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Posted by: xenoscepter
« on: June 11, 2020, 03:56:41 AM »

Boat Bays and even Small Boat Bays are excellent additions indeed.

Stacking three boat bays and one small boat bay is a good way to make a small utility carrier.

In VB6 that particular config would be tonnage inefficient on account of crew needs, but in C# Fighter Crew Berths are allocated per hangar, or per boat bay, or per small boat bay; basically each module adds 20 of 'em. SO that utility carrier would gain in durability what it loses to extra crew needs. And since Life Support failure is a helluva ship killer... that's a pretty nice buff.

That aside, I like a 2x Hangar Deck / 2x Boat Bay configuration... like here:

Archer Class w/ fighter (VB6)
http://aurora2.pentarch.org/index.php?topic=10530.0

While the fighter is not really viable in C# anymore, the carrier probably still is. It remains my favorite carrier for to use for Beam Fighters, hell, it's my favorite carrier to use period.

2,500 Tons of space is enough for 4x 500 Ton Beam Fighters w/ 1x 500 Ton "Spotter" or 10x 250-Ton Beam Fighters and 2x 250-Ton "Spotters"

From my VB6 ships:
*I have yet to attempt to port these to C#

Valkyrie, Spotter Variant:
Code: [Select]
Valkyrie PVF-3S class Scout    250 tons     4 Crew     194.5 BP      TCS 5  TH 24  EM 0
20000 km/s     Armour 3-3     Shields 0-0     Sensors 3/4/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 17    5YR 254    Max Repair 100 MSP
Intended Deployment Time: 0.125 months    Spare Berths 6   

100 EP Internal Fusion Drive (1)    Power 100    Fuel Use 387.38%    Signature 24    Exp 25%
Fuel Capacity 30,000 Litres    Range 5.6 billion km   (3 days at full power)

Active Search Sensor MR7-R1 (50%) (1)     GPS 44     Range 7.8m km    MCR 846k km    Resolution 1
Thermal Sensor TH0.2-3 (50%) (1)     Sensitivity 3     Detect Sig Strength 1000:  3m km
EM Detection Sensor EM0.2-3.6 (50%) (1)     Sensitivity 3.6     Detect Sig Strength 1000:  3.6m km

This design is classed as a Fighter for production, combat and maintenance purposes

Valkyrie PD Interceptor:
Code: [Select]
Valkyrie PVF-3I class Interceptor    250 tons     4 Crew     209.1 BP      TCS 5  TH 24  EM 0
20000 km/s     Armour 3-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.2
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 14    5YR 216    Max Repair 100 MSP
Intended Deployment Time: 0.125 months    Spare Berths 6   

100 EP Internal Fusion Drive (1)    Power 100    Fuel Use 387.38%    Signature 24    Exp 25%
Fuel Capacity 30,000 Litres    Range 5.6 billion km   (3 days at full power)

Gauss Cannon R4-10 (2x4)    Range 40,000km     TS: 20000 km/s     Accuracy Modifier 10%     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S00.2 60-5000 H50 (FTR) (1)    Max Range: 120,000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17

Active Search Sensor MR1-R1 (50%) (1)     GPS 8     Range 1.3m km    MCR 141k km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes

Valkyrie Interceptor, Ion Tech Prototype:
Code: [Select]
PVX Valkyrie Interceptor    250 tons     5 Crew     37.4 BP      TCS 5  TH 24  EM 0
4800 km/s     Armour 3-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 2    5YR 25    Max Repair 12 MSP
Intended Deployment Time: 0.125 months    Spare Berths 5   

StarTech Systems Project Valkyrie Boosted Ion Drive E24 (1)    Power 24    Fuel Use 392.02%    Signature 24    Exp 20%
Fuel Capacity 10,000 Litres    Range 1.8 billion km   (4 days at full power)

Confederate Navalwork Size 13 Gauss Gun (2)    Range 20,000km     TS: 4800 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Confederate Navalworks Valkyrie TAS Integrated Fire Director (1)    Max Range: 40,000 km   TS: 5000 km/s     75 50 25 0 0 0 0 0 0 0

