I got sidetracked and this wasn't the quick reply I had planned, but if anyone gets to the end and has any thoughts I would be interested to hear them.
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This all happened because I was experimenting with a deep space exploration cruiser that could act as an early prototype for a future military cruiser. I was thinking sort of along the lines to Start Trek TNG's Enterprise. I want to be able to just keep forging ahead through jump points as quickly as possible as I discover them and just leave gravsurvey probes on any nearby promising planets as I pass through the system, leaving the busywork to more conventional automated Geosurvey vessels behind me.
I got excited when I saw the "Launch Ready Ordnance" move order and though I would be able to just queue dropping dopping geosurvey bouys through a system with a few clicks on the movement orders screen. I am really annoyed it doesn't work for following orbital bodies, it's not the end of the world though, ease of use and intuitive UI are definitely not Aurora's strong points in the first place. It is annoying to have to micromanage, but I am really enjoying trying to build something a bit less conventional and see just what you can get away with from the flexibility of the class design interface.
The geo buoys are great to just plonk down on moons and planets with qualities like tectonics and low colony cost, as I pass through a system waiting for the gravsurveys to complete. As normal buoys don't track planets without an engine but can be put into a second stage and then work as intended I was curious to see what the best "highest geosurvey power to smallest engine ratio" I could on fit a size 1 buoy and a first stage payload delivery missile was. I got the "Boyle-Gardner SR 25 Achilles GS Probe":
Missile Size: 1.8567 MSP (4.64175 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 10
Speed: 215 km/s Fuel: 1 1st Stage Flight Time: 32 hours 1st Stage Range: 25.1m km
2nd Stage Flight Time: 1 seconds 2nd Stage Range: 0k km
Cost Per Missile: 0.144 Development Cost: 14
Second Stage: Boyle-Gardner Achilles GS Buoy x1
Second Stage Separation Range: 150,000 km
Chance to Hit: 1k km/s 2.2% 3k km/s 0.7% 5k km/s 0.4% 10k km/s 0.2%
Materials Required
Boronide 0.054
Uridium 0.09
Fuel: 1
The first stage Boyle-Gardner Achilles GS Buoy:
Missile Size: 1.7563 MSP (4.39075 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 10
Speed: 0 km/s Fuel: 0 Flight Time: 1 seconds Range: 0 km
Geo Sensor Strength: 0.09 Geo Points Per Day: 2.16
Cost Per Missile: 0.144 Development Cost: 14
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
Materials Required
Boronide 0.054
Uridium 0.09
It is really frustrating that if I make it 2. 4 Geo Points Per Day buoy, it goes just over 2 MSP, because that is exactly a 10th of a geosurvey modules output. I haven't got around to testing if a 0 km/s first stage will still leave the buoy deployed and tracking a body properly, but I am kind of fond of my token 1 fuel micro engine. I didn't care about range or speed because it was primarily just a solution to not being able to drop a buoy without an engine, and the cost was identical when making it a two stage missile as when adding engines directly to the first missile. I decided to just switch out different sensor bouys and mines into the first stage "engine" missile if I need to drop probes that will follow bodies in orbit.
One buoy generates approximately 1/12th of a geosurvey module and runs until completion, no matter the survey points ultimately required. It actually turns out that even with this seemingly pointless first stage payload carrier you can sit on a planet with 20 moons in a low orbit and still just use these buoys as very short range probes to all the moons around you, which is certainly easier than setting move orders to each waypoint and then dropping the buoys. I am actually suffering a chronic fuel shortage right now so them having a 25m km. range at the cost of 1 fuel is pretty great. When my fuel situation changes I might upgrade the design with an outrageous 2 fuel so I can sit on a drop point and quickly deploy mines out to a few 100m KMs without too much hassle. (I really need to beg Steve to put in some function to quickly waypoint a selected body, unless I am missing something obvious).
This was all originally just a tiny part of my plan to make a rediculously over-engineered experimental exploration ship. I planned to arm my cruiser with a wide selection of useful probes and buoys and I designed some 50% thermal reduction engines with slightly increased efficiency in the hopes of both increasing range and reducing detectability. I went with three smaller engines rather than one big one as I wasn't sure if the thermal signature gets x3 or stays as low as a single engine, if I am mistaken about this please let me know. Anyway, it is still an early prototype design and on my second jump I bumped into an NPR and quite predictably. . . immidiately got detected.
