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A ramming attack by a ship of that size will do about 150 points of damage... which will penetrate twelve layers of armor. The Rocks have sixteen, and the Rock-IIIs have twenty.

Oh. Actually 7500 tons hitting at 16000kp/s is only about 6.8 megatons, right? I guess if our ships are armoured against large nukes it's not that bad.
 
Well, there's also the fact that this was a single, unarmed ship instead of a Prix fleet that was firing back :) I'm glad the fighters got some action though.
 
Another reason laster will be ranged limited is that in 5 seconds a Prix ship would be 50,000KM away from where you fired at, you'd need to prdict where it'd be, and I assume they can jink around a bit while flying.

With larger "Fleet" carriers, perhaps we could carry a few PD/Anti-fighter fighters per CV?
 
The British point of view was similar to yours. The American and Japanese point of view was that the Carriers main defense was its Air Group... by seeking out and destroying the enemy before he could wreck your Carrier, you could render the question of armor moot. American Carriers relied on the other ships in the same Task Group for much of the anti-aircraft fire to keep them safe... just as the above design relies on GPD frigates and AMM-fire from neighbouring ships.

Of course, the British approach was much better adapted to operations in the ETO (never too far from land and land-based air), while the other approach was better for slugging matches out in the middle of the Pacific.

And the Pacific is a puddle compared to the scale of the environment these carriers have to work in.

The "hangar in an eggshell" philosophy of carrier design shouldn't pose too many problems. Especially as the remainder of the fleet should be putting out enough emissions to make the enemy fire at them instead of the carrier.

(the idea of "hot berthing" the fighters if you lose a carrier in battle, OTOH, will probably be a major pain in the neck when you have to cross warp points :D)

The american/WW2 concept relied on making sure the enemy could not launch a strike at your carriers.
That is to shoot down (or sink, depending) the scouts OR the aircraft launched in a strike.

However, with massive range for BOTH detection AND shooting (missiles), you certainly can't rely on part #1, and part #2 only if you have some serious PD in your fleet.
Externalising PD is evidently possible, so is storage (of weapons, fuel, etc), but the launching platform is still extremely vulnerable. Even if extracting the fighters by rotation on another CV is possible, you lose a lot of strike capacity, and presumably investment in the carrier itself.

I would argue in favour of at least a decent passive defense (shields, armor)
 
They've already got the same shields as a Heavy Cruiser, a CIWS PD battery (Close In Weapons System), six PD missile launchers under direction of two PD Fire Control systems (for engaging two incoming salvos simultaneously), and one layer of armor. I cannot improve on that without either reducing the hangar space, or cutting back on the magazine space. There is simply not much wasted space in a 20,000-ton design. I cannot reduce the fuel tankage since each air-strike uses 225,000 litres of fuel.

I was more arguing against suggested paper tiger carrier designs that others seemed to be advocating, and what seems implied in your US vs UK carrier doctrine discussion.

I'm amused when my ships go to survey such planets and don't have any scratch after that. I'm even more amazed when you can actually put plenty of stuff there, mine them, and nothing ever seems to burn. I mean, shouldn't most of these minerals actually be in a liquid form? :D

Melting points are affected by extreme pressures..

take a look at this for an example;

Phase_diagram_of_water.svg



(unfortunately, it insists on being shrunk :( )

Now, granted, for water, at 200atm, you don't see much of a difference yet, but for other materials you might (unfortunately, phase diagrams aren't that easy to come by)

Not to mention that, e.g. Tungsten has a melting point at atmospheric pressure of 3422 degree Celsius.
 
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It turns out that refitting our Battle class Heavy Cruisers (these are our most MODERN ship, remember) up to Battle-II class standards will cost 109% as much and take 109% as long as simply scrapping them and building new ships from scratch. It looks like we left the refit a bit too long.

I'm going to do it anyway, to preserve our veteran crews instead of seening them disbanded.

100% for building a completely new ship

the remaining 9%, and the minerals you'd get for the old ship, spent on retraining the crew on the new ship.

How much WOULD scrapping the ship earn you as a %?
 
Scrapping returns 25% of the minerals spent in the construction of the ship.

It takes ten or fifteen years to train a crew up to the standards that ours have reached. Your espimate of 34% (9% + 25%) is probably far short of the mark... and by that time, how obsolete will the "new" ships be? Rebuilding (rather than scrapping and building anew) is the only way to get truly modern ships with truly veteran crews.

So it's a steal, right :D
 
A planet/moon looking that good must have some dangers hiding nearby...

Ewoks :eek:

Emu: What's your plan for resources? Just keep piling automated mines onto Moria? Do any of the colonies have enough useful minerals and population to run more regular mines once you have freighters free to ship them there? At what point will you start expanding the shipyards?
Also, what are my stats? :)

Edit: Also, also: How long does it take to build a full load of Streaks for the CVs? With the carriers being quick to build perhaps we can have them and upgraded escort ships ready for a new de-Prixing while the Battles upgrade.
 
Is there anywhere else in the Solar system worth colonising? It's a shame to be sitting on all that infra on mars, and an in-system hop to transfer it should be fairly short...Same for the terraforming stuff.
 
