Children of a Dead Earth

Children of a Dead Earth

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[EO] Heavy Guided Missle Cruiser
   
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16 May, 2018 @ 7:20pm
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[EO] Heavy Guided Missle Cruiser

In 1 collection by ImpressiveMediocrity
Ember Orbits SpaceCraft
53 items
Description
Desighned to Punch above it weight class, the Heavy Missle Cruiser targets enemy ships with a wide range of ordanace. From nukes designed for taking on enemy drone and missle swarms to flak and KKR loads which have been tested against the silliest capital armor builds I can come up with (a half meter of osmium anyone). The ship also mounts long range lasers and CIWS coilguns for defence when you can not intercept an incoming target with the diverse load of weapons.

Purpolsion
1.5-15Gs (yeah that scared me too)
13 KMS deltaV

Weapons

Offensive
Flak Torpedos (designedd for slow moving targets)
Strategic KKR and Flak
Heavy Flak and Heavy Flak Extended Range
Medium Nukes
Light KKRs

Point Defence
20x 100MW PD coilgun
4x 500MW laser

Mass 27.5 KT
Cost 75MC

Have fun (I am not responsible for any conputers crashed do to ships going into 1000RPM spins after missle strikes)

Thanks to AtomHeartDragon for saving my design
5 Comments
AtomHeartDragon 20 May, 2018 @ 1:39pm 
No prob.
ImpressiveMediocrity  [author] 19 May, 2018 @ 4:59pm 
Thanks again, you probally just improved my design more in 30 minutes than I woul have in 30 days
AtomHeartDragon 19 May, 2018 @ 1:16pm 
Silver should work better than molybdenum. With lasers you generally want M^2 as low as possible and overall efficiency as high as possible (and enough temperature to not be mistaken for a planet when you extend your laser's radiators). I actually just use stock lasers most of the time, so I'm even more of a n00b here.

Your linear acceleration somehow doesn't kill the crew despite scary 15G, so clustering the crew around center mass and maybe dropping mass ratio a bit should help - most my ships have faster turnabout and their crews are fine.

Also, one more thing - more radiators. With just two for powerplant the ship is easy to knock out.
ImpressiveMediocrity  [author] 19 May, 2018 @ 7:45am 
Thank you, I will be making changes to the missles which were optemized against kenetic PD not lasers, I will also seperate the tanks, and bring down the acceleration, honestly im just not good yet at laser design so there is not much I can do about that.
AtomHeartDragon 18 May, 2018 @ 11:38pm 
If you don't mind critique:

Both ship and missiles have durability problems. Armours are paper-thin (mind you, my own ships already have thin armour compared to nearly everything else), so missiles are easily stopped even by stock lasers and ship gets penetrated or flashed easily. The ship also acheives very high mass ratio using dense propellant concentrated in few large tanks, so penetration will send it into rapid spin - with crew spread along the axis it'll kill everyone - even just turning with nearly empty tanks kills 2/3 of the crew. Coilguns are respectable, but the PD as a whole will let even unoptimized missiles through. Lasers suffer from inefficient cavity. The launchers are underpowered and unusable in combat - you can spend 2GW on lasers and that's more than any of my ships even has - give those launchers some juice. The missiles also have relatively low acceleration - gimballed engine missiles need *much* higher acceleration than their target to overcome dodging.