Confederate Navalworks Valkyrie Target Aquisition Sensor (1)     GPS 5     Range 280k km    MCR 31k km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes

Avenger, Base Variant, PD / Anti-Bomber:
Code: [Select]
Avenger class Fighter    500 tons     4 Crew     122.325 BP      TCS 10  TH 22.05  EM 0
6300 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.5
Maint Life 6.11 Years     MSP 31    AFR 10%    IFR 0.1%    1YR 1    5YR 21    Max Repair 55.125 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   

United Solar Naval Commission USNC "Avenger" Ion Drive (1)    Power 63    Fuel Use 275.08%    Signature 22.05    Exp 17%
Fuel Capacity 15,000 Litres    Range 2.0 billion km   (3 days at full power)

United Solar Naval Commission USNC "Avenger" Railgun, Co-Axial 25mm Gauss Cannon (1x2)    Range 30,000km     TS: 6300 km/s     Accuracy Modifier 8%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
United Solar Naval Commission USNC "Avenger" Railgun, 100mm Autocannon [Fast-Firing] (1x4)    Range 30,000km     TS: 6300 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
United Solar Naval Commission USNC "Avenger" Fire Control Unit (1)    Max Range: 64,000 km   TS: 6000 km/s     84 69 53 37 22 6 0 0 0 0
United Solar Naval Commission USNC "Avenger" Gas-Cooled Fast Reactor, Boosted Mk. 1 (1)     Total Power Output 3.1    Armour 0    Exp 12%

United Solar Naval Commission USNC "Avenger" TAS [Low Frequency Module] (1)     GPS 32     Range 800k km    Resolution 10
United Solar Naval Commission USNC "Avenger" TAS [High Frequemcy Module] (1)     GPS 4     Range 250k km    MCR 27k km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes

Avenger Command Variant, for Squadron Leaders:
Code: [Select]
Avenger -C class Fighter    500 tons     4 Crew     157.325 BP      TCS 10  TH 22.05  EM 0
6300 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 5.68 Years     MSP 39    AFR 10%    IFR 0.1%    1YR 2    5YR 31    Max Repair 55.125 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   

United Solar Naval Commission USNC "Avenger" Ion Drive (1)    Power 63    Fuel Use 275.08%    Signature 22.05    Exp 17%
Fuel Capacity 15,000 Litres    Range 2.0 billion km   (3 days at full power)

United Solar Naval Commission USNC HPM Weapon, 100mm Emitter [Continuous] (1)    Range 60,000km     TS: 6300 km/s     Power 3-3     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
United Solar Naval Commission USNC "Avenger" Fire Control Unit (1)    Max Range: 64,000 km   TS: 6000 km/s     84 69 53 37 22 6 0 0 0 0
United Solar Naval Commission USNC "Avenger" Gas-Cooled Fast Reactor, Boosted Mk. 1 (1)     Total Power Output 3.1    Armour 0    Exp 12%

United Solar Naval Commission USNC "Avenger -C" TAS [Low Frequency Module] (1)     GPS 640     Range 5.1m km    Resolution 100
United Solar Naval Commission USNC "Avenger -C" TAS [High Frequency Module] (1)     GPS 8     Range 640k km    MCR 70k km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes

Avenger "Spotter" Variant:
Code: [Select]
Avenger -S class Scout    500 tons     3 Crew     147.325 BP      TCS 10  TH 22.05  EM 0
6300 km/s     Armour 2-5     Shields 0-0     Sensors 16/16/0/0     Damage Control Rating 0     PPV 0
Maint Life 5.74 Years     MSP 37    AFR 10%    IFR 0.1%    1YR 2    5YR 29    Max Repair 55.125 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   

United Solar Naval Commission USNC "Avenger" Ion Drive (1)    Power 63    Fuel Use 275.08%    Signature 22.05    Exp 17%
Fuel Capacity 15,000 Litres    Range 2.0 billion km   (3 days at full power)

