Invincible II class Fighter 300 tons 12 Crew 90.9 BP TCS 6 TH 60 EM 0
10000 km/s Armour 2-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 4.59 Years MSP 19 AFR 7% IFR 0.1% 1YR 1 5YR 22 Max Repair 43 MSP
FTR Internal Confinement Fusion Drive E600 (1) Power 60 Fuel Use 6000% Signature 60 Armour 0 Exp 25%
Fuel Capacity 5,000 Litres Range 0.5 billion km (13 hours at full power)
10cm C5 Far Ultraviolet Laser (1) Range 64,000km TS: 10000 km/s Power 3-5 RM 5 ROF 5 3 3 3 3 3 2 0 0 0 0
Fire Control S01 32-5000 (1) Max Range: 64,000 km TS: 5000 km/s 84 69 53 37 22 6 0 0 0 0
This design is classed as a Fighter for production, combat and maintenance purposes
First fighter I've ever designed. I looked for a random name, and I had a good laugh at this one. Left it in for the sake of irony.
You need a power plant for that laser to fire. Drop the capacitor on the laser down to 3, there is no point having it above the power required level, it only makes it cost more.
Did you design the fire control as fighter only on the component design? Doing so gives you a 4x bonus to tracking speed for no cost in size. It may be worth using the reduced range, reduced size when designing the firecontrol as well, as you are pretty much going to be fighting pointblank anyway, and the smaller size leads to higher speed. In either case you want to get the tracking speed up to closer to the fighters speed.
I'd strip the extra layer of armour off, it's not really going to do much to protect the fighter and You will get better survivability from the increase in speed due to lower size.
I assume you will have a fighter leader that accompanies the wing with the laser stripped out and replaced by an active sensor, so no need for an active on the actual weapon bearing fighters. In order to reduce the size and hence increase the speed of the fighter, you may want to get rid of the engineering space entirely as it is usually very unlikely you will suffer a repairable breakdown in the short period that the fighters are out.
Resolution II class Light Cruiser 8,250 tons 839 Crew 2235 BP TCS 165 TH 550 EM 450
6666 km/s Armour 5-36 Shields 15-300 Sensors 1/1/0/0 Damage Control Rating 15 PPV 41.6
Maint Life 3.31 Years MSP 847 AFR 108% IFR 1.5% 1YR 117 5YR 1758 Max Repair 280 MSP
Internal Confinement Fusion Drive E6 (11) Power 100 Fuel Use 60% Signature 50 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 109.1 billion km (189 days at full power)
Epsilon R300/18 Shields (5) Total Fuel Cost 90 Litres per day
Quad 15cm C5 Ultraviolet Laser Turret (1x4) Range 240,000km TS: 20000 km/s Power 24-20 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
25cm C4 Plasma Carronade (2) Range 160,000km TS: 6666 km/s Power 16-4 RM 1 ROF 20 16 8 5 4 3 2 2 2 1 1
Fire Control S08 128-10000 (1) Max Range: 256,000 km TS: 10000 km/s 96 92 88 84 80 77 73 69 65 61
Fire Control S04 32-20000 (1) Max Range: 64,000 km TS: 20000 km/s 84 69 53 37 22 6 0 0 0 0
Tokamak Fusion Reactor Technology PB-1 (2) Total Power Output 32 Armour 0 Exp 5%
Active Search Sensor MR16-R1 (1) GPS 280 Range 16.8m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
Tried to design a light cruiser capable of destroying enemy missiles. Not really sure about this one, rather going to count on carriers and fighters.
A decent design, the 15cm laser isn't optimal for shooting down missiles as the range is too short to get off more than the single shot of final fire mode. However using it as adding a bit of extra weight of fire to support dedicated anti-missile ships is perfectly fine.
Really should have significantly more armour on this design. Using plasma cannonades means you want to close to point blank range to get past the severe damage drop-off and then survive at that range.
