Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: DFNewb on May 16, 2020, 07:38:26 PM
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Started a non-TN start recently, I used fighters to survey Sol and then realized why not use civ carriers to ferry them around to survey?
CivCarrier MKII class Carrier 9 054 tons 71 Crew 370.7 BP TCS 181 TH 120 EM 0
662 km/s JR 1-25(C) Armour 1-38 Shields 0-0 HTK 19 Sensors 5/5/0/0 DCR 1 PPV 0
MSP 2 025 Max Repair 100 MSP
Hangar Deck Capacity 2 000 tons
Captain Control Rating 1 BRG
Intended Deployment Time: 3 months Flight Crew Berths 40
JC10K Commercial Jump Drive Max Ship Size 10500 tons Distance 25k km Squadron Size 1
Commercial Improved Nuclear Pulse Engine EP120.0 (1) Power 120.0 Fuel Use 1.73% Signature 120.0 Explosion 3%
Fuel Capacity 250 000 Litres Range 287.8 billion km (5031 days at full power)
Active Search Sensor AS21-R120 (1) GPS 1440 Range 21.6m km Resolution 120
Thermal Sensor TH1.0-5.0 (1) Sensitivity 5.0 Detect Sig Strength 1000: 17.7m km
EM Sensor EM1.0-5.0 (1) Sensitivity 5.0 Detect Sig Strength 1000: 17.7m km
This design is classed as a Commercial Vessel for maintenance purposes
Geocraft MKII class Geological Survey Craft 500 tons 13 Crew 123.1 BP TCS 10 TH 9 EM 0
901 km/s Armour 1-5 Shields 0-0 HTK 2 Sensors 0/0/0/1 DCR 0 PPV 0
Maint Life 9.48 Years MSP 138 AFR 8% IFR 0.1% 1YR 3 5YR 42 Max Repair 100 MSP
Commander Control Rating 1
Intended Deployment Time: 24 months Morale Check Required
Improved Nuclear Pulse Engine EP9.00 (1) Power 9.0 Fuel Use 6.30% Signature 9.00 Explosion 3%
Fuel Capacity 6 000 Litres Range 34.3 billion km (440 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Fighter for production, combat and planetary interaction
The grav one is the exact same but with a grav sensor instead.
Micro is not so bad. 1 geo and 3 grav's per carrier.
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Well it worked out, instead of losing an expensive large ship with a big engine all I lost was the geo-survey craft!
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Huh, I like that. When I start a new game for 1. 10 I may steal that plan. Though having no survey ships to captain will make my officer corps sad for the first few decades.
You lose out on the science department benefit, but slightly faster survey point generation doesn't seem very important. And the loss in fuel efficiency from smaller engines is probably well made up by the smaller hulls. . .
Plus it's easy to swap out one of the surveyors for a small sensor platform if you want a better chance of not blindly ramming your surveyors into a death trap.
I might separate carrier and jumpship functions, but considering how small your jump carrier worked out to maybe not. . .
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Though having no survey ships to captain will make my officer corps sad for the first few decades.
Each of the survey fighters will have a commander, so you will probably have more officers employed. I am usually several decades in before I have researched a science department, so that is not a loss.
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Deployment clock is only paused in commercial hangars, right? So you might want to make them longer? If you had 20 instead of 4 maybe 2 years is plenty.
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Deployment clock is only paused in commercial hangars, right? So you might want to make them longer? If you had 20 instead of 4 maybe 2 years is plenty.
I was using autonomous survey ships that had only 2 year deployment and less speed than these. 2 years was more than sufficient for two ships to grav-survey a system, probably sufficient to survey at least two systems. It sometimes took a couple rounds for two ships to geosurvey a system, if it was a system with a dense asteroid field and/or a whole lot of gas giant moons. This seems a pretty reasonable package for surveying on average one system per deployment.
And of course the hangar-based design means you can re-arrange the loadout if you need extra geosurvey touch-up or want more grav-survey platforms to sweep through empty systems.
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If you install a maintanace module and a Fuel one you can stay for quite a bit. Just increase the deployment of the fighters to 60 months. I think only commercial hangar won't allow you to replenish MSP, not sure about the fuel though.
My next test game will be experementing with hangars even if the current fleet management is very stressful, lookingbforward to 1.1 for that...maybe that's why I postponed for so long.
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Deployment clock is only paused in commercial hangars, right? So you might want to make them longer? If you had 20 instead of 4 maybe 2 years is plenty.
