surged ahead, currently composite armor.
There are no heavy fighter designs, for now.
ODP:
Code: [Select]
Watchman C class Orbital Defence Platform      2,500 tons       86 Crew       315.4 BP       TCS 50    TH 0    EM 300
1 km/s      Armour 4-16       Shields 10-300       HTK 15      Sensors 1/1/0/0      DCR 0      PPV 16.8
Maint Life 4.20 Years     MSP 159    AFR 67%    IFR 0.9%    1YR 14    5YR 216    Max Repair 48 MSP
Captain    Control Rating 1   BRG   
Intended Deployment Time: 1 months    Morale Check Required   

G1-CSS Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

G2-SLT Single G2-HS3 10cm C1.5 Visible Light Laser Turret (2x1)    Range 60,000km     TS: 12000 km/s     Power 3-1.5     RM 20,000 km    ROF 10       
G2-SGCT Single G2-HS6-GC Gauss Cannon R300-100 Turret (1x3)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-ESBFC Beam Fire Control R64-TS12000 (70%) (1)     Max Range: 64,000 km   TS: 12,000 km/s     84 69 53 38 22 6 0 0 0 0
G2-SWSBFC Beam Fire Control R32-TS12000 (SW) (70%) (1)     Max Range: 32,000 km   TS: 12,000 km/s     69 38 6 0 0 0 0 0 0 0
G3-O3PP Improved Pebble Bed Reactor R3 (1)     Total Power Output 3    Exp 5%

G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
BTNS Thermal Sensor TH0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
BEMNS EM Sensor EM0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km

ECCM-1 (1)         This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
About deployment time - being towed by a tug is not considered deployed?
Also, I'm considering the idea to create several types of Orbital defense platforms, one being more about Longer ranged weaponry, medium-close ranged and missile...
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on July 10, 2021, 09:14:12 AM
There is no relief in space, so no need to have full range radar at every fighter and/or bomber - you'll need only 1 radar in range (2, if you like to have a spare) to guide your missile salvos, so a common practice is to have missile design without active sensors or with minimal 1-res close range one, and another design - specialized AWACS or EWC with radar only, 1 or 2 for every missile squadron or wing.

It is also no need to have so long Maint Life for your strike craft models, because they'll be maintained at hangars or in orbit of their base. It is very unlikely that any of them will catch failure during their 3-day-long mission. It is though rather rational to have long Maint Life for training fighters - just to have long training missions.

Being towed by a tug is considered deployed, the same as being in orbit without sufficient maintenance facility or module.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 10, 2021, 10:06:30 AM
There is no relief in space, so no need to have full range radar at every fighter and/or bomber - you'll need only 1 radar in range (2, if you like to have a spare) to guide your missile salvos, so a common practice is to have missile design without active sensors or with minimal 1-res close range one, and another design - specialized AWACS or EWC with radar only, 1 or 2 for every missile squadron or wing.
Is it have to be in the same fleet? Or can there be multiple fleets?
It is also no need to have so long Maint Life for your strike craft models, because they'll be maintained at hangars or in orbit of their base. It is very unlikely that any of them will catch failure during their 3-day-long mission. It is though rather rational to have long Maint Life for training fighters - just to have long training missions.
In that case, maintenance storage for fighters seems a pointless component, exists solely to make it that designs be in nice, round numbers...
Though... How about the idea of giving them some capability to carry out independent operations?
Being towed by a tug is considered deployed, the same as being in orbit without sufficient maintenance facility or module.
Well, that means that the 1 month of deployment time should help when the platform is being relocated to a world far far away.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: nuclearslurpee on July 10, 2021, 10:46:58 AM
There is no relief in space, so no need to have full range radar at every fighter and/or bomber - you'll need only 1 radar in range (2, if you like to have a spare) to guide your missile salvos, so a common practice is to have missile design without active sensors or with minimal 1-res close range one, and another design - specialized AWACS or EWC with radar only, 1 or 2 for every missile squadron or wing.
Is it have to be in the same fleet? Or can there be multiple fleets?

It doesn't matter. The rule is simply that as long as an enemy ship is detected by some active sensor of your race, you can fire at it as long as it is within MFC range.

Quote
In that case, maintenance storage for fighters seems a pointless component, exists solely to make it that designs be in nice, round numbers...
Though... How about the idea of giving them some capability to carry out independent operations?

It can be useful to add just enough MSP to fix a single failure, which can occasionally be a good idea. Also the fighter-size components are good for reconnaissance fighters that will spend days rather than hours away from a carrier.

Quote
Well, that means that the 1 month of deployment time should help when the platform is being relocated to a world far far away.

The deployment time doesn't matter too much, because it will recover fairly quickly once you are in orbit of a populated colony.

It can matter more if you are building stations for deep space or JP defense but then a recreational station is probably better to accompany a group of defense stations.

----

Regarding the current designs iteration, the largest thing missing is engine boosting. All of your fighters are at merely 1.0x boost which is limiting by itself, but far worse is the missiles situation. Even the NPRs with their terrible designs can easily get ASMs with over 20,000 km/s at INPE tech level, by using the EP boost techs. For missiles this will also give better speed per MSP allowing you to put a larger warhead on your missiles, or to start gaining MR to improve accuracy. For example, with reasonable INPE-level techs you can build a missile that is size 5, WH 6, speed over 20k km/s, and has MR=12 and 20m to 30m km range, with the EP boost tech up to 2.0x. This is admittedly a bit short range for a ASM but it illustrates what should be possible. Alternatively you can drop the WH to 4 in order to have more like 40m km range which is a nice number for INPE tech.

Your speeds in general while better are still a bit lackluster. At INPE tech level I would say 3000 km/s is the bare minimum, really only for missile ships. The NPRs will probably be in a range of maybe 3200 to 3500 km/s so as a player you should ideally exceed this, certainly with fighters you should exceed this by a lot using the EP boost techs, otherwise why use fighters at all?
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 11, 2021, 09:23:04 AM
It doesn't matter. The rule is simply that as long as an enemy ship is detected by some active sensor of your race, you can fire at it as long as it is within MFC range.
Well, then a single spotter ship is a valid choice. This means that fighters only need to carry the very minimalistic active search sensor, just to be able to use their fire control.
I guess their carriers should carry the sensor suite.
It can be useful to add just enough MSP to fix a single failure, which can occasionally be a good idea. Also the fighter-size components are good for reconnaissance fighters that will spend days rather than hours away from a carrier.
My ~250 ton fighter designs have some emphasis on survivability, to the point of giving them a way to limp back to a planet, in case their carrier is destroyed.
The deployment time doesn't matter too much, because it will recover fairly quickly once you are in orbit of a populated colony.

It can matter more if you are building stations for deep space or JP defense but then a recreational station is probably better to accompany a group of defense stations.
Alright... a recreational module essentially allows crew to rest, same as 50,000 colonist size colony?
While maintenance facility allows the ship to stay still for an unlimited amount of time? Their tonnage is relevant only when overhauling?
Regarding the current designs iteration, the largest thing missing is engine boosting. All of your fighters are at merely 1.0x boost which is limiting by itself, but far worse is the missiles situation. Even the NPRs with their terrible designs can easily get ASMs with over 20,000 km/s at INPE tech level, by using the EP boost techs. For missiles this will also give better speed per MSP allowing you to put a larger warhead on your missiles, or to start gaining MR to improve accuracy. For example, with reasonable INPE-level techs you can build a missile that is size 5, WH 6, speed over 20k km/s, and has MR=12 and 20m to 30m km range, with the EP boost tech up to 2.0x. This is admittedly a bit short range for a ASM but it illustrates what should be possible. Alternatively you can drop the WH to 4 in order to have more like 40m km range which is a nice number for INPE tech.

Your speeds in general while better are still a bit lackluster. At INPE tech level I would say 3000 km/s is the bare minimum, really only for missile ships. The NPRs will probably be in a range of maybe 3200 to 3500 km/s so as a player you should ideally exceed this, certainly with fighters you should exceed this by a lot using the EP boost techs, otherwise why use fighters at all?
A boost, a boost! My Empire for the boost!
Well, I suppose that reducing Engine size, adding more fuel and making them boosted could help the situation...
Bu-ut, I want to see how it would go without the boost technology.
I think that 0.1 MSP dedicated to fuel, 3.9 to engine size and 1 point to warhead results in - 15,600 km/s speed, 4 warhead with 25,39 m km range - a pretty economical missile, intended to hit targets of resolution 50 and above.

