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Laser Fighters need either large size (for full sized weapons) or seriously reduced rate-of-fire (to miniaturize the weapons).

Increased tech isn't a lot of help for Laser Fighters, except that it makes the armor lighter and the engine smaller.
 
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Yvanoff in the ESNS Richard Feynmann has finished his jump-point survey of the 55 Bootis star system, and is returning to Earth for shore leave and overhaul.

While he is there, his Scientist III will be upgraded to the new Scientist IV model.



Scientist IV class Survey Vessel 6,000 tons 131 Crew 1,748.8 BP TCS 12 TH 96 EM 0
5000 km/s JR 6-500 Armour 1-29 Shields 0-0 HTK 29 Sensors 11/18/4/4 DCR 2-3 PPV 5.4
Maint Life 2.52 Years MSP 1,039 AFR 144% IFR 2.0% 1YR 227 5YR 3,412 Max Repair 675.0000 MSP
Magazine 36 / 0
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required

J6000(6-500) Military Jump Drive 2003 Max Ship Size 6000 tons Distance 500k km Squadron Size 6

2010 Inertial Fusion Drive EP600.00 M-20 B-120 (1) Power 600.0 Fuel Use 44.62% Signature 96.0000 Explosion 12%
Fuel Capacity 1,750,000 Litres Range 117.7 billion km (272 days at full power)

Size 6.00 Box Launcher 1973 (6) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
1992 FTR Missile Fire Control FC92-R100 HS-0.8 (1) Range 92.7m km Resolution 100
RADAR Probe 2008 (3) Speed: 10,000 km/s End: 2d Range: 1,722.3m km WH: 0 Size: 6 TH: 33/20/10
Penetrator 2008 (3) Speed: 17,500 km/s End: 81.4m Range: 86.2m km WH: 0 Size: 6 TH: 58/35/17

1992 CIV Sensor AS51-R100 (1) GPS 2800 Range 51.8m km Resolution 100
CIV EM Sensor EM1.0-18.0 2004 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
Thermal Sensor TH1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Improved Geological Sensors (2) 4 Survey Points Per Hour
Improved Gravitational Sensors (2) 4 Survey Points Per Hour
Cloaking Device: Class cross-section reduced to 10.0% of normal

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 Survey Ship for auto-assignment purposes



A Cloaking Device! A RADAR signature just a bit larger than a Fighter. Thermal suppression on the engine. A speed of 5,000 kps. Six hardpoints for missiles, with the usual load-out being three RADAR probes and three dual-warhead Penetrator two-stage missiles. Improved Geo- and Grav- sensors.
 
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We should have the next level of Ship's Power Reactors finished in two years, and that will allow us to start work on the theory tech for the next engine level (probably another three years) followed by the Practicals for specific engine models (a month or two each).
 
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So what does the current short term plan look like? Did we finish surveying the rakhas system?
 
So what does the current short term plan look like? Did we finish surveying the rakhas system?
That's on-going. Two scouts looking for minerals and one looking for jump points.

I'd like to get a good fraction of our ships upgraded... especially commercial ships... before stirring up too much trouble.

Snooping around... we could snoop on people, sure...
 
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Sounds like fun :D
 
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sb-946.jpg


Decided to start with a Medium Tank.

An effective anti-Infantry weapon in the hull, and decent anti-vehicle weapon in the turret. Medium armor.
 
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If you are relying on civilian shipping lines to generate lot of your wealth budget, then do not research the "minimum engine power" below 40% as the civvies will always use the lowest power setting on their engines to save money and fuel but that makes them very slow until you hit late-game engine tech. If most of your wealth comes from facilities, then the point is moot.
Wouldn't you always want to rely on taxing civvies, though? As no way you could get even remotely as much wealth from facilities alone.

So Precursors can be automated drone ships or actual spaceships crewed by humanoid robots.
Can they be set to not be robots at all?

But they will always be a biological void-based race
Void-based, as in living in vacuum?

Want to be play as the first race to attempt to create a galaxy spanning empire?
Woudn't you need to turn off invaders and rakhas for that, though?

It's one of the reasons why I play with 23h 59m production cycle instead of the default 5 days.
How does that work? WOn't it stillgive problems with the 5 day turn?
 
I think it might be best to keep the old calibres and improve the rate of fire. New and larger calibres can form the basis of a new line of ships... perhaps our first true Battlecruisers.
I say this.
Albeit, if we can fit larger calibers which have same rate of fire as teh old ones, without increasing size too much, then that might be worth it.
Like, can you get tonnage of higher calibers to go down with tech?

But yeah, overall keeping the size of the vessels seems good. Can always biuld bigger ones when needed.

More spare parts storage (six more breakdowns covered).
How do you see that in the specs?

We've launched our first commercial Jump Tender that can handle commercial ships or stations up to 110,000 tons. It's like a re-deployable Jump Gate.
Can it jump unlimited amounts, but at most 110k tonnes per vessel, or is it at most 110k tonnes at a time?

dedicated Point Defense guns (eg: 10cm Lasers)
Those can't damage ships at all?

