So I don't need to build jump gates to jump? And If i have a jump gate i dont need ships with jump drives?
No, you don't need gates in order to be able to jump but without them there are limits on the size of ships that can jump. Also note gates are one way, you will need to build a return gate on the other side.
The max size for a ship with military engines and jump drive with maxed out jump technology is 1.25 million tons. A ship with civilian engines/jump drive has a much higher limit but the engines/jump drive take up a much larger proportion of the design. You can't mix civilian jumpdrives with military engines or vice-versa although a ship can be a military design while still using civilian equipment.
ok, so how do fighters work, do i need a ship to carry them, can i order them to escort fleets, how? Are they worth building?
Fighters work much the same as any other ships. While you don't
need a ship to carry them they will typically have a very short range and typically very limited maintenance supplies so a carrier is a good idea for any long trips. They can also operate well from colonies.
also, how does this look?
North Carolina class Destroyer 10150 tons 815 Crew 979.6 BP TCS 203 TH 400 EM 0
1970 km/s Armour 4-41 Shields 0-0 Sensors 10/10/0/0 Damage Control Rating 10 PPV 22
Annual Failure Rate: 82% IFR: 1.1% Maint Capacity 603 MSP Max Repair 75 MSP Est Time: 3.94 Years
Magazine 524
Nuclear Thermal Engine E10 (16) Power 25 Fuel Use 100% Signature 25 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 17.7 billion km (104 days at full power)
Twin 10cm C3 Near Ultraviolet Laser Turret (2x2) Range 0km TS: 15000 km/s Power 6-6 RM 3 ROF 5 0 0 0 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (2) Total Power Output 6 Armour 0 Exp 5%
Size 2 Missile Launcher (2) Missile Size 2 Rate of Fire 60
Missile Fire Control FC20-R40 (70%) (1) Range 24.0m km Resolution 40
Size 2 Anti-ship Missile (262) Speed: 6,200 km/s End: 120m Range: 44.6m km WH: 2 Size: 2 TH: 20 / 12 / 6
Active Search Sensor S60-R40 (70%) (1) GPS 2400 Range 24.0m km Resolution 40
Thermal Sensor TH2-10 (1) Sensitivity 10 Detect Sig Strength 1000: 10m km
EM Detection Sensor EM2-10 (1) Sensitivity 10 Detect Sig Strength 1000: 10m km
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
Good amount of maintenance, average 4 years to depletion is a decent time for low tech ships.
Personally I'd add a little more fuel capacity unless you are going to be willing to keep your tankers close to the frontline.
I'm not seeing a fire control for your turrets.
Your missiles really seem to have too much space towards fuel as they severely out-range your fire control. either adjust the missiles with the extra towards engines, or design a longer range fire control. I'd go with increasing the speed of the missiles so as to improve their to hit values.
I'm not seeing any anti-missile search sensor. You will want to design one with resolution 0 and a range slightly exceeding that of your turrets.
EDIT: OK somehow a colony mine appeared on titan, I didn't build it and there is no population on it, it says the species is human and there is thermal signature of 5.....IS THIS AN ALIEN RUIN?!?!?!?
Sounds like a civilian mining company. on the F2 page you should see an option to show/hide CMC's see if titan dissapears from the list when you toggle that.
Also apparently my North Carolina class (above) is locked and i want to fix the design, I need to add another fire control for the turret, but i can't unlock it. I ended the building processes in my shipyard and sped up time but still nothing. None of my other ships are locked like this.
Classes are automatically locked when they are first queued for building. In order to unlock it close the design screen, from the main toolbar select spacemaster->spacemaster on, open up the design window and click the unlock button. Remember to turn spacemaster mode off again afterwards.