May, Y73As C Sharp hype intensifies, I keep thinking about optimizing my fleet builds. I was hoping I could get away with making less expensive engines by making them less fuel efficient. But unfortunately, they cost as much as they produce power, unless the power modifier goes below x1.0, which makes the engines even heavier than I used before. And that's not acceptable to me, I want the engines to be of no more than 20% of the ship's mass.
Also, there's a problem of the unknown enemy. Defending against an ordinary NPR is one thing, my current neighbors have warships with 1-2k km/s speeds. The Nails (spoilers) I've encountered were much faster. Unlike in real life, there's no water resistance to keep most big warships at 30-33 knot practical limit. So, there's always a chance I'll encounter some enemy that is faster than me.
The answer is better tactics. Screening High Value Units (like carriers) of the fleet with spaced layers of radar pickets is a way to get a warning earlier, allowing big ships to stay undetected for longer and thus have more chance to evade. That's a job for destroyers. The usual scout searches by smaller craft only reinforce situational awareness, and don't cure the problem completely.
Another part of the solution is to have some heavier ships within the formation that could be detached to keep the enemy busy while HVU retreats. That would be cruiser's job.
Overall, I estimate needing 8-12 destroyers and 2-3 cruisers per Carrier Group. As my first carrier is rated for 3200 km/s speed, I think I'll stick with ~3300 km/s speed for a fleet standard for a while. Kinda similar to the real ocean navy's 33 knots. Destroyers will be faster though.
Here's a new generation destroyer I came up with. No name yet.
YDDG-73 class Destroyer, Guided Missile 7 000 tons 180 Crew 1793.82 BP TCS 140 TH 600 EM 0
4285 km/s Armour 4-32 Shields 0-0 Sensors 36/36/0/0 Damage Control Rating 32 PPV 40.76
Maint Life 2.1 Years MSP 320 AFR 196% IFR 2.7% 1YR 97 5YR 1458 Max Repair 144 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 417 Cryogenic Berths 200
150 EP Magnetic Fusion Drive (FC0.25/EPx1) (4) Power 150 Fuel Use 23.5% Signature 150 Exp 10%
Fuel Capacity 330 000 Litres Range 36.1 billion km (97 days at full power)
Twin Gauss Cannon R4-67 Turret (1x8) Range 40 000km TS: 12500 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
CIWS-250 (1x8) Range 1000 km TS: 25000 km/s ROF 5 Base 50% To Hit
Gunnery FCS 20/12.5 (1) Max Range: 40 800 km TS: 12500 km/s 75 51 26 2 0 0 0 0 0 0
SM-1-5s Launcher (8) Missile Size 1 Rate of Fire 5
SM-6-150s Launcher (8) Missile Size 6 Rate of Fire 150
AE36-18 MFCS 8Kt/172M (1) Range 172.1m km Resolution 160
AE36-18 AMF FCS 2.9/27.2M (2) Range 27.2m km Resolution 1
AMM-14 Maestro (193) Speed: 48 000 km/s End: 1.2m Range: 3.5m km WH: 1 Size: 1 TH: 688/412/206
ASM-64 Sledgehammer (16) Speed: 30 000 km/s End: 55.6m Range: 100.2m km WH: 16 Size: 6 TH: 200/120/60
AFM-42 Foxxy Love (32) Speed: 45 000 km/s End: 18.6m Range: 50.3m km WH: 4 Size: 4 TH: 450/270/135
AE36-18 AMF Radar 2.8/25.9M (1) GPS 144 Range 25.9m km MCR 2.8m km Resolution 1
AE36-18 RAD 8Kt/114M (1) GPS 8065 Range 114.8m km Resolution 160
Thermal Sensor TH2-36 (1) Sensitivity 36 Detect Sig Strength 1000: 36m km
EM Detection Sensor EM2-36 (1) Sensitivity 36 Detect Sig Strength 1000: 36m km
ECCM-5 (1) ECM 50
It needs to fulfill the following duties:
- radar picket destroyer, going alone or in small groups with other destroyers to screen the formation of bigger ships, 20-100 m km away;
- escort that provides anti-missile, anti-fighter and anti-ship capability (in that order of priority);
- picking up life pods.
I've stopped using shields in favor of relying on active defenses instead. Level 4 armor and CIWS are very cheap and provide good bonus to survivability. 4 engines are cheap to maintain and also allow to take more hits and still be able to move. The cost in minerals is very good for capabilities present, and compared to my previous generation of ships (especially the last generation that was never actually built).
Also, I selected two planets, both within 3 jumps away from Sol, with great 0.9 deposits of Uridium and Gallicite. They'd require some auto mines, but should help with mineral shortage extensively. I should've done that long ago. I thought that mining very close and very big but lower accessibility deposits would be cheaper (because mines cover more deposits on a single planet). But this strategy obviously failed me somewhat.