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Virtual Russian
Sep 15, 2008

I think in the short-term the Kobolds will remain competitive with new missiles. That said, we can cancel the expansion and then make something new. I thought it was bugged, so that opens a lot of possibilities.

I have altered the ship contest to allow designs up to 22,000 tons.

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Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




code:
Avenger class War Cruiser (P)      21,976 tons       379 Crew       2,600.2 BP       TCS 440    TH 1,344    EM 0
3057 km/s      Armour 16-69       Shields 0-0       HTK 67      Sensors 0/0/0/0      DCR 4      PPV 60.84
Maint Life 1.20 Years     MSP 2,295    AFR 966%    IFR 13.4%    1YR 1,635    5YR 24,522    Max Repair 336 MSP
Magazine 300    
Captain    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 6 months    Morale Check Required    

Kim-Park Eternal Flame (2)    Power 1344    Fuel Use 75.74%    Signature 672    Explosion 14%
Fuel Capacity 1,000,000 Litres    Range 10.8 billion km (40 days at full power)

Quad Gauss Cannon R100-25.00 Turret (2x12)    Range 10,000km     TS: 8000 km/s     Power 0-0     RM 10,000 km    ROF 5       
Mabena Warning & Control Point Defence Fire Control R32-TS8000 (1)     Max Range: 32,000 km   TS: 8,000 km/s     34 19 3 0 0 0 0 0 0 0

Toker Armaments Size 4.0 Missile Launcher (75.00% Reduction) (15)     Missile Size: 4.0    Rate of Fire 60
Foxfire Electronics Missile Fire Control FC27-R20 (1)     Range 27.1m km    Resolution 20
Vulpes Anti-Ship Missile (75)    Speed: 12,000 km/s    End: 37.1m     Range: 26.7m km    WH: 4    Size: 4    TH: 40/24/12

Lackner-Ebner Active Search Sensor AS1-R1 (1)     GPS 3     Range 2m km    MCR 175.9k km    Resolution 1
Foxfire Electronics Active Search Sensor AS26-R20 (1)     GPS 1200     Range 26.5m km    Resolution 20

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


Alternatively

code:
Avenger class War Cruiser (P)      21,976 tons       379 Crew       2,600.2 BP       TCS 440    TH 1,344    EM 0
3057 km/s      Armour 16-69       Shields 0-0       HTK 67      Sensors 0/0/0/0      DCR 4      PPV 60.84
Maint Life 1.20 Years     MSP 2,295    AFR 966%    IFR 13.4%    1YR 1,635    5YR 24,522    Max Repair 336 MSP
Magazine 300    
Captain    Control Rating 3   BRG   AUX   ENG   
Intended Deployment Time: 6 months    Morale Check Required    

Kim-Park Eternal Flame (2)    Power 1344    Fuel Use 75.74%    Signature 672    Explosion 14%
Fuel Capacity 1,000,000 Litres    Range 10.8 billion km (40 days at full power)

Quad Gauss Cannon R100-25.00 Turret (2x12)    Range 10,000km     TS: 8000 km/s     Power 0-0     RM 10,000 km    ROF 5       
Mabena Warning & Control Point Defence Fire Control R32-TS8000 (1)     Max Range: 32,000 km   TS: 8,000 km/s     34 19 3 0 0 0 0 0 0 0

Size 4.0 Box Launcher (110)     Missile Size: 4    Hangar Reload 100 minutes    MF Reload 16 hours
Foxfire Electronics Missile Fire Control FC27-R20 (1)     Range 27.1m km    Resolution 20
Vulpes Anti-Ship Missile (110)    Speed: 12,000 km/s    End: 37.1m     Range: 26.7m km    WH: 4    Size: 4    TH: 40/24/12

Lackner-Ebner Active Search Sensor AS1-R1 (1)     GPS 3     Range 2m km    MCR 175.9k km    Resolution 1
Foxfire Electronics Active Search Sensor AS26-R20 (1)     GPS 1200     Range 26.5m km    Resolution 20

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
The Vengeance-class cruiser will be highly resistant to the firepower thus demonstrated by the alien menace. Piercing her armor with the weapons we have seen would require four direct hits in the same location, which is unlikely to happen from a single salvo. Meanwhile the ship is nearly as fast as her foes, and the proposed Macrotis missiles offer an excellent chance of hitting even a target as fleet as these are. Two variants are proposed - one with a conventional battery of 15 missile tubes, fed from internal magazines, one with 110 box launchers. The box launcher variant has the virtue of more capacity and heavier salvos, but the magazine variant can be rearmed much more quickly and easily as needed.

