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To: Fleet Ops
From: CO ESN Agassiz

Request updated data and schematics on new ship designs be disseminated to all fleet commanders.

Commander Trajan
Ends
 
To: Fleet Ops
From: CO ESN Agassiz

Request updated data and schematics on new ship designs be disseminated to all fleet commanders.

Commander Trajan
Ends

Top Secret : For dissemination to Naval officers Lt-Commander Grade and above only!


Our current fleet consists of four Attitude CL-M class Missile Cruisers, with a fifth one tooling up for production:

Attitude class Light Cruiser 12,000 tons 1263 Crew 2718.8 BP TCS 240 TH 360 EM 0
3000 km/s JR 3-50 Armour 1-46 Shields 0-0 Sensors 18/1/0/0 Damage Control Rating 10 PPV 19
Annual Failure Rate: 115% IFR: 1.6% Maint Capacity 1416 MSP Max Repair 1600 MSP Est Time: 0.77 Years
Magazine 179

J12000(3-50) Military Jump Drive Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E8 (18) Power 40 Fuel Use 80% Signature 20 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 37.5 billion km (144 days at full power)

Size 4 Missile Launcher (4) Missile Size 4 Rate of Fire 40
Size 1 Missile Launcher (3) Missile Size 1 Rate of Fire 10
Missile Fire Control FC21-R100 (1) Range 21.6m km Resolution 100
PD Missile Fire Control FC4-R1 (1) Range 4.3m km Resolution 1
Size 4a Anti-ship Missile (32) Speed: 17,000 km/s End: 16.5m Range: 16.9m km WH: 4 Size: 4 TH: 124 / 74 / 37
Size 1a Anti-missile Missile (51) Speed: 20,800 km/s End: 5.4m Range: 6.7m km WH: 1 Size: 1 TH: 138 / 83 / 41

Active Search Sensor MR28-R100 (1) GPS 4800 Range 28.8m km Resolution 100
Active Search Sensor MR2-R1 (1) GPS 36 Range 2.2m km Resolution 1
Thermal Sensor TH3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

... and five Star class DD-G Missile Destroyers:

Star class Missile Destroyer 8,000 tons 831 Crew 1607.4 BP TCS 160 TH 200 EM 0
2500 km/s JR 3-50 Armour 1-35 Shields 0-0 Sensors 6/1/0/0 Damage Control Rating 4 PPV 15
Annual Failure Rate: 128% IFR: 1.8% Maint Capacity 502 MSP Max Repair 900 MSP Est Time: 0.44 Years
Magazine 143

J9000(3-50) Military Jump Drive Max Ship Size 9000 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E8 (10) Power 40 Fuel Use 80% Signature 20 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 42.2 billion km (195 days at full power)

Size 4 Missile Launcher (3) Missile Size 4 Rate of Fire 40
Size 1 Missile Launcher (3) Missile Size 1 Rate of Fire 10
Missile Fire Control FC21-R100 (1) Range 21.6m km Resolution 100
PD Missile Fire Control FC4-R1 (1) Range 4.3m km Resolution 1
Size 4a Anti-ship Missile (24) Speed: 17,000 km/s End: 16.5m Range: 16.9m km WH: 4 Size: 4 TH: 124 / 74 / 37
Size 1a Anti-missile Missile (47) Speed: 20,800 km/s End: 5.4m Range: 6.7m km WH: 1 Size: 1 TH: 138 / 83 / 41

Active Search Sensor MR14-R100 (1) GPS 2400 Range 14.4m km Resolution 100
Active Search Sensor MR2-R1 (1) GPS 36 Range 2.2m km Resolution 1
Thermal Sensor TH1-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Our builds over the next few years will include four Mountain class CV-L Light Carriers, each holding four Hurricane and six Spitfire Fighters:

Mountain class Light Carrier 15,000 tons 1182 Crew 2824 BP TCS 300 TH 300 EM 0
2000 km/s JR 3-50 Armour 1-54 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 16 PPV 6
Annual Failure Rate: 112% IFR: 1.6% Maint Capacity 1883 MSP Max Repair 1406 MSP Est Time: 1.1 Years
Hangar Deck Capacity 4000 tons Magazine 230

