Author Topic: First questions  (Read 6721 times)

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Offline AtomikKrab

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Re: First questions
« Reply #15 on: January 19, 2010, 11:06:03 PM »
Quote from: "AtomikKrab"
Quote from: "Della"
Another question: would it be feasible to have a high-speed ship armed with beam weapons and loaded with anti-missile defences whose purpose is to survive enemy missile barrages and bring the fight up close and personal?

Actually I'm going the otherway with an absolutely MASSIVE ship armed to the brim with beam weapons and just attempting to cleave through enemy missiles swarms with the fury of 1270 guns

Incidently here is the most recent version of the ship in question, and thanks to upgrades in gauss tech, the 640 point defense guns have been replaced by CIWS saving space and reactor power needed to run it, which let me about quintuple it's speed from the previous version thanks to better reactors and engines as well.

Code: [Select]
Rockstar class Superdreadnought    1250000 tons     144584 Crew     1411807.5 BP      TCS 25000  TH 126524  EM 0
5060 km/s    JR 3-50     Armour 10-1033     Shields 0-0     Sensors 250/250/5/5     Damage Control Rating 1760     PPV 8170
Annual Failure Rate: 7103%    IFR: 98.7%    Maintenance Capacity 1250132 MSP    Max Repair 250000 MSP
Flag Bridge    

J1250000(3-50) Military Jump Drive     Max Ship Size 1250000 tons    Distance 50k km     Squadron Size 3
Magnetic Confinement Fusion Drive E2 (673)    Power 188    Fuel Use 20%    Signature 188    Armour 0    Exp 35%
Fuel Capacity 60,810,000 Litres    Range 437.7 billion km   (1001 days at full power)

CIWS-1000 (640x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
70cm Rockstar Plasma Carronade (20)    Range 1,280,000km     TS: 25000 km/s     Power 128-25     RM 1    ROF 30        128 64 42 32 25 21 18 16 14 12
35cm Rockstar Plasma Carronade (320)    Range 320,000km     TS: 25000 km/s     Power 32-16     RM 1    ROF 10        32 16 10 8 6 5 4 4 3 3
40cm Rockstar Plasma Carronade (160)    Range 400,000km     TS: 25000 km/s     Power 40-20     RM 1    ROF 10        40 20 13 10 8 6 5 5 4 4
50cm Rockstar Plasma Carronade (80)    Range 640,000km     TS: 25000 km/s     Power 64-25     RM 1    ROF 15        64 32 21 16 12 10 9 8 7 6
60cm Rockstar Plasma Carronade (40)    Range 960,000km     TS: 25000 km/s     Power 96-25     RM 1    ROF 20        96 48 32 24 19 16 13 12 10 9
80cm Rockstar Plasma Carronade (10)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 1    ROF 35        168 84 56 42 33 28 24 21 18 16
Fire Control S04 700-25000 (30)    Max Range: 1,400,000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Fire Control S03 525-25000 (40)    Max Range: 1,050,000 km   TS: 25000 km/s     99 98 97 96 95 94 93 92 91 90
Fire Control S02 350-25000 (80)    Max Range: 700,000 km   TS: 25000 km/s     99 97 96 94 93 91 90 89 87 86
Fire Control S01.5 262.5-25000 (480)    Max Range: 525,000 km   TS: 25000 km/s     98 96 94 92 90 89 87 85 83 81
Magnetic Confinement Fusion Reactor Technology PB-1.5 AR-0 (27)     Total Power Output 12150    Armour 0    Exp 35%

Active Search Sensor S59.4-R16 (40)     GPS 950.4     Range 9.5m km    Resolution 16
Active Search Sensor S59.4-R1 (320)     GPS 59.4     Range 594k km    Resolution 1
Active Search Sensor S59.4-R8 (80)     GPS 475.2     Range 4.8m km    Resolution 8
Active Search Sensor S59.4-R4 (160)     GPS 237.6     Range 2.4m km    Resolution 4
Active Search Sensor S59.4-R30 (20)     GPS 1782     Range 17.8m km    Resolution 30
Active Search Sensor S59.4-R65 (10)     GPS 3861     Range 38.6m km    Resolution 65
Thermal Sensor TH50-250 (1)     Sensitivity 250     Detect Sig Strength 1000:  250m km
EM Detection Sensor EM50-250 (1)     Sensitivity 250     Detect Sig Strength 1000:  250m km
Phased Gravitational Sensors (1)   5 Survey Points Per Hour
Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

[quote="Sloanjh]I typically add engineering until this is about 5 years.
[/quote]
I find that's impossible to do with larger class jump capable ships (above 100,000 tons) because the cost of the jump drive skews the numbers heavily so it's impossible to get more than 1 year at average failure rate, so instead I go by # supplies = enough supplies to repair the jump drive 5 times. Since there is only one jump drive this in fact may be too much, since if the jump drive needs to be repaired once I am likely to cut orders to return home on the large ships.
 