Fermium class Exploration Cruiser 20,000 tons 435 Crew 2,694.2 BP TCS 400 TH 768 EM 0
3840 km/s JR 3-50 Armour 1-65 Shields 0-0 HTK 108 Sensors 80/80/0/0 DCR 18 PPV 4.1
Maint Life 4.21 Years MSP 3,915 AFR 178% IFR 2.5% 1YR 354 5YR 5,303 Max Repair 484 MSP
Hangar Deck Capacity 3,000 tons Magazine 249
Ensign Control Rating 1 BRG
Intended Deployment Time: 48 months Flight Crew Berths 60 Morale Check Required
Gardner Aeromarine J20100(3-50) Military Jump Drive Max Ship Size 20100 tons Distance 50k km Squadron Size 3
Llama Co. XR57 HR50 Magneto-P Drive EP512.00 (3) Power 1536 Fuel Use 20.04% Signature 256.0 Explosion 8%
Fuel Capacity 2,024,000 Litres Range 90.9 billion km (274 days at full power)
Ahmed Armaments Size 1 Missile Launcher (2) Missile Size: 1 Rate of Fire 10
Allen-Bates Size 5 Probe Launcher (30.0% Reduction) (1) Missile Size: 5 Rate of Fire 1680
Allen-Andrews Size 2.0 Buoy Launcher (30.0% Reduction) (1) Missile Size: 2 Rate of Fire 1065
Ahmed Armaments Missile Fire Control FC10-R1 (1) Range 10.3m km Resolution 1
Alpacca Solutions Passives Fire Control FC14-R100 (1) Range 14.8m km Resolution 100
Ahmed Armaments CTH 65 AMM (90) Speed: 38,400 km/s End: 0.4m Range: 1m km WH: 1 Size: 1 TH: 217/130/65
Sense Systems TH 0.64 Buoy (2) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 2 TH: 0/0/0
Sense Systems XR 12 AS 8-R100 Probe (2) Speed: 3,600 km/s End: 38.7d Range: 12,026.8m km WH: 0 Size: 5 TH: 12/7/3
Sense Systems AS 8-R100 Buoy (2) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 2 TH: 0/0/0
Sense Systems XR 12 TH 0.64 Probe (2) Speed: 3,600 km/s End: 38.7d Range: 12,026.8m km WH: 0 Size: 5 TH: 12/7/3
Boyle-Gardner XR 12 Atlas GS Probe (12) Speed: 2,840 km/s End: 50.1d Range: 12,294.9m km WH: 0 Size: 5 TH: 9/5/2
Boyle-Gardner SR 25 Achilles GS Probe (35) Speed: 215 km/s End: 1.4d Range: 25.1m km WH: 0 Size: 1.8567 TH: 0/0/0
Boyle-Gardner XR 18 Achilles GS Probe (1) Speed: 2,960 km/s End: 72.9d Range: 18,651.8m km WH: 0 Size: 5 TH: 9/5/2
Andrews-Roberts Missile Detection Sensor AS10-R1 (1) GPS 48 Range 11m km MCR 987.2k km Resolution 1
Weston Warning & Control EM Sensor EM10-80 (1) Sensitivity 80 Detect Sig Strength 1000: 70.7m km
Weston Warning & Control Thermal Sensor TH10-80 (1) Sensitivity 80 Detect Sig Strength 1000: 70.7m km
Strike Group
6x Midge Gravsurvey Ship Speed: 2882 km/s Size: 9.99
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Somehow it wasn't a complete disaster, my passives picked them up immediately too, and I paused to have a look at the system. I got a chance to launch some long range sensor probes at the planet the aliens were sitting next to but as they flew right past their fleet they were no surprisingly shot down. I am annoyed I didn't think to have an active sensor probe in my loadout and that is still on my to-do list. I still had plenty of time before I had to escape back through the jump gate so I decided to wait and see what would happen. At the time I was also carrying a scout fighter instead of one midge but I forgot about that, and it's active search sensor. Within a few minutes I detected 5 new thermal signatures moving towards me at 30,000 km/s, so I thought I would find out how my woefully short range AMMs designed to hit targets at 20,000 km/s a second would fare. I only had time to fire off two volleys of AMMs before the missiles were going to hit me but both volleys were effective, surprisingly, but that still left 3 missiles so I decided to jump out of system.
Luckily I had the presence of mind to drop thermal and active sensor buoys at the jump gate point. They were eventually destroyed but gave me some good updated intel on the ships attacking me. The first thing I did before moving off was to drop my second active sensor buoy on my side of the jump point behind me so I would know if they ever decided to come through in the future.
