Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: linkxsc on October 05, 2014, 11:32:46 PM
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Just been having some odd thoughts though since I haven't messed with orbital habitats yet.
If you built a habitat, that included a couple dozen terraforming modules, and a recreation module. Flew it to the planet, sent a colonizer to load it with people, drop a couple factories/automines on the planet, and had the terraformers go to work. How feasible is this. It does save on the effort of building a crazy big shipyard to build it in, since it could conceivably be built by construction factories on a planet. (Especially since the craft can and would probably exceed 500kt)
Also another thought comes up, of loading a habitat with a number of cryo transport modules, and having it carry its own colonists along with itself to its destination (and a cargo hold packing whatever facilities they are intending on using)
Last, can you do armed habitat ships? I remember reading about a guy who was doing some warhammer 40k based ships in the order of 500k-2000k. And with sticking a habitat and a recreation mod on them, one could possibly skip over using shipyards to build their fleet, and they could setup at any planet for a few months, and let the recreation module cut down their morale timer.
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You can't put military weapons on anything without it becoming a military platform that will be in need of maintenance. Having a 500.000kt station in need of maintenance facilities will be a hard thing to solve.
If you want military grade weaponry (CIWS can be used on commercial ships/stations) you will need to build a separate station and keep it in the same group and just RP that they are connected into a hub or something. If you have enough maintenance facilities on the main station to care for those weapon platforms you will essentially get a self servicing station.
From a pure mechanical point of view the Recreation facility is not needed if you have a habitat. The recreation facility is meant to service as a smaller hub for replacing or entertain crew on shore leave in remote places. An orbital habitat is large enough to perform that same function. You might include it for RP sake, but I think it is easy enough to imagine a habitat being able to perform the same function given its size.
Lets say you build a huge Habitat that can take 1.000.000 people (20 habitats), perhaps 10 terraform modules and enough maintenance to at least service a destroyer class ship... say 10.000t or so. You can now use the station as a giant naval and colony hub with factories and all. You can include weapon station at up to 10.000t size which is pretty huge when you need no engines. It's going to be expensive but pretty impressive if you can pull it off. ;)
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What about that colonization business? I know you can't fly a habitat with people in it to a destination, but can 1 cryocolonize itself?
Also, how does the habitat's inhabitants account for the agriculture/service/manufacturing portions.
I know that above colony cost ~5, its basically worthless because you'll require too many agriculture workers, and your manufacturing sector will be nonexistant. (Hence the big habitat ships with a solid portion of terrafoming capability to start chipping away at the colony cost.)
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For habitats, almost all of the population works in manufacturing, ignoring colony cost. That's the main reason to use habitats: colonizing high-cost worlds that infrastructure wouldn't cut it on.
I'm pretty sure a habitat can hold colonists in cryogenic storage for travel. Also, I believe that 10,000 colonists serves the same function as a recreation module, so you shouldn't need one in your habitat.
Edit: Here's a hypothetical design I just drew up:
Terra Nova class Colony Ship 8,256,650 tons 11360 Crew 70435.4 BP TCS 165133 TH 40000 EM 0
242 km/s Armour 1-3638 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 5 Max Repair 500 MSP
Intended Deployment Time: 3 months Spare Berths 0
Cargo 1250000 Cryogenic Berths 500000 Habitation Capacity 1,000,000
Terraformer: 50 module(s) producing 0.125 atm per annum
Maintenance Modules: 50 module(s) capable of supporting ships of 10000 tons
400 EP Commercial Magneto-plasma Drive (100) Power 400 Fuel Use 4.42% Signature 400 Exp 5%
Fuel Capacity 100,000,000 Litres Range 49.3 billion km (2356 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
Contains space for 50 regular-sized installations and 1,000,000 colonists (but only 500,000 in cryogenic storage), has 50 terraformer modules, and can support ships up to 10,000 tons in size. It's also self-propelled, although it's slow.
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If you care about cost, you're vastly better off shipping colonists separately. Cryomodules are expensive. I do use orbital habitats to be able to build terraformers, mining modules and fuel harvesters with industry, saving myself the million ton yards.
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is there any idea for a military orbital platform? any layout
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is there any idea for a military orbital platform? any layout
There's a thread on a Super-Dreadnought made with an in-built habitat (it basically creates a colony wherever it wants shore leave, and it can be built by industry). Otherwise military orbital platforms are essentially engine-less ships, with less concern for maintenance if you're above a planet that can sustain it. That means more weapons per tonnage (as the engines take quite a bit of space) but of course it can't move on it's own (You can make it self-propelled but it'll have to be slow otherwise it'll negate it's weaponry advantage), meaning turrets and you can't dodge.
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is there any idea for a military orbital platform? any layout
If you are building a platform with construction factories, it cannot have military components. Otherwise, it can have anything a ship can have.
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is there any idea for a military orbital platform? any layout
If you are building a platform with construction factories, it cannot have military components. Otherwise, it can have anything a ship can have.
Oh wait that exploit has been fixed in VB6 ?
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If you are building a platform with construction factories, it cannot have military components. Otherwise, it can have anything a ship can have.
Oh wait that exploit has been fixed in VB6 ?
It is a change in rules rather than fixing the VB6 rules:
http://aurora2.pentarch.org/index.php?topic=8495.msg106780#msg106780
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If you are building a platform with construction factories, it cannot have military components. Otherwise, it can have anything a ship can have.
Oh wait that exploit has been fixed in VB6 ?
It is a change in rules rather than fixing the VB6 rules:
http://aurora2.pentarch.org/index.php?topic=8495.msg106780#msg106780
Yes. But the change itself is in C#. It's still possible to build outrageously huge warships with habitats for fun and candy in VB6.