Offline Hawkeye

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Re: First questions
« Reply #16 on: January 20, 2010, 01:12:33 AM »
Quote from: "Della"

Is it a standard approach to build escort-type ships focused on improving the anti-missile defence of the fleet?


At least in my book :)

I encountered an NPR which fielded a dedicated Escort Cruiser (got the specs through interrogation)

Code: [Select]
Msl Sentinel #34912 class Escort Cruiser    15300 tons     1180 Crew     1979.4 BP      TCS 306  TH 1320  EM 0
4313 km/s     Armour 3-54     Shields 0-0     Sensors 12/1/0/0     Damage Control Rating 8     PPV 28
Annual Failure Rate: 234%    IFR: 3.3%    Maintenance Capacity 647 MSP    Max Repair 126 MSP
Magazine 1864    
Ion Engine E8 (22)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 44.1 billion km   (118 days at full power)
Size 1 Missile Launcher (28)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC42-R1 (2)     Range 1.3m km    Resolution 1
Achilles Anti-missile Missile (1864)  Speed: 25,900 km/s   End: 1.4m    Range: 2.3m km   WH: 1    Size: 1    TH: 172 / 103 / 51
Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

Note the enormous amount of AMMs this baby carries. When I encountered the main fleet with one of my battlefleets, there were 3 of those present, which rendered my missiles pretty much impotent. I had to retreat, assemble 3 fleets and go back. Only with that amount of firepower, I managed to make them run dry and finally get some hits in.
Ralph Hoenig, Germany
 

Offline Hawkeye

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Re: First questions
« Reply #17 on: January 20, 2010, 01:17:31 AM »
Quote from: "AtomikKrab"

[code]Rockstar class Superdreadnought    

Active Search Sensor S59.4-R16 (40)     GPS 950.4     Range 9.5m km    Resolution 16
Active Search Sensor S59.4-R1 (320)     GPS 59.4     Range 594k km    Resolution 1
Active Search Sensor S59.4-R8 (80)     GPS 475.2     Range 4.8m km    Resolution 8
Active Search Sensor S59.4-R4 (160)     GPS 237.6     Range 2.4m km    Resolution 4
Active Search Sensor S59.4-R30 (20)     GPS 1782     Range 17.8m km    Resolution 30
Active Search Sensor S59.4-R65 (10)     GPS 3861     Range 38.6m km    Resolution 65

Is there a specific reason you are mounting a seperate active sensor for every single weapon.
I mean, some redundancy is ok, but don´t you think this is a bit over the top?
Ralph Hoenig, Germany
 

Offline Father Tim

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Re: First questions
« Reply #18 on: January 20, 2010, 02:06:16 AM »
Quote from: "Della"
Up to now my usual design has been: 10000-ton battleship with armor 6, 8000-ton cruiser with armor 4 and 4000-ton destroyer with armor 2, with speeds in the 3200-4000 range.

That's about the size I build, and the speed I aim for with my second-generation ships, though I have double the armour.
 

Offline Della (OP)

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Re: First questions
« Reply #19 on: January 20, 2010, 04:33:35 AM »
Quote from: "sloanjh"
Just to be clear, the annual failure rate is supposed to be proportional to the mass - it's not a bad thing to have a large rate on a large ship since breakdown cost is constant and the maintenance spares should go up linearly too.  The important quantity is

Code: [Select]
(total maintenance spares) / ((breakdown_rate/100)*max_breakdown_cost) = (earliest possible time in years to run out of spares)

I typically add engineering until this is about 5 years.

STEVE - A lot of people are confused about this - would it make sense to put in an additional "average time until spares are exhausted" on the class design page that divides total spares by product of the breakdown rate and the average (weighted by breakdown probability) breakdown cost?

That sounds like a good idea, i keep seeing "yearly failure rate 7500%" and smeg my pants and add a metric frakkload of engineering.
Also, mildly related: how does damage control work? does it allow ships to repair damage over time, even maintenance failures, or is it exclusively for combat damage?

