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Poke my boat! Tank rescuscitation - 2.0 killed everything else.
2016-12-04, 08:54 AM (This post was last modified: 2017-10-07 08:55 PM by Richard Dastardly.)
Post: #1
Poke my boat! Tank rescuscitation - 2.0 killed everything else.
Nothing here is properly developed for 2.0 ( except the tanks ).

AoTE Tanks & other vehicles
- Assorted fairly expensive tanks - 322mm HESH, 322mm APDS, 337mm HEAT, 337mm Flak, 2x62mm frag, 14x7 rocket artillery, laser helicopter, light tank - updated 7/10/17

--

Until such time as there's an option to disable post-processing effects again I'll no longer be seriously updating anything or even playing ( except AoTE apparently - so I suspect it's the new sea that's giving me issues ). With PP on the game looks awful & gives me eye strain after quite a short time; it's a great pity, but if that is the way forwards then here is where I part company. A couple of months hasn't changed that either so no updates, and there's no useful 190mm ammo ( or low gauge ammo either ) vs shields so there's no point updating most of this stuff. I did fix the anti-sub frigate a bit, the AAA craft is usable with frag fixes and I have a usable S-class, but those do not make a fleet or give any progression in the campaign. If there's some graphical settings update then I'll be starting over for everything so I guess I will start a new thread - thanks for all the help in this one, folks.

Here's the things I've at least made aware of 2.0: note the alloy changes mean the small ships don't self-right anymore either, so the whole hull series is a loss and there's more volume to play with now anyway, so building to such tight volume limits is not a good strategy. The ammo for the frigate is whatever, no idea what to shoot at subs really. Also included a 23k block gunnery test ship - it's quite destructive but the insides are not remotely designed, and defense is basically stupidly big LAMS or nothing. I can actually run battles with things that big just fine, but it's probably another 250k to finish it & it is a bit *too* big.

Some slight abuse of prefabbed edited propellors to cut down the number - makes the ships very marginally cheaper, but I'm not bothered enough to edit the prefab to put the cost up. Does *not* make the propellors cheaper to *use*.


.blueprint  RD SL-class Destroyer.blueprint (Size: 338.71 KB / Downloads: 10) - slightly longer S-class, just a bit more protection around the props

.blueprint  RD O-class Frigate 2.0.blueprint (Size: 256.35 KB / Downloads: 11) - anti-submarine frigate

.blueprint  RD Mink II-class AAA Corvette 2.0.blueprint (Size: 259.06 KB / Downloads: 14)

.blueprint  RD HMS Gratuitous -P- 453.blueprint (Size: 1.08 MB / Downloads: 7)

.blueprint  RD Camel III.blueprint (Size: 151.36 KB / Downloads: 8) - Replaced bow 71mm autocannon with 2x300mm/3m firing HP/HE; vs DWG it's a bit ridiculous.
   

.blueprint  RD Politician-class FAB.blueprint (Size: 66.39 KB / Downloads: 35) - nearest thing to a starter ship seeing as my cheapo aircraft is useless. Fixed the broken engine & redid the front hull to look more like the bigger jetboat ( twice, now )
   

.blueprint  RD Dogbert-class FAB.blueprint (Size: 161.59 KB / Downloads: 35) - missiles 2.0-ized, not sure how effective the thing is. Looks cool though.
   

And to show I did at least attempt to fix the old boats, a reworked T-class with slightly higher calibre main guns. It's awesome until there's a sniff of shield, and then you might as well turn the guns off or just load it entirely with smoke.

Pic

.blueprint  RD T2-class destroyer.blueprint (Size: 241.4 KB / Downloads: 6)

================================================================================​==============================
-- if it's below here, it's probably completely pre-2.0 and will need messing with.
================================================================================​==============================

I do not consider myself a particularily good builder (nb - as of spring 2017 I guess I consider myself reasonably competent ). Having got that out of the way, the best way to learn is to build anything and then have someone better pull it to bits, so I envisage this thread being updated occasionally with new subjects. Really we need a pinned thread where anyone can submit vessels for criticism.

Warning: I design ships with my full avatar faction skills in place - currently I have 100 points in Gun Smiths which halves inaccuracy - and they will stay there until we don't need such stupidly long barrels - and 50 points in Scientist which does similar for LAMS, so YMMV when testing. I also use Gladyon's Protectech mods which have the option of a better aimpoint algorithm - most of the ships won't have it enabled, but there may be one or two which are tuned for it. Generally it probably won't make a difference. Autodetect is off completely - probably doesn't matter except for anything like the small jetboat which has deliberately bad sensors.

Catalogue: - due a prune soon! I should point out that this doesn't *quite* invalidate the one-ship-per-thread guideline as *all* of them ( bar prototypes ) grew from the same base vessel & if you look at the internals you'll find much of them to be identical.

Battle fleet
  • Destroyers
    - S-class flotilla leader: 130k, 12.0k vol, 2x370mm 4m, dual 52mm 1m, 24x 9-block torps, 12x 7-block missiles. Dual shields, dual 3 node LAMS - 30/6/17
    .blueprint  RD S-class Destroyer leader.blueprint (Size: 336.66 KB / Downloads: 96)
    - T-class: 103k, 9.3k vol, 2x190mm 2m, 71mm 1m, 8x8-block torps, 10x6-block missiles. Dual shields, single 7 node LAMS. Updated 8/6/17
    .blueprint  RD T-class destroyer.blueprint (Size: 252.56 KB / Downloads: 81)
  • Frigates
    - O-class ASW frigate - 106k, 10,2k vol, 2x292mm 4m, 24x8-block 4-prop torps, 8x7-block ASROC. Dual shields, single 9 node LAMS. - updated 12/6/17
    .blueprint  RD O-class Frigate.blueprint (Size: 255.7 KB / Downloads: 25)
  • Corvettes
    - C-class: 84.8k, 7.8k vol, 2x190mm 2m, 12x8-block torps. Dual shields, single 7 node LAMS. Updated 7/6/17
    .blueprint  RD C-class Corvette.blueprint (Size: 211.59 KB / Downloads: 53)
    - Mink II/M-class AAA: 94k, 8.5k vol, 2x 2x71mm 1m, 71mm 1m, 6x8-block torps, 23x8 block fast missiles. Dual shields, single 7 node LAMS - updated 10/6/17
    .blueprint  RD Mink II-class AAA Corvette.blueprint (Size: 255.89 KB / Downloads: 73)

Independent / small fleet
  • Destroyers
    - Wolf class: 130k, 2x 190mm 2m, dual 52mm 1m, 12x 8-block torps, 12x 7-block missiles. Dual shields, dual 3 node LAMS. - updated 7/6/17
    .blueprint  RD Wolf-class Destroyer.blueprint (Size: 294.83 KB / Downloads: 115)
  • Frigates
    - Wolverine II class - general patrol: 90k, 2x146mm 2m, 71mm 1m, 8x8-block torps, 10x7-block missiles. Dual shields, single 7 node LAMS. Double hull. - updated 7/6/17
    .blueprint  RD Wolverine II.blueprint (Size: 234.04 KB / Downloads: 65)
  • Corvettes
    - Badger class - general patrol: 70k, 2 2x62mm 1m, 71mm 1m, 6x6 block missiles. 2x8 block torpedos, 3 node LAMS, Single shields. Double hull. - updated 31/5/17
    .blueprint  RD Badger-class Corvette.blueprint (Size: 217.29 KB / Downloads: 80)
    - Camel II class Patrol boat - missile/torpedo/first boat: 51k, 71mm 1m, 71mm 1m, 6x6 block torps, 14x 6 block missiles, double hull, single shields, small 3-node LAMS. Alpaca rebuild - updated 20/5/17
    .blueprint  RD Camel II-class MTB.blueprint (Size: 154.38 KB / Downloads: 61)