I've attached an image of what the system currently looks like if you are interested. Not sure if embeding images is working. (First time posting anything in-depth. )
https://i. imgur. com/NSOxWaG. jpg
I've not played Aurora for a couple of years and I learned quite a bit from all this, among other things;
- Geosurvey buoys are far more fiddly to use than some of the orders would imply and the waypoint system can be quite tedious for this sort of use.
- My low thermal engines on a ship this big aren't going to help me if I jump into a system 100m km from aliens with active and passive sensors.
- NPRs are going to shoot down my probes if I shoot them right past them.
- I seriously need to upgrade my AMMs or add more point defence for this kind of situation.
- Sensor buoys are useful.
- Geosurvey buoys definitely do not work as you would expect.
- Steve is an evil genius who made this game just to make me obsess over trivialities and never be sure if something is a feature or a bug.
But most importantly: If you don't get stuck for hours working out something you are not even sure is a bug or a feature, then persuing the design of a vanity ship project is where this game really shines. I plan to keep modifying this ship doctrine. I think it has a lot of potential. It definitely has promise to be gruadually modified to take on an woefully over-engineered flagship role as my game continues. I have just researched a bunch of command and control modules and I don't have any large warships to put them on. I will probably split this design into one very OTT Exploration Cruiser as originally intended and also into a another variant with a more military theme, for leading large fleets into the outer edges of my domain.
I will definitely be experimenting more with tiny engine two stage probes/mines but I probably won't be using them as my primary means of doing geosurveys unless I can find a way of streamlining waypoints and deploying ordnance. That being said, it is only slightly more time consuming than manually designating waypoints and firing long range probes at planets as it is. I'll hopefully get around to adding some requests to the suggestions thread.
If you want to offer any feedback on both the use of geoprobes and the viability of this sort of design for long range exploration then that would be welcome. You aren't gong to stop me trying to make a very expensive and overengineered "Enterprise style exploration vessel though.
A few things I already want to work on. Probably make the engines more efficient for a sacrifice for speed, I would like to double the range as my survey parasites do all the heavy lifting when I enter a new system anyway. Three years is not really long enough to do any really deep space exploration with the time it takes to finish a systems grav survey; Athough I should probably be keener to just jump through the first point and move on. I am thinking of making my survey vessels have slower, more efficient engines too as they eat up quite a bit of my fuel when they dock after surveying. Speed of engines vs speed of surveying is a tricky balance for how I am trying to use this ship. My extreme range geo probes have been really useful for conserving fuel when I have entered a binary with an interesting planetary system almost 20b km away and without a legrange point. I might add one much slower XXR probe for the rare times you find another star orbiting over 40b km away, just in case.
I have some new tech I am researching that I can use to make new components to improve on these, but for reference here are the current parasite designs I have:
My midges work quite well, but I doubt I need both EM and Thermal sensors, I wanted something though, as they are moving all over the system. It's nice to have a vague idea what killed you or realise a planet has a population on it. I'm not 100% sure what an EM sensor is good for. Originally I had Thermal on the Geosurvey Ships and EM on the Gravsurveys as that just seemed right from a narrative perspective:
Midge class Gravsurvey Ship 500 tons 12 Crew 130.8 BP TCS 10 TH 29 EM 0
2882 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/1/0 DCR 0 PPV 0
Maint Life 0.60 Years MSP 20 AFR 100% IFR 1.4% 1YR 33 5YR 500 Max Repair 100 MSP
Midshipman Control Rating 1
Intended Deployment Time: 6 months Morale Check Required
Hewitt Drive Systems FC77 Magneto-plasma Drive EP28.80 (1) Power 28.8 Fuel Use 120.28% Signature 28.8 Explosion 9%
Fuel Capacity 84,000 Litres Range 25.2 billion km (101 days at full power)
Howard Sensor Systems EM Sensor EM0.1-0.8 (1) Sensitivity 0.8 Detect Sig Strength 1000: 7.1m km
Howard Sensor Systems Thermal Sensor TH0.1-0.8 (1) Sensitivity 0.8 Detect Sig Strength 1000: 7.1m km
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Fighter for production, combat and planetary interaction
I was using 1000 ton Dragonflies but their fuel reserves were too low and more midges seemed to be more efficient with 30 points to survey. This is my current updated design with a prototype engine, I probably don't need both sensors but I had free space and like to get them to 1000/500 Tons just out of neatness.