Here's another try at the Star-II => Star-III DE conversion. Removed the CIWS and one layer of armor. Increased speed and magazine space. Designed a size-6 strength-4 AFTR missile. Increased sensor and fire control ranges.
In connection to this and an earlier suggestion (apologies for not having a proper reference.. But with catching up ca.20 pages, I'm not going back) - limiting the number of designs would be a good idea for reasons of refitting, shipyard retooling, needing more ships quickly. Assuming retooling time (etc.) scales with ship / yard size, the larger the ship, the more general-purpose it should be; also makes sense in that there's more room for "duplicate" systems (that is to say FC, scanners for different weapons systems)

Ie. A battlefleet based on;
Missile Destroyers (Storm type) and "Torpedo boat" Destroyers (what you call DE's) both at 8000tons (or a similar value, not looking back through the thread)
Ideally - design them with the exact same auxilliary systems (number of engines, fuel and ammunition storage etc.) if that doesn't affect speed &c. extremely (with the slower at least at main fleet speed)
Jump capability unnecessary.

Carriers - clearly your long range weapon; personally in favour of the armoured flight deck doctrine, although the most recent engagement suggests you might well get away without that. Keep them at a constant size until there's a significant overcapacity on the slips (say, double the displacement the current carrier generation has)
Jump capability unnecessary (see below)

Cruisers - the most multipurpose of all.
* Getting the fleet (carriers and destroyers) to location.
* provide credible firepower while fighter strikes are unavailable.
* 'long' range missile defense [although with sufficient MDs, possibly can be phased out]
Size consideration as the carriers.
> Possibility of "lone ranger" version Cruiser that can fight skirmishes on it's own should be considered; the Battlecruiser philosophy of the interbellum and WW2 - faster than ships it can't outfight, better armed and armoured than the rest; might not even need to be a separate design. But you need to have something beyond "the fleet" to maintain presence and respond to crises.



Re: Rocks and other auxilliary vessels

The Blink vessels proved rather effective in painting the targets; a third "Destroyer" type? I'd personally rather rely on redundant "cheap" destroyers to paint the enemy than on larger vessels that are then less numerous.

The Rocks did what they were intended for - soak missiles - but was it necessary? How close did the Juans get to the *fleet* (and not the Rocks, that I assume were again picketing), how close would they/it have gotten if there were no Rocks around? What sort of damage would you likely have sustained on the "worst case" vessels (least armor, CIWS, lowest speed) if it had engaged the main fleet?
I do realise that their being civilian (or did that change?) makes it rather less important that they not compete for specialised shipyard space, but still...

Shipyard philosophy;
If you keep the displacements constant within a class; shipyards function as dedicated destroyer / capital shipyards. When/if increasing capacity, the capital shipyards will eventually reach "supercapital" size, but with the destroyer shipyards following expansion, they can then take over the role of capital shipyards.
Meanwhile, new yards will start at the bottom of the ladder as destroyer yards.
-----

I realise this is largely the philosophy you're following anyway, but just would like to add my two cents and reinforce the theoretical front ;)
 
Very long-range active sensors (like the 993 m-km sets in the Blinks) are terribly expensive in displacement... putting them in a Destroyer would cripple its functionality in nearly every other respect. It could than carry almost nothing in terms of armor, shields, weapons and fire control. In what sense would it still be a "Destroyer"? Best to keep Battle Management ships as a seperate class until we have the tech to make active sensors that are both very long range and quite compact.
Sorry, using destroyer as the size classification here.
How big are your blinks then, anyway?


The problem there is that there is only one way to find out what sort of damage we would have taken from an enemy missile salvo that gets past the Rocks. That's by actually taking the damage.
Well, you know the salvos they fired, you should have some idea of how the CIWS systems and armour plating of your fleet ships compare to the Rocks..
And that still doesn't answer the question on whether the Prix could/would have reached the fleet (and that you should be able to estimate from the (estimated) dispositions at the time it must've fired at the Rocks)

Again I must remind people that as long as the Prix move at double our movement rate, there is no such thing as a minor defeat... if we start losing a battle, we face total destruction of the entire fleet, since it is simply not possible for us to disengage from a losing battle.
Having the enemy fire at your battle fleet doesn't typically translate as losing a battle. Although it IS generally a prerequisite, true.

So... What should we do with the Mountain-II class Light Carriers once the Constellation class Fleet Carriers are fully on-line? Six Constellations can carry over 350 Fighters between them. Should we convert the Mountains to FAC carriers? To Assault Carriers (carrying small, fast Drop-Ships for planetary invasion by Marines)? Or keep them as Light Carriers for Fighters?
Team them up with a battlecruiser for "presence" purposes, possibly after a bit of a redesign?
 
True, but my point is that we should run dangerous experiments when we have little other choice, or when the detachment present at the battle is already obsolete and about to be replaced. It seems irresponsible to me to run dangerous experiments just in order to see what happens.

Pen and paper exercises? How do you think real life navies decide if a ship class should be scrapped? :p

All I'm saying is that I would favour scrapping the Rocks *if and when* possible - they complicate doctrine and tactics :(
 
There are about 160 Streaks commanded by zero-stat NCOs, because we don't have enough Officers to command them all... and NONE of the Gnats except the Squadron Leaders have Officers.

I could just go into SM mode and add as many Officers as I need, of course... but I prefer to use that mode only for correcting bugs.

IMO you really shouldn't need an officer per fighter. You should perhaps have an officer per squadron then have a "squadron experiance" level like ships have. In case Steve is still around :)
 
These Tugs should be large enough to tow Orbital Habitats, allowing us to start colonizing some nearby systems that have minerals but no habitable planets.

Ooh, do you have anywhere targetted for that? Assuming you do, will you build some Habitats at the same time so they're ready by the time the tugs are done?