Ship:ocello: Difference between revisions

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Ocello Hull Configuration
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[[File:Ocello Hull Configuration.png|thumb|Ocello Hull Configuration]]
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! colspan="2" | Ocello Class Command Cruiser
! colspan="2" | Ocello Class Command Cruiser

Revision as of 21:19, 22 September 2026

Ocello Hull Configuration
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 210x50x75 m
Crew Vulnerability 25%
Structural Integrity[2] 6500
Radar Signature 15745.4 m[math]\displaystyle{ ^2 }[/math]
Slots 11 Mounts
11 Compartments
12 Modules
Command Cruisers are Heavy Cruisers by another name. Heavily armed and armored, they formed the core of most Alliance battlegroups before the Axford-class entered service. Now, these formerly-mothballed warships provide both the staying power and command and control capabilities that the rest of the Protectorate's fleet lacks.

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.

Mounts 6 7

These C2 mounts are the Ocello's backpack mounts, and should consist of softkill equipment like coms jammers or VLS-2

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. Of these, Compartments 2 and 3 are the safest, typically Large DC Locker/Basic CIC/Bulk Magazine[3] components to take advantage of the safety of the compartments. Obviously you can't fit all 3 in those two compartments, so some compromise will have to be found. Compartments 1 and 4 split damage with their respective turrets and compartment 5 being exposed in the bridge. These less-safe slots should contain your useful but non-essential components, such as a Gun Plotting Center, Small DC Locker, or a redundant Basic CIC. Additionally, placing a Rapid DC Locker team in slot 1 will make it the first team to be called upon.

Modules

The Ocello has

   * 1 Large Drive Module
   * 2 Small Drive Modules
   * 3 3x3 Modules
   * 4 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.

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

Propulsion Stats

Base Stats
Top Speed 20 m/s
Flank Speed 30 m/s
Flank Damage Probability 5%
Linear Thrust 14 MN
- Side Thrusters 75%
- Fore Thrusters 85%
- Main Thrusters 100%
Acceleration Time 17.34 s
Angular Thrust 2.2 MN
Theoretical Turn Rate 5.73 deg/s
Actual Max Turn Rate 1.06 deg/s
Estimated 180 deg Turn 180 s
Estimated 180 deg Roll 40 s
Raider-whip
Top Speed 24 m/s (+20%)
Flank Speed 36 m/s (+20%)
Flank Damage Probability 6.81% (+36.18%)
Linear Thrust 18.2 MN (+30%)
- Side Thrusters 75%
- Fore Thrusters 85%
- Main Thrusters 100%
Acceleration Time 16.05 s
Angular Thrust 1.76 MN (-20%)
Theoretical Turn Rate 4.87 deg/s (-15%)
Actual Max Turn Rate 0.84 deg/s (-20%)
Estimated 180 deg Turn 223 s (+23.62%)
Estimated 180 deg Roll 48 s (+18.8%)
Raider-raider
Top Speed 20 m/s
Flank Speed 30 m/s
Flank Damage Probability 9.8% (+96.08%)
Linear Thrust 22.07 MN (+57.65%)
- Side Thrusters 75%
- Fore Thrusters 85%
- Main Thrusters 100%
Acceleration Time 11.03 s
Angular Thrust 2.2 MN
Theoretical Turn Rate 5.73 deg/s
Actual Max Turn Rate 1.06 deg/s
Estimated 180 deg Turn 181 s
Estimated 180 deg Roll 40 s

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

Detected by Detection Range (km)
R400 'Bloodhound' LRT Radar 14 km
R550 Early Warning Radar 17.17 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 350
Fore-Aspect Validated by THERM VALIDATED
Validated After Main Engine Shutoff 15 s[4]

Builds

450mm Ocello:

Cobalt's 450mm Ocellos

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:

Azurite's 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 Cobalt Squadron, the Ocello is validated for 19.5 seconds after main engine shutoff. When equipped with a more standard Raider-raider setup, an Ocello is validated for 20.85 seconds.