Quote from: "sloanjh"
You need to research fighter engines and a fighter engine type - the fact that something's a fighter is controlled by it having a fighter engine.  It also needs to be less than 500 tons (10 HS).  Other than that, you design using the F5 screen just like a ship.  Caveat: I can't remember actually ever having built a fighter, but I just re-read the fighter thread in mechanics last night (it's from a few years ago, so one needs to dig back a ways.

It's what i did, but the resulting craft won't appear on the list of the fighters, neither when i try to build it, nor when i try to assign it as standard complement to be loaded on the carriers. I'm sure it has a fighter engine, but when i add a fighter-type beam fire control the error window says basically "you can't put that here, this is not a fighter".
Maybe there's some bug where the game doesn't recognize my fighter engine as a fighter engine.

Oh, also: what's the flag bridge for?
 

Offline Hawkeye

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Re: First questions
« Reply #20 on: January 20, 2010, 06:09:58 AM »
Damage control is primarily for combat. You can assign damaged/destroyed components in the damage control window and your crew tries to fix those components using spare parts, duct tape and wire. You can do the same, if a maintenance failure couldn´t be repaired at once, because of a lack of spares and later on the ship resupplies. Beware - damage control uses twice as many spares as regular maintenance, therfore I make it a point to have at least twice the maintenence capacity as the max repair is.

The Flag Bridge lets you put a Task Force command (you start with the Fleet Headquarter on earth) on a starship. This is usefull, because any boni (is this bonus (plural) in english?) only work within a single system. If your main fleet is engaged elsewhere, it might be a good idea to have the commanding admiral and his staff along.
Be carefull, however, whenever you change a ship from one command to another, it´ll loose half its traning status. i.e. if a squadron was trained to 100% under the Fleet Headquarter, then form the 1st Battlefleet and change the squadron over to this command, the squadron will be only 50% trained now.
When you manually change the command, you receive a popup, warning you about this, but if you order a ship/squadron to join a fleet of another command, you won´t.

I hope I made this clear, feel free to ask again.
Ralph Hoenig, Germany
 

Offline Charlie Beeler

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Re: First questions
« Reply #21 on: January 20, 2010, 08:10:14 AM »
Fighters are almost an art form.  Technically, in Aurora any ship 500t or less is classed as a fighter...with some caveats.  If I recall correctly, systems like Bridge will drop the fighter classification just by thier presence even if your in the tonnage range.  

Everything needs to be smaller to build an effective fighter.  

Anything larger than a size 1 or 2 box launcher on a fighter is probably too big.  Too be a functional missile fighter it has to be able to launch from the edge of the targets ability to see and engage, and then control the missiles from longer range.  On average AMM ranges are from 1mkm to 3mkm.  Also the salvo load must be sizable enough to keep the targets PD busy.  This is a function both of the number of missiles the fighter mounts and the number of fighters in the strikegroup.  If you can't swamp the defenses all your going to do is waste resources.  

Here is an example of what I consider an effective missile fighter:
Code: [Select]
SF1-Strike Fighter class Strikefighter    248 tons     12 Crew     47.3 BP      TCS 4.96  TH 14.7  EM 0
8467 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.4
Annual Failure Rate: 49%    IFR: 0.7%    Maintenance Capacity 0 MSP    Max Repair 12 MSP
Magazine 16    

FTR Ion Engine E780 (1)    Power 42    Fuel Use 7800%    Signature 14.7    Armour 0    Exp 60%
Fuel Capacity 20,000 Litres    Range 1.9 billion km   (61 hours at full power)

Size 2 Box Launcher (8)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC6.93-R100 (1)     Range 20.8m km    Resolution 100
FM-2-1 (8)  Speed: 21,400 km/s   End: 1.2m    Range: 1.5m km   WH: 4    Size: 2    TH: 142 / 85 / 42

Active Search Sensor S6.93-R100 (1)     GPS 693     Range 6.9m km    Resolution 100

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 fighter for production and combat purposes

Beam weapons on a fighter are next to useless for anti-shipping since you would have to close to well within missile defense envelopes and fighters are a little easier to see than missiles.  Beams on fighters do have a function, missile and smallcraft intercept.  Missile intercept is a tricky task and usually isn't very successful.  Smallcraft intercept is a whole different matter.  Most attacking gunboats and fighters are set up for anti-shipping and have a hard time seeing another smallcraft.  A single full size Gauss cannon with a minimum size fighter beam fire control and minimum size active sensor plus the fastest fighter engine, command module, and minimum fuel is really all you need.  Keep in mind this is a very limited use fighter for the expense.

