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Author Topic: Lets Play: Aurora  (Read 25316 times)

Acanthus117

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Re: Lets Play: Aurora
« Reply #105 on: April 18, 2011, 12:52:12 am »

Cool beans!

Moar dakka=win

That's all I can say.
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forsaken1111

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Re: Lets Play: Aurora
« Reply #106 on: April 18, 2011, 01:10:49 am »

Hm, the jump drive required to move the Cornwallis would be massive with our current technology. I may have to resort to using a military jump tender as well.

A jump drive powerful enough to move the Cornwallis command ship would take 6 years to develop. A jump drive for a jump tender would only take 3 years, so I'm going for that. I'll be able to refine my jump tech later on, and the jump tender can be detached for other uses as well.
« Last Edit: April 18, 2011, 01:14:27 am by forsaken1111 »
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EuchreJack

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Re: Lets Play: Aurora
« Reply #107 on: April 18, 2011, 01:17:11 am »

Worst case scenario, Jump Tenders make great scouts for uncharted Jump Points... ;D

forsaken1111

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Re: Lets Play: Aurora
« Reply #108 on: April 18, 2011, 01:18:52 am »

Indeed. In that case, the Cornwallis is complete and shipyard expansion underway to build her. At 14,200 tons she will be the largest military vessel constructed to date, with a crew of 879 souls.

Code: [Select]
Cornwallis class Survey Command Ship    14,200 tons     879 Crew     1525 BP      TCS 284  TH 250  EM 0
880 km/s     Armour 1-52     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 20     PPV 11
Annual Failure Rate: 80%    IFR: 1.1%    Maint Capacity 16342 MSP    Max Repair 150 MSP    Est Time: 15.94 Years
Flag Bridge    Hangar Deck Capacity 4000 tons     

Orion IIM (10)    Power 25    Fuel Use 90%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 56.3 billion km   (740 days at full power)

Twin 12cm C4 Near Ultraviolet Laser Turret (1x2)    Range 72,000km     TS: 15000 km/s     Power 8-8     RM 3    ROF 5        4 4 4 3 2 2 1 0 0 0
General Dynamics S06 36-12000 Beam Fire Control (2)    Max Range: 72,000 km   TS: 12000 km/s     68 57 46 35 24 13 2 0 0 0
Pressurised Water Reactor PB-1 AR-0 (2)     Total Power Output 8    Armour 0    Exp 5%

Raytheon MR12-R100 Search Sensor (1)     GPS 2400     Range 12.0m km    Resolution 100
Raytheon MR0-R1 Missile Detection System (1)     GPS 12     Range 600k km    Resolution 1
Raytheon TH2-10 Sensor (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
Raytheon EM2-10 Sensor (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

This design is classed as a Military Vessel for maintenance purposes
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forsaken1111

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Re: Lets Play: Aurora
« Reply #109 on: April 18, 2011, 01:26:31 am »

4th October, 2020 - The first Scipio class commercial jump tender, TJ Cyclone, is under construction in the Rotterdam Drydock yard. The 233rd division, Earth Defense Forces, is now at full strength bringing Earth's total ground forces to 12 full brigades. As a standby force, a brigade of marine battalion units are being trained, and four marine companies have been established for later use as shipboard security.

Code: [Select]
Scipio class Jump Tender    14,050 tons     211 Crew     239 BP      TCS 281  TH 244  EM 0
868 km/s    JR 3-25(C)     Armour 1-51     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 11 MSP    Max Repair 72 MSP

JC22K Commercial Jump Drive     Max Ship Size 22500 tons    Distance 25k km     Squadron Size 3
Orion IIC (4)    Power 60.9375    Fuel Use 8.55%    Signature 60.9375    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 149.8 billion km   (1997 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Believe it or not, that is the SMALLEST commercial jump engine you can design with my tech level which is capable of allowing other ships to jump with you. I could make it smaller than that, but it would be self-jump only.
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forsaken1111

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Re: Lets Play: Aurora
« Reply #110 on: April 18, 2011, 01:42:25 am »

8th April, 2021 - TJ Cyclone has been completed, commanded by Captain Gwendolyn Boman. It has joined Survey Fleet and awaits the completion of the flagship.
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Haspen

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Re: Lets Play: Aurora
« Reply #111 on: April 18, 2011, 01:43:52 am »

When the beam warships will be completed?
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forsaken1111

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Re: Lets Play: Aurora
« Reply #112 on: April 18, 2011, 01:46:51 am »

When the beam warships will be completed?
Working on their designs now. Should come in right at 6000 tons I believe. Escorts are back down to 2 per survey fleet for now, unless I include 2 jump tenders or something.

Actually they may be significantly smaller than that. Gonna play with the design some more.
« Last Edit: April 18, 2011, 01:51:08 am by forsaken1111 »
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Cerej

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Re: Lets Play: Aurora
« Reply #113 on: April 18, 2011, 01:59:04 am »

It looks like your command ship has two beam fire controls but only one turret.  Does the second fire control have any function when the ship is at 100%?  Or is it just a spare in case of damage?
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forsaken1111

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Re: Lets Play: Aurora
« Reply #114 on: April 18, 2011, 02:02:35 am »

It looks like your command ship has two beam fire controls but only one turret.  Does the second fire control have any function when the ship is at 100%?  Or is it just a spare in case of damage?
Actually that was just me clicking once too many. ^.^

Removed now. Glad you brought that to my attention before I started it building. Shaved 300 tons off the thing.
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forsaken1111

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Re: Lets Play: Aurora
« Reply #115 on: April 18, 2011, 02:21:48 am »

8th October, 2021 - Designs for the Churchill class Destroyer Escort have been finalized and the Portsmouth Orbital yard is retooling for a construction run. Work continues on designs for a military jump tender engine. The Churchill will be equipped with a newly designed beam fire control system with a longer range and higher accuracy. I have revised the plans for the Cornwallis to include one of these fire control systems as well, in case the laser defense system needs to be used in a ship-to-ship capacity.

