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I can build obsolete Constellation class Carriers in a shipyard tooled for Winged Hussars, but not Emotions or Phalanxs.

Maybe it goes by monetary value, or minerals used in construction or something?
No, it's about how many new components you need to put into a design and about how much % cost of the design is that component

Long thread on the subject here: https://aurora2.pentarch.org/index.php?topic=11330.0
 
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Note that this also explains why you can build those carriers. Carriers are mostly hangar bays - not that expensive. Easy to swap in.
 
We are now upgrading three of our four largest shipyards. Our preliminary target is to have two 40,000 ton yards (four slips each) and two 25,000 ton yards (again with four slips each).

The first four Phalanx class Point Defense Battlecruisers have been laid down.



Phalanx class Battlecruiser 22,992 tons 687 Crew 9,269.2 BP TCS 460 TH 7,680 EM 6,870
16701 km/s Armour 3-72 Shields 229-536 HTK 159 Sensors 24/24/0/0 DCR 21-9 PPV 114.38
Maint Life 3.05 Years MSP 19,191 AFR 201% IFR 2.8% 1YR 3,096 5YR 46,441 Max Repair 3840 MSP
Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 10 months Morale Check Required

2021 SCAM Drive EP7680.00 HS-150 B-150 (1) Power 7680 Fuel Use 20.67% Signature 7680 Explosion 15%
Fuel Capacity 1,400,000 Litres Range 53 billion km (36 days at full power)
2012b Theta S229 / R536 Shields HS-32 (1) Recharge Time 536 seconds (0.4 per second)

2027 Quad 20cm C10 Soft X-ray Laser Turret (1x4) Range 480,000km TS: 25000 km/s Power 40-40 RM 60,000 km ROF 5
2020 Quad 2011 15.0cm DP C6 Soft X-ray Laser Turret (2x4) Range 360,000km TS: 25000 km/s Power 24-24 RM 60,000 km ROF 5
2021 Quad 2021 Gauss Cannon R500-100 Turret (1x20) Range 50,000km TS: 25000 km/s Power 0-0 RM 50,000 km ROF 5
2016 DP Beam Fire Control R480-TS25000 (20%) MW (1) Max Range: 480,000 km TS: 25,000 km/s ECCM-3 98 96 94 92 90 88 85 83 81 79
2016 PD Beam Fire Control R240-TS25000 (SW) (20%) (1) Max Range: 240,000 km TS: 25,000 km/s ECCM-3 96 92 88 83 79 75 71 67 62 58
2027 SCAM Power Plant R100 (1) Total Power Output 100.5 Exp 5%

2027 CIV Search Sensor AS88-R100 (1) GPS 4800 Range 88.9m km Resolution 100
2027 CIV PD Search Sensor AS19-R1 (1) GPS 48 Range 19.1m km MCR 1.7m km Resolution 1
2018 CIV EM Sensor EM1.0-24.0 (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km
2025 CIV Thermal Sensor TH1.0-24.0 (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km

Electronic Warfare Jammers: Sensor 5 Fire Control 5 Missile 5

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
 
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Very nice. How many guns is that?
This is definitely going to be an upgrade over the storms.

What are you planning to do with those hulls btw? You can't really upgrade them to Phalanx, that size difference is way too big
 
Very nice. How many guns is that?
This is definitely going to be an upgrade over the storms.

What are you planning to do with those hulls btw? You can't really upgrade them to Phalanx, that size difference is way too big

For point blank defense, the Phalanx has one four-barreled Gauss turret (firing in total 20 shots per five-second impulse).

It also has two four-barreled 15cm Dual-Purpose Laser turrets and one four-barreled 20cm Dual-Purpose Laser Turret.

Sixteen guns in total; four of them in a Gauss turret and the other twelve in Laser turrets.

The mix of calibres (two Quad 15cm turrets and one Quad 20 cm turret) is to use up the tonnage exactly, to speed-match with the Emotion.

All of the Lasers are in Dual-Purpose mounts (both anti-ship and anti-missile/FAC/FTR) and all are RoF-5, firing every five-second increment.



The Storms? They stay with the Fleet.

These Phalanxs are for the Emotion battlegroup.

The fast, shielded Emotions / Winged Hussars / Phalanxs cannot replace the fleet. They don't have the on-station ENDURANCE.

In order to get the high speed, tough shield and heavy punch of that battle-group, SOMETHING had to be sacrificed. It was endurance.

We still need ships that can stay on station for a year and a half. The Storms are part of THAT group.
 
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Of course. You mentioned that before, apologies.
Upgrading them is going to be an entirely different task I imagine.
 
