Aurora 4x
New Players => The Academy => Topic started by: undercovergeek on February 26, 2024, 09:40:04 AM
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Thanks to the great advice of the helpful chaps on here I successfully conducted my first missile attack - 3 destroyers firing 10 missiles each - my question is once the 10 were fired it was time to head back home and hope the thirty would do it - is there a way to carry more missiles than just the full launcher suite
Can they be stored on the destroyer or do I need to take some kind of tender with them
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Magazines are a thing, they will carry missiles on a ship, whether the firing ship or a collier.
The reload time will be how long it takes to reload the launchers from the magazines, the ordnance transfer rate determines how long it takes a collier to top off a ship.
I tend to shoot for 10 reloads on ASM and 100 on AMM
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Is it just a case of designing one and putting it on the ship?
I did make one but I’m wondering now if the size refers to the size of the missile 🤔
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Capacity 195 Internal Armour 0.51 HS Explosion Chance 2.89
Size 12 HS (600 tons) HTK 4
Cost 65.10 Crew 6
Development Cost 547 RP
Materials Required
Duranium 19.08
Neutronium 1.02
Tritanium 45.00
This is one of my standard magazines . It holds 195 msp of missiles and is size 12 with some extra HTK. It does not matter what size the missiles are , it can hold 195 size 1 missiles or 39 size 5 or 19 size 10 , that size only matters for the launcher
I picked the size which is probably too big as I just discovered all my missile ships are fitted with size 12 commercial magazines because I am an idiot
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Magazine math is wonky. But basically go off your missile size(s) and then multiply that by how many reloads you want, then make a magazine with that capacity. Muck with armour and efficiency to "round off" to nearest whole number if that is important to you.
So 10 reloads of 10 tubes of a size 8 launcher would require a capacity of 800, if throwing an additional 100 reloads of a size 2 AMM then the magazine capacity would need to be upped to 1000.