United Solar Naval Commission USNC "Avenger -S" Active Surveillance Suite [Low Frequency Module] (1)     GPS 1000     Range 7.2m km    Resolution 125
United Solar Naval Commission USNC "Avenger -S" Active Surveillance Suite [High Frequency Module] (1)     GPS 480     Range 5.0m km    Resolution 60
United Solar Naval Comission USNC "Avenger -S" Passive Surveillance Suite [TH Module] (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
United Solar Naval Comission USNC "Avenger -S" Passive Surveillance Suite [EM Module] (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

This design is classed as a Fighter for production, combat and maintenance purposes

Anyways, Boat Bays and Small Boat Bays are very useful. With a pair of Boat Bays on every ship and one of these:

Bridge in a Box:
http://aurora2.pentarch.org/index.php?topic=11553.0

Every ship is a Command Ship! Hooray! ;D
Posted by: Father Tim
« on: June 06, 2020, 05:39:56 PM »

I've never used Boat Bays before and am wondering if they'd be a good addition to my command ships. . .


Of course!  Every armoured cruiser needs a floatplane or two to spot targets for it.
Posted by: SpikeTheHobbitMage
« on: May 28, 2020, 10:28:27 AM »

I've never used Boat Bays before and am wondering if they'd be a good addition to my command ships to house sensor fighters to be the commander's eyes and ears. Might be a good replacement or supplement to the massive sensors I put on command variants. Only thing I'm worried about is if it will make the design too different to the point it can't share a shipyard with its standard variant.
I often use Boat Bays to fit rescue fighters on my high value capital ships on the grounds that if my flagship didn't make it then the rest of the fleet didn't either.

As long as the tonnage is within 20% and the new parts aren't more than 20% of the total cost then you should be fine.  If you have a ship tooled for the existing design then it will list all eligible designs including unlocked ones.

What do those rescue fighters look like? Do you need emergency cryo on the mothership as well?

Code: [Select]
Nightingale class Rescue Fighter (P)      500 tons       6 Crew       50 BP       TCS 10    TH 23    EM 0
3001 km/s      Armour 1-5       Shields 0-0       HTK 7      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 9    5YR 137    Max Repair 18.7500 MSP
Cryogenic Berths 1,000   
Drengr    Control Rating 1   
Intended Deployment Time: 1 days    Morale Check Required   

4HS 30EP 130.71L 75%TH (1)    Power 30.0    Fuel Use 435.71%    Signature 22.5000    Explosion 15%
Fuel Capacity 1,000 Litres    Range 0.1 billion km (7 hours at full power)

This design is classed as a Fighter for production, combat and planetary interaction
This is an early model.  I usually aim for around 1/2 my regular fighter speed.  The mother ship doesn't need cryo because there is currently no way to transfer survivors to another ship.
Posted by: alex_brunius
« on: May 28, 2020, 07:25:07 AM »

That is true... but at that point you will not need that many of them to do the job well either, so whatever PD fighters you do have will work just fine. You certainly don't need dedicated PD fighters for that specific job.

Depends what you define as a "dedicated PD fighter". If we define it as a fighter that is faster than the enemy missiles instead of a design that focus on maybe firepower or beam range, then we actually do need a dedicated design to be able to pull it of don't we ;)

Although your right that speed is normally a very high priority in all beam fighters so all purpose beam fighters could conceivably do this as well at certain points.
Posted by: Michael Sandy
« on: May 28, 2020, 06:24:30 AM »

Large carriers can be nice if you make large parasite beam warships.  But small ships have advantages in avoiding detection.  Although a lot of the time, the carrier is launching from the other side of a jump point.  If your fighters have a decent range, (depending on sensor tech level), the carrier should be always able to launch from beyond detection range.

The exception is where multiple nations are operating in the same system, and maintaining passive tracking on ships, and hostilities can break out at any time.  In a player v player scenario, you have to deal with the threat of an enemy deliberately holding back forces, engines down, waiting for an opportunity to strike a soft target.  That isn't something the AI is good at.  Players are much better at hunting down a suspected carrier than the AI is.