Both variants require a new engine design

code:
Kim-Park Eternal Flame
Engine Power 672    Fuel Use Per Hour 509 litres    Fuel per EPH 0.76
Thermal Signature 672    Explosion Chance 14%
Military Engine
Cost 336   Size 3,000 tons   Crew 84   HTK 7
Base Chance to hit 100%
Materials Required: Gallicite  336
The magazine-fed version will additionally require a new missile launcher.

code:
Toker Armaments Size 4.0 Missile Launcher (75.00% Reduction)
Missile Size: 4.0    Rate of Fire 60
Cost 15.0   Size 150 tons   Crew 8   HTK 1
Base Chance to hit 100%
Materials Required: Duranium  3.75    Tritanium  11.25    


While the proposed design is capable of firing the existing Vulpes missile, this weapon is less than ideal for engaging such fast targets - we expect no more than one in three to hit. Applying the new drive technology to missiles produces a much faster variant, allowing a hit chance of nearly one in two.




EDIT - Post is not Preview

Votes:

Industrial Focus

C. Strengthen Sol’s Industry – Earth’s factories will be greatly expanded, especially fuel refineries. Industrial production tech will be pursued. Sorium harvesting will be researched and a
fuel harvesting station built and placed in Sol once possible.

Off World Colonies

B. Improvement – We must make our current colonies larger and more functional. We need to develop their native industries, or at least get them exporting vital TN minerals.


Military Focus


C. Balanced Approach – Keep our naval expansion on track, but divert some resources to developing a better military. Send a few more batteries to Makho’s Folly.

The Kooken Menace

B. Revanchism - Remember the Maler! Our destiny lies in the stars, and the Kookens have cut us off from a vital path of expansion. We must prepare for war. Attempt to destroy and salvage a Kooken ship for parts to help close the technological gap. (this will require us to research salvage first)

Gnoman fucked around with this message at 01:08 on Jul 30, 2020

Virtual Russian
Sep 15, 2008


These are nice, I really like that first one. That second one could really ruin something fast, but I shudder thinking about managing 110 box launchers in battle.

Any reason there is no XO position? I find with a ship this big that the training bonus is well worth it. Also an engineer could really cut that failure rate way down.

Virtual Russian fucked around with this message at 01:05 on Jul 30, 2020

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Virtual Russian posted:

Any reason there is no XO position? I find with a ship this big that the training bonus is well worth it. Also an engineer could really cut that failure rate way down.

Mostly I greatly overestimated how big the necessary components are. I edited it in, shaving off a little range to keep everything else the same.

MuteAllison
Nov 16, 2013

Virtual Russian posted:


+++++++ Union of Terra Policy for 2110s +++++++

Industrial Focus

C. Strengthen Sol’s Industry – Earth’s factories will be greatly expanded, especially fuel refineries. Industrial production tech will be pursued. Sorium harvesting will be researched and a fuel harvesting station built and placed in Sol once possible.

Off World Colonies

B. Improvement – We must make our current colonies larger and more functional. We need to develop their native industries, or at least get them exporting vital TN minerals.

Military Focus

A. Navy – If the Navy can secure space there will be no need of the army, if they cannot an isolated colony will fall no matter how fortified. Continue the naval expansion project as planned.

The Kooken Menace

A. A Very Cold War - Accatran must be secured, we must match any Kooken aggression, but at all cost try to avoid a potentially cataclysmic escalation with an obviously technologically superior foe. We will not cede Accatran except in the case of outright military defeat. Once we close the technological gap we can consider aggressive actions.

Tech Focus

Construction/Production

+++++++End of Policy Docket +++++++


We're walking a razor's edge right now. We need all the time to prepare ourselves for a conflict, and that includes shoring up our infrastructure to do more than just get colonists to planets: fuel is one of our biggest constraints in performing continuous operations. Any investments in a war economy we start now, even if they don't get to fully vest by the time conflict starts, is one step ahead of drastically re-orienting our economy to accommodate.

Virtual Russian
Sep 15, 2008

Gnoman posted:

Mostly I greatly overestimated how big the necessary components are. I edited it in, shaving off a little range to keep everything else the same.

Still tons of range for fighting in Accatran, there is a lagrange point that cuts billions of kilometres of the total journey.

LLSix
Jan 20, 2010

The real power behind countless overlords

What do we think the aliens have for beam weapons? 20cm+ Railguns because each attack was 4 strength 4 attacks is my guess. Is there anything else it could be?

