Aurora 4x

C# Aurora => General Discussion => Topic started by: Mark Yanning on May 07, 2020, 05:56:15 AM

Title: Ammo 0%, orbital station
Post by: Mark Yanning on May 07, 2020, 05:56:15 AM
Hello guys, I'm quite new, and still trying to learn hot to design ships, stations. I have a question about ammo missiles, I designed an orbital station, with launchers, and magazines. I think I load the missiles in the station. But still I got 0% ammo. Is something wrong I'm doing? Thanks

(https://www.boscodiogigia.it/wp-content/uploads/2020/05/starbase.jpg)

This is my setup. Probably completely wrong :) Ship is intended to be a defensive hub, with fighters, and anti missiles

Messina class Orbital Defence Base      13,643 tons       329 Crew       1,720.9 BP       TCS 273    TH 0    EM 0
1 km/s      Armour 4-50       Shields 0-0       HTK 94      Sensors 40/6/0/0      DCR 11      PPV 28
Maint Life 6.32 Years     MSP 2,126    AFR 127%    IFR 1.8%    1YR 92    5YR 1,373    Max Repair 200 MSP
Hangar Deck Capacity 5,000 tons     Magazine 113   
Trierarch    Control Rating 1   BRG   
Intended Deployment Time: 48 months    Flight Crew Berths 100    Morale Check Required   


Erasmus-van Blerk Gauss Cannon R100-100 (2x2)    Range 10,000km     TS: 1,250 km/s     Accuracy Modifier 100%     RM 10,000 km    ROF 5       
Franceschi-Degele Beam Fire Control R48-TS5000 (1)     Max Range: 48,000 km   TS: 5,000 km/s     79 58 38 17 0 0 0 0 0 0

van Dalen-Geluk Armaments Company Size 7.00 Missile Launcher (2)     Missile Size: 7    Rate of Fire 80
Caron Ordnance Anti Missile Size 1 Missile Launcher (2)     Missile Size: 1    Rate of Fire 30
Gustafsson Missile Fire Control FC27-R1 Missile search (1)     Range 27.6m km    Resolution 1
Gustafsson Missile Fire Control FC181-R100 Ship Destroyer (1)     Range 181.4m km    Resolution 100
Amon Missile Stage (30)    Speed: 13,400 km/s    End: 13.4m     Range: 10.8m km    WH: 0    Size: 1.00    TH: 53/32/16
Wu-Dai Hapimou Anti-Ship Missile (10)    Speed: 14,462 km/s    End: 30.3m     Range: 26.3m km    WH: 2    Size: 6.5    TH: 57/34/17
Ordnance Transfer Rate: 40 MSP per hour     Complete Transfer 2.8 hours

Ulyanov-Gusev Active Sensor detect Missiles Active Search Sensor AS5-R2 (1)     GPS 20     Range 5.5m km    Resolution 2
Polyakov-Kashin Electronics Industries Active Sensor 10 strenght ships Active Search Sensor AS22-R140 (1)     GPS 1400     Range 22.7m km    Resolution 140
Van der Post Electronics Industries Size 5 Thermal Sensor TH5-40 (1)     Sensitivity 40     Detect Sig Strength 1000:  50m km
Runde Electronic Systems Em Size 1 commercial EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m 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 Military Vessel for maintenance purposes

Title: Re: Ammo 0%, orbital station
Post by: Black on May 07, 2020, 06:03:29 AM
Do you have the missiles in stock? You must build the missiles in ordnance factories. Also you dont need ordnance tranfer system on your base if the planet has Ordnance Transfer Capability.
Title: Re: Ammo 0%, orbital station
Post by: Mark Yanning on May 07, 2020, 06:08:54 AM
Ok, thanks. About ordnance transfer system, I was not sure. Yep, missiles were built in ordnance factories. They are in stock
Title: Re: Ammo 0%, orbital station
Post by: Black on May 07, 2020, 06:18:54 AM
Try to give your base command to Load Ordnance from Colony.

