Recent Posts

Pages: 1 [2] 3 4 ... 10
11
C# Aurora / Re: C# Aurora v0.x Questions
« Last post by MadHatter on Yesterday at 01:13:36 PM »
Will beam fire controls still have the same range limit?
12
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Whitecold on Yesterday at 01:07:20 PM »
I know you can use OWP for missile bases, but you don't get the fortification for them, and there is the logic of why one should not be able to build it if so wanted.
There is a few concerns I don't know how they are handled, for one can ground CIWS defend orbital bases? Because if they are not (and ship based CIWS only defends itself), you need to set up two sets of CIWS to defend both the planet, and to defend the OWP, while ground based missiles would be covered by ground CIWS units.
Also, can turrets be used as STO weapons, and can those be set to point defense?
13
Bureau of Ship Design / Early fleet
« Last post by the obelisk on Yesterday at 12:27:23 PM »
Code: [Select]
Ikazuchi class Frigate    8 000 tons     231 Crew     1031.4 BP      TCS 160  TH 360  EM 0
2250 km/s     Armour 4-35     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 2     PPV 36
Maint Life 1.51 Years     MSP 161    AFR 256%    IFR 3.6%    1YR 80    5YR 1198    Max Repair 60 MSP
Intended Deployment Time: 8 months    Flight Crew Berths 4   
Hangar Deck Capacity 500 tons     

Mishima Engineering 120 EP Nuclear Pulse Engine (3)    Power 120    Fuel Use 68%    Signature 120    Exp 10%
Fuel Capacity 750 000 Litres    Range 24.8 billion km   (127 days at full power)

19cm C3 Near Ultraviolet Laser (1)    Range 192 000km     TS: 2250 km/s     Power 9-3     RM 3    ROF 15        9 9 9 6 5 4 3 3 3 2
15cm C3 Near Ultraviolet Laser (3)    Range 180 000km     TS: 2250 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
10cm C3 Near Ultraviolet Laser (6)    Range 90 000km     TS: 2250 km/s     Power 3-3     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Hamada Warning & Control Type 2 FCS (3)    Max Range: 192 000 km   TS: 2500 km/s     95 90 84 79 74 69 64 58 53 48
Gas-Cooled Fast Reactor Technology PB-1 (10)     Total Power Output 31.5    Armour 0    Exp 5%

Hamada Warning & Control Type-1 Search Sensor (1)     GPS 4800     Range 22.8m km    Resolution 160
Hamada Warning & Control Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Hamada Warning & Control EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

Strike Group
1x Ki-1 Yari Fighter   Speed: 4192 km/s    Size: 9.54

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Shimushu class Escort    7 000 tons     158 Crew     929.4 BP      TCS 140  TH 360  EM 0
2571 km/s     Armour 4-32     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 2     PPV 19.37
Maint Life 1.3 Years     MSP 166    AFR 196%    IFR 2.7%    1YR 104    5YR 1555    Max Repair 115 MSP
Intended Deployment Time: 8 months    Flight Crew Berths 27   
Hangar Deck Capacity 500 tons     

Mishima Engineering 120 EP Nuclear Pulse Engine (3)    Power 120    Fuel Use 68%    Signature 120    Exp 10%
Fuel Capacity 800 000 Litres    Range 30.2 billion km   (136 days at full power)

Quad 10cm C3 Near Ultraviolet Laser Turret (1x4)    Range 90 000km     TS: 10000 km/s     Power 12-12     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Hamada Warning and Control Type 6 FCS (1)    Max Range: 192 000 km   TS: 8000 km/s     95 90 84 79 74 69 64 58 53 48
Gas-Cooled Fast Reactor Technology PB-1 (4)     Total Power Output 12.6    Armour 0    Exp 5%

Hamada Warning and Control Type 7 Missile Detection System (1)     GPS 72     Range 4.3m km    MCR 470k km    Resolution 1
Hamada Warning & Control Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Hamada Warning & Control EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

