Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: Silverkeeper on April 14, 2020, 01:58:24 AM
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Conventional Empire. Making fighters, would this work
Typhoon class Fighter 356 tons 2 Crew 19,4 BP TCS 7 TH 2 EM 0
281 km/s Armour 1-4 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0 PPV 8
Maint Life 0 Years MSP 0 AFR 71% IFR 1,0% 1YR 2 5YR 25 Max Repair 5 MSP
Magazine 8
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
Eurojet Small Fighter Engine (1) Power 2,0 Fuel Use 223,61% Signature 2,00 Explosion 10%
Fuel Capacity 5 000 Litres Range 1,1 billion km (46 days at full power)
Small Fighter Pod Bay (4) Pod Size: 2,0 Hangar Reload 70 minutes MF Reload 11 hours
Basic Fire Control (1) Range 11,7m km Resolution 100
MK-30 Fighter Autocannon Pod (2) Armour Penetration: 0 Damage: 6 Shots: 3
Sparrow Fighter Air-to-Air Pod (5) Armour Penetration: 0,375 Damage: 0,75 Shots: 1
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 planetary interaction
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1. Thats very slow, i'm assuming that this is for ground support only, if so great if not far too slow
2.you have enough fuel for 46 days at full power but only an intended deployment of 3 days, are the engines fully boosted?, a five ton MSP module might be a good idea as well
other than that it looks good (also please note I am by no means an expert)
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I think it has a lot of unnecessary components if it is a pure ground attack fighter... as far as I know neither engine, fuel is important and you don't need a fire control either if you are just using it as a ground attack craft.
So this small fighter are probably alright for that purpose...
Victory class Ground Attack Craft 25 tons 1 Crew 10.3 BP TCS 0 TH 1 EM 0
2065 km/s Armour 1-0 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0 PPV 4
Maint Life 0 Years MSP 0 AFR 4% IFR 0.1% 1YR 0 5YR 1 Max Repair 6 MSP
Magazine 4
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
Ion Drive EP1.56 (1) Power 1.6 Fuel Use 1397.54% Signature 1.56 Explosion 12%
Fuel Capacity 1 000 Litres Range 0.5 billion km (71 hours at full power)
Size 1 Fighter Pod Bay (4) Pod Size: 1 Hangar Reload 50 minutes MF Reload 8 hours
Assertive Fighter Air-to-Air Pod (1) Armour Penetration: 0.625 Damage: 1.25 Shots: 1
Adventurous Fighter Autocannon Pod (1) Armour Penetration: 0 Damage: 10 Shots: 3
Assurance Fighter Bombardment Pod (1) Armour Penetration: 2 Damage: 1 Shots: 3
You can choose between loading any of the three fighter pods...
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Thank you ;D How about this. I know its slow but i only have nuclear thermal level technology.
Storm class Patrol Craft 979 tons 30 Crew 65,1 BP TCS 20 TH 40 EM 0
2043 km/s Armour 2-8 Shields 0-0 HTK 8 Sensors 0/0/0/0 DCR 0 PPV 3
Maint Life 4,70 Years MSP 20 AFR 15% IFR 0,2% 1YR 1 5YR 22 Max Repair 20,00 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
Eurojet M-40 Nuclear Thermal Engine (1) Power 40,0 Fuel Use 218,37% Signature 40,00 Explosion 12%
Fuel Capacity 100 000 Litres Range 8,4 billion km (47 days at full power)
Advanced Test Labs 10cm Infrared Laser (1) Range 30 000km TS: 2 043 km/s Power 3-1 RM 10 000 km ROF 15
Advanced Test Labs Beam Fire Controll (1) Max Range: 40 000 km TS: 2 000 km/s 38 25 12 0 0 0 0 0 0 0
R3 Pressurised Water Reactor (1) Total Power Output 3 Exp 5%
SA-10 Active Search Sensor (1) GPS 300 Range 10,1m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
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For Nuclear Thermal I personally think 2000 km/s as a minimum speed for large crafts and this being a small I imagine fast craft the speed seems way too slow and would look for something along 3000 - 4000 km/s range. So half or twice the speed of large crafts.