Industrial Focus
Makho’s Folly should receive some maintenance facilities.
C. Strengthen Sol’s Industry – Earth’s factories will be greatly expanded, especially fuel refineries. Industrial production tech will be pursued. Sorium harvesting will be researched and a
fuel harvesting station built and placed in Sol once possible.

This is the only option that fixes the fuel problem

Off World Colonies
B. Improvement – We must make our current colonies larger and more functional. We need to develop their native industries, or at least get them exporting vital TN minerals.

Keeping track of too many colonies is hard both as a reader and a player. Let's focus on getting these useful first.

Military Focus
A. Navy – If the Navy can secure space there will be no need of the army, if they cannot an isolated colony will fall no matter how fortified. Continue the naval expansion project as planned.

If the army wants to be relevant, they can build hangers :P

The Kooken Menace
B. Revanchism - Remember the Maler! Our destiny lies in the stars, and the Kookens have cut us off from a vital path of expansion. We must prepare for war. Attempt to destroy and salvage a Kooken ship for parts to help close the technological gap. (this will require us to research salvage first)

Hopefully after we get our fuel situation fixed.

Tech Focus
Defensive Systems

Current generation of armor makes building fast ships very painful. Even one more tier makes a big difference if I remember right.

The Lone Badger
Sep 24, 2007

It would be folly to design a new warship without the previous version ever having seen battle! Go pick a fight with the kookoos so we can see what they're made of and also see what we're made of.

Shoeless
Sep 2, 2011
Out of curiosity, is there a reason to use any missiles smaller than size 6 for offensive purposes? I note that sensors rated for the smallest resolution are for "missiles size 6 or under" so it looks like going smaller won't make a missile harder to detect. I realize that right now is a terrible time to try and introduce new launchers and buildup of new missiles and new ships with those new launchers, and I'm not suggesting we should. But I am curious if there's any pros to using a size 4 or 5 missile over 6.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




C - Industry! We need the fuel.
B - Improvement! We can't afford to over-extend ourselves right now.
A - The war is decided in space. Ground combat is merely a formality.
A - Dig in our heels and bide time. gently caress them if they want the planet, we'll glass it from orbit just to spite the bastards.
Armor

Radio Free Kobold fucked around with this message at 03:01 on Jul 30, 2020

LLSix
Jan 20, 2010

The real power behind countless overlords

Shoeless posted:

Out of curiosity, is there a reason to use any missiles smaller than size 6 for offensive purposes? I note that sensors rated for the smallest resolution are for "missiles size 6 or under" so it looks like going smaller won't make a missile harder to detect. I realize that right now is a terrible time to try and introduce new launchers and buildup of new missiles and new ships with those new launchers, and I'm not suggesting we should. But I am curious if there's any pros to using a size 4 or 5 missile over 6.

You can carry 33% more size four missiles and launchers than the size six ones.

Missile size accurately indicates how much mass they require on a ship.

sebmojo
Oct 23, 2010


Legit Cyberpunk









LLSix posted:

What do we think the aliens have for beam weapons? 20cm+ Railguns because each attack was 4 strength 4 attacks is my guess. Is there anything else it could be?

Industrial Focus
Makho’s Folly should receive some maintenance facilities.
C. Strengthen Sol’s Industry – Earth’s factories will be greatly expanded, especially fuel refineries. Industrial production tech will be pursued. Sorium harvesting will be researched and a
fuel harvesting station built and placed in Sol once possible.

This is the only option that fixes the fuel problem

Off World Colonies
B. Improvement – We must make our current colonies larger and more functional. We need to develop their native industries, or at least get them exporting vital TN minerals.

Keeping track of too many colonies is hard both as a reader and a player. Let's focus on getting these useful first.

Military Focus
A. Navy – If the Navy can secure space there will be no need of the army, if they cannot an isolated colony will fall no matter how fortified. Continue the naval expansion project as planned.

If the army wants to be relevant, they can build hangers :P

The Kooken Menace
B. Revanchism - Remember the Maler! Our destiny lies in the stars, and the Kookens have cut us off from a vital path of expansion. We must prepare for war. Attempt to destroy and salvage a Kooken ship for parts to help close the technological gap. (this will require us to research salvage first)

Hopefully after we get our fuel situation fixed.

Tech Focus
Defensive Systems

Current generation of armor makes building fast ships very painful. Even one more tier makes a big difference if I remember right.

It's a mild pity we didn't get more intel about them when we were talking to them - how aggressive is turning on the active sensors considered to be? are there any prospects for sneaking in a scout, or is the downside (they find our jump point) too significant?

ChaseSP
Mar 25, 2013



Pinging your active sensors is pretty much a declaration of hostilities to the AI iirc given only weapons use it and there's other methods of detecting people that don't involve targeting weapons onto them.

