Author Topic: my carrier, what do you think? based off the New Sytris class  (Read 8879 times)

BritMech

  • Master Sergeant
  • *
  • Posts: 375
Re: my carrier, what do you think? based off the New Sytris class
« Reply #30 on: 25 April 2012, 18:42:58 »
I could be wrong...
But shouldnt your small craft bays be 4200T each. (plus 50%?)

I wont say definitely, as I havent seen the current rules for making them.

No, the tonnage he is using is correct. Each Small Craft Cubicle is 200 tons. 14 x 200 = 2,800 tons

BritMech

  • Master Sergeant
  • *
  • Posts: 375
Re: my carrier, what do you think? based off the New Sytris class
« Reply #31 on: 25 April 2012, 18:47:53 »
One thing I just noticed is that you are operating at the bare minimum crew and gunners. If the ship takes damage and some crew are killed, it's good to have extras who can keep the thing moving. Think of the minimum as the skeleton crew. You could just get things moving, but lose any and there won't be enough hands to go around. Hell, every ship and space station in movies or tv loses people to hull breaches, alien viruses or infiltrating assassins and keeps on going.  You need to redshirts to soak up the damage.

Jimmy B

  • Sergeant
  • *
  • Posts: 144
  • The Collector
Re: my carrier, what do you think? based off the New Sytris class
« Reply #32 on: 25 April 2012, 18:48:54 »
I would think the easiest way to figure out fuel for fighters, is to simply count them
as Small Craft. Which uses the same rules for Dropships and Warships based on how
much they weigh.  Although, at the small scale, weight is even more of a factor,
so you could use the % of weight, based on 100 ton fighters, and set it at
1/2 the fuel for a small fighter.

And YES, You need to have Red Shirt crew  :) (Agreed)
James B. Hill Jr. aka Beatleguise
Battletech Collector and Miniature Gamer.

Zureal

  • Lieutenant
  • *
  • Posts: 1081
  • There are Mechs incoming? Bring up T-Rex!
Re: my carrier, what do you think? based off the New Sytris class
« Reply #33 on: 25 April 2012, 20:30:57 »
hmm... ok, so more crew, gotcha. another thing, instead of having fuel for the fighters take up cargo space ima put the regular fule back up toe 20k, they can eat fuel off the ship if need be, that would be fine. prolly will add more cargo back on, see, this is why i had larg cargo holds in the first place, cuz i know how much tonnage ammo can take up on its own.

*would it be a good idea to reduce the number of NL55s to 2 instead of 3 in each arc?*

*another question, all the "Bay Personel" 400 on this ship, do they actualy have quarters? or is it one of those things that is, just there?*

*as a side note, it only needs 8k of fuel to last the same as the food, so anything above that is extra for fighters or whatnot*
« Last Edit: 25 April 2012, 20:49:11 by Zureal »

Zureal

  • Lieutenant
  • *
  • Posts: 1081
  • There are Mechs incoming? Bring up T-Rex!
Re: my carrier, what do you think? based off the New Sytris class
« Reply #34 on: 25 April 2012, 20:48:17 »
ok, so pumped fuel back up to a resonable ammount, cargo room is down a tad, but have extra crew for the occasional death, gave it a few more small craft. what do you think?

                   AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  New Sytris ll (Carrier) 5
Tech:              Inner Sphere / 3025
Vessel Type:       WarShip
Rules:             Level 2, Standard design
Rules Set:         AeroTech2

Mass:              980,000 tons
K-F Drive System:  (Unknown)
Length:            894 meters
Sail Diameter:     1,198 meters
Power Plant:       Standard
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Standard
Armament:         
   10 AR10 Launcher
   21 NL55
    2 Heavy NPPC
   40 Large Laser
   32 LRM 20
   40 Medium Laser
   48 Small Laser
    7 NAC/30
------------------------------------------------------------------------------
Class/Model/Name:  New Sytris ll (Carrier) 5
Mass:              980,000 tons

