Aurora 4x

C# Aurora => C# Mechanics => Topic started by: Borealis4x on June 03, 2020, 05:37:57 AM

Title: Should Fighters Need Commanders?
Post by: Borealis4x on June 03, 2020, 05:37:57 AM
Do you think it is necessary for fighter craft to have commanders?

Don't get me wrong, I love know there's a named dude in each of my fighter-craft, but I worry that also makes the cost of losing them too steep. And realistically most of those ships would be piloted by a more junior officer than is meant to be modeled in Aurora.

What I hope for is that Aurora gets updated to model ALL officers, including the most junior grades. Ship components like sensors, fire controls, and cargo shuttle bays should all need a certain number of junior officers assigned to it depending on the size. If the officer has stats relevant to their station, they improve the function of that part somewhat. Academy spawn rates would be adjusted to account for the dramatic increase use of officers, of course.

Either way, right now it feels weird having mid-level officers all fly fighters and I hope something changes there.
Title: Re: Should Fighters Need Commanders?
Post by: Cosinus on June 03, 2020, 06:17:08 AM
Fighters in Aurora are not comparable to the fighters of the present which usually only have 1 or 2 crew members. Fighters in Aurora have 10-20 crew, sometimes even more. So I agree with them needing a commander. This officer cost is one of the trade offs of using fighters, but fighters give you some other advantages (like high range) to make up for it.
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 03, 2020, 06:42:17 AM
Fighters in Aurora are NOT traditional one man fighters. They are actually more like small Frigates or Corvette size.

A 300t Aurora fighter are roughly the size of a 4000t wet nave Frigate and might have 15-30 crew. Contrary to how many people think I never use fighters in the throwaway fashion as both crew and officers ARE important... both for moral and resources.
Title: Re: Should Fighters Need Commanders?
Post by: Shadow on June 03, 2020, 07:50:35 AM
Command-wise, 15-30 men is the realm of naval lieutenants still. They're different yet in that regard similar to one-man fighters.

As far as implementing junior officers goes, I'm all for it but the game would need to be able to more intelligently assign them in order not to create a micromanagement hell. Volume of officers aside, the lower ranks would have the most turnout, so that heightens the need for solid automation.
Title: Re: Should Fighters Need Commanders?
Post by: DFNewb on June 03, 2020, 08:18:04 AM
My craft only have two people, you guys are just making your fighters too large clearly :)

Quote
Bomber - class Bomber      125 tons       2 Crew       30.2 BP       TCS 2    TH 13    EM 0
10031 km/s      Armour 1-2       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0.9
Maint Life 5.92 Years     MSP 20    AFR 25%    IFR 0.3%    1YR 1    5YR 15    Max Repair 18.75 MSP
Magazine 6   
StormBoy    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Ion Drive  EP25.00 (1)    Power 25    Fuel Use 1073.31%    Signature 12.5    Explosion 20%
Fuel Capacity 4 000 Litres    Range 0.5 billion km (14 hours at full power)

Size 6.00 Box Launcher (1)     Missile Size: 6    Hangar Reload 122 minutes    MF Reload 20 hours
Missile Fire Control FC5-R1 (1)     Range 5.4m km    Resolution 1
ThornMKII Size 6 (1)    Speed: 29 167 km/s    End: 1.9m     Range: 3.3m km    WH: 10    Size: 6    TH: 136/81/40

Active Search Sensor AS2-R1 (1)     GPS 3     Range 2.7m km    MCR 244k km    Resolution 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
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 03, 2020, 08:34:46 AM
Missile fighters require allot less crew than any other type of fighter because box launchers don't require any crew and the missile fire control is often very small and the engine only require one or a few crew members. So you can get away with 2-4 crew on most box launching fighter platforms.

If you build any other type of fighter you will need allot more crew, such as a sensor scout, rail-gun fighter etc...
Title: Re: Should Fighters Need Commanders?
Post by: Borealis4x on June 03, 2020, 01:16:19 PM
Fighters in Aurora are not comparable to the fighters of the present which usually only have 1 or 2 crew members. Fighters in Aurora have 10-20 crew, sometimes even more. So I agree with them needing a commander. This officer cost is one of the trade offs of using fighters, but fighters give you some other advantages (like high range) to make up for it.

I don't see where you're getting these numbers from. The vast majority of my fighters, even the 500 ton ones, have crew below 10. Even if 10-20 was the norm, a LT.Commander would be too high a rank to command such a small ship.

Fighters in Aurora are NOT traditional one man fighters. They are actually more like small Frigates or Corvette size.

A 300t Aurora fighter are roughly the size of a 4000t wet nave Frigate and might have 15-30 crew. Contrary to how many people think I never use fighters in the throwaway fashion as both crew and officers ARE important... both for moral and resources.

I don't see this. Fighters are bigger than what we would traditionally call a fighter, but they aren't the size of corvettes and certainly not frigates. More the size of 747s or other large commercial planes. I don't see how you could convert 300 tons to 4000 tons.
Title: Re: Should Fighters Need Commanders?
Post by: Ulzgoroth on June 03, 2020, 01:31:23 PM
Fighters in Aurora are not comparable to the fighters of the present which usually only have 1 or 2 crew members. Fighters in Aurora have 10-20 crew, sometimes even more. So I agree with them needing a commander. This officer cost is one of the trade offs of using fighters, but fighters give you some other advantages (like high range) to make up for it.

I don't see where you're getting these numbers from. The vast majority of my fighters, even the 500 ton ones, have crew below 10. Even if 10-20 was the norm, a LT.Commander would be too high a rank to command such a small ship.
Are they all missile fighters or micro-Gauss interceptors rather than rail or energy weapon types?

Aside from small Gauss guns, any beam weapon will take at least 8-9 crew, and then engine crew will put you over 10.
Title: Re: Should Fighters Need Commanders?
Post by: davidb86 on June 03, 2020, 01:33:17 PM
Below are fighter designs posted in the last week with +/- 20 crew, it is not unusual.

Code: [Select]
Barracuda-G class Fighter      500 tons       21 Crew       167.2 BP       TCS 10    TH 175    EM 0
17533 km/s      Armour 3-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 3
Maint Life 12.82 Years     MSP 232    AFR 8%    IFR 0.1%    1YR 3    5YR 39    Max Repair 87.5 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 0.3 days    Morale Check Required   

Chaimberlin-Sherman Internal Fusion Drive  EP175.00 (1)    Power 175    Fuel Use 1002.23%    Signature 175    Explosion 25%
Fuel Capacity 15,000 Litres    Range 0.5 billion km (8 hours at full power)

Chaimberlin-Sherman Gauss Cannon R300-50.0 (1x4)    Range 30,000km     TS: 17,533 km/s     Accuracy Modifier 50.0%     RM 30,000 km    ROF 5        1 1 1 1 1 1 1 1 1 0
Chaimberlin-Sherman Beam Fire Control R32-TS16000 (50%) (1)     Max Range: 32,000 km   TS: 16,000 km/s     90 80 70 60 50 40 30 20 10 0

This design is classed as a Fighter for production, combat and planetary interaction

Code: [Select]
Barracuda-G3 class Fighter      500 tons       23 Crew       156.2 BP       TCS 10    TH 150    EM 0
15003 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0      PPV 5
Maint Life 4.41 Years     MSP 79    AFR 20%    IFR 0.3%    1YR 7    5YR 98    Max Repair 75 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 0.3 days    Morale Check Required   

Chaimberlin-Sherman Internal Fusion Drive  EP150.00 (1)    Power 150    Fuel Use 1082.53%    Signature 150    Explosion 25%
Fuel Capacity 10,000 Litres    Range 0.3 billion km (6 hours at full power)

Chaimberlin-Sherman Gauss Cannon R300-85.00 (1x4)    Range 30,000km     TS: 15,003 km/s     Accuracy Modifier 85.00%     RM 30,000 km    ROF 5        1 1 1 1 1 1 1 1 1 0
Chaimberlin-Sherman Beam Fire Control R32-TS16000 (50%) (1)     Max Range: 32,000 km   TS: 16,000 km/s     90 80 70 60 50 40 30 20 10 0

This design is classed as a Fighter for production, combat and planetary interaction


Code: [Select]
Claymore Class Assault Fighter (P)      500 tons       18 Crew       106.8 BP       TCS 10    TH 80    EM 0
8015 km/s      Armour 1-5       Shields 0-0       HTK 2      Sensors 2/2/0/0      DCR 0      PPV 3.79
Maint Life 2.91 Years     MSP 60    AFR 100%    IFR 1.4%    1YR 10    5YR 157    Max Repair 40.00 MSP
Magazine 5.25   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 2.5 days    Morale Check Required   