15th November, 2021 - Doctor Shawn Almada has completed theoretical research on a new pebble bed reactor technology which could provide much more power per ton than the current pressurized water reactors. Doctor Almada theorizes that a new drive system could be engineered from this technology utilizing focused nuclear pulses for greater power efficiency.


Code: [Select]
Cornwallis class Survey Command Ship    14,300 tons     889 Crew     1546 BP      TCS 286  TH 250  EM 0
874 km/s     Armour 1-52     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 20     PPV 11
Annual Failure Rate: 81%    IFR: 1.1%    Maint Capacity 16351 MSP    Max Repair 150 MSP    Est Time: 15.83 Years
Flag Bridge    Hangar Deck Capacity 4000 tons     

Orion IIM (10)    Power 25    Fuel Use 90%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 55.9 billion km   (740 days at full power)

Twin 12cm C4 Near Ultraviolet Laser Turret (1x2)    Range 120,000km     TS: 15000 km/s     Power 8-8     RM 3    ROF 5        4 4 4 3 2 2 1 1 1 1
General Dynamics S06 36-12000 Beam Fire Control (1)    Max Range: 72,000 km   TS: 12000 km/s     68 57 46 35 24 13 2 0 0 0
GD-AIS Beam Fire Control S08 96-6000 (1)    Max Range: 192,000 km   TS: 6000 km/s     38 36 33 31 29 27 25 23 21 19
Pressurised Water Reactor PB-1 AR-0 (2)     Total Power Output 8    Armour 0    Exp 5%

Raytheon MR12-R100 Search Sensor (1)     GPS 2400     Range 12.0m km    Resolution 100
Raytheon MR0-R1 Missile Detection System (1)     GPS 12     Range 600k km    Resolution 1
Raytheon TH2-10 Sensor (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
Raytheon EM2-10 Sensor (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Churchill class Destroyer Escort    4,350 tons     451 Crew     515 BP      TCS 87  TH 175  EM 0
2011 km/s     Armour 5-23     Shields 0-0     Sensors 5/5/0/0     Damage Control Rating 0     PPV 16
Annual Failure Rate: 870%    IFR: 12.1%    Maint Capacity 0 MSP    Max Repair 86 MSP    Est Time: 0 Years

Orion IIM (7)    Power 25    Fuel Use 90%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 46.0 billion km   (264 days at full power)

12cm C4 Near Ultraviolet Laser (4)    Range 120,000km     TS: 3000 km/s     Power 4-4     RM 3    ROF 5        4 4 4 3 2 2 1 1 1 1
GD-AIS Beam Fire Control S08 96-6000 (1)    Max Range: 192,000 km   TS: 6000 km/s     38 36 33 31 29 27 25 23 21 19
Pressurised Water Reactor PB-1 AR-0 (4)     Total Power Output 16    Armour 0    Exp 5%

Raytheon MR6-R100 Search Sensor (1)     GPS 1200     Range 6.0m km    Resolution 100
Raytheon TH1-5 Sensor (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Raytheon EM1-5 Sensor (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

This design is classed as a Military Vessel for maintenance purposes
« Last Edit: April 18, 2011, 02:29:47 am by forsaken1111 »
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forsaken1111

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Re: Lets Play: Aurora
« Reply #116 on: April 18, 2011, 02:30:39 am »

That's all for now, and don't expect much progress this coming week. I'm scheduled for 60 hours of work this week, and what free time I have will be taken up by household chores and Portal 2. :)
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Acanthus117

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Re: Lets Play: Aurora
« Reply #117 on: April 18, 2011, 03:14:12 am »

Hehe, have fun with Portal!

I know I'll be hooked >_>
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Sheb

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Re: Lets Play: Aurora
« Reply #118 on: April 18, 2011, 04:31:47 am »

I would have gone with two single turrets. Never saw the use for multiple turrets, they take as much place and cost as much per gun, and cost twice as much to research.
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Narmio

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Re: Lets Play: Aurora
« Reply #119 on: April 18, 2011, 06:41:06 am »

I would have gone with two single turrets. Never saw the use for multiple turrets, they take as much place and cost as much per gun, and cost twice as much to research.
There are only two advantages to multiple mounts on turrets. One is armour, if you armour your turrets (which I've not experimented with - I haven't used internal armour at all so far, too much weight!) you get a discount for multiple mountings.  And two is rounding errors, since turret size rounds up to the nearest HS. If your gun+rotation gear is 5.2HS, a single mount will be 6HS, a double mount will be 11HS, a triple mount will be 16HS and a quad mount will be 21HS. If you intend to mount four of them, big space saving by going for the quad. Of course, it's totally dependent on what the rounding situation is and is fairly silly, since plenty of other components don't round to a full HS.
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