Alright, finally got my tech updated, so I'm redesigning my military. Here's my missile cruiser so far. Can I get some honest opinions?
Those missiles look like they have much too much fuel. The AMM's have twelve and a half times the range that you are able to actually track incoming missiles, which means that there is space being wasted on the missiles that can either be used for a larger engine for a higher speed, or for more agility to improve your hit chance.
Similarly just shy of 500 million km is very long range for ASM of that speed. I'd suggest cutting half the fuel and increasing the engine size to fill the space.
You've actually gone overboard on the engineering spaces for the design. Cut back and aim for a two-three year maintenance life and use the freed space for more magazines.
Is this design intended to operate independently? If not, that is a lot of space going to sensors that could be used for magazines. I'd retain the AMM sensor though so as to ensure that you don't lose your PD capability if your primary sensor ship is lost.
I'd suggest that you are carrying too many ASM's compared to AMM's. At your current magazine size I'd drop down to 80 ASM's and use the recovered space for AMM's.
You may have noticed a lot of focus on magazine capacity. This is because in any real engagement you are going to chew through a ton of AMM's trying to shoot down incoming missiles. As an example given the missiles shown on average it will take 20 AMM's to shoot down a single salvo of your ASM's.
You are probably OK with a single firecontrol for your AMM's, as they can only fire every 15 seconds. To deal with multiple incoming salvoes, link only four of the AMM tubes to the firecontrol, target and fire on the first incoming salvo then link the remaining tubes to the fire control and target and fire on the next salvo. You can then leave them all linked and as long as you fire as the tubes get reloaded it will remain divided into sets of four, switching targets as needed.
Death Star Prototype class Base 107 500 tons 1503 Crew 16466.4 BP TCS 2150 TH 6000 EM 1260
2790 km/s Armour 14-201 Shields 42-450 Sensors 1/1/0/0 Damage Control Rating 60 PPV 55
Maint Life 0.18 Years MSP 1915 AFR 4622% IFR 64.2% 1YR 10376 5YR 155638 Max Repair 540 MSP
Intended Deployment Time: 480 months Flight Crew Berths 0
Flag Bridge Hangar Deck Capacity 10000 tons Troop Capacity: 6 Battalions Cryogenic Berths 12000 Cargo Handling Multiplier 10
NanoTrasen Prototype Death Star Engine (6) Power 1000 Fuel Use 45% Signature 1000 Exp 10%
Fuel Capacity 8 000 000 Litres Range 29.8 billion km (123 days at full power)
Epsilon R450/648 Shields (14) Total Fuel Cost 378 Litres per hour (9 072 per day)
40cm C2 Soft X-ray Laser (3) Range 24 000km TS: 3000 km/s Power 42-2 RM 6 ROF 105 42 42 0 0 0 0 0 0 0 0
60cm Death Star Laser (1) Range 24 000km TS: 3000 km/s Power 94-1 RM 6 ROF 470 94 94 0 0 0 0 0 0 0 0
NanoTrasen Fire Control S00.5 2.5-5000 (6) Max Range: 5 000 km TS: 5000 km/s 0 0 0 0 0 0 0 0 0 0
Death Star Prototype Fire Control (1) Max Range: 24 000 km TS: 12000 km/s 58 17 0 0 0 0 0 0 0 0
NanoTrasen NT Stellarator Fusion Reactor Technology PB-1 (10) Total Power Output 1800 Armour 0 Exp 5%
Is this good?
You lack flight crew berths for the fighters you are presumably going to be landing in your hangar bay. check the keep excess crew quarters check-box on the top right and add some additional crew quarters to create the berths. I'd allow 2-5 berths per 500 tons of hangar space, so 40-100 for this design. If you design your fighters first, you can obviously be more precise.
You've also lack sufficient engineering spaces. You are going to run out of supplies in about two months.
Your fire controls have much too high tracking speed for the weapons mounted. Put the weapons in turrets, and when designing the turret specify the tracking speed to match the firecontrol. Also you have twice the number your smaller firecontrols than needed for some reason. Have you used the increased range on those firecontrols at all? 24,000 km is literally point blank range.
Really too few engines for the tonnage of the ship. Aim for around 25% of the total tonnage to comprise of engines if you want anything like a reasonable speed.
Also, you have no active sensor. The ship will be unable to target enemies to fire upon on it's own, it will be entirely reliant on the sensors of other ships.