Magneto-plasma Drive  EP80.00 (1)    Power 80.0    Fuel Use 791.96%    Signature 80.00    Explosion 20%
Fuel Capacity 38,000 Litres    Range 1.7 billion km (59 hours at full power)

10cm Railgun V30/C3 (1x4)    Range 30,000km     TS: 8,015 km/s     Power 3-3     Accuracy Modifier 100%     RM 30,000 km    ROF 5        1 0 0 0 0 0 0 0 0 0
Beam Fire Control R32-TS8000 (1)     Max Range: 32,000 km   TS: 8,000 km/s     25 0 0 0 0 0 0 0 0 0
Stellarator Fusion Reactor R3-PB20 (1)     Total Power Output 3    Exp 10%

Size 5.25 Box Launcher (1)     Missile Size: 5.25    Hangar Reload 114 minutes    MF Reload 19 hours
Missile Fire Control FC27-R125 (1)     Range 27.1m km    Resolution 125
Claymore ASM (1)    Speed: 18,286 km/s    End: 24.2m     Range: 26.5m km    WH: 9    Size: 5.25    TH: 79/47/23

Active Search Sensor AS27-R125 (1)     GPS 1050     Range 27.1m km    Resolution 125
Active Search Sensor AS1-R1 (1)     GPS 1     Range 1.9m km    MCR 168.4k km    Resolution 1
EM Sensor EM0.2-2.2 (1)     Sensitivity 2.2     Detect Sig Strength 1000:  11.7m km
Thermal Sensor TH0.2-2.2 (1)     Sensitivity 2.2     Detect Sig Strength 1000:  11.7m 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


Code: [Select]
Longspear Class Fighter (P)      500 tons       21 Crew       85.4 BP       TCS 10    TH 40    EM 0
4003 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 1/1/0/0      DCR 0      PPV 5
Maint Life 1.90 Years     MSP 40    AFR 100%    IFR 1.4%    1YR 14    5YR 215    Max Repair 27.4 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Magneto-plasma Drive  EP40.00 (1)    Power 40.0    Fuel Use 140.0%    Signature 40.00    Explosion 10%
Fuel Capacity 5,000 Litres    Range 1.3 billion km (3 days at full power)

Particle Beam-2 (1)    Range 60,000km     TS: 4,003 km/s     Power 5-5    ROF 5        2 2 0 0 0 0 0 0 0 0
Beam Fire Control R64-TS4000 (1)     Max Range: 64,000 km   TS: 4,000 km/s     27 3 0 0 0 0 0 0 0 0
Stellarator Fusion Reactor R5-PB20 (1)     Total Power Output 5    Exp 10%

Active Search Sensor AS1-R1 (1)     GPS 1     Range 1.3m km    MCR 113.5k km    Resolution 1
Thermal Sensor TH0.1-1.1 (1)     Sensitivity 1.1     Detect Sig Strength 1000:  8.3m km
EM Sensor EM0.1-1.1 (1)     Sensitivity 1.1     Detect Sig Strength 1000:  8.3m km

This design is classed as a Fighter for production, combat and planetary interaction


Code: [Select]
Arrow - class Fighter      500 tons       24 Crew       197 BP       TCS 10    TH 80    EM 0
16020 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 3
Maint Life 3.09 Years     MSP 44    AFR 20%    IFR 0.3%    1YR 7    5YR 104    Max Repair 120 MSP
Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Magneto-plasma Drive  EP160.00 (1)    Power 160    Fuel Use 781.25%    Signature 80.0    Explosion 25%
Fuel Capacity 27 000 Litres    Range 1.2 billion km (21 hours at full power)

10cm Railgun V40/C3 (1x4)    Range 40 000km     TS: 16 020 km/s     Power 3-3     RM 40 000 km    ROF 5       
Beam Fire Control R40-TS15000 (1)     Max Range: 40 000 km   TS: 15 000 km/s     75 50 25 0 0 0 0 0 0 0
Stellarator Fusion Reactor R3-PB40 (1)     Total Power Output 3    Exp 20%

Active Search Sensor AS3-R1 (1)     GPS 3     Range 3.1m km    MCR 281.8k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction


Code: [Select]
Scoutcraft - - class Scout      500 tons       19 Crew       213.4 BP       TCS 10    TH 80    EM 0
16003 km/s      Armour 1-5       Shields 0-0       HTK 6      Sensors 11/11/0/0      DCR 0      PPV 0
Maint Life 3.03 Years     MSP 46    AFR 20%    IFR 0.3%    1YR 8    5YR 113    Max Repair 120 MSP
Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Magneto-plasma Drive  EP160.00 (1)    Power 160    Fuel Use 781.25%    Signature 80.0    Explosion 25%
Fuel Capacity 49 000 Litres    Range 2.3 billion km (39 hours at full power)

Active Search Sensor AS57-R200 (1)     GPS 5600     Range 57.9m km    Resolution 200
Active Search Sensor AS9-R1 (1)     GPS 28     Range 9.9m km    MCR 891.1k km    Resolution 1
EM Sensor EM1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Thermal Sensor TH1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Fighter for production, combat and planetary interaction

Code: [Select]
Apollo class Fighter (P)      500 tons       23 Crew       85.1 BP       TCS 10    TH 87    EM 0
8707 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 3
Maint Life 5.16 Years     MSP 26    AFR 8%    IFR 0.1%    1YR 2    5YR 24    Max Repair 43.75 MSP
Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

FAC Improved Nuclear Pulse Engine  EP87.50 (1)    Power 87.5    Fuel Use 401.06%    Signature 87.50    Explosion 17%
Fuel Capacity 1 000 Litres    Range 0.1 billion km (2 hours at full power)

10cm C3 Near Ultraviolet Laser (1)    Range 16 000km     TS: 8 707 km/s     Power 3-3     RM 30 000 km    ROF 5       
Beam Fire Control R16-TS8000 (1)     Max Range: 16 000 km   TS: 8 000 km/s     75 50 25 0 0 0 0 0 0 0
Fighter Improved Pebble Bed Reactor R3-PB10 (1)     Total Power Output 3    Exp 7%

Active Micro-Sensor AS10-R100 (1)     GPS 160     Range 11m km    Resolution 100

This design is classed as a Fighter for production, combat and planetary interaction

Code: [Select]
Interceptor Mk2 class Interceptor      473 tons       22 Crew       195.4 BP       TCS 9    TH 225    EM 0
23808 km/s      Armour 1-5       Shields 0-0       HTK 6      Sensors 0/0/0/0      DCR 0      PPV 5
Maint Life 6.37 Years     MSP 125    AFR 18%    IFR 0.2%    1YR 5    5YR 79    Max Repair 112.5 MSP
Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Boost 3 Magnetic Fusion Drive  EP225.00 (1)    Power 225    Fuel Use 1423.02%    Signature 225    Explosion 30%
Fuel Capacity 10 000 Litres    Range 0.3 billion km (3 hours at full power)

Gauss Cannon R400-17.00 (5x5)    Range 24 000km     TS: 23 808 km/s     Accuracy Modifier 17.00%     RM 40 000 km    ROF 5       
Beam Fire Control R24-TS20000 (1)     Max Range: 24 000 km   TS: 20 000 km/s     58 17 0 0 0 0 0 0 0 0

This design is classed as a Fighter for production, combat and planetary interaction

Code: [Select]
Interceptor Mk2 class Interceptor      499 tons       24 Crew       219.5 BP       TCS 10    TH 225    EM 0
22583 km/s      Armour 1-5       Shields 0-0       HTK 7      Sensors 0/0/0/0      DCR 0      PPV 5
Maint Life 5.90 Years     MSP 127    AFR 20%    IFR 0.3%    1YR 6    5YR 93    Max Repair 112.5 MSP
Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Boost 3 Magnetic Fusion Drive  EP225.00 (1)    Power 225    Fuel Use 1423.02%    Signature 225    Explosion 30%
Fuel Capacity 10 000 Litres    Range 0.3 billion km (3 hours at full power)

Gauss Cannon R400-17.00 (5x5)    Range 40 000km     TS: 22 583 km/s     Accuracy Modifier 17.00%     RM 40 000 km    ROF 5       
Beam Fire Control R48-TS20000 (1)     Max Range: 48 000 km   TS: 20 000 km/s     79 58 38 17 0 0 0 0 0 0

This design is classed as a Fighter for production, combat and planetary interaction

Title: Re: Should Fighters Need Commanders?
Post by: serger on June 03, 2020, 02:34:30 PM
In VB Aurora Missile Fire Control efficiency was not affected by Fighter Combat skill, so there was less reason to assign officers to missile fighters at all, and negative reason to assing them before sending missile fighters to the fire (during training there was some reason - to train crew, because both Missile Fire Controls and Maint Life was affected by crew quality).
In C# Aurora I haven't yet tested if those things are affected by small craft's commander's Fighter Combat and Engineering skills. It can be different from big ships; bridges are affecting combat command efficiency.