Few more things to design:

The size 1 missile you are using has no warhead, so it will do no damage. Also it has too much range for anti-missile missile and too low hit chance.

Gauss cannons should be in turrets to serve as anti-missile weapon, if you want to go without turrents you should try 10sm railguns instead.

You dont need 48 months deployment time if the base will be orbiting colony with population.

Also missile detection sensor needs to have resolution 1, yours has resolution 2, it will not detect missiles in time to allow interception.
Title: Re: Ammo 0%, orbital station
Post by: Mark Yanning on May 07, 2020, 06:27:53 AM
Allright, I forgot about the reload order from colony, thanks, now it works fine. I must improve my technology level to design a decent missile I guess. Still, I haven't try a fight yet. Hopefully I'll encounter some aliens :). I'll modify the design following your suggestions and try to design some fighters with railguns for now.  :)
Title: Re: Ammo 0%, orbital station
Post by: Black on May 07, 2020, 06:34:24 AM
Anti missiles are problem on low tech, because it is hard to get decent missile with low tech. Early game railguns are best for point defence, because they require little tech investment. Later turreted quad gauss is better, but you need solid tech development in several fields to make them viable.

You most likely made the missiles after the base was constructed, if you have missiles in stock new ship should load them automatically after construction.
Title: Re: Ammo 0%, orbital station
Post by: Mark Yanning on May 07, 2020, 06:45:29 AM
I see is also quite hard to design fighters with low tech level. Is hard to make them quick, and able to hit something
Title: Re: Ammo 0%, orbital station
Post by: Black on May 07, 2020, 06:48:52 AM
I see is also quite hard to design fighters with low tech level. Is hard to make them quick, and able to hit something

Beam fighters were hit hard, because dedicated fighter beam control was removed, you now have to use normal full size fire control.
Title: Re: Ammo 0%, orbital station
Post by: Father Tim on May 07, 2020, 08:52:25 AM
Also missile detection sensor needs to have resolution 1, yours has resolution 2, it will not detect missiles in time to allow interception.

More accurately, it will detect missiles at one-quarter the range it would do so if it were resolution 1.
Title: Re: Ammo 0%, orbital station
Post by: Kaiser on May 12, 2020, 02:00:16 PM
Hi guys, can you help me with?

CG Hannover 001  (Hannover - Copy - Copy class Missile Cruiser)      12.660 tons       372 Crew       1.873.5 BP       TCS 253    TH 300    EM 0
2369 km/s      Armour 4-48       Shields 0-0       HTK 76      Sensors 50/50/0/0      DCR 12      PPV 40
Maint Life 4.89 Years     MSP 1.109    AFR 107%    IFR 1.5%    1YR 77    5YR 1.152    Max Repair 420.0 MSP
Magazine 100   
Fregattankapitan    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Nuclear Pulse Engine  EP200.00 (3)    Power 600    Fuel Use 354.18%    Signature 100.0    Explosion 20%
Fuel Capacity 3.000.000 Litres    Range 12 billion km (58 days at full power)

Wurm-Neubauer Size 10 Missile Launcher (4)     Missile Size: 10    Rate of Fire 95
Wertmüller Electronic Systems Missile Fire Control FC135-R100 (50%) (1)     Range 135.8m km    Resolution 100
Ordnance Transfer Rate: 40 MSP per hour     Complete Transfer 2.5 hours

Roentgen & Seydlitz Active Search Sensor AS135-R100 (50%) (1)     GPS 33600     Range 135.8m km    Resolution 100
Ackerman Electronics EM Sensor EM10-50 (1)     Sensitivity 50     Detect Sig Strength 1000:  55.9m km
Ackerman Electronics Thermal Sensor TH10-50 (1)     Sensitivity 50     Detect Sig Strength 1000:  55.9m km

ECCM-1 (1)         This design is classed as a Military Vessel for maintenance purposes

I am unable to load ordnance from Earth, how is it supposed to work?
Title: Re: Ammo 0%, orbital station
Post by: Pedroig on May 12, 2020, 02:22:43 PM
Do you have ordnance on Earth?
Title: Re: Ammo 0%, orbital station
Post by: Kaiser on May 12, 2020, 02:26:07 PM
Do you have ordnance on Earth?

