Aurora 4x
C# Aurora => General Discussion => Topic started by: Mark Yanning on May 07, 2020, 05:56:15 AM
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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
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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.
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Ok, thanks. About ordnance transfer system, I was not sure. Yep, missiles were built in ordnance factories. They are in stock
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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.
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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. :)
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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.
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I see is also quite hard to design fighters with low tech level. Is hard to make them quick, and able to hit something
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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.
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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.
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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?
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Do you have ordnance on Earth?
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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
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And you've assigned those missiles to those launchers for the ship and/or class?
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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?
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IIRC it is covered here:
https://youtu.be/aXivvfsHAsA (https://youtu.be/aXivvfsHAsA)
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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.
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
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?
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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.
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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"
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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.
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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.
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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.
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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.
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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.
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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?