Posted by: Haegan2005
« on: October 20, 2007, 07:25:28 PM »Quote from: "Erik Luken"
It flopped when the database got upgraded... Darn those new versions :lol:
It flopped when the database got upgraded... Darn those new versions :lol:
Now in Battle formation, the carriers fall back 100k km behind the main body, two scouts move out 90k km at 90 and 270 degrees as flankers, 2 Escorts move out ahead 60k km and 1 each at 45 degrees CW and CCW as escorts, and the jump ships fall back 3000k km.
If I were to create Transit Squadrons, how would this affect the battle formation (which was created by using the Escort button on the fleet screen)?
Quote from: "Erik Luken"Okay... so you don't need to break the fleet into squadrons to perform a combat jump.I obviously didn't explain that very well
As you can see, the Ambrust Tactical Jump Drive has a squad size of 6. with a fleet of 42 ships, 7 of which were Fletchers, they should have been able to make a combat transit, yes?
A jump engine has a max squadron size. That is the maximum number of ships that can jump (including the jump ship) in a combat jump. That group of ships will appear in a random location within the limits of the jump drive's jump distance rating. Each jump squadron will therefore very likely appear in a different location, which is why having bigger squadrons allows better concentration of force. Each squadron must jump as a separate fleet or there is no way for the program to know which ships belong in each jump squadron. To enforce that for a combat jump, only one jump ship per fleet will be used for the jump. There is an option to turn off a ship's jump drive using the Jump Engine Active checkbox on the ship window in case you have a fleet with multiple jump ships and you want to use a particular jump ship because of its jump drive characteristics.
Steve.
Okay... so you don't need to break the fleet into squadrons to perform a combat jump.
As you can see, the Ambrust Tactical Jump Drive has a squad size of 6. with a fleet of 42 ships, 7 of which were Fletchers, they should have been able to make a combat transit, yes?
Quote from: "Erik Luken"For an actual assault rather than a normal transit, the other two aspects of jump drives (besides max ship size) come into play. The max squadron size is the total number of ships, including the jump ship, that can jump as a group and the max distance determines the maximum distance from the exit jump point that the group will appear. An attacker will therefore appear in a number of discreet groups at varying distances from the jump point. This is similar to the system used in Alkelda Dawn. The best type of jump engine for an assault in terms of max distance will vary depending on the ships and weapons of the two sides. If the defender uses powerful short-ranged weapons, then getting as far as possible from the jump point is a good idea. If the attacker wants to come through in an relatively small area, perhaps because he is confident of outnumbering the defenders, then the a low distance is a good idea. Raiders or blockade runners might go for a long distance jump drive and high speed to try and get past defenders without engaging them. Whichever distance you choose, a larger squadron size will result in a better concentration of forces, which might be important when facing a missile-armed opponent if you want to keep escorts and capital ships together.Quote from: "Kurt"I am very curious to see a warp point assault in progress. There are a number of different routes you can take when designing assault jump ships, from defensive only to all-around capable, but those darned jump engines take so much room they really limit the other things you can put in.One point I think was raised in the bug thread. The Assault fleet had 42 ships, counting 7 of the Fletcher B's. You evidently need to split the fleet into squadrons to do an assault jump. This turned out to be of no concern as the Andarmax had not moved into the jump point area. They'd brought in the fleet for refits (which were finished about a week before the Assault Fleet arrived on station.)
In reality every jump is really a combat transit but the 'normal' transit option was added to avoid the micromanagement of assembling ships into squadrons and pulling a fleet back together after a jump or making multiple jumps when one jump ship escorts a large fleet. In Aurora timescales the time required for these unopposed squadron jumps and subsequent reassembly is insignificant so it makes no difference to the game to assume they happen in the background without the need for player intervention. However, in a combat situation the full jump rules need to be used.
