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Posted by: GetStqned
« on: September 15, 2016, 05:01:48 AM »

The enemy has a tonnage of 200 000t is not possible for him to be furtive and it does not ECCM because I approach him to pull my short range missiles do more damage but again after my beam ships from A to Z, there is no more problem I probably made a mistake in the old design but it is fixed
Posted by: iceball3
« on: September 15, 2016, 03:00:56 AM »

Maybe the problem is to fire the rate exceeds the capacity of the reactor , such that even before the reactor is able to reproduce 120 of power , turrets want more ? I do not know if this is possible and I also think I should put more reactor with limited power capacity thank you

EDIT : Turrets are composed of laser , 15cm C0.2 Ultraviolet Laser , I'm sure it's just me who 's stupid and the problem is right there ... I will destroy all the designs with beam weapons and start over ^^
The power draw of weapons are equal to their capacitor rate, I think.
Doesn't hurt to have more reactors than necessary anyway for redundancy, in case you're having other issues.

You have active sensor contact on them, yes? With appropriate resolution? (1 resolution = 50 tons, having lower resolution than target size guarantees you'll see them out to active sensor range).
You remembered to turn your actives on?
Does the enemy have stealth or ECM?
Are they within range of your weapons while trying to fight them?

If it becomes really hard to deal with their engagement range, you might have to go for missiles.
Posted by: GetStqned
« on: September 14, 2016, 04:51:49 AM »

I do not know where the problem was but it works I must have missed something and thank you Iranon Frederick you have helped me a lot !!  ;D
Posted by: GetStqned
« on: September 13, 2016, 04:30:56 PM »

Maybe the problem is to fire the rate exceeds the capacity of the reactor , such that even before the reactor is able to reproduce 120 of power , turrets want more ? I do not know if this is possible and I also think I should put more reactor with limited power capacity thank you

EDIT : Turrets are composed of laser , 15cm C0.2 Ultraviolet Laser , I'm sure it's just me who 's stupid and the problem is right there ... I will destroy all the designs with beam weapons and start over ^^
Posted by: FrederickAlexander
« on: September 13, 2016, 03:03:43 PM »

You should have multiple power plants if you don't want all your turrets to go down if the reactor gets hit. As for why your weapons don't fire, what does it say? Perhaps you should make sure there is More power then what is required at least.
Posted by: GetStqned
« on: September 13, 2016, 01:30:20 PM »

So i have 10 turret , i think they need 12 power for 1 turret  so i create a power plant with a boost of 20% for 16% chance of explosion and with a size of 10, that's give me 120 power and if we do that 10v12 = 120 i need 120 power but my weapons still dont fire. 
Posted by: FrederickAlexander
« on: September 13, 2016, 01:22:48 PM »

...
EDIT : Another question how work the power plants/reactor ? i put a reactor in a experimental anti-fighters ship and for also the for the anti-missile ship its say 0 power capacitor , 12 power required

If you go to design a reactor/powerplant,  it should say the amount of power it gives. How much power is the reactor you added?
Posted by: FrederickAlexander
« on: September 13, 2016, 01:13:18 PM »

It doesn't have to be specifically be a completely from scratch anti fighter ship... it can just be a normal missile ship that has it's Active scanners and Missile fire controls to engage fighters (between resolution 4-10). Then design small missiles that can fit in the range of you active sensor and has a warhead strength of at least 4. (This can be difficult so I personally use this Missile optimizing program:http://romalarapps.elasticbeanstalk.com/aurora/AuroraMissileDesign.aspx by Romalar1 on reddit)

 If you use carriers  and fighter then replace your current box launchers on your fighter with smaller ones and design small short range missiles with 4 or more warhead strength. Most fighters don't have their own active sensors and rely on other ships so any fighter can usually counter them (assuming you remain undetected). Edit: Also you need to redesign Missle fire controls on said fighter to engage enemy fighters.
Posted by: GetStqned
« on: September 13, 2016, 01:02:03 PM »

So i'm still a beginner in Aurora ,and like all beginners I have a problem , the vicious circle in the creation of a ship , I need fuel, That Increase the AFR i need spaces Engineering , I'm too slow more engines, more fuel.    then advise me to do specialized ship, I did it but it is limited and sometimes I re-enters this circle but I'll take your advice to the letter and I will create special anti -fighters ship

EDIT : Another question how work the power plants/reactor ? i put a reactor in a experimental anti-fighters ship and also for a anti-missile ship its say 0 power capacitor , 12 power required
Posted by: FrederickAlexander
« on: September 13, 2016, 12:41:00 PM »

Before redesigning your Beam Frigate, Have you considered missiles plus Small Craft? I usually dedicate certain ships to scan for fighters and have Interceptors with specialized AFMs (Anti-Fighter Missile) to take them out before they have a chance to do any damage to my ships. Since the fighter will most likely be designed for ships larger then a fighter or FAC you can have them sit out of range and kill hundreds of them with only a few fighters/FAC Interceptors.
Posted by: GetStqned
« on: September 13, 2016, 12:11:11 PM »

Ok thanks guys I have my answer , sorry for taking your time ^^
Posted by: 83athom
« on: September 13, 2016, 11:25:43 AM »

Thank you dude , so the laser is more effective than Gauss Canon for Anti- Missile and Anti -Fighter ?
Not necessarily. While the laser will have better range, the gauss gets a multitude of shots off per barrel per increment while the laser gets one shot per increment per gun.
And where i find technology to the range of Gauss Canon?
Gauss Cannon Velocity.
So I have to separate the functions and not create versatile turrets ?
All depends on playstyle and overall design of the ships. I occasionally have heavy anti-missile/fighter turrets that can double as anti-ship.
Posted by: GetStqned
« on: September 13, 2016, 11:02:17 AM »

Thank you dude , so the laser is more effective than Gauss Canon for Anti- Missile and Anti -Fighter ? And where i find technology to the range of Gauss Canon ? So I have to separate the functions and not create versatile turrets ?
Posted by: Iranon
« on: September 13, 2016, 09:07:51 AM »

The main problem against fighters isn't tracking speed, it's range.
Your fire control has a range of 200k, but your Gauss weaponry is limited to 40k.

I would up the Gauss turrets to 50k tracking speed (which is sufficient for most things you'd expect in most games) and possibly trim some range from the associated fire controls.

Then, if this ship is intended to deal with fighters, I would add some long-range weapons, with a tracking speed of at least 12k and the highest range weapon and fire control tech allow.
15cm lasers in fast-tracking turrets could do this without detracting from your anti-missile role: those are good at area defence while still allowing you to match the range of your fire control range at most tech levels.
Posted by: GetStqned
« on: September 13, 2016, 08:16:09 AM »

Thanks dude , I'll test it and I will give you the new ^^