Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: blue emu on April 29, 2020, 10:54:16 AM
-
Aurora automatically assigns Flight Crew Berths at a rate of 20 per Hanger Bay.
But what if I need more than that?
Sting class Carrier 24,987 tons 376 Crew 2,778.3 BP TCS 500 TH 1,875 EM 0
3752 km/s Armour 3-76 Shields 0-0 HTK 207 Sensors 6/8/0/0 DCR 12 PPV 31.68
Maint Life 2.12 Years MSP 1,233 AFR 416% IFR 5.8% 1YR 365 5YR 5,481 Max Repair 182.4 MSP
Hangar Deck Capacity 5,000 tons Magazine 640
Commander Control Rating 2 BRG AUX
Intended Deployment Time: 22 months Flight Crew Berths 100 Morale Check Required
Ion Drive EP312.50 Y36 (6) Power 1875.0 Fuel Use 44.27% Signature 312.5 Explosion 10%
Fuel Capacity 4,790,000 Litres Range 77.9 billion km (240 days at full power)
Quad Gauss Cannon R300-100 Y23 Turret Y27 (1x12) Range 30,000km TS: 16000 km/s Power 0-0 RM 30,000 km ROF 5
Beam PD Fire Control R96-TS16000 2x4 Y34 (1) Max Range: 96,000 km TS: 16,000 km/s 90 79 69 58 48 38 27 17 6 0
Stinger-1 ASM 6-4wh-17k100m Y37 (107) Speed: 17,067 km/s End: 98.1m Range: 100.5m km WH: 4 Size: 6 TH: 68/40/20
Active Search Sensor AS39-R100 Y30 (1) GPS 2100 Range 39.8m km Resolution 100
Thermal Sensor TH1.0-6 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
EM Sensor EM1.0-8 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
Strike Group
2x Antenna Fighter-Scout Speed: 12159 km/s Size: 5.14
16x Wasp Fighter Speed: 11793 km/s Size: 5.3
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 Military Vessel for maintenance purposes
Antenna class Fighter-Scout 258 tons 9 Crew 84.1 BP TCS 5 TH 63 EM 0
12159 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0
Maint Life 0 Years MSP 0 AFR 51% IFR 0.7% 1YR 15 5YR 226 Max Repair 47.2 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 6 days Morale Check Required
FTR-2 Ion Drive EP62.50 Y38 (1) Power 62.5 Fuel Use 1546.80% Signature 62.5 Explosion 25%
Fuel Capacity 20,000 Litres Range 0.9 billion km (20 hours at full power)
Active Search Sensor AS59-R100 Y40 (1) GPS 4725 Range 59.7m km Resolution 100
This design is classed as a Fighter for production, combat and planetary interaction
Wasp class Fighter 265 tons 8 Crew 72 BP TCS 5 TH 63 EM 0
11793 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 6
Maint Life 0 Years MSP 0 AFR 52% IFR 0.7% 1YR 10 5YR 148 Max Repair 31.5 MSP
Magazine 6
Lieutenant Commander Control Rating 1
Intended Deployment Time: 6 days Morale Check Required
FTR-2 Ion Drive EP62.50 Y38 (1) Power 62.5 Fuel Use 1546.80% Signature 62.5 Explosion 25%
Fuel Capacity 20,000 Litres Range 0.9 billion km (20 hours at full power)
Size 6.00 Box Launcher (1) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
FTR Missile Fire Control FC97-R100 Y38 (1) Range 97.5m km Resolution 100
Boomer HASM 6-9wh-17k-65m Y38 (1) Speed: 17,067 km/s End: 63.5m Range: 65.1m km WH: 9 Size: 6 TH: 68/40/20
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
I need 146 berths for my air-crew. Aurora gives me only 100. Is there some way around this? Do I really need to find thousands of extra tonnage for a couple of empty hangar bays?
-
you can reduce the deployment time on your fighters which will reduce the large crews. you have 6 day deployment times on fighters with 20 hour fuel supplies. With a 2 day deployment time (2.4 times the fuel available) the crew sizes will drop significantly.
-
you can reduce the deployment time on your fighters which will reduce the large crews. you have 6 day deployment times on fighters with 20 hour fuel supplies. With a 2 day deployment time (2.4 times the fuel available) the crew sizes will drop significantly.
I quartered the deployment time (from 6 days to 1.5) and it made no difference at all to the crew requirements.