Another type of "fighter" is the scout.  This is a really just a fighter that has swapped weapons for a sensor suite.  This can be a dual role platform.  If you have both active and passive systems the scout can "paint" the target the strikefighters as well as shadowing from outside detection ranges.  

We have a new type of fighter coming onto the scene,  jump fighters.  We now have small single ship jump engine tech available.  I'm experimenting with a modified version of the above fighter that is jump capable.

Code: [Select]
JF1-Jump Fighter class Jump Fighter    243 tons     16 Crew     40.7 BP      TCS 4.86  TH 14.7  EM 0
8641 km/s    JR 1-200     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Annual Failure Rate: 48%    IFR: 0.7%    Maintenance Capacity 0 MSP    Max Repair 12 MSP
Magazine 10    

J250(1-200) Military Jump Drive     Max Ship Size 250 tons    Distance 200k km     Squadron Size 1
FTR Ion Engine E780 (1)    Power 42    Fuel Use 7800%    Signature 14.7    Armour 0    Exp 60%
Fuel Capacity 10,000 Litres    Range 0.9 billion km   (30 hours at full power)

Size 2 Box Launcher (5)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Missile Fire Control FC6.93-R100 (1)     Range 20.8m km    Resolution 100
FM-2-1 (5)  Speed: 21,400 km/s   End: 1.2m    Range: 1.5m km   WH: 4    Size: 2    TH: 142 / 85 / 42

Active Search Sensor S6.93-R100 (1)     GPS 693     Range 6.9m km    Resolution 100

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 fighter for production and combat purposes

This disign is intended for assaulting contested jump points ahead of the primary fleet.

Of course fighters need a carrier.  This is what I'm currently fielding:

Code: [Select]
Enterprise class Carrier    15950 tons     915 Crew     2601.6 BP      TCS 319  TH 386.4  EM 960
3460 km/s     Armour 4-56     Shields 32-240     Sensors 1/1/0/0     Damage Control Rating 16     PPV 0
Annual Failure Rate: 127%    IFR: 1.8%    Maintenance Capacity 1631 MSP    Max Repair 150 MSP
Flag Bridge    Hangar Deck Capacity 5000 tons     Magazine 540    

Ion Engine E7.8 (mil/cbt) (16)    Power 69    Fuel Use 78%    Signature 24.15    Armour 0    Exp 12%
Fuel Capacity 800,000 Litres    Range 115.7 billion km   (387 days at full power)
Gamma R240/12 Shields (16)   Total Fuel Cost  192 Litres per day

CIWS-160 (2x8)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
FM-2-1 (270)  Speed: 21,400 km/s   End: 1.2m    Range: 1.5m km   WH: 4    Size: 2    TH: 142 / 85 / 42

ECM 10

Strike Group
20x SF1-Strike Fighter Strikefighter   Speed: 8467 km/s    Size: 4.96

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

Each carrier is escorted by 2 of these:

Code: [Select]
Portland class Escort Cruiser    11000 tons     930 Crew     2171 BP      TCS 220  TH 265.65  EM 660
3450 km/s     Armour 3-44     Shields 22-240     Sensors 1/1/0/0     Damage Control Rating 21     PPV 15
Annual Failure Rate: 84%    IFR: 1.2%    Maintenance Capacity 1419 MSP    Max Repair 315 MSP
Magazine 910    

Ion Engine E7.8 (mil/cbt) (11)    Power 69    Fuel Use 78%    Signature 24.15    Armour 0    Exp 12%
Fuel Capacity 600,000 Litres    Range 125.9 billion km   (422 days at full power)
Gamma R240/12 Shields (11)   Total Fuel Cost  132 Litres per day

Quad Gauss Cannon RF4-R1-100 Turret (1x16)    Range 10,000km     TS: 16000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S04 16-16000 (1)    Max Range: 32,000 km   TS: 16000 km/s     69 37 6 0 0 0 0 0 0 0

Counter Missile Launcher mk1 (10)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC105-R1 (2)     Range 3.2m km    Resolution 1
CM-1-1 (910)  Speed: 24,000 km/s   End: 2.1m    Range: 3m km   WH: 1    Size: 1    TH: 232 / 139 / 69

Active Search Sensor S315-R1 (1)     GPS 315     Range 3.2m km    Resolution 1

ECCM-1 (3)         ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes

I've modified by database to be able to build the GC turret the way I did though.  Turret tracking is faster and cannon size is much smaller.  So don't expect to be able to match this design from the common database for the same mass of ship, it will be closer to the mass of the carrier.