In my campaigns, from VB to C#1.10, I always used added lower ranks (Lieutenants) to fill positions on small crafts (direct weapon fighters in the first place), using now "senior commander" design option of light vessels (i.e. ships without bridge) to preserve those positions for Lieutenant-Commanders; those middle-rank officers who have high Fighter Combat skill I'm trying to assign manually as fighter formations commanders. That's quite difficult, when auto-promotion and auto-assignments are so... rectilinear and obtrusive, but I cannot swith auto-assignments off because I have to raise my officers from 20-year youth, when there is no other believable commander assignment exept of small craft, and there will be much more micromanagement if I have to assing all those newly-commisioned youths manually, so auto-assignment is lesser evil. And there is no option in current (1.11.0) version to swith off auto-promotion or even slow it down to smth like 3- or 4-year minimal tour (I have suggested it, but haven't any support). That's lamentable, but Steve have little interest in those matters.
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 03, 2020, 04:54:43 PM

Fighters in Aurora are NOT traditional one man fighters. They are actually more like small Frigates or Corvette size.

A 300t Aurora fighter are roughly the size of a 4000t wet nave Frigate and might have 15-30 crew. Contrary to how many people think I never use fighters in the throwaway fashion as both crew and officers ARE important... both for moral and resources.

I don't see this. Fighters are bigger than what we would traditionally call a fighter, but they aren't the size of corvettes and certainly not frigates. More the size of 747s or other large commercial planes. I don't see how you could convert 300 tons to 4000 tons.

From Steve himself...

In Aurora the tonnage is not in metric tons it is the Volume of Hydrogen to some mass or some such, don't remeber the details... but I'm pretty sure it is suppose to be *14 in cubic meters for each ton of Aurora.

So anything you see in Aurora is measured in "volume" not in actual mass as the mass of the ship is of no consequence to propelling it forward only the ships volume is.

So a 300t fighter actually have the volume of 4200 cubic meters. That could be something like 75*7*8 meters in dimension, so pretty big. An 8000t destroyer actually displace about 112000 kubic meters or could be like 350*20*16 meters (roughly the size of a large aircraft carrier). Even a tiny thing like a size 1 AMM is about 35 cubic meters in size, so not very small.

This is why a cargo ship burn as much fuel whether it is transporting any cargo or not for example or why a ship will not travel faster if they expend their fuel or ordnance as it otherwise should.
Title: Re: Should Fighters Need Commanders?
Post by: Froggiest1982 on June 03, 2020, 05:54:47 PM
Do you think it is necessary for fighter craft to have commanders?

I don't remember exactly so I may have to fire up the VB6 quickly but I think they used to have commander on that release 7.1. Again I should start it again to confirm, so maybe somebody else could. I think it was tied to the Squadrons. So the fighter per se didn't have a commander but the squadron did. It was actually nice to have squadrons and it could be interesting to have them back.

SPECULATION: It may be possible it was somewhat removed to avoid it clashing with Fighter Pods?
Title: Re: Should Fighters Need Commanders?
Post by: Borealis4x on June 03, 2020, 06:52:54 PM

Fighters in Aurora are NOT traditional one man fighters. They are actually more like small Frigates or Corvette size.

A 300t Aurora fighter are roughly the size of a 4000t wet nave Frigate and might have 15-30 crew. Contrary to how many people think I never use fighters in the throwaway fashion as both crew and officers ARE important... both for moral and resources.

I don't see this. Fighters are bigger than what we would traditionally call a fighter, but they aren't the size of corvettes and certainly not frigates. More the size of 747s or other large commercial planes. I don't see how you could convert 300 tons to 4000 tons.

From Steve himself...

In Aurora the tonnage is not in metric tons it is the Volume of Hydrogen to some mass or some such, don't remeber the details... but I'm pretty sure it is suppose to be *14 in cubic meters for each ton of Aurora.

So anything you see in Aurora is measured in "volume" not in actual mass as the mass of the ship is of no consequence to propelling it forward only the ships volume is.

So a 300t fighter actually have the volume of 4200 cubic meters. That could be something like 75*7*8 meters in dimension, so pretty big. An 8000t destroyer actually displace about 112000 kubic meters or could be like 350*20*16 meters (roughly the size of a large aircraft carrier). Even a tiny thing like a size 1 AMM is about 35 cubic meters in size, so not very small.

This is why a cargo ship burn as much fuel whether it is transporting any cargo or not for example or why a ship will not travel faster if they expend their fuel or ordnance as it otherwise should.

Gotta say, I dont like that bit of lore. Ships that size are too big for my tastes.
Title: Re: Should Fighters Need Commanders?
Post by: SpikeTheHobbitMage on June 03, 2020, 07:02:26 PM
I'm not certain where Jorgen is getting 14m^3 from.  The armour calculations in VB assumed 1t=1m^3, which is a perfectly valid way to measure ship size.
Title: Re: Should Fighters Need Commanders?
Post by: xenoscepter on June 03, 2020, 07:25:36 PM
Minor Lore Rant:
Off-Topic: show
I don't like that bit of lore either, and I do get tired of hearing it. It's completely true mind you, but it's tiring. I measure in weight and scale to weight in my games and I don't care to be right, so I end up finding it petulant. for new players though, this can be very informative and I'll readily admit it helps me come to terms with sizes myself. I just use the power of magic becauseisayso-ium to assume the two are the same thing, but not the same thing whenever and however it suits my fancy.
 - End of Rant

Getting smaller fighter crews are easy if you lower the deployment times.

People cannot stay up for 3 days without it affecting their combat effectiveness. So you need a rotation of crews, 10-20 crew members can be plausible. My Longspear was mentioned here, it has 21 crew members total, but for three days. So that's more of a seven man crew with three rotations, assuming each person pulls a 24 hour shift, which is absolutely brutal. It'd be closer to a 3-4 man crew with 12 hour rotations, still pretty tough, but nurses pull those shifts all the time... for about four days out of the week too, now that I think about it. ;D (Nurses who are On Call notwithstanding, that's another kettle of fish entirely)

For the Longspear, this could break down to:

1 - Pilot: Monitors engine output, calculates burn times and ensures the vessel establishes and maintains a proper course to the Area of Operations.

2 - Gunner: Ensures that firing solutions are correct, monitors relevant sensor data, monitors craft attitude and speed to ensure firing solution is correct. Monitors and manages the target selections of the Fire Control System and cross checks to ensure that there are no errors or malfunctions. Ensures integrity of all instruments relevant to target selection and fire control.

3 - Weapons Officer: Monitors heat output of weapon systems, ensures weapon is functioning normally, ensures all weapon systems are properly calibrated to firing solution, checks weapon offsets to ensure accurate fire, activates and/or monitors redundant sub-systems or reloads, is responsible for the powering up and powering down of weapons systems, potentially responsible for recycling power systems...

4 - Commander: Communicates with higher officers with regards to mission profile, monitors sensor data to maintain overwatch and spot incoming threats, maintains communication between squadron members and/or carrier, receives and relays course corrections pertaining to engagement of the enemy and carrier position for recovery.

5 - Engineering Officer: Probably crew who have already rotated out, they inspect the ship for leaks, gaskets, fuses, and other fiddly bits that might be damaged or in need of repair. It's a spaceship, and space tends to be... unfriendly. Maintenance is no joke for even the smallest craft, because if something goes wrong, for whatever reason, you're frakked.


These are just hypothetical examples of potential crew functions. Before someone cries "but muh automation", yes you could automate all of these. In an IRL application, you would want to do so. However, you need to make sure that you can automate these things for the designated time period, and for that you need enough power, cooling and "hardware", which costs you mass. (sorry, volume) As a result, the "number of crew" is less a number of persons and more just a number that means nothing, since your "Crew Quarters" are just tonnage dedicated to computer cores, power plants / batteries, radiators / heat sink banks, etc.
Title: Re: Should Fighters Need Commanders?
Post by: HaonSyl on June 03, 2020, 10:26:35 PM
I want a fighter with only one person in it.  I want my Zakus launched from Musai's.  Not this 30 man crew on a space van.  The commander being gone would be a start though.
Title: Re: Should Fighters Need Commanders?
Post by: Ulzgoroth on June 03, 2020, 10:31:48 PM
I want a fighter with only one person in it.  I want my Zakus launched from Musai's.  Not this 30 man crew on a space van.  The commander being gone would be a start though.
Surely the commander being gone would be a start in the wrong direction? Seeing as it's the only game factor that represents an important, portable character being present in the inexplicably-humanoid space fighter.
Title: Re: Should Fighters Need Commanders?
Post by: Droll on June 03, 2020, 10:41:02 PM
There was one suggestion that involved the ability to exclude certain ship classes from auto commander assignment which partially does what you want.