You may want to add a higher resolution active sensor to let you pick up ships at longer range, unless you are going to have dedicated sensor ship carrying your longer range sensors.
Trafalgar II class Cruiser 7,750 tons 488 Crew 1581.4 BP TCS 155 TH 650 EM 540
8387 km/s Armour 3-34 Shields 18-300 Sensors 1/1/0/0 Damage Control Rating 4 PPV 0
Maint Life 3.08 Years MSP 510 AFR 120% IFR 1.7% 1YR 81 5YR 1211 Max Repair 75 MSP
Hangar Deck Capacity 3000 tons
Internal Confinement Fusion Drive E6 (13) Power 100 Fuel Use 60% Signature 50 Armour 0 Exp 5%
Fuel Capacity 250,000 Litres Range 96.8 billion km (133 days at full power)
Epsilon R300/18 Shields (6) Total Fuel Cost 108 Litres per day
Strike Group
10x Invincible II Fighter Speed: 10000 km/s Size: 6
This design is classed as a Military Vessel for maintenance purposes
Nothing special about this one. I fortunately just researched into Internal Fusion engines, so I got a significant jump in terms of speed.
Might want to add some additional maintainance supplies and fuel storage for your fighters to refuel/repair.
Illustrious class Missile Destroyer 9,950 tons 943 Crew 2948.2 BP TCS 199 TH 550 EM 300
5527 km/s Armour 6-41 Shields 10-300 Sensors 24/18/0/0 Damage Control Rating 15 PPV 51.2
Maint Life 2.1 Years MSP 926 AFR 158% IFR 2.2% 1YR 280 5YR 4194 Max Repair 384 MSP
Internal Confinement Fusion Drive E6 (11) Power 100 Fuel Use 60% Signature 50 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 30.1 billion km (63 days at full power)
Gamma R300/12 Shields (5) Total Fuel Cost 60 Litres per day
Quad 15cm C5 Ultraviolet Laser Turret (2x4) Range 240,000km TS: 20000 km/s Power 24-20 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
Fire Control S16 128-20000 (2) Max Range: 256,000 km TS: 20000 km/s 96 92 88 84 80 77 73 69 65 61
Tokamak Fusion Reactor Technology PB-1 (2) Total Power Output 32 Armour 0 Exp 5%
Active Search Sensor MR16-R1 (1) GPS 280 Range 16.8m km Resolution 1
Thermal Sensor TH3-24 (1) Sensitivity 24 Detect Sig Strength 1000: 24m km
EM Detection Sensor EM3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
This design is classed as a Military Vessel for maintenance purposes
Putting some hopes into this one. Illustrious is suppoused to stay out of the fight with the carriers while the parasites do the dirty work. Two missile controls and two turrets let me target two different missiles at once, correct?
Drop down to 10cm capacitor 3 lasers in your quad turrets, drop the range multiplier on your firecontrols to x1. Add some more armour and have these accompany your Resolution II ships in for actual anti-missile support, leave a few to escort the carriers. One firecontrol per quad turret is fine. Your current design doesn't mount enough powerplants to meet the demand, look to the left on the class design page to see the total power needed/power supplied.
For overall fleet design, I'd try and match the sizes and fuel reserves of the ships a little closer, as it is the ships are wanting to operate at significantly different speeds and endurances. You will also want to have a dedicated sensor ship accmpanying your fleet, as it is you have no long range detection capability.
Also, found a perfect world, 0 col cost, hilarious amount of resources at 0.1, but few jumps far. Is it worth to upgrade my cargo and colony ships with faster engines and create a commercial jump tender to travel with them?
Yes, but note that if it is more than 4 jumps(with jumpgates) from your closest existing colony, then civilian colony ships/freighters won't reach it. Depending on distance it may be worth setting it up as an essentially selfsufficient colony. You will want to have a geosurvey team with a good skill rating survey the planet, they are likley to increase the accessability of it's minerals.