2,300 tons or so should do it.



Sabre VIII class Fast Attack Craft (P) 2,319 tons 55 Crew 883.9 BP TCS 46 TH 750 EM 0
16173 km/s Armour 3-15 Shields 0-0 HTK 16 Sensors 0/0/0/0 DCR 1-4 PPV 8
Maint Life 6.46 Years MSP 2,238 AFR 43% IFR 0.6% 1YR 92 5YR 1,386 Max Repair 375.00 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 1 months Morale Check Required

Inertial Fusion Drive EP750.00 (1) Power 750.0 Fuel Use 77.94% Signature 750.00 Explosion 15%
Fuel Capacity 150,000 Litres Range 14.9 billion km (10 days at full power)

2009 Spinal 25.00cm C8 Soft X-ray Laser (1) Range 384,000km TS: 16,173 km/s Power 16-8 RM 60,000 km ROF 10
2010 Beam Fire Control R384-TS12500 (SW) (1) Max Range: 384,000 km TS: 12,500 km/s ECCM-3 97 95 92 90 87 84 82 79 77 74
2010 Inertial Confinement Fusion Reactor R8 (1) Total Power Output 8.1 Exp 5%

1992 CIV PD Sensor AS11-R1 (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes

... it could use some extra fuel... although 15 billion km cruising range should be plenty, for in-system defense. Pluto is only 8 billion km away.
Seems it's decided already.
But just for completeness sake, then I too think the Sabre VII is better, as keeping it FAC sized seems important. Plus, we can always get faster speed with tech.

Also, specifically designing ships to be able to avoid an IC unknown enemy seems kinda cheating.

Nice.
What does that mean? We might get more tech out of salvage, or just more minerals?

Laser Fighters need either large size (for full sized weapons) or seriously reduced rate-of-fire (to miniaturize the weapons).
So you'll never be able to make laser fighters which have decent rate of fire?
Will the damage done also go down?
 
I say this.
Albeit, if we can fit larger calibers which have same rate of fire as teh old ones, without increasing size too much, then that might be worth it.
Like, can you get tonnage of higher calibers to go down with tech? - A bit. Any improvement in Armor or Turret Tracking tech makes turrets smaller and lighter.

But yeah, overall keeping the size of the vessels seems good. Can always biuld bigger ones when needed.

How do you see that in the specs? - You don't. It's an estimate. I know from experience that each time the Sabre's gun breaks, it takes 110 repair parts to fix it. This is a new model of the same calibre gun (improved Capacitor tech) so I bumped that 110 up to 115 just for luck, and then compared the repair parts stowage of the two models and estimated how many extra breakdowns my design changes (ie: adding an extra Maintenance section to the hull) would cover.

Can it jump unlimited amounts, but at most 110k tonnes per vessel, or is it at most 110k tonnes at a time? - Hull size. 110,000 per vessel, and any number of them is OK.

Those can't damage ships at all? - Three points per hit, maybe? We now have DP guns that can fire at exactly the same rate (pukkata-pukkata) but do six points per hit.

Seems it's decided already.
But just for completeness sake, then I too think the Sabre VII is better, as keeping it FAC sized seems important. Plus, we can always get faster speed with tech. - Yup.

Also, specifically designing ships to be able to avoid an IC unknown enemy seems kinda cheating.

Nice.
What does that mean? We might get more tech out of salvage, or just more minerals? - Faster salvage. So the guarding vessels don't need to spend as long on station.

So you'll never be able to make laser fighters which have decent rate of fire? - Only large Laser Fighters will have a good rate of fire. Better engine tech will make them faster.
Will the damage done also go down? - No. Full-strength shots, but very slow re-charge. Very high Capacitor tech might help.
If we can get our Capacitor (ie: re-charge rate) tech high ENOUGH, then we can start using miniaturized versions of some Lasers, with faster re-charge from tech balancing out the slower re-charge from miniaturization.
 
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sb-947.jpg


In the AX Microscopii star system far to spinward and coreward of Earth, a Troop Transport ship approaches Comet Gallicitus... so named in honor of its predominant mineral deposit. After the STO are unloaded and set up, the Tugs will begin moving in some Grinders. Expand or die!
 
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> Can it jump unlimited amounts, but at most 110k tonnes per vessel, or is it at most 110k tonnes at a time? - Hull size. 110,000 per vessel, and any number of them is OK.
Ah, so it can jump our entire fleet then, right, as we don't have anything bigger than 110k tonnes, right?

If you are relying on civilian shipping lines to generate lot of your wealth budget, then do not research the "minimum engine power" below 40% as the civvies will always use the lowest power setting on their engines to save money and fuel but that makes them very slow until you hit late-game engine tech. If most of your wealth comes from facilities, then the point is moot.
Almost forgot: Why would you ever research minimum engine power if it leads to slower civvies?