I also think that fighter crews are too large, though for the 500 ton examples I can understand why at least.
Title: Re: Should Fighters Need Commanders?
Post by: xenoscepter on June 03, 2020, 10:55:29 PM
Code: [Select]
Zaku Class Mobile Suit (P)      55 tons       2 Crew       10.3 BP       TCS 1    TH 1    EM 0
917 km/s      Armour 1-1       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0.5
Maint Life 16.35 Years     MSP 20    AFR 11%    IFR 0.2%    1YR 0    5YR 2    Max Repair 8 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 0.1 days    Morale Check Required   

Ion Drive  EP1.00 (1)    Power 1.0    Fuel Use 457.95%    Signature 1.00    Explosion 8%
Fuel Capacity 1,000 Litres    Range 0.7 billion km (9 days at full power)

Gauss Cannon R100-8.00 (1x2)    Range 10,000km     TS: 1,250 km/s     Accuracy Modifier 8.00%     RM 10,000 km    ROF 5       
Beam Fire Control R10-TS625 (1)     Max Range: 10,000 km   TS: 625 km/s     0 0 0 0 0 0 0 0 0 0

Active Search Sensor AS1-R1 (1)     GPS 2     Range 1.5m km    MCR 136.2k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction

 - Slow, mostly useless, but it has a two man crew. That's the best I could do, sorry.
Title: Re: Should Fighters Need Commanders?
Post by: Ulzgoroth on June 03, 2020, 11:12:04 PM
Code: [Select]
Zaku Class Mobile Suit (P)      55 tons       2 Crew       10.3 BP       TCS 1    TH 1    EM 0
917 km/s      Armour 1-1       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0.5
Maint Life 16.35 Years     MSP 20    AFR 11%    IFR 0.2%    1YR 0    5YR 2    Max Repair 8 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 0.1 days    Morale Check Required   

Ion Drive  EP1.00 (1)    Power 1.0    Fuel Use 457.95%    Signature 1.00    Explosion 8%
Fuel Capacity 1,000 Litres    Range 0.7 billion km (9 days at full power)

Gauss Cannon R100-8.00 (1x2)    Range 10,000km     TS: 1,250 km/s     Accuracy Modifier 8.00%     RM 10,000 km    ROF 5       
Beam Fire Control R10-TS625 (1)     Max Range: 10,000 km   TS: 625 km/s     0 0 0 0 0 0 0 0 0 0

Active Search Sensor AS1-R1 (1)     GPS 2     Range 1.5m km    MCR 136.2k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction

 - Slow, mostly useless, but it has a two man crew. That's the best I could do, sorry.
If you went with missile box launchers rather than a Gauss gun you could get down to only the one crew from the engine I think?
Title: Re: Should Fighters Need Commanders?
Post by: xenoscepter on June 03, 2020, 11:27:45 PM
Yes, that's true, but a Zaku is a Mobile Suit from the Gundam series. They're armed with Guns, Missile Pods, Energy Axes (Called "Heat Hawks" IIRC) and the like. Building one in Aurora is difficult as the rules of the Gundam Universe are very different. They'd be closer to Medium Vehicles in Aurora than space craft, but all Mobile Suits can be used to fight in space as well, and they do so quite effectively.

So tiny Gauss Cannon it was. The Triple Missile Pod or a Bazooka would cover one or two models of Zaku II, but even still Aurora doesn't model sapce 'mech to space 'mech laser sword duels, so I think it is a lost cause...
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 04, 2020, 01:30:06 AM
I also think that fighter crews are too large, though for the 500 ton examples I can understand why at least.

In my opinion some fighter crews are way too small considering how big and complicated they really are.

All components such as engine, ship control, weapons and sensor controls etc need allot more crew than it currently do. Two people on a missile fighter is WAY too low.

These ships are not "fighter" crafts... they are smallish ships... most of them are thousands of cubic meters in size and can be deployed for days and weeks so they need crew rotation and serving the ships function not only piloting and releasing the weapons.

In my opinion ALL components no matter how small they are should require SOME crew to operate and service them, even box launchers.
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 04, 2020, 01:34:37 AM
I'm not certain where Jorgen is getting 14m^3 from.  The armour calculations in VB assumed 1t=1m^3, which is a perfectly valid way to measure ship size.

You can search the forum if you like but this is old information... the measure of volume is one ton of liquid Hydrogen which is 14 cubic meters, that is the intended true size of the ships. This is where Steve calculate how much space the crew need for living on the ships for example. How much space is needed for Habitats, Passenger modules, ground military unit space requirements etc...


Edit... found a qoute from Steve...
http://aurora2.pentarch.org/index.php?topic=10099.msg108545#msg108545

A test fighter in my game for example need 30t living space for 20 people for a 3 month deployment operation... it would not be very reasonable to think that 30 cubic meters is anywhere near enough for that. That is what 15 square meters of space to live on roughly.

The bridge of most ships are about 50t which would be about 25 square meters or a 5*5 room, that is VERY small as you need all the equipment in there too... not just the people working there.
Title: Re: Should Fighters Need Commanders?
Post by: SpikeTheHobbitMage on June 04, 2020, 02:18:08 AM
I'm not certain where Jorgen is getting 14m^3 from.  The armour calculations in VB assumed 1t=1m^3, which is a perfectly valid way to measure ship size.

You can search the forum if you like but this is old information... the measure of volume is one ton of liquid Hydrogen which is 14 cubic meters, that is the intended true size of the ships. This is where Steve calculate how much space the crew need for living on the ships for example. How much space is needed for Habitats, Passenger modules, ground military unit space requirements etc...


Edit... found a qoute from Steve...
http://aurora2.pentarch.org/index.php?topic=10099.msg108545#msg108545
Well, this was the first I'd ever heard of it.  I do agree that 'fighters' in Aurora are nothing of the kind.  At 14m^3 per ton I can't even justify calling them PT boats anymore.  Corvettes and frigates is more like it.  :(
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 04, 2020, 02:29:05 AM
I'm not certain where Jorgen is getting 14m^3 from.  The armour calculations in VB assumed 1t=1m^3, which is a perfectly valid way to measure ship size.

You can search the forum if you like but this is old information... the measure of volume is one ton of liquid Hydrogen which is 14 cubic meters, that is the intended true size of the ships. This is where Steve calculate how much space the crew need for living on the ships for example. How much space is needed for Habitats, Passenger modules, ground military unit space requirements etc...


Edit... found a qoute from Steve...
http://aurora2.pentarch.org/index.php?topic=10099.msg108545#msg108545
Well, this was the first I'd ever heard of it.  I do agree that 'fighters' in Aurora are nothing of the kind.  At 14m^3 per ton I can't even justify calling them PT boats anymore.  Corvettes and frigates is more like it.  :(

Imagine when your ships hurl dozens of size 1 AMM at something every 5 seconds when this something is about 35m^3 in size...   ;)
Title: Re: Should Fighters Need Commanders?
Post by: Ulzgoroth on June 04, 2020, 10:12:53 AM
A test fighter in my game for example need 30t living space for 20 people for a 3 month deployment operation... it would not be very reasonable to think that 30 cubic meters is anywhere near enough for that. That is what 15 square meters of space to live on roughly.

The bridge of most ships are about 50t which would be about 25 square meters or a 5*5 room, that is VERY small as you need all the equipment in there too... not just the people working there.
Submarine crews have been crammed into pretty small spaces for a few months at a time. 1.5 cubic meters per person would certainly be tight, but if you throw in hot-bunking it's probably possible. Well, provided you're ignoring food stores. Three months of preserved food is probably going to put that over the edge.

The bridge is easier - since (small) ships work without a bridge, most of the fundamental control equipment must not be coming out of the bridge tonnage at all.
Title: Re: Should Fighters Need Commanders?
Post by: Zincat on June 04, 2020, 10:45:40 AM
I think this really falls into the: "please roleplay it" category. There's no real reason to do anything else, really.

I love Aurora, but I want battleships that are kilometers long. Even using these numbers, as I posted here
http://aurora2.pentarch.org/index.php?topic=11489.msg134344#msg134344
these ships are far too small for me.

For a battleship, let's assume a small one, 800m long, with a 5x2x1 size proportions (you know, it's not a cigar. In space you do not have the constraints you have for ships on water)... 800x320x160= 40.96 million m^3 at a very bare minimum.
So, that's a 3 million tons warship in aurora... I'll never build that XD

Example of ships with that shape, the mon calamari star cruiser
https://vignette.wikia.nocookie.net/starwars/images/5/5f/Mon_Cal_Firing_Arc.jpg/revision/latest?cb=20091209171208
Or, even though it's bigger, those are more or less the proportions of a Star Destroyer
https://vignette.wikia.nocookie.net/starwars/images/6/61/Star_Destroyer_Blueprint_SWCT.png/revision/latest?cb=20170717123932

Best just roleplay it.
I will say though, I find fighters disproportionately big in aurora, compared to ships. In my favorite sci-fi concepts, I have carries with hundreds of thousand fighters onboard. True motherships. Once again, not going to happen here in aurora XD
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 04, 2020, 02:18:39 PM
A test fighter in my game for example need 30t living space for 20 people for a 3 month deployment operation... it would not be very reasonable to think that 30 cubic meters is anywhere near enough for that. That is what 15 square meters of space to live on roughly.