LLSix
Jan 20, 2010

The real power behind countless overlords

C# added automated intelligence breakdowns of alien tech and ships. Did we learn anything interesting while we were trying to talk to them?

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
C, B, A, A, Construction/Production.

We desperately need to develop an economic base that can actually support our operations and create a union that can provide prosperity for its people. We have a threat in play, but if we hold the line and protect human settlements, we may be able to survive the threat either by negotiated settlement or victory in war.

Foxfire_
Nov 8, 2010

LLSix posted:

What do we think the aliens have for beam weapons? 20cm+ Railguns because each attack was 4 strength 4 attacks is my guess. Is there anything else it could be?

Possibilities are:
- 1 x 20cm railgun, 350 tons total, wedge pattern damage (1,2,1)
- 4 x 12cm lasers, 800 tons total, Tetris L pattern damage (1,3)
- 4 x strength 4 particle beams, 1400 tons total, wedge pattern (1,2,1) [why doesn't particle beam size get fun names?]

Mesons and gauss deal strength-1 hits, smallest plasma carronade is strength-6

The Lone Badger posted:

It would be folly to design a new warship without the previous version ever having seen battle! Go pick a fight with the kookoos so we can see what they're made of and also see what we're made of.

Nothing we have can actually go Voss jump point -> planets -> back to the jump point except the unarmed sensor frigate. We'd have to send in our one tanker with them.



1) What's the retool & build time for this?
2) How much worse do these get if you use either existing engines or multiple copies of a smaller new engine? The engine on there now is 3300RP. If we give Fat Samurai every lab they can handle, that's still 9 months before the shipyard can even start to retool, so the first ship isn't going to come off the line for at least a couple years. Multiple smaller engines would be trading fuel efficiency for research time
3) Depending on how ships many we expect to get out, dropping the point defense may be worthwhile. Ton-for-ton, armor offers more protection to a single ship. Point defense's advantage is that it's shared across a fleet (a ton of armor on the ship next to you doesn't help when you're the one getting shot at). The turrets don't work as anti-ship weapons since the Kooken ships are faster and outrange them.

To me, the big question is how much we want to balance between defense against hypothetical missiles vs ammunition to bring down beamships before they can close.

Some concepts for ships to explore if someone wants to try designing:
- Carrier with fuel-efficient commercial engines to ferry our existing FAC swarm in-theatre (or complement with new fighters, we've got about 1.5 fighters/year of production that's otherwise unused). Dies if they can beat our FACs
- Heavy armor, at least 4500km/s of speed to close, lots of gauss since it's our best beam weapon, try to win a beam fight. Dies if they have good missileships, or fater/better beamships
- Something light enough to build many, mass PD turrets, low armor, some launchers. Blob enough to block incoming missiles. Dies if they have better engine tech and can outspeed our PD, or enough tubes to overwhelm i
- Heavy armor, long deployment times, short range, high power missile, slow/immobile ship. Park it on our side of the jumppoint and swat anything that comes through. Everyone else dies if they can run away without fighting it
- Deep magazines, low # reloadable launchers. Beats armor ships, loses to PD ships

Foxfire_ fucked around with this message at 03:52 on Jul 30, 2020

The Lone Badger
Sep 24, 2007

Foxfire_ posted:

Nothing we have can actually go Voss jump point -> planets -> back to the jump point except the unarmed sensor frigate. We'd have to send in our one tanker with them.

They won't need return-trip fuel though.

Gnoman posted:


The Vengeance-class cruiser will be highly resistant to the firepower thus demonstrated by the alien menace. Piercing her armor with the weapons we have seen would require four direct hits in the same location, which is unlikely to happen from a single salvo. Meanwhile the ship is nearly as fast as her foes, and the proposed Macrotis missiles offer an excellent chance of hitting even a target as fleet as these are. Two variants are proposed - one with a conventional battery of 15 missile tubes, fed from internal magazines, one with 110 box launchers. The box launcher variant has the virtue of more capacity and heavier salvos, but the magazine variant can be rearmed much more quickly and easily as needed.

Why put armour on a ship armed with box-launchers? They won't get a chance to shoot it until after it has fired its salvo and has nothing more to contribute to the fight.

The Lone Badger fucked around with this message at 03:55 on Jul 30, 2020

Pyroi
Aug 17, 2013

gay elf noises
As someone who is currently on the front lines, here are my preferences as to my fate.

