User:Lafiel/Ship Design Theory

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This is an article on Lafiel's Ship Design Theory.

Overview

Ship design is always dependent on technology. In this case it's dependent on the available parts and their specific stats. Everything else is universal and can be applied using a specific set of parameters. However, some basic knowledge or experience is required to setup the design process.

Design Process

Purpose

sizing chart
Average transport acceleration
Cosmoteer Thrust-2-weight
0.10.0
4.0
0.14.0
5.0

The design process starts with the ship's intended purpose. With this in mind a set of basic parameters are drawn for example acceleration or speed, the overall weaponry or mixture of weapons. These can be considered goals but are at this point set stats.

Preliminary Sizing

design chart

With the basic set of parameters at hand the sizing of the ship can begin. Sizing is determined by a technology dependent or fixed set of design rules or empirical or practical experience data. For example if the desired speed or acceleration performance of the ship is known its thrust-to-weight ratio can be calculated. Based on that and the power-to-weight ratio the required power requirement can be drawn and so on and so forth.

For us there are two types of sizing process: the free sizing and the tournament sizing. Free sizing, without much explaining this is a constraint-less process. Tournament sizing is tied to a certain required ship's cost.

System types Part requirements proportion
type cost power crew ratio standard F D C CV BB T
Thrusters front thrusters - - - 1 13% - 12.85% - - - -
aft thrusters - - - 2
Protection shield - - - 4.4 27% - 9.9% - - - -
armor - - - 1
Weapons - - - + 2% - - 15%
(10.744%-
14.559%)
- 21% - - - -
Power - - - - - 25% - 29.7% - - - -
Crew - - - - - 12% - 22.7% - - - -
Systems - - - - - 6% - 7.4% - - - -


Part requirements support
power/ammo crew
minimum maximum EP minimum maximum
Large Cannon 3.3_N 1 3.3_N 1 - 2 +5
Standard Cannon 1.000 1.3_ - 1 +3
Electrobolt (EB) 250 2000 - 1 +2
Ion Beam 250 1250 - 2 +4
Small Laser 200 266.6_ - 1 +2
Point Defense 100 800 - - -
Railgun - - - - -
Missile Launcher - - - 2 +12
Reactor - -1500 - - -
Huge Thruster - - - - -
Large Thruster 200 1666.6_ - 3 -
Standard Thruster 100 666.6_ - 2 +1
Small Thruster 30 333.3_ - 1 +.5
Ammo Factory 80/2N 2 80/2N 2 - 1 +1
Missile Factory 80/2 80/2 - 2 +2
Shield Generator 100 3550 +3600 3 +3


Weapon Range Arc Price DPS per 1 DPS 6 width DPS 10k Health per width
Parts Armor Shields Structure Parts Armor Shields Structure Parts Armor Shields Structure
Small Laser 150/60 200d 6730 533 533 533 266 3200 3200 3200 1600 792 792 792 396 4000
Electrobolt 125/60 200d 10715 200 200 3600 150 1200 1200 21600 900 187 187 3360 140 6000
Ion Beam 180/170 0d 28430 2000 2000 2000 1500 6000 6000 6000 4500 703 703 703 528 4000
Standard Cannon 175/60 115d 10184 2000 1000 1000 500 6000 3000 3000 1500 1964 982 982 491 3000
Large Cannon 200/60 115d 22810 6000 2000 2000 1000 12000 4000 4000 2000 2630 877 877 438 4000
Missile Launcher 250/225 0d 50807 12557 5661 2133 9418 37671 16983 6400 28254 2472 1114 419 1854 3000

Detail Design

Now that the ship's overall distribution of systems have been determined in the sizing step the detailed construction can begin. In this step, the overall look of the ship is adjusted step by step to meet the set of goals set forth in the sizing step.

Damage Tolerance

Ship will always take damage from combat but you cannot always maximize protection especially on the budget. Risk assessment is necessary to reduce cost and improve protection where needed while reducing excess where it can be (temporary) afforded. Understanding damage from part explosion from reactors is one important issue to prevent for example chained destruction.

Damage from a reactor:

Damage from an ammo storage:

Damage from Standard explosion:

Damage from Large cannon explosion:

Explosive charge explosion damage:

Blast protection

Armor is the only means to protect against explosion blasts.

Reactor explosion damage blocked by one 2x1 armor layer:

Reactor explosion damage blocked by two 2x1 armor layers:

Explosive charge explosion damage blocked by one 1x1 armor layer:

Fire and Electro Bolt protection

Since the introduction of fire it is vital to have fire extinguishers. However, it is best to prevent fire in the first place. Fire is usually set off by cannon shots. This can be achieved by placing armor at strategic places that would stop the penetrating shot from reaching a corridor. The same goes for protection against electro bolts. In this case for example placing the armor above of a shield generator or reactor. For these it is important to understand penetration for the appropriate amount of defense.

FTL Efficiency

Outside of tournaments FTL capability is a necessity. Designing used to consider FTL fuel and cost but this was dropped since Cosmoteer 0.12.10. FTL efficiency is still necessary to understand to reduce the high cost of building these parts.

Testing and Tweaking

This is a necessary step to ensure the ship performs as intended. All cosmetic changes should take place in this phase.


Notes

1.^ Pre-Cosmoteer 0.13.0: 2.6_
2.^ Pre-Cosmoteer 0.12.0: 160/4