As for fighters... Yeah, a hypothetical corvette already exceeds their speed:
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Schnellboote G2 class Corvette      2,500 tons       55 Crew       321.1 BP       TCS 50    TH 250    EM 30
5001 km/s      Armour 3-16       Shields 1-150       HTK 13      Sensors 1/1/0/0      DCR 0      PPV 9.9
Maint Life 1.60 Years     MSP 155    AFR 100%    IFR 1.4%    1YR 70    5YR 1,052    Max Repair 125 MSP
Magazine 10   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 days    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (1)    Power 250    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 35,000 Litres    Range 5.7 billion km (13 days at full power)
G1-SSG Alpha S1 / R150 Shields (1)     Recharge Time 150 seconds (0 per second)

G2-SGCT Single G2-HS6-GC Gauss Cannon R300-100 Turret (1x3)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-SWSBFC Beam Fire Control R32-TS12000 (SW) (70%) (1)     Max Range: 32,000 km   TS: 12,000 km/s     69 38 6 0 0 0 0 0 0 0

G1-BML Size 5 Box Launcher (2)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
G2-FSMFC Missile Fire Control FC16-R50 (70%) (1)     Range 16.6m km    Resolution 50
G4DF (2)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
BTNS Thermal Sensor TH0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
BEMNS EM Sensor EM0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m 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 design is classed as a c for auto-assignment purposes
5,000 ton frigate is close too:
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Iltis G2 class Frigate      5,000 tons       140 Crew       609.5 BP       TCS 100    TH 250    EM 60
2500 km/s      Armour 4-26       Shields 2-150       HTK 36      Sensors 2/2/0/0      DCR 5      PPV 28.8
Maint Life 10.42 Years     MSP 1,096    AFR 40%    IFR 0.6%    1YR 18    5YR 276    Max Repair 125 MSP
Troop Capacity 100 tons     Magazine 115   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 1.25 months    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (1)    Power 250    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 100,000 Litres    Range 8.1 billion km (37 days at full power)
G1-SSG Alpha S1 / R150 Shields (2)     Recharge Time 150 seconds (0 per second)

G2-SLT Single G2-HS3 10cm C1.5 Visible Light Laser Turret (2x1)    Range 60,000km     TS: 12000 km/s     Power 3-1.5     RM 20,000 km    ROF 10       
G2-SGCT Single G2-HS6-GC Gauss Cannon R300-100 Turret (1x3)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-ESBFC Beam Fire Control R64-TS12000 (70%) (1)     Max Range: 64,000 km   TS: 12,000 km/s     84 69 53 38 22 6 0 0 0 0
G2-SWSBFC Beam Fire Control R32-TS12000 (SW) (70%) (1)     Max Range: 32,000 km   TS: 12,000 km/s     69 38 6 0 0 0 0 0 0 0
G3-O3PP Improved Pebble Bed Reactor R3 (1)     Total Power Output 3    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (8)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G4DF (23)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
.4EMS EM Sensor EM0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
.4TS Thermal Sensor TH0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m 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 design is classed as a c for auto-assignment purposes
Bigger designs soon-ish...
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 11, 2021, 10:20:55 AM
The new 10,000 ton survey craft is not yet finalized... The Gravsurvey equipment is missing, so I'll go to the upgraded old designs...
Code: [Select]
Hessen G2 class Destroyer      15,000 tons       389 Crew       1,790 BP       TCS 300    TH 500    EM 600
1666 km/s      Armour 8-54       Shields 20-333       HTK 86      Sensors 3/3/0/0      DCR 10      PPV 117.54
Maint Life 3.90 Years     MSP 1,331    AFR 164%    IFR 2.3%    1YR 139    5YR 2,081    Max Repair 182.4 MSP
Troop Capacity 250 tons     Magazine 150    Cryogenic Berths 200   
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 1.5 months    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (2)    Power 500    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 250,000 Litres    Range 6.8 billion km (47 days at full power)
G2-CSSG Beta S20 / R333 Shields (1)     Recharge Time 333 seconds (0.1 per second)

G2-QLT Quad G2-HS3 10cm C1.5 Visible Light Laser Turret (2x4)    Range 60,000km     TS: 12000 km/s     Power 12-6     RM 20,000 km    ROF 10       
G2-QGCT Quad G2-HS6-GC Gauss Cannon R300-100 Turret (2x12)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-ESBFC Beam Fire Control R64-TS12000 (70%) (1)     Max Range: 64,000 km   TS: 12,000 km/s     84 69 53 38 22 6 0 0 0 0
G2-CSBFC Beam Fire Control R128-TS12000 (70%) (1)     Max Range: 128,000 km   TS: 12,000 km/s     92 84 77 69 61 53 45 38 30 22
G3-O12PP Improved Pebble Bed Reactor R12 (1)     Total Power Output 12.2    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (15)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G4DF (25)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
.6EMS EM Sensor EM0.6-3.0 (70%) (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km
.6TS Thermal Sensor TH0.6-3.0 (70%) (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km

ECCM-1 (3)         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 design is classed as a c for auto-assignment purposes
The destroyer got an upgrade. And with it's different speed, I think it would be more about independent operations rather than an escort ship.
Code: [Select]
Konigsberg G2 class Light Cruiser      25,000 tons       678 Crew       2,838.6 BP       TCS 500    TH 500    EM 1,200
1000 km/s      Armour 10-76       Shields 40-333       HTK 151      Sensors 4/4/0/0      DCR 25      PPV 186.72
Maint Life 5.68 Years     MSP 2,344    AFR 193%    IFR 2.7%    1YR 123    5YR 1,842    Max Repair 182.4 MSP
Troop Capacity 1,000 tons     Magazine 270    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (2)    Power 500    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 500,000 Litres    Range 8.1 billion km (94 days at full power)
G2-CSSG Beta S20 / R333 Shields (2)     Recharge Time 333 seconds (0.1 per second)

G2-PCHS6 20 cm C2 Plasma Carronade (4)    Range 100,000km     TS: 3,000 km/s     Power 10-2     RM 10,000 km    ROF 25       
G2-QLT Quad G2-HS3 10cm C1.5 Visible Light Laser Turret (4x4)    Range 60,000km     TS: 12000 km/s     Power 12-6     RM 20,000 km    ROF 10       
G2-QGCT Quad G2-HS6-GC Gauss Cannon R300-100 Turret (2x12)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-CSBFC Beam Fire Control R128-TS12000 (70%) (3)     Max Range: 128,000 km   TS: 12,000 km/s     92 84 77 69 61 53 45 38 30 22
G3-O32PP Improved Pebble Bed Reactor R32 (1)     Total Power Output 32    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (24)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G4DF (54)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
.8EMS EM Sensor EM0.8-4.0 (70%) (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km
.8TS Thermal Sensor TH0.8-4.0 (70%) (1)     Sensitivity 4     Detect Sig Strength 1000:  15.8m km

ECCM-1 (4)         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 design is classed as a c for auto-assignment purposes
The light cruiser. The main fleet escort vessel. Plasma carronades should also allow it to participate in planetary bombardment role.
The same tonnage escort carrier:
Code: [Select]
Rheinland G2 class Escort Carrier      25,000 tons       470 Crew       2,771.1 BP       TCS 500    TH 500    EM 600
1000 km/s      Armour 5-76       Shields 20-333       HTK 136      Sensors 5/5/0/0      DCR 30      PPV 63.36
Maint Life 8.05 Years     MSP 5,443    AFR 167%    IFR 2.3%    1YR 149    5YR 2,241    Max Repair 182.4 MSP
Hangar Deck Capacity 10,000 tons     Troop Capacity 1,000 tons     Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 4 months    Flight Crew Berths 200    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (2)    Power 500    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 750,000 Litres    Range 12.2 billion km (141 days at full power)
G2-CSSG Beta S20 / R333 Shields (1)     Recharge Time 333 seconds (0.1 per second)

G2-QGCT Quad G2-HS6-GC Gauss Cannon R300-100 Turret (2x12)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-ESBFC Beam Fire Control R64-TS12000 (70%) (1)     Max Range: 64,000 km   TS: 12,000 km/s     84 69 53 38 22 6 0 0 0 0

G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
1EMS EM Sensor EM1.0-5.0 (70%) (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km
1TS Thermal Sensor TH1.0-5.0 (70%) (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

ECCM-1 (1)         Strike Group
52x Heinkiel He-40123 Fighter   Speed: 2618 km/s    Size: 3.82

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a b for auto-assignment purposes
The design is made to support only fighters. No bombers. I guess the auxiliary bridge could be removed... But, flight control is not yet researched.
Code: [Select]
Deutschland G2 class Heavy Cruiser      50,000 tons       1,407 Crew       5,558.7 BP       TCS 1,000    TH 1,000    EM 1,800
1000 km/s      Armour 12-120       Shields 60-333       HTK 310      Sensors 5/5/0/0      DCR 57      PPV 465.48
Maint Life 5.78 Years     MSP 4,546    AFR 348%    IFR 4.8%    1YR 231    5YR 3,466    Max Repair 324 MSP
Troop Capacity 1,000 tons     Magazine 300    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Commander    Control Rating 3   BRG   AUX   FLG   
Intended Deployment Time: 3 months    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (4)    Power 1000    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 1,000,000 Litres    Range 8.1 billion km (94 days at full power)
G2-CSSG Beta S20 / R333 Shields (3)     Recharge Time 333 seconds (0.2 per second)

G2-PCHS6 20 cm C2 Plasma Carronade (12)    Range 100,000km     TS: 3,000 km/s     Power 10-2     RM 10,000 km    ROF 25       
G2-QLT Quad G2-HS3 10cm C1.5 Visible Light Laser Turret (14x4)    Range 60,000km     TS: 12000 km/s     Power 12-6     RM 20,000 km    ROF 10       
G2-QGCT Quad G2-HS6-GC Gauss Cannon R300-100 Turret (4x12)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-CSBFC Beam Fire Control R128-TS12000 (70%) (3)     Max Range: 128,000 km   TS: 12,000 km/s     92 84 77 69 61 53 45 38 30 22
G3-O108PP Improved Pebble Bed Reactor R108 (1)     Total Power Output 108    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (30)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G4DF (60)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
1EMS EM Sensor EM1.0-5.0 (70%) (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km
1TS Thermal Sensor TH1.0-5.0 (70%) (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