Prototypes & Experimentals
    - P6 patrol boat - platform to explore lower cost building techniques. ~36k, 2x71mm, 8x6 block missiles, 2x8 block torps, 71mm kinetic CIWS, 2x2 simple laser AAA - updated 5/6/17
    .blueprint  RD P6 Patrol boat.blueprint (Size: 141.32 KB / Downloads: 26)
    - Dogbert-class Fast Attack Boat(FAB) - missile carrying jetboat ~31k, 60+m/s, small radar sig, 16x7-block missiles, 8x8-block torps, 6x4-block close range missiles - updated 3/5/17
    .blueprint  RD Dogbert-class FAB.blueprint (Size: 161.59 KB / Downloads: 35)
    - Politician-class Fast Attack Boat(FAB) - missile jetboat, 10k, 60+m/s, small & evasive, 8x7-block missiles, 6x8-block torps - updated 4/6/17
    .blueprint  RD Politician-class FAB.blueprint (Size: 66.39 KB / Downloads: 35)

Obsolescent - usable but outdated ships, not being actively updated.
    - P4 patrol boat - platform to explore lower cost building techniques. ~30k varies on revision, 71mm, 8x6 block missiles, 2x8 block torps, 70mm kinetic CIWS 2x2 simple laser AAA - updated 20/5/17
    .blueprint  RD P4 Patrol boat.blueprint (Size: 121.72 KB / Downloads: 28)
    - Alpaca II class - missile/torpedo/first boat: 50k, 2x52mm, 6x6 block torps, 14x 6 block missiles, double hull, single shields, small 3-node LAMS. Very WIP. - updated 15/2/17
    .blueprint  RD Alpaca II-class MTB.blueprint (Size: 141.41 KB / Downloads: 53)
    - Wolverine Mk I - general patrol: 85k, 1x146mm 2m, 150mm 1m, 52mm 1m, 6x8-block torps, 6x6-block missiles. Dual shields, single 7 node LAMS. Double hull. - updated 17/5/17
    .blueprint  RD Wolverine-class Corvette.blueprint (Size: 217.42 KB / Downloads: 64)
    - Otter class - general patrol/first boat: 59k, 2x 150mm 1m, 52mm 1m, 6x6 block missiles. 2x8 block torpedos, Single shields. Single hull. - updated 15/1/17
    RD Otter-class Corvette.blueprint

Obsolete - for interest only

Land units - extremely WIP, I'm very new at this
-----

Fleet/campaign progression 5/17, max Godly, max reinforce

* Create basic infrastructure - I build a new mining building, a generator building, a construction barge, scrap the starter fortress and build a dockyard, and build a strategic antenna satellite.
* Build a Politician-class FAB, start clearing the open sea areas to the north and NE of the starter tile
* Continue clearing the open areas towards the OW & WF tiles - I may capture a Conger or in the unlikely event one spawns, a Marauder, until I have enough to build a P6 Patrol boat. Once that's built I have enough to comfortably conquer DWG. Clear all DWG tiles to make best friends with LH as possible.
* By the end of DWG, build a Wolverine II if possible, else either a Badger or a Camel II, scrap the Politician class, build at least three Dogbert-class FAB. The jetboats will be enough to clear OW open tiles ( mostly! they are not so good against Chancellors or the LAMS sailing ship and what an odd concept that is ), and the Wolverine is massive overkill for OW sailing ship tiles. Capture the first OW mining fortress, and then go straight for the Iron Throne - the fewer fights there are the less chance of LH attacking. Any captured large castle ships are a nice bonus, not something you can generally do with a long range missile craft though. At some point when needed I've built some logistics ships to transfer resource and a refinery barge & tanker.

After OW there is a suitable time to pause - LH have already reinforced to 150 anyway, by the time I'd get to anyone else they will have also, so I might as well sit on three infinite zones and the bonus finite ones & build up. This is where assaulting the OW base without clearing all tiles pays off.

By the time I have to assault LH I want at least two Wolf-class destroyers and at least one M-class - preferably an S-class, a couple of T-class, an O-class and the M-class. The main issue isn't offensive power but weakness to strong ( Tachyon-level ) lasers, the smaller craft simply don't have enough engine to power laser shielding properly. Fortunately the LH base isn't too many tiles from their front line. After LH you can take the WF out by capturing two tiles provided you've cleared a bit of OW, so dealing with them is at my leisure.

Current fleet composition 6/17 campaign:

* 2x S-class
* 4x T-class
* 1x C-class
* 2x M-class/Mink for AAA - needed for LH and SS mostly and probably SD if I don't build a new fleet
* 1x O-class for antisub - needed vs LH and SS mostly, other subs are not a problem.
* 1x Fleet replenishment vessel ( large volume wooden ship with fuel & material store, and a repair drone ) - this is kept with the fighting force to bump my combat allowance up.

Independently I have 6x Dogbert FAB in a rapid response group, a Wolverine II I used for OW parked in Cold Loch to guard against future TG insurgent fleets popping over the mountains, and a WIP bombardment ship around for shelling awkward villages.

The ships have grown a little but Gladyon's mod lets you bump the combat volume total, so set at 53k I can still get S+3T+C class in during the closing stages of a battle.

-----

Destroyers:

- Wolf-class destroyer

Dependable if fairly large volume ship. The LAMS does actually take care of a fair number of shells - quite a lot of an Excalibur volley for instance, if taken broadside - but don't try and slug it out with a Thyr. Currently being retired in my fleets in favour of the S-class, if I ever need an independent ship or a very small fleet I will still look at it - 190mm shells don't tend to get attacked by LAMS, unlike the 456mm on the S-class.

To fight laser ships, set the output value of the green ACB in the AI room ( roughly under the bridge ) to 9. For normal shields, set it to 11.

[Image: 31364961234_e15610cd07_b.jpg]


.blueprint  RD Wolf-class Destroyer.blueprint (Size: 294.83 KB / Downloads: 115) - 7/6/17

Features:

* Double hull, mostly metal-alloy-gap-alloy, inner bulkhead is metal or HA in places. Deck is generally metal-alloy, sometimes metal-metal.

* 2x 190mm 2m turret, sustained ROF 77rpm, set to 88 rpm as the natural breaks in firing from maneuvers let it reload just fine. Small rail assist lets it use 4-warhead shells, so frag rounds do about 21k damage. 1/5 shells currently set as HEAT.
* Dual 52mm light turret firing i-frag rounds at 520m/s, 560rpm. Lightly armoured to keep up traverse speed.
* 12x 8-block torpedo tubes firing 3 prop 6 exp warhead torps. Not terribly long range, but they have enough fuel that they time out before running out. The offside torps occasionally have a habit of hitting the boat at the moment once they've looped around.
* 12x 7-block missiles, 2 EMP and 2 frag warheads.