Crew size isn't determined by deployment time, is it? I thought only life support mass was affected.
-
The way I read the change, you don't need more than that. The '20 flight crew berths per hangar bay' are assumed to be sufficient for all parasite ships, so you won't have to fiddle with flight crew berths in order to get the exact amount. Essentially, that process has been abstracted away and replaced by a set '20 crew flight crew berths' per hangar bay.
http://aurora2.pentarch.org/index.php?topic=8495.msg104051#msg104051
-
Not sure if WAI, but crew size is not reduced with <1 month deployments. 20 flight crew berths per hangar will not suffice w/o the reduction.
-
The way I read the change, you don't need more than that. The '20 flight crew berths per hangar bay' are assumed to be sufficient for all parasite ships, so you won't have to fiddle with flight crew berths in order to get the exact amount. Essentially, that process has been abstracted away and replaced by a set '20 crew flight crew berths' per hangar bay.
http://aurora2.pentarch.org/index.php?topic=8495.msg104051#msg104051
Yeah, I'm pretty sure this is how it's intended to work. A "flight crew berth" is presumably a berth for the entire flight crew of one parasite and so if you cram more than 20 parasites into a 1000 ton hanger space then you might have an RP difficulty (I don't think it would affect it mechanically though).
-
Well... at least this theory can be tested. I'll fill the Bays with Fighters, putting me nearly 50% over the limit if the theory is wrong, and we'll see if I get any "overcrowding" messages.
For SCIENCE!
-
The way I read the change, you don't need more than that. The '20 flight crew berths per hangar bay' are assumed to be sufficient for all parasite ships, so you won't have to fiddle with flight crew berths in order to get the exact amount. Essentially, that process has been abstracted away and replaced by a set '20 crew flight crew berths' per hangar bay.
http://aurora2.pentarch.org/index.php?topic=8495.msg104051#msg104051 (http://aurora2.pentarch.org/index.php?topic=8495.msg104051#msg104051)
Yeah, I'm pretty sure this is how it's intended to work. A "flight crew berth" is presumably a berth for the entire flight crew of one parasite and so if you cram more than 20 parasites into a 1000 ton hanger space then you might have an RP difficulty (I don't think it would affect it mechanically though).
Flight crew birth were handled as 'per crew member' in VB6 and I don't think that changed.
-
The way I read the change, you don't need more than that. The '20 flight crew berths per hangar bay' are assumed to be sufficient for all parasite ships, so you won't have to fiddle with flight crew berths in order to get the exact amount. Essentially, that process has been abstracted away and replaced by a set '20 crew flight crew berths' per hangar bay.
http://aurora2.pentarch.org/index.php?topic=8495.msg104051#msg104051 (http://aurora2.pentarch.org/index.php?topic=8495.msg104051#msg104051)
Yeah, I'm pretty sure this is how it's intended to work. A "flight crew berth" is presumably a berth for the entire flight crew of one parasite and so if you cram more than 20 parasites into a 1000 ton hanger space then you might have an RP difficulty (I don't think it would affect it mechanically though).
Flight crew birth were handled as 'per crew member' in VB6 and I don't think that changed.
As was posted in one of the previous messages: http://aurora2.pentarch.org/index.php?topic=8495.msg104051#msg104051
-
That doesn't specify if 1 flight crew birth = 1 crew or 1 fighters entire crew
-
Steve has said that the mechanic does not work as it did in VB6. You do not have to worry about the number of crew for parasites anymore and the value 20 is only there for show. It does not matter how many crew your parasites actually have as the hangar module assume there is enough space for all of them.
If you find that it works otherwise it should be a bug.
-
That doesn't specify if 1 flight crew birth = 1 crew or 1 fighters entire crew
It does say that "[t]hese berths are assumed to be sufficient for whatever parasite warships are present." Which means you don't have to worry about additional flight crew berths.
-
I misinterpreted that part as 'steve assumes they are sufficent for any fighter we put in there' rather than 'its automagicly sufficient crew space for any ship players put in there'
-
you can reduce the deployment time on your fighters which will reduce the large crews. you have 6 day deployment times on fighters with 20 hour fuel supplies. With a 2 day deployment time (2.4 times the fuel available) the crew sizes will drop significantly.
I quartered the deployment time (from 6 days to 1.5) and it made no difference at all to the crew requirements.
Crew size isn't determined by deployment time, is it? I thought only life support mass was affected.