ECCM-1 (4)         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 design is classed as a c for auto-assignment purposes
The first serious capital ship, with a whole flag bridge installed. I suppose a small cruiser force could consist of 1 heavy cruiser and 1 light cruiser.
Code: [Select]
Bayern G2 class Light Carrier      50,000 tons       1,079 Crew       6,337.7 BP       TCS 1,000    TH 1,000    EM 1,200
1000 km/s      Armour 6-120       Shields 40-333       HTK 249      Sensors 5/5/0/0      DCR 62      PPV 95.04
Maint Life 5.15 Years     MSP 7,421    AFR 323%    IFR 4.5%    1YR 466    5YR 6,997    Max Repair 575 MSP
Hangar Deck Capacity 19,000 tons     Troop Capacity 1,000 tons     Magazine 150    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Commander    Control Rating 3   BRG   AUX   FLG   
Intended Deployment Time: 3 months    Flight Crew Berths 380    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (4)    Power 1000    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 1,058,000 Litres    Range 8.6 billion km (99 days at full power)
G2-CSSG Beta S20 / R333 Shields (2)     Recharge Time 333 seconds (0.1 per second)

G2-QGCT Quad G2-HS6-GC Gauss Cannon R300-100 Turret (3x12)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-CSBFC Beam Fire Control R128-TS12000 (70%) (1)     Max Range: 128,000 km   TS: 12,000 km/s     92 84 77 69 61 53 45 38 30 22

G4DF (30)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
1EMS EM Sensor EM1.0-5.0 (70%) (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km
1TS Thermal Sensor TH1.0-5.0 (70%) (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

ECCM-1 (1)         Strike Group
15x Dornier Do-42023 Bomber   Speed: 2611 km/s    Size: 3.83
84x Heinkiel He-40123 Fighter   Speed: 2618 km/s    Size: 3.82

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 design is classed as a b for auto-assignment purposes
The light carrier. with 30 missiles, it gives it's 15 bombers 1 more attempt to rearm and attack enemy ships or planets. Perhaps some Heinkiels could be swapped out for boarding or even drop shuttles.
Code: [Select]
Scharnhorst G2R class Battlecruiser      75,000 tons       2,194 Crew       9,221 BP       TCS 1,500    TH 2,000    EM 1,800
1333 km/s      Armour 11-158       Shields 60-333       HTK 407      Sensors 250/250/0/0      DCR 83      PPV 505.8
Maint Life 3.69 Years     MSP 6,907    AFR 542%    IFR 7.5%    1YR 789    5YR 11,829    Max Repair 575 MSP
Troop Capacity 1,000 tons     Magazine 450    Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Commander    Control Rating 3   BRG   AUX   FLG   
Intended Deployment Time: 3 months    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (8)    Power 2000    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 2,000,000 Litres    Range 10.8 billion km (94 days at full power)
G2-CSSG Beta S20 / R333 Shields (3)     Recharge Time 333 seconds (0.2 per second)

G2-PCHS6 20 cm C2 Plasma Carronade (24)    Range 100,000km     TS: 3,000 km/s     Power 10-2     RM 10,000 km    ROF 25       
G2-QLT Quad G2-HS3 10cm C1.5 Visible Light Laser Turret (10x4)    Range 60,000km     TS: 12000 km/s     Power 12-6     RM 20,000 km    ROF 10       
G2-QGCT Quad G2-HS6-GC Gauss Cannon R300-100 Turret (5x12)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-CSBFC Beam Fire Control R128-TS12000 (70%) (3)     Max Range: 128,000 km   TS: 12,000 km/s     92 84 77 69 61 53 45 38 30 22
G3-O108PP Improved Pebble Bed Reactor R108 (1)     Total Power Output 108    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (30)     Missile Size: 5    Rate of Fire 6710
G1-CSSMFC Missile Fire Control FC227-R50 (70%) (1)     Range 227.7m km    Resolution 50
G4DF (90)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
TCSS Thermal Sensor TH50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
EMCSS EM Sensor EM50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km

ECCM-1 (4)         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 design is classed as a c for auto-assignment purposes
Battlecruiser having a bit higher speed is relegated more to a raider role, with the intent to hunt down supporting ships and some quick planetary raiding.
Code: [Select]
Bismarck G2 class Battleship      100,000 tons       3,040 Crew       12,535.1 BP       TCS 2,000    TH 2,000    EM 3,000
1000 km/s      Armour 15-191       Shields 100-333       HTK 562      Sensors 250/250/0/0      DCR 188      PPV 774.48
Maint Life 7.25 Years     MSP 15,355    AFR 424%    IFR 5.9%    1YR 512    5YR 7,682    Max Repair 575 MSP
Troop Capacity 1,000 tons     Cryogenic Berths 200    Cargo Shuttle Multiplier 1   
Commander    Control Rating 3   BRG   AUX   FLG   
Intended Deployment Time: 3 months    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (8)    Power 2000    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 2,000,000 Litres    Range 8.1 billion km (94 days at full power)
G2-CSSG Beta S20 / R333 Shields (5)     Recharge Time 333 seconds (0.3 per second)

G2-PCHS6 20 cm C2 Plasma Carronade (5)    Range 100,000km     TS: 3,000 km/s     Power 10-2     RM 10,000 km    ROF 25       
G2-QLT Quad G2-HS3 10cm C1.5 Visible Light Laser Turret (27x4)    Range 60,000km     TS: 12000 km/s     Power 12-6     RM 20,000 km    ROF 10       
G2-QGCT Quad G2-HS6-GC Gauss Cannon R300-100 Turret (10x12)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-CSBFC Beam Fire Control R128-TS12000 (70%) (3)     Max Range: 128,000 km   TS: 12,000 km/s     92 84 77 69 61 53 45 38 30 22
G3-O108PP Improved Pebble Bed Reactor R108 (1)     Total Power Output 108    Exp 5%
G3-O32PP Improved Pebble Bed Reactor R32 (2)     Total Power Output 64    Exp 5%

G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
TCSS Thermal Sensor TH50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
EMCSS EM Sensor EM50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km

ECCM-1 (3)         This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes
One thing to note, the new and larger power plants are not yet developed. With no missiles, battleship is a bit of an oddity here.
And lastly, the moment we all been waiting for:
Code: [Select]
Atlantis G2 class Titan      1,000,000 tons       19,496 Crew       149,880.6 BP       TCS 20,000    TH 3,750    EM 6,000
187 km/s      Armour 100-890       Shields 200-333       HTK 4793      Sensors 250/250/0/0      DCR 2640      PPV 3,796.2
Maint Life 13.17 Years     MSP 257,445    AFR 3030%    IFR 42.1%    1YR 2,756    5YR 41,347    Max Repair 575 MSP
Hangar Deck Capacity 5,000 tons     Troop Capacity 5,000 tons     Magazine 450    Cryogenic Berths 1,000    Cargo Shuttle Multiplier 1   
Commander    Control Rating 3   BRG   AUX   FLG   
Intended Deployment Time: 12 months    Flight Crew Berths 100    Morale Check Required   

G4-CE Commercial Improved Nuclear Pulse Engine  EP125.0 (30)    Power 3750    Fuel Use 7.83%    Signature 125    Explosion 5%
Fuel Capacity 3,000,000 Litres    Range 6.9 billion km (425 days at full power)
Refuelling Capability: 50,000 litres per hour     Complete Refuel 60 hours
G2-CSSG Beta S20 / R333 Shields (10)     Recharge Time 333 seconds (0.6 per second)

G2-PCHS6 20 cm C2 Plasma Carronade (18)    Range 100,000km     TS: 3,000 km/s     Power 10-2     RM 10,000 km    ROF 25       
G2-QLT Quad G2-HS3 10cm C1.5 Visible Light Laser Turret (30x4)    Range 60,000km     TS: 12000 km/s     Power 12-6     RM 20,000 km    ROF 10       
G2-QGCT Quad G2-HS6-GC Gauss Cannon R300-100 Turret (100x12)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-CSBFC Beam Fire Control R128-TS12000 (70%) (3)     Max Range: 128,000 km   TS: 12,000 km/s     92 84 77 69 61 53 45 38 30 22
G3-O108PP Improved Pebble Bed Reactor R108 (2)     Total Power Output 216    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (30)     Missile Size: 5    Rate of Fire 6710
G1-CSSMFC Missile Fire Control FC227-R50 (70%) (1)     Range 227.7m km    Resolution 50
G4DF (90)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15
Ordnance Transfer Rate: 40 MSP per hour     Complete Transfer 11.3 hours

G1-CSMASS Active Search Sensor AS30-R1 (70%) (1)     GPS 500     Range 30.9m km    MCR 2.8m km    Resolution 1
G1-CSSASS Active Search Sensor AS113-R50 (70%) (1)     GPS 25000     Range 113.8m km    Resolution 50
EMCSS EM Sensor EM50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
TCSS Thermal Sensor TH50-250 (70%) (1)     Sensitivity 250     Detect Sig Strength 1000:  125m km
ELINT Module (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

ECCM-1 (4)         Strike Group
21x Heinkiel He-40123 Fighter   Speed: 2618 km/s    Size: 3.82
5x Dornier Do-42023 Bomber   Speed: 2611 km/s    Size: 3.83

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 design is classed as a c for auto-assignment purposes
Still horribly sluggish, it's main goal is to turn the enemy planets to ash, engaging enemy ships is left for other ships. Cargo bay is swapped for a hangar deck. I suppose those refueling systems and ordnance transfer systems could also be removed and replaced with something better. There are also some reactor technology missing. The new composite armor really helps.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on July 11, 2021, 01:33:36 PM
Schnellboote's missiles are incapable of disabling any armoured ship of the size their firecontrol and agility are supposed to work on.
At the same time, the only weapon they have aside of missiles - is nearly antimissile-only gauss turret.
What are they supposed to do at all? They are nearly useless.