Edit. As the craft has fuel for 47 days but deployment time of 3 days I would say that cut it for other parts. If you need to move them then you most likely need fueler with them anyway for any kind of range so you have like 40 days of fuel extra.
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What's the mission that Storm is trying to do? It doesn't seem to be able to achieve much. With just a single, slow, laser, it won't pack much punch at all. The maintenance life and fuel amounts are far too large compared to the deployment time. Maybe you can squeeze another laser if you cut down on them. Even if you can't put another reactor in, it just means your lasers fire every 30 seconds instead of every 15 seconds - total damage output remains the same but you can double your alpha strike.
Since they are FAC sized and cheap, you could make a flotilla of dozen and use them to harass enemy ships that stray too close to your naval base.
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For the Laser Armed Fighter, I would recommend replacing it with Gauss at this tech level. Beam Fighters in general are worse off in C# on account of the lack of Fighter FCS, and at this tech level they are practically neutered by it. This is one way of going about it, although it is still very slow, it can conduct orbital bombardments and is better than nothing for Anti-Missile work.
It is worth noting, that four of these can be maintained by a single Maintenance Facility / Module. It is also worth noting that the Planetary Protection value (PPV) is fairly good on a per BP basis, making these an OK-ish means of making your colonists feel safe. A one billion km range also gives them some damn good legs for an early tech Fighter.
Warthog II -A class Fighter 250 tons 7 Crew 17 BP TCS 5 TH 10 EM 0
2007 km/s Armour 1-3 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0 PPV 1.0
Maint Life 8.50 Years MSP 40 AFR 50% IFR 0.7% 1YR 1 5YR 15 Max Repair 5.00 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 4.5 days Morale Check Required
Nuclear Thermal Engine EP10.00 (1) Power 10.0 Fuel Use 223.61% Signature 10.00 Explosion 10%
Fuel Capacity 3,000 Litres Range 1 billion km (5 days at full power)
Gauss Cannon R100-8.00 (2x2) Range 10,000km TS: 2,007 km/s Accuracy Modifier 100% RM 10,000 km ROF 5
Beam Fire Control R20-TS2000 (1) Max Range: 20,000 km TS: 2,000 km/s 50 0 0 0 0 0 0 0 0 0
Active Search Sensor AS1-R1 (1) GPS 1 Range 1.3m km MCR 137.4k km Resolution 1
This design is classed as a Fighter for production, combat and planetary interaction
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For the Laser Armed Fighter, I would recommend replacing it with Gauss at this tech level. Beam Fighters in general are worse off in C# on account of the lack of Fighter FCS, and at this tech level they are practically neutered by it. This is one way of going about it, although it is still very slow, it can conduct orbital bombardments and is better than nothing for Anti-Missile work.
It is worth noting, that four of these can be maintained by a single Maintenance Facility / Module. It is also worth noting that the Planetary Protection value (PPV) is fairly good on a per BP basis, making these an OK-ish means of making your colonists feel safe. A one billion km range also gives them some damn good legs for an early tech Fighter.
Warthog II -A class Fighter 250 tons 7 Crew 17 BP TCS 5 TH 10 EM 0
2007 km/s Armour 1-3 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0 PPV 1.0
Maint Life 8.50 Years MSP 40 AFR 50% IFR 0.7% 1YR 1 5YR 15 Max Repair 5.00 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 4.5 days Morale Check Required
Nuclear Thermal Engine EP10.00 (1) Power 10.0 Fuel Use 223.61% Signature 10.00 Explosion 10%
Fuel Capacity 3,000 Litres Range 1 billion km (5 days at full power)
Gauss Cannon R100-8.00 (2x2) Range 10,000km TS: 2,007 km/s Accuracy Modifier 100% RM 10,000 km ROF 5
Beam Fire Control R20-TS2000 (1) Max Range: 20,000 km TS: 2,000 km/s 50 0 0 0 0 0 0 0 0 0
Active Search Sensor AS1-R1 (1) GPS 1 Range 1.3m km MCR 137.4k km Resolution 1
This design is classed as a Fighter for production, combat and planetary interaction
Note when 1.4 comes around those won't have 100 percent accuracy modifiers anymore so they are not as good as they look.