I've had more issues with maintenance failure than deployment time due to commercial hangers not being able to resupply parasites it seems. If the failure happens on the carrier it's fine (uses carrier MSP) but otherwise it is not working as intended. Civ hangers cannot reload box launchers either so I am assuming they are very bugged atm.
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While you probably should be able to move maintenance supplies to a ship inside a commercial hangar, if that doesn't work adding cargo shuttles should allow you to transfer supplies.
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Civ hangers cannot reload box launchers either so I am assuming they are very bugged atm.
This is WAI. You need ordnance transfer module and commercial magazine.
http://aurora2.pentarch.org/index.php?topic=8495.msg103584#msg103584
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Civ hangers cannot reload box launchers either so I am assuming they are very bugged atm.
This is WAI. You need ordnance transfer module and commercial magazine.
http://aurora2.pentarch.org/index.php?topic=8495.msg103584#msg103584
Well not the post you linked but a future post clarifies it.
The post you linked is misleading in a lot of ways.
This is the accurate info:
In C# Aurora, transferring ordnance is no longer instant and ships without specialised equipment cannot exchange ordnance in space. A ship can only receive ordnance at a Spaceport, an Ordnance Transfer Station, a ship with a Ordnance Transfer System, a base with a Ordnance Transfer Hub or in a military hangar bay.
Even tho the one you linked did say they are made specific to reload box launchers and says nothing about it being different from military ones in that regard...
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Civ hangers cannot reload box launchers either so I am assuming they are very bugged atm.
This is WAI. You need ordnance transfer module and commercial magazine.
http://aurora2.pentarch.org/index.php?topic=8495.msg103584#msg103584
Also I just tested it. Even with all 3 components they cannot reload box launchers.
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Civ hangers cannot reload box launchers either so I am assuming they are very bugged atm.
This is WAI. You need ordnance transfer module and commercial magazine.
http://aurora2.pentarch.org/index.php?topic=8495.msg103584#msg103584
Well not the post you linked but a future post clarifies it.
The post you linked is misleading in a lot of ways.
This is the accurate info:
In C# Aurora, transferring ordnance is no longer instant and ships without specialised equipment cannot exchange ordnance in space. A ship can only receive ordnance at a Spaceport, an Ordnance Transfer Station, a ship with a Ordnance Transfer System, a base with a Ordnance Transfer Hub or in a military hangar bay.
Even tho the one you linked did say they are made specific to reload box launchers and says nothing about it being different from military ones in that regard...
The post covers the commercial magazines and the ordnance commercial magazines which I have mentioned. Then yes it saying box launchers so I guess unless you have box launchers it won't work.
Civ hangers cannot reload box launchers either so I am assuming they are very bugged atm.
This is WAI. You need ordnance transfer module and commercial magazine.
http://aurora2.pentarch.org/index.php?topic=8495.msg103584#msg103584
Also I just tested it. Even with all 3 components they cannot reload box launchers.
I will do some testing too as now I am intrigued. My guess is that you'll have to refuel and reload in flight before docking again and there could be a bug involved of reloading while docked, yes.
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Civ hangers cannot reload box launchers either so I am assuming they are very bugged atm.
This is WAI. You need ordnance transfer module and commercial magazine.
http://aurora2.pentarch.org/index.php?topic=8495.msg103584#msg103584
Well not the post you linked but a future post clarifies it.
The post you linked is misleading in a lot of ways.
This is the accurate info:
In C# Aurora, transferring ordnance is no longer instant and ships without specialised equipment cannot exchange ordnance in space. A ship can only receive ordnance at a Spaceport, an Ordnance Transfer Station, a ship with a Ordnance Transfer System, a base with a Ordnance Transfer Hub or in a military hangar bay.
Even tho the one you linked did say they are made specific to reload box launchers and says nothing about it being different from military ones in that regard...
The post covers the commercial magazines and the ordnance commercial magazines which I have mentioned. Then yes it saying box launchers so I guess unless you have box launchers it won't work.
Civ hangers cannot reload box launchers either so I am assuming they are very bugged atm.
This is WAI. You need ordnance transfer module and commercial magazine.
http://aurora2.pentarch.org/index.php?topic=8495.msg103584#msg103584
Also I just tested it. Even with all 3 components they cannot reload box launchers.
I will do some testing too as now I am intrigued. My guess is that you'll have to refuel and reload in flight before docking again and there could be a bug involved of reloading while docked, yes.