40 of them and this is the missle design:

Missile Size: 4.00 MSP  (10.000 Tons)     Warhead: 2    Radiation Damage: 2    Manoeuvre Rating: 10
Speed: 11.200 km/s     Fuel: 5.000     Flight Time: 105 minutes     Range: 70.56m km
Cost Per Missile: 1.652     Development Cost: 165
Chance to Hit: 1k km/s 112.0%   3k km/s 37.3%   5k km/s 22.4%   10k km/s 11.2%

Materials Required
Tritanium  0.5
Gallicite  1.152
Fuel:  5000
Title: Re: Ammo 0%, orbital station
Post by: Pedroig on May 12, 2020, 02:35:28 PM
And you've assigned those missiles to those launchers for the ship and/or class?
Title: Re: Ammo 0%, orbital station
Post by: Kaiser on May 12, 2020, 04:09:24 PM
And you've assigned those missiles to those launchers for the ship and/or class?

No, It seems I've missed this step, how I do it?
Title: Re: Ammo 0%, orbital station
Post by: Pedroig on May 12, 2020, 04:32:23 PM
IIRC it is covered here:
https://youtu.be/aXivvfsHAsA (https://youtu.be/aXivvfsHAsA)
Title: Re: Ammo 0%, orbital station
Post by: Kaiser on May 24, 2020, 06:18:33 AM
I have a collier with 250 missles loaded and an Ordnance transfer module.

Then I have 3 cruisers I want replenish to, both fleet are stationary on a jump point, however there's no way I can transfer the ordnance from the collier to the cruiser.

Class and ship template are set all the same with the right missles both for the collier and the cruiser.
I have tried different order but nothing seem working.

Code: [Select]
CG Hannover 004  (Hannover class Missile Cruiser)      12.660 tons       372 Crew       1.873.5 BP       TCS 253    TH 300    EM 0
2369 km/s      Armour 4-48       Shields 0-0       HTK 76      Sensors 50/50/0/0      DCR 12      PPV 40
Maint Life 4.89 Years     MSP 1.109    AFR 107%    IFR 1.5%    1YR 77    5YR 1.152    Max Repair 420 MSP
Magazine 100   
Fregattankapitan    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Nuclear Pulse Engine  EP200.00 (3)    Power 600    Fuel Use 354.18%    Signature 100.0    Explosion 20%
Fuel Capacity 3.000.000 Litres    Range 12 billion km (58 days at full power)

Wurm-Neubauer Size 10 Missile Launcher (4)     Missile Size: 10    Rate of Fire 95
Wertmüller Electronic Systems Missile Fire Control FC135-R100 (50%) (1)     Range 135.8m km    Resolution 100
Ordnance Transfer Rate: 40 MSP per hour     Complete Transfer 2.5 hours

Roentgen & Seydlitz Active Search Sensor AS135-R100 (50%) (1)     GPS 33600     Range 135.8m km    Resolution 100
Ackerman Electronics EM Sensor EM10-50 (1)     Sensitivity 50     Detect Sig Strength 1000:  55.9m km
Ackerman Electronics Thermal Sensor TH10-50 (1)     Sensitivity 50     Detect Sig Strength 1000:  55.9m km

ECCM-1 (1)         This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
AMT Kaiserin 001  (Kaiserin class Ammunition Transport)      5.257 tons       80 Crew       517.9 BP       TCS 105    TH 100    EM 0
951 km/s      Armour 2-26       Shields 0-0       HTK 18      Sensors 0/0/0/0      DCR 3      PPV 0
Maint Life 1.18 Years     MSP 184    AFR 74%    IFR 1.0%    1YR 136    5YR 2.039    Max Repair 295 MSP
Magazine 1.003   
Korvettenkapitan    Control Rating 1   BRG   
Intended Deployment Time: 6 months    Morale Check Required   