The bridge of most ships are about 50t which would be about 25 square meters or a 5*5 room, that is VERY small as you need all the equipment in there too... not just the people working there.
Submarine crews have been crammed into pretty small spaces for a few months at a time. 1.5 cubic meters per person would certainly be tight, but if you throw in hot-bunking it's probably possible. Well, provided you're ignoring food stores. Three months of preserved food is probably going to put that over the edge.

The bridge is easier - since (small) ships work without a bridge, most of the fundamental control equipment must not be coming out of the bridge tonnage at all.

Submarines are a pretty good example and even if they are cramped the crew don't live in 1.5 cubic meters... you don't only count their sleeping quarters but all living space on the ship. A fighter and FAC also include all of the working space as well into this space. It also include ALL the space for the equipment, bulkheads, water and life support machinery etc. So perhaps two third or as little as half of the space is actual space for the crew to move around in, tops.

I think I remember that Steve said something a few years ago about using submarines and living space as one of the measurements for the space needed for space ship in Aurora so he clearly have thought this through more than once.

Submarines have allot more space than 1.5 cubic meters for the crew to live and work on, even in a small diesel submarine.
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 04, 2020, 02:39:20 PM
I think this really falls into the: "please roleplay it" category. There's no real reason to do anything else, really.

I love Aurora, but I want battleships that are kilometers long. Even using these numbers, as I posted here
http://aurora2.pentarch.org/index.php?topic=11489.msg134344#msg134344
these ships are far too small for me.

For a battleship, let's assume a small one, 800m long, with a 5x2x1 size proportions (you know, it's not a cigar. In space you do not have the constraints you have for ships on water)... 800x320x160= 40.96 million m^3 at a very bare minimum.
So, that's a 3 million tons warship in aurora... I'll never build that XD

Example of ships with that shape, the mon calamari star cruiser
https://vignette.wikia.nocookie.net/starwars/images/5/5f/Mon_Cal_Firing_Arc.jpg/revision/latest?cb=20091209171208
Or, even though it's bigger, those are more or less the proportions of a Star Destroyer
https://vignette.wikia.nocookie.net/starwars/images/6/61/Star_Destroyer_Blueprint_SWCT.png/revision/latest?cb=20170717123932

Best just roleplay it.
I will say though, I find fighters disproportionately big in aurora, compared to ships. In my favorite sci-fi concepts, I have carries with hundreds of thousand fighters onboard. True motherships. Once again, not going to happen here in aurora XD

There is no problem to role-play things in any way you see fit. Anyone are free to fantasise about their game of Aurora all they like.

Personally I like the sizes of the ships as they are intended so I keep my lore to that.

I think that Starwars and many other sci-fi just have incredible sized for their ships for no real good reasons other than just because, there are no real thought behind why they are the way they are. It become more like a contest in which lore have the biggest ships and that become tiresome quite fast in my personal taste. WH-40k are sort of the end of the spectrum here with their hulking cathedrals in space using VAST open space inside their ships...makes little sense but perhaps cool for cinematic effects. These ships are just meant to be cool and nothing else.

I like the more grounded Aurora style... you can sort of replicate most fiction anyway and that is the beauty of Aurora. Although the flexibility have some limitations and I guess that is necessary.
Title: Re: Should Fighters Need Commanders?
Post by: Zincat on June 04, 2020, 06:02:27 PM
I think that Starwars and many other sci-fi just have incredible sized for their ships for no real good reasons other than just because, there are no real thought behind why they are the way they are. It become more like a contest in which lore have the biggest ships and that become tiresome quite fast in my personal taste. WH-40k are sort of the end of the spectrum here with their hulking cathedrals in space using VAST open space inside their ships...makes little sense but perhaps cool for cinematic effects. These ships are just meant to be cool and nothing else.

Eh, I won't contest the fact that WH40k is just trying to look cool

However regarding star wars, I was a fan of the extended universe lore (not the CRAP that disney made afterwards). I even have all the sourcebooks for the pen and paper RPG (which I used to play with friends).

In those, and keep in mind this is basically "official" material before disney came and ruined everything, there was a mission description for the various ship classes, and for battleship it read something like this:

A battleship is supposed to be a force strong enough to lay waste to most "normal" star systems on its own, carry enough troops to mount a credible offensive against a "normal" planent, bombard a "normal" planet into submission, act as a command and control center, carry a full wing of fighters into battle, have enough assorted small ships and shuttles for a variety of situations, and have enough supplies to stay operative for years.

That's a lot to ask from one ship. I would say that being 1km long or more is certainly warranted for all that. And it fits, considering it's literally a galaxy-spanning setting.
Now, I don't want to talk about realism when we're talking about sci-fi. But I don't feel it was for "big for no real reason"
But hey, maybe I'm a bit on the fanboy side of things here  ;D

Sorry, I derailed the thread  :-[
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 04, 2020, 07:30:28 PM
I think that Starwars and many other sci-fi just have incredible sized for their ships for no real good reasons other than just because, there are no real thought behind why they are the way they are. It become more like a contest in which lore have the biggest ships and that become tiresome quite fast in my personal taste. WH-40k are sort of the end of the spectrum here with their hulking cathedrals in space using VAST open space inside their ships...makes little sense but perhaps cool for cinematic effects. These ships are just meant to be cool and nothing else.

Eh, I won't contest the fact that WH40k is just trying to look cool

However regarding star wars, I was a fan of the extended universe lore (not the CRAP that disney made afterwards). I even have all the sourcebooks for the pen and paper RPG (which I used to play with friends).

In those, and keep in mind this is basically "official" material before disney came and ruined everything, there was a mission description for the various ship classes, and for battleship it read something like this:

A battleship is supposed to be a force strong enough to lay waste to most "normal" star systems on its own, carry enough troops to mount a credible offensive against a "normal" planent, bombard a "normal" planet into submission, act as a command and control center, carry a full wing of fighters into battle, have enough assorted small ships and shuttles for a variety of situations, and have enough supplies to stay operative for years.

That's a lot to ask from one ship. I would say that being 1km long or more is certainly warranted for all that. And it fits, considering it's literally a galaxy-spanning setting.
Now, I don't want to talk about realism when we're talking about sci-fi. But I don't feel it was for "big for no real reason"
But hey, maybe I'm a bit on the fanboy side of things here  ;D

Sorry, I derailed the thread  :-[

I have all those Star Wars RPG books sitting above my computer on the shelf too and I love reading those book even today. They describe the military organisation and the different ships and their operational use etc... they are quite a good read.

The problem is that in Aurora ship weapons and armour are allot more compact and powerful than for example a typical Star Wars ships are described to be. They don't scale in the same way... an Aurora ship the size of a "Star Wars" "Star Destroyer" would have far more of everything. If you made Tie Fighters the size of say the smallest fighter possible and used Gauss guns as blasters they could potentially be very small.

Here is the closes I get to a Star Wars TIE fighter...
Code: [Select]
TIE/ln class Space Superiority Fighter      84 tons       4 Crew       30.2 BP       TCS 2    TH 15    EM 0
8981 km/s      Armour 1-1       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0.5
Maint Life 0 Years     MSP 0    AFR 16%    IFR 0.2%    1YR 1    5YR 14    Max Repair 16.0 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Sienar Fleet Systems STD-P54  Twin Ion Drives (1)    Power 15.0    Fuel Use 4676.54%    Signature 15.00    Explosion 30%
Fuel Capacity 3,000 Litres    Range 0.1 billion km (4 hours at full power)

Cydyne Corporation Twin Blaster Cannons (1x4)    Range 40,000km     TS: 8,981 km/s     Accuracy Modifier 8.00%     RM 40,000 km    ROF 5       
Sienar Fleet Systems BL5-YN  Targeting Computer System (1)     Max Range: 40,000 km   TS: 8,000 km/s     75 50 25 0 0 0 0 0 0 0

An Imperial Star Destroyer only carried about 72 of these (TIE of different kinds) so not that many for the size of such a ship. In Aurora you need about 6000t worth of Hangars to fit those fighters.
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 05, 2020, 04:08:38 AM
To evolve the Star Wars theme a bit more... and derail the thread even more...

Each Imperial Star Destroyer carries a full division of troops and a large engineering section to construct whatever base on a planet necessary to garrison it.