B. If they're actually more technologically advanced than us, we should have more backup in case they actually assault our position.
B. We need to build up the colonies to be more independent, in case of a possible siege state.
A. I'm not biased at all. More spaceboats.
B. Look, I'm not saying we go after them, but if they approach, we should take one down.
Focus: Power and Propulsion. Can't hit me if I'm too fast

Foxfire_
Nov 8, 2010

The Lone Badger posted:

Why put armour on a ship armed with box-launchers? They won't get a chance to shoot it until after it has fired its salvo and has nothing more to contribute to the fight.

Can't guarantee that you get to shoot first:
- enemy has 30m range missiles you have to plow through to get into range
- enemy has faster missiles. They hit first, kill you, and all your missiles lose lock
- you get jumped by a hidden ship and have to endure some fire while the crew targets it

The main disadvantage to box launchers right now is Virtual Russian's sanity. If you want to do anything besides "launch everything!" you have to drag each missile one-by-one.

For big salvo sizes, they're smaller than a launcher+magazine and the only place any ship can take on ordnance right now is all the way back on Earth, so an extra few hours of loading time won't really matter. We can ship an ordnance station forward, but we don't have any good ammunition transports.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




The box launcher version is more "somebody was going to do it, so I'll just put it in the post" than anything else. I don't particularly like the design, although it is worth mentioning that you can build both from an Avenger-tooled shipyard.


Foxfire_ posted:


1) What's the retool & build time for this?
2) How much worse do these get if you use either existing engines or multiple copies of a smaller new engine? The engine on there now is 3300RP. If we give Fat Samurai every lab they can handle, that's still 9 months before the shipyard can even start to retool, so the first ship isn't going to come off the line for at least a couple years. Multiple smaller engines would be trading fuel efficiency for research time
3) Depending on how ships many we expect to get out, dropping the point defense may be worthwhile. Ton-for-ton, armor offers more protection to a single ship. Point defense's advantage is that it's shared across a fleet (a ton of armor on the ship next to you doesn't help when you're the one getting shot at). The turrets don't work as anti-ship weapons since the Kooken ships are faster and outrange them.




Retool is a little over a year. Build time is two years per ship. This is pretty much inevitable for large designs until we invest heavily in Shipbuilding Rate tech, and trying to avoid it means you built only small designs.

An engine 1/3 the size (and thus 1/3 the RP) cuts the range in half. This is inadvisable. Our best existing design actually gives a speed boost (because those are all tuned for MAX POWER), but quarters the range, giving it half the legs of the Kobold class destroyer. This would make the design suicidal. Any engine worth having will have a high research cost. It is baked into the system and cannot be avoided.

Stripping out the turrets and associated sensors gives enough space for an additional magazine and three more tubes. This gives 18 tubes and 108 total missiles. The odds of them not having missile ships is low, and even with a small build of Avengers we're likely to be shepherding a swarm of littler ships that benefit from the protection.

Virtual Russian
Sep 15, 2008

Foxfire_ posted:

Possibilities are:
- 1 x 20cm railgun, 350 tons total, wedge pattern damage (1,2,1)

- Heavy armor, at least 4500km/s of speed to close, lots of gauss since it's our best beam weapon, try to win a beam fight. Dies if they have good missileships, or fater/better beamships


I personally suspect the railgun, as two different ship classes were firing the same pattern of shots. Of all the beams for them to be using that would also be a real blessing. Not only could we get beam range on them quickly with particle beams, but they are ineffective against armor.

Also we have some research already in railguns and particle cannons. Gauss is a bit developed too, but it wouldn't even out preform our railguns. Particle beams and speed would be my choice right now for a heavily armed fast beamship. As you said though, a beamship right now is a big gamble.

edit: here the best beamship I can manage without new parts. It's armament is slow and weak, but has some range, and the armor is thinner than i'd like, but can take some hits. It can get to Makho's Folly and still have fuel to retreat into sol, but can't make it back to Earth without fuel somewhere along the journey. It only slightly outpaces what shot at us, but *might* out-range them. I feel like a new engine is unavoidable here to have anything other than a compromise.

code:

Hera class Cruiser      20,034 tons       481 Crew       2,257.3 BP       TCS 401    TH 1,680    EM 0
4193 km/s      Armour 12-65       Shields 0-0       HTK 84      Sensors 6/0/0/0      DCR 12      PPV 40
Maint Life 4.16 Years     MSP 2,845    AFR 268%    IFR 3.7%    1YR 264    5YR 3,957    Max Repair 168 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 6 months    Morale Check Required    

Weisenhaus & Brühl Improved Nuclear Thermal Engine  EP336.00 (5)    Power 1680    Fuel Use 210.51%    Signature 336    Explosion 17%
Fuel Capacity 1,500,000 Litres    Range 6.4 billion km (17 days at full power)

