Posted by: Erik L
« on: July 31, 2011, 09:58:02 PM »The wiki main page, link section contains the links from this thread, re-worked to this subdomain and software.
20cm C5 Ultraviolet Laser
Damage Output 10 Rate of Fire: 10 seconds Range Modifier: 4
Max Range 400,000 km Laser Size: 6 HS Laser HTK: 3
Power Requirement: 10 Power Recharge per 5 Secs: 5
Cost: 63 Crew: 60
Materials Required: 12.6x Duranium 12.6x Boronide 37.8x Corundium
Development Cost for Project: 630RP
10cm C3 Ultraviolet Laser
Damage Output 3 Rate of Fire: 5 seconds Range Modifier: 4
Max Range 120,000 km Laser Size: 3 HS Laser HTK: 1
Power Requirement: 3 Power Recharge per 5 Secs: 3
Cost: 20 Crew: 30
Materials Required: 4x Duranium 4x Boronide 12x Corundium
Development Cost for Project: 200RP
Railguns20cm Railgun V4/C4
Damage Per Shot (4): 4 Rate of Fire: 15 seconds Range Modifier: 4
Max Range 160,000 km Railgun Size: 7 HS Railgun HTK: 3
Power Requirement: 12 Power Recharge per 5 Secs: 4
Cost: 55 Crew: 70
Materials Required: 11x Duranium 11x Boronide 33x Neutronium
Development Cost for Project: 1175RP
10cm Railgun V4/C3
Damage Per Shot (4): 1 Rate of Fire: 5 seconds Range Modifier: 4
Max Range 40,000 km Railgun Size: 3 HS Railgun HTK: 1
Power Requirement: 3 Power Recharge per 5 Secs: 3
Cost: 20 Crew: 30
Materials Required: 4x Duranium 4x Boronide 12x Neutronium
Development Cost for Project: 650RP
TorpedoesParticle Torpedo-4
Torpedo Warhead 4 Rate of Fire: 10 seconds Maximum Range: 200,000 km
Launcher Size: 7 HS Launcher HTK: 3
Power Requirement: 10 Power Recharge per 5 Secs: 5
Cost: 70 Crew: 70
Materials Required: 14x Duranium 14x Boronide 42x Corundium
Development Cost for Project: 1550RP
Meson CannonR20/C5 Meson Cannon
Max Range 200,000 km Rate of Fire: 10 seconds Focus Modifier: 4
Meson Cannon Size: 6 HS Meson Cannon HTK: 3
Power Requirement: 10 Power Recharge per 5 Secs: 5
Cost: 20 Crew: 60
Materials Required: 4x Duranium 4x Boronide 12x Corundium
Development Cost for Project: 3100RP
R4.5/C3 Meson Cannon
Max Range 45,000 km Rate of Fire: 5 seconds Focus Modifier: 3
Meson Cannon Size: 3 HS Meson Cannon HTK: 1
Power Requirement: 3 Power Recharge per 5 Secs: 3
Cost: 5 Crew: 30
Materials Required: 1x Duranium 1x Boronide 3x Corundium
Development Cost for Project: 900RP
Gauss CannonGauss Cannon R3-100
Damage Output 1 Rate of Fire: 3 shots every 5 seconds Range Modifier: 3
Max Range 30,000 km Size: 6 HTK: 2
Cost: 36 Crew: 24
Materials Required: 36x Vendarite
Development Cost for Project: 360RP
Plasma Carronade30cm C5 Plasma Carronade
Damage Output 24 Rate of Fire: 25 seconds
Max Range 240,000 km Carronade Size: 9 HS Carronade HTK: 4
Power Requirement: 24 Power Recharge per 5 Secs: 5
Cost: 48 Crew: 90
Materials Required: 9.6x Duranium 9.6x Boronide 28.8x Corundium
Development Cost for Project: 2300RP
High Power Microwave (HPM)R20/C5 High Power Microwave
Max Range 200,000 km Rate of Fire: 10 seconds Focus Modifier: 4
HPM Size: 6 HS HTK: 3
Power Requirement: 10 Power Recharge per 5 Secs: 5
Cost: 126 Crew: 60
Materials Required: 25.2x Duranium 25.2x Boronide 75.6x Corundium
Development Cost for Project: 3100RP
You may find advanced versions of beam weapon technology when you gain technology from ruins. They as similar to the standard technology but with enhanced capability. For example, Advanced Lasers do more damage for the same size and power requirements. This also translates to better range as the base damage is higher. Advanced Torpedoes inflict also do more damage for a given size and power system. Advanced Railguns get one additional shot (5 shots instead of 4) per cycle time and Advanced Mesons have greater range.CIWS-160
Rate of Fire: 6 shots every 5 seconds
Dual GC: 5HS Turret: 1.6 HS Fire Control: 0.625 HS Sensor 0.1429 HS ECCM: 0
Overall Size: 7.4 HTK: 2
Tracking Speed: 16000 km/s ECCM Level: 0
Cost: 34 Crew: 8
Materials Required: 8x Duranium 0x Corbomite 15x Vendarite 11x Uridium
Base Chance to Hit: 50%
Development Cost for Project: 340RP
CIWS-160E
Rate of Fire: 6 shots every 5 seconds
Dual GC: 5HS Turret: 1.6 HS Fire Control: 0.625 HS Sensor 0.1429 HS ECCM: 0.5
Overall Size: 7.9 HTK: 2
Tracking Speed: 16000 km/s ECCM Level: 1
Cost: 39 Crew: 8
Materials Required: 8x Duranium 5x Corbomite 15x Vendarite 11x Uridium
Base Chance to Hit: 50%
Development Cost for Project: 390RP
The size of the CIWS is rounded to the nearest 0.1 HS, rather than a full HS, so the technology of the smaller components can make a difference. The CIWS is intended to be added to non-escort warships as a last-ditch defensive system. It allows the designer to add a self-contained anti-missile system without having to worry about anti-missile-oriented sensors and fire control systems and the player doesn't have to be concerned with allocating weapons or fire control systems. They are of little use for escorts though as they can only protect the ship that mounts them. CIWS are classed as non-military as they have no offensive capability and therefore you can mount them on commercial vessels.if you also need to change the temperature too, either up or down, you can use a greenhouse gas or an anti-greenhouse gas. For Mars, Carbon Dioxide would be idealSteve
CO2 is toxic in higher concentrations: 1% (10,000 ppm) will make some people feel drowsy. Concentrations of 7% to 10% cause dizziness, headache, visual and hearing dysfunction, and unconsciousness within a few minutes to an hour.. http://en.wikipedia.org/wiki/Carbon_dioxide