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Do the decoys fire automatically? Or are they impacted by jump shock?

Automatic. No jump shock effect on it.

At 1.4 million kms, I calculated you have maybe 20 seconds flight time for the Modrons fast ASMs. If they get the fire pattern right, It sounds like we may not even be able to fire before they hit us.

No, hence all of the other ASM defenses.
 
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Is it worth it to hold out fire until the amm is spent?

It's certainly worth considering.

The worst that will happen is that he'll waste some size-12 ASMs on us.

Eight minutes forty!

Do the decoys fire automatically? Or are they impacted by jump shock?

At 1.4 million kms, I calculated you have maybe 20 seconds flight time for the Modrons fast ASMs. If they get the fire pattern right, It sounds like we may not even be able to fire before they hit us.

Decoys fire automatically and are unaffected by jump shock (I posted in Steve's forum to find out).
 
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With ECM-5 missile launchers their AMM is largely irrelevant. The Starfires cannot be hit.

Neither can our decoys, since they share our Missile ECM.
 
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I'm now almost curious as to how capable their missile defence is.

I am also curious as to how cheap we could make these puppies, as I suspect we are going to loose a lot.
 
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Another important point is that we can bring our fleet through (using squadron jumps, of course) right at the height of the confusion.
 
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Sounds like a plan to me.
Question is: do we wait with building for the engine tech, or is it full speed ahead? How many of these do we want and how long does it take to build them?
 
Not sure the engine tech really makes much difference here? I mean the battle is going to be fought at limited, if not point blank, range, and I assume we would seek to press home the kill rather than attempt to sprint to a longer range?
 
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I'm prepared to try this with our current tech.

We can certainly start building more missile factories and fighter factories, to speed up the construction of this fighter force.
 
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Not sure the engine tech really makes much difference here? I mean the battle is going to be fought at limited, if not point blank, range, and I assume we would seek to press home the kill rather than attempt to sprint to a longer range?

It's marginal, agreed.
We might be able to make the engine a little smaller. Build faster missiles. That kind of thing.
 
Oh, so their amm can't hit our missiles?
Then no need to wait.

No... their AMMs can't hit our Fighters. Or our Decoys.

These specific anti-JP Fighters.
 
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That said, with speeds in excess of 80.000 km/s these missiles will hit basically instantly when fired within 400.000 km. AMM may not even have time to respond to these guys.
 
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That said, with speeds in excess of 80.000 km/s these missiles will hit basically instantly when fired within 400.000 km. AMM may not even have time to respond to these guys.
Good point.

Also did we include eccm in our missiles?
If so tbey may not even be able to hit.
 
Good point.

Also did we include eccm in our missiles?
If so tbey may not even be able to hit.

ECCM in missiles takes the form of decoys, not reduced hit chances. I think that's been mentioned before.
If I'm not mistaken the latest iteration of the size-6 jump point breaker missile has decoys.
 
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ECCM in missiles takes the form of decoys, not reduced hit chances. I think that's been mentioned before.
If I'm not mistaken the latest iteration of the size-6 jump point breaker missile has decoys.
Oh. I misunderstood, then.
Thought missiles could have eccm and hence fully avoid any hits if high enough level.compared to opponent.
 
Let's go over the Starfire designs with a fine comb.
Starfire CMD class Heavy Fighter (P) 415 tons 6 Crew 420.7 BP TCS 8 TH 17 EM 0
17390 km/s JR 8-1500 Armour 1-4 Shields 0-0 HTK 4 Sensors 0/0/0/0 DCR 0-0 PPV 0
Maint Life 2.77 Years MSP 63 AFR 14% IFR 0.2% 1YR 12 5YR 178 Max Repair 180 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 6 days Morale Check Required

J500(8-1500) Military Jump Drive Max Ship Size 500 tons Distance 1500k km Squadron Size 8

2029 FTR Solid Core AM Drive EP144.00 (1) Power 144 Fuel Use 1006.23% Signature 17.28 Explosion 30%
Fuel Capacity 20,000 Litres Range 0.86 billion km (13 hours at full power)

2029 Active Search Sensor AS133-R100 (1) GPS 10800 Range 133.3m km Resolution 100

Electronic Warfare Jammers: Missile 5

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a None for auto-assignment purposes

Military jump drive.
A 150 ton Missile 5 ECM -- AMM fire will miss.

An active search sensor for the Starfires. A little too much range there, maybe -- 133 million km is more than necessary. If we tweak the resolution to match a 7000 ton target -- the smallest military vesssel we've seen from them -- maybe we can shave off a few tons.

Ditto for the fuel capacity. 800 million km -- 13 hours at full power -- is way more than what we expect to have to travel in a jump point assault.

Maintenance life is 2.77 years but I'm guessing those 63 MSP are there to repair things that break during combat, not for long term maintenance.