* Dual 4Q LAMS with three nodes each, 300 nominal damage per shot. With all ammo processors & all LAMS nodes firing on top of the rail draw power can get a bit tight, but usually there seems to be enough.
* Dual layered 3.0 reflect shielding round the main hull -superstructure shielding needs a little attention ( I'm having real trouble finding somewhere to place shields for the mast sensors ) & everything needs tidying. As of v168 is now switchable to laser absorb by changing the value of one ACB.

--
- r192 7/6/17 - new engine
- r190 31/5/17 - improved bow shielding.
- r187 20/4/17 - finally reworked the 190mm turrets so all loaders have two clips; marginal RoF increase.
- r186 9/4/17 - Removed muzzle brakes, experimental long range radar decoy rocket
- r183 11/2/17 - extra rudders
- r182 19/1/17 - 8x4 block interceptor/decoy torps and a couple more ammo processors. Decoys are unfortunately expensive, price up to 129k
- r179 13/1/17 - and now using the right base version.
- r178 13/1/17 - triple sonobouys, added a couple more holders to cope. Passive radar.
- r177 13/1/17 - double sonobouys, added lateral launchers at the bow.
- r171 9/1/17 - replaced the rear turret with a clone of the front, so it'll only hit anything really fast with a lot of luck. It is rather more effective vs large ships though. Stole a little from the LAMS but not enough to be noticeable.
- r168 7/1/17 - set up alternate laser absorb shielding ( just uses all of them ) - to switch, change the value of the green ACB in the back of the main mainframe room ( under the mast/bridge ) to 9. Set to 11 to go back to reflect. Engine battery charge amount in shield mode is not very refined yet. Tuned engine ramp times, discovered some extra power, so added another node per LAMS to cover fore/aft better, pushed LAMS up to 300dmg. You can use the rear doors again! Put the ejectors back on the rearmost missile launchers.
- r165 7/1/17 - stripped unnecessary AP from LAMS, added another rear shield, closed a gap in side shields, reduced cost
- r163 6/1/17 - more EMP protection, LAMS balanced, reduced rail draw for the 190mm gun, two missile launchers removed because they kept fouling the rear turret, more sensor redundancy, price around 125k.
- r151 - more muniwarners at the stern, aborted attempt at some cosmetics ( I don't think I'll bother ).
- r147 - filled a few holes
* r145 - stretched for additional engine & extra torps

-----

- S-class destroyer leader

It looks like a Wolf, because it is - with big guns and twice as many torpedo tubes. Heavy artillery support for T-class flotillas, the slow fire rate & thus railgun recharge means there's always spare power to refill batteries. At some point I may add a remotely powered drone or two.

Don't use it as a solo ship; the Wolf-class has over double the combat efficiency, but pure CE wasn't the aim for this ship. The surface target in the qualification test doesn't trigger torpedo launches though.

To fight laser ships, set the output value of the green ACB in the AI room ( roughly under the bridge ) to 9. For normal shields, set it to 11.

[Image: 34209467753_ba0db641fd_b.jpg]


.blueprint  RD S-class Destroyer leader.blueprint (Size: 336.66 KB / Downloads: 96) - 11/6/17

Features:

as Wolf ( above ) aside from:
* 2x370mm turrets firing 4m shells with light rail assist. Mostly 4 warhead HEAT with occasional utility shell - currently frag/smoke or EMP/frag mix.
* 24x9-block torpedos, all explosive.
* Extra sensors

--
- r206 - armour tweaks, torpedo tweaks
- r205 - increased main turret fire rate
- r204 - new engine
- r202 - Ammo overhaul, main turrets now 370mm, mostly HEAT, some frag/smoke and EMP/frag. Added more fixed sensors & found room for more CPU somehow. Better bow shielding.
- r198 - all 456mm rounds have a smoke warhead - added extra side fixed radar & IR trackers ( currently they can't see through smoke either ) and extra CPU. Removed muzzle brakes. Experimental long range radar decoy rocket
- r193 - doubled the number of torpedo tubes.
- r190 - initial - 23/1/17

Issues:

as Wolf.

-----

- T-class:

An attempt to get a lower volume Wolf, to squeeze an extra ship into my combat allocation. A 12m longer Wolverine with the Wolf turrets and a little more engine, a couple more torpedo tubes and missile launchers. At 103k and 9.4k volume it's significantly cheaper & more importantly significantly smaller than the Wolf-class; it does perform best in a fleet however.

To fight laser ships, set the output value of the green ACB in the AI room ( under the wheel ) to 9. For normal shields, set it to 11.

[Image: 34739754225_ecf8ee4e49_b.jpg]


.blueprint  RD T-class destroyer.blueprint (Size: 252.56 KB / Downloads: 81) - 8/6/17

* Features
- 2x190mm firing 2m shells at 88rpm. Mostly four warhead i-frag, some four warhead i-HEAT.
- 1x71mm lightweight turret firing 1m i-frag at high-ish velocity
- 8x8-block sonar torpedos, all explosive
- 10x6-block fairly slow missiles, emp/emp/frag
- double layered shields
- 7 node LAMS; there is enough engine to keep three nodes firing, more will start draining battery via electric engines fast. If in a fleet, make sure it's sharing electrical power
- comprehensive decoy system; 3 sonar bouy launchers with 3 bouys per round, 6x interceptor torps with sonar bouys as longer range distraction. The usual radar + flares.

Issues: turret pop due to thin deck, needs some topical lightening as it's a little too low in the water. Missiles may need one more block now it's using longer range main weapons. A bit slower than I'd really like. Is less tough than I'd like - given how much is crammed into that volume it's not surprising, but it's way more sensitive to battle damage than the Wolf-class hull. Used solo it'll gradually run the battery down until it turns so one main gun isn't firing, there's little that can practically be done without lengthening the hull. In a fleet, unless it's gone out of range, the rest of the fleet can top it up.

--
-r192 - 8/6/17 - the bow torpedos were using a very old design, incremented the version number for easy refit
-r191 - 7/6/17 - new engine
-r189 - 20/5/17 - Fixed the AI room, all sensors should now connect to ch1 again. 71mm AAA turret.
-r188 - 20/5/17 - AAA turret back to 52mm. Sensor rework to add fixed radar. Laser shield mode tuned & a few more detectors & smoke pots added.
-r186 - 17/5/17 - reduced AAA turret recoil slightly
-r185 - 17/5/17 - New engine for 2k more power, distributed AI & backup nav mainframe, orbital radar decoy. Laser defense mode will need some extra tuning. Extra anti-roll props. A little sculpting round the AAA turret.
-r180 - 20/4/17 - Reworked the 190mm turrets so all loaders have two clips. Light AAA turret now 76mm
-r179 - 9/4/17 - removed muzzle brakes
-r177 - 22/3/17 - replaced a missing muniwarner
-r176 - 22/3/17 - tweaks, removed gun constraints which appeared from somewhere
-r174 - 28/1/17 - extra CPU + IVT
-r173 - 27/1/17 - bow LAMS nodes.
-r172 - cosmetics. If there was something else, I can't find it.
-r169 - fixed some shield gaps. Starting to think it needs more engine.
-r168 - put the flag back! replaced missing muniwarners
-r166 - some minor corrections
-r164 - Initial

------------
Frigates:

- O-class Anti-submarine frigate

LH subs - updated with better anti-torp - were being a tedious pain, so I set about modifying a T-class to deal with them. Trials against the Black Current led to a modified stern with deeper embedding of the props ( call them waterjets now, eh? ) & eventually I removed the AAA to fit more torps. Seems to work quite nicely.

