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Posted by: Father Tim
« on: May 29, 2009, 12:28:09 PM »

Quote from: "ShadoCat"
FWIW, I don't see a problem with making bases put their weapons in turrets.  Either that or put 1/10th sized engines on bases for rotation speed.  Note that most of the "engine" is the inertial dampener to keep the people from getting squished as the base spins.

Well, the biggest problem with forcing bases to use turrets is that not all weapon types are allowed in turrets -- the utility of Plasma Carronades (for example) goes out the window.
Posted by: Steve Walmsley
« on: May 29, 2009, 08:40:11 AM »

Quote from: "Paul M"
I don't see why the ships speed is a factor at all.  This seems to be a total unnecessary complication.  If ships were rated for agility that might make sense (what the ships yaw or pitch rate is) as it is in Attack Vector Tactical or Squadron Strike but absolute maximum or current velocity plays little role in bringing a hardpoint to bear.
There is no separate agility rating for ships in Aurora so the speed is used as the agility instead. I could add an agility rating and use that instead of speed but I thought that would be an unnecessary complication :). I guess it might be worth revisiting at some point though.

Steve
Posted by: Charlie Beeler
« on: May 29, 2009, 07:41:53 AM »

I see where my misconception came into play.  I'm always looking at it only from the to-hit assignments and not the weapon speed assignment.
Posted by: sloanjh
« on: May 29, 2009, 06:50:48 AM »

Quote from: "Paul M"
I don't see why the ships speed is a factor at all.  This seems to be a total unnecessary complication.  If ships were rated for agility that might make sense (what the ships yaw or pitch rate is) as it is in Attack Vector Tactical or Squadron Strike but absolute maximum or current velocity plays little role in bringing a hardpoint to bear.

It was to avoid adding the complication of maintaining a separate agility rating for ships - the agility (both for dodging and for tracking) is modeled as being proportional to the ship's speed.

John
Posted by: Paul M
« on: May 29, 2009, 03:02:49 AM »

I don't see why the ships speed is a factor at all.  This seems to be a total unnecessary complication.  If ships were rated for agility that might make sense (what the ships yaw or pitch rate is) as it is in Attack Vector Tactical or Squadron Strike but absolute maximum or current velocity plays little role in bringing a hardpoint to bear.
Posted by: ShadoCat
« on: May 28, 2009, 07:13:33 PM »

Quote from: "Steve Walmsley"
The above is exactly the way it works. The reason for the base fire control speed being used if it is higher than the ships speed is that otherwise bases wouldn't be able to hit anything.

Is that a change?

I recall the ship's speed being a limiting factor.

FWIW, I don't see a problem with making bases put their weapons in turrets.  Either that or put 1/10th sized engines on bases for rotation speed.  Note that most of the "engine" is the inertial dampener to keep the people from getting squished as the base spins.
Posted by: Steve Walmsley
« on: May 28, 2009, 01:12:18 PM »

Quote from: "Brian"
The base tracking speed of a weapon is the higher of the ship speed or the reasearched tracking speed.  For example if you have reasearched tracking speed 5000km/s and your ship moves at 3300km/s then the weapons tracking speed would be 5000km/s. If the ship speed was 6600km/s then the weapon tracking speed would be 6600km/s.  All of this is based on fixed mounts.  If you have a turret then the weapon tracking speed is the speed of the turret.  

The weapon tracking speed is then compared to the fire control tracking speed.  The lower of the weapon and fire control tracking speed is then used for determining the chance to hit.  For example if you only had a x1 tracking speed fire control and your weapon was at 6600km/s then the actual fire control speed would be used.  If instead you had a x2 tracking speed fire control then the comparision would be between the weapons 6600km/s and the fire controls 10000km/s.  The limit would be the weapons 6600km/s.  
The above is exactly the way it works. The reason for the base fire control speed being used if it is higher than the ships speed is that otherwise bases wouldn't be able to hit anything.

Steve
Posted by: Brian Neumann
« on: May 27, 2009, 11:39:27 AM »

The base tracking speed of a weapon is the higher of the ship speed or the reasearched tracking speed.  For example if you have reasearched tracking speed 5000km/s and your ship moves at 3300km/s then the weapons tracking speed would be 5000km/s. If the ship speed was 6600km/s then the weapon tracking speed would be 6600km/s.  All of this is based on fixed mounts.  If you have a turret then the weapon tracking speed is the speed of the turret.  

