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Topic Summary

Posted by: CharonJr
« on: February 26, 2015, 02:32:50 PM »

I really like their little FAC brother as well, even if the armor and speed is not perfect.

Code: [Select]
Spitfire Mk4 class Fast Attack Craft    950 tons     9 Crew     459.8 BP      TCS 19  TH 200  EM 0
10526 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 8
Maint Life 0 Years     MSP 0    AFR 190%    IFR 2.6%    1YR 202    5YR 3036    Max Repair 240 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   

Hamilton-Rhodes 200 EP Internal Fusion Drive (1)    Power 200    Fuel Use 569.21%    Signature 200    Exp 25%
Fuel Capacity 50 000 Litres    Range 1.7 billion km   (43 hours at full power)

Pearce-Harper 25cm C4 Far Ultraviolet Laser (1)    Range 320 000km     TS: 10526 km/s     Power 16-4     RM 5    ROF 20        16 16 16 16 16 13 11 10 8 8
Newman Electronics Fire Control S04 160-10000 (1)    Max Range: 320 000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Lord-Jackson Tokamak Fusion Reactor Technology PB-1 (1)     Total Power Output 4    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes
Posted by: linkxsc
« on: February 26, 2015, 02:25:32 PM »

Starting to like that destroyer even more.
Posted by: CharonJr
« on: February 26, 2015, 02:11:06 PM »

Slight update due to friendly allied aliens providing new engine techs 1.5 years before we would have gotten there by ourself.

Heavy Cruiser is basically unchanged, just exchanging some fuel due to more efficient engines for a second PD FC.

Code: [Select]
Invincible class Heavy Cruiser    20 000 tons     437 Crew     3787.6 BP      TCS 400  TH 2600  EM 0
6500 km/s     Armour 8-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 11     PPV 115.94
Maint Life 2.18 Years     MSP 1302    AFR 290%    IFR 4%    1YR 367    5YR 5509    Max Repair 240 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 13   
Hangar Deck Capacity 500 tons     Cryogenic Berths 200   

Wells International 200 EP Internal Fusion Drive (13)    Power 200    Fuel Use 54%    Signature 200    Exp 10%
Fuel Capacity 2 510 000 Litres    Range 41.8 billion km   (74 days at full power)

Pearce-Harper 25cm C4 Far Ultraviolet Laser (1)    Range 320 000km     TS: 6500 km/s     Power 16-4     RM 5    ROF 20        16 16 16 16 16 13 11 10 8 8
Triple James-Godfrey 20cm C1 Far UV Laser Turret (3x3)    Range 320 000km     TS: 10000 km/s     Power 30-3     RM 5    ROF 50        10 10 10 10 10 8 7 6 5 5
Quad Doyle Systems GC R2-100 Turret 20k (2x12)    Range 20 000km     TS: 20000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Johnson Electronics Fire Control S00.5 10-20000 (2)    Max Range: 20 000 km   TS: 20000 km/s     50 0 0 0 0 0 0 0 0 0
Newman Electronics Fire Control S04 160-10000 (1)    Max Range: 320 000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Lord-Jackson Tokamak Fusion Reactor Technology PB-1 (4)     Total Power Output 16    Armour 0    Exp 5%

Knight & Palmer Active Search Sensor MR7-R1 (1)     GPS 56     Range 7.8m km    MCR 854k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Destroyer speed is now faster than the Spoiler FACs and a lot of tonnage has been saved by the new engines.

Code: [Select]
Broadsword class Destroyer    4 650 tons     110 Crew     1153.6 BP      TCS 93  TH 1000  EM 0
10752 km/s     Armour 4-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 8
Maint Life 2.16 Years     MSP 310    AFR 86%    IFR 1.2%    1YR 89    5YR 1331    Max Repair 240 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

Wells International 200 EP Internal Fusion Drive (5)    Power 200    Fuel Use 54%    Signature 200    Exp 10%
Fuel Capacity 540 000 Litres    Range 38.7 billion km   (41 days at full power)

Pearce-Harper 25cm C4 Far Ultraviolet Laser (1)    Range 320 000km     TS: 10752 km/s     Power 16-4     RM 5    ROF 20        16 16 16 16 16 13 11 10 8 8
Newman Electronics Fire Control S04 160-10000 (1)    Max Range: 320 000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Lord-Jackson Tokamak Fusion Reactor Technology PB-1 (1)     Total Power Output 4    Armour 0    Exp 5%

Knight & Palmer Active Search Sensor MR7-R1 (1)     GPS 56     Range 7.8m km    MCR 854k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
Posted by: SteelChicken
« on: February 26, 2015, 07:49:40 AM »

Yup, if they outspeed me I have problems, even more so since this means that they might have fast missiles as well.