Fletcher B class Assault Jump Ship 10000 tons 940 Crew 2909 BP Signature 200-600
3000 km/s JR 6-400 Armour 1 Shields 62-500 Sensors 2/4/0/0 Damage Control 0-0
Replacement Parts 5
Armbrust Tactical Jump Drive 200 Max Ship Size 10000 tons Distance 400k km Squadron Size 6
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 185.1 billion km (714 days at full power)
Tenhafer Grade D Shields (25) Total Fuel Cost 500 Litres per day
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-2 (1)
For an actual assault rather than a normal transit, the other two aspects of jump drives (besides max ship size) come into play. The max squadron size is the total number of ships, including the jump ship, that can jump as a group and the max distance determines the maximum distance from the exit jump point that the group will appear. An attacker will therefore appear in a number of discreet groups at varying distances from the jump point. This is similar to the system used in Alkelda Dawn. The best type of jump engine for an assault in terms of max distance will vary depending on the ships and weapons of the two sides. If the defender uses powerful short-ranged weapons, then getting as far as possible from the jump point is a good idea. If the attacker wants to come through in an relatively small area, perhaps because he is confident of outnumbering the defenders, then the a low distance is a good idea. Raiders or blockade runners might go for a long distance jump drive and high speed to try and get past defenders without engaging them. Whichever distance you choose, a larger squadron size will result in a better concentration of forces, which might be important when facing a missile-armed opponent if you want to keep escorts and capital ships together.Quote from: "Kurt"I am very curious to see a warp point assault in progress. There are a number of different routes you can take when designing assault jump ships, from defensive only to all-around capable, but those darned jump engines take so much room they really limit the other things you can put in.One point I think was raised in the bug thread. The Assault fleet had 42 ships, counting 7 of the Fletcher B's. You evidently need to split the fleet into squadrons to do an assault jump. This turned out to be of no concern as the Andarmax had not moved into the jump point area. They'd brought in the fleet for refits (which were finished about a week before the Assault Fleet arrived on station.)
Ahhh.. relic of having a PD laser on an earlier version that got stripped out. This is one for Steve, can a Size 2 missile be fired from a Size 6 launcher? I've been under the impression of no. If this is doable, then when the reactor gets stripped from the E variant, a magazine and PD fire control will have to be put in.
Erik, I love designing ships, and this very thing was what drew me to first Starfire and then Aurora. I thought I'd post some criticisms of your designs, but don't think that I know what I'm talking about here, I'm trying to figure this out as I go.QuoteThe Flash PD missiles worked excellent against the Andarmax. Their top missile speed was in the 8-10k range, and refire rates of 60 seconds. The fleet had 8 dedicated PD ships and a couple combined ships. I don't think one Andarmax missile got to within range to do damage.Code: [Select]Lexington D class Destroyer Escort 4950 tons 543 Crew 809 BP Signature 99-300
3030 km/s Armour 1 Shields 15-500 Sensors 15/15/0/0 Damage Control 0-0
Magazine 200 Replacement Parts 5
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 249.3 billion km (952 days at full power)
Tenhafer Grade D Shields (6) Total Fuel Cost 120 Litres per day
Quad Taler Optics 100mm PD Laser Cannon Turret (1x4) Range 24,000km TS: 10000 km/s Power 12-12 RM 2 ROF 5 3 3 0 0 0 0 0 0 0 0
Hermes Mk4 PD Fire Control (1) Max Range: 24,000 km TS: 12800 km/s 58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
Maseryk Munitions Mk2 Missile Launcher (2) Missile Size 2 Rate of Fire 15
Poseidon Mk2 PD Missile Fire Control (1) Range: 100k km
Flash Mk1 PD Missile (100) Speed: 16,000 km/s Endurance: 1 secs Range: 16k km Warhead: 1 Size: 2
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
Morrison GPD Scanner (15) (1) Strength 15 Detect Strength 10: 150m km
ECCM-2 (1)
Hmmm...how well have the Flash PD missiles worked out? Have you used them in battle? I see what you are going for here, but I'd think that it would be difficult to use them in an actual battle given their short range. If the Lexington was chasing another ship, it might not have a chance to launch the Flash because the incoming missiles would start the five second 'turn' beyond 16000 km's, and would hit the Lexington during the turn because of the combined closing speeds. During a battle where the Lexington was being chased it might be more manageable.QuoteEarly on, when the FLOP didn't know what was in the surrounding systems, they towed one of these to each jump point as an early warning system. They've never been obsoleted, nor upgraded.Code: [Select]North Carolina class Scan Outpost 7400 tons 455 Crew 1260 BP Signature 148-40
270 km/s Armour 2 Shields 250-500 Sensors 9/9/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Pulse Drive (1) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 72.9 billion km (3125 days at full power)
Tenhafer Grade D Shields (100) Total Fuel Cost 2,000 Litres per day
Morrison Thermal Scanners (9) (1) Strength 9 Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1) Strength 9 Detect Size 100: 9m km
Morrison GPD Scanner (9) (1) Strength 9 Detect Strength 10: 90m km
ECCM-2 (1)
Interesting idea. What is the intended role of this unit?QuoteCode: [Select]Spruance D class Missile Cruiser 10000 tons 1172 Crew 1697 BP Signature 200-720
3600 km/s Armour 1 Shields 48-500 Sensors 15/15/0/0 Damage Control 1-2
Magazine 1600 Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 30.9 billion km (99 days at full power)
Tenhafer Grade D Shields (19) Total Fuel Cost 380 Litres per day
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
Maseryk Munitions Mk2 Heavy Missile Launcher (6) Missile Size 8 Rate of Fire 60
Zues Mk2 Missile Fire Control (1) Range: 400k km
Harbinger Mk2 Heavy Missile (200) Speed: 10,000 km/s Endurance: 40 secs Range: 400k km Warhead: 4 Size: 8
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
ECCM-2 (1) ECM 20
Hmmm...why does this design have a reactor? There are no beam weapons that need the power. Also, it might be a good idea to put some Flash AMM's in the magazine, just in case it finds itself without an escort.
