Author Topic: Ship mounted boxlaunchers not reloading  (Read 2234 times)

0 Members and 1 Guest are viewing this topic.

Offline ExChairman (OP)

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Ship mounted boxlaunchers not reloading
« on: December 20, 2015, 07:38:27 AM »
My warp assault cruiser doesnt reload its box launchers, is there a way to manualy reload the launcher?
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline Steve Walmsley

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11658
  • Thanked: 20379 times
Re: Ship mounted boxlaunchers not reloading
« Reply #1 on: December 20, 2015, 07:44:17 AM »
Box launchers only reload if in orbit of a planet with maintenance facilities or in a hanger.
 
The following users thanked this post: PaxMondo

Offline ExChairman (OP)

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: Ship mounted boxlaunchers not reloading
« Reply #2 on: December 20, 2015, 07:57:48 AM »
Aaaaaah  >:( lets move people and supplies to the front then.

Thanks.
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...
 

Offline Zincat

  • Captain
  • **********
  • Z
  • Posts: 566
  • Thanked: 111 times
Re: Ship mounted boxlaunchers not reloading
« Reply #3 on: December 24, 2015, 03:16:46 AM »
Aaaaaah  >:( lets move people and supplies to the front then.

Thanks.

I understand you, it happened to me as well when I was new to Aurora!

This is the main reason most people will only use box launchers on fighters. I suppose they could also be ok for planetary defense or something similar.

Personally I'm not much of a fan of boxed launchers. If your first wave does not win you the battle, you have likely lost.

Another reason I don't like them, which is more meta-gaming but important nonetheless, is that as far as I saw the AI cannot really put up a solid defense against boxed launchers. Thus it feels a cheap way to overwhelm it....
 

Iranon

  • Guest
Re: Ship mounted boxlaunchers not reloading
« Reply #4 on: December 24, 2015, 05:52:18 AM »
I used to be a big user of box launchers (often in engineless pods lugged around by commercial tugboats). Needs no crew, magazine or reload tech, storage density isn't that bad, allows overwhelming alpha strikes. Doctrine was "alpha strike with everything I have, clean up with beams"

More recently I have become more fond of synched 1-missile salvos.
 

Online Andrew

  • Registered
  • Commodore
  • **********
  • Posts: 692
  • Thanked: 120 times
Re: Ship mounted boxlaunchers not reloading
« Reply #5 on: December 24, 2015, 06:32:00 AM »
I tend to use Box launchers on my fleet as it is my experience that if you cannot destroy a fleet with a slavo from Box launchers the equivalent size of more conventional launchers and magazines will do almost no damage as the defences which could survive a massive salvo laugh at a series of smaller salvo's.
It does mean my fleet has to return to base to reload, but I would normally do that anyway as missile resupply ships with the fleet are not something I use instead adding extra missile ships
 

Offline doulos05

  • Chief Petty Officer
  • ***
  • d
  • Posts: 45
  • Thanked: 3 times
Re: Ship mounted boxlaunchers not reloading
« Reply #6 on: December 27, 2015, 05:23:49 AM »
I used to be a big user of box launchers (often in engineless pods lugged around by commercial tugboats). Needs no crew, magazine or reload tech, storage density isn't that bad, allows overwhelming alpha strikes. Doctrine was "alpha strike with everything I have, clean up with beams"

More recently I have become more fond of synched 1-missile salvos.
You did that using FACs and multi stage missiles, right? How exactly do you make a multi stage missile? Design the payload first and the bus second?
 

Offline Panopticon

  • Gold Supporter
  • Rear Admiral
  • *****
  • P
  • Posts: 883
  • Thanked: 37 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: Ship mounted boxlaunchers not reloading
« Reply #7 on: December 27, 2015, 05:32:28 AM »
I like using a combination of box launchers and internals, I start the fight with internals and use the box launchers to thicken things up if the missile defense is too strong. They are also a fun way to carry specialized munitions like anti-population missiles or survey drones. On major combatants they don't take up a ton of space too.

I also sometimes put one giant missile on my survey ships, like size twenty or something with as big a warhead as possible, that way they can blow the crap out of at least one enemy before they are inevitably killed during first contact.
 

Offline MarcAFK

  • Vice Admiral
  • **********
  • Posts: 2005
  • Thanked: 134 times
  • ...it's so simple an idiot could have devised it..
Re: Ship mounted boxlaunchers not reloading
« Reply #8 on: December 27, 2015, 06:12:02 AM »
You did that using FACs and multi stage missiles, right? How exactly do you make a multi stage missile? Design the payload first and the bus second?
The missile design window has a section for adding a second stage, it's just below the engine area. You need to design the payload first so it will show up on the design window, just like engines.
You select how many of the payload the missile will carry, as well as separation distance. Separation distance denotes how far from the target the bus will release the payload. Generally you have the payload being short ranged versions of your standard ASMs, the bus can be barely faster than the targets speed if you want, but generally you'll want them to be not too slow otherwise they'll waste fuel and take forever to intercept.