Equipment:                                                            Mass 
Power Plant, Drive & Control:                                      235,200.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 20)               443,450.00
Lithium Fusion Battery                                               9,800.00
Jump Sail: (Integrity = 5)                                              79.00
Structural Integrity: 80                                            78,400.00
Total Heat Sinks:    3,700 Single                                    2,970.00
Fuel & Fuel Pumps:                                                  20,400.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:              2,450.00
Fire Control Computers:                                              5,674.00
Food & Water:  (202 days supply)                                       909.00
Hyperpulse Generator:                                                   50.00
Armor Type:  Standard  (675 total armor pts)                         1,566.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                115
   Fore-Left/Right:                  115/115
   Aft-Left/Right:                   115/115
   Aft:                                 100

Cargo:
   Bay 1:  Fighters (60) with 10 doors                            9,000.00
   Bay 2:  Small Craft (16)    3                                     3,200.00
   Bay 3:  Fighters (60) with 10 doors                            9,000.00
   Bay 4:  Small Craft (16)    3                                     3,200.00
   Bay 5:  Cargo (1) with 2 doors                                   33,357.00
   Bay 6:  Cargo (1) with 2 doors                                   33,357.50

DropShip Capacity:  6 Docking Hardpoints                             6,000.00
Grav Decks #1 - 2:  (145-meter diameter)                               200.00
Life Boats:  90 (7 tons each)                                          630.00
Escape Pods:  40 (7 tons each)                                         280.00

Crew and Passengers:
     65 Officers (59 minimum)                                          650.00
    225 Crew (176 minimum)                                           1,575.00
     70 Gunners (67 minimum)                                           490.00
     20 1st Class Passengers                                           200.00
    120 Marines                                                        600.00
    400 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
2 AR10 (10 KW, 20 WS, 20 B)Nose         *      *      *      *   40  2,400.00
3 NL55                     Nose        17     17     17     17  255  3,300.00
2 Heavy NPPC               Nose        30     30     30     30  450  6,000.00
5 Large Laser              Nose     4(40)  4(40)     --     --   40     25.00
4 LRM 20(120 rounds)       Nose     5(48)  5(48)  5(48)     --   24     60.00
5 Medium Laser             Nose     3(25)     --     --     --   15      5.00
6 Small Laser              Nose     2(18)     --     --     --    6      3.00
2 AR10 (10 KW, 20 WS, 20 B)FL/R         *      *      *      *   80  4,800.00
3 NL55                     FL/R        17     17     17     17  510  6,600.00
1 NAC/30(30 rounds)        FL/R        30     30     30     --  200  7,048.00
5 Large Laser              FL/R     4(40)  4(40)     --     --   80     50.00
4 LRM 20(120 rounds)       FL/R     5(48)  5(48)  5(48)     --   48    120.00
5 Medium Laser             FL/R     3(25)     --     --     --   30     10.00
6 Small Laser              FL/R     2(18)     --     --     --   12      6.00
3 NL55                     L/RBS       17     17     17     17  510  6,600.00
1 NAC/30(30 rounds)        L/RBS       30     30     30     --  200  7,048.00
5 Large Laser              L/RBS    4(40)  4(40)     --     --   80     50.00
4 LRM 20(120 rounds)       L/RBS    5(48)  5(48)  5(48)     --   48    120.00
5 Medium Laser             L/RBS    3(25)     --     --     --   30     10.00
6 Small Laser              L/RBS    2(18)     --     --     --   12      6.00
2 AR10 (10 KW, 20 WS, 20 B)AL/R         *      *      *      *   80  4,800.00
3 NL55                     AL/R        17     17     17     17  510  6,600.00
1 NAC/30(30 rounds)        AL/R        30     30     30     --  200  7,048.00
5 Large Laser              AL/R     4(40)  4(40)     --     --   80     50.00
4 LRM 20(120 rounds)       AL/R     5(48)  5(48)  5(48)     --   48    120.00
5 Medium Laser             AL/R     3(25)     --     --     --   30     10.00
6 Small Laser              AL/R     2(18)     --     --     --   12      6.00
1 NAC/30(30 rounds)        Aft         30     30     30     --  100  3,524.00
5 Large Laser              Aft      4(40)  4(40)     --     --   40     25.00
4 LRM 20(120 rounds)       Aft      5(48)  5(48)  5(48)     --   24     60.00
5 Medium Laser             Aft      3(25)     --     --     --   15      5.00
6 Small Laser              Aft      2(18)     --     --     --    6      3.00
1 Lot Spare Parts (1.00%)                                            9,800.00
2 Dedicated Surgical Bay                                             1,000.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 3,815     980,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        21,631,186,000 C-Bills
Battle Value:      140,701
Cost per BV:       153,738.68
Weapon Value:      64,259 (Ratio = .46)
Damage Factors:    SRV = 4,448;  MRV = 4,009;  LRV = 2,874;  ERV = 1,086
Maintenance:       Maintenance Point Value (MPV) = 589,146
                   (110,874 Structure, 324,545 Life Support, 153,727 Weapons)
                   Support Points (SP) = 802,125  (136% of MPV)
BattleForce2:      Not applicable
« Last Edit: 25 April 2012, 20:50:00 by Zureal »