Ahhh.. relic of having a PD laser on an earlier version that got stripped out. This is one for Steve, can a Size 2 missile be fired from a Size 6 launcher? I've been under the impression of no. If this is doable, then when the reactor gets stripped from the E variant, a magazine and PD fire control will have to be put in.
Ark Bx class Colony Ship 12000 tons 805 Crew 2406 BP Signature 240-600
2500 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 1/0/0/0 Damage Control 0-0
Colonists 100000 Cargo Handling Multiplier 50 Replacement Parts 5
Armbrust Jump Drive 240 Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 550,000 Litres Range 282.9 billion km (1309 days at full power)
This design is classed as a freighter for maintenance purposes
Arleigh Burke class Fuel Harvester 8800 tons 1070 Crew 1484 BP Signature 176-600
3409 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 1/0/0/0 Damage Control 0-0
Replacement Parts 5
Fuel Harvester: 2 modules producing 32000 litres per annum
Armbrust Jump Drive 180 Max Ship Size 9000 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 2,500,000 Litres Range 1753.2 billion km (5952 days at full power)
Belknap B class Scout 4900 tons 450 Crew 739 BP Signature 98-600
6122 km/s Armour 1 Shields 50-500 Sensors 9/9/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 188.9 billion km (357 days at full power)
Tenhafer Grade D Shields (20) Total Fuel Cost 400 Litres per day
Morrison Thermal Scanners (9) (1) Strength 9 Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1) Strength 9 Detect Size 100: 9m km
Morrison GPD Scanner (9) (1) Strength 9 Detect Strength 10: 90m km
ECCM-2 (1)
Coontz Bx class Jump Freighter 12000 tons 746 Crew 1497 BP Signature 240-600
2500 km/s JR 3-50 Armour 1 Shields 5-500 Sensors 1/0/0/0 Damage Control 0-0
Cargo 50000 Cargo Handling Multiplier 50 Replacement Parts 5
Armbrust Jump Drive 240 Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 500,000 Litres Range 257.1 billion km (1190 days at full power)
Tenhafer Grade D Shields (2) Total Fuel Cost 40 Litres per day
This design is classed as a freighter for maintenance purposes
Enterprise D class Fast Cruiser 9900 tons 1080 Crew 1512 BP Signature 198-720
3636 km/s Armour 1 Shields 75-500 Sensors 15/15/0/0 Damage Control 1-2
Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 93.5 billion km (297 days at full power)
Tenhafer Grade D Shields (30) Total Fuel Cost 600 Litres per day
Thor Mk4 Meson Lance (5) Range 60,000km TS: 3636 km/s Power 4-4 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Taler Optics 120mm Laser Cannon (2) Range 80,000km TS: 3636 km/s Power 4-3 RM 2 ROF 10 4 4 2 2 1 1 1 1 0 0
Taler Optics 100mm PD Laser Cannon (2) Range 60,000km TS: 3636 km/s Power 3-3 RM 2 ROF 5 3 3 2 1 1 1 0 0 0 0
Athena Mk4 LR Fire Control (1) Max Range: 192,000 km TS: 12800 km/s 95 90 84 79 74 69 64 58 53 48
Hermes Mk4 PD Fire Control (1) Max Range: 24,000 km TS: 12800 km/s 58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (2) Total Power Output 44 Armour 0 Exp 5%
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
Morrison GPD Scanner (15) (1) Strength 15 Detect Strength 10: 150m km
ECCM-2 (1)
Fletcher B class Assault Jump Ship 10000 tons 940 Crew 2909 BP Signature 200-600
3000 km/s JR 6-400 Armour 1 Shields 62-500 Sensors 2/4/0/0 Damage Control 0-0
Replacement Parts 5
Armbrust Tactical Jump Drive 200 Max Ship Size 10000 tons Distance 400k km Squadron Size 6
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 185.1 billion km (714 days at full power)
Tenhafer Grade D Shields (25) Total Fuel Cost 500 Litres per day
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-2 (1)
