Post by thorneel on Nov 6, 2016 17:31:24 GMT
For exactly 100 Mc, I can align 12 of those:
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Those are decane-fuelled missile carriers with a giant 10m-thick silica aerogel frontal armour. The ship itself is covered by 1.5 cm of graphite aerogel on top of a 55cm gap to hide all those ugly struts (so no actual function beyond aesthetics)
They carry the fluorine-hydrogen micro-KKV missile posted by someusername6 on the KKV design thread here:
The only change I made was to add a 5 cm thick "radiation shield" in front of the remote control unit, so it lasts slightly longer against lasers.
With ten launchers per ship, each can launch around 53 missiles a second, for a combined 638 missiles per second from all the ships.
With a reserve of 45000 missiles per ship, they can sustain fire for 458460 seconds, or somewhat more than 5 days.
A single one of those can easily wreck any of my laserstar, though I have not tested it against specialised anti-silica aerogel laserstars yet.
(This fleet is also very effective for bombarding vacuum-borne civilian installations. It won't work against atmospheric and underground installations, adding a heat-resistant dense penetrator would be necessary, for example a tungsten rod or cone. Note however that we do not caution war crimes and this use will void the guarantee.)
Of course, the exact effectiveness of this fleet is somewhat theoretical, due to no computer being able to run it correctly ever.
As it is, it is designed to defeat laser-heavy forces. Silica aerogel will hard-counter lasers and the missile rain will overwhelm any laser defence in (so far as I can tell through lag) minutes, for a tiny fraction of the ammo. In addition to that, laser ships with a massive heat signature will run out of flares pretty fast.
But due to its specialisation, it has weaknesses that can be exploited:
- Its laser defence is frontal, so if they manage multiple angle interception (assuming those will be supported by the engine in the future), heavy laserstars can destroy them. Those ships have decent dV and acceleration, use them to avoid that.
- In case of direct engagement, Cold-running ships can carry more flares, and can theoretically buy significant time to close in and destroy the carriers. It is advised to bombard them from as far as is reasonable, to decrease this advantage.
- Flak barrage is probably a hard-counter against those missiles, as their kinetic defence is nil. Flak rounds is probably as or even more expensive than your missiles, and flak stores are necessarily more limited to keep room for offensive armament, so bombarding them until their stores are depleted may be a solution. Dispersing the missiles so they arrive on multiple vectors (not quite possible in game at the moment) may be necessary to decrease the number of destroyed missiles per flak round. If flak missiles are used for defence instead, those are more expensive than yours, so the same principle applies.
- Against offensive missiles, use your own missiles for interception (assuming missile behaviour is fixed and more options on missile staggering and multiple targeting). Again, your missiles are cheaper than theirs.
- Whatever happens, do not engage kinetic guns. You have no protection against those, and if they have lasers, you are very limited for avoidance. If they fire beyond range, they will wreck you. Instead, bombard them from outside engagement range with massive enough salvoes.
This is more of an anti-laserstar concept more than anything, but it is probably still a decent enough 100 Mc fleet, so here it is.
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Those are decane-fuelled missile carriers with a giant 10m-thick silica aerogel frontal armour. The ship itself is covered by 1.5 cm of graphite aerogel on top of a 55cm gap to hide all those ugly struts (so no actual function beyond aesthetics)
They carry the fluorine-hydrogen micro-KKV missile posted by someusername6 on the KKV design thread here:
The only change I made was to add a 5 cm thick "radiation shield" in front of the remote control unit, so it lasts slightly longer against lasers.
With ten launchers per ship, each can launch around 53 missiles a second, for a combined 638 missiles per second from all the ships.
With a reserve of 45000 missiles per ship, they can sustain fire for 458460 seconds, or somewhat more than 5 days.
A single one of those can easily wreck any of my laserstar, though I have not tested it against specialised anti-silica aerogel laserstars yet.
(This fleet is also very effective for bombarding vacuum-borne civilian installations. It won't work against atmospheric and underground installations, adding a heat-resistant dense penetrator would be necessary, for example a tungsten rod or cone. Note however that we do not caution war crimes and this use will void the guarantee.)
Of course, the exact effectiveness of this fleet is somewhat theoretical, due to no computer being able to run it correctly ever.
As it is, it is designed to defeat laser-heavy forces. Silica aerogel will hard-counter lasers and the missile rain will overwhelm any laser defence in (so far as I can tell through lag) minutes, for a tiny fraction of the ammo. In addition to that, laser ships with a massive heat signature will run out of flares pretty fast.
But due to its specialisation, it has weaknesses that can be exploited:
- Its laser defence is frontal, so if they manage multiple angle interception (assuming those will be supported by the engine in the future), heavy laserstars can destroy them. Those ships have decent dV and acceleration, use them to avoid that.
- In case of direct engagement, Cold-running ships can carry more flares, and can theoretically buy significant time to close in and destroy the carriers. It is advised to bombard them from as far as is reasonable, to decrease this advantage.
- Flak barrage is probably a hard-counter against those missiles, as their kinetic defence is nil. Flak rounds is probably as or even more expensive than your missiles, and flak stores are necessarily more limited to keep room for offensive armament, so bombarding them until their stores are depleted may be a solution. Dispersing the missiles so they arrive on multiple vectors (not quite possible in game at the moment) may be necessary to decrease the number of destroyed missiles per flak round. If flak missiles are used for defence instead, those are more expensive than yours, so the same principle applies.
- Against offensive missiles, use your own missiles for interception (assuming missile behaviour is fixed and more options on missile staggering and multiple targeting). Again, your missiles are cheaper than theirs.
- Whatever happens, do not engage kinetic guns. You have no protection against those, and if they have lasers, you are very limited for avoidance. If they fire beyond range, they will wreck you. Instead, bombard them from outside engagement range with massive enough salvoes.
This is more of an anti-laserstar concept more than anything, but it is probably still a decent enough 100 Mc fleet, so here it is.