Jimmy B

  • Sergeant
  • *
  • Posts: 144
  • The Collector
Re: my carrier, what do you think? based off the New Sytris class
« Reply #35 on: 25 April 2012, 21:02:41 »
I think it is a good design in general.
Your just tweakin it a bit. Which usually takes 10 times longer
than actually designing them, hahaha.

You do need quarters for every passenger though.
Crew is Crew.  But then again its a Military craft,
even in real world, active duty personnel typically share
2 man or 4 man rooms.  So tonage wise you are probably fine,
if you consider all basic troops are probably double occupancy.
James B. Hill Jr. aka Beatleguise
Battletech Collector and Miniature Gamer.

Zureal

  • Lieutenant
  • *
  • Posts: 1081
  • There are Mechs incoming? Bring up T-Rex!
Re: my carrier, what do you think? based off the New Sytris class
« Reply #36 on: 25 April 2012, 21:07:05 »
ok, just wasent sure, cuz its got 400 "bay personel" that take up no tunnage XD yea, i like the way it is, im currently also designing a desty that would work with this ship in pairs as escort or whatever. i doint like the idea of a warship working by itself unless its a raider.

 BUT, even by itself it is pretty good, can run away from almost anything it cant outgun :) and pretty good armor as well.

Jimmy B

  • Sergeant
  • *
  • Posts: 144
  • The Collector
Re: my carrier, what do you think? based off the New Sytris class
« Reply #37 on: 25 April 2012, 21:15:41 »
The rules do allow for barracks type quarters for Military troops.
I cant remember off hand, how much space you designate at that point,
but that is only for troops. for actual crew, you should assign
standard quarters.

Im not sure what all you are doing, but for m campaign, I could technically
create a Scenario PDF.  When I made it, I based it on the format used
in the old scenario books like "The Grey Death legion"

So I have a Mega Corporation of my own design, a Mercenary company,
and even a Renegade Clan I designed myself, so I wouldn't have to worry
about affecting the normal story lines. 

I went into complete detail of Unit breakdown, all the way up to the Regiment level.
All Units, All Support Units, and Mechwarrior data for all Key personnel.

Im not saying get that in depth, just that you can.  :)
James B. Hill Jr. aka Beatleguise
Battletech Collector and Miniature Gamer.

Zureal

  • Lieutenant
  • *
  • Posts: 1081
  • There are Mechs incoming? Bring up T-Rex!
Re: my carrier, what do you think? based off the New Sytris class
« Reply #38 on: 25 April 2012, 21:42:04 »
well right now im building a prephery nation that had had good relations with the old SL and when it all fell down managed to hang on to all its stuff thx to it having had supported kurensky and so goto build most of the stuff for the libiration and so got lots of tech help and support from the SLDF, fast forword, they still have the industrial capacity and so this is how this baby comes into being. think the industrial might of the LC but the size of a larg prephery state :) but ware the LC has alot of industry for ground combat this place has it in aerospace industry. so not as big ground force but huge navy

 anyways, at this point i think this baby is pretty much done unless anyone els has suggestions? i thank all of you for your help :) *GROUP HUG!*