Your bigger ships have too much ECM redundancy (it's enough to have 1 ECM per ship and 1 ECCM per target).
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: nuclearslurpee on July 11, 2021, 02:14:13 PM
Well, then a single spotter ship is a valid choice. This means that fighters only need to carry the very minimalistic active search sensor, just to be able to use their fire control.

Actually you do not need an active sensor on the same ship to fire a weapon, only a fire control.

So if you have a spotter and 12 bombers, the bombers do not need any active sensor, only the spotter does. The bombers do need fire controls.

Quote
Alright... a recreational module essentially allows crew to rest, same as 50,000 colonist size colony?

Yes.

Quote
While maintenance facility allows the ship to stay still for an unlimited amount of time? Their tonnage is relevant only when overhauling?

Tonnage matters, each maintenance facility or module can support a specific amount of tonnage (based on your tech level). If you have 100 maintenance facilities + modules at the base tech level for example, you can support up to 100,000 tons of ships. If you have, say, 200,000 tons of ships, you support them at half efficiency, so each ship will accumulate maintenance clock time but it will be slowed down.

Quote
I think that 0.1 MSP dedicated to fuel, 3.9 to engine size and 1 point to warhead results in - 15,600 km/s speed, 4 warhead with 25,39 m km range - a pretty economical missile, intended to hit targets of resolution 50 and above.

It ends up costing you twice over. First and most obvious, a slower missile means lower hit rate which means more ordnance expended to kill a target, or alternatively you might not kill the target with the amount of ordnance available. Second, a slower missile will be more vulnerable to point defense, both AMMs and beam final fire.

Similarly for AMMs if you use them (which you don't have to against NPRs but it's a good idea) will have a very reduced hit rate without EP boosting. Since range doesn't matter you absolutely need to max out the EP boost on those.

Schnellboote's missiles are incapable of disabling any armoured ship of the size their firecontrol and agility are supposed to work on.
At the same time, the only weapon they have aside of missiles - is nearly antimissile-only gauss turret.
What are they supposed to do at all? They are nearly useless.

Unless there's an RP reason I think 10cm railguns would be better on the Schnellbooten, replacing both turrets and missiles. Railguns work very well as point defense on fast ships due to being much lighter than comparable Gauss guns, since a fast ship makes a turret somewhat less useful than on a slower ship. They are also a good secondary offensive weapon since a fast ship can easily overtake a vulnerable enemy ship and pew pew it to death.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on July 12, 2021, 03:46:45 AM
Speaking of missiles again.

I think in most cases, when players are considering to design mix-armed combat ships (that is: missiles, and turretted beams, and unturretted beams or railguns, and turreted anti-missile in one hull), they just want to have smth like real-world wet navy ships of XX century.

The first difference is that for small ships missiles and even guns in Aurora aren't like missiles or torpedoes in real world. That is, in real world light ship cannot carry armour - not enough to stop even light shell - and be able to weather the storm in open waters. So, real light warships are fighting through maneuver, reaction, accuracy and stochastics, not through armour-piercing and armour-shearing. In Aurora you just cannot build military ship, that cannot deflect first light weapon hit (if it is not meson). Even the lightest of fighters can absorb 1 or 2 gauss or 10-sm railgun hits with their armour before your weapon can disable them with next hit. And with those next hits there will be not much stochastics: combat craft or light ship can withstand several hits, no more.

The second difference is, as I mentioned above, that there is no relief in space, the same as no weather. So no masks and no zero visibility conditions, and so nearly no close combat surprises, no conditions where you just cannot use one of your weapon types and no difference with weapon reaction times.

So, while in real wet navy, if you want to maximize your ship's chances to win and survive - you have to arm her with several different weapons to "fill" most likely combat conditions, in Aurora you just have to use the most effective anti-ship weapon you have and, if it's likely that your design will face missile fire - you have to use also the most effective anti-missile weapon you have, or even the one combined in both those roles, as are railguns for fast combat designs). There is no condition in Aurora, where your main anti-ship weapon will be disabled by weather, or unusable in current relief against current target, or not able to shoot in 5 secs (while another, more quick-reaction weapon will fire successfully) and so on. You have to bear in mind expected range, and if your main anti-ship weapon is effective at this range - you have to use it as your only anti-ship weapon, because there will be nearly no chance that some other weapon will happen to be drastically more effective in some unexpected combat condition. Some weapon can be slightly more effective against some opponent, but this slight effect will not be enough to outweigh overall weakening of your designs, that will be inevitable with this distribution of your research and development efforts to produce several nearly-equally effective different types of weapons.

To bring some kind of real world flavour and be effective in it - you have to use bigger weapons. Larger calibers (smth like 15-20 of warhead power to deal with destroyer-size warship) will bring shock-effect, with some non-negligible chance to disable enemy ship without shearing most of it's armour off preliminarily. Nearly the same, larger calibers of laser, particle lance or meson are able to penetrate thin armour or make shockwave too, though it's easier to reach this effect with missiles. Warheads of your size are incapable to reach this at all - the thinnest armour available in Aurora is able to stop their first strike and so the only way to use them effectively is to shear off opponent's armour with saturating fire, and to do it you have to use your most effective weapon only, not a mix of more and less effective weapons. Light combat ships are incapable with this role, if they are not very specialized - so unarmored, short-legged (slow or low endurance), one-weapon per class, slow-reloading, but able to bear some large-caliber weapon, one per hull, but capable to hit hard.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 12, 2021, 06:23:09 AM
Schnellboote's missiles are incapable of disabling any armoured ship of the size their firecontrol and agility are supposed to work on.
At the same time, the only weapon they have aside of missiles - is nearly antimissile-only gauss turret.
What are they supposed to do at all? They are nearly useless.
Yeah, some improvements and decisions on what the Corvettes supposed to do would be good.
I suppose that defensive turrets are not really necessary for ships of this size?
I guess both the missiles and gauss cannon (if the defensive armament won't be necessary) can be swapped out for either a laser cannon or a plasma carronade.
Your bigger ships have too much ECM redundancy (it's enough to have 1 ECM per ship and 1 ECCM per target).
Isn't ECCM supposed to be per fire control? Last I checked fleet fire controls, there was an option to select eccm for a fire control.
While ECM - it is not yet developed.

Actually you do not need an active sensor on the same ship to fire a weapon, only a fire control.

So if you have a spotter and 12 bombers, the bombers do not need any active sensor, only the spotter does. The bombers do need fire controls.
So that means, that the active search sensor on fighters (and bombers) is generally only there, when you intend to make them capable of independent operations, as in, far away from a carrier and/or sensor ship.

Yes.

Tonnage matters, each maintenance facility or module can support a specific amount of tonnage (based on your tech level). If you have 100 maintenance facilities + modules at the base tech level for example, you can support up to 100,000 tons of ships. If you have, say, 200,000 tons of ships, you support them at half efficiency, so each ship will accumulate maintenance clock time but it will be slowed down.
Thank You for clarifications.

It ends up costing you twice over. First and most obvious, a slower missile means lower hit rate which means more ordnance expended to kill a target, or alternatively you might not kill the target with the amount of ordnance available. Second, a slower missile will be more vulnerable to point defense, both AMMs and beam final fire.

Similarly for AMMs if you use them (which you don't have to against NPRs but it's a good idea) will have a very reduced hit rate without EP boosting. Since range doesn't matter you absolutely need to max out the EP boost on those.
The need for speed...
I suppose hit rate could be circumvented via maneuverability setting.