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I'll be trying to use the Emotion battle group to WIN battles, while the Fleet consolidates our gains and then holds the captured territory against any counter-attacks while we are building ourselves a Naval base, bringing in Sabres and STO, and so on.

I like to build ships to fill certain roles in the doctrine... and both the high-speed and low-speed escorts have distinct roles.
 
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I suspect that is why we lost some of the storms. They were very much out of position, doctrine wise.
 
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With the next level of engine tech, maybe. Not before. Speed is important.
 
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Would a slower shielded design be able to get the endurance needed? It looks like shields really are a huge benefit if a ship is getting hit.

With the next level of engine tech, maybe. Not before. Speed is important.

It's certainly worth looking at the Storm design and seeing if a small shield can be fitted in.

But...

A small shield won't help all that much. Not only will it only absorb a few hits before collapsing, not only does shield recharge rate depend on shield size, but shields also have a "size matters" modifier where a shield half the size is LESS than half as effective.

There is also the question of what to give up in order to create spare tonnage for a shield.
 
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Our obsolescent Scientist class scout ships have finished the Geo-Survey of the Prixhome system (with average results) and are now checking for jump points out.
Seems the system was a dud, then. Like, we'd expected a lot with that many Galapagoans, yet it gave nothing of value.

Construction time : 4.4 years. :(
Is it normal it takes that long?

General class, for example. Island class, maybe.
What is it those two are?

The terraformed gas giant moon Nessus in the Alpha Centauri star system has begun building its own construction factories.
As in civvies are doing it? Will you get to control the resulting factories?

LOL at the "Luminosity zero" star in the center!
Well, it's nto actually a star, but rather a brown dwarf.
You can see it by folloiwing the star mnemonic: Oh, be a fine girl, kiss me. Ends just before L, as it goes OBAFGKMLT, with L and T being brown dwarves. In fact, you could ven argue that M stars are more akin to brown dwarves than stars.
Anyway, should still hgave some degree of luminosity.
 
Seems the system was a dud, then. Like, we'd expected a lot with that many Galapagoans, yet it gave nothing of value. - We're still investigating the Ruined City.

Is it normal it takes that long? - No. But bigger ships do take longer.

What is it those two are? - Island is an anti-missile-missile ship. We've hardly ever engaged them, and other ships (like the Admiral) can also cover that role. General was a small-ish high-speed heavily armed ship that got totally out-performed by both the even-smaller Sabres and by the much larger Emotion.

As in civvies are doing it? Will you get to control the resulting factories? - I lent the planet some factories ands set them to building more. Civvies not involved.

Well, it's nto actually a star, but rather a brown dwarf. - I'm aware. In-game, it has zero luminosity. That can't really be true of course or it wouldn't generate a jump link.
You can see it by folloiwing the star mnemonic: Oh, be a fine girl, kiss me. Ends just before L, as it goes OBAFGKMLT, with L and T being brown dwarves. In fact, you could ven argue that M stars are more akin to brown dwarves than stars.
Anyway, should still hgave some degree of luminosity.
 
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Culise in the Geo-scout ESNS Christaan Huygens has explored the recently-discovered Brown Dwarf star system and found little of value.

He'll overhaul at Earth and then explore beyond the Black Hole system! Perhaps strangeness lurks beyond the singularity!
 
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It's certainly worth looking at the Storm design and seeing if a small shield can be fitted in.
I think he's talking about increasing the endurance of the emotions' battle group so it can be dual purpose, not the other way around.
 
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> That can't really be true of course or it wouldn't generate a jump link.
Jump points work by luminosity?

In-game, jump points work very much like the Alderson Drive (also called the Crazy Eddie Drive) in Niven and Pournelle's "The Mote in God's Eye" book.

The book hypothesizes a "Fifth Force" which, like the Strong Nuclear Force, only makes its presence felt during nuclear interactions. Jump links represent paths of equipotential thermonuclear flux... that is, "equal" as measured with a metric indexed to the Fifth Force.

Jump links can exist between nearby stars, but not all such pairs of stars are connected. sometimes a nearby third star spoils the geometry. Sometimes no equipotential path is possible. Sometimes a path technically exists but is too weak or too unstable to carry a ship.

Brown Dwarves are poor candidates for "paths of equipotential thermonuclear flux", but since their luminosity is NOT zero (in real life) then it is assumed that a few fugitive thermonuclear reactions are going on at their core, by tunneling if not by any more active process.
 
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Seems the system was a dud, then. Like, we'd expected a lot with that many Galapagoans, yet it gave nothing of value.
We're still investigating the Ruined City.
It’s provided my character with some real work (and an escape from interviews!) so I think it’s extremely valuable! :p :D
 
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