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Now as for Ground Attack craft, no one really has much experience with them... aside from Steve of course. :P
This design is effectively the Warthog II -A, but with Fighter Pods instead of Gauss. It has a little less range than the -A version, but it furnishes you with 4 size 10 fighter pods. Likewise, the PPV of this vessel is a whopping 40, with a BP of about 50. That makes them even better than the -A for making your colonists feel safe. The downside is that this craft really can't do anything except ground support, so the -A is still better if you actually want to shoot something in space. The -A also functions as a scout, with it's Active Sensor System. The same Active Sensor also also it to engage enemy missiles.
Warthog II -B class Fighter 250 tons 2 Crew 49.4 BP TCS 5 TH 10 EM 0
2002 km/s Armour 1-3 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0 PPV 40
Maint Life 3.77 Years MSP 20 AFR 50% IFR 0.7% 1YR 2 5YR 33 Max Repair 10 MSP
Magazine 40
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
Nuclear Thermal Engine EP10.00 (1) Power 10.0 Fuel Use 223.61% Signature 10.00 Explosion 10%
Fuel Capacity 1,000 Litres Range 0.3 billion km (44 hours at full power)
Size 10 Fighter Pod Bay (4) Pod Size: 10 Hangar Reload 158 minutes MF Reload 26 hours
This design is classed as a Fighter for production, combat and planetary interaction
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I was assuming the Gauss was as good as the VB6. Beam Fighters at Nuclear Thermal is something of a lose-lose situation in C#... at least compared to VB6.
Please note that these ships assume a fresh TN start, with no technologies yet researched outside of the Racial Techs (engines, guns etc.) These could be a LOT better with High-Density Duranium and 1.25x Power mod. They are in fact much better suited to Ion Engines and Composite armor. Also, it is worth noting that w/o Fighter FCS modules, these craft are more severely hindered by the low-tech Fire Controls, and that advances there would create a marked increase in their capabilities.
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How should I deal with NPRs when I have Magneto-Plasma Drives? Any Idea of fighters or other ships? Are missiles still OP? Or I can focus on other weapons?
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How should I deal with NPRs when I have Magneto-Plasma Drives? Any Idea of fighters or other ships? Are missiles still OP? Or I can focus on other weapons?
Personally, I think the point of the game is to find out all that stuff for yourself. Build some ships and FACs and small craft and ground forces and see how they work. If they don't work, try to figure out why.
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Fighter Pods need Missile Fire Control, but the absolute bare minimum
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UKM Kepler class Geological Survey Vessel 4 148 tons 41 Crew 183 BP TCS 83 TH 25 EM 0
301 km/s Armour 1-23 Shields 0-0 HTK 15 Sensors 0/0/0/1 DCR 0 PPV 0
Maint Life 1,42 Years MSP 126 AFR 550% IFR 7,6% 1YR 69 5YR 1 031 Max Repair 100 MSP
Fregattankapitan Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required
[DMG] ZM22-1 PS13 (2) Power 25,0 Fuel Use 11,18% Signature 12,5 Explosion 5%
Fuel Capacity 50 000 Litres Range 19,4 billion km (745 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
[DMG] ZM22-1 PS13
Engine Power 12,5 Fuel Use Per Hour 1,4 litres Fuel per EPH 0,11
Thermal Signature 12,5 Explosion Chance 5%
Commercial Engine
Cost 5 Size 1 250 tons Crew 12 HTK 5
Base Change to hit 100%
Materials Required: Gallicite 5
Why Military? Engines 25, 50%
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Because Geological Survey Sensors are military components in C# Aurora.
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Because Geological Survey Sensors are military components in C# Aurora.
Not an invalid reason, but not a requirement either. If your survey ships are going to go very far, and not necessarily need to do it fast, civilian engines get much better fuel economy with lower maintenance.
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Not an invalid reason, but not a requirement either. If your survey ships are going to go very far, and not necessarily need to do it fast, civilian engines get much better fuel economy with lower maintenance.
Don't forget that if you use a civilian engine, you also need a civilian jump drive even if the vessel is military.