Forrestal C class Escort 4900 tons 533 Crew 702 BP Signature 98-300
3061 km/s Armour 1 Shields 28-500 Sensors 1/0/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 63.0 billion km (238 days at full power)
Tenhafer Grade D Shields (11) Total Fuel Cost 220 Litres per day
Quad Taler Optics 100mm PD Laser Cannon Turret (2x4) Range 24,000km TS: 10000 km/s Power 12-12 RM 2 ROF 5 3 3 0 0 0 0 0 0 0 0
Hermes Mk4 PD Fire Control (1) Max Range: 24,000 km TS: 12800 km/s 58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
ECCM-2 (1) ECM 10
Geode B class Science Vessel 4400 tons 435 Crew 1452 BP Signature 88-300
3409 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 2/0/0/15 Damage Control 0-0
Replacement Parts 5
Armbrust Jump Drive 90 Max Ship Size 4500 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 210.4 billion km (714 days at full power)
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
Advanced Geological Sensors (5) 15 Survey Points
Iowa A class Construction Ship 10000 tons 750 Crew 1130 BP Signature 200-300
1500 km/s Armour 1 Shields 0-0 Sensors 1/0/0/0 Damage Control 0-0
Cargo 25000 Cargo Handling Multiplier 10 Replacement Parts 5
Jump Gate Construction Ship: 150 days
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 123.4 billion km (952 days at full power)
Kepler C class Survey Ship 4400 tons 435 Crew 1452 BP Signature 88-300
3409 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 2/0/15/0 Damage Control 0-0
Replacement Parts 5
Armbrust Jump Drive 90 Max Ship Size 4500 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 210.4 billion km (714 days at full power)
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
Advanced Gravitational Sensors (5) 15 Survey Points
Lexington D class Destroyer Escort 4950 tons 543 Crew 809 BP Signature 99-300
3030 km/s Armour 1 Shields 15-500 Sensors 15/15/0/0 Damage Control 0-0
Magazine 200 Replacement Parts 5
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 249.3 billion km (952 days at full power)
Tenhafer Grade D Shields (6) Total Fuel Cost 120 Litres per day
Quad Taler Optics 100mm PD Laser Cannon Turret (1x4) Range 24,000km TS: 10000 km/s Power 12-12 RM 2 ROF 5 3 3 0 0 0 0 0 0 0 0
Hermes Mk4 PD Fire Control (1) Max Range: 24,000 km TS: 12800 km/s 58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
Maseryk Munitions Mk2 Missile Launcher (2) Missile Size 2 Rate of Fire 15
Poseidon Mk2 PD Missile Fire Control (1) Range: 100k km
Flash Mk1 PD Missile (100) Speed: 16,000 km/s Endurance: 1 secs Range: 16k km Warhead: 1 Size: 2
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
Morrison GPD Scanner (15) (1) Strength 15 Detect Strength 10: 150m km
ECCM-2 (1)
North Carolina class Scan Outpost 7400 tons 455 Crew 1260 BP Signature 148-40
270 km/s Armour 2 Shields 250-500 Sensors 9/9/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Pulse Drive (1) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 72.9 billion km (3125 days at full power)
Tenhafer Grade D Shields (100) Total Fuel Cost 2,000 Litres per day
Morrison Thermal Scanners (9) (1) Strength 9 Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1) Strength 9 Detect Size 100: 9m km
Morrison GPD Scanner (9) (1) Strength 9 Detect Strength 10: 90m km
ECCM-2 (1)
Oliver H Perry B class Carrier 8900 tons 2016 Crew 1806 BP Signature 178-600
3370 km/s Armour 1 Shields 55-500 Sensors 1/0/0/0 Damage Control 0-0
Hangar Bay Capacity 250 Magazine 800 Replacement Parts 5
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 34.7 billion km (119 days at full power)
Tenhafer Grade D Shields (22) Total Fuel Cost 440 Litres per day
