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Posted by: drmzsz7
« on: June 24, 2014, 04:01:14 PM »

Something you can do for fighters is also a refueling model that fly in the same wing (carrying only extra fuel instead of weapons/sensor/ammo), then you can use the "equalize fuel" button to distribute fuel in the group equally between the ships once the fighters start running low.

This is genius!!! A fighter sized tanker, brilliant!
Posted by: drmzsz7
« on: June 05, 2014, 08:07:44 AM »

That lack of fighters in the earlier game does not seem odd to me.  I will try to explain.

There is an evolution to how we conduct naval combat based on our technology.  You can see this in our shift from shore batteries, to surface combatants, to deck space for naval aviation, to the modern advent of stand off attacks with cruise missiles.

I think seeing the same style of evolution in Aurora based on technology is equally fascinating.

Your looking at it from the wrong direction in regards to new areas of exploration. Man when it went to the oceans did not start out with carriers, nor cruiser sized vessels. Quite the opposite man made canoes, and slowly but surely as engineering competence increased, the vessels progressively got larger and larger. Starting off with "fighter" size of 125-250tons is actually quite reasonable, considering that in comparison with todays tonnage for "space craft", ie orbiter weighs 178,000 lbs or 80 metric tons. This would make even these "fighters" advanced shuttles for a timeframe in the future of our current present.
Posted by: alex_brunius
« on: January 15, 2014, 03:00:53 PM »

Ahhhh I thought it required a hanger the size of what you were refueling (in my case fighters) with larger ships needing only proxi. Thanks!

Something you can do for fighters is also a refueling model that fly in the same wing (carrying only extra fuel instead of weapons/sensor/ammo), then you can use the "equalize fuel" button to distribute fuel in the group equally between the ships once the fighters start running low.
Posted by: drmzsz7
« on: January 15, 2014, 02:51:42 AM »

Ahhhh I thought it required a hanger the size of what you were refueling (in my case fighters) with larger ships needing only proxi. Thanks!
Posted by: MarcAFK
« on: January 14, 2014, 11:55:01 PM »

Any ship that is at the same location as another ship can transfer fuel, or missiles instantly using the individual ship details screen, but if you set a design as a tanker then other ships will be able to refuel from it using the conditional orders ie "refuel from nearest tanker when fuel is at 50%" tankers also get the "dump 90% fuel at location " order.
Posted by: drmzsz7
« on: January 14, 2014, 10:31:40 PM »

Hey I have a question, how do tankers work? do they require a hangar larger then the ship their meant to refuel or is it like hoses in space attached to lines for any ship size.
Posted by: drmzsz7
« on: January 13, 2014, 07:33:14 PM »

Your right, apparently google converter doesnt like copy/paste, it reads the first digit of the whole number only, so it gave a sub tonnage number lol
Posted by: MarcAFK
« on: January 13, 2014, 05:04:13 PM »

That sounds about right,though I think the orbiter itself only weighs about 69 tons. I just want to jump in and point out that I had great trouble designing fighters that slow with conventional engine tech, so basically I said screw it, and made mine 100-200 km /s.
Posted by: alex_brunius
« on: January 13, 2014, 03:42:07 PM »

Great points, but to counter with the RP currently in play, well gaze at our current tech, the space shuttle which is 0.0825 tons unloaded, but at launch jumps to a whopping 2200 tons. I don't imagine mankinds first historical move is going to be building a 8k ton space monster because the necessary support tech would be ridiculously massive as to be impossible.

According to Wikipedia the space shuttle:

Can carry 24.4 tons into orbit.
Weights 78.0 tons empty
Has a total fully loaded system weight of 2000 tons (including boosters and tank)
Has a speed of 7.7 km/s
Posted by: drmzsz7
« on: January 13, 2014, 03:34:53 PM »

haha i know its a bit of an advantage early game as my main shipyard arent used up on a retool.
Posted by: Erik L
« on: January 13, 2014, 03:31:48 PM »

Well in the game im RP running using aurora engine, a ship is anything with a bloody bridge on it, but if it makes ya feel better, Ill call it a geo survey FIGHTER from now on, either way it does the same job Intra system as some 8k behemoth.