Military hangers give you a drop down box to reload parasites and whatever. Commercial does not give this so there is no way to reload the landed ships.
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you should report on bugs thread then
EDIT: a very stupid question I know: is the collider, supply and tanker flagged in your carrier design?
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you should report on bugs thread then
EDIT: a very stupid question I know: is the collider, supply and tanker flagged in your carrier design?
Yes I tried this already, does not let them reload box launchers even if I put it to "give ordinance to fleet" or subfleet. I know it's clearly a bug, already reported it.
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you should report on bugs thread then
EDIT: a very stupid question I know: is the collider, supply and tanker flagged in your carrier design?
Yes I tried this already, does not let them reload box launchers even if I put it to "give ordinance to fleet" or subfleet. I know it's clearly a bug, already reported it.
It actually works, you just need to wait for the time to pass and both fuel and ordnance get loaded once they are in the hangar. I just tested, I can send you the DB if you want.
tested designs:
CARRIER
Akutan class Carrier 40,683 tons 352 Crew 1,376.4 BP TCS 814 TH 1,600 EM 0
1966 km/s Armour 1-105 Shields 0-0 HTK 147 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 2,021 Max Repair 200 MSP
Hangar Deck Capacity 3,000 tons Magazine 100
Capitan de Corbeta Control Rating 1 BRG
Intended Deployment Time: 60 months Flight Crew Berths 60
Maintenance Modules: 1 module(s) capable of supporting ships of 1,600 tons
Commercial Nuclear Pulse Engine EP80.0 (20) Power 1600 Fuel Use 5.12% Signature 80 Explosion 4%
Fuel Capacity 1,000,000 Litres Range 86.4 billion km (508 days at full power)
Refuelling Capability: 80,000 litres per hour Complete Refuel 12 hours
Sangju Buoy (51) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1.95 TH: 0/0/0
Ordnance Transfer Rate: 64 MSP per hour Complete Transfer 1.6 hours
Strike Group
1x Butte Hangar Geological Survey Craft Speed: 1605 km/s Size: 4.98
1x Butte no Hangar Geological Survey Craft Speed: 1503 km/s Size: 5.32
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 Commercial Vessel for maintenance purposes
FIGHTER WITHOUT BOX LAUNCHER
Butte no Hangar class Geological Survey Craft 267 tons 9 Crew 43 BP TCS 5 TH 8 EM 0
1503 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0.6
Maint Life 20.77 Years MSP 50 AFR 6% IFR 0.1% 1YR 0 5YR 3 Max Repair 20 MSP
Magazine 18
Capitan de Corbeta Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Nuclear Pulse Engine EP8.00 (1) Power 8 Fuel Use 252.98% Signature 8 Explosion 10%
Fuel Capacity 10,000 Litres Range 2.7 billion km (20 days at full power)
Size 2.0 Missile Launcher (30.0% Reduction) (1) Missile Size: 2 Rate of Fire 2125
Missile Fire Control FC2-R1 (1) Range 2.5m km Resolution 1
Sangju Buoy (9) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1.95 TH: 0/0/0
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
FIGHTER WITH BOX LAUNCHER
Butte Hangar class Geological Survey Craft 250 tons 8 Crew 41 BP TCS 5 TH 8 EM 0
1605 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0.3
Maint Life 22.76 Years MSP 50 AFR 5% IFR 0.1% 1YR 0 5YR 3 Max Repair 20 MSP
Magazine 18
Capitan de Corbeta Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Nuclear Pulse Engine EP8.00 (1) Power 8 Fuel Use 252.98% Signature 8 Explosion 10%
Fuel Capacity 10,000 Litres Range 2.9 billion km (20 days at full power)
Size 2.0 Box Launcher (1) Missile Size: 2 Hangar Reload 70 minutes MF Reload 11 hours
Missile Fire Control FC2-R1 (1) Range 2.5m km Resolution 1
Sangju Buoy (9) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1.95 TH: 0/0/0
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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you should report on bugs thread then
EDIT: a very stupid question I know: is the collider, supply and tanker flagged in your carrier design?
Yes I tried this already, does not let them reload box launchers even if I put it to "give ordinance to fleet" or subfleet. I know it's clearly a bug, already reported it.