A division is roughly...

10000 soldier
500 light/medium vehicles
50 Heavy Vehicles

I also count an extra
20 Very Heavy Vehicles (AT-AT)
30 Light Asssault/Scout (AT-ST)

10.000t Engineering Vehicles/Equipment

That is a total ground force of about... 100.000t of ground troops.

This give an Aurora...
Code: [Select]
Imperial II class Star Destroyer      625,000 tons       18,947 Crew       105,788 BP       TCS 12,500    TH 48,600    EM 10,320
3888 km/s    JR 3-50      Armour 12-651       Shields 344-537       HTK 4560      Sensors 110/110/0/0      DCR 1976      PPV 1,602.6
Maint Life 3.79 Years     MSP 187,879    AFR 1760%    IFR 24.4%    1YR 20,547    5YR 308,208    Max Repair 18033.7 MSP
Hangar Deck Capacity 10,000 tons     Troop Capacity 100,000 tons     Drop Capable    Cargo 5,000    Cryogenic Berths 10,000    Cargo Shuttle Multiplier 4    Tractor Beam     
Captain    Control Rating 6   BRG   AUX   ENG   CIC   FLG   PFC   
Intended Deployment Time: 24 months    Flight Crew Berths 200    Morale Check Required   

Kuat Drive D-625  Class-2  Primary Hyperdrive     Max Ship Size 625000 tons    Distance 50k km     Squadron Size 3

Cygnus Spaceworks Gemon-4 Ion Engines (18)    Power 48600.0    Fuel Use 31.76%    Signature 2700.00    Explosion 13%
Fuel Capacity 40,119,000 Litres    Range 36.4 billion km (108 days at full power)
KDY-58  Deflector Shield Generator Dome (2)     Recharge Time 537 seconds (0.6 per second)

XX-20  Turbolaser Battery (50x2)    Range 320,000km     TS: 6000 km/s     Power 20-10     RM 40,000 km    ROF 10       
XX-15  Turbolaser Battery (50x2)    Range 240,000km     TS: 6000 km/s     Power 12-6     RM 40,000 km    ROF 10       
XG100  Quad PD Laser Cannons (80x4)    Range 40,000km     TS: 16000 km/s     Power 0-0     RM 40,000 km    ROF 5       
C180  Ion Cannon (20)    Range 200,000km     TS: 4,000 km/s     Power 10-5    ROF 10       
R200  Tractor Beam Projector (10)    Range 200,000km     TS: 4,000 km/s     Power 10-5     RM 200,000 km    ROF 10       
Indigo Secondary Targeting Computer System (3)     Max Range: 320,000 km   TS: 4,000 km/s     97 94 91 88 84 81 78 75 72 69
Zergon Corporation Point-defence Targeting Computer System (4)     Max Range: 40,000 km   TS: 16,000 km/s     75 50 25 0 0 0 0 0 0 0
Indigo Turbolaser Targeting Computer System (4)     Max Range: 320,000 km   TS: 6,000 km/s     97 94 91 88 84 81 78 75 72 69
Cydyne D43/242  Solar Ionization Reactor (4)     Total Power Output 971.6    Exp 10%

Cydyne High Resolution Sensor System (2)     GPS 12600     Range 94.6m km    Resolution 120
Cydyne Low Resolution Seonsor System (2)     GPS 2100     Range 52m km    Resolution 20
Cydyne Torpedo Detection Sensor (2)     GPS 105     Range 19.2m km    MCR 1.7m km    Resolution 1
Fortis Tech EM Sensor (1)     Sensitivity 110     Detect Sig Strength 1000:  82.9m km
Fortis Tech Thermal Sensor (1)     Sensitivity 110     Detect Sig Strength 1000:  82.9m km
ELINT Module (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

ECCM-2 (8)         ECM 20

The only troublesome component is the Jump-drive... I simply had to SM the best possible type... so any campaign using super large ships probably should just give max Jump-drive efficiency from the start.

This ship can
 easily accompany 70 TIE-fighters plus any assortment of boarding shuttles and small patrol ships.
Title: Re: Should Fighters Need Commanders?
Post by: Zincat on June 05, 2020, 12:13:21 PM
That's an amazing attempt at replicating a Star Destroyer  ;D

I would assume that, in Aurora's terms, you'd need more cargo, as given the description in the various books you'd guess it would have a lot more "generic" supplies apart from just MSP. 

Also the hangar deck would need to be larger, as in the star wars universe they seem to be quite spacious.
Keep in mind, we literally see a corellian corvette being tractored inside. And that's a 150 meters long ship. A quick and dirty calculation makes it around 100000 m^3, or about 7000 tons by itself. That is in excess of any other ships the ISD was carrying already.

But still, an amazing design  8)

I had not considered the maximum size of the military jump drive. That's a problem, yeah.
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 05, 2020, 02:01:35 PM
That's an amazing attempt at replicating a Star Destroyer  ;D

I would assume that, in Aurora's terms, you'd need more cargo, as given the description in the various books you'd guess it would have a lot more "generic" supplies apart from just MSP. 

Also the hangar deck would need to be larger, as in the star wars universe they seem to be quite spacious.
Keep in mind, we literally see a corellian corvette being tractored inside. And that's a 150 meters long ship. A quick and dirty calculation makes it around 100000 m^3, or about 7000 tons by itself. That is in excess of any other ships the ISD was carrying already.

But still, an amazing design  8)

I had not considered the masimum size of the military jump drive. That's a problem, yeah.

Here is a Corellian CR-90 non militiarized version... so basically the civilian version...

Code: [Select]
Corellian CR-90 class Transport      8,749 tons       241 Crew       1,478.1 BP       TCS 175    TH 625    EM 900
3571 km/s    JR 1-50      Armour 4-37       Shields 30-300       HTK 62      Sensors 11/11/0/0      DCR 6      PPV 34.24
Maint Life 3.05 Years     MSP 633    AFR 102%    IFR 1.4%    1YR 102    5YR 1,530    Max Repair 312.50 MSP
Hangar Deck Capacity 375 tons     Cargo 500   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Flight Crew Berths 40    Morale Check Required   

Mason-Branger JP50  Class-2  Hyperdrive     Max Ship Size 8750 tons    Distance 50k km     Squadron Size 1

Girodyne Tier-58  Ion Turbine Stardrive (1)    Power 625.0    Fuel Use 52.41%    Signature 625.00    Explosion 12%
Fuel Capacity 748,000 Litres    Range 29.4 billion km (95 days at full power)
Phoah-Kingsmeyer 484-J4E  Shield Projector (1)     Recharge Time 300 seconds (0.1 per second)

Taim & Bak H9 Twin Turbolaser Turret (2x2)    Range 160,000km     TS: 8000 km/s     Power 8-8     RM 40,000 km    ROF 5       
Taim & Bak H6 Single Turbolaser Turret (4x1)    Range 120,000km     TS: 12000 km/s     Power 3-3     RM 40,000 km    ROF 5       
Pheren Tech Type-40  Targeting Computer System (1)     Max Range: 160,000 km   TS: 12,000 km/s     94 88 81 75 69 62 56 50 44 38
Pheren Tech Type-80  Targeting Computer System (1)     Max Range: 240,000 km   TS: 8,000 km/s     96 92 88 83 79 75 71 67 62 58
Mason-Branger 7085-12  Ionization Reactor (1)     Total Power Output 12.5    Exp 20%
Mason-Branger 7085-16  Ionization Reactor (1)     Total Power Output 16.5    Exp 20%

Pax Hustana XN-03 Suite  High Resolution Sensor (1)     GPS 2240     Range 42.7m km    Resolution 80
Pax Hustana XN-03 Suite  Torpedo Detection Sensor (1)     GPS 28     Range 9.9m km    MCR 891.1k km    Resolution 1
Pax Hustana  XN-03 Suite  EM Sensor (1)     Sensitivity 11.0     Detect Sig Strength 1000:  26.2m km
Pax Hustana  XN-03 Suite  Thermal Sensor (1)     Sensitivity 11.0     Detect Sig Strength 1000:  26.2m km

Compact ECCM-1 (1)         ECM 10

I have looked at some other ships to... my conclusion is that the smaller ships get in Star Wars the more like Aurora in size the get in terms of capabilities while the larger ships are really oversized for what they actually do.

Aurora probably is the better balancing force here as it actually does factor in allot of more realistic factors.

In terms of the actual capacity of an Imperial II star-destroyer it should not be as large as it is in Star Wars... even if you were to add maybe an additional 20.000-30.000t hangar space to it to accommodate a few more ships to dock with it. We also have see that the Drop Capable troops transport facilities carry all the transport needed for dropping troops and the Cargo Shuttle module also have allot of ships in them as well. The Hangars only hold ships that has anything to do with the troops or cargo (except assualt shuttles for boarding actions as the Gamma class),.