Just saying you can call it what you wish, but Aurora will treat it as a fighter, meaning it is built via fighter factories and not shipyards. Call it a toaster if you wish :)
Posted by: drmzsz7
« on: January 13, 2014, 03:19:10 PM »

Well in the game im RP running using aurora engine, a ship is anything with a bloody bridge on it, but if it makes ya feel better, Ill call it a geo survey FIGHTER from now on, either way it does the same job Intra system as some 8k behemoth.

0 Rp Start + RP up to box launcher's, RP for basic engine, rp for missile tracking, RP for launcher, rp for missile within 150 frame! I love this!! 150 means at 500 hangar a 2+1 increase in storage space takes place! Wooo kadeshi swarmers!

Tribal class Navalized Fighter    150 tons     1 Crew     18.9 BP      TCS 3  TH 5  EM 0
1666 km/s     Armour 1-2     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.6
Maint Life 0 Years     MSP 0    AFR 30%    IFR 0.4%    1YR 1    5YR 17    Max Repair 8 MSP
Intended Deployment Time: 0.1 months    Spare Berths 9   
Magazine 4   

Cyclon 5 v1.1.1 (1)    Power 5    Fuel Use 99%    Signature 5    Exp 10%

Gremlin 4 v0.06 (1)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Sweeper .8 v1.2 (1)     Range 1.4m km    Resolution 1
4/1 ASM Ballista v4k.663m (1)  Speed: 4,000 km/s   End: 1.9d    Range: 663.5m km   WH: 1    Size: 4    TH: 14/8/4

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and maintenance purposes
Posted by: Charlie Beeler
« on: January 13, 2014, 01:54:27 PM »

It's really dependent on how you define "out of the box".  Assuming you start with the initial population of 500m, and you're in no way required too, that gives 120k RP.  It's not difficult to have nuclear pulse engine tech and max engine power of x2.  With this tech it's quite simple to have a 250t/5hs fighter with a speed of 3200kps. 

Even restricting RP allocation to baseline nuclear thermal it doesn't require SM'ing anything, just a different RP allocation. 
Posted by: Erik L
« on: January 13, 2014, 01:06:13 PM »

Its not really a fighter, its a geo survey ship so it has to have autonomous capabilities.

In Aurora, any ship 500 tons or under is classed as a fighter. Any ship 500-1000 tons is classed a FAC/Gunboat. Any ship greater than 1000 tons is whatever you want to call it.
Posted by: drmzsz7
« on: January 13, 2014, 01:00:10 PM »

And your absolutely correct 5k is bogus out of the box, nuclear thermal engines, I had to use sm mode to research engine power improvements to about 20k rp before I could fit even a 5km/s engine on a 1k frame with thermal engines. No chance at a 250 fighter hitting 2.5k from the gate.

Out the box smallest 250 fighter I could fit together, biggest engines with enough missiles to be worth being cannon fodder.
Mind you its navalized, it requires a carrier for its maximum 4m range.

Lasher - Navalized Gunboat class Fighter    245 tons     2 Crew     30.7 BP      TCS 4.9  TH 10  EM 0
2040 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Maint Life 0 Years     MSP 0    AFR 49%    IFR 0.7%    1YR 2    5YR 27    Max Repair 6 MSP
Intended Deployment Time: 3 months    Spare Berths 1    
Magazine 12    

5/1 Thermal Fighter Engine (2)    Power 5    Fuel Use 99%    Signature 5    Exp 10%

Size 4 Gunboat Pod (3)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Gunboat ASM Suite (1)     Range 4.1m km    Resolution 5
1/1 ASM Torpedo v1 (12)  Speed: 5,000 km/s   End: 14.8m    Range: 4.4m km   WH: 1    Size: 1    TH: 25/15/7

Anti-Fighter 200/610/0 (1)     GPS 12     Range 610k km    Resolution 4

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

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