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If you are building a platform with construction factories, it cannot have military components. Otherwise, it can have anything a ship can have.
Oh wait that exploit has been fixed in VB6 ?
It is a change in rules rather than fixing the VB6 rules:
http://aurora2.pentarch.org/index.php?topic=8495.msg106780#msg106780
Yes. But the change itself is in C#. It's still possible to build outrageously huge warships with habitats for fun and candy in VB6.
Yes, sorry - assumed this was a C# question :)
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If you are building a platform with construction factories, it cannot have military components. Otherwise, it can have anything a ship can have.
Oh wait that exploit has been fixed in VB6 ?
It is a change in rules rather than fixing the VB6 rules:
http://aurora2.pentarch.org/index.php?topic=8495.msg106780#msg106780
Yes. But the change itself is in C#. It's still possible to build outrageously huge warships with habitats for fun and candy in VB6.
Yes, sorry - assumed this was a C# question :)
No need to apologise, it's normal to assume that since a lot of people (including me) are constantly bombarding you with questions over C# Aurora.
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But any military ship with a habitat ends up with an unmanagable mauintenence load. Every time I've tried it just isn't useful at all.
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One solution to the maintenance load of orbital habitat monstrosities is to have cheap systems and systems that don't fail.
An orbital habitat that is mostly hangar, engineering, maintenance supplies, magazines and perhaps bulk basic railguns is going to have a lot of systems that can't fail, and a lot that are simply cheap to fix.
But that means is isn't the juggernaut of death either. I would be concerned about aggressively using an orbital habitat in combat where it takes any damage because the Orbital Hab part is likely to fail, and because the way the check for ship destruction works, if the damage keeps attempting to apply to a destroyed system that can destroy the ship. A ship with a giant hole in a middle is more fragile than one without it.
An orbital habitat that generally only entered missile range might be better, because it could have a huge concentration of point defense, and shields to shrug off leakers (or missiles with ECM or laser heads). And because it won't encounter mesons, the classic Giant Killer weapon.
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One solution to the maintenance load of orbital habitat monstrosities is to have cheap systems and systems that don't fail.
An orbital habitat that is mostly hangar, engineering, maintenance supplies, magazines and perhaps bulk basic railguns is going to have a lot of systems that can't fail, and a lot that are simply cheap to fix.
But that means is isn't the juggernaut of death either. I would be concerned about aggressively using an orbital habitat in combat where it takes any damage because the Orbital Hab part is likely to fail, and because the way the check for ship destruction works, if the damage keeps attempting to apply to a destroyed system that can destroy the ship. A ship with a giant hole in a middle is more fragile than one without it.
An orbital habitat that generally only entered missile range might be better, because it could have a huge concentration of point defense, and shields to shrug off leakers (or missiles with ECM or laser heads). And because it won't encounter mesons, the classic Giant Killer weapon.
or you can put 20% engineering spaces, make it carry 50000 maintenece supplies, and give it 2000-3000 shield points. at which point its basically the Deathstar and since this game has no magic space wizards, its actually indestructible. (assuming you put a decent quantity of guns in it of course).
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I triedt hat, its not possible, you can even try making it 90% engineering spaces and maintenance modules but you just end up with something which breaks the game.
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Well, I'mma go ahead and post a design that currently I'm using. Here it is:
Kongo class Orbital Habitat 1,194,850 tons 2417 Crew 36425.2 BP TCS 23897 TH 0 EM 0
1 km/s Armour 1-1003 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 10 PPV 0
MSP 191 Max Repair 500 MSP
Intended Deployment Time: 36 months Spare Berths 5
Cargo 5000 Habitation Capacity 100,000
Recreational Facilities
Fuel Harvester: 10 modules producing 400000 litres per annum
Terraformer: 2 module(s) producing 0.002 atm per annum
Fuel Capacity 400,000,000 Litres Range N/A
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
It needs a tug boat, though, so here's that:
Akagi class Tug 13,350 tons 120 Crew 790.4 BP TCS 267 TH 1200 EM 0
4494 km/s Armour 1-50 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 37 Max Repair 100 MSP
Intended Deployment Time: 24 months Spare Berths 18
Tractor Beam
StarTech Systems Model A (4) Power 300 Fuel Use 8.84% Signature 300 Exp 5%
Fuel Capacity 2,000,000 Litres Range 305.0 billion km (785 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
- The Kongo-Class is actually my Awayhome-Class Habitat that I was too lazy to rename. My current plan is to tug a pair of 'em; one to Venus and one to Jupiter, then colonize Luna and Mars with actual settlements. This is Ion Engine Tech w/ Composite Armor. Five spare berths for an away team on the Awayhome-Class. It's frankly just an over-glorified fuel harvester with two Recreational Facilities and two Orbital Habitats. The RP for this is it was designed as a "city in space" with the recreational areas serving as a "commercial district" and the Orbital Habitat serving as both housing district and industrial district; the industrial district being supplemented by the ten Sorium Harvesters to create "jobs" The Akagi-Class is just a tug, I only plan to have one... I don't really like using tugs, as I'd much rather eat the maintenance and have some sensors and other niceties, but for a freakin million ton (plus!) ship? I'll tug it thanks...
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Fuel harvesters only work at gas giants, which can't be terraformed. It would be more efficient to have a dedicated design each for Jupiter and Venus than to use the same class in both places. Also storage for a thousand years of fuel harvesting capacity is probably excessive.
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Gas giants can't be colonised at all, so the habitat and recreational facilities are useless as well as the terraforming.