The Corellian version above are quite comparable to an Aurora version.

I choose to add hangars to the Corvette as it was known for its extreme modular capabilities and adding Luxury liner modules to fir 600 passengers did not fit well with the what the corvette was used for so I used space roughly 75% extra space of what the crew would get and it should only have about 250t Aurora cargo space (3000 metric tones) but 500t was the smaller so I chose a bit less hangar space to compensate.
But the above should reflect a Corellian Corvette roughly speaking.

Have we derailed this thread enough now... but it is fun trying to replicate these ships.   ;)
Title: Re: Should Fighters Need Commanders?
Post by: liveware on June 05, 2020, 06:44:56 PM
A test fighter in my game for example need 30t living space for 20 people for a 3 month deployment operation... it would not be very reasonable to think that 30 cubic meters is anywhere near enough for that. That is what 15 square meters of space to live on roughly.

The bridge of most ships are about 50t which would be about 25 square meters or a 5*5 room, that is VERY small as you need all the equipment in there too... not just the people working there.
Submarine crews have been crammed into pretty small spaces for a few months at a time. 1.5 cubic meters per person would certainly be tight, but if you throw in hot-bunking it's probably possible. Well, provided you're ignoring food stores. Three months of preserved food is probably going to put that over the edge.

The bridge is easier - since (small) ships work without a bridge, most of the fundamental control equipment must not be coming out of the bridge tonnage at all.

Submarines are a pretty good example and even if they are cramped the crew don't live in 1.5 cubic meters... you don't only count their sleeping quarters but all living space on the ship. A fighter and FAC also include all of the working space as well into this space. It also include ALL the space for the equipment, bulkheads, water and life support machinery etc. So perhaps two third or as little as half of the space is actual space for the crew to move around in, tops.

I think I remember that Steve said something a few years ago about using submarines and living space as one of the measurements for the space needed for space ship in Aurora so he clearly have thought this through more than once.

Submarines have allot more space than 1.5 cubic meters for the crew to live and work on, even in a small diesel submarine.

If you are dedicated to determining the level of reality of Aurora, you might consider historical airship designs, such as those used in the early 20th century. In that context, the volume consideration based on liquid hydrogen is much more relevant and interesting than for submarines immersed in water.
Title: Re: Should Fighters Need Commanders?
Post by: Garfunkel on June 05, 2020, 06:53:59 PM
Do you think it is necessary for fighter craft to have commanders?
Yes.
Title: Re: Should Fighters Need Commanders?
Post by: liveware on June 05, 2020, 07:00:58 PM
I see some of my Barracuda heavy fighters made it into this thread. Below is my 'light' fighter concept which has only 3 crew, which I typically assume to be a pilot, missile gunner, and flight engineer:

Code: [Select]
Piranha-MF class Fighter      108 tons       3 Crew       28 BP       TCS 2    TH 35    EM 0
16296 km/s      Armour 1-2       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 0.9
Maint Life 33.94 Years     MSP 16    AFR 1%    IFR 0.0%    1YR 0    5YR 0    Max Repair 17.5 MSP
Magazine 9   
Lieutenant    Control Rating 1   
Intended Deployment Time: 0.3 days    Morale Check Required   

Chaimberlin-Sherman Internal Fusion Drive  EP35.00 (1)    Power 35    Fuel Use 2241.05%    Signature 35    Explosion 25%
Fuel Capacity 7,000 Litres    Range 0.5 billion km (8 hours at full power)

Chaimberlin-Sherman Size 1 Box Launcher (7)     Missile Size: 1    Hangar Reload 50 minutes    MF Reload 8 hours
Chaimberlin-Sherman Size 2.0 Box Launcher (1)     Missile Size: 2    Hangar Reload 70 minutes    MF Reload 11 hours
Chaimberlin-Sherman Missile Fire Control FC5-R1 (50%) (1)     Range 5.4m km    Resolution 1
Chaimberlin-Sherman Size 2 Anti-Ship Missile (1)    Speed: 50,000 km/s    End: 0.2m     Range: 0.7m km    WH: 3    Size: 2    TH: 233/140/70
Chaimberlin-Sherman Size 1 Anti-Ship Missile (7)    Speed: 50,000 km/s    End: 0.1m     Range: 0.4m km    WH: 1    Size: 1    TH: 216/130/65

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 usually assume the pilot is the 'commander'.

I have noticed that it is worth optimizing for tiny fighters, even though the allowed fighter tonnage maxes out at 500 tons. It is possible to fit some small useful weapon systems on tiny fighters and swarms of them can be used to good effect.
Title: Re: Should Fighters Need Commanders?
Post by: Droll on June 05, 2020, 07:06:26 PM
Honestly it doesn't matter to me whether or not fighters need or dont need commanders - I wan't the ability to exclude specific classes from auto assignment so if I have 100s of defence satellites in orbit of a planet my lieutenants don't get taken up by them. Its not a problem for commanding officers but since auto assignment considers command positions over bridge crew it hampers my ability to field tactical officers etc.
Title: Re: Should Fighters Need Commanders?
Post by: liveware on June 05, 2020, 07:07:54 PM
Honestly it doesn't matter to me whether or not fighters need or dont need commanders - I wan't the ability to exclude specific classes from auto assignment so if I have 100s of defence satellites in orbit of a planet my lieutenants don't get taken up by them. Its not a problem for commanding officers but since auto assignment considers command positions over bridge crew it hampers my ability to field tactical officers etc.

Why not just build more military academies? Then you would have more lieutenants?
Title: Re: Should Fighters Need Commanders?
Post by: SpikeTheHobbitMage on June 05, 2020, 11:43:54 PM
Honestly it doesn't matter to me whether or not fighters need or dont need commanders - I wan't the ability to exclude specific classes from auto assignment so if I have 100s of defence satellites in orbit of a planet my lieutenants don't get taken up by them. Its not a problem for commanding officers but since auto assignment considers command positions over bridge crew it hampers my ability to field tactical officers etc.
What I would go for is priory 0 taking surplus officers and immediately giving them up when a better post opens up, and negative priority not getting anyone assigned.

Honestly it doesn't matter to me whether or not fighters need or dont need commanders - I wan't the ability to exclude specific classes from auto assignment so if I have 100s of defence satellites in orbit of a planet my lieutenants don't get taken up by them. Its not a problem for commanding officers but since auto assignment considers command positions over bridge crew it hampers my ability to field tactical officers etc.

Why not just build more military academies? Then you would have more lieutenants?
Then there would be hundreds of lieutenants with no job openings when they get promoted from do-nothing positions.  There is the number of academies needed and the needless expense of building them.  Ships that are RPed as unmanned shouldn't have officers assigned to them.  The problem isn't that there aren't enough lieutenants, but that not every ship should have one.
Title: Re: Should Fighters Need Commanders?
Post by: Garfunkel on June 06, 2020, 12:56:41 AM
Star Wars sizes have no reason aside from rule of cool. The sizes came first, then afterward few nerds were hired to come up with the filling for the ships. To be fair to them, they came up with a lot of good reasons why the SW ships are the way they are but in the end, the real reason is that George Lucas thought that big numbers are cooler than small numbers.
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 06, 2020, 04:33:16 AM
A test fighter in my game for example need 30t living space for 20 people for a 3 month deployment operation... it would not be very reasonable to think that 30 cubic meters is anywhere near enough for that. That is what 15 square meters of space to live on roughly.

The bridge of most ships are about 50t which would be about 25 square meters or a 5*5 room, that is VERY small as you need all the equipment in there too... not just the people working there.
Submarine crews have been crammed into pretty small spaces for a few months at a time. 1.5 cubic meters per person would certainly be tight, but if you throw in hot-bunking it's probably possible. Well, provided you're ignoring food stores. Three months of preserved food is probably going to put that over the edge.

The bridge is easier - since (small) ships work without a bridge, most of the fundamental control equipment must not be coming out of the bridge tonnage at all.

Submarines are a pretty good example and even if they are cramped the crew don't live in 1.5 cubic meters... you don't only count their sleeping quarters but all living space on the ship. A fighter and FAC also include all of the working space as well into this space. It also include ALL the space for the equipment, bulkheads, water and life support machinery etc. So perhaps two third or as little as half of the space is actual space for the crew to move around in, tops.

I think I remember that Steve said something a few years ago about using submarines and living space as one of the measurements for the space needed for space ship in Aurora so he clearly have thought this through more than once.

Submarines have allot more space than 1.5 cubic meters for the crew to live and work on, even in a small diesel submarine.

If you are dedicated to determining the level of reality of Aurora, you might consider historical airship designs, such as those used in the early 20th century. In that context, the volume consideration based on liquid hydrogen is much more relevant and interesting than for submarines immersed in water.