BritMech

  • Master Sergeant
  • *
  • Posts: 375
Re: my carrier, what do you think? based off the New Sytris class
« Reply #39 on: 26 April 2012, 07:04:41 »
*would it be a good idea to reduce the number of NL55s to 2 instead of 3 in each arc?*

*another question, all the "Bay Personel" 400 on this ship, do they actualy have quarters? or is it one of those things that is, just there?*

*as a side note, it only needs 8k of fuel to last the same as the food, so anything above that is extra for fighters or whatnot*

First, there is an argument that the fuel of the WarShip can be used by Fighters, Small Craft and DropShips. But also that it is handled by external fuel carriers. Most Warships have small fuel tanks and no cargo dedicated to fuel. As part of a fleet, fuel carriers make sense. Boring, mundane, non-fighting sense, but there it is. In fact the only WarShip I can find with a large fuel capacity is the Potemkin, and that seems to be the reason it was used by the Clan for the Exodus.

Reducing weaponry for space, sure. More space, more Fighters. More essential Carrier-ness. One thing that was brought up was the ability of the carrier to "slingshot" the Fighters during launch. The carrier builds up thrust in the direction of the enemy, launches the Fighters and then slows down. So on a large map, two turns of max thrust in one direction would be 12 Thrust points in that direction for each Fighter when it launches.

Bay Personnel don't need quarters. The Bay provides a hammock or bunk, which whilst basic does the job.

BritMech

  • Master Sergeant
  • *
  • Posts: 375
Re: my carrier, what do you think? based off the New Sytris class
« Reply #40 on: 26 April 2012, 07:16:06 »
Marines need either quarters, or a Transport Bay of Infantry. Which you choose will affect the tonnage, as well as the food.

Just counted your Bay Doors, and you have too many.

SO pg 155 gives the limit as 8 + [Weight / 100,000], rounded up. In this case, 8 + 9.8 = 17.8 rounded to 18.

Fireangel

  • Major
  • *
  • Posts: 3402
  • 7397 posts right down the toilet...
Re: my carrier, what do you think? based off the New Sytris class
« Reply #41 on: 26 April 2012, 13:43:16 »
First, there is an argument that the fuel of the WarShip can be used by Fighters, Small Craft and DropShips. But also that it is handled by external fuel carriers. Most Warships have small fuel tanks and no cargo dedicated to fuel. As part of a fleet, fuel carriers make sense. Boring, mundane, non-fighting sense, but there it is. In fact the only WarShip I can find with a large fuel capacity is the Potemkin, and that seems to be the reason it was used by the Clan for the Exodus.

That's because a warship is not under thrust for most of its deployment; most of the time is will be in orbit, in Z/N point "freefall" or at station-keeping (using up just 10% of its daily fuel usage): actually boosting in-system is not really that common an occurrence for warships.

How is this so? Let's assume that a standard deployment for a warship is six months; each jump takes about a week on average. If we assume that the warship returns to a homeport at the end of the tour, that means it has a "range" of about 12 jumps (give or take); it is a given that it will not be boosting in-system at each one of these "systems", so for every "layover" it uses just 10% of a week's 1G thrust... assuming it jumps near the proximity point: if it boosts further out, it can freefall towards the star for the week it takes it to recharge its KF drive and jump out without even touching its fuel.

Fighters? in space ASFs don't fly CAPs; the warship's sensors are vastly superior tho those of any fighter, so for most of the voyage, the fighters will remain in their bays. This means that a fighter needs enough fuel for its combat duties; 10-20 "reloads" of full fuel stores should be enough for each fighter; any additional fuel can be tapped from the fighter's carrier.

Quote

Bay Personnel don't need quarters. The Bay provides a hammock or bunk, which whilst basic does the job.

But it is suggested that at least steerage-class quarters be assigned to reduce the drag on life support, represented by the increased rate of consumption of consumable supplies.