It actually works, you just need to wait for the time to pass and both fuel and ordnance get loaded once they are in the hangar. I just tested, I can send you the DB if you want.
tested designs:
CARRIER
Akutan class Carrier 40,683 tons 352 Crew 1,376.4 BP TCS 814 TH 1,600 EM 0
1966 km/s Armour 1-105 Shields 0-0 HTK 147 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 2,021 Max Repair 200 MSP
Hangar Deck Capacity 3,000 tons Magazine 100
Capitan de Corbeta Control Rating 1 BRG
Intended Deployment Time: 60 months Flight Crew Berths 60
Maintenance Modules: 1 module(s) capable of supporting ships of 1,600 tons
Commercial Nuclear Pulse Engine EP80.0 (20) Power 1600 Fuel Use 5.12% Signature 80 Explosion 4%
Fuel Capacity 1,000,000 Litres Range 86.4 billion km (508 days at full power)
Refuelling Capability: 80,000 litres per hour Complete Refuel 12 hours
Sangju Buoy (51) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1.95 TH: 0/0/0
Ordnance Transfer Rate: 64 MSP per hour Complete Transfer 1.6 hours
Strike Group
1x Butte Hangar Geological Survey Craft Speed: 1605 km/s Size: 4.98
1x Butte no Hangar Geological Survey Craft Speed: 1503 km/s Size: 5.32
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 Commercial Vessel for maintenance purposes
FIGHTER WITHOUT BOX LAUNCHER
Butte no Hangar class Geological Survey Craft 267 tons 9 Crew 43 BP TCS 5 TH 8 EM 0
1503 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0.6
Maint Life 20.77 Years MSP 50 AFR 6% IFR 0.1% 1YR 0 5YR 3 Max Repair 20 MSP
Magazine 18
Capitan de Corbeta Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Nuclear Pulse Engine EP8.00 (1) Power 8 Fuel Use 252.98% Signature 8 Explosion 10%
Fuel Capacity 10,000 Litres Range 2.7 billion km (20 days at full power)
Size 2.0 Missile Launcher (30.0% Reduction) (1) Missile Size: 2 Rate of Fire 2125
Missile Fire Control FC2-R1 (1) Range 2.5m km Resolution 1
Sangju Buoy (9) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1.95 TH: 0/0/0
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
FIGHTER WITH BOX LAUNCHER
Butte Hangar class Geological Survey Craft 250 tons 8 Crew 41 BP TCS 5 TH 8 EM 0
1605 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0.3
Maint Life 22.76 Years MSP 50 AFR 5% IFR 0.1% 1YR 0 5YR 3 Max Repair 20 MSP
Magazine 18
Capitan de Corbeta Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Nuclear Pulse Engine EP8.00 (1) Power 8 Fuel Use 252.98% Signature 8 Explosion 10%
Fuel Capacity 10,000 Litres Range 2.9 billion km (20 days at full power)
Size 2.0 Box Launcher (1) Missile Size: 2 Hangar Reload 70 minutes MF Reload 11 hours
Missile Fire Control FC2-R1 (1) Range 2.5m km Resolution 1
Sangju Buoy (9) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1.95 TH: 0/0/0
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
Why do you have a magazine on your boxlauncher fighter? mine do not have it and they are not loading in the 1 hour it says it should take. Your carrier also has a Maintenance Module, are you sure they are not reloading their box launchers through that?
Are your fighters reloading in 70 minutes or 11 hours?
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you should report on bugs thread then
EDIT: a very stupid question I know: is the collider, supply and tanker flagged in your carrier design?
Yes I tried this already, does not let them reload box launchers even if I put it to "give ordinance to fleet" or subfleet. I know it's clearly a bug, already reported it.
It actually works, you just need to wait for the time to pass and both fuel and ordnance get loaded once they are in the hangar. I just tested, I can send you the DB if you want.