Dragonfly XR class Gravsurvey Ship (P) 1,000 tons 29 Crew 264.4 BP TCS 20 TH 58 EM 0
2882 km/s Armour 1-8 Shields 0-0 HTK 8 Sensors 8/8/2/0 DCR 0 PPV 0
Maint Life 0.94 Years MSP 36 AFR 80% IFR 1.1% 1YR 38 5YR 573 Max Repair 100 MSP
Midshipman Control Rating 1
Intended Deployment Time: 9 months Morale Check Required
Gardner Drive Systems Magneto-plasma Drive EP57.60 (1) Power 57.6 Fuel Use 59.73% Signature 57.6 Explosion 8%
Fuel Capacity 62,000 Litres Range 18.7 billion km (75 days at full power)
Howard Sensor Systems Thermal Sensor TH1.0-8.0 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
Howard Sensor Systems EM Sensor EM1.0-8.0 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
Gravitational Survey Sensors (2) 2 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
If a system has lots of really interesting planets then it is nice to have a geosurvey parasite, but they got in the way of moving on to the next system quickly and meant my probes/buoys were a bit redundant so I just have them on some much more basic survey carrier variants of the above ship. They get the job done well.
Hover Fly class Geosurvey Ship 500 tons 12 Crew 130.8 BP TCS 10 TH 29 EM 0
2882 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/0/1 DCR 0 PPV 0
Maint Life 0.60 Years MSP 20 AFR 100% IFR 1.4% 1YR 33 5YR 500 Max Repair 100 MSP
Midshipman Control Rating 1
Intended Deployment Time: 6 months Morale Check Required
Hewitt Drive Systems FC77 Magneto-plasma Drive EP28.80 (1) Power 28.8 Fuel Use 120.28% Signature 28.8 Explosion 9%
Fuel Capacity 84,000 Litres Range 25.2 billion km (101 days at full power)
Howard Sensor Systems EM Sensor EM0.1-0.8 (1) Sensitivity 0.8 Detect Sig Strength 1000: 7.1m km
Howard Sensor Systems Thermal Sensor TH0.1-0.8 (1) Sensitivity 0.8 Detect Sig Strength 1000: 7.1m km
Geological Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Fighter for production, combat and planetary interaction
Bumble Bee class Geosurvey Ship 1,000 tons 29 Crew 272.9 BP TCS 20 TH 65 EM 0
3243 km/s Armour 1-8 Shields 0-0 HTK 7 Sensors 8/8/0/2 DCR 0 PPV 0
Maint Life 0.95 Years MSP 37 AFR 80% IFR 1.1% 1YR 39 5YR 587 Max Repair 100 MSP
Midshipman Control Rating 1
Intended Deployment Time: 9 months Morale Check Required
Hewitt Drive Systems FC77 Magneto-plasma Drive EP64.80 (1) Power 64.8 Fuel Use 80.19% Signature 64.8 Explosion 9%
Fuel Capacity 62,000 Litres Range 13.9 billion km (49 days at full power)
Howard Sensor Systems EM Sensor EM1.0-8.0 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
Howard Sensor Systems Thermal Sensor TH1.0-8.0 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
Geological Survey Sensors (2) 2 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
And just so you know I am not completely stubborn I do have a few much more convensional survey craft flying around picking up after my me.
I will probably end up increasing the tonnage for a while as my shipyards expand and the design calls for it. The Fermium class is meant to forge a way through newly discovered systems and operate for many years at a time, not be a basic survey vessel. Having figher sized gravsurvey ships seems to work really well to quickly survey and move on. If I had ten of them then they would each need to just suvey three points each for a system to be completely gravsurveyed. That would be fast enough for me to drop buoys and launch probes at a few choice locations and then move on. My main survey fleets and scouts can catch up later and finish autosurveying all the less interesting locations.
A few things I am not sure about is if more, smaller engines will make me harder to detect and if stealth is worth attempting with such a large ship given the added cost to hull space and AFR/MSP. I already have 18 Engineering spaces and 2 maintenance storage bays just to get a maintenance life of 3 years. Long range exploration and the ability to scout dangerous or suspicious systems I stumble into and then escape is my primary goal. I imagine adding back a scout to my hangar might pay off in that respect. I also think range is much more important than speed for this ships intended use, so I can probably optimise the engines a lot more. I strongly suspect the next design of this ship will also go up to at least 25000 tons.
Well done if you've read this far, I was just going to make a quick reply and I went off on a tangent. Hope that explains in a very long-winded way why I spent so much time trying to get Geosurvey buoys working.