Strike Group
1x Ki-2 Tonbo Scout Fighter   Speed: 4255 km/s    Size: 9.4

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Ki-1 Yari class Fighter    477 tons     4 Crew     82 BP      TCS 9.54  TH 30  EM 0
4192 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 0 Years     MSP 0    AFR 95%    IFR 1.3%    1YR 15    5YR 225    Max Repair 29 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   

Mishima Engineering 40 EP Fighter Engine (1)    Power 40    Fuel Use 134.16%    Signature 30    Exp 12%
Fuel Capacity 5 000 Litres    Range 1.4 billion km   (3 days at full power)

10cm C0.75 Near Ultraviolet Laser (1)    Range 90 000km     TS: 4192 km/s     Power 3-0.75     RM 3    ROF 20        3 3 3 2 1 1 1 1 1 0
Hamada Warning & Control Type 3 FCS (1)    Max Range: 192 000 km   TS: 8000 km/s     95 90 84 79 74 69 64 58 53 48
Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 0.9    Armour 0    Exp 5%

Hamada Warning & Control Type 4 Search Sensor (1)     GPS 60     Range 1.1m km    Resolution 10

This design is classed as a Fighter for production, combat and maintenance purposes
Code: [Select]
Ki-2 Tonbo class Scout Fighter    470 tons     7 Crew     87.6 BP      TCS 9.4  TH 30  EM 0
4255 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 1.9 Years     MSP 12    AFR 17%    IFR 0.2%    1YR 4    5YR 64    Max Repair 48 MSP
Intended Deployment Time: 0.5 months    Spare Berths 5   

Mishima Engineering 40 EP Fighter Engine (1)    Power 40    Fuel Use 134.16%    Signature 30    Exp 12%
Fuel Capacity 20 000 Litres    Range 5.7 billion km   (15 days at full power)

Hamada Warning & Control Type 5 Search Sensor (1)     GPS 7680     Range 36.4m km    Resolution 160

This design is classed as a Fighter for production, combat and maintenance purposes
A battle group would have both frigates and escorts, with the scout-fighters taking turns following along to provide sensors.  In combat, the fighters would target enemy scouts (the only other faction using fighters isn't seen as a likely enemy, and most factions will be using scout fighters or small-ish scout ships for sensors, though the most likely enemy faction will be using a large command ship for sensors).

What do you guys think?  Does this make sense?  I guess it's a bit more nebulous since it's not designed with NPR's in mind, but I'm hoping I can still get some decent feedback on these.
14
My campaign :

1 Unknow Alien Empire (out there)
3 NPR on Earth (China,East Coalition,Russia Hegemony)
1 NATO player

5-Day turn : 15seconds per turn..

Aurora standard its outdated. unplayable,at last.

Amen.

Am waitn for #C.
15
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Garfunkel on Yesterday at 08:25:00 AM »
I haven't seen anything that would imply that construction factories could build anything aside from civilian space stations using the new skin-hull instead of armour, so the answer is probably that you would need to use shipyards. I already use OWPs for planetary PD whereas PDCs handle missiles, so I'm used to having one shipyard at 2000 tons with like ten slipways, that builds FAC/LACs and OWPs. You can make a simplistic 1 GC turret OWP for 950 tons and a pretty decent 4 GC turret one for under 2000 tons. Retooling isn't that much of an issue because you generally don't need to build both at the same time.

