Author Topic: Tutorial, Part 3 - Ship Creation  (Read 3985 times)

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Offline Erik L (OP)

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Tutorial, Part 3 - Ship Creation
« on: November 13, 2007, 10:14:22 AM »
Ship Creation

Ship creation is as much an art as a science. Clich?, I know, but accurate. You?ll need to have a basic plan for your ships before you start.

Ask yourself these questions.
1. What is my best weapon system?
2. What is my second best weapon system?
3. What is my longest range weapon system, both in fire control and weapon?
4. Do I have point defense class weaponry (5sec rates of fire)?
5. What are my sensor techs at?
6. For my survey ships, do I want them jump capable or not?
7. What is my best survey type, both grav and geo?
8. Can I build specialized ships, fuel harvesters, gate construction ships, troop transports, carriers, asteroid miners, terraformers?
9. What is my favored mix of weaponry, missile heavy, beam heavy?
10. Can I build multi-role ships?
11. What is the largest size I can build in my yards?
12. What is my best defense?
13. Can I build parasites and parasite carriers?

Once you?ve thought through these areas, you should have an idea of what ships you can build. I?ll list my answers to these questions based on the tech I have available to me now.
1. 25cm plasma carronade. Sadly, only recharge 1. 80 second fire rates.
2. 12cm railgun. 40k range, 30 ROF.
3. Missile control is 400k km. Max beam fire control is 80k km. Max beam weapon is 60k km.
4. No.  
5. Very low, except active scanners.
6. Preferably. Might not be doable below 6000 ton.
7. Standard Grav/Improved Geo.
8. Gate Construction ships, terraformers.
9. Dedicated missile ships, dedicated escorts, dedicated beam ships.
10. Not viable with current tech.
11. 2x 9000 ton yards with 4 slips, 2x 7000 ton yards with 6 slips, 1x 5000 ton yard with 1 slip, 2x 4000 ton yards with 3 slips.
12. Alpha 150/8 Shields. High Density Duranium armor.
13. Parasites, no. Carriers, yes.

Now that I have a base idea of what my capabilities are, I?ve decided on the following. Survey ships, geo and grav, jump capable, aiming for 6000 tons (jump drive limit, next larger size is 7500). Missile ship in the 7000 ton range. Beam escort in the 5000 ton range. Cargo/Colonizer in the 9000 ton range (not jump capable). Capital ship, mixed beam/missile in the 9000 ton range. Scout in the 4000 ton range.

I finalize on the following designs. Please note these designs are from a couple versions of the game earlier. The only fundamental change is how armor works.
Code: [Select]
Geode class Survey Ship    6000 tons     515 Crew     1508 BP      TCS 120  TH 30  EM 0
1041 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 8/0/0/0/10     Damage Control 0-0     PPV 0
Replacement Parts 5    

J6000(3-50) Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Nuclear Thermal Engine E8 (5)    Power 25    Efficiency 0.80    Signature 6    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 89.9 billion km   (1000 days at full power)

Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Signature 100: 0.8m km
Improved Geological Sensors (5)   10 Survey Points

This design is classed as a non-combatant for maintenance purposes
Code: [Select]
Stellar class Survey Ship    6000 tons     515 Crew     1258 BP      TCS 120  TH 30  EM 0
1041 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 8/0/0/5/0     Damage Control 0-0     PPV 0
Replacement Parts 5    

J6000(3-50) Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Nuclear Thermal Engine E8 (5)    Power 25    Efficiency 0.80    Signature 6    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 89.9 billion km   (1000 days at full power)

Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Signature 100: 0.8m km
Gravitational Survey Sensors (5)   5 Survey Points

This design is classed as a non-combatant for maintenance purposes
Code: [Select]
Lexington class Missile Frigate    4000 tons     410 Crew     557 BP      TCS 80  TH 30  EM 150
1562 km/s     Armour 1     Shields 5-150     Sensors 8/0/5/0/0     Damage Control 1-1     PPV 16
Magazine 200    Replacement Parts 5    

Nuclear Thermal Engine E8 (5)    Power 25    Efficiency 0.80    Signature 6    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 67.5 billion km   (500 days at full power)
Alpha R150/8 Shields (5)   Total Fuel Cost  40 Litres per day

Missile Launcher 04-040 (4)    Missile Size 4    Rate of Fire 40
Missile Fire Control S01-040 (1)    Range: 400k km
Class 4 (50)  Speed: 7,000 km/s   Endurance: 33 secs    Range: 231k km   Warhead: 2    Size: 4

Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Signature 100: 0.8m km
Active Sensor MR11200-R40 (1)     GPS 1120     Range 11.2m km    Resolution 40
EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Strength 100: 0.5m km
Code: [Select]
Spruance class Destroyer Escort    5000 tons     425 Crew     551 BP      TCS 100  TH 30  EM 300
1250 km/s     Armour 1     Shields 10-150     Sensors 1/0/0/0/0     Damage Control 1-1     PPV 20
Replacement Parts 5    

Nuclear Thermal Engine E8 (5)    Power 25    Efficiency 0.80    Signature 6    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 54.0 billion km   (500 days at full power)
Alpha R150/8 Shields (10)   Total Fuel Cost  80 Litres per day

Quad S&W 100mm Laser Cannon Turret (1x4)    Range 20,000km     TS: 10000 km/s     Power 12-4     RM 2    ROF 15        3 3 0 0 0 0 0 0 0 0
Fire Control S04 10-9600 (1)    Max Range: 20,000 km   TS: 9600 km/s     50 0 0 0 0 0 0 0 0 0
Pressurised Water Reactor PB-1 AR-0 P20 (1)     Total Power Output 20    Armour 0    Exp 5%

Active Sensor MR56-R0.2 (1)     GPS 5.6     Range 56k km    Resolution 0.2
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
Code: [Select]
Fletcher class Freighter    7750 tons     445 Crew     664 BP      TCS 155  TH 60  EM 0
1612 km/s     Armour 1     Shields 0-0     Sensors 1/0/0/0/0     Damage Control 0-0     PPV 0
Cargo 25000    Cargo Handling Multiplier 50    Replacement Parts 5    

Nuclear Thermal Engine E8 (10)    Power 25    Efficiency 0.80    Signature 6    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 174.1 billion km   (1250 days at full power)

This design is classed as a freighter for maintenance purposes
Code: [Select]
Ark class Colony Ship    7750 tons     470 Crew     1114 BP      TCS 155  TH 60  EM 0
1612 km/s     Armour 1     Shields 0-0     Sensors 1/0/0/0/0     Damage Control 0-0     PPV 0
Colonists 50000    Cargo Handling Multiplier 50    Replacement Parts 5    

Nuclear Thermal Engine E8 (10)    Power 25    Efficiency 0.80    Signature 6    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 174.1 billion km   (1250 days at full power)

This design is classed as a freighter for maintenance purposes
Code: [Select]
Coontz class Scout Frigate    3800 tons     300 Crew     573 BP      TCS 76  TH 42  EM 300
2302 km/s     Armour 1     Shields 10-150     Sensors 8/5/5/0/0     Damage Control 0-0     PPV 0
Replacement Parts 5    

Nuclear Thermal Engine E8 (7)    Power 25    Efficiency 0.80    Signature 6    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 142.1 billion km   (714 days at full power)
Alpha R150/8 Shields (10)   Total Fuel Cost  80 Litres per day

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
Code: [Select]
North Carolina class Planetary Defence Centre    34200 tons     3585 Crew     3284 BP      TCS 136.8  TH 0  EM 0
Armour 3     Sensors 8/140     Damage Control 0-0     PPV 320
Troop Capacity 5 Divisions    Magazine 2400    

Quad S&W 100mm Laser Cannon Turret (4x4)    Range 60,000km     TS: 10000 km/s     Power 12-4     RM 2    ROF 15        3 3 2 1 1 1 0 0 0 0
PDC Fire Control S16 60-9600 (1)    Max Range: 120,000 km   TS: 9600 km/s     92 83 75 67 58 50 42 33 25 17
Pressurised Water Reactor PB-1 AR-0 P20 (2)     Total Power Output 40    Armour 0    Exp 5%

PDC Missile Launcher 24-120 (10)    Missile Size 24    Rate of Fire 120
PDC Missile Fire Control S04-320 (1)    Range: 3200k km
Class 24 (100)  Speed: 6,000 km/s   Endurance: 62 secs    Range: 372k km   Warhead: 6    Size: 24

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
Active Sensor MR56-R0.2 (1)     GPS 5.6     Range 56k km    Resolution 0.2
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


This design is classed as a Planetary Defence Centre

This ends Part 3 of the tutorial. Part 4 will focus on setting up the homeworld.
« Last Edit: June 09, 2008, 01:15:34 PM by Erik Luken »
 

Offline mithril

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« Reply #1 on: February 03, 2008, 06:10:08 PM »
how do you go from the class design page to getting the class available at ship yards?
« Last Edit: December 31, 1969, 06:00:00 PM by mithril »
 

Offline Erik L (OP)

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« Reply #2 on: February 03, 2008, 08:16:36 PM »
Quote from: "mithril"
how do you go from the class design page to getting the class available at ship yards?