For eyes, my carrier groups have 2 of these, eventually there will be 6 per battle group:

Code: [Select]
North Carolina class Fleet Scout    5000 tons     450 Crew     1029 BP      TCS 100  TH 144.9  EM 0
4140 km/s    JR 5-200     Armour 4-26     Shields 0-0     Sensors 55/55/0/0     Damage Control Rating 5     PPV 0
Annual Failure Rate: 40%    IFR: 0.6%    Maintenance Capacity 643 MSP    Max Repair 210 MSP

J5000(5-200) Military Jump Drive     Max Ship Size 5000 tons    Distance 200k km     Squadron Size 5
Ion Engine E7.8 (mil/cbt) (6)    Power 69    Fuel Use 78%    Signature 24.15    Armour 0    Exp 12%
Fuel Capacity 250,000 Litres    Range 115.4 billion km   (322 days at full power)

Active Search Sensor S105-R100 (1)     GPS 10500     Range 105.0m km    Resolution 100
Thermal Sensor TH5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM Detection Sensor EM5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

This design is classed as a military vessel for maintenance purposes

My ships tend to be slower that others for the same engine tech, but I'm depending on the fighters for controlling the battle space.  Is this the right way to do it?  For me, yes.  Your milage may vary.   :D
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline waresky

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Re: First questions
« Reply #22 on: January 20, 2010, 09:04:13 AM »
Quote
   Father Tim wrote:Oh, and missiles don't work in a Nebula. At all.



Oh. Didn't know that.

Yeah but USE "REAL STAR" u never see Nebula around within 1000 (1 THOUSANd) light years from Earth's Sol.
 

Offline waresky

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Re: First questions
« Reply #23 on: January 20, 2010, 09:05:40 AM »
In fact..the question is: "My mineral and Economic power's Empire r good enough to maintain a "DECENT" WarFleet and costs relatives?"

All that.
 

Offline AtomikKrab

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Re: First questions
« Reply #24 on: January 20, 2010, 10:52:24 AM »
Quote from: "Hawkeye"
Quote from: "AtomikKrab"

[code]Rockstar class Superdreadnought    

Active Search Sensor S59.4-R16 (40)     GPS 950.4     Range 9.5m km    Resolution 16
Active Search Sensor S59.4-R1 (320)     GPS 59.4     Range 594k km    Resolution 1
Active Search Sensor S59.4-R8 (80)     GPS 475.2     Range 4.8m km    Resolution 8
Active Search Sensor S59.4-R4 (160)     GPS 237.6     Range 2.4m km    Resolution 4
Active Search Sensor S59.4-R30 (20)     GPS 1782     Range 17.8m km    Resolution 30
Active Search Sensor S59.4-R65 (10)     GPS 3861     Range 38.6m km    Resolution 65

Is there a specific reason you are mounting a seperate active sensor for every single weapon.
I mean, some redundancy is ok, but don´t you think this is a bit over the top?

Well, Each sensor is .33 hs each, so that totals to 10395 tons for those sensors which is  0.008316% of the ship devoted to active sensors
 

Offline Hawkeye

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Re: First questions
« Reply #25 on: January 20, 2010, 01:20:37 PM »
Quote from: "AtomikKrab"
Quote from: "Hawkeye"
Quote from: "AtomikKrab"

[code]Rockstar class Superdreadnought    

Active Search Sensor S59.4-R16 (40)     GPS 950.4     Range 9.5m km    Resolution 16
Active Search Sensor S59.4-R1 (320)     GPS 59.4     Range 594k km    Resolution 1
Active Search Sensor S59.4-R8 (80)     GPS 475.2     Range 4.8m km    Resolution 8
Active Search Sensor S59.4-R4 (160)     GPS 237.6     Range 2.4m km    Resolution 4
Active Search Sensor S59.4-R30 (20)     GPS 1782     Range 17.8m km    Resolution 30
Active Search Sensor S59.4-R65 (10)     GPS 3861     Range 38.6m km    Resolution 65

Is there a specific reason you are mounting a seperate active sensor for every single weapon.
I mean, some redundancy is ok, but don´t you think this is a bit over the top?