Missile ships, the missiles have no choice but to move straight towards the enemy, so they reveal a possible cone where they could have come from.  Fighters, on the other hand, have the option of loitering while their carrier scoots back out of the system.

Another thing that carriers can do, that missiles ships can't, in VB6 anyway, is deploy box launcher pods from the other side of a jump box, and launch homing missiles on transit.  Pretty sure that isn't an option in c# anymore?  So carriers can make a close in defense of a jump point very hazardous.
Posted by: Jorgen_CAB
« on: May 28, 2020, 02:15:13 AM »

And I agree that using beam fighters for PD as secondary role is perfectly OK and I do that too.

Carrier beam fighters get exceptionally interesting in a PD role against enemies with obsolete engine tech / missiles slow enough that your fighters can outrun them. Supported by a good enough missile sensor they can kill a disturbing number of missiles just following them along and picking of salvo after salvo.

That is true... but at that point you will not need that many of them to do the job well either, so whatever PD fighters you do have will work just fine. You certainly don't need dedicated PD fighters for that specific job.
Posted by: Borealis4x
« on: May 28, 2020, 01:26:28 AM »

I've never used Boat Bays before and am wondering if they'd be a good addition to my command ships to house sensor fighters to be the commander's eyes and ears. Might be a good replacement or supplement to the massive sensors I put on command variants. Only thing I'm worried about is if it will make the design too different to the point it can't share a shipyard with its standard variant.
I often use Boat Bays to fit rescue fighters on my high value capital ships on the grounds that if my flagship didn't make it then the rest of the fleet didn't either.

As long as the tonnage is within 20% and the new parts aren't more than 20% of the total cost then you should be fine.  If you have a ship tooled for the existing design then it will list all eligible designs including unlocked ones.

What do those rescue fighters look like? Do you need emergency cryo on the mothership as well?
Posted by: SpikeTheHobbitMage
« on: May 28, 2020, 12:50:40 AM »

I've never used Boat Bays before and am wondering if they'd be a good addition to my command ships to house sensor fighters to be the commander's eyes and ears. Might be a good replacement or supplement to the massive sensors I put on command variants. Only thing I'm worried about is if it will make the design too different to the point it can't share a shipyard with its standard variant.
I often use Boat Bays to fit rescue fighters on my high value capital ships on the grounds that if my flagship didn't make it then the rest of the fleet didn't either.

As long as the tonnage is within 20% and the new parts aren't more than 20% of the total cost then you should be fine.  If you have a ship tooled for the existing design then it will list all eligible designs including unlocked ones.
Posted by: xenoscepter
« on: May 28, 2020, 12:39:18 AM »

@BasileusMaximos
 - The refit issue depends on the ship in question. The "'X' in a Box" school of Fighter design has been around since VB6. You could have boat bays, hangar decks or more dedicated to expanded magazines (useful for when you want to pack some nukes into your missile cruiser, but only for a particular mission profile), fuel tanks (moar range = moar goob), modular sensors and Flag Bridges... and so on and so forth. So you could definitely do it.

 - I pack scouts on all kinds of ships... even my Fortune Class Frigate, which in addition to being an in-system security vessel, is also a tug, which means a lot of things were omitted to get a high speed. That small boat bay allows the Knife Class to be housed inside of it and deployed to check out suspicious passive contacts.

Fortune Class:
http://aurora2.pentarch.org/index.php?topic=11551.msg135214#new

Knife Class & Friends:
http://aurora2.pentarch.org/index.php?topic=11548.msg135202#new
Posted by: Borealis4x
« on: May 27, 2020, 11:52:29 PM »

I've never used Boat Bays before and am wondering if they'd be a good addition to my command ships to house sensor fighters to be the commander's eyes and ears. Might be a good replacement or supplement to the massive sensors I put on command variants. Only thing I'm worried about is if it will make the design too different to the point it can't share a shipyard with its standard variant.
Posted by: xenoscepter
« on: May 27, 2020, 11:30:14 PM »

Lol, well it's only suicide if they catch you. :P

Fighters are smol and fast, they tend to evade real good... especially against ASMs not built to hit 'em.
Posted by: SpikeTheHobbitMage
« on: May 27, 2020, 11:02:23 PM »

