Ship:ocello: Difference between revisions

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Created page with " {| class="wikitable" style="float:right; margin-left: 20px;" ! colspan="2" | Ocello Class Command Cruiser |- | Point Cost || 600 |- | Mass || 13000 tons |- | Armor Thickness || 40 cm<ref>With the maximum 2.5 angling multiplier, this reaches 100 cm</ref> |- | Internal Density || 1.2 cm/m |- | Component DR || 40% |- | Max Repair || 20% |- | Dimensions || 195x70x75 m |- | Crew Vulnerability || 25% |- | Structural Integrity<ref>Damage to Structure hitbox required to break..."
 
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! colspan="2" | Ocello Class Command Cruiser
! colspan="2" | Ocello Class Command Cruiser
|-
|-
| Point Cost || 600
| Point Cost || 575
|-
|-
| Mass || 13000 tons
| Mass || 12000 tons
|-
|-
| Armor Thickness || 40 cm<ref>With the maximum 2.5 angling multiplier, this reaches 100 cm</ref>
| Armor Thickness || 30 cm<ref>With the maximum 2.5 angling multiplier, this reaches 75 cm</ref>
|-
|-
| Internal Density || 1.2 cm/m
| Internal Density || 1.2 cm/m
Line 21: Line 21:
| Structural Integrity<ref>Damage to Structure hitbox required to break structure</ref> || 6500
| Structural Integrity<ref>Damage to Structure hitbox required to break structure</ref> || 6500
|-
|-
| Radar Signature || 14332.5 m<math>^2</math>
| Radar Signature || 15745.4 m<math>^2</math>
|-
|-
| Slots || 11 Mounts<br>11 Compartments<br>12 Modules
| Slots || 11 Mounts<br>11 Compartments<br>12 Modules
Line 29: Line 29:
== Modifiers ==
== Modifiers ==
     Missile Programming Channels: <span style="color:green;">'''+2'''</span>
     Missile Programming Channels: <span style="color:green;">'''+2'''</span>
     Max Repair: <span style="color:green;">'''+10%'''</span>
     Max Repair: <span style="color:green;">'''+5%'''</span>
     Spacecraft Arming Speed: <span style="color:green;">'''+20%'''</span>
     Powerplant Efficiency: <span style="color:green;">'''+10%'''</span>


== Mounts ==
== Mounts ==

Revision as of 01:34, 22 September 2026

Ocello Class Command Cruiser
Point Cost 575
Mass 12000 tons
Armor Thickness 30 cm[1]
Internal Density 1.2 cm/m
Component DR 40%
Max Repair 20%
Dimensions 195x70x75 m
Crew Vulnerability 25%
Structural Integrity[2] 6500
Radar Signature 15745.4 m[math]\displaystyle{ ^2 }[/math]
Slots 11 Mounts
11 Compartments
12 Modules
'

Modifiers

    Missile Programming Channels: +2
    Max Repair: +5%
    Powerplant Efficiency: +10%

Mounts

The Ocello has

   * 3 Class 4 Mounts
   * 4 Class 2 Mounts
   * 4 Class 1 Mounts

Mounts 1 2 and 3

These C4 mounts should consist of your main battery.

Compartments

The Ocello's compartments can be divided into 2 groups

The Nose-stack

Frontline Ocellos such as those found in Cobalt Squadron seek to reinforce the nose with high DT components to be as durable under gunfire as possible. While this can be done by stacking Reinforced DC Lockers, the cheaper and almost as effective option is filling it with a your pick of Auxiliary Steering(s), Reinforced CIC, Reinforced Magazine, Damage Control Central, and Reinforced DC Locker, depending on what compartments you want to place in the safe-stack.

And The Safe-stack

The Safe stack consists of the hardest to reach compartments on an Ocello, and also happens to consist of exactly as many slots as you need to keep your Ocello combat capable if you've lost the rest of the ship. As such, the safe stack should always consist of your most important compartments; typically a DC locker in compartment 5, a CIC in compartment 6, and a Magazine in compartment 4. The exact makeup of these compartments will vary depending on how the rest of the ship is built; sometimes every compartment is reinforced with Reinforced DC Locker/Reinforced CIC/Reinforced Magazine, especially when the rest of the ship is mostly empty, and sometimes it consists of Large DC Locker/Basic CIC/Bulk Magazine[3] components to take advantage of the safety of the compartments, usually when the rest of the ship is fully built out.


Modules

The Ocello has

   * 1 Large Drive Module
   * 2 Small Drive Modules
   * 3 3x3 Modules
   * 3 2x2 Modules

For Frontline combat ships, the 3x3 Modules will typically be FR3300 Micro Reactors to power the ship. On backline combatants, they may be Missile Programming Bus Arrays to increase missile salvo size.