Ie, I build ten OWPs, then use tugs to haul them to their new home, retool for FAC, build a batch of 20 or 30, then design new the next generation OWP, retool for it, build new OWPs and rinse and repeat.
16
Bureau of Ship Design / Re: SEW ship (Space Early Warning)
« Last post by plasticpanzers on Yesterday at 04:38:27 AM »
Actually have used the 'Arclight'.   Entered system with CAs, CLEs, DDs, DEs.   Arclight with some DEs as escort moves off on a tangent
at lower speed.   When about 50mk off my fleet I light up the system core.   Of course the bad guys go for the ship which is when they pop
into my waiting fleet.   Have whacked 2x 5 8000ton groups so far and some orbital forts.  Beyond S1 AMMs she carries some S1
Bandsaw close assault missiles as I have run into short range energy weapon ships and she is fast enough to stay away from
most ships except gunboats.   Two of these or two smaller Escort Sloops (7200km/s) as escorts:


Kiev C class Destroyer Escort    13,550 tons     340 Crew     4496 BP      TCS 271  TH 760  EM 0
5608 km/s    JR 3-50     Armour 2-50     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 37.72
Maint Life 1.4 Years     MSP 1141    AFR 267%    IFR 3.7%    1YR 632    5YR 9478    Max Repair 1080 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 822   

J13600(3-50) Military Jump Drive     Max Ship Size 13600 tons    Distance 50k km     Squadron Size 3
Wright Wasp 4-50-760 EP (2)    Power 760    Fuel Use 159.23%    Signature 380    Exp 19%
Fuel Capacity 3,000,000 Litres    Range 25.0 billion km   (51 days at full power)

Twin Colt 12cm C6 Far Ultraviolet Laser Turret (2x2)    Range 200,000km     TS: 40000 km/s     Power 8-12     RM 5    ROF 5        4 4 4 4 4 3 2 2 2 2
Light Fire Control S04 120-40000 H50 (1)    Max Range: 240,000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58
Reactor Technology PB-1 (2)     Total Power Output 24    Armour 0    Exp 5%

Size 1 Missile Launcher (12)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC28-R1 (50%) (4)     Range 28.2m km    Resolution 1
Rimfire S-1 Anti-missile Missile (822)  Speed: 66,500 km/s   End: 4.8m    Range: 19.1m km   WH: 1    Size: 1    TH: 244/146/73

Active Search Sensor MR28-R1 (50%) (1)     GPS 204     Range 28.6m km    MCR 3.1m km    Resolution 1

ECCM-3 (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
17
C# Aurora / Re: Jump Gate Construction/Destruction (split suggestions)
« Last post by JacenHan on Yesterday at 01:38:20 AM »
Part of the issue is that there is no cost to having your constructors building gates 100% of the time. I would love to see an associated wealth cost as well as an increased construction time. In my opinion this would at least mitigate most current concerns while keeping the mechanics basically the same.
18
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Jovus on June 15, 2018, 11:50:04 PM »
Before, you had PDCs. Now, you're going to have orbital bases. It is the very SAME thing. You can put on your orbital defense bases the same things you had in your PDCs. They are functionally identical. So... what exactly is the problem with orbital defense bases?

This is a real question, not a counterpoint in the argument, which I'm merely watching as an interested observer.

Will we be able to make orbital bases with planetary industry? If not, will we have to dedicate a shipyard to orbital base construction, or is there some third way not in the current version?
19
C# Aurora / Re: Jump Gate Construction/Destruction (split suggestions)
« Last post by Whitecold on June 15, 2018, 11:22:56 PM »
@QuakeIV Only military ships need to be maintained. Civilian ships are fine, so by making gates civilian components you should be all good.

The main point that irks me is when would you decide not to build a bunch of gates. As they are right now, you basically keep your constructors running, building gates pretty much whether they are really needed or not. I'd like to have a reasonable choice between using gates and using jump drives.
Right now even if you only ever need to visit a system once you just dump a gate there instead of bothering with jump drives.
20
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by QuakeIV on June 15, 2018, 07:57:24 PM »
That note about roleplaying brought a fun thought to mind.  I always liked the idea of huge ground units being able to bring spacecraft down in flames, but imagine if you had Ordinatus Armageddon tier things that are just gigantic weapons systems which your empire might only be able to build a few of, able to down almost anything?
Pages: 1 [2] 3 4 ... 10