As for Anti-Missile-Missiles, since I decided to see how would it go without boosting, I pretty much decided that there won't be AMMs, only size 5 MSP missiles, separated by generations.
So the boosting is vital either way...
I guess the missiles will become more of a weapon of opportunity, more used to bomb planets and too slow ships. While the main weapons will probably become lasers.
Or, actually, with the fighter-centric approach, it may be the gauss that overwhelms the enemy, slowing them down due to engine damage, which allows the rest of the fleet to get in range and deal a finishing blow with lasers and plasma carronades.
Unless there's an RP reason I think 10cm railguns would be better on the Schnellbooten, replacing both turrets and missiles. Railguns work very well as point defense on fast ships due to being much lighter than comparable Gauss guns, since a fast ship makes a turret somewhat less useful than on a slower ship. They are also a good secondary offensive weapon since a fast ship can easily overtake a vulnerable enemy ship and pew pew it to death.
I decided to forget about railguns, mesons and particle beams, instead going with:
Lasers, Plasma Carronades, Missiles and Gauss cannons.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: ZimRathbone on July 12, 2021, 07:00:14 AM
The second difference is, as I mentioned above, that there is no relief in space, the same as no weather. So no masks and no zero visibility conditions, and so nearly no close combat surprises, no conditions where you just cannot use one of your weapon types and no difference with weapon reaction times.

VB Aurora  did have some terrain in the form of Nebulae which seriously nerfed missiles and shields, slowed down ships depending on their armour levels, and reduced detection ranges. It could be a pain if you were unlucky enough to get a level12 nebula blocking your expansion into the rest of the universe (Happened to me once) but did present some different design and tactical challenges. 

It didn't happen if you used the Real Stars option.  I'm hopeful that it will eventually get added to C#
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on July 12, 2021, 09:41:15 AM
Just for example.
Tried to copy your techs as close as it was possible.

First is very rough design, no optimization at all - just as close functional analog of your Schnellebottes as I can write on the knee instead of being fully consumed by my dinner. :)

Code: [Select]
Hunter class Corvette      2 500 tons       88 Crew       392.5 BP       TCS 50    TH 400    EM 30
8001 km/s      Armour 3-16       Shields 1-150       HTK 14      Sensors 1/1/0/0      DCR 0      PPV 6
Maint Life 1.65 Years     MSP 189    AFR 100%    IFR 1.4%    1YR 82    5YR 1 235    Max Repair 200.00 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 days    Morale Check Required   

RD.1000F2M4 Improved Nuclear Pulse Engine (1)    Power 400.0    Fuel Use 320.00%    Signature 400.00    Explosion 20%
Fuel Capacity 250 000 Litres    Range 5.6 billion km (8 days at full power)
SG.100/150M1 Shield Generator (1)     Recharge Time 150 seconds (0 per second)

LG.150M3 10cm Visible Light Laser Gun (2)    Range 40 000km     TS: 8 001 km/s     Power 3-3     RM 20 000 km    ROF 5        3 3 2 1 0 0 0 0 0 0
Beam Fire Control R40-TS8000 (70%) (1)     Max Range: 40 000 km   TS: 8 000 km/s     75 50 25 0 0 0 0 0 0 0
PWR.42M4 Improved Pebble Bed Reactor (2)     Total Power Output 6    Exp 5%

Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
EMS.10M1 Passive Sensor Array (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km
THS.10M1 Passive Sensor Array (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

She is slightly more expensive in terms of both wealth and maintenance, less potent in anti-missile role (still able to shoot down 1 your missile per increment), yet much faster and incomparably heavier armed: your is incapable of killing nearly anything else then unarmored merchant or surveyor, while mine is capable of killing several of yours without serious risk: 3000kkm/s faster, she'll just close her range at preferable 10kkm in 5-10 seconds after your first gauss hit and will punch through your armour with dual 3-layer-piercing shots - with their 3-layer armour it will be not much salvos before death.

Just a bit more specialized one:

Code: [Select]
Star Hawk class Corvette      2 500 tons       87 Crew       382.7 BP       TCS 50    TH 400    EM 0
8001 km/s      Armour 4-16       Shields 0-0       HTK 11      Sensors 1/1/0/0      DCR 0      PPV 9
Maint Life 0.50 Years     MSP 209    AFR 500%    IFR 6.9%    1YR 421    5YR 6 313    Max Repair 200.00 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 7.2 days    Morale Check Required   

RD.1000F2M4 Improved Nuclear Pulse Engine (1)    Power 400.0    Fuel Use 320.00%    Signature 400.00    Explosion 20%
Fuel Capacity 255 000 Litres    Range 5.7 billion km (8 days at full power)

LG.150M3 10cm Visible Light Laser Gun (2)    Range 48 000km     TS: 8 001 km/s     Power 3-3     RM 20 000 km    ROF 5        3 3 2 1 0 0 0 0 0 0
R15/C3 High Power Microwave (1)    Range 15 000km     TS: 8 001 km/s     Power 3-3    ROF 5        1 0 0 0 0 0 0 0 0 0
Beam Fire Control R13-TS8000 (SW) (70%) (1)     Max Range: 12 800 km   TS: 8 000 km/s     22 0 0 0 0 0 0 0 0 0
Beam Fire Control R48-TS8000 (SW) (70%) (1)     Max Range: 48 000 km   TS: 8 000 km/s     79 58 38 17 0 0 0 0 0 0
PWR.42M4 Improved Pebble Bed Reactor (3)     Total Power Output 9.1    Exp 5%

Active Search Sensor AS1-R1 (1)     GPS 2     Range 1.7m km    MCR 157.3k km    Resolution 1
Active Search Sensor AS5-R10 (1)     GPS 24     Range 5.3m km    Resolution 10
EMS.10M1 Passive Sensor Array (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km
THS.10M1 Passive Sensor Array (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Shield generator isn't much of help - 1 power per 150 sec, will be knocked down by the first shot and if it will be HPMW fire - you are effectively dead at the next 5-10 seconds, not 150 seconds. So throw off shield generator and and more armour layer.

My standart armament for fast attack craft / light ship is HPMW and smth armour-piercing to stop and/or kill blinded targets as quick as it's possible. Longer-range fire control to kite smth short-handed if needed. Secondary fire control for redundancy and to have an ability to blind other target while stopping already blinded one.

Throwed off long-range active arrays, because it's not her role to spot missiles at half a million km ranges and betray herself with powerful active pings to any decent opponent's combat ship.

Deployment time and maintenance are optimized for her route time, because it's fast attack corvette - no point in sitting anywhere outside of colony orbit or hangar.

It's 50% more anti-missile capable comparable to Hunter class - and so close to your Schnellboote in yhis role, but it's not the main point. First of all - Star Hawk is capable to pray at your Schnellboote squadrons, if not flotillas. She is capable to easily blind and kill your Iltis too, because Iltis' missiles are too slow to have hit chances more then 25% and are too weak in the same time to disable Star Hawk with lucky shot, and Iltis's beam battery is weaker then Star Hawk's even without HPMW's blinding shots (and with it - Iltis will be blind and incapable of fighting in 10 or 15 seconds after her first laser salvo). It's possible for Star Hawk even to pray down your Hessen G2 destroyer - 6 times larger and more expensive, because there is a good chance that Star Hawk will take down Hessen's shields and blind her before Hessen's missile and beam batteries will shear off Star Hawk's armour!
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on July 12, 2021, 11:02:53 AM
I suppose that defensive turrets are not really necessary for ships of this size?

More of velocity, not size.
It's a decent option to have kind of slowish patrol corvette or frigate - and it's quite reasonable to arm them with turretted multirole cannons (like 10-cm QF lasers). They'll be able to weather missile salvos of some lone light missile ship, will have some chances to shear off all armour of light beam combatants, and if they'll encounter unarmored merchants or surveyors - they'll rip them apart without expending their ammo.

I guess both the missiles and gauss cannon (if the defensive armament won't be necessary) can be swapped out for either a laser cannon or a plasma carronade.

The problem of specialized defensive (anti-missile) armament for such light ships is not about necessity, it's about sufficiency. If your ship is armoured and also have decent anti-ship armament - she'll have not enough volume to mount anti-missile weapons capable of defending her against missile opponent of her size and tech level. She will be dead in encounter with missile-only opponent and she will be dead in encounter with beam-only opponent (because the latter will be heavier armed for decisive close combat). Mixed armament is more resonable choise for larger ships (smth like large cruiser with raider specialization), because there will be decent probability of encounter with smaller opponents and she will have an option to choose which weapon to use in this case to reserve her armour or her ammo according to the situation. Corvette just will not meet smth smaller and lonely, because there is no smaller long-range combat ship and no wild FAC will travel lonely outside of her base's missile range (and even decent FAC will rip your corvette apart with missile salvo, by the way).

Speaking of plasma carronades - they are very capable for defending jump points and bombarding defenseless worlds, but not for any other role. They are just too shorthanded.

Isn't ECCM supposed to be per fire control? Last I checked fleet fire controls, there was an option to select eccm for a fire control.
While ECM - it is not yet developed.

Sorry, my misreading.
Really, it's absolutely reasonable to have several ECCMs per main combat ship, though it's not mandatory to have ECCM for every FC (for example, I'll have no additional ECCM for spare short-range FC that is added just for redundancy at some corvete or heavy FAC).
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Blogaugis on July 26, 2021, 01:37:03 PM
Just for example.
Tried to copy your techs as close as it was possible.