To fight laser ships, set the output value of the green ACB in the AI room ( under the wheel ) to 9. For normal shields, set it to 11.

[Image: 35093458552_a2bfb32a9c_b.jpg]


.blueprint  RD O-class Frigate.blueprint (Size: 255.7 KB / Downloads: 25) - 12/6/17

Features:

* 292mm main turrets firing supercavitating ammo, frag with some HEAT currently.
* 24 8-block torp tubes firing 4-prop 2-fin explosive torps.
* 8 7-block missile tubes firing 2-prop 2-fin explosive ASROC
* In addition to the T-class defensive suite, 16x 3-block interceptor torps, 4 interceptor mines, two underwater LAMS nodes and underwater laser warners.
* Reworked sensor suite to use sensors which can see through water. All round Sonar 90 coverage, all round IR 90 coverage, extra laser rangefinders.

Issues - a new ship trying things I haven't done before. The main guns seem to hit subs regularily now, but the ammo is not great & I should maybe slightly up the gauge if I can get enough muzzle velocity. The torps are OK, still slightly struggle to keep up with a Hydrovolt and they also struggle if the sub is very nearby ( fortunately subs usually go for the S-class I always have spawned in ). The little interceptor mines which roll off the rear deck I'm not sure actually do anything remotely useful but they're not really hurting anything by being there. I might just remove the ASROC completely. The sensor ... gazebo? on the torps needs some shaping. I may try and use beamrider torps.

--
- r209 - 12/6/17 - detailing
- r206 - 12/6/17 - removed bow torps, added a little extra battery.
- r205 - 12/6/17 - initial, adds 12 more torp tubes over the prototype.

---
- Wolverine II frigate

Features: 2x146mm turrets firing mostly frag - in raw damage terms these are actually the highest damage of all the ships, however their gauge means HEAT rounds are underwhelming. 71mm turret firing reasonably high velocity 3-warhead frag at 230rpm. 8 8-block torpedo tubes with the usual explosive load, 8 7-block slow missiles with mostly EMP. Classified as a frigate because it's more suited to independent use than the T-class which would just run out of power on it's own, it's too big to be the final ship in the current battlefleet and it's too big and powerful to be a corvette at this point.

To fight laser ships, set the output value of the green ACB in the AI room ( roughly under the bridge ) to 9. For normal shields, set it to 11.

[Image: 34761711375_08b8f87a1d_b.jpg]


.blueprint  RD Wolverine II.blueprint (Size: 234.04 KB / Downloads: 65) - updated 7/6/17

----
-r174 7/6/17 - new engine
-r172 31/5/17 - small fixes ( I think? I don't actually know )
-r171 20/5/17 - 71mm AAA turret. One day I'll settle on a gauge for those.
-r170 20/5/17 - sensor overhaul to fit 90 deg radar. Space radar decoy
-r169 19/5/17 - remembered to add the rear LAMS node and extra rudders.
-r168 19/5/17 - back to 52mm on the AAA turret, added a few tracer rounds to it. Is now my cheaper-than-Wolf independent ship.
-r167 17/5/17 - new 146mm turret meant another look - damage is now not all that much less than the 190mm turret & thus the fleet ships, but rather lower velocity shells. 76mm AAA turret, extra anti-roll props. Disturbingly fragile for some reason, more work needed, it may have a role again in single faction campaigns.
- r165 2/4/17 - T-class superstructure, 7 block missiles, reduced cost slightly
- r162 22/3/17 - replaced a missing muniwarner
- r161 22/3/17 - tweaks
- r160 11/2/17 - additional rudders, slight change in deck armour
- r159 28/1/17 - extra CPU & IVT
- r158 28/1/17 - bow LAMS nodes
- r157 26/1/17 - tweaked decoys, added a couple of air pumps
- r156 21/1/17 - replaced flagpost...
- r155 21/1/17 - Mk II, both turrets 146mm/2m, more torpedos, missiles, interceptor torps added, cost 89k, small volume increase.
- r138 13/1/17 - triple sonobouys
- see Wolverine


------------

Corvettes:

C-class battlefleet corvette: a lower volume ship to replace the generalist Wolverine II in my battle fleets; uses two 190mm turret from the T-class, 12 8-block torpedo tubes, installed into the Wolverine I hull with the bridge from the T-class. No missiles at all, so not really a rounded ship for independent action.

To fight laser ships, set the output value of the green ACB in the AI room ( roughly under the bridge ) to 9. For normal shields, set it to 11.

84.8k cost, 7.8k volume.

[Image: 34604789326_551b1d5937_b.jpg]


.blueprint  RD C-class Corvette.blueprint (Size: 211.59 KB / Downloads: 53) - 7/6/17

Issues: internal structuring not complete. Is a bit boring.

---
- r154 - 7/6/17 - new engine
- r153 - 6/6/17 - repiped the rear of the engine to squeeze in some more turbos & not need the exhaust trunked through the roof
- r152 - 13/5/17 - C2 class now definitive & renamed C-class. Brand new engine flips the layout, so the rear turret exploding at most is going to remove the end rather than the front. 2k more power means the LAMS is now quite strong. Added a couple of redundant sensors. Added extra battery.
- r144 - 6/5/17 - Rear turret regauged to 88mm. Considering swapping it for another 190mm. Sensor weightings fixed.
- r143 - 20/4/17 - Reworked the 190mm turrets so all loaders have two clips. The rear turret will be replaced at some point.
- r142 - 9/4/17 - Removed muzzle brakes, rebuilt rear turret to fire 83mm rounds at around 135rpm per gun, added some stone around the rear turret.
- r139 - initial

------

- Mink II-class AAA corvette

Wolverine variant, replaces the 146mm and 150mm turrets with dual 71mm firing 1m shells at ~550m/s ( with my fleet gunnery bonus ). Missiles replaced with an increased number of more maneuverable variants, otherwise generally as Wolverine II.

To fight laser ships, set the output value of the green ACB in the AI room ( roughly under the bridge ) to 9. For normal shields, set it to 11.

[Image: 32977167175_d533d86408_b.jpg]


.blueprint  RD Mink II-class AAA Corvette.blueprint (Size: 255.89 KB / Downloads: 73) - 10/6/17

Issues - missiles seem to launch and turn completely the wrong direction ( seems to be a bug ). AI needs to somehow be set up to close with aircraft but stay away from ships - ideas on a postcard please. Having a nightmare setting up gun AI sensors, doesn't appear to be a happy place for good tracking, so I need to write a predictor for the boat. Until then consider it a bullet-hose. Has proved it's worth in the campaign vs LH fast aircraft, seems quite effective vs SS in trials. Pointless vs thrustercraft seeing as main weapons can usually shoot them.