J15000(3-50) Military Jump Drive Max Ship Size 15000 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E8 (15) Power 40 Fuel Use 80% Signature 20 Armour 0 Exp 5%
Fuel Capacity 250,000 Litres Range 37.5 billion km (217 days at full power)

Size 1 Missile Launcher (6) Missile Size 1 Rate of Fire 10
PD Missile Fire Control FC4-R1 (2) Range 4.3m km Resolution 1
Size 1a Anti-missile Missile (54) Speed: 20,800 km/s End: 5.4m Range: 6.7m km WH: 1 Size: 1 TH: 138 / 83 / 41
Size 4a SRAM Anti-ship Missile (44) Speed: 17,000 km/s End: 16.5m Range: 16.9m km WH: 4 Size: 4 TH: 124 / 74 / 37

Active Search Sensor MR14-R100 (1) GPS 2400 Range 14.4m km Resolution 100
Active Search Sensor MR2-R1 (1) GPS 36 Range 2.2m km Resolution 1

Strike Group
6x Spitfire Fighter Speed: 3423 km/s Size: 7.01
4x Hurricane Fighter Speed: 2577 km/s Size: 9.31

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

... plus two Admiral class AWACS Command-and-Control ships armed with massive point-defense batteries:

Admiral class Command Ship 14,000 tons 1452 Crew 3229.6 BP TCS 280 TH 260 EM 0
1857 km/s JR 3-50 Armour 1-51 Shields 0-0 Sensors 18/1/0/0 Damage Control Rating 20 PPV 15
Annual Failure Rate: 78% IFR: 1.1% Maint Capacity 2884 MSP Max Repair 1406 MSP Est Time: 1.81 Years
Flag Bridge Magazine 335

J15000(3-50) Military Jump Drive Max Ship Size 15000 tons Distance 50k km Squadron Size 3
Nuclear Pulse Engine E8 (13) Power 40 Fuel Use 80% Signature 20 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 32.1 billion km (200 days at full power)

Size 1 Missile Launcher (15) Missile Size 1 Rate of Fire 10
Missile Fire Control FC10-R1 (5) Range 10.8m km Resolution 1
Size 1a Anti-missile Missile (335) Speed: 20,800 km/s End: 5.4m Range: 6.7m km WH: 1 Size: 1 TH: 138 / 83 / 41

Active Search Sensor MR18-R1 (1) GPS 300 Range 18.0m km Resolution 1
Active Search Sensor MR50-R100 (1) GPS 8400 Range 50.4m km Resolution 100
Thermal Sensor TH3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

In addition to those vessels, one more Geo-Scout and three more Grav-Scouts are currently under construction.

We are also building a range of Civilian designs... two more Colony ships, both jump-capable and non-jump-capable Troop Transports (two and three respectively), plus two Fleet Tugs.
 
Nice Point Defense on those Admiral class Command Ships. :)

BTW are you playing with maintenance disabled? I ask because I noticed that the Annual Failure Rates are high (well not as high as they are on people that play with maintenance off but still rather high in general terms).
 
Yeah, won't we need a sizeable support fleet of tankers and engineers to keep the fleet operational?
 
Nice Point Defense on those Admiral class Command Ships. :)

BTW are you playing with maintenance disabled? I ask because I noticed that the Annual Failure Rates are high (well not as high as they are on people that play with maintenance off but still rather high in general terms).

No, maintenance is on, and it's a constant concern. Most of the fleet is home undergoing refit right now.

Yeah, won't we need a sizeable support fleet of tankers and engineers to keep the fleet operational?

We have five Tankers operational, and two Fleet Tugs tooling up for construction.
 
Refit? Surely you mean maintenance clock rewind?
 