Flash Mk1 PD Missile (200) Speed: 16,000 km/s Endurance: 1 secs Range: 16k km Warhead: 1 Size: 2
Avenger Mk2 Light Missile (100) Speed: 12,000 km/s Endurance: 33 secs Range: 396k km Warhead: 2 Size: 4
ECCM-2 (1) Strike Group
20x B-3 Dragon Speed: 5000 km/s Range: 15m km Launch Rails: 2 Size: 3
20x B-4 Eclipse Speed: 5000 km/s Range: 20m km Launch Rails: 4 Size: 5
20x F-2 Falcon Speed: 8000 km/s Range: 32m km Launch Rails: 0 Size: 3
Portland A class Tug 6700 tons 640 Crew 977 BP Signature 134-1200
8955 km/s Armour 1 Shields 0-0 Sensors 1/0/0/0 Damage Control 0-0
Tractor Beam Replacement Parts 5
Kuat Drive Systems Ion Drive (20) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 276.3 billion km (357 days at full power)
Spruance D class Missile Cruiser 10000 tons 1172 Crew 1697 BP Signature 200-720
3600 km/s Armour 1 Shields 48-500 Sensors 15/15/0/0 Damage Control 1-2
Magazine 1600 Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 30.9 billion km (99 days at full power)
Tenhafer Grade D Shields (19) Total Fuel Cost 380 Litres per day
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
Maseryk Munitions Mk2 Heavy Missile Launcher (6) Missile Size 8 Rate of Fire 60
Zues Mk2 Missile Fire Control (1) Range: 400k km
Harbinger Mk2 Heavy Missile (200) Speed: 10,000 km/s Endurance: 40 secs Range: 400k km Warhead: 4 Size: 8
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
ECCM-2 (1) ECM 20
Ark B class Colony Ship 12000 tons 770 Crew 2396 BP Signature 240-600
2500 km/s JR 3-50 Armour 1 Shields 12-500 Sensors 1/0/0/0 Damage Control 0-0
Colonists 100000 Cargo Handling Multiplier 50 Replacement Parts 5
Armbrust Jump Drive 240 Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 154.3 billion km (714 days at full power)
Tenhafer Grade D Shields (5) Total Fuel Cost 100 Litres per day
This design is classed as a freighter for maintenance purposes
Belknap A class Scout 5000 tons 450 Crew 742 BP Signature 100-600
6000 km/s Armour 1 Shields 50-500 Sensors 9/9/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 185.1 billion km (357 days at full power)
Tenhafer Grade D Shields (20) Total Fuel Cost 400 Litres per day
Morrison Thermal Scanners (9) (1) Strength 9 Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1) Strength 9 Detect Size 100: 9m km
Morrison GPD Scanner (9) (1) Strength 9 Detect Strength 10: 90m km
ECCM-2 (1)
Coontz B class Jump Freighter 11850 tons 695 Crew 1461 BP Signature 237-600
2531 km/s JR 3-50 Armour 1 Shields 12-500 Sensors 1/0/0/0 Damage Control 0-0
Cargo 50000 Cargo Handling Multiplier 50 Replacement Parts 5
Armbrust Jump Drive 240 Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 104.1 billion km (476 days at full power)
Tenhafer Grade D Shields (5) Total Fuel Cost 100 Litres per day
This design is classed as a freighter for maintenance purposes
Enterprise B class Fast Cruiser 9000 tons 970 Crew 1238 BP Signature 180-720
4000 km/s Armour 1 Shields 75-500 Sensors 2/4/0/0 Damage Control 1-2
Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 102.9 billion km (297 days at full power)
Tenhafer Grade D Shields (30) Total Fuel Cost 600 Litres per day
Taler Optics 120mm Laser Cannon (2) Range 48,000km TS: 4000 km/s Power 4-3 RM 2 ROF 10 4 4 2 2 0 0 0 0 0 0
Thor Meson Lance Mk2 (6) Range 30,000km TS: 4000 km/s Power 3-3 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Taler Optics 100mm PD Laser Cannon (2) Range 48,000km TS: 4000 km/s Power 3-3 RM 2 ROF 5 3 3 2 1 0 0 0 0 0 0
Hermes Mk1 PD Fire Control (1) Max Range: 48,000 km TS: 4000 km/s 79 58 38 17 0 0 0 0 0 0
Athena Mk1 Fire Control (1) Max Range: 48,000 km TS: 1000 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (3) Total Power Output 45 Armour 0 Exp 5%