--
- r178 10/6/17 - added another block to the missiles to add another warhead which means some noticeable change to superstructure. Raised the bridge by a block & fiddled with the shields in that area. Added more battery.
- r175 8/6/17 - after combat with LH which seems distinctly harder this time around, rebuilt the missile area to fire 23 145m/s two-warhead missiles. Added a shield over the missile area.
- r173 7/6/17 - new engine
- r169 20/5/17 - replaced 121mm guns with 71mm firing 3-warhead frag at 640rpm/turret. Replaced 52mm AAA with 71mm. Worked on sensors a bit, should now be smoke-proof and still reasonably accurate ( and it's taken a huge amount of CPU, need to remove some sensors ).
- r163 10/4/17 - after much fiddling, persuaded the roll thrusters to find enough response to let me drop the muzzle brakes.
- r162 22/3/17 - replaced a missing muniwarner
- r160 22/3/17 - new bridge
- r156 28/1/17 - IVT
- r155 28/1/17 - bow LAMS nodes
- r154 26/1/17 - tweaked decoys, added a couple of air pumps, tweaked main turret AI
- r151 19/1/17 - uprated LAMS
- r150 18/1/17 - anti-torp decoy torpedos
- r149 13/1/17 - 3 sonobouys per round.
- r148 13/1/17 - Mink II - 4m stretch adds 8 more missile rails for about 3k cost. Tweaked the sonobouys to have two bouys per round.
- r141 12/1/17 - Corrected again to use the continuous fire calculations - now 360rpm per turret. A little more recoil reduction.
- r140 12/1/17 - Corrected miscalculated turret RPM - now double, 121mm turrets now fire at 640rpm up from 320rpm, and recoil reduced.
- r139 12/1/17 - Added some HA round the turret bases, should be a bit more resistant to torpedo hits.
- r138 11/1/17 - fixed unattached ammo clips
- r137 11/1/17 - new turret cap, hopefully less prone to pop. A little bow armour. No predictor yet.
- r134 8/1/17 - pushed main gun calibre to 121mm
- r133 8/1/17 - more aggressive roll PID & a little more anti-recoil on the main turrets, slight tracking changes. Other issues seem rather deeper.

--

-Badger-class: 70k,
2x 2x62mm turrets firing relatively low velocity 6-warhead frag at 720rpm per turret, 52mm AAA, 6x6 block missile launchers loaded with mostly EMP, 2x8 block torpedos. 3-node LAMS. Spaced armour - the hull is the basis for the Mink/Wolverine with single layered shields and no hollow keel. Not quite an affordable starter boat, not far off though. Current version a celebration of the overpoweredness of frag shells, enjoy it while it lasts!

[Image: 34762075295_6df99c29b1_b.jpg]


.blueprint  RD Badger-class Corvette.blueprint (Size: 217.29 KB / Downloads: 80) - 31/5/17

Current version using a somewhat experimental superstructure, I might change the bridge again - I was trying to differentiate it from the others slightly ( like the older bridge area was ) but I don't think it's quite worked.

Changelog
----
r126 - 31/5/17 - revised anti-roll
r125 - 31/5/17 - small fixes, presumably.
r124 - 20/5/17 - 71mm AAA turret & plugged a couple of holes. Modified the sensor suite to make it more smoke proof. Added a couple ammo processors.
r122 - 19/5/17 - new main turrets using regaged Mink turrets, shoots 6 warhead frag at 1440rpm for the whole ship. Space radar decoy launcher. I'll have to pull a few sensors off at some point.
r116 - 9/4/17 - Removed muzzle brakes
r115 - superstructure tweaks, added some air pumps so now it looks about to sink rather than sinking.
r113 - rebuilt superstructure
r105 - more conventional LAMS
r102 - corrected LAMS oops
r101 - upgraded LAMS
r100 - more ammo processors, reconnected the AAA turret LWC...
r99 - micro-LAMS and a small internal tidy
r97 - repaired the 52mm ammo controller again.
r96 - experimental decoy interceptor torpedos.
r94 - upgrades applied to Badger. Additional muniwarners on Badger.
r93 - triple sonobouys.
r92 - changed sonobouys to double load in an attempt to make more effective anti-torp defenses. Swapped the dual 36mm AAA gun to single 52mm. Added 8 block torp tubes.
r90 - found the small thing - had broken the AAA ammo controller. Fixed Otter & Badger.
r89 - something small. If you discover what changed, please let me know.
r88 - revamped turret armouring ( also ~1k cost increase )
r84 - increase in ammo muzzle velocity at the cost of some RPM - may revert this. The boat's ammo processors might get a chance at keeping up with the guns now though. Fixed sensor priority which reset itself yet again.
r83 - new bows, which might get reworked again, offering more bouyancy. AI tweaks to try and get it to zigzag a bit, unfortunately they also apparently made it occasionally suicidal.
r76 - less idiocy
r75 - Had a feeling torps were wiping out the LWC under the main turrets rather than the actual turret sometimes, so moved the LWC to the actual turret & put them on HA blocks. Added a mainframe to the bouy holder block as a test.
r73 - replaced some mysteriously vanishing blocks - nothing important, just the card slot for the front turret(!) & an air pump. Why does it do this...
r72 - More countermeasures fiddling, front sonobouy launchers now horizontal.
r69 - extra flare launcher pair, missiles moved so the AAA gun doesn't block when idle, spare roll thrusters, one pair of missiles now rocket-assisted torps ( definitely a WIP ). Occasional 150mm round is now prox-EMP.
r63 - slight lightening work done & a little power management.

-----

- Camel II class Patrol boat

51k, 71mm 1m, 71mm 1m, 6 lateral launch 6 block torps, 14x6 block missile tubes. 4 active sonar decoy torpedos, 3 node LAMS.

Alpaca II rebuild, adds a 71mm single gun turret. Hull 4m shorter and a lot of alloy replaced by stone. Front turret now single weapon at 71mm gauge. Suggestions taken for where to cut some corners. Price is creeping again!

[Image: 33213473044_e809ec1192_b.jpg]


.blueprint  RD Camel II-class MTB.blueprint (Size: 154.38 KB / Downloads: 61) - 20/5/17

--
- r120 - 20/5/17 - Rear turret 71m/230rpm 3-warhead frag
- r119 - 20/5/17 - Front turret 71mm/320rpm 5-warhead frag, reduced recoil. Rear turret 52mm again.
- r116 - 15/4/17 - New turrets - front now single weapon 88mm firing 3-warhead frag at 250rpm, just slightly slower than the previous pair together. Rear turret now firing 76mm rounds at slightly below the previous 52mm, but heavier warheads. Added small battery backup. Just noticed the front gun is down at deck level again, will need to raise the bridge before lifting that back up.
- r112 - 7/4/17 - sensors wanted more CPU for no apparent reason. Swapped muzzle brakes for plain barrels & added 1m more barrel to all guns.
- r110 - 5/4/17 - more redundant sensors ( needed more CPU ), front turret 83mm i-frag, should be about 50% more damage although lower velocity.
- r106 - 22/3/17 - rebuilt bridge & mast, moved shield projectors around; one pair was originally not working, so there's more coverage without needing to buy more projectors.
- r104 - 21/2/17 - shuffled some materials around, static draft a bit shallower.
- r102 - initial trial version
- see Alpaca II for previous

-----

Prototypes & Experimentals
- P6 Patrol boat

A vehicle to test lower cost building, aimed at tighter areas of water, developed to counter major shortcomings of the P4, most of which were lack of damage when moving away from an enemy - countered by duplicating the front turret to the rear. It does add 5k to the cost though.

Hull alloy/stone almost built like a catamaran, central hydrofoils to drag most of the hull out of the water so it hits 25m/s with 5 large props. 2x71mm turret, 8 6-block frag/EMP missiles, two 8-block exp torp launchers, and currently a 71mm kinetic CIWS turret because the decoys aren't decoying much of anything. Single layer of 3.0 power reflect shields covering all but the extreme bows. Internals are somewhat of a mess ( it's a prototype ). Two twin simple laser AAA turrets.