Click the shipyard with sufficient capacity. Under the list of shipyards, you will see two areas, shipyard tasks and construction tasks (I think). We are concerned with the middle area here. In the task droplist, select Retool for selected class. Then select the class you wish. If you've not assigned any classes to shipyards yet, click the "Set initial class" button. Of course, adding ships via the Fast OB creation does not rely on shipyards having the necessary classes assigned.

Some of the wording may be a bit different as I'm doing this off memory.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L (OP)

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(No subject)
« Reply #3 on: February 03, 2008, 10:49:54 PM »
And re-reading Tutorial 4, I see I covered that there. I thought I wasn't that senile yet :)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Starkiller

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« Reply #4 on: March 31, 2008, 05:32:22 PM »
Hmmm. Where did you get the Grav Pulse Detection Sensor?
I found all the others, but couldn't find that one. I'm paranoid. It'll
be the one I couldn't find, that results in my DOOM. :) Murphy's Law
anyone? Heh.

Eric
« Last Edit: December 31, 1969, 06:00:00 PM by Starkiller »
 

Offline Erik L (OP)

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« Reply #5 on: March 31, 2008, 07:31:49 PM »
Quote from: "Starkiller"
Hmmm. Where did you get the Grav Pulse Detection Sensor?
I found all the others, but couldn't find that one. I'm paranoid. It'll
be the one I couldn't find, that results in my DOOM. :D ) I'll write new ones.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Starkiller

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« Reply #6 on: March 31, 2008, 07:56:42 PM »
Thanks for the reply. I find I like this game so far. It's delightfully
complex. :)

Eric
« Last Edit: December 31, 1969, 06:00:00 PM by Starkiller »
 

Offline Steve Walmsley

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« Reply #7 on: April 03, 2008, 05:13:40 AM »
Quote from: "Starkiller"
Hmmm. Where did you get the Grav Pulse Detection Sensor?
I found all the others, but couldn't find that one. I'm paranoid. It'll
be the one I couldn't find, that results in my DOOM. :) Murphy's Law
anyone? Heh.

The Grav Pulse Detection sensor has been removed and its function (detecting active sensor emissions) has been added to EM sensors.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline sneer

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Re: Tutorial, Part 3 - Ship Creation
« Reply #8 on: August 06, 2009, 05:31:05 AM »
hi
1st touch to aurora
in class design i see only already made designs

where is new design button???
i can't find it....
 

Offline Erik L (OP)

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Re: Tutorial, Part 3 - Ship Creation
« Reply #9 on: August 06, 2009, 11:23:43 AM »
Quote from: "sneer"
hi
1st touch to aurora
in class design i see only already made designs

where is new design button???
i can't find it....

It should be at the bottom of the F5 Class screen.

Offline Steve Walmsley

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Re: Tutorial, Part 3 - Ship Creation
« Reply #10 on: August 06, 2009, 11:59:03 AM »
Quote from: "sneer"
hi
1st touch to aurora
in class design i see only already made designs

where is new design button???
i can't find it....
The New button is at the bottom left - see attached screenshot (left-click to expand)

[attachment=0:143y6t1b]newdesign.GIF[/attachment:143y6t1b]
Steve
 

Offline sneer

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Re: Tutorial, Part 3 - Ship Creation
« Reply #11 on: August 06, 2009, 02:01:17 PM »
i have done few instalations till now and my f5 screen looks like in the screenshot  :roll:
that's why i'm a bit confused
 

Offline Steve Walmsley

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Re: Tutorial, Part 3 - Ship Creation
« Reply #12 on: August 06, 2009, 02:11:57 PM »
Quote from: "sneer"
i have done few instalations till now and my f5 screen looks like in the screenshot  :roll:
that's why i'm a bit confused
It looks like your screen resolution may be too low and is cutting off the bottom of the window. Aurora requires at least 1280x1024 resolution and higher is better.

Steve
 

Offline sneer

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Re: Tutorial, Part 3 - Ship Creation
« Reply #13 on: August 06, 2009, 02:14:11 PM »
thanks for immediete assistance

bad news my laptop screen res is 1440x900 ....can't go to 1024 width ....
 

Offline sneer

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Re: Tutorial, Part 3 - Ship Creation
« Reply #14 on: August 06, 2009, 02:35:08 PM »
it seems like i have a problem  :cry:
i wanted to spend some time with aurora as i like complicated big games // spent lots of time on war in the pacific by matrixgames //

i have nice 17" machine and no hardware in plans for at least 12 months
as it can handle almost anything i can throw in it ....