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-2 (1)
Enterprise C class Fast Cruiser 9000 tons 980 Crew 1353 BP Signature 180-720
4000 km/s Armour 1 Shields 75-500 Sensors 15/15/0/0 Damage Control 1-2
Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 102.9 billion km (297 days at full power)
Tenhafer Grade D Shields (30) Total Fuel Cost 600 Litres per day
Thor Mk3 Meson Lance (6) Range 45,000km TS: 4000 km/s Power 3-3 RM 4.5 ROF 5 1 1 1 1 0 0 0 0 0 0
Taler Optics 120mm Laser Cannon (2) Range 48,000km TS: 4000 km/s Power 4-3 RM 2 ROF 10 4 4 2 2 0 0 0 0 0 0
Taler Optics 100mm PD Laser Cannon (2) Range 48,000km TS: 4000 km/s Power 3-3 RM 2 ROF 5 3 3 2 1 0 0 0 0 0 0
Athena Mk2 Fire Control (1) Max Range: 48,000 km TS: 1600 km/s 79 58 38 17 0 0 0 0 0 0
Hermes Mk2 PD Fire Control (1) Max Range: 24,000 km TS: 6400 km/s 58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (2) Total Power Output 44 Armour 0 Exp 5%
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
Morrison GPD Scanner (15) (1) Strength 15 Detect Strength 10: 150m km
ECCM-2 (1)
Fletcher A class Assault Jump Ship 10000 tons 920 Crew 2877 BP Signature 200-600
3000 km/s JR 6-400 Armour 1 Shields 62-500 Sensors 2/4/0/0 Damage Control 0-0
Replacement Parts 5
Armbrust Tactical Jump Drive 200 Max Ship Size 10000 tons Distance 400k km Squadron Size 6
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 123.4 billion km (476 days at full power)
Tenhafer Grade D Shields (25) Total Fuel Cost 500 Litres per day
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-2 (1)
Forrestal A class Escort 5000 tons 533 Crew 686 BP Signature 100-300
3000 km/s Armour 1 Shields 28-500 Sensors 1/0/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 61.7 billion km (238 days at full power)
Tenhafer Grade D Shields (11) Total Fuel Cost 220 Litres per day
Quad Taler Optics 100mm PD Laser Cannon Turret (2x4) Range 24,000km TS: 10000 km/s Power 12-12 RM 2 ROF 5 3 3 0 0 0 0 0 0 0 0
Hermes Mk2 PD Fire Control (1) Max Range: 24,000 km TS: 6400 km/s 58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
ECCM-2 (1) ECM 10
Geode A class Science Vessel 4500 tons 435 Crew 1455 BP Signature 90-300
3333 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 2/0/0/15 Damage Control 0-0
Replacement Parts 5
Armbrust Jump Drive 90 Max Ship Size 4500 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 205.7 billion km (714 days at full power)
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
Advanced Geological Sensors (5) 15 Survey Points
Kepler B class Survey Ship 4500 tons 435 Crew 1455 BP Signature 90-300
3333 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 2/0/15/0 Damage Control 0-0
Replacement Parts 5
Armbrust Jump Drive 90 Max Ship Size 4500 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 205.7 billion km (714 days at full power)
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
Advanced Gravitational Sensors (5) 15 Survey Points
Lexington B class Destroyer Escort 4500 tons 483 Crew 669 BP Signature 90-300
3333 km/s Armour 1 Shields 15-500 Sensors 2/4/0/0 Damage Control 0-0
Magazine 200 Replacement Parts 5
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 274.3 billion km (952 days at full power)
Tenhafer Grade D Shields (6) Total Fuel Cost 120 Litres per day
Taler Optics 100mm PD Laser Cannon (2) Range 48,000km TS: 3333 km/s Power 3-3 RM 2 ROF 5 3 3 2 1 0 0 0 0 0 0
Athena Mk1 Fire Control (1) Max Range: 48,000 km TS: 1000 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (Large) (1) Total Power Output 30 Armour 0 Exp 5%
Maseryk Munitions Mk2 Missile Launcher (2) Missile Size 2 Rate of Fire 15
