So I finally got Ion tech engines and I'm about to start producing a cruiser to jump with my jump ships.
Fox class Cruiser 7,450 tons 740 Crew 1036.2 BP TCS 149 TH 600 EM 0
4026 km/s Armour 4-33 Shields 0-0 Sensors 10/10/0/0 Damage Control Rating 6 PPV 31.7
Maint Life 6.68 Years MSP 522 AFR 74% IFR 1% 1YR 20 5YR 304 Max Repair 44 MSP
Ion Engine E7 (10) Power 60 Fuel Use 70% Signature 60 Armour 0 Exp 5%
Fuel Capacity 350,000 Litres Range 120.8 billion km (347 days at full power)
Twin 10cm PD N.U.V. Turret (2x2) Range 90,000km TS: 15000 km/s Power 6-6 RM 3 ROF 5 3 3 3 2 1 1 1 1 1 0
15cm C3 Near Ultraviolet Laser (2) Range 180,000km TS: 4026 km/s Power 6-3 RM 3 ROF 10 6 6 6 4 3 3 2 2 2 1
15cm Railgun V2/C3 (1x4) Range 60,000km TS: 4026 km/s Power 9-3 RM 2 ROF 15 3 3 2 1 1 1 0 0 0 0
Fire Control: anti-missle point defense v1 (1) Max Range: 48,000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
Fire Control S04 96-3000 (2) Max Range: 192,000 km TS: 3000 km/s 95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor Technology PB-1 (6) Total Power Output 18 Armour 0 Exp 5%
Active Search Sensor MR0-R1 (1) GPS 10 Range 500k km Resolution 1
Active Search Sensor MR7-R20 (1) GPS 640 Range 7.2m km Resolution 20
Active Search Sensor MR10-R100 (1) GPS 2000 Range 10.0m km Resolution 100
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
This design is classed as a Military Vessel for maintenance purposes
critiques?
Decent armour, good maintainance and fuel levels, good speed though a bit more space on engines than I would carry but thats a design policy decision.
You are carrying insufficient reactors than you need to power your weapons. Each of your PD turrets needs 6, each of your lasers needs 3 and your railgun needs 3, for a total of 2*6 + 2*3 + 3 = 21. Your reactors only provide 18.
Go with either the 15 cm railgun or the 15 cm laser, not both. Their capabilities are too different to be a good match on the same ship.
I'd only carry a single anti ship firecontrol on a ship this small. Also it's tracking speed is too low for your weapon, I'd design a new one at 4x range 1.5x speed at your current tech level. The thing to note with tracking speed is that it will use the
lower of the tracking speed of the fire control or the tracking speed of the weapon. The weapons tracking speed is the
higher of the ships speed or the base tracking speed tech.
Your resolution 1 missile search sensor is far too small. At that size you will only pick up missiles at around 50,000 km, close enough that there is a high probability that they will impact you before you can detect them. Make it ten times the size at least. Also From what I see your EM sensor tech is still at the initial 5. This is crippling your active sensors as they rely on both active sensor strength and EM detection strength.
I wouldn't bother placing the resolution 20 and 100 sensors on this ship design. The way sensors work is that they detect anything of their resolution or larger, so if you increase the size of your resolution 1 sensor, as you need to to be able to pick up missiles at a reasonable distance, your resolution 1 sensor will be able to pick up ship targets at sufficient range for combat. Beam combat ships will usually only need the one sensor, as long as you have a dedicated sensor ship with much larger sensors to pick up contacts at range.
I'm not 100% sure on how sensors and fire control work so those might be wrong. It need to be under 7500 tons so I'm good there. Should I start thinking about making a small jump gate constructor?
oh and my wealth is plummeting like crazy! how do I fix it?
You will usually only want to start building jumpgates to "safe" systems, those you have explored completely, or to those that you need to bring big ships through to that you don't have the jump engines to allow passage.
Wealth is best increased through, increasing population, trade, and researching the improved economy tech.
And civilian mining colonies, I have no idea of how they are created but they will appear with time.
Civilian mining companies have a chance to be created each 5 day interval, with the chance dependant on your empires financial income.
Guys is anyone else getting an nullstring and other errors (3315 and 3201) when trying to create an NPR? (Or when entering a system and the game tries to make one)
Judging from the bug report section over on the Aurora forums, there seem to be a number of bugs with NPR generation in version 6.0, though I haven't run into it myself yet. Should hopefully be fixed in the 6.1 bugfix patch Steve is
working on just released.
edit: and ninja'ed repeatedly while I've been typing all that.