Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Thorgarth on July 25, 2009, 01:03:00 PM
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The Braudal Design Bureau, historically known for their excellent quality of farm related machinery has submitted the following design for consideration as a anti-fighter/anti-missile fighter.
Hammerhead class Attack Craft 340 tons 50 Crew 123 BP TCS 6.8 TH 54 EM 0
7941 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Annual Failure Rate: 9% IFR: 0.1% Maintenance Capacity 23 MSP Max Repair 34 MSP
FTR Magneto-plasma Drive E720x (1) Power 54 Efficiency 72.00 Signature 54 Armour 0 Exp 50%
Fuel Capacity 30,000 Litres Range 2.2 billion km (3 days at full power)
10cm Railgun V4/C5 (1x4) Range 40,000km TS: 7941 km/s Power 3-5 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S00.5 20-5000 H50 (FTR) (1) Max Range: 40,000 km TS: 20000 km/s 75 50 25 0 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (1) Total Power Output 3 Armour 0 Exp 5%
Active Search Sensor S20-R1 (50%) (1) GPS 20 Range 200k km Resolution 1
This design is classed as a fighter for production and combat purposes
Anything I need to improve/change/delete?
Thank you...
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The Braudal Design Bureau, historically known for their excellent quality of farm related machinery has submitted the following design for consideration as a anti-fighter/anti-missile fighter.
10cm Railgun V4/C5 (1x4) Range 40,000km TS: 7941 km/s Power 3-5 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S00.5 20-5000 H50 (FTR) (1) Max Range: 40,000 km TS: 20000 km/s 75 50 25 0 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (1) Total Power Output 3 Armour 0 Exp 5%
This design is classed as a fighter for production and combat purposes
Anything I need to improve/change/delete?
Thank you...
You need 2 turns to charge your railgun because of improper capacitor matching. Drop the capacitor to a C3 and it will work correctly. Right now, you must charge your capacitor with 5 points of power before you can fire even though you only need 3 power for the gun.
Also, you could go with a slower tracking speed on your fire control. Unless your races base tracking speed is 20k, you only need a TS of 8k since the TS is limited by the ship speed or base TS researched.
--Mav
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Fighters get a x4 modifier on their base fire control speed. This can be modified by putting in a larger fire control which will get even faster tracking speeds. Personally I would have gone with a 3hs (50% accuracy) gauss cannon in a turret as long as the rate of fire was 4 or better. This would give a better chance of hitting missiles and fighters than the rail gun does. The extra space for the turret would be handled by not needing a power plant. This also means there is one less system that can explode for additional damage.
Brian
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Interesting comments. I've changed the rail package to match the recharge rates. I'll have to research Gauss4, but it won't be too long.
I've created a meson model and a rail model with better armor, as I have a class 7 Nebula with hostiles inside it. Are Gauss weapons effective in nebulas? Or, hould I keep it in the standard fleet?
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Interesting comments. I've changed the rail package to match the recharge rates. I'll have to research Gauss4, but it won't be too long.
I've created a meson model and a rail model with better armor, as I have a class 7 Nebula with hostiles inside it. Are Gauss weapons effective in nebulas? Or, hould I keep it in the standard fleet?
Missilles and shields do not work in a nebula. All of the beam weapons do work however. The main drawback to gauss weapons is there size, relitively short range, and the reasearch cost of higher rates of fire. In a nebula the meson will work quite well, but it is going to be hard to armor them up enough to get any decent speed out of them.
Brian