Korolenko Armaments Particle Beam-2 (8)    Range 96,000km     TS: 4,193 km/s     Power 5-2    ROF 15       
Silongo-Hlanganani Electronics Beam Fire Control R96-TS3000 (1)     Max Range: 96,000 km   TS: 3,000 km/s     67 59 52 44 36 28 20 12 5 0
Kaun & Brink Improved Pressurised Water Reactor R10-PB20 (2)     Total Power Output 20.2    Exp 10%

Saleh Warning & Control Active Search Sensor AS36-R50 (1)     GPS 3000     Range 36m km    Resolution 50
Commercial Thermal Sensor TH1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

This design is classed as a Military Vessel for maintenance purposes

Virtual Russian fucked around with this message at 04:53 on Jul 30, 2020

BUG JUG
Feb 17, 2005



Industrial Focus: C
Off World Colonies: B
Military Focus: B
The Kooken: A

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
I forget, wasn't one of the changes a chance for box launchers to go boom when taking damage.

IAmThatIs
Nov 17, 2014

Wasteland Style

Virtual Russian posted:


edit: here the best beamship I can manage without new parts. It's armament is slow and weak, but has some range, and the armor is thinner than i'd like, but can take some hits. It can get to Makho's Folly and still have fuel to retreat into sol, but can't make it back to Earth without fuel somewhere along the journey. It only slightly outpaces what shot at us, but *might* out-range them. I feel like a new engine is

code:

Hera class Cruiser      20,034 tons       481 Crew       2,257.3 BP       TCS 401    TH 1,680    EM 0
4193 km/s      Armour 12-65       Shields 0-0       HTK 84      Sensors 6/0/0/0      DCR 12      PPV 40
Maint Life 4.16 Years     MSP 2,845    AFR 268%    IFR 3.7%    1YR 264    5YR 3,957    Max Repair 168 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 6 months    Morale Check Required    

Weisenhaus & Brühl Improved Nuclear Thermal Engine  EP336.00 (5)    Power 1680    Fuel Use 210.51%    Signature 336    Explosion 17%
Fuel Capacity 1,500,000 Litres    Range 6.4 billion km (17 days at full power)

Korolenko Armaments Particle Beam-2 (8)    Range 96,000km     TS: 4,193 km/s     Power 5-2    ROF 15       
Silongo-Hlanganani Electronics Beam Fire Control R96-TS3000 (1)     Max Range: 96,000 km   TS: 3,000 km/s     67 59 52 44 36 28 20 12 5 0
Kaun & Brink Improved Pressurised Water Reactor R10-PB20 (2)     Total Power Output 20.2    Exp 10%

Saleh Warning & Control Active Search Sensor AS36-R50 (1)     GPS 3000     Range 36m km    Resolution 50
Commercial Thermal Sensor TH1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

This design is classed as a Military Vessel for maintenance purposes


Can I vote for this one?

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."
Votes:

1. B Build more ships, to slaughter the alien menace before they kill us all. All attempts at peace were clearly in vain, time to wipe 'em out.

2. B My colony needs more resources, and I'm definitely not going to embezzle most of it!

3. A Ground troops can't blow up alien spaceships!

4. B And before you go on about the "value" of their society, let's break down what their name means. "The Kookens Pleasure Pit Protectorate" isn't some arbitrary selection of words. Obviously, there must be some sort of business named "Kookens Pleasure Pit", which became so powerful it literally bought out the entire civilization. We're not just dealing with any alien menace, we're dealing with an end-stage capitalist alien menace! There can be no peace with them, for peace means forgoing profit!

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
B
A
A
A

Power and propulsion


Not going to say much on my reasoning. We remain ever vigilant as the first line of defense against the Kook menace. Give us the tools we need to keep Humanity safe. AJ_Impy, officer commanding Squadron 001, CT Aleptragius, Makho’s Folly high orbit.

Xarn
Jun 26, 2015

Virtual Russian posted:

+++++++ Union of Terra Policy for 2110s +++++++

Industrial Focus
C. Strengthen Sol’s Industry.

Off World Colonies
B. Improvement. Let's go tall.


Military Focus
C. Balanced Approach.

A is likely to be more correct, but I like the narrative of this better. :v:

The Kooken Menace

A. A Very Cold War

Tech Focus

Energy weapons

+++++++End of Policy Docket +++++++

Virtual Russian
Sep 15, 2008

IAmThatIs posted:

Can I vote for this one?

I made it as more of an exercise in what can be done without new parts. If no one objects I can include it in the vote, but i'd worry about the fuel consumption. I could throw together a version with a low RP engine maybe.