[Image: 35020504695_791367e0c7_b.jpg]


.blueprint  RD P6 Patrol boat.blueprint (Size: 141.32 KB / Downloads: 26) - Updated 5/6/17

I tried this after my fleet bonus got reset, and wow - ok, the accuracy is *terrible*. It's plenty usable with my Gun Smiths bonus though.

-v64 - 5/6/17 Too much roll with the second turret, so installed some recoil reduction.
-v62 - 31/5/17 Initial

- Dogbert-class Fast Attack Boat(FAB)

Experimental low-signature low-consumption missile jetboat. Initially intended as a starter craft, it's crept up to 31k - which is still an OK starter craft, but a bit more than intended. It is of course not a great starter boat on it's own given it's speed & needing half a tile to turn, which is why I'm trying to develop cheap well defended prop boats too. This is ideal for the open sea tiles though.

   


.blueprint  RD Dogbert-class FAB.blueprint (Size: 161.59 KB / Downloads: 35) - 3/5/17

* 65m/s-ish speed ( it bounces, so it's variable )
* radar signature 450m-1km depending on view
* heat signature 150-250m aside from the rear ( can't do much about that with normal jet s)
* 16 7-block mostly-frag missiles
* 6 4-block close range IR homers
* 8 8-block torpedo tubes

If you run a bunch against a Perforator then you'll probably lose a couple & I doubt a Thyr will lose the fight, but they seem ok vs a lot of godly stuff so far. Considering options for smoke at the moment - they'll probably have a bad time against lasers even with the shields switched ( hardly any battery, for one thing ). It's also quite bad against larger faster aircraft, and defense against radar guided missiles is basically the radar sensor it fires to space every minute, hope, attempt to outrun them.

---
-v71 - added another turn thruster, to little effect although I suppose it is doing *something*. Don't seem to be running out of power at least.
-v70 - fiddled with the missiles, IR AA homers now a little more useful.
-v69 - first attempt at lua naval AI - currently using ZeroethAngel's code, works... somewhat.
-v68 - I did something, please tell me what it was. Oh, and removed missile guidance entirely, not really needed for anti-ship.
-v66 - even more battery, reattached shield colour changers
-v65 - additional battery, clamped torp range
-v64 - initial release.

- Politician-class Fast Attack Boat(FAB)

Not really designed with stealth in mind but it's small & from the sides & front should have a fairly low signature. No shields or armour, however I discovered a quirk of setting up missile boats that means it's *extremely* hard to actually hit, especially for CRAM vessels - large SS craft seem to have an easier time. It's so cheap that losing one is not a big deal, either.

[attachment=47018]

* 10.8k cost
* 8x7-block missiles
* 6x8-block torps
* 60m/s-ish speed

---
- v30 - doubled fuel, added some more material storage ( cockpit is a bit cramped now! )
- v28 - two more torpedos, moved a nose thruster so hopefully one will always be there.
- v27 - cosmetic fiddling, tiny cost reduction
- v25 - filled a hole, and other things
- v21 - initial


.blueprint  RD Politician-class FAB.blueprint (Size: 66.39 KB / Downloads: 35) - 11/5/17


-----
Obsolescent - role or fleet place replaced by newer craft

- P4 Patrol boat

Replaced by P6

A vehicle to test lower cost building ( not terribly successfully right now ). Doesn't have a sharp focus on a weapon system which is probably what's needed, but it's not bad. Hull alloy/stone almost built like a catamaran, central hydrofoils to drag most of the hull out of the water so it hits 26m/s with 5 large props. 71mm turret, 8 6-block frag/EMP missiles, two 8-block exp torp launchers, and currently a 70mm kinetic CIWS turret because the decoys aren't decoying much of anything. Single layer of 3.0 power reflect shields covering all but the extreme bows. Internals are somewhat of a mess ( it's a prototype ). Two twin simple laser AAA turrets.

   

.blueprint  RD P4 Patrol boat.blueprint (Size: 121.72 KB / Downloads: 28) - Updated 20/5/17

- 20/5/17 - Front turret 71mm/320rpm 4-frag rounds, occasional tracer.
- 14/5/17 - added two twin simple laser AAA turrets & AI - spoilt the ship's lines a little, but such is progress.
- 24/4/17 - connected the turret to the turret ai ( which has gun-related cards ) rather than the nav one... sigh. This one actually passed the "Maelstrom test" - SS Maelstrom is a really awkward and quite fierce opponent. The hull is pretty tough & quick to repair for the class.
- 21/4/17 - extra engine turbo re-added, it'd gone adrift when I added another cylinder. Reworked the ship bottom around the magazine which had an ammo processor for wall ( I'm sure it'd have worked just fine! ). Now there's no LAMS I could probably reduce the engine size again though.


- Alpaca II class MTB

Replaced by Camel II

50k, 2x52mm turret, 6 lateral launch 6 block torps, 14 6 block missile tubes. 4 active sonar decoy torpedos, 3 node LAMS. Major WIP, I need help with cost reduction. I'm not actually sure where this hull came from, it appears to be 2m narrower than the others.
   


.blueprint  RD Alpaca II-class MTB.blueprint (Size: 141.41 KB / Downloads: 53) - 15/2/17

Issues - Still WIP, not completely focused yet. Could do with being mildly cheaper. I'm not very happy with it, it feels like it's lacking punch - it can at least shoot at everything it comes across I guess, but it's DPS is low.

Changelog
----
- r89 - a couple more redundant sensors
- r88 - turret caliber now 52mm - reload calc is bust so it's fire rate may be clamped a bit low. Odd bits of tidying elsewhere.
- r84 - fixed rear torpedo fence so regained some speed, added a couple more rudders.
- r83 - reconnected some missile launchers, removed fuel to save ~2k
- r82 - pruned some excessive bouy holders
- r79 - rear LAMS node
- r78 - more conventional LAMS
- r74 - fixed ammo, more muniwarners
- r72 - removed redundant bits, fiddled with shields
- r71 - major changes: bows rebuilt with much the same ram shape as the newer ships, engine & LAMS from the latest Badger added, front turret raised 1m so it shouldn't shoot itself now. Cost up 3k, help.

--

Wolverine-class corvette

Much uprated Badger, front turret replaced with a 146mm turrets firing 2m shells, single 76mm AAA, dual layer shields, 7-node LAMS and six torpedo tubes. 85k. Had successfully killed all WF godly craft before the recent buff. Retired because I'd rather use the updated Wolverine II as an independent; the rear turret is very out of date.

   

Issues - bows are not very bouyant.


.blueprint  RD Wolverine-class Corvette.blueprint (Size: 217.42 KB / Downloads: 64) - 17/5/17

--
- r141 - 17/5/17 - New front turret, minor increase in RPM, 2 more warhead modules means major increase in damage ( around 60% extra ). AAA turret 76mm, more batteries.
- r137 - 9/4/17 - Removed muzzle brakes
- r136 - IVT
- r135 - current Badger superstructure, updated decoys & bow armour, tweaks. It seems to have lost a few versions somewhere...
----
- r127 8/1/17 - some fiddling with the engine made a 4-node LAMS seem workable. Some detail changes & bugfixes, made sure the sensor mainframe had enough CPU.
- r121 - replaced the engine, 2000 more power, slight accuracy increase for the front gun.
- r120 - Extra sensors & tuned the AAA settings a bit
- r118 - Front turret now 146mm firing 2m shells at 81rpm; very light rail assist to get a little accuracy in. Two more torpedo tubes in the lower bow, and a little EMP protection added. Decks under the main turrets are now two blocks thick.