The weapon tracking speed is then compared to the fire control tracking speed.  The lower of the weapon and fire control tracking speed is then used for determining the chance to hit.  For example if you only had a x1 tracking speed fire control and your weapon was at 6600km/s then the actual fire control speed would be used.  If instead you had a x2 tracking speed fire control then the comparision would be between the weapons 6600km/s and the fire controls 10000km/s.  The limit would be the weapons 6600km/s.  

A note for point defense.  If your ship speed is significantly faster than the base tracking speed of your fire control, small railguns become effective point defense.  This is because they get 4 shots for slightly less total tonnage than a comparable turreted weapon would and the base chance to hit is going to be better than 1/4th the tracking speed.  Example using above 6600km/s movement.  A 10cm laser in a turret needs about 4hs the 10cm railgun uses 3hs.  Each railgun shot has 1/3 the chance of hitting that the laser has, but you get 4 shots total.  In other words this is an effective pd weapon.  Untill gaus cannon get to 6 shots per round the 10cm railgun is going to be more effective, and probably slightly longer range.  The 12cm railgun is more effective untill you get 5 shots per round with the gauss cannon. (you need to factor in the power requirements of the railguns vs the extra range and damage from the 12cm).

Brian
Posted by: Erik L
« on: May 27, 2009, 11:27:21 AM »

Tracking speed of a weapon is equal to the lower of the following, Ship Speed, Fire Control Tracking, Turret Tracking.

The Enterprise from the tutorial should show a tracking equal to the speed for non-turretted weapons, and equal to the fire control for turretted.
Posted by: Charlie Beeler
« on: May 27, 2009, 11:03:27 AM »

Quote from: "Hawkeye"
Quote from: "Charlie Beeler"
Unless Steve has changed it, for fixed mounts max tracking speed is the lower value between ship max speed and fire control tracking speed.  If the beam is turret mounted then it's the lower between fire control and turret tracking speed.  

I think there is a bug in 4.00b displaying the fixed mount tracking speeds incorrectly.


I copied and pasted the following from tutorial part-3

Code: [Select]
Enterprise class Cruiser    8800 tons     850 Crew     1334 BP      TCS 176  TH 66  EM 300
1562 km/s     Armour 1     Shields 10-150     Sensors 8/5/5/0/0     Damage Control 1-1     PPV 26
Flag Bridge    Magazine 400    Replacement Parts 10    

Nuclear Thermal Engine E8 (11)    Power 25    Efficiency 0.80    Signature 6    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 61.3 billion km   (454 days at full power)
Alpha R150/8 Shields (10)   Total Fuel Cost  80 Litres per day

25cm C1 Plasma Carronade (1)    Range 80,000km     TS: 2400 km/s     Power 16-1     RM 1    ROF 80        16 8 5 4 3 2 2 2 0 0
Twin R3/C1 Meson Cannon Turret (1x2)    Range 30,000km     TS: 10000 km/s     Power 6-2     RM 3    ROF 15        1 1 1 0 0 0 0 0 0 0
Fire Control S04 40-2400 (1)    Max Range: 80,000 km   TS: 2400 km/s     88 75 62 50 38 25 12 0 0 0
Pressurised Water Reactor PB-1 AR-0 P20 (1)     Total Power Output 20    Armour 0    Exp 5%

Missile Launcher 04-040 (2)    Missile Size 4    Rate of Fire 40
Missile Fire Control S01-040 (1)    Range: 400k km

Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Signature 100: 0.8m km
Active Sensor MR112000-R80 (1)     GPS 11200     Range 112.0m km    Resolution 80
Grav Pulse Detection Sensor GPD1-5 (1)     Sensitivity 5     Detect Strength 100: 0.5m km
EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Strength 100: 0.5m km

As you can see, this cruiser has a maximum speed of 1562 km/s, but his Plasma Carronades have a max. tracking speed of 2400 km/s.
With the tutorial not up to 4.0, it doesn´t seem to be a display bug.

That actually demostrates that the display issue has been around for some time.  My description above goes back to when turrets where added (back on the Diary mailing list?).  The purpose of turrets is to facilitate beams to engage targets that are travelling faster than the ships max speed.  