But essentially if a beam fleet has lower speed it is out of business till it gets new engines and it is time to call in the missile boys and girls and make this battle more expensive for us resource-wise. So when they run and rearm we run and call friends ;)

Tactically this is bad.  You will likely get your butt handed to you...but most of the fun of Aurora is role playing which includes a lot of butt kicking on all sides :)
Posted by: CharonJr
« on: February 26, 2015, 12:57:48 AM »

Thx, so trading some fuel for an additional PD FC seems like a good idea for a later upgrade.
Posted by: Erik L
« on: February 25, 2015, 06:12:11 PM »

BTW, if the Wiki about fire controls is right only one flight of missiles will be targeted by a single PD FC.

As far as I know, that is still accurate.
Posted by: CharonJr
« on: February 25, 2015, 03:35:45 PM »

Yup, if they outspeed me I have problems, even more so since this means that they might have fast missiles as well.

But essentially if a beam fleet has lower speed it is out of business till it gets new engines and it is time to call in the missile boys and girls and make this battle more expensive for us resource-wise. So when they run and rearm we run and call friends ;)

BTW, if the Wiki about fire controls is right only one flight of missiles will be targeted by a single PD FC.
Posted by: Erik L
« on: February 25, 2015, 03:26:39 PM »

With beam ships this is exactly what I want actually ;)

And with the other fleets it is fairly similar as well, essentially the actives say "Here we are and we have come to stay, feel free to try to remove us from here" ;)

But what happens when they out speed you and have missiles? A beam force will most likely take out a majority of the missiles, but you can't catch them before they run and rearm.
Posted by: CharonJr
« on: February 25, 2015, 03:07:05 PM »

Don't forget that active is a beacon saying "Here I am! Shoot me!" to nearly the entire system.

With beam ships this is exactly what I want actually ;)

And with the other fleets it is fairly similar as well, essentially the actives say "Here we are and we have come to stay, feel free to try to remove us from here" ;)
Posted by: linkxsc
« on: February 25, 2015, 02:53:47 PM »

Well with the stealthy submarine idea, you can do it at any tech level, just need to keep the throttle on the ship on the low side so you arent detected until you get close (ofcourse thermal sig reduction helps a lot)

But stealth ships like that are never really great against enemy warships, and should be kept to commerce raiding (like real subs were used for) occasionally Ive been successful in hitting enemy warships with a few large hard hitting missiles from a "sub" but if they have any missile defense... yeah.
Posted by: Erik L
« on: February 25, 2015, 02:50:25 PM »

You are right, but since I need actives anyway to spot baddies for my missile ships I just can't get myself to research usefull/long range passives as well. I can't remember ever having played a game of Aurora where I wasnt in need of more research and thus had to skip on some techs (which is good).

I would really like to build some stealthy submarine type of ships who stealth their way towards an unsuspecting enemy and destroy him. But since a single large sensor equiped torpedo-like missile would most likely just get shot down and many small missiles would take away from the submarine theme I have not done this yet. But this is the kind of game where I would surely invest a lot of research into passives.

Actually how much detection would you need to "see" a 800 thermal signature from 255mkm away?

Don't forget that active is a beacon saying "Here I am! Shoot me!" to nearly the entire system.
Posted by: CharonJr
« on: February 25, 2015, 02:47:06 PM »

You are right, but since I need actives anyway to spot baddies for my missile ships I just can't get myself to research usefull/long range passives as well. I can't remember ever having played a game of Aurora where I wasnt in need of more research and thus had to skip on some techs (which is good).

I would really like to build some stealthy submarine type of ships who stealth their way towards an unsuspecting enemy and destroy him. But since a single large sensor equiped torpedo-like missile would most likely just get shot down and many small missiles would take away from the submarine theme I have not done this yet. But this is the kind of game where I would surely invest a lot of research into passives.

Actually how much detection would you need to "see" a 800 thermal signature from 255mkm away?
Posted by: SteelChicken
« on: February 25, 2015, 02:10:47 PM »

The 500t hangars house long range active sensor craft - like the ww2 cruisers did with their spotter aircraft. The current sensors are a 255R170 and a 70R15.
Sure, makes sense.

Quote
And for pure main line combat vessels I always keep the actives on, so there is no use for passives.

Edit: added sensor info
A large passive sensor can detect things MUCH further away than a short range active.   Just an opinion.
Posted by: linkxsc
« on: February 25, 2015, 01:42:25 PM »

Where are your passive sensors and long range actives?

As long as some ship has an active ping on the target, all ships can fire on them. This is why you'll often see "command ships" and such loaded out with large active sensors spotting for the fleet.

Also the "spotter drone" concept isnt new here, several players have used them. Personally I go with 4 250t ones on most ships above 20kt. They are a size 2 engine, with 50t of fuel, and a size 2 active or passive sensor (usually 1 7000t sensor, ans 1 anti missile sensor 1)
Posted by: CharonJr
« on: February 25, 2015, 10:41:33 AM »

The 500t hangars house long range active sensor craft - like the ww2 cruisers did with their spotter aircraft. The current sensors are a 255R170 and a 70R15.

And for pure main line combat vessels I always keep the actives on, so there is no use for passives.

Edit: added sensor info