--

- Otter-class corvette - updated 15/1/17 - 59k, hull based on the Fox. Shield placement needs work. Battery backup & ACB shutdown of systems at low power, so it'll take a little longer to capsize hopefully. Fairly vulnerable to damage, but packs a heavy punch and is just affordable as a first boat if you strip the starting assets. Replaced by Alpaca MTB and the passage of time.

   

RD Otter-class Corvette.blueprint - 15/1/17

Changelog - see Badger to r95

-----
Obsolete - for interest/reference

- Fox-class starter corvette. Something small & relatively uncomplicated. As of 2017 this is somewhat weak, but I'll leave it around for reference or the thread is going to be somewhat disjointed.

   

RD Fox-class Corvette.blueprint

Features: -

* 150mm autocannon firing 1m inertial frag/inertial HEAT at 288rpm
* 300mm railgun firing 4m AP / 4m inertial HEAT at ~600m/s - I'm not really sure what to fire out of this thing to be honest.
* 36mm dual light turret firing inertial frag
* large amount of reflect shielding at 3.2
* Steam/electric power with emergency RTG - start a fight with full power, the steam engine ramps up just about in time.
* Mostly metal-alloy hull, some metal-metal and occasional metal-HA
* Cost - 44.4k

A starter boat is a *very* different beast now - having checked out just what you can extract from the starter zone in two hours, I found your budget now is quite spectacular. I replace the starter fortress with one with basically just the miners, an efficient engine and the refinery ( you cannot have steam-only mining, it doesn't work when you pull it ) to grab an extra 11k, and I can spawn one of these boats after about an hour. The rest of the next hour is used extracting enough to fuel it and pop a little strat antenna balloon; keeping a decent reserve of resource on board is essential, the last run gave me a Conger as the opening opponent!

Why a railgun? I wanted a big calibre gun, but without an enormous barrel so rail assist was going to be something I was going to attempt anyway. I looked a bit harder at the situation, what with steam turbines & needing battery anyway, and it seemed more sensible to just go the whole way - there's no need for gauge coolers now, so there's more room for the rail chargers which would be there anyway. The turret would also be completely inert if shot if it wasn't for the HE in the HEAT rounds, as it is I've never seen it do any internal damage.

There's lots of things I'm unsure about, mostly detailing, ammo choices & system settings, but I'd be interested in what people have to say without directing them to anywhere in particular.

I've done a full run of the DWG with the boat with the design difficulty on 3.0 and the growth factor at about 1.8, it handles it fine. The AI is quite conservative, but it's really designed for you to drive it yourself and I'd *definitely* do that vs some of the nastier airships anyway. I've run it against OW and took out a Bulwark, but it took what felt like most of the day so I'd not be doing that for real. Managed up to some of the smaller SS godly ships ( didn't try any aircraft ) but again, not the intent behind it. There's literally zero lazer defense so that's where the hard line is drawn

Changelog
--
r39 - sensor AI room fixed ( again ), now has enough processing power ( again )
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2016-12-04, 10:13 AM (This post was last modified: 2016-12-04 11:55 AM by Eagle.)
Post: #2
RE: Poke my boat! WIP: Fox-class starter corvette
Nice and Clean design, very modern. I like it! I'll take a look when I'm at the pc Smile

Edit: Well, I've just had a look at your ship. General impression: Impressive. Very compact, very powerful. I like the styling, I like the front gun and I am absolutely amazed at how you managed to build such a heavy boat without it sinking. (although you've cheated a bit with those downward facing props...) I put it against some Steel Strider ships (I test my own vessels against them and against Scarlet Dawn to see their combat effectiveness), expected her to be able to handle at least the bigger "Regular" ships, and she did.

But when putting her through her paces I'm a bit confused by her character. She's both very powerful and very weak. I've decided to put her against my own light destroyer, because they're comparable in cost. Mine is approx 50k in cost. And whilst I expected that your destroyer would just laugh at my ship and sink it in a heartbeat (because gunwise, your ship is just superior to mine), the opposite happened. I've decided to run your ship against mine in two configurations, with my ship as enemy, and with yours as enemy. In the first case, your destroyer survived longer due to the extra healthcare and player bonusses, but in both cases: dead.

This is because your ships' strength is also her weakness; size. The loss of one gun cripples her, and the loss of two guns turns her into a sinking hulk. Besides that, the lack of missile defenses (either LAMS of CIWS) means that she gets hammered to death with ease by missile carrying ships like my destroyer.

All in all, fun little ship, nicely designed, strong against anything without heavy offensive weapons but weak against anything that has, or has missiles.


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2016-12-04, 01:42 PM (This post was last modified: 2016-12-04 03:32 PM by Richard Dastardly.)
Post: #3
RE: Poke my boat! WIP: Fox-class starter corvette
The down-facing props are roll control, not lift. I agree about defenses, actually - it was never really meant to be a ship you stand there & take punches with, which is why I worked to keep it above 30m/s & keep it's agility - unfortunately persuading the AI to use all that properly is not something I've managed. Missile def is a bit weak but then again the first couple of factions you face don't generally throw many missiles. Certainly don't think I want to try godly-class WF in that thing.

Cost - I'd actually rather make it a bit cheaper, adding LAMS to it's existing form ( I considered it ) would push the cost out of first-boat range which was the point of it. Smoke dispensers to counter lazer guidance is something to add though. Suggestions welcome! I could perhaps swap the 36mm for a tiny lazer system & use a turret when it's not being used for LAMS.

Edit: managed to fit a rather odd lazer system in the 36mm slot, but while it'd probably work ok for LAMS once I completely gut & redesign the engine system ( it needs 3200 power the current one doesn't have spare ) the obvious problem is that I have no AAA while there's missiles nearby! I'll make another attempt at a little CIWS system as well I think. Even without the 36mm turret the cost is up to 46k already - any more & it might be a struggle to run for the initial part of a game.
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2016-12-04, 05:21 PM
Post: #4
RE: Poke my boat! WIP: Fox-class starter corvette
Nice little boat! Seems quite powerful, offensively, for its size and cost so well done there. And, more importantly, beautiful FSM flag!
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2016-12-05, 02:19 AM (This post was last modified: 2016-12-05 02:59 AM by Richard Dastardly.)
Post: #5
RE: Poke my boat! WIP: Fox-class starter corvette
Well, did a first pass at stuffing LAMS in the existing hull with the same armament - it uses a fairly heroic amount of resource per second, but there is LAMS in there, the guns stayed the same, and it still floats! and is about 48k. However I realised building it that I don't actually do anything with lazers often and I don't think I know how to set up LAMS properly, so I'll take any advice offered. I couldn't squeeze 4Q on without making holes in the hull which I'm obviously a little loathe to do, but it if makes *that* big a difference over 3Q I can do it. It does seem a bit better at taking small CRAM shells out than large missiles...

BP is the Batch 2 one, I left the original up because I'm extremely sure the LAMS version would make a terrible starter ship...

Are we going to see your destroyer one day, Eagle? would be nice to compare Smile
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2016-12-05, 03:08 AM (This post was last modified: 2016-12-05 03:10 AM by Lincrono.)
Post: #6
RE: Poke my boat! WIP: Fox-class starter corvette
It seems both overengineered and underengineered for a starter ship.