If this has changed I don't recall when.  Steve??  I think we need you to weigh in with which is correct?
Posted by: Hawkeye
« on: May 27, 2009, 10:25:11 AM »

Quote from: "Charlie Beeler"
Unless Steve has changed it, for fixed mounts max tracking speed is the lower value between ship max speed and fire control tracking speed.  If the beam is turret mounted then it's the lower between fire control and turret tracking speed.  

I think there is a bug in 4.00b displaying the fixed mount tracking speeds incorrectly.


I copied and pasted the following from tutorial part-3

Code: [Select]
Enterprise class Cruiser    8800 tons     850 Crew     1334 BP      TCS 176  TH 66  EM 300
1562 km/s     Armour 1     Shields 10-150     Sensors 8/5/5/0/0     Damage Control 1-1     PPV 26
Flag Bridge    Magazine 400    Replacement Parts 10    

Nuclear Thermal Engine E8 (11)    Power 25    Efficiency 0.80    Signature 6    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 61.3 billion km   (454 days at full power)
Alpha R150/8 Shields (10)   Total Fuel Cost  80 Litres per day

25cm C1 Plasma Carronade (1)    Range 80,000km     TS: 2400 km/s     Power 16-1     RM 1    ROF 80        16 8 5 4 3 2 2 2 0 0
Twin R3/C1 Meson Cannon Turret (1x2)    Range 30,000km     TS: 10000 km/s     Power 6-2     RM 3    ROF 15        1 1 1 0 0 0 0 0 0 0
Fire Control S04 40-2400 (1)    Max Range: 80,000 km   TS: 2400 km/s     88 75 62 50 38 25 12 0 0 0
Pressurised Water Reactor PB-1 AR-0 P20 (1)     Total Power Output 20    Armour 0    Exp 5%

Missile Launcher 04-040 (2)    Missile Size 4    Rate of Fire 40
Missile Fire Control S01-040 (1)    Range: 400k km

Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Signature 100: 0.8m km
Active Sensor MR112000-R80 (1)     GPS 11200     Range 112.0m km    Resolution 80
Grav Pulse Detection Sensor GPD1-5 (1)     Sensitivity 5     Detect Strength 100: 0.5m km
EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Strength 100: 0.5m km

As you can see, this cruiser has a maximum speed of 1562 km/s, but his Plasma Carronades have a max. tracking speed of 2400 km/s.
With the tutorial not up to 4.0, it doesn´t seem to be a display bug.
Posted by: Charlie Beeler
« on: May 27, 2009, 08:13:30 AM »

Unless Steve has changed it, for fixed mounts max tracking speed is the lower value between ship max speed and fire control tracking speed.  If the beam is turret mounted then it's the lower between fire control and turret tracking speed.  

I think there is a bug in 4.00b displaying the fixed mount tracking speeds incorrectly.
Posted by: Paul M
« on: May 27, 2009, 06:18:57 AM »

And there is great rejoicing through-out the Draak military.  Though I should have said hull mounts should use the lower of the weapon tracking speed or the fire control tracking speed (and I assume this is the case).   But at least the Draaks technological investment in higher tracking speed is not invalidated.

And then again...the party was canceled as further breaking news invalidates the happiness.  booo hiss booo!

But then here is yet further news that brings joy back to the party...yay! horah! yay!
Posted by: Father Tim
« on: May 27, 2009, 05:59:39 AM »

It is higher, for the very purpose of not forking over bases.  But I agree, the implementation of turrets, while a nice idea, serves mainly as a massive penalty to any weapon that can't be mounted in one.
Posted by: Paul M
« on: May 27, 2009, 03:23:01 AM »

Which way is it?  I don't use turreted weapons and it came as a shock to me that all that expensive research into making faster tracking weapons was essentially wasted on my ships.  Beyond forking over bases big time I can't imagine what one has to do with the other so I don't see why it has anything to do with the ship velocity in the first place.

Turrets should be the lower of the turret tracking speed or the fire control tracking speed and hull mounts should just use the fire control tracking speed.  Unless there is some game balance mechanic I am missing.

But back to the ships, I am curious how long it takes to build each one.  The Draak have 3900 ton survey ships but they take around 1.5 years to build so 6 years to build a BB sized ship, while comparable to the time it takes to build one when they were being built makes them very valuable assets.  How are you viewing them in terms of their difficulty to replace?