Oh hey, ship criticism, I love that! RIP MY MAIN CRUISER APART
Churchill class Cruiser 10,000 tons 975 Crew 2130.8 BP TCS 200 TH 210 EM 0
3000 km/s Armour 9-41 Shields 0-0 Sensors 22/22/0/0 Damage Control Rating 26 PPV 38
Maint Life 18.05 Years MSP 3131 AFR 50% IFR 0.7% 1YR 18 5YR 273 Max Repair 134 MSP
Magazine 312
American Driveyards Ion Engine M6 (10) Power 60 Fuel Use 60% Signature 21 Armour 0 Exp 5%
Fuel Capacity 500,000 Litres Range 150.0 billion km (578 days at full power)
Gauss Cannon R3-100 (1x3) Range 30,000km TS: 4000 km/s Accuracy Modifier 100% RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Aegis CIWS-160 (2x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Coilgun Fire Control S04 64-8000 H40 (1) Max Range: 128,000 km TS: 8000 km/s 92 84 77 69 61 53 45 37 30 22
Size 4 Cruiser Missile Launcher (EIGHT) Missile Size 4 Rate of Fire 30
Sidewinder Missile Fire Control FC70-R40 (2) Range 70.1m km Resolution 40
Size 4 Anti-ship Missile (78) Speed: 15,000 km/s End: 75m Range: 67.5m km WH: 9 Size: 4 TH: 75 / 45 / 22
Active Search Sensor MR20-R20 (1) GPS 840 Range 20.7m km Resolution 20
Thermal Sensor TH2-22 M (1) Sensitivity 22 Detect Sig Strength 1000: 22m km
EM Detection Sensor EM2-22 M (1) Sensitivity 22 Detect Sig Strength 1000: 22m km
Compact ECCM-1 (2) ECM 10
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
For RP reasons, the ship has to have a gauss cannon and stay under 10,000 tons. That is the best coilgun the UNE can field, sadly. :/
Strip off a lot of that engineering space. You want to aim for around double supplies carried as the max repair figure, then add extra if needed to bring maintainance life up to 3-5 years. Rather excessive ammount of fuel as well, strip off most of it. If you are going to be doing long trips have a supply/fuel tanker accompany your taskgroup, along with the missile collier that you should have accompanying already. An additional reason for having only a few fuel tanks on a combat ship is that it gives less potential sources of secondary explosions.
Your weapon and firecontrol tracking speeds don't match up, you look to currently be using a 2x speed on your firecontrol for no reason. I'd actually replace the gauss cannon and ciws with dual gauss cannon turrets. If you do this then swap your firecontrol for a 1x range 4x speed one or preferably one per turret, you dont need extended range when you are using gauss weapons. Remeber to match the turrets tracking speed to that of your firecontrol.
Do you have 8 missile tubes? I don't recall aurora ever putting the actual word in the summary. 8 tubes matches up well with the 2 firecontrols you have. Any reason for having resolution 40 firecontrol? that prevents you firing on FAC's/ships under 2,000 tons even though you have active sensors to pick them up.
Missiles look ok although their hit percentages seem a little low. Have you designed them using the formulas posted earlier in the thread? edit: ah found it;
If S = the missile size,
and M = your current missile agility per MSP (depends on tech),
and T = the total MSP available for Engines plus Agility,
Then E = (T/2)+(5xS/M) is the amount of MSP that should be used for Engines
and A = (T/2)-(5xS/M) is the remaining MSP that should be used for Agility.
This produces missiles with optimised to hit chance verses comparable engine tech.
You will want a resolution 1 active sensor to pick up missiles to let your gauss cannons fire at them. It also serves to let your gauss cannons shoot at fighters/FAC's. Make sure the detects missile size 6 figure for the sensor is at least 200,000km as you can't fire at a missile until the turn after you detect it and 200,000km will let you get a shot off at any missiles travelling up to 39,000km/s.
Unlike BishopX I'd say keep both of your your ECCM's as that lets both missile firecontrols use them, and if you end up with 2 beam firecontrols for gauss turrets lets them each use them when needed as well.
I'd be inclined to strip off the EM sensor, unless you want it there for RP reasons, as a thermal is more generally useful. I normally don't mount passive sensors on combat ships at all, instead putting large passives on a dedicated sensor ship.
Fill any leftover space with more magazines. You have enough missiles for a single short engagement but assuming the enmey has reasonable point defence I'd be surprised if you were able to take out more than 2 ships with it's current stockpile.