To: Commodore Arjyla - onboard ESN Belligerent
From: Captain Edzako - Cpns Quarters ESN Sirius

G`d day sir. I got too two points to make:

1. A Request to transfer your Comms officer to Diplo Korps.

2. Consider letting Charlie build jump gates towards our system because it benefits us for following reasons
2.1. Allows our fighter force to reclaim Groom when we move against them if (when) Diplo Korps fails, without endangering our frail carriers.
2.2. These ships would make a fine addittion to our fleet as a war trophies (when) Diplo Korps fails.
2.3. If Charlies will want some kind of ''trade agreement'' when 8 fighter esquadrons starts ''scanning'' them, well jump gates will speed up transfer of their factories.

Captain Edzako out.
 
To: Commodore Arjyla - onboard ESN Belligerent
From: Captain Edzako - Cpns Quarters ESN Sirius

G`d day sir. I got too two points to make:

1. A Request to transfer your Comms officer to Diplo Korps.

2. Consider letting Charlie build jump gates towards our system because it benefits us for following reasons
2.1. Allows our fighter force to reclaim Groom when we move against them if (when) Diplo Korps fails, without endangering our frail carriers.
2.2. These ships would make a fine addittion to our fleet as a war trophies (when) Diplo Korps fails.
2.3. If Charlies will want some kind of ''trade agreement'' when 8 fighter esquadrons starts ''scanning'' them, well jump gates will speed up transfer of their factories.

Captain Edzako out.

How come I don`t feel comfortable, that the Fleet Commander and his 1st Deputy are both insane? :D
 
2.1. Allows our fighter force to reclaim Groom when we move against them if (when) Diplo Korps fails, without endangering our frail carriers.

Our Fighters can't even fly as far as Mars unless it is in or near opposition. They certainly cannot reach anywhere close to the jump-point to the Ross 248 system, which is outside the orbit of Saturn and nearly two billion km from the Sun. Tactics are being studied to employ non-Carrier Fighters on moderately long-range missions by formating them with a Tanker and constantly refueling them... but a Fighter's high-performance engine consumes fuel at 8000% the rate (eighty times as rapidly) as a typical warship's engine. It does not appear feasible to send non-Carrier Fighters out billions of km from Earth... and even if it could be done, that would only get them to the jump point. How do they move around in the Ross 248 system? How do they get home again? How do they re-arm after taking their one shot each?
 
Our Fighters can't even fly as far as Mars unless it is in or near opposition. They certainly cannot reach anywhere close to the jump-point to the Ross 248 system, which is outside the orbit of Saturn and nearly two billion km from the Sun. Tactics are being studied to employ non-Carrier Fighters on moderately long-range missions by formating them with a Tanker and constantly refueling them... but a Fighter's high-performance engine consumes fuel at 8000% the rate (eighty times as rapidly) as a typical warship's engine. It does not appear feasible to send non-Carrier Fighters out billions of km from Earth... and even if it could be done, that would only get them to the jump point. How do htey move around in the Ross 248 system> How do they get home again? How do they re-arm after taking their one shot each?

Nono, not sending home defence fighters but jump fighters from carriers in case of Charlies picketing jump point. As far as our carrier design goes they are really vulnerable and can be taken out too easily endangering all fighter pilots onboard, if only DD/FGT force makes the jump well it could be ugly if there is any kind of defence on the other side but worth it if only a few Charlie ships are present and defeatable in detail) as I see it FGT pilots are expendable anyways.

Also regarding your designs how goes ordnance production? Wont we run out of missiles after a single fight .
How goes research on point blank energy weapon defece systems?
 
... jump fighters from carriers...

We have no Jump Fighters, nor any prospect of building them in the forseeable future. Our smallest model of Jump engine masses over 1000 tons. Fighters cannot exceed 500 tons in total, including engines, crew compartments, fuel, weapons, etc.

EDIT: Checked with the theoretical science staff. It is indeed possible to build smaller jump engines, but at our tech level even the smallest that we can build would not leave enough displacement for a fire control system (let alone a weapon) while remaining under the 500-ton cut-off. No jump fighters until we tech up quite a bit.

Also regarding your designs how goes ordnance production? Wont we run out of missiles after a single fight .
How goes research on point blank energy weapon defece systems?

All of our ships are fully armed with second-generation Missiles, and we have over 2500 additional missiles in storage, including the obsolescent first-generation models.

We could develop a CIWS fairly quickly (~250 Research Point).
 