1 layer of armor -- if we were to invest more tonnage, that's where I'd put it. Though size 18 explosions means it penetrates 4 layers of armor, so anything less than 5 layers is not enough bang for the buck. Then again, I don't see any decoy launchers on these and these are more important to keep alive than the other class due to the fact that these carry the active search sensorss

Speed is excellent. Fast enough to outrun the Sarthes and that's all we need. Though we can always use more.


Starfire BL class Heavy Fighter (P) 450 tons 4 Crew 311.4 BP TCS 9 TH 17 EM 0
16017 km/s Armour 1-5 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0-0 PPV 2.7
Maint Life 0 Years MSP 0 AFR 89% IFR 1.2% 1YR 45 5YR 680 Max Repair 180 MSP
Magazine 18 / 5
Lieutenant Commander Control Rating 1
Intended Deployment Time: 6 days Morale Check Required

2029 FTR Solid Core AM Drive EP144.00 (1) Power 144 Fuel Use 1006.23% Signature 17.28 Explosion 30%
Fuel Capacity 20,000 Litres Range 0.8 billion km (13 hours at full power)

Size 6.00 Box Launcher 1973 (3) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Size 5 Decoy Launcher (1) Decoy Size: 5 Hangar Reload 111 minutes MF Reload 18 hours
2029 Missile Fire Control FC112-R100 (10%) (1) Range 112.4m km Resolution 100 ECCM-5
Avenger 2030 (3) Speed: 40,400 km/s End: 47.6m Range: 116.3m km WH: 0 Size: 6 TH: 134/80/40

Electronic Warfare Jammers: Missile 5

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

Because these two desigs are so similar I'm not going to repeat any of the points already made for the Starfire CMD. We can put a little less range on the missile fire control as well maybe, if we are going to reduce the size and resolution of the active search sensor the fire controls should match.

Not sure if that's worth it but then again, we want to build a lot of these so small time savings may add up enough to make it worthwhile.


As for the missiles, whichs is what I initially wanted to get into here. There are two proposed variants.

The SRAM design without ECCM, and the Doppelganger design that has 2 decoys.
However, the proposal is to delay fire until all of the AMM missiles are used up. If the Modron aren't smart enough to hold fire once they realize they have 0 chance of hitting, we can exploit that. And then we won't need the Doppelganger design.

Here is our decoy missile. It impersonates 1000 tons of ship.

View attachment 1282120



and a size-6 SRAM (Short Range Attack Missile):

Strength-16 warhead, ECCM-5, active terminal guidance, retarget capable, max range of 18 million km (less if the opponent has an ECM advantage).

View attachment 1282126

Max range of 18 million km. The sensor and fire control should not exceed that by much. 20 million km should be fine.

Or this one.

Only 64,000 kps and 10 million km range... but it spawns two decoy missiles to confuse the point defense.

View attachment 1282130

.. or 12 million km, even.

I will mention here that we need crew training on these puppies as well. Training percentage affects jump shock duration. Though the plan calls for holding fire anyway until they've exchausted their AMM, it would be nice to have some to cover unforseen eventualities.
 
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Though the plan calls for holding fire anyway until they've exchausted their AMM, it would be nice to have some to cover unforseen eventualities.
That was only because of mistakenly thinking amm could hit our missiles, though.
 
That was only because of mistakenly thinking amm could hit our missiles, though.

Their AMM can hit our missiles. That's why holding fire is a good idea. The Modron only get to shoot the starhawks down in the initial 10-30 seconds or so. After that they will either be immune, out of range, or targeted by ships waiting for their tubes to reload.
They will still be firing AMM at the starhawks though -- as they've tried against the gunboats. And once that runs out .. it's our turn. And that missile salvo will be impossible to intercept with AMM because there is no more AMM by then.
Of course they will still have the Sarthe's lasers. I guess we could have decoys for that.
 
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Their AMM can hit our missiles. That's why holding fire is a good idea. The Modron only get to shoot the starhawks down in the initial 10-30 seconds or so. After that they will either be immune, out of range, or targeted by ships waiting for their tubes to reload.
They will still be firing AMM at the starhawks though -- as they've tried against the gunboats. And once that runs out .. it's our turn. And that missile salvo will be impossible to intercept with AMM because there is no more AMM by then.
Of course they will still have the Sarthe's lasers. I guess we could have decoys for that.
Ecm doesn't work during jump shock?
How do you have a decoys for a gunboat?
 
Ecm doesn't work during jump shock?

Why do you keep interpreting everything people tell you about this issue the other way around? Yes, of course it works during jump shock. Our Starfires don't even get to fire until their jump shock wears off, though.

How do you have a decoys for a gunboat?

Decoy launchers. Look at that Starfire-SB design.
ECM on ships is a jammer component that reduces hit chances or detection ranges. (Depending on the type of jammer.)
ECM on missiles is decoy missiles.
Decoys on ships are instead missile-like and are launched from decoy launchers, automatically, even during jump shock. The effectiveness of which is determined in part by the difference in ECM / ECCM tech level.
 
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