Your choice of radar will end up in one of the front 2x2 modules under the Nose-stack, either modules xxx where it will help split damage with its high HP pool and damage threshold. Alternatively, if you can afford the power generation loss, the 3x3 Module x has the best damage splitting potential.

For Frontline combatants, your Ocello will need an appropriate amount of Ammunition Elevators, between 4-5. All or all but one of these will be in the 2x2 modules.

Drive Setup

There are many ways to set up an Ocello's drive, and the best way will depend on the role you are building the ship for.
Raider Drives provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging.
Whiplash Drives provide the best top speed, allowing you to reposition across the map quickly.
Dragonfly Drives provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly.
Prowler Drives are a trap option here, as if you would like to play from stealth you should take a ship with a smaller radar cross section like a Draugr or Ferryman
FR4800 Reactors/Boosted Reactor fit into the small drive slots, allowing you to reclaim 3x3 modules for other uses if needed, instead of those modules containing FR3300 Micro Reactors.

For Frontline combat ships, the two best drive setups are Raider-whip for more mobile ships and Raider-raider for less mobile but tankier combatants. Ships that need to save costs will sometimes drop one of these drives for another FR4800 Reactors/Boosted Reactor, taking a corresponding drop in capability.

Backline combatants may find themselves appreciating the Whip for its large power generation and high speed.

Propulsion Stats

Base Stats
Top Speed 18 m/s
Flank Speed 27 m/s
Flank Damage Probability 5%
Linear Thrust 14 MN
- Side Thrusters 75%
- Fore Thrusters 85%
- Main Thrusters 100%
Acceleration Time 16.67 s
Angular Thrust 2.55 MN
Theoretical Turn Rate 4.58 deg/s
Actual Max Turn Rate 1.29 deg/s
Estimated 180 deg Turn 150 s
Estimated 180 deg Roll 41 s
Raider-whip
Top Speed 21.6 m/s (+20%)
Flank Speed 32.4 m/s (+20%)
Flank Damage Probability 9.26% (+85.26%)
Linear Thrust 22.07 MN (+57.65%)
- Side Thrusters 75%
- Fore Thrusters 85%
- Main Thrusters 100%
Acceleration Time 12.87 s
Angular Thrust 2.04 MN (-20%)
Theoretical Turn Rate 3.9 deg/s (-15%)
Actual Max Turn Rate 1.02 deg/s (-20%)
Estimated 180 deg Turn 186 s (+23.35%)
Estimated 180 deg Roll 49 s (+18.91%)
Raider-raider
Top Speed 18 m/s
Flank Speed 27 m/s
Flank Damage Probability 10% (+100%)
Linear Thrust 25.1 MN (+79.29%)
- Side Thrusters 75%
- Fore Thrusters 85%
- Main Thrusters 100%
Acceleration Time 9.43 s
Angular Thrust 2.55 MN
Theoretical Turn Rate 4.58 deg/s
Actual Max Turn Rate 1.27 deg/s
Estimated 180 deg Turn 151 s
Estimated 180 deg Roll 41 s

Radar Signature: 14332.5 m[math]\displaystyle{ ^2 }[/math] [4]

Detected by Detection Range (km)
R400 'Bloodhound' LRT Radar 14 km
R550 Early Warning Radar 16.77 km
Bulwark Huntress 10 km
Ithaca Bridgemaster 8.5 km
RM50 'Parallax' Radar 9.5 km
RS41 'Spyglass' Radar 11.5 km
RS35 'Frontline' Radar 8 km
Wake Signature Strength 400
Fore-Aspect Validated by THERM VALIDATED
Validated After Main Engine Shutoff 16.88 s[5]

Builds

450mm Ocello:

250mm Ocello & Light Raid Cruiser:

Direct S2 Missile Ocello & S2cello:

These command/backup straight-runners for the majority of their missiles, and lean much more into the ambush role

Direct S3 Missile Ocello & Torpcello:

These command/backup straight-runners for the majority of their missiles, and lean much more into the ambush role.

  1. ↑ With the maximum 2.5 angling multiplier, this reaches 75 cm
  2. ↑ Damage to Structure hitbox required to break structure
  3. ↑ A Gun Ocello should be able to fit its entire combat load into one ref mag and one bulk mag
  4. ↑ When equipped with the single FM580 'Raider' Drive, such as in TF Oak, the Axford sig increases to 17915.63 m[math]\displaystyle{ ^2 }[/math], which has no effect on baseline detection other than pushing EWR detection out to 17.73 km. When equipped with a more standard Raider-raider-x setup, sig increases to 20557.42 m[math]\displaystyle{ ^2 }[/math] and an Axford is detected out to the maximum range of 18 km
  5. ↑ When equipped with the single FM580 'Raider' Drive, such as in TF Oak, the Axford is validated for 19.5 seconds after main engine shutoff. When equipped with a more standard Raider-raider-x setup, an Axford is validated for 20.85 seconds.