You are correct - deployment time only affects how much life support tonnage each crew member requires, it does not affect the amount of crew itself.
-
I’m not sure that’s entirely accurate. I have 100 ton fighters with .1 deployment time, and they take two crew, even though any ship with an engine, a weapon, and a fire control should require 3 crew even with very small components.
-
Aurora automatically assigns Flight Crew Berths at a rate of 20 per Hanger Bay.
But what if I need more than that?
Hi,
While designing my first carrier I noticed that boat bay and hangar deck both generated a 20 flight crew berth.
If you need more flight crew berth, try changing hangar deck with boat bay. It is more expansive, but you can increase your number of flight crew berth.
Hope it helps.
-
I%u2019m not sure that%u2019s entirely accurate. I have 100 ton fighters with .1 deployment time, and they take two crew, even though any ship with an engine, a weapon, and a fire control should require 3 crew even with very small components.
I have designed 500 ton, engineless, missile defense stations before with zero crew. Even with something like 30x box launchers, a MFC, and a set of passive and active sensors, these stations still had zero crew. I deleted the DB file but I might try and recreate these again soon.
EDIT: See missile defense station below:
Ragnar class Orbital Weapon Platform 497 tons 0 Crew 27.1 BP TCS 10 TH 0 EM 0
1 km/s Armour 1-5 Shields 0-0 HTK 0 Sensors 0/0/0/0 DCR 0 PPV 3.4
Maint Life 10.34 Years MSP 40 AFR 99% IFR 1.4% 1YR 1 5YR 10 Max Repair 1.0 MSP
Magazine 34
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3 months Morale Check Required
Size 1 Box Launcher (32) Missile Size: 1 Hangar Reload 50 minutes MF Reload 8 hours
Size 2.0 Box Launcher (1) Missile Size: 2.0 Hangar Reload 70 minutes MF Reload 11 hours
Missile Fire Control FC11-R100 (1) Range 11.7m km Resolution 100
Missile Fire Control FC20-R500 (1) Range 20m km Resolution 500
Missile Fire Control FC2-R1 (1) Range 2.5m km Resolution 1
Interplanetary Ballistic Missile (1) Speed: 100 km/s End: 7.4d Range: 64.6m km WH: 0 Size: 2.000 TH: 0/0/0
Spy Satellite (EM) (1) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1 TH: 0/0/0
Spy Satellite (Thermal) (1) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1 TH: 0/0/0
Orbital Launch Ballistic Missile (30) Speed: 200 km/s End: 47.4m Range: 0.6m km WH: 1 Size: 1.000 TH: 1/0/0
Active Search Sensor AS1-R1 (1) GPS 1 Range 1.3m km MCR 113.5k km Resolution 1
Active Search Sensor AS5-R100 (1) GPS 100 Range 5.9m km Resolution 100
Active Search Sensor AS10-R500 (1) GPS 500 Range 10m km Resolution 500
EM Sensor EM0.1-0.5 (1) Sensitivity 0.5 Detect Sig Strength 1000: 5.6m km
Thermal Sensor TH0.1-0.5 (1) Sensitivity 0.5 Detect Sig Strength 1000: 5.6m km
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
-
Crew are determined by the components.
Crew berthing is determined by the deployment.
That is to say, the number and size of quarters you require for a craft is determined by deployment. Since the quarters do not add beds, rather, just crew tonnage, and deployment scales crew tonnage, deployment will change the tonnage of your ship, not its crew count.
-
Hi,
the subject was flight crew berth, not crew berth.
I omit a flight at one point and I have now corrected it.
-
In C# you don't need to worry about providing crew space for parasites. Hangars automatically provide enough crew space, which is to say that the hangar has a built in crew space requirement and it is defined as being enough for all docked parasites regardless of how many crew the parasites actually have.
-
In C# you don't need to worry about providing crew space for parasites. Hangars automatically provide enough crew space, which is to say that the hangar has a built in crew space requirement and it is defined as being enough for all docked parasites regardless of how many crew the parasites actually have.
In the first post, blue emu said that the default value was not enough for his designs.
-
In C# you don't need to worry about providing crew space for parasites. Hangars automatically provide enough crew space, which is to say that the hangar has a built in crew space requirement and it is defined as being enough for all docked parasites regardless of how many crew the parasites actually have.
In the first post, blue emu said that the default value was not enough for his designs.
Under VB rules it wouldn't have been, but the rules have changed in C#.