First is very rough design, no optimization at all - just as close functional analog of your Schnellebottes as I can write on the knee instead of being fully consumed by my dinner. :)

Code: [Select]
Hunter class Corvette      2 500 tons       88 Crew       392.5 BP       TCS 50    TH 400    EM 30
8001 km/s      Armour 3-16       Shields 1-150       HTK 14      Sensors 1/1/0/0      DCR 0      PPV 6
Maint Life 1.65 Years     MSP 189    AFR 100%    IFR 1.4%    1YR 82    5YR 1 235    Max Repair 200.00 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 days    Morale Check Required   

RD.1000F2M4 Improved Nuclear Pulse Engine (1)    Power 400.0    Fuel Use 320.00%    Signature 400.00    Explosion 20%
Fuel Capacity 250 000 Litres    Range 5.6 billion km (8 days at full power)
SG.100/150M1 Shield Generator (1)     Recharge Time 150 seconds (0 per second)

LG.150M3 10cm Visible Light Laser Gun (2)    Range 40 000km     TS: 8 001 km/s     Power 3-3     RM 20 000 km    ROF 5        3 3 2 1 0 0 0 0 0 0
Beam Fire Control R40-TS8000 (70%) (1)     Max Range: 40 000 km   TS: 8 000 km/s     75 50 25 0 0 0 0 0 0 0
PWR.42M4 Improved Pebble Bed Reactor (2)     Total Power Output 6    Exp 5%

Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
EMS.10M1 Passive Sensor Array (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km
THS.10M1 Passive Sensor Array (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

She is slightly more expensive in terms of both wealth and maintenance, less potent in anti-missile role (still able to shoot down 1 your missile per increment), yet much faster and incomparably heavier armed: your is incapable of killing nearly anything else then unarmored merchant or surveyor, while mine is capable of killing several of yours without serious risk: 3000kkm/s faster, she'll just close her range at preferable 10kkm in 5-10 seconds after your first gauss hit and will punch through your armour with dual 3-layer-piercing shots - with their 3-layer armour it will be not much salvos before death.

Just a bit more specialized one:

Code: [Select]
Star Hawk class Corvette      2 500 tons       87 Crew       382.7 BP       TCS 50    TH 400    EM 0
8001 km/s      Armour 4-16       Shields 0-0       HTK 11      Sensors 1/1/0/0      DCR 0      PPV 9
Maint Life 0.50 Years     MSP 209    AFR 500%    IFR 6.9%    1YR 421    5YR 6 313    Max Repair 200.00 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 7.2 days    Morale Check Required   

RD.1000F2M4 Improved Nuclear Pulse Engine (1)    Power 400.0    Fuel Use 320.00%    Signature 400.00    Explosion 20%
Fuel Capacity 255 000 Litres    Range 5.7 billion km (8 days at full power)

LG.150M3 10cm Visible Light Laser Gun (2)    Range 48 000km     TS: 8 001 km/s     Power 3-3     RM 20 000 km    ROF 5        3 3 2 1 0 0 0 0 0 0
R15/C3 High Power Microwave (1)    Range 15 000km     TS: 8 001 km/s     Power 3-3    ROF 5        1 0 0 0 0 0 0 0 0 0
Beam Fire Control R13-TS8000 (SW) (70%) (1)     Max Range: 12 800 km   TS: 8 000 km/s     22 0 0 0 0 0 0 0 0 0
Beam Fire Control R48-TS8000 (SW) (70%) (1)     Max Range: 48 000 km   TS: 8 000 km/s     79 58 38 17 0 0 0 0 0 0
PWR.42M4 Improved Pebble Bed Reactor (3)     Total Power Output 9.1    Exp 5%

Active Search Sensor AS1-R1 (1)     GPS 2     Range 1.7m km    MCR 157.3k km    Resolution 1
Active Search Sensor AS5-R10 (1)     GPS 24     Range 5.3m km    Resolution 10
EMS.10M1 Passive Sensor Array (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km
THS.10M1 Passive Sensor Array (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Shield generator isn't much of help - 1 power per 150 sec, will be knocked down by the first shot and if it will be HPMW fire - you are effectively dead at the next 5-10 seconds, not 150 seconds. So throw off shield generator and and more armour layer.

My standart armament for fast attack craft / light ship is HPMW and smth armour-piercing to stop and/or kill blinded targets as quick as it's possible. Longer-range fire control to kite smth short-handed if needed. Secondary fire control for redundancy and to have an ability to blind other target while stopping already blinded one.

Throwed off long-range active arrays, because it's not her role to spot missiles at half a million km ranges and betray herself with powerful active pings to any decent opponent's combat ship.

Deployment time and maintenance are optimized for her route time, because it's fast attack corvette - no point in sitting anywhere outside of colony orbit or hangar.

It's 50% more anti-missile capable comparable to Hunter class - and so close to your Schnellboote in yhis role, but it's not the main point. First of all - Star Hawk is capable to pray at your Schnellboote squadrons, if not flotillas. She is capable to easily blind and kill your Iltis too, because Iltis' missiles are too slow to have hit chances more then 25% and are too weak in the same time to disable Star Hawk with lucky shot, and Iltis's beam battery is weaker then Star Hawk's even without HPMW's blinding shots (and with it - Iltis will be blind and incapable of fighting in 10 or 15 seconds after her first laser salvo). It's possible for Star Hawk even to pray down your Hessen G2 destroyer - 6 times larger and more expensive, because there is a good chance that Star Hawk will take down Hessen's shields and blind her before Hessen's missile and beam batteries will shear off Star Hawk's armour!
You have engine boost. And yes, I can see that engine boost is pretty much a must-have...
I will agree that your ships are capable of taking out a schnellboote fleet... Reminder:
Code: [Select]
Schnellboote G2 class Corvette      2,500 tons       55 Crew       321.1 BP       TCS 50    TH 250    EM 30
5001 km/s      Armour 3-16       Shields 1-150       HTK 13      Sensors 1/1/0/0      DCR 0      PPV 9.9
Maint Life 1.60 Years     MSP 155    AFR 100%    IFR 1.4%    1YR 70    5YR 1,052    Max Repair 125 MSP
Magazine 10   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 days    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (1)    Power 250    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 35,000 Litres    Range 5.7 billion km (13 days at full power)
G1-SSG Alpha S1 / R150 Shields (1)     Recharge Time 150 seconds (0 per second)

G2-SGCT Single G2-HS6-GC Gauss Cannon R300-100 Turret (1x3)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-SWSBFC Beam Fire Control R32-TS12000 (SW) (70%) (1)     Max Range: 32,000 km   TS: 12,000 km/s     69 38 6 0 0 0 0 0 0 0

G1-BML Size 5 Box Launcher (2)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
G2-FSMFC Missile Fire Control FC16-R50 (70%) (1)     Range 16.6m km    Resolution 50
G4DF (2)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
BTNS Thermal Sensor TH0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
BEMNS EM Sensor EM0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m 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 design is classed as a c for auto-assignment purposes
As for Iltis...
Code: [Select]
Iltis G2 class Frigate      5,000 tons       140 Crew       609.5 BP       TCS 100    TH 250    EM 60
2500 km/s      Armour 4-26       Shields 2-150       HTK 36      Sensors 2/2/0/0      DCR 5      PPV 28.8
Maint Life 10.42 Years     MSP 1,096    AFR 40%    IFR 0.6%    1YR 18    5YR 276    Max Repair 125 MSP
Troop Capacity 100 tons     Magazine 115   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 1.25 months    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (1)    Power 250    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 100,000 Litres    Range 8.1 billion km (37 days at full power)
G1-SSG Alpha S1 / R150 Shields (2)     Recharge Time 150 seconds (0 per second)

G2-SLT Single G2-HS3 10cm C1.5 Visible Light Laser Turret (2x1)    Range 60,000km     TS: 12000 km/s     Power 3-1.5     RM 20,000 km    ROF 10       
G2-SGCT Single G2-HS6-GC Gauss Cannon R300-100 Turret (1x3)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-ESBFC Beam Fire Control R64-TS12000 (70%) (1)     Max Range: 64,000 km   TS: 12,000 km/s     84 69 53 38 22 6 0 0 0 0
G2-SWSBFC Beam Fire Control R32-TS12000 (SW) (70%) (1)     Max Range: 32,000 km   TS: 12,000 km/s     69 38 6 0 0 0 0 0 0 0
G3-O3PP Improved Pebble Bed Reactor R3 (1)     Total Power Output 3    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (8)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G4DF (23)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
.4EMS EM Sensor EM0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
.4TS Thermal Sensor TH0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m 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 design is classed as a c for auto-assignment purposes
I have some doubts - it's laser range is greater than Yours, so it should be able to retaliate at least.
As for Hessen class destroyer...
Code: [Select]
Hessen G2 class Destroyer      15,000 tons       389 Crew       1,790 BP       TCS 300    TH 500    EM 600
1666 km/s      Armour 8-54       Shields 20-333       HTK 86      Sensors 3/3/0/0      DCR 10      PPV 117.54
Maint Life 3.90 Years     MSP 1,331    AFR 164%    IFR 2.3%    1YR 139    5YR 2,081    Max Repair 182.4 MSP
Troop Capacity 250 tons     Magazine 150    Cryogenic Berths 200   
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 1.5 months    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (2)    Power 500    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 250,000 Litres    Range 6.8 billion km (47 days at full power)
G2-CSSG Beta S20 / R333 Shields (1)     Recharge Time 333 seconds (0.1 per second)