Edit: I believe he used the following strategy for massed single missile salvos.
Start with a FAC that has excellent speed, add a single size 1 launcher and a magazine. Design a missile that's only as fast as the FAC but has good range.
Send the FAC on a direct intercept to the target firing missiles as the launcher reloads . As the ship travels as fast as the missiles, every one launched will be grouped up with the launcher and hit in the same increment, as long as you mass lots of these ships you'll overwhelm enemy point defence.
In fact you can use multiple launchers per ship if you don't mind the micromanagement involved with ripple firing one launcher per fire control per 5 second increment.
« Last Edit: December 27, 2015, 06:19:40 AM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Iranon

  • Guest
Re: Ship mounted boxlaunchers not reloading
« Reply #9 on: December 27, 2015, 08:36:01 AM »
Thanks for the excellent answers, MarcAFK!
Multi-stage missiles get around the need to have very fast launch platforms and very slow missiles, but slow cruising stages have their own problems.
I have used both, neither is clearly better. FACs/fighters with single-stage missiles remains my preferred approach: against most targets being forced into a slow/high-yield missiles is no real disadvantage, and I value the high speed of the launching craft.
 

Offline ExChairman (OP)

  • Bronze Supporter
  • Commodore
  • *****
  • E
  • Posts: 614
  • Thanked: 26 times
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
Re: Ship mounted boxlaunchers not reloading
« Reply #10 on: December 31, 2015, 01:03:50 AM »
Yep I mostly use box launchers on fighters/FACs but I had to force a entry into a defended system. So I built a wormhole assault crusier.
Well 2 realy one with jump engines and one with double boxlaunchers.



Code: [Select]
Planet class Warp Assault Cruiser    29 850 tons     546 Crew     6838 BP      TCS 597  TH 3000  EM 0
5025 km/s    JR 4-50     Armour 12-85     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 21     PPV 89.8
Maint Life 1.63 Years     MSP 3007    AFR 339%    IFR 4.7%    1YR 1335    5YR 20032    Max Repair 712 MSP
Intended Deployment Time: 24 months    Spare Berths 15   
Magazine 236   

J30000(4-50) Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 4
250 EP Magnetic Fusion Drive (12)    Power 250    Fuel Use 268.7%    Signature 250    Exp 20%
Fuel Capacity 10 250 000 Litres    Range 23.0 billion km   (52 days at full power)

Twin Gauss Cannon R3-100 Turret (2x6)    Range 30 000km     TS: 40000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
CIWS-400 (4x6)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 75-40000 (2)    Max Range: 150 000 km   TS: 40000 km/s     93 87 80 73 67 60 53 47 40 33

Size 4 Box Launcher (59)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC302-R62 (1)     Range 302.3m km    Resolution 62
Missile Fire Control FC115-R4 (1)     Range 115.2m km    Resolution 4
Acclamator Anti-ship Missile (59)  Speed: 36 700 km/s   End: 27.2m    Range: 59.8m km   WH: 12    Size: 4    TH: 575/345/172

Active Search Sensor MR38-R1 (1)     GPS 480     Range 38.4m km    MCR 4.2m km    Resolution 1
Active Search Sensor MR50-R62 (1)     GPS 4960     Range 50.4m km    Resolution 62

ECCM-1 (1)         ECM 30

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

Code: [Select]
Country  class Warp Assault Cruiser    29 900 tons     370 Crew     7437.4 BP      TCS 598  TH 3000  EM 0
5016 km/s     Armour 33-85     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 21     PPV 126.4
Maint Life 4.02 Years     MSP 3265    AFR 340%    IFR 4.7%    1YR 323    5YR 4846    Max Repair 450 MSP
Intended Deployment Time: 24 months    Spare Berths 91   
Magazine 480   

250 EP Magnetic Fusion Drive (12)    Power 250    Fuel Use 268.7%    Signature 250    Exp 20%
Fuel Capacity 10 250 000 Litres    Range 23.0 billion km   (52 days at full power)

Twin Gauss Cannon R3-100 Turret (2x6)    Range 30 000km     TS: 40000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
CIWS-400 (4x6)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 75-40000 (2)    Max Range: 150 000 km   TS: 40000 km/s     93 87 80 73 67 60 53 47 40 33

Size 4 Box Launcher (120)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC302-R62 (1)     Range 302.3m km    Resolution 62
Missile Fire Control FC115-R4 (1)     Range 115.2m km    Resolution 4
Acclamator Anti-ship Missile (120)  Speed: 36 700 km/s   End: 27.2m    Range: 59.8m km   WH: 12    Size: 4    TH: 575/345/172

ECCM-1 (1)         ECM 10

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

Some 20 defending ships managed to destroy a battlecrusier and holed Finland (Country class) But I managed to kill all ships on wormhole duty. had to run home and reload :( got back and found a small picket force that I destroyed, now I found their main fleet, 14 heavy crusiers and 36 destroyers :o I have 9 Country, 3 planet, 4 carriers, with 165 fighters, 1 battlecrusier 2 heavy crusiers, 3 gauss armed destroyer escorts, 3 with AMM and 12 missile destroyers. Now the fun begins ;D
Veni, Vedi, Volvo
"Granström"

Wargame player and Roleplayer for 33 years...