Poseidon Mk1 PD Missile Fire Control (1) Range: 100k km
HARM Mk1 PD Missile (100) Speed: 8,000 km/s Endurance: 1 secs Range: 8k km Warhead: 1 Size: 2
Morrison Thermal Scanners (5) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-1C (1)
Oliver H Perry A class Carrier 9000 tons 2016 Crew 1797 BP Signature 180-600
3333 km/s Armour 1 Shields 55-500 Sensors 1/0/0/0 Damage Control 0-0
Hangar Bay Capacity 250 Magazine 800 Replacement Parts 5
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 34.3 billion km (119 days at full power)
Tenhafer Grade D Shields (22) Total Fuel Cost 440 Litres per day
Tomahawk Mk1 PD Missile (200) Speed: 8,000 km/s Endurance: 31 secs Range: 248k km Warhead: 1 Size: 2
Avenger Mk1 Light Missile (100) Speed: 12,000 km/s Endurance: 10 secs Range: 120k km Warhead: 2 Size: 4
ECCM-2 (1) Strike Group
20x B-1 Anaconda Speed: 2000 km/s Range: 12m km Launch Rails: 2 Size: 2
20x B-2 Basilisk Speed: 2000 km/s Range: 18m km Launch Rails: 4 Size: 5
20x F-1 Chimaera Speed: 3000 km/s Range: 12m km Launch Rails: 4 Size: 5
Spruance B class Missile Cruiser 10000 tons 1165 Crew 1545 BP Signature 200-720
3600 km/s Armour 1 Shields 50-500 Sensors 2/4/0/0 Damage Control 1-2
Magazine 800 Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 30.9 billion km (99 days at full power)
Tenhafer Grade D Shields (20) Total Fuel Cost 400 Litres per day
Mk2 Mauler Plasma Carronade (2) Range 48,000km TS: 3600 km/s Power 24-3 RM 1 ROF 40 24 12 8 6 0 0 0 0 0 0
Athena Mk1 Fire Control (1) Max Range: 48,000 km TS: 1000 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (Large) (2) Total Power Output 60 Armour 0 Exp 5%
Maseryk Munitions Mk2 Heavy Missile Launcher (4) Missile Size 8 Rate of Fire 60
Zues Mk1 Missile Fire Control (1) Range: 300k km
Catapult Mk1 Heavy Missile (100) Speed: 8,000 km/s Endurance: 31 secs Range: 248k km Warhead: 4 Size: 8
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
ECCM-2 (1)
Spruance C class Missile Cruiser 9900 tons 1170 Crew 1648 BP Signature 198-720
3636 km/s Armour 1 Shields 50-500 Sensors 15/15/0/0 Damage Control 1-2
Magazine 800 Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 31.2 billion km (99 days at full power)
Tenhafer Grade D Shields (20) Total Fuel Cost 400 Litres per day
Mauler Mk3 Plasma Carronade (2) Range 48,000km TS: 3636 km/s Power 24-4 RM 1 ROF 30 24 12 8 6 0 0 0 0 0 0
Athena Mk2 Fire Control (1) Max Range: 48,000 km TS: 1600 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators GC Reactor (Large) (1) Total Power Output 45 Armour 0 Exp 5%
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
Maseryk Munitions Mk2 Heavy Missile Launcher (4) Missile Size 8 Rate of Fire 60
Zues Mk2 Missile Fire Control (1) Range: 400k km
Harbinger Mk2 Heavy Missile (100) Speed: 10,000 km/s Endurance: 40 secs Range: 400k km Warhead: 4 Size: 8
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
ECCM-2 (1)
Ark B - 5 in Colony 2 (Sol)
- 5 in Colony 3 (Sol)
Ark Bx - 5 in Colony 1 (Sol)
Arleigh Burke - 4 in Fuel 1 (Boston)
Belknap A - 2 in Defense Boston (Boston)
- 2 in Defense New York (New York)
Belknap B - 2 in Assault (Sol)
- 2 in Defense San Diego (Sand Diego)
- 2 in Defense Sol (Sol)
Coontz B - 5 in CF5 (Sol)
Coontz Bx - 5 in CF1 (Sol)
- 5 in CF2 (Sol)
- 5 in CF3 (Sol)
- 4 in CF4 (Sol)
- 1 in CF6 (Sol)
Enterprise B - 5 in Defense Boston (Boston)
- 4 in Defense New York (New York)
Enterprise C - 2 in Defense San Diego (San Diego)
Enterprise D - 5 in Assault (Sol)
- 2 in Defense Sol (Sol)
Fletcher A - 2 in Defense Boston (Boston)
- 2 in Defense New York (New York)
Fletcher B - 2 in Assault (Sol)
- 3 in the yards slated for Assault (Sol)
- 1 in Defense San Diego (San Diego)