G2-QLT Quad G2-HS3 10cm C1.5 Visible Light Laser Turret (2x4)    Range 60,000km     TS: 12000 km/s     Power 12-6     RM 20,000 km    ROF 10       
G2-QGCT Quad G2-HS6-GC Gauss Cannon R300-100 Turret (2x12)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-ESBFC Beam Fire Control R64-TS12000 (70%) (1)     Max Range: 64,000 km   TS: 12,000 km/s     84 69 53 38 22 6 0 0 0 0
G2-CSBFC Beam Fire Control R128-TS12000 (70%) (1)     Max Range: 128,000 km   TS: 12,000 km/s     92 84 77 69 61 53 45 38 30 22
G3-O12PP Improved Pebble Bed Reactor R12 (1)     Total Power Output 12.2    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (15)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G4DF (25)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
.6EMS EM Sensor EM0.6-3.0 (70%) (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km
.6TS Thermal Sensor TH0.6-3.0 (70%) (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km

ECCM-1 (3)         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 design is classed as a c for auto-assignment purposes
You sure that your Star Hawk corvettes can survive a 2(turrets)X4(quad specification)X0.69(Capital-ship fire control chance to hit at 40,000km)X3(damage)=16.56 points of damage? with more on the way per 2 5sec increments?
Do remind me, High Power Microwave goes through shields and armor like it's nothing? If you do actually decide to bring HPMs, you'd also be subject to 24 shots of gauss cannon every 5 second increment.
As for speed, yes, it is a key vulnerability.

Now about ECCM, since You're saying that more than 1 ECCM is redundant - this means that several fire controls can use the 1 same ECCM?
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: Droll on July 26, 2021, 01:52:00 PM
Just for example.
Tried to copy your techs as close as it was possible.

First is very rough design, no optimization at all - just as close functional analog of your Schnellebottes as I can write on the knee instead of being fully consumed by my dinner. :)

Code: [Select]
Hunter class Corvette      2 500 tons       88 Crew       392.5 BP       TCS 50    TH 400    EM 30
8001 km/s      Armour 3-16       Shields 1-150       HTK 14      Sensors 1/1/0/0      DCR 0      PPV 6
Maint Life 1.65 Years     MSP 189    AFR 100%    IFR 1.4%    1YR 82    5YR 1 235    Max Repair 200.00 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 days    Morale Check Required   

RD.1000F2M4 Improved Nuclear Pulse Engine (1)    Power 400.0    Fuel Use 320.00%    Signature 400.00    Explosion 20%
Fuel Capacity 250 000 Litres    Range 5.6 billion km (8 days at full power)
SG.100/150M1 Shield Generator (1)     Recharge Time 150 seconds (0 per second)

LG.150M3 10cm Visible Light Laser Gun (2)    Range 40 000km     TS: 8 001 km/s     Power 3-3     RM 20 000 km    ROF 5        3 3 2 1 0 0 0 0 0 0
Beam Fire Control R40-TS8000 (70%) (1)     Max Range: 40 000 km   TS: 8 000 km/s     75 50 25 0 0 0 0 0 0 0
PWR.42M4 Improved Pebble Bed Reactor (2)     Total Power Output 6    Exp 5%

Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
EMS.10M1 Passive Sensor Array (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km
THS.10M1 Passive Sensor Array (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

She is slightly more expensive in terms of both wealth and maintenance, less potent in anti-missile role (still able to shoot down 1 your missile per increment), yet much faster and incomparably heavier armed: your is incapable of killing nearly anything else then unarmored merchant or surveyor, while mine is capable of killing several of yours without serious risk: 3000kkm/s faster, she'll just close her range at preferable 10kkm in 5-10 seconds after your first gauss hit and will punch through your armour with dual 3-layer-piercing shots - with their 3-layer armour it will be not much salvos before death.

Just a bit more specialized one:

Code: [Select]
Star Hawk class Corvette      2 500 tons       87 Crew       382.7 BP       TCS 50    TH 400    EM 0
8001 km/s      Armour 4-16       Shields 0-0       HTK 11      Sensors 1/1/0/0      DCR 0      PPV 9
Maint Life 0.50 Years     MSP 209    AFR 500%    IFR 6.9%    1YR 421    5YR 6 313    Max Repair 200.00 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 7.2 days    Morale Check Required   

RD.1000F2M4 Improved Nuclear Pulse Engine (1)    Power 400.0    Fuel Use 320.00%    Signature 400.00    Explosion 20%
Fuel Capacity 255 000 Litres    Range 5.7 billion km (8 days at full power)

LG.150M3 10cm Visible Light Laser Gun (2)    Range 48 000km     TS: 8 001 km/s     Power 3-3     RM 20 000 km    ROF 5        3 3 2 1 0 0 0 0 0 0
R15/C3 High Power Microwave (1)    Range 15 000km     TS: 8 001 km/s     Power 3-3    ROF 5        1 0 0 0 0 0 0 0 0 0
Beam Fire Control R13-TS8000 (SW) (70%) (1)     Max Range: 12 800 km   TS: 8 000 km/s     22 0 0 0 0 0 0 0 0 0
Beam Fire Control R48-TS8000 (SW) (70%) (1)     Max Range: 48 000 km   TS: 8 000 km/s     79 58 38 17 0 0 0 0 0 0
PWR.42M4 Improved Pebble Bed Reactor (3)     Total Power Output 9.1    Exp 5%

Active Search Sensor AS1-R1 (1)     GPS 2     Range 1.7m km    MCR 157.3k km    Resolution 1
Active Search Sensor AS5-R10 (1)     GPS 24     Range 5.3m km    Resolution 10
EMS.10M1 Passive Sensor Array (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km
THS.10M1 Passive Sensor Array (1)     Sensitivity 1.0     Detect Sig Strength 1000:  7.9m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Shield generator isn't much of help - 1 power per 150 sec, will be knocked down by the first shot and if it will be HPMW fire - you are effectively dead at the next 5-10 seconds, not 150 seconds. So throw off shield generator and and more armour layer.

My standart armament for fast attack craft / light ship is HPMW and smth armour-piercing to stop and/or kill blinded targets as quick as it's possible. Longer-range fire control to kite smth short-handed if needed. Secondary fire control for redundancy and to have an ability to blind other target while stopping already blinded one.

Throwed off long-range active arrays, because it's not her role to spot missiles at half a million km ranges and betray herself with powerful active pings to any decent opponent's combat ship.

Deployment time and maintenance are optimized for her route time, because it's fast attack corvette - no point in sitting anywhere outside of colony orbit or hangar.

It's 50% more anti-missile capable comparable to Hunter class - and so close to your Schnellboote in yhis role, but it's not the main point. First of all - Star Hawk is capable to pray at your Schnellboote squadrons, if not flotillas. She is capable to easily blind and kill your Iltis too, because Iltis' missiles are too slow to have hit chances more then 25% and are too weak in the same time to disable Star Hawk with lucky shot, and Iltis's beam battery is weaker then Star Hawk's even without HPMW's blinding shots (and with it - Iltis will be blind and incapable of fighting in 10 or 15 seconds after her first laser salvo). It's possible for Star Hawk even to pray down your Hessen G2 destroyer - 6 times larger and more expensive, because there is a good chance that Star Hawk will take down Hessen's shields and blind her before Hessen's missile and beam batteries will shear off Star Hawk's armour!
You have engine boost. And yes, I can see that engine boost is pretty much a must-have...
I will agree that your ships are capable of taking out a schnellboote fleet... Reminder:
Code: [Select]
Schnellboote G2 class Corvette      2,500 tons       55 Crew       321.1 BP       TCS 50    TH 250    EM 30
5001 km/s      Armour 3-16       Shields 1-150       HTK 13      Sensors 1/1/0/0      DCR 0      PPV 9.9
Maint Life 1.60 Years     MSP 155    AFR 100%    IFR 1.4%    1YR 70    5YR 1,052    Max Repair 125 MSP
Magazine 10   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 days    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (1)    Power 250    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 35,000 Litres    Range 5.7 billion km (13 days at full power)
G1-SSG Alpha S1 / R150 Shields (1)     Recharge Time 150 seconds (0 per second)

G2-SGCT Single G2-HS6-GC Gauss Cannon R300-100 Turret (1x3)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-SWSBFC Beam Fire Control R32-TS12000 (SW) (70%) (1)     Max Range: 32,000 km   TS: 12,000 km/s     69 38 6 0 0 0 0 0 0 0

G1-BML Size 5 Box Launcher (2)     Missile Size: 5    Hangar Reload 111 minutes    MF Reload 18 hours
G2-FSMFC Missile Fire Control FC16-R50 (70%) (1)     Range 16.6m km    Resolution 50
G4DF (2)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
BTNS Thermal Sensor TH0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m km
BEMNS EM Sensor EM0.2-1.0 (1)     Sensitivity 1     Detect Sig Strength 1000:  7.9m 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 design is classed as a c for auto-assignment purposes
As for Iltis...
Code: [Select]
Iltis G2 class Frigate      5,000 tons       140 Crew       609.5 BP       TCS 100    TH 250    EM 60
2500 km/s      Armour 4-26       Shields 2-150       HTK 36      Sensors 2/2/0/0      DCR 5      PPV 28.8
Maint Life 10.42 Years     MSP 1,096    AFR 40%    IFR 0.6%    1YR 18    5YR 276    Max Repair 125 MSP
Troop Capacity 100 tons     Magazine 115   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 1.25 months    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (1)    Power 250    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 100,000 Litres    Range 8.1 billion km (37 days at full power)
G1-SSG Alpha S1 / R150 Shields (2)     Recharge Time 150 seconds (0 per second)