View attachment 1138293

In the AX Microscopii star system far to spinward and coreward of Earth, a Troop Transport ship approaches Comet Gallicitus... so named in honor of its predominant mineral deposit. After the STO are unloaded and set up, the Tugs will begin moving in some Grinders. Expand or die!
How much gallicite does it hold, and at what acc?
 
> Can it jump unlimited amounts, but at most 110k tonnes per vessel, or is it at most 110k tonnes at a time? - Hull size. 110,000 per vessel, and any number of them is OK.
Ah, so it can jump our entire fleet then, right, as we don't have anything bigger than 110k tonnes, right? - Exactly.

Almost forgot: Why would you ever research minimum engine power if it leads to slower civvies? - Fuel consumption is related to engine power-density by a power-law. Not sure if it's by the square, or by the square root of the cube... but it's an exponential function of some sort. If you want a missile bus that can carry a whole rack of warheads out to five billion km, or a probe that can carry a whole rack of detection gear out that far, you might need reduced-thrust engines in order to stretch your fuel that far.

How much gallicite does it hold, and at what acc? - A fifth of a million tons at 100%. Also both Duranium and Vendarite at 90% and Corundium at 50%.
 
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> Almost forgot: Why would you ever research minimum engine power if it leads to slower civvies? - Fuel consumption is related to engine power-density by a power-law. Not sure if it's by the square, or by the square root of the cube... but it's an exponential function of some sort. If you want a missile bus that can carry a whole rack of warheads out to five billion km, or a probe that can carry a whole rack of detection gear out that far, you might need reduced-thrust engines in order to stretch your fuel that far.
Ah. Is it possible to only apply engine minimisation tech to military engines, such that no civilian ones are avaibale with minimisation?
 
> Almost forgot: Why would you ever research minimum engine power if it leads to slower civvies? - Fuel consumption is related to engine power-density by a power-law. Not sure if it's by the square, or by the square root of the cube... but it's an exponential function of some sort. If you want a missile bus that can carry a whole rack of warheads out to five billion km, or a probe that can carry a whole rack of detection gear out that far, you might need reduced-thrust engines in order to stretch your fuel that far.
Ah. Is it possible to only apply engine minimisation tech to military engines, such that no civilian ones are avaibale with minimisation?
No. The civilians make their own designs, using your tech.
 
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Wouldn't you always want to rely on taxing civvies, though? As no way you could get even remotely as much wealth from facilities alone.

You really want both, as you have no control over what the civvies are doing. Besides, at the start of the game you have no colonies - so no civilian shipping ..

Can they be set to not be robots at all?

Technically speaking, they aren't really robots at all in the sense that what exacty you imagine is driving those ships (and ground troops) is entirely up to your imagination. That's the point, really - this game is open-ended world building, not scenario driven - that bit is up to you.

Woudn't you need to turn off invaders and rakhas for that, though?

Of course. If they don't fit with the background story you made up, or whatever reason you have to play like that ..
 
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Yeah, I'm re-tooling for Sabre VII now.

The upgrade from Sabre VI is mostly in the range and rate-of-fire. The RoF-10 instead of RoF-15 will be huge. Three shots every six rounds instead of two.
Time to add even more spare parts or engineers?
 
Technically speaking, they aren't really robots at all in the sense that what exacty you imagine is driving those ships (and ground troops) is entirely up to your imagination. That's the point, really - this game is open-ended world building, not scenario driven - that bit is up to you.
Indeed, Robots, Vogons, Robot Vogons.. the options are infinite.
 
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Time to add even more spare parts or engineers?
I added another Engineering section to reduce the breakdown rate... but the 2.1 (?) patch notes imply that the extra breakdown check made when firing a weapon is always a 1% chance.
 
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X-Wing IV Fighter:



X-Wing IV class Strikefighter 269 tons 1 Crew 173.9 BP TCS 5 TH 19 EM 0
22350 km/s Armour 1-3 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0-0 PPV 2.7
Maint Life 0 Years MSP 0 AFR 53% IFR 0.7% 1YR 18 5YR 273 Max Repair 135 MSP
Magazine 18 / 0
Lieutenant Commander Control Rating 1
Intended Deployment Time: 1.2 days Morale Check Required

2010 FTR Inertial Fusion Drive EP120.00 HS-1.6 (1) Power 120 Fuel Use 1558.85% Signature 19.20 Explosion 30%
Fuel Capacity 11,000 Litres Range 0.47 billion km (5 hours at full power)

Size 6.00 Box Launcher 1973 (3) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
2010 FTR Missile Fire Control FC94-R100 (1) Range 94.3m km Resolution 100 ECCM-3
Penetrator 2008 (3) Speed: 17,500 km/s End: 81.4m Range: 86.2m km WH: 0 Size: 6 TH: 58/35/17

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 Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes



Smaller and 2,500 kps faster than the X-Wing III-B, longer strike range and packs three more Fighters in a hangar bay. ECCM-3. Thermal suppression.

Same armament as before.
 
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