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Packing a nice CIWS into the Admiral class, or into any of our capital ships, would be a great idea.

Also, would it be feasible to design a 1000-ton jump capable fast attack craft, or long-range drone missiles with very small, fast and accurate second stage warheads? I think our current ships and missiles are all far too slow, too short-ranged, and too inaccurate to pose a credible threat to Charlie ships that can match our scout vessels for speed without breaking a sweat, and we should try to come up with novel solutions to these problems that don't require decades of research. As things currently stand, I think our heavy missiles will get shot down in droves before hitting their targets, if our fighters aren't wiped out first. As a fighter pilot, this concerns me very very much.
 
Mr Snuggles, Mr Snuggles! I've come up with a plan how we will be able to defeat that pink rabbit and his army of doom! They say that they are scientists, but I know better then trusting them!
 
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We have no Jump Fighters, nor any prospect of building them in the forseeable future. Our smallest model of Jump engine masses over 1000 tons. Fighters cannot exceed 500 tons in total, including engines, crew compartments, fuel, weapons, etc.

EDIT: Checked with the theoretical science staff. It is indeed possible to build smaller jump engines, but at our tech level even the smallest that we can build would not leave enough displacement for a fire control system (let alone a weapon) while remaining under the 500-ton cut-off. No jump fighters until we tech up quite a bit.
All of our ships are fully armed with second-generation Missiles, and we have over 2500 additional missiles in storage, including the obsolescent first-generation models.

We could develop a CIWS fairly quickly (~250 Research Point).

Uhh what I meant was ''to jump fighters through jump gates.'' as in favour to let Charlies build gates for us.

I am all in favour to CIWS, its allways good to have some kind of non-missile defence.
 
Packing a nice CIWS into the Admiral class, or into any of our capital ships, would be a great idea.

True, but the mass would have to come from somewhere... either engines (making them even slower), weapons (of which they don't carry many anyway), Magazine capacity (reducing combat endurance), reliability (ditto)...

Also, would it be feasible to design a 1000-ton jump capable fast attack craft, or long-range drone missiles with very small, fast and accurate second stage warheads? I think our current ships and missiles are all far too slow, too short-ranged, and too inaccurate to pose a credible threat to Charlie ships that can match our scout vessels for speed without breaking a sweat, and we should try to come up with novel solutions to these problems that don't require decades of research. As things currently stand, I think our heavy missiles will get shot down in droves before hitting their targets, if our fighters aren't wiped out first. As a fighter pilot, this concerns me very very much.

I am very reluctant to commit some of our few 11,000 to 15,000-ton Military slips to building 1000-ton craft when they could be building Carriers or Cruisers instead. Perhaps we should build a few small shipyards.

We need better engines, better reaction engines to boost our speed, and more compact jump engines to free up displacement for other capabilities.

I am researching more compact jump engines right now.

Update:

G_091_News.jpg


:D My wealth creation bonus has improved by an additional +10%. That will somewhat delay our bankrupcy.

A new scientist has joined our establishment. Unfortunately, his bonus is zero and he is not a specialist in either of the two fields that we still have no scientist to cover. I have set him to work on a CIWS, since his bonus is zero anyway.
 
:D My wealth creation bonus has improved by an additional +10%. That will somewhat delay our bankrupcy.

Good question: How is our budget doing? And could you please check the crew-size of Mule freighters.
 
The last of our Battle Fleet has finished its overhaul, and has resumed training manoevers in the Sol system. This is the first occasion on which the fleet has sortied carrying nothing but upgraded "Bo's Boomers" missiles in its magazines... factory production has finally caught up with demand, and we can start thinking about de-commissioning and recycling the older model of missiles.

========= ========= ========= =========

MSG ESN Ptolomy @ Wolf 358 to Fleet Ops Survey
New Gliese 408 jump point leads to Wolf 358 system
Two rock-balls two rocky planets three asteroids
None habitable
Will map this system
- Cmdr Chaos out
MSG ends XXXXX


G_092_Galaxy.jpg


Hmmm... just had my first crash. Hope this is not a sign of things to come.
 
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