First off: i'm torn on the railgun. On the one hand it's nice to see a dedicated, high-draw railgun in the age of broken shields. On the other hand it doesn't add much to a ship this size. I honestly think a huge improvement to this vessel would be:

-adding a missile counter measure system (flairs, Sonar bouys, Radar bouys)
-replacing the rear railgun with a VLMS cell of around 8-20 missiles. With Lua this thing could easily serve as a main-line frigate against DWG, WF, OW, and probably beyond. I have ships of similar size, cost, (and with a missile cell, armament) that do exactly this.

I'm also torn on the steam engine. for a starter ship this thing consumes an insane amount of resources I could have 2-3 same-cost ships for the cost of running this thing during the early campaign. If you removed the railgun, and just kept shields+propulsion+ammo processing as your power draw, with light rail-assist on the main cannon you could use a much cheaper carb engine. A re-piped blueline derivative could net you as much as 1000ppf with a 3200 power 5x5x7 engine. or go with a re-piped redline derivative running from 350-850ppf in a 5x5xX space with power anywhere from 1400-4400+. I use 2 1400 power engines in a similar sized vessel. I think they're each 5x5x3.

-Do not bring forth an argument as fact that can be disproven with a 10 minute Google search.
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2016-12-05, 10:09 AM (This post was last modified: 2016-12-05 10:12 AM by Shiroi_Okami.)
Post: #7
RE: Poke my boat! WIP: Fox-class starter corvette
I had a look at it and tested it vs a couple of my own comparable designs.

Offensively it's quite strong, especially the main fore gun, and it's compact and fast which is nice, but defensively it is very weak. I pit it against my (Revised) 20k mat PT boat, which it killed by then died to torpedoes immediately after, and then I pit it against my 24k mat AA boat, which one shot the Fox with a barrage of small missiles. Took out the AA gun, the main fore fun, and crippled the engine, leaving it dead in the water. I then pit it against m 39k monitor (Which has a single 200mm gun and a 12 missile battery), which also killed the Fox, though the fox did bring my monitor to 81% and destroyed the main gun.

I think as lincrono said ditching the railgun for missiles would add a lot of strength to the ship. With them instead of the railgun I think it would have beaten everything except maybe the monitor. The railgun isn't really doing anything for you (Almost 90% of the damage the ship puts out comes from the bow gun as far as I can tell). Other than that, maybe try a bit less to do everything with one ship, and lessen the cost a bit. Despite what you've said it's not really suitable as a starter ship IMO. Same deal with the steam engine which is burning way too many resources to be useful at the start (Again, IMO)

Overall though it's a pretty solid build, and I very much like the design, which looks like it would fit right in among the SS
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2016-12-05, 12:08 PM
Post: #8
RE: Poke my boat! WIP: Fox-class starter corvette
(2016-12-05 02:19 AM)Richard Dastardly Wrote:  Are we going to see your destroyer one day, Eagle? would be nice to compare Smile

Yeah, I'm currently in the process of going over my fleet to adress the faults that they have. The Conquest (which is the destroyer I put the Fox up against) has just been overhauled, by swapping out the CIWS for a GTG/A Missile battery, but I'm still pondering whether or not she needs extra defensive measures or not. Smile
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2016-12-05, 07:12 PM
Post: #9
RE: Poke my boat! WIP: Fox-class starter corvette
(2016-12-05 03:08 AM)Lincrono Wrote:  First off: i'm torn on the railgun. On the one hand it's nice to see a dedicated, high-draw railgun in the age of broken shields. On the other hand it doesn't add much to a ship this size. I honestly think a huge improvement to this vessel would be:

It's the part which I feel most uncomfortable with when I look at it ( more than the steam engine, to my surprise - but more on that in a sec )

Quote:-adding a missile counter measure system (flairs, Sonar bouys, Radar bouys)

It's got all of the above, although the bouys are currently combined into one & I've never actually seen them counter torps ( not sure if I've come across radar guided missiles ) - some assistance from someone who's made those work would be appreciated. The flares certainly work.

Quote:-replacing the rear railgun with a VLMS cell of around 8-20 missiles. With Lua this thing could easily serve as a main-line frigate against DWG, WF, OW, and probably beyond. I have ships of similar size, cost, (and with a missile cell, armament) that do exactly this.

This I'm not sure about - missiles for me have generally been a lot of ammo for not terribly great effect. Having said that, not tried lua missiles, so I'll build a missile boat first & see. Also, I've seen the railgun snipe magazines/mainframes/turrets consistently so it may not seem like it's doing much for it's placement cost but that is a little deceptive. Running a campaign boat vs personal shielded ships is going to distort capability ( much like the defenses - most of the defense you need vs DWG/OW is just steering ).

I have been leaning to trying to squeeze a copy of the front gun into the rear hull - I'm just wary because the rear of the ship takes most of the damage.

As for the steam engine... that was my reaction until I actually ran a campaign with one. 4.3/s in combat burn does cause me pain, but out of combat use is zero - because steam engines don't consume resource out of play - & no logistic cost. My biggest issue with using steam engines at the moment is that I think they're not finished. What is the resource cost of continual missile barrages?

Regardless I'll stuff a 5x3 fuel engine in when I've picked a different rear weapon system & see how a campaign goes.

The AI is set up quite conservatively, as I mentioned in the OP - perhaps someone could fiddle with it? I generally drive boats myself, so my AI is set up to try & keep things out of trouble - I have a destroyer with AI I'm happy with, but it only works for that particular boat. At some point I'll write myself a lua AI but I'm quite enjoying *not* feeling like I want to write my own game at the moment.
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2016-12-05, 11:45 PM
Post: #10
RE: Poke my boat! WIP: Fox-class starter corvette
(2016-12-05 07:12 PM)Richard Dastardly Wrote:  This I'm not sure about - missiles for me have generally been a lot of ammo for not terribly great effect. Having said that, not tried lua missiles, so I'll build a missile boat first & see. Also, I've seen the railgun snipe magazines/mainframes/turrets consistently so it may not seem like it's doing much for it's placement cost but that is a little deceptive. Running a campaign boat vs personal shielded ships is going to distort capability ( much like the defenses - most of the defense you need vs DWG/OW is just steering ).

I have been leaning to trying to squeeze a copy of the front gun into the rear hull - I'm just wary because the rear of the ship takes most of the damage.

As for the steam engine... that was my reaction until I actually ran a campaign with one. 4.3/s in combat burn does cause me pain, but out of combat use is zero - because steam engines don't consume resource out of play - & no logistic cost. My biggest issue with using steam engines at the moment is that I think they're not finished. What is the resource cost of continual missile barrages?

Regardless I'll stuff a 5x3 fuel engine in when I've picked a different rear weapon system & see how a campaign goes.

missile ammo cost depends on the number and size of missiles and how you generate the ammo. what kind of missiles were you using to such lack of effect? 2-3 warhead frag and emp of all sizes are considered one of the most reliable sources of damage without enemy LAMs.

on the burn rate. 4.3mat/s sounds like very little but you could easily run a fleet of 1/2 dozen similar size/capability ships for a fraction of that using a carb engine. Burning that much a fleet of 3 of these will eat up the cost of a single one every hour and that burden rises with each new addition. Sustaining a fleet of 10 would require you to spend the cost of one every 17.5 minutes, or roughly every 2 battles that's before the cost of ammo or repairs.

-Do not bring forth an argument as fact that can be disproven with a 10 minute Google search.
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