Telsa Cola posted:

I forget, wasn't one of the changes a chance for box launchers to go boom when taking damage.

Yes, and at our tech level it is very likely to explode. To be fair though, if one of our box launcher based ships has been hit enough to lose its armor its hopefully already fired its missiles.

Virtual Russian fucked around with this message at 12:59 on Jul 30, 2020

LLSix
Jan 20, 2010

The real power behind countless overlords

I was messing around with engine sizes and beam ship designs and I discovered something interesting. I present that discovery to you as the Inspector Gadget.



The Inspector Gadget is armed with a single particle beam that wildly outranges all known alien weapons. It also has the speed and endurance to take the fight to the aliens. A single Inspector Gadget can successfully engage, kite, and destroy all known alien Pleasure Pit forces. The best part is that due to the ship's small size, and limited engine design, the first ships can be rolling out of the shipyards in just 18 months, using only currently available research labs. The ships are small enough that they can be built out of the Han International Shipbuilding yards, allowing the larger Blohm yards to complete their expansion.

A scaled up version of the design is also available. Past a certain point, we don't get much additional useful tonnage by adding more engines, and with this engine design, I reached my breaking point at 6 engines.



Like the Inspector Gadget class, the Hunter class is faster and armed with particle beams that outrange all known alien weapons. Each ships packs five times the throw weight of the Inspector Gadget and also comes with a redundant beam control in case of battle damage. In addition to having enough armor to survive four hits to the same spot of armor in a row, the Hunter comes equipped with multiple ablative fuel storages. In case the aliens do have missiles, the Hunter is also carrying an experimental strength 10 shield from Nadel Defence systems, but its primary defense remains its speed, which should cause more than half of equal tech missiles to miss outright. It uses the same engines as the Inspector Gadget, but its larger size means we wont be seeing these in the field for at least 2.5 years.

Both of these designs need a new engine which will take <6 months to research using 6 of the 8 available research labs.
Both of these designs use a new Beam Fire Control which can actually track the Kookens at their observed speed of just under 4k, unlike existing designs which can only handle targets moving at 3k. Using the remaining 2 available research labs, this design can also be completed in <6 months.


Building a larger ship at the same speed is going to need a more expensive engine, and probably larger engines. I'm reluctant to do that because having multiple redundant engines is really important for beamships because speed is life.

Personally, I like Inspector Gadget more. It's a relatively cheap way to test to see if we can win with particle beams.

If anyone wants to see other beam weapon designs, I'm happy to modify the Hunter. If I remember right, the AI is smart enough to kite if it outranges your beams. So any other beam design needs to be a lot faster to make sure it can close to its optimum range.

I'm going to play around with missiles and maybe fighters next, but those will probably be in another post to avoid cluttering this one too much.

LLSix fucked around with this message at 16:18 on Jul 30, 2020

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




LLSix posted:

I present that discovery to you as the Inspector Gadget.



The Inspector Gadget is armed with a single particle beam that wildly outranges all known alien weapons. It also has the speed and endurance to take the fight to the aliens. A single Inspector Gadget can successfully engage, kite, and destroy all known alien Pleasure Pit forces. The best part is that due to the ship's small size, and limited engine design, the first ships can be rolling out of the shipyards in just 18 months, using only currently available research labs. The ships are small enough that they can be built out of the Han International Shipbuilding yards, allowing the larger Blohm yards to complete their expansion.

A scaled up version of the design is also available. Past a certain point, we don't get much additional useful tonnage by adding more engines, and with this engine design, I reached my breaking point at 6 engines.

:perfect:

Machado de Assis
Dec 12, 2005

Virtual Russian posted:


+++++++ Union of Terra Policy for 2110s +++++++

Industrial Focus

C. Strengthen Sol’s Industry – Earth’s factories will be greatly expanded, especially fuel refineries. Industrial production tech will be pursued. Sorium harvesting will be researched and a
fuel harvesting station built and placed in Sol once possible.

Off World Colonies

B. Improvement – We must make our current colonies larger and more functional. We need to develop their native industries, or at least get them exporting vital TN minerals.


Military Focus

C. Balanced Approach – Keep our naval expansion on track, but divert some resources to developing a better military. Send a few more batteries to Makho’s Folly.

The Kooken Menace

A. A Very Cold War - Accatran must be secured, we must match any Kooken aggression, but at all cost try to avoid a potentially cataclysmic escalation with an obviously technologically
superior
foe. We will not cede Accatran except in the case of outright military defeat. Once we close the technological gap we can consider aggressive actions.