- 1 in Defense Washingtion (New York) -- Currently running courier duties
Forrestal A - 2 in Defense Boston (Boston)
- 3 in Defense New York (New York)
Forrestal C - 8 in Assault (Sol)
- 4 in Defense Sol (Sol)
Geode A - 5 in Geo Survey (Sol)
Iowa A - 5 in Construction 2 (Nexus 589)
- 5 in Construction 1 (New York)
Kepler B - 5 in Grav Survey 1 (Nexus 653)
- 5 in Grav Survey 2 (Pittsburgh)
Lexington B - 4 in Defense Boston (Boston)
Lexington D - 4 in Assault (Sol)
North Carolina - 1 in Sol Scanner (Sol)
- 1 in Sol Scanner II (Sol)
Oliver H Perry A - 4 in Defense Boston (Boston)
Oliver H Perry B - 4 in Assault (Sol)
- 2 in Defense San Diego (San Diego)
- 2 in Defense Sol (Sol)
Portland A - 2 in Tug Fleet (Sol)
Spruance B - 2 in Defense Boston (Boston)
- 3 in Defense New York (New York)
Spruance c - 4 in Defense San Diego (San Diego)
Spruance D - 3 in Assault (Sol)
- 4 in Defense Sol (Sol)
The better option is to place a waypoint on your opponent's likely course and head for that.
Steve
It's a yucky bit of trigonometry, but any chance of getting a "lead pursuit" flag for "follow"? This course assumes the target will follow a straight line, and arranges an intercept. The current algorithm (assuming really small timesteps so initiative doesn't matter) is for direct pursuit (point at where the target is, rather than where it will be).
PS - I think the way to get it is to vector-add "a vector (of variable length) directly towards the target" to "the target's velocity" then adjust the resulting vector's length so that its size (pursuer's velocity) is equal to pursuer's speed. This has the effect of moving the pursuer directly towards the target in the reference frame that's co-moving with the target. I think this in turn results in a constant-bearing approach, which is what your brain attempts when you're running to catch a baseball (or whatever you folks over there hurl through the air
I hadn't bothered with the above because I thought it would add to tactical micromanagement. With the current system there is no need to do anything fancy because there is no advantage to zig-zag type courses. If your opponent is using lead pursuit then regular course changes to try and fool him are worthwhile because he could end up almost twice as far away at the end of the increment. However, with the current system if you have a better fleet commander with higher initiative, you get all the advantages of lead pursuit (because your opponent moves first), but none of the disadvantages (in Aurora terms) because no matter which way he runs, you will always be closing using lead pursuit. In addition, if you want to plot an intercept course over long distances, you may want to be plotting several increments ahead anyway so lead pursuit on an increment basis wouldn't help much. The better option is to place a waypoint on your opponent's likely course and head for that.
Steve
Quote from: "Erik Luken"I thought that the Andarmax battle fleet would have the approach to close to within missile range. They were originally set to "follow" the FLOP survey fleet, and curved in nicely behind them, however, the FLOP fled too soon to close.A couple of tips for following.
1) You can use the minimum distance option when following to ensure your ships try to stay at their optimum range
2) If you have a commander with high initiative, change the intiative on the fleet window. Higher initiative fleets move later, which means you can see where the enemy fleet has moved to before you try to follow. Initiative is applied at the moment the order is given (I can't remember why but there is probably a good reason :-) ).