Quote
One big advantage carriers have over ASM ships is that a carrier strike group can strike its target from a different bearing than the carrier.  If ASM ships manage to remain undetected, it doesn't really matter.  The missiles will still fly straight towards the target.  Your enemy can easily follow that bearing right back to your missile ships.  But a carrier strike group can launch its missiles from the flank.  Imagine you've hidden your carrier north of the target.  The strike group flies off to a side and strikes the target from the east.  The enemy head east, planning on counter-attacking your missile ships.  But they find nothing, because you were actually to the north all along.
~Barkhorn

Quote
This is no different from an ASM group firing a barrage and then moving to a new location, beyond the fighters having stealth and speed advantages.  While the AI isn't smart enough to do it, it should be an effective way to draw defenders away from a high value target.
~SpikeTheHobbitMage

What Barkhorn is driving at is that a carrier can be in one place and attack from another. If your ASM ships fire, then the fire comes from them, if they move away they inexorably move from the point of firing. The carrier has no such trouble, and even against NPRs this can make a difference as even the NPRs will tend to attack the ships that are actually shooting at them rather than the carrier. "De-planing" the carrier may require you to produce more fighters, but replacing fighters is way cheaper than dedicated ASM ships. FACs notwithstanding of course, they're a different matter entirely.
Point.  I had not considered strategic suicide missions.
Posted by: xenoscepter
« on: May 27, 2020, 10:57:27 PM »

Quote
One big advantage carriers have over ASM ships is that a carrier strike group can strike its target from a different bearing than the carrier.  If ASM ships manage to remain undetected, it doesn't really matter.  The missiles will still fly straight towards the target.  Your enemy can easily follow that bearing right back to your missile ships.  But a carrier strike group can launch its missiles from the flank.  Imagine you've hidden your carrier north of the target.  The strike group flies off to a side and strikes the target from the east.  The enemy head east, planning on counter-attacking your missile ships.  But they find nothing, because you were actually to the north all along.
~Barkhorn

Quote
This is no different from an ASM group firing a barrage and then moving to a new location, beyond the fighters having stealth and speed advantages.  While the AI isn't smart enough to do it, it should be an effective way to draw defenders away from a high value target.
~SpikeTheHobbitMage

What Barkhorn is driving at is that a carrier can be in one place and attack from another. If your ASM ships fire, then the fire comes from them, if they move away they inexorably move from the point of firing. The carrier has no such trouble, and even against NPRs this can make a difference as even the NPRs will tend to attack the ships that are actually shooting at them rather than the carrier. "De-planing" the carrier may require you to produce more fighters, but replacing fighters is way cheaper than dedicated ASM ships. FACs notwithstanding of course, they're a different matter entirely.
Posted by: SpikeTheHobbitMage
« on: May 27, 2020, 08:28:27 PM »

One big advantage carriers have over ASM ships is that a carrier strike group can strike its target from a different bearing than the carrier.  If ASM ships manage to remain undetected, it doesn't really matter.  The missiles will still fly straight towards the target.  Your enemy can easily follow that bearing right back to your missile ships.  But a carrier strike group can launch its missiles from the flank.  Imagine you've hidden your carrier north of the target.  The strike group flies off to a side and strikes the target from the east.  The enemy head east, planning on counter-attacking your missile ships.  But they find nothing, because you were actually to the north all along.
This is no different from an ASM group firing a barrage and then moving to a new location, beyond the fighters having stealth and speed advantages.  While the AI isn't smart enough to do it, it should be an effective way to draw defenders away from a high value target.
Posted by: alex_brunius
« on: May 27, 2020, 08:24:45 PM »

And I agree that using beam fighters for PD as secondary role is perfectly OK and I do that too.

Carrier beam fighters get exceptionally interesting in a PD role against enemies with obsolete engine tech / missiles slow enough that your fighters can outrun them. Supported by a good enough missile sensor they can kill a disturbing number of missiles just following them along and picking of salvo after salvo.