tested designs:
CARRIER
Akutan class Carrier 40,683 tons 352 Crew 1,376.4 BP TCS 814 TH 1,600 EM 0
1966 km/s Armour 1-105 Shields 0-0 HTK 147 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 2,021 Max Repair 200 MSP
Hangar Deck Capacity 3,000 tons Magazine 100
Capitan de Corbeta Control Rating 1 BRG
Intended Deployment Time: 60 months Flight Crew Berths 60
Maintenance Modules: 1 module(s) capable of supporting ships of 1,600 tons
Commercial Nuclear Pulse Engine EP80.0 (20) Power 1600 Fuel Use 5.12% Signature 80 Explosion 4%
Fuel Capacity 1,000,000 Litres Range 86.4 billion km (508 days at full power)
Refuelling Capability: 80,000 litres per hour Complete Refuel 12 hours
Sangju Buoy (51) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1.95 TH: 0/0/0
Ordnance Transfer Rate: 64 MSP per hour Complete Transfer 1.6 hours
Strike Group
1x Butte Hangar Geological Survey Craft Speed: 1605 km/s Size: 4.98
1x Butte no Hangar Geological Survey Craft Speed: 1503 km/s Size: 5.32
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 Commercial Vessel for maintenance purposes
FIGHTER WITHOUT BOX LAUNCHER
Butte no Hangar class Geological Survey Craft 267 tons 9 Crew 43 BP TCS 5 TH 8 EM 0
1503 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0.6
Maint Life 20.77 Years MSP 50 AFR 6% IFR 0.1% 1YR 0 5YR 3 Max Repair 20 MSP
Magazine 18
Capitan de Corbeta Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Nuclear Pulse Engine EP8.00 (1) Power 8 Fuel Use 252.98% Signature 8 Explosion 10%
Fuel Capacity 10,000 Litres Range 2.7 billion km (20 days at full power)
Size 2.0 Missile Launcher (30.0% Reduction) (1) Missile Size: 2 Rate of Fire 2125
Missile Fire Control FC2-R1 (1) Range 2.5m km Resolution 1
Sangju Buoy (9) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1.95 TH: 0/0/0
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
FIGHTER WITH BOX LAUNCHER
Butte Hangar class Geological Survey Craft 250 tons 8 Crew 41 BP TCS 5 TH 8 EM 0
1605 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0.3
Maint Life 22.76 Years MSP 50 AFR 5% IFR 0.1% 1YR 0 5YR 3 Max Repair 20 MSP
Magazine 18
Capitan de Corbeta Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Nuclear Pulse Engine EP8.00 (1) Power 8 Fuel Use 252.98% Signature 8 Explosion 10%
Fuel Capacity 10,000 Litres Range 2.9 billion km (20 days at full power)
Size 2.0 Box Launcher (1) Missile Size: 2 Hangar Reload 70 minutes MF Reload 11 hours
Missile Fire Control FC2-R1 (1) Range 2.5m km Resolution 1
Sangju Buoy (9) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1.95 TH: 0/0/0
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
Why do you have a magazine on your boxlauncher fighter? mine do not have it and they are not loading in the 1 hour it says it should take. Your carrier also has a Maintenance Module, are you sure they are not reloading their box launchers through that?
Are your fighters reloading in 70 minutes or 11 hours?
I just copied the design. So the hangar shouldnt have a magazine as it can only reload from hangar, the other was the original design, I have done a multiple drops.
yes I am sure as under fleet you had 87% ammo and 90% fuel.
I dont know I let a cycle of 5 days to pass then chack again and both were 100% fuel and 98% ammo (as the magazine does not fill fully. Before they had 9 missiles, laued one sensor drop to 8 after back in hangar and after 5sec cycle nothing so i thought let me see with more time clicked on 5 days and they were full. I then tried another way which was without actually land and did work as well, the only annoyance was that the order must be submitted from the carrier. Join resupply, refuel and reload target feel which is your scout (not the box launcher as that can be reloaded only in the hangar).
Regarding Maint module: I designed the carrier the way I would have designed as it necessary to provide also maint support. I dont think they get ammo from there as that is only for MSP.
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you should report on bugs thread then
EDIT: a very stupid question I know: is the collider, supply and tanker flagged in your carrier design?
Yes I tried this already, does not let them reload box launchers even if I put it to "give ordinance to fleet" or subfleet. I know it's clearly a bug, already reported it.
It actually works, you just need to wait for the time to pass and both fuel and ordnance get loaded once they are in the hangar. I just tested, I can send you the DB if you want.