G2-SLT Single G2-HS3 10cm C1.5 Visible Light Laser Turret (2x1)    Range 60,000km     TS: 12000 km/s     Power 3-1.5     RM 20,000 km    ROF 10       
G2-SGCT Single G2-HS6-GC Gauss Cannon R300-100 Turret (1x3)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-ESBFC Beam Fire Control R64-TS12000 (70%) (1)     Max Range: 64,000 km   TS: 12,000 km/s     84 69 53 38 22 6 0 0 0 0
G2-SWSBFC Beam Fire Control R32-TS12000 (SW) (70%) (1)     Max Range: 32,000 km   TS: 12,000 km/s     69 38 6 0 0 0 0 0 0 0
G3-O3PP Improved Pebble Bed Reactor R3 (1)     Total Power Output 3    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (8)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G4DF (23)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
.4EMS EM Sensor EM0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
.4TS Thermal Sensor TH0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m 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 design is classed as a c for auto-assignment purposes
I have some doubts - it's laser range is greater than Yours, so it should be able to retaliate at least.
As for Hessen class destroyer...
Code: [Select]
Hessen G2 class Destroyer      15,000 tons       389 Crew       1,790 BP       TCS 300    TH 500    EM 600
1666 km/s      Armour 8-54       Shields 20-333       HTK 86      Sensors 3/3/0/0      DCR 10      PPV 117.54
Maint Life 3.90 Years     MSP 1,331    AFR 164%    IFR 2.3%    1YR 139    5YR 2,081    Max Repair 182.4 MSP
Troop Capacity 250 tons     Magazine 150    Cryogenic Berths 200   
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 1.5 months    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (2)    Power 500    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 250,000 Litres    Range 6.8 billion km (47 days at full power)
G2-CSSG Beta S20 / R333 Shields (1)     Recharge Time 333 seconds (0.1 per second)

G2-QLT Quad G2-HS3 10cm C1.5 Visible Light Laser Turret (2x4)    Range 60,000km     TS: 12000 km/s     Power 12-6     RM 20,000 km    ROF 10       
G2-QGCT Quad G2-HS6-GC Gauss Cannon R300-100 Turret (2x12)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-ESBFC Beam Fire Control R64-TS12000 (70%) (1)     Max Range: 64,000 km   TS: 12,000 km/s     84 69 53 38 22 6 0 0 0 0
G2-CSBFC Beam Fire Control R128-TS12000 (70%) (1)     Max Range: 128,000 km   TS: 12,000 km/s     92 84 77 69 61 53 45 38 30 22
G3-O12PP Improved Pebble Bed Reactor R12 (1)     Total Power Output 12.2    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (15)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G4DF (25)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
.6EMS EM Sensor EM0.6-3.0 (70%) (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km
.6TS Thermal Sensor TH0.6-3.0 (70%) (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km

ECCM-1 (3)         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 design is classed as a c for auto-assignment purposes
You sure that your Star Hawk corvettes can survive a 2(turrets)X4(quad specification)X0.69(Capital-ship fire control chance to hit at 40,000km)X3(damage)=16.56 points of damage? with more on the way per 2 5sec increments?
Do remind me, High Power Microwave goes through shields and armor like it's nothing? If you do actually decide to bring HPMs, you'd also be subject to 24 shots of gauss cannon every 5 second increment.
As for speed, yes, it is a key vulnerability.

Now about ECCM, since You're saying that more than 1 ECCM is redundant - this means that several fire controls can use the 1 same ECCM?

More ECCM is not redundant, you need one per FC - though maybe you don't necessarily need certain FCs to have ECCM, especially since ECCM can be moved from FC to FC without consequence in the middle of combat.

High Power Microwaves do double damage against shields, but... they only do 1 damage nominally (so that's a whopping 2) which means that they are actually horrible against any form of energy shielding - even being unable to outpace the regen rate of high tech shields. They do ignore armor though.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on July 27, 2021, 12:45:27 AM
As for Iltis...

Code: [Select]
Iltis G2 class Frigate      5,000 tons       140 Crew       609.5 BP       TCS 100    TH 250    EM 60
2500 km/s      Armour 4-26       Shields 2-150       HTK 36      Sensors 2/2/0/0      DCR 5      PPV 28.8
Maint Life 10.42 Years     MSP 1,096    AFR 40%    IFR 0.6%    1YR 18    5YR 276    Max Repair 125 MSP
Troop Capacity 100 tons     Magazine 115   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 1.25 months    Morale Check Required   

G4-ME Improved Nuclear Pulse Engine  EP250.00 (1)    Power 250    Fuel Use 44.27%    Signature 250    Explosion 10%
Fuel Capacity 100,000 Litres    Range 8.1 billion km (37 days at full power)
G1-SSG Alpha S1 / R150 Shields (2)     Recharge Time 150 seconds (0 per second)

G2-SLT Single G2-HS3 10cm C1.5 Visible Light Laser Turret (2x1)    Range 60,000km     TS: 12000 km/s     Power 3-1.5     RM 20,000 km    ROF 10       
G2-SGCT Single G2-HS6-GC Gauss Cannon R300-100 Turret (1x3)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
G2-ESBFC Beam Fire Control R64-TS12000 (70%) (1)     Max Range: 64,000 km   TS: 12,000 km/s     84 69 53 38 22 6 0 0 0 0
G2-SWSBFC Beam Fire Control R32-TS12000 (SW) (70%) (1)     Max Range: 32,000 km   TS: 12,000 km/s     69 38 6 0 0 0 0 0 0 0
G3-O3PP Improved Pebble Bed Reactor R3 (1)     Total Power Output 3    Exp 5%

G1-.3ML Size 5 Missile Launcher (30.0% Reduction) (8)     Missile Size: 5    Rate of Fire 6710
G1-SSMFC Missile Fire Control FC32-R50 (70%) (1)     Range 32.2m km    Resolution 50
G4DF (23)    Speed: 15,600 km/s    End: 27.1m     Range: 25.4m km    WH: 4    Size: 5    TH: 52/31/15

G3-SMASS Active Search Sensor AS6-R1 (70%) (1)     GPS 16     Range 6.4m km    MCR 574.5k km    Resolution 1
G3-SSASS Active Search Sensor AS23-R50 (70%) (1)     GPS 800     Range 23.5m km    Resolution 50
.4EMS EM Sensor EM0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m km
.4TS Thermal Sensor TH0.4-2.0 (70%) (1)     Sensitivity 2     Detect Sig Strength 1000:  11.2m 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 design is classed as a c for auto-assignment purposes

I have some doubts - it's laser range is greater than Yours, so it should be able to retaliate at least.

Iltis will have a decent probability to do first salvo - yet just one salvo, because my Star Hawk will chase with 5.5kkm/s speed advantage, 5.5 kkm/s * 10 sec = 55 kkm, and so there is no range any more in the next tick. So at long range - it will be 2 shots with 1 damage each - not enough even to significantly damage Star Hawk's armor, so no significant advantage.
You need a speed advantage to use range advantage (to kite) in beam fight.

As for Hessen class destroyer...

You sure that your Star Hawk corvettes can survive a 2(turrets)X4(quad specification)X0.69(Capital-ship fire control chance to hit at 40,000km)X3(damage)=16.56 points of damage? with more on the way per 2 5sec increments?

A Star Hawk's armour is 4*16 so 64 points of armour, so in average a Star Hawk is able to tank off 3 of Hessen's main battery salvos before her armour will be ineffective, so 30 seconds - 5 salvos for Star Hawk's more quick-firing guns. With a decent probability some shot will hit in the same armour spot, that was damaged by one of the previous hits before all armour will be sheared off, yet at the first salvo this probability will be small (smth like 15%, more if your missiles and gausses will score more then several hits too), and even in the second salvo it will be about 30-50% probability to tank all shots. The third salvo will be decisive. What will happen earlier - a Hessen do enough damage to knock out a Star Hawk or a Star Hawk knock out Hessen's shield and blind her - it's a question of probabilities. So, as I have said, it's possible for Star Hawk to pray down a Hessen. No guarantee, but some decent possibility to do a job against 5 times larger same tech level warship.
Title: Re: Ship designs Playthrough V1.13.0 2021
Post by: serger on July 27, 2021, 02:30:56 AM
Do note, by the way, that while your research points have gone to several different beam, kinetic and missile techs - my research investment, on the contrary, was concentrated on my main weapon, so it has slightly better capacitors. And with this caliber and tech level slightly better capacitors means twice better rate of fire. Still spend about two times less research points then you.

It isn't a ship design feature strictly, it's just a weapon design fineness, yet my ship design paradigm is suited for such tricks well, exactly because of research points economy.