Seelig Turbines Improved Nuclear Pulse Engine  EP100.00 (1)    Power 100    Fuel Use 35.84%    Signature 100    Explosion 8%
Fuel Capacity 500.000 Litres    Range 47.8 billion km (581 days at full power)

Arms Admiralty Islands Anti-Ship Missile (250)    Speed: 11.200 km/s    End: 105m     Range: 70.6m km    WH: 2    Size: 4    TH: 37/22/11
Ordnance Transfer Rate: 80 MSP per hour     Complete Transfer 12.5 hours

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

Can someone help me with?
Title: Re: Ammo 0%, orbital station
Post by: Kristover on May 24, 2020, 10:48:33 AM
Did you set the ammunition ship to be a collier in the class design page?  I have made this mistake with supply and tankers before.  If you did, easy to fix....just SM on and then click the appropriate box in the class design window.
Title: Re: Ammo 0%, orbital station
Post by: Droll on May 24, 2020, 11:42:28 AM
Did you set the ammunition ship to be a collier in the class design page?  I have made this mistake with supply and tankers before.  If you did, easy to fix....just SM on and then click the appropriate box in the class design window.

I think SM mode is not needed for simple designation updates like "tanker", "supply" and "collier"
Title: Re: Ammo 0%, orbital station
Post by: Kaiser on May 24, 2020, 11:48:42 AM
Did you set the ammunition ship to be a collier in the class design page?  I have made this mistake with supply and tankers before.  If you did, easy to fix....just SM on and then click the appropriate box in the class design window.

Yes it is, I have been trying all day, but did not work.
Title: Re: Ammo 0%, orbital station
Post by: DFNewb on May 24, 2020, 12:02:04 PM
Did you set the ammunition ship to be a collier in the class design page?  I have made this mistake with supply and tankers before.  If you did, easy to fix....just SM on and then click the appropriate box in the class design window.

Yes it is, I have been trying all day, but did not work.

If you post your DB I will give it a look.
Title: Re: Ammo 0%, orbital station
Post by: SpikeTheHobbitMage on May 24, 2020, 12:41:19 PM
Did you set the ammunition ship to be a collier in the class design page?  I have made this mistake with supply and tankers before.  If you did, easy to fix....just SM on and then click the appropriate box in the class design window.

I think SM mode is not needed for simple designation updates like "tanker", "supply" and "collier"
Confirmed.  SM mode is not needed to change those boxes even with a locked design.
Title: Re: Ammo 0%, orbital station
Post by: Father Tim on June 06, 2020, 05:11:06 AM
I have a collier with 250 missles loaded and an Ordnance transfer module. . .

. . .Can someone help me with?


Switch to comma for thousands and period for decimal separator, and try again.  It's the most likely source of the error if you've done the other stuff.
Title: Re: Ammo 0%, orbital station
Post by: Rince Wind on June 06, 2020, 11:50:25 AM
Put them in the same fleet, set the collier to reload same fleet in the ship window and give them an order to move somewhere. 
Title: Re: Ammo 0%, orbital station
Post by: SpikeTheHobbitMage on June 08, 2020, 12:07:36 AM
I have a collier with 250 missles loaded and an Ordnance transfer module. . .

. . .Can someone help me with?


Switch to comma for thousands and period for decimal separator, and try again.  It's the most likely source of the error if you've done the other stuff.
You have sharp eyes.

@Kaiser
To transfer ordnance the collier must be part of the same fleet (sub-fleet arrangements work) and it must have the appropriate loading order on the Ship Design tab in the Naval Organization Window.
Load Fleet Ordnance will transfer missiles to other ships if they have space.
Replace Fleet Ordnance will transfer wanted missiles to other ships while transferring unwanted missiles back to the collier.
Remove Fleet Ordnance will unload ships of their missiles even if their ordnance templates specify them.

This is probably a stupid question, but do the colliers actually have missiles on board or are they only templated to have them?