Tech Focus

Construction/Production

+++++++End of Policy Docket +++++++

GunnerJ
Aug 1, 2005

Do you think this is funny?

Dunno why we're calling them Kookens when they're clearly Koopas.

Zanzibar Ham
Mar 17, 2009

You giving me the cold shoulder? How cruel.


Grimey Drawer

GunnerJ posted:

Dunno why we're calling them Kookens when they're clearly Koopas.

They call themselves Kookens.

e: actually it's just the planet or nation name, so maybe they are Koopas

Zanzibar Ham fucked around with this message at 16:37 on Jul 30, 2020

DelilahFlowers
Jan 10, 2020

A,B,A,A

Get our mining up in our home system and colonies and have Accatran working on industry and shipyards. The more worlds that can produce ships and components, the quicker we can fight this alien menace. Build up our fleet while they stay put. Its an arms race now, and we need more ships.

LLSix
Jan 20, 2010

The real power behind countless overlords

Gnoman posted:

However, it is possible to improve our missile designs with the new tech, giving a significant boost to existing ships.



I can't make a missile I'm happy with. Right now we miss more than half the time. I think we probably need more agility research to be able to reliably hit ships moving at 4k? I'm not sure though. Maybe someone more experienced with missile design could tell us how to make a missile with both adequate range and the ability to hit 4k ships reliably?

I did find a pure upgrade to the Macrotis design by accident. Missile design is weird and finicky and has lots of interacting parts.


By reducing engine boost and increasing engine size I made a missile that is faster, longer ranged, and uses less fuel. Best of all it is marginally more accurate. No, I don't understand why this works, but it does.

Ughh, I can't even make good AMMs using the new designs. C# changed how missiles are built. The best AMM I can build only has ~10% chance to hit same tier missiles. Either I'm doing something wrong or missiles in general and AMMs in specific got hit by a very big nerf bat. I know VR doesn't like AMMs but I thought they'd provide a good floor for how accurate we can expect ASMs to be. My AMMs hover right around a 50% hit chance vs known Pleasure Pit ship speeds.

With this kind of miss rate on missiles, I can't endorse missle-armed battlewagons.

LLSix fucked around with this message at 17:03 on Jul 30, 2020

GunnerJ
Aug 1, 2005

Do you think this is funny?

Zanzibar Ham posted:

They call themselves Kookens.

e: actually it's just the planet or nation name, so maybe they are Koopas

It's a joke about them being turtle badguys

Zanzibar Ham
Mar 17, 2009

You giving me the cold shoulder? How cruel.


Grimey Drawer

GunnerJ posted:

It's a joke about them being turtle badguys

Jokes? Sorry, my Humor research is kinda lagging

LLSix
Jan 20, 2010

The real power behind countless overlords

Here's a particle beam armed FAC. I vastly prefer the Inspector Gadgets, and since we don't have a FAC yard, they compete for the same shipyard.


I could not figure out how to fit a particle beam into 500 tons for a fighter design.

LLSix fucked around with this message at 17:06 on Jul 30, 2020

OddObserver
Apr 3, 2009

LLSix posted:

Here's a particle beam armed FAC. I vastly prefer the Inspector Gadgets, and since we don't have a FAC yard, they compete for the same shipyard.


I could not figure out how to fit a particle beam into 500 tons for a fighter design.

On that note, anyone know what's up with fighter beam fire control in C# Aurora?

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Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




LLSix posted:

I can't make a missile I'm happy with. Right now we miss more than half the time. I think we probably need more agility research to be able to reliably hit ships moving at 4k? I'm not sure though. Maybe someone more experienced with missile design could tell us how to make a missile with both adequate range and the ability to hit 4k ships reliably?

I did find a pure upgrade to the Macrotis design by accident. Missile design is weird and finicky and has lots of interacting parts.


By reducing engine boost and increasing engine size I made a missile that is faster, longer ranged, and uses less fuel. Best of all it is marginally more accurate. No, I don't understand why this works, but it does.

Ughh, I can't even make good AMMs using the new designs. C# changed how missiles are built. The best AMM I can build only has ~10% chance to hit same tier missiles. Either I'm doing something wrong or missiles in general and AMMs in specific got hit by a very big nerf bat. I know VR doesn't like AMMs but I thought they'd provide a good floor for how accurate we can expect ASMs to be. My AMMs hover right around a 50% hit chance vs known Pleasure Pit ship speeds.

With this kind of miss rate on missiles, I can't endorse missle-armed battlewagons.

Pretty sure missiles were nerfed in C#. At our current tech, I found that agility is strictky worse than adding more speed.

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