Ok, time for me to get back into the game. I'll resume tomorrow at some point, but for now, we need to finish the discussion.
@ The Flightless Birds - also known as Kiwi and Blue Emu - Can you work your magic for 2 size 1 fighter missiles with the following:
Strenght 8, Engine 5, Agility 100, Efficiency 0,5.
Missile 1: Range at least 30 mio. km. against Ships.
Missile 2: Range at least 10 mio. km. against Gunboats.
Both to have a strenght 4 warhead.
@ Vain - Perfect. Therefore I have updated the Shardul's as follows:
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F3 Shardul-A class Fighter 125 tons 2 Crew 39.5 BP TCS 2.5 TH 72 EM 0
28800 km/s Armour 1-2 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0.6
Maint Life 0 Years MSP 0 AFR 25% IFR 0.3% 1YR 1 5YR 15 Max Repair 17 MSP
Magazine 4
FTR Internal Confinement Fusion Drive E700 (1) Power 72 Fuel Use 7000% Signature 72 Armour 0 Exp 80%
Fuel Capacity 5,000 Litres Range 1.0 billion km (9 hours at full power)
Size 1 Box Launcher (4) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
Missile Fire Control FC51-R120 (50%) (1) Range 51.5m km Resolution 120
This design is classed as a Fighter for production, combat and maintenance purposes
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Compared to the Blue Emu design we have the same strenght of warhead combined spread over 4 missiles to swarm AM FC. And we have it in a smaller, faster strikefighter and can fit 32 on a Blue Emu-II Class Carrier or 16 Shardul-B Anti Gunboat fighers on the Escort Carriers. Only difference will be the FC, so the escort carriers can be used for other purposes as well. Reason for the smaller numbers is because the Blue Emu-II and Farnese II Classes have smaller hangar decks (4k and 2k vs. 5k).
And the Carriers will have enough reloads for multiple strikes as well.
And yes, I have experimented a little with pre-fab modules, but not in this version and didn't see a major advantage. I will experiment a bit in the future with this, since our construction factories more or less are closed due to the Duranium problems we have been seeing.
And yes - I know I have a love for speed. I can't help it...
When we get to the next level of engine tech, We will probably start cutting engines, since I'll try to cap at 11k/sec or something like that. But I want to get over 10k.