Well, Each sensor is .33 hs each, so that totals to 10395 tons for those sensors which is  0.008316% of the ship devoted to active sensors

Ok, I still would merge each type of sensor and build 2 to 4 much larger ones with an equal larger range. Look at it that way. Your res-4 sensor can see an enemy fighter out to 2.4 mkm. If I had my way, this ship would mount 2 res-4 sensors with the same mass/cost as all your res-4 sensors combined, that could see enemy fighters out to 192 mkm. Wouldn´t that be more useful?
Especially if your enemy devotes only a fraction of the resources this baby costs into fighters and the missiles to arm them  

I can see it now:
The mighty superdreadnought INS Emperor plowes through space towards the homewold of the evil aliens´.
´Nothing can stand in our way!´ Admiral Tremain thought. The readout on his console told the tale, a mere 200 million klicks to go!
 
Suddenly an alarm goes off! A computervoice anounces: Proximity Alert! Proximity Alert! Enemy missiles inbound! Bearing Tripple-Zero relative, range Five-Zero-Zero-Kay, closing at One-Three-Eight-Tripple-Zero.

Admiral Tremain spun around, facing the readout. All color left his face. There it was, the death warrant for his ship and his men. 12.360 missiles at 138.000km/s meant, not even 5 seconds to impact. The main batteries went after them first, swatting some 220 out of space, then the automated point defense guns spun into action taking out almost half of them, but that still left more than 6000 missels for final approach.

The outcome was inevitable, a target so big could not be easily missed, even by crude missiles, and those were anything but crude ones. 5.800 fireballs, each unleashing 16 kt of energy, erupted, consuming the giant superdreadnought.


Note: I assumed 1545 fighters of 275t, mounting 8 missiles each --> total mass: A little less than 450.000t.
Not sure about the cost though, I have to admit    

And you never even saw it coming     :evil:
Ralph Hoenig, Germany
 

Offline AtomikKrab

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Re: First questions
« Reply #26 on: January 20, 2010, 02:10:09 PM »
Overwhelming numbers are always that, overwhelming, but they would also need overwhelming tech to do more than sandpaper my armor with fighter size missiles of that quantity. Size 6 missiles right? because they can't be size 24 since 8 of those alone would weigh more than 500 tons. right, each size 24 missile is 1.2 hs or about 60 tons in weight so it's actually 480 tons just for 8 size 24 missiles.
 

Offline Charlie Beeler

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Re: First questions
« Reply #27 on: January 20, 2010, 02:31:00 PM »
Quote from: "AtomikKrab"
Overwhelming numbers are always that, overwhelming, but they would also need overwhelming tech to do more than sandpaper my armor with fighter size missiles of that quantity. Size 6 missiles right? because they can't be size 24 since 8 of those alone would weigh more than 500 tons. right, each size 24 missile is 1.2 hs or about 60 tons in weight so it's actually 480 tons just for 8 size 24 missiles.

Your armor is only 10,  granted it's 1033 wide.  Hawkeye's scenario of 5,800 wh16 missiles will still be more than enough to get the job done.  92,800 potential pts of damage against 10,330 points of protection...I call that a handy sandblaster turned on full.

By the same token, your not likely to see that kind of oposition from an NPR.  Unless you started the game with some NPR's active.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Hawkeye

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Re: First questions
« Reply #28 on: January 20, 2010, 02:47:44 PM »
Quote from: "AtomikKrab"
Overwhelming numbers are always that, overwhelming, but they would also need overwhelming tech to do more than sandpaper my armor with fighter size missiles of that quantity. Size 6 missiles right? because they can't be size 24 since 8 of those alone would weigh more than 500 tons. right, each size 24 missile is 1.2 hs or about 60 tons in weight so it's actually 480 tons just for 8 size 24 missiles.

Warhead-16, so yes, no size 24 missiles probably not even a size 6 but a size 4. When the fighters can close to 5 mkm without being seen, you can save a lot of fuel and devote that mass to engine/warhead.

I was about to go with warhead 10 or 12, but then realized the "insane" techlevel you had in your ship and upped the numbers a teeniy-weeny bit ;)


Note: I have no idea if a missile with those specs is actually doable as I have never reacht those levels of tech. But looking at your ship, I think they are reasonable
Ralph Hoenig, Germany
 

Offline AtomikKrab

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Re: First questions
« Reply #29 on: January 20, 2010, 02:52:44 PM »
16 would sandpaper on the current model, the ship was built with duranium armor (lowest tn start level) armor is now 25 after 4 upgrades along the armor line, and it's moving at 6000 km/s thanks to saved space that allowed more engines