BritMech

  • Master Sergeant
  • *
  • Posts: 375
Re: my carrier, what do you think? based off the New Sytris class
« Reply #42 on: 26 April 2012, 18:05:21 »
But it is suggested that at least steerage-class quarters be assigned to reduce the drag on life support, represented by the increased rate of consumption of consumable supplies.

This is where it gets into the maths portion. And regular quarters would still be a space saving.

If a person is assigned quarters, then they use 0.005 tons of food, water and air (consumables) per day. If they stay as Bay Personnel, then they use 0.05 tons of consumables per day.

Assigning quarters for the 200 day trip means they use 1 ton of consumables, versus 10 tons as Bay Personnel. So 7 tons of Regular quarters and 1 ton of consumables is still cheaper than the allocation for Bay Personnel.

The break-even point is 111 days for Steerage (5 tons), 156 days for 2nd Class/Crew (7 tons) and 223 days for 1st Class/Officer (10 tons).

So if you are using long haul, with no resupply then you are better off allocating quarters. However, if you plan to have resupply every 90 days, you can save space by keeping them in the Bay hammocks.

Fireangel

  • Major
  • *
  • Posts: 3402
  • 7397 posts right down the toilet...
Re: my carrier, what do you think? based off the New Sytris class
« Reply #43 on: 26 April 2012, 18:13:09 »

The break-even point is 111 days for Steerage (5 tons), 156 days for 2nd Class/Crew (7 tons) and 223 days for 1st Class/Officer (10 tons).

Thank you! I'd been looking for my missing notes where I'd made those calculations!  O0

Zureal

  • Lieutenant
  • *
  • Posts: 1081
  • There are Mechs incoming? Bring up T-Rex!
Re: my carrier, what do you think? based off the New Sytris class
« Reply #44 on: 26 April 2012, 20:10:18 »
oh, ok, so i will redesign silightly to accomodate long trips, also, when it comes th fuel, yes, what you say is true, but how many times in history, or even BT history for that matter have ships been forced to be deploid for a year or even longer? what if i need to use it as a long range deep "behind the lines" raider ? thats why all my designes tend to have larg fuel tanks and cargo capacity

Jimmy B

  • Sergeant
  • *
  • Posts: 144
  • The Collector
Re: my carrier, what do you think? based off the New Sytris class
« Reply #45 on: 26 April 2012, 20:15:40 »
I dont see a problem with the extra fuel and cargo.
The way it is set up, it will have good support, both
with on board Fighters, and (assuming) fighters
from docked dropships.

Especially considering the current state of things
with communication etc....   Being self reliant
could very well be a major asset.
James B. Hill Jr. aka Beatleguise
Battletech Collector and Miniature Gamer.

Zureal

  • Lieutenant
  • *
  • Posts: 1081
  • There are Mechs incoming? Bring up T-Rex!
Re: my carrier, what do you think? based off the New Sytris class
« Reply #46 on: 26 April 2012, 20:17:41 »
I dont see a problem with the extra fuel and cargo.
The way it is set up, it will have good support, both
with on board Fighters, and (assuming) fighters
from docked dropships.

Especially considering the current state of things
with communication etc....   Being self reliant
could very well be a major asset.

 This is one of my main points in this ship. cuz in outerspace , there is no true "frontline", so i want to be able to roam around, say the LC, and blast whatever i please for as long as needed. weather that be 6 months, or 2 years, and then return home.

Fireangel

  • Major
  • *
  • Posts: 3402
  • 7397 posts right down the toilet...
Re: my carrier, what do you think? based off the New Sytris class
« Reply #47 on: 27 April 2012, 19:22:39 »
Don't misunderstand; when I design large craft, I give them "endurance" in consumables and fuel, with the fuel calculated ad 24/7 1G burn for the time period; usually 200-400 days.

This is usually FAR more than is needed for the time period involved, even serving as collier for its embarked air wing, dropships and escorts.


Zureal

  • Lieutenant
  • *
  • Posts: 1081
  • There are Mechs incoming? Bring up T-Rex!
Re: my carrier, what do you think? based off the New Sytris class
« Reply #48 on: 27 April 2012, 21:11:40 »
good points.

 

Register