tested designs:
CARRIER
Akutan class Carrier 40,683 tons 352 Crew 1,376.4 BP TCS 814 TH 1,600 EM 0
1966 km/s Armour 1-105 Shields 0-0 HTK 147 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 2,021 Max Repair 200 MSP
Hangar Deck Capacity 3,000 tons Magazine 100
Capitan de Corbeta Control Rating 1 BRG
Intended Deployment Time: 60 months Flight Crew Berths 60
Maintenance Modules: 1 module(s) capable of supporting ships of 1,600 tons
Commercial Nuclear Pulse Engine EP80.0 (20) Power 1600 Fuel Use 5.12% Signature 80 Explosion 4%
Fuel Capacity 1,000,000 Litres Range 86.4 billion km (508 days at full power)
Refuelling Capability: 80,000 litres per hour Complete Refuel 12 hours
Sangju Buoy (51) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1.95 TH: 0/0/0
Ordnance Transfer Rate: 64 MSP per hour Complete Transfer 1.6 hours
Strike Group
1x Butte Hangar Geological Survey Craft Speed: 1605 km/s Size: 4.98
1x Butte no Hangar Geological Survey Craft Speed: 1503 km/s Size: 5.32
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 Commercial Vessel for maintenance purposes
FIGHTER WITHOUT BOX LAUNCHER
Butte no Hangar class Geological Survey Craft 267 tons 9 Crew 43 BP TCS 5 TH 8 EM 0
1503 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0.6
Maint Life 20.77 Years MSP 50 AFR 6% IFR 0.1% 1YR 0 5YR 3 Max Repair 20 MSP
Magazine 18
Capitan de Corbeta Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Nuclear Pulse Engine EP8.00 (1) Power 8 Fuel Use 252.98% Signature 8 Explosion 10%
Fuel Capacity 10,000 Litres Range 2.7 billion km (20 days at full power)
Size 2.0 Missile Launcher (30.0% Reduction) (1) Missile Size: 2 Rate of Fire 2125
Missile Fire Control FC2-R1 (1) Range 2.5m km Resolution 1
Sangju Buoy (9) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1.95 TH: 0/0/0
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
FIGHTER WITH BOX LAUNCHER
Butte Hangar class Geological Survey Craft 250 tons 8 Crew 41 BP TCS 5 TH 8 EM 0
1605 km/s Armour 1-3 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 0.3
Maint Life 22.76 Years MSP 50 AFR 5% IFR 0.1% 1YR 0 5YR 3 Max Repair 20 MSP
Magazine 18
Capitan de Corbeta Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Nuclear Pulse Engine EP8.00 (1) Power 8 Fuel Use 252.98% Signature 8 Explosion 10%
Fuel Capacity 10,000 Litres Range 2.9 billion km (20 days at full power)
Size 2.0 Box Launcher (1) Missile Size: 2 Hangar Reload 70 minutes MF Reload 11 hours
Missile Fire Control FC2-R1 (1) Range 2.5m km Resolution 1
Sangju Buoy (9) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 1.95 TH: 0/0/0
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
Why do you have a magazine on your boxlauncher fighter? mine do not have it and they are not loading in the 1 hour it says it should take. Your carrier also has a Maintenance Module, are you sure they are not reloading their box launchers through that?
Are your fighters reloading in 70 minutes or 11 hours?
I just copied the design. So the hangar shouldnt have a magazine as it can only reload from hangar, the other was the original design, I have done a multiple drops.
yes I am sure as under fleet you had 87% ammo and 90% fuel.
I dont know I let a cycle of 5 days to pass then chack again and both were 100% fuel and 98% ammo (as the magazine does not fill fully. Before they had 9 missiles, laued one sensor drop to 8 after back in hangar and after 5sec cycle nothing so i thought let me see with more time clicked on 5 days and they were full. I then tried another way which was without actually land and did work as well, the only annoyance was that the order must be submitted from the carrier. Join resupply, refuel and reload target feel which is your scout (not the box launcher as that can be reloaded only in the hangar).
Regarding Maint module: I designed the carrier the way I would have designed as it necessary to provide also maint support. I dont think they get ammo from there as that is only for MSP.
Maint modules reload box launchers.... This is a C# change.
Again try it again but this time properly and you will see it does not work. If it does work, then how do you unload the boxlaunchers? On a normal carrier there is an option to unload or to replace parasite ordinance, how do you do it with commercial carriers? That option does not exist.
See the:
Hangar Reload 70 minutes MF Reload 11 hours
Your maintenance module reloads the box launcher in 11 hours, should be done in 70 min in your hanger.
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Will try again then.
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So did the test, box laubcher doesnt work but the other works fine.
You select the carrier use the order join refuel resupply and reload ordnance to the target fighter and gets reloaded.
So the bug is currently on the commercial hangar module and the box launcher.
Obviously it does not work as intended and it is unconfortable (but I read steve saying he did change this in 1.1)
In flight commands are all working as intended.
I will cancel the post on the bug report adding the findings