To be honest this make no sense what so ever as the two have no relation with each other.

One is the scale at which the game is considering the ship, the other is the space which crew need for living and the space needed for all the equipment and material such as bulkheads and life support.
Title: Re: Should Fighters Need Commanders?
Post by: alex_brunius on June 06, 2020, 04:36:55 AM
Star Wars sizes have no reason aside from rule of cool. The sizes came first, then afterward few nerds were hired to come up with the filling for the ships. To be fair to them, they came up with a lot of good reasons why the SW ships are the way they are but in the end, the real reason is that George Lucas thought that big numbers are cooler than small numbers.

I disagree. I think the reason is because it's much more relatable to real world fighters airplanes which from WW1 until today have almost all of them been single pilot planes.

If you look at star wars in general the genius about it is that all locations, characters and vehicles are in some way instantly relatable to real world counterparts which helps massively to build immersion and feel attached to the world.


Edit: For the same reason I really love to have leaders start their Career as a fighter commander and work their way up to one day command an entire Carrier Strike group. It feels relatable to how things work in the real world.
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 06, 2020, 05:02:52 AM
but in the end, the real reason is that George Lucas thought that big numbers are cooler than small numbers.

I disagree. I think the reason is because it's much more relatable to real world fighters airplanes which from WW1 until today have almost all of them been single pilot planes.

If you look at star wars in general the genius about it is that all locations, characters and vehicles are in some way instantly relatable to real world counterparts which helps massively to build immersion and feel attached to the world.

I think that you are both right... of course... when you make a movie everything need to be relatable to something or the audience will not get what the makers are trying to convey which most of the time is a feeling of some kind.

The enormous size of big capital ships IS cool and give a certain feeling... the problem comes when you try to back fill their use after the fact. These ships are so massive that it is almost ridiculous. If you ever tried to make a ship that massive in Aurora you could fit so much stuff in it that it becomes unreal. From an Aurora perspective such large ships make very little sense. The capabilities of these ships from the lore simply don't make them justice in comparison with the smaller ships, such as the Corellian corvette above that have allot more realistic proportions from an Aurora perspective.

Now. getting back to "fighters" in Aurora is that I don't actually like the term fighter for the reason it give people the wrong impression for what they really are... small space ships.

I think that missile fighters have way too few crew than for example a beam fighter that usually need something like 15-20 crew (unless it is a Gauss fighter). Box launcher require no crew, small missile fire-controls does not require crew and other small sensors does not require crew either. In my opinion these things should require crew to operate, even box launchers given the size of these system should need at least some engineers to maintain. Sensors certainly should need crew to both operate and maintain even if very small, at least one crew per system you attach no matter how small.

I do agree that you should be able to opt out of using commanding officers on small crafts in favour of other more important positions such as executive officer or commander of a CIC on a capital ship. Fighter should have the lowest of priorities followed by FAC and then as bridge crew of capital ships. It is is irritating when a fighter gets commanded before you get a CIC officer on your most important ships for example.

Sure you can solve it with more Academies and you probably should build enough of them, but sometimes pure chance will make sure that some skills are not distributed in enough quantities so there might not be enough tactical officers and most of the ones you have goes to useless fighter positions instead. So you always need to over produce officers so you have the ones you really need not just enough of them.

It would at least be good if you could set the priorities our self which positions are the most important.

Now... I might also think that in the same spirit of balance one should perhaps think about the implication of building thousands of small stations and fighters before doing that in the first place as well. Sometimes building larger vessels or stations is what you should do to preserve good leadership, the same things goes for ships. Large ships will be able to much better use good leadership... so either you match the Academies with the amount of ships you build or you will sit there with lots of ships and stations but no good officers to command them.
When you expand your fleet you must also make sure you expand your academies as well to fit the fleet you build. So if you build hundreds or thousands of small ships/fighters/stations you need to match that with even more Academies as well.
Title: Re: Should Fighters Need Commanders?
Post by: alex_brunius on June 06, 2020, 05:13:49 AM
I do agree that you should be able to opt out of using commanding officers on small crafts in favour of other more important positions such as executive officer or commander of a CIC on a capital ship. Fighter should have the lowest of priorities followed by FAC and then as bridge crew of capital ships. It is is irritating when a fighter gets commanded before you get a CIC officer on your most important ships for example.

I thought it was already possible to do this by setting the Commander Priority of your larger ships to be higher than that of the fighters. Haven't tested it myself but doesn't this work?
Title: Re: Should Fighters Need Commanders?
Post by: Jorgen_CAB on June 06, 2020, 05:21:10 AM
I do agree that you should be able to opt out of using commanding officers on small crafts in favour of other more important positions such as executive officer or commander of a CIC on a capital ship. Fighter should have the lowest of priorities followed by FAC and then as bridge crew of capital ships. It is is irritating when a fighter gets commanded before you get a CIC officer on your most important ships for example.

I thought it was already possible to do this by setting the Commander Priority of your larger ships to be higher than that of the fighters. Haven't tested it myself but doesn't this work?

Yes... but officers still prioritise commanding a vessel over commanding a secondary position on a capital ship. At least I'm sure that is what happens.
Title: Re: Should Fighters Need Commanders?
Post by: Zincat on June 06, 2020, 05:31:39 AM
Back to the main topic XD

I more or less agree with Jorgen here. In fact, I feel that the game may be TOO forgiving in terms of officers and such. The natural counter to that is building more academies, which you should do anyway. If it irks you to have unassigned commanders, you can imagine that they are occupied in training or low level administrative positions.

I am, however, 100% an RPer, so I can totally understand why people could want the possibility to avoid commanders in this situation.

So, after reading everything, I'd say my answer is:
Should fighters need commanders? Generally yes, within the confines of the mechanics Steve made. "Fighters" are actually pretty large and have a two digits crew in most cases, so having a commander, someone responsible for the ship, makes sense here

Could we have a toggable system where certain classes or sizes or whatever do not have a commander? (To roleplay automated crafts or whatever). I'm all for it if Steve is interested to code it.
But imo, it cannot be the default/only option, because the mechanics of Aurora imply that a fighter is a craft big enough and with enough crew that it generally makes sense to for it to have a commander.

I would not mind a more granular option for assigning commanders though.
Title: Re: Should Fighters Need Commanders?
Post by: liveware on June 06, 2020, 02:10:08 PM
A test fighter in my game for example need 30t living space for 20 people for a 3 month deployment operation... it would not be very reasonable to think that 30 cubic meters is anywhere near enough for that. That is what 15 square meters of space to live on roughly.

The bridge of most ships are about 50t which would be about 25 square meters or a 5*5 room, that is VERY small as you need all the equipment in there too... not just the people working there.
Submarine crews have been crammed into pretty small spaces for a few months at a time. 1.5 cubic meters per person would certainly be tight, but if you throw in hot-bunking it's probably possible. Well, provided you're ignoring food stores. Three months of preserved food is probably going to put that over the edge.

The bridge is easier - since (small) ships work without a bridge, most of the fundamental control equipment must not be coming out of the bridge tonnage at all.

Submarines are a pretty good example and even if they are cramped the crew don't live in 1.5 cubic meters... you don't only count their sleeping quarters but all living space on the ship. A fighter and FAC also include all of the working space as well into this space. It also include ALL the space for the equipment, bulkheads, water and life support machinery etc. So perhaps two third or as little as half of the space is actual space for the crew to move around in, tops.

I think I remember that Steve said something a few years ago about using submarines and living space as one of the measurements for the space needed for space ship in Aurora so he clearly have thought this through more than once.

Submarines have allot more space than 1.5 cubic meters for the crew to live and work on, even in a small diesel submarine.

If you are dedicated to determining the level of reality of Aurora, you might consider historical airship designs, such as those used in the early 20th century. In that context, the volume consideration based on liquid hydrogen is much more relevant and interesting than for submarines immersed in water.

I was thinking in terms of buoyant forces. Any ship would need to displace sufficient volume of the fluid in which it is immersed to be able to float. Buoyancy is the bridge between ship mass and ship volume and any equipment on board a ship will affect the overall ship displacement volume.  If one considers the vacuum of space to be extremely low density hydrogen gas instead of true vacuum, one might be interested in working out how large a ship would need to be to float on a hypothetical ocean of liquid hydrogen.
Title: Re: Should Fighters Need Commanders?
Post by: Droll on June 06, 2020, 02:29:58 PM
I do agree that you should be able to opt out of using commanding officers on small crafts in favour of other more important positions such as executive officer or commander of a CIC on a capital ship. Fighter should have the lowest of priorities followed by FAC and then as bridge crew of capital ships. It is is irritating when a fighter gets commanded before you get a CIC officer on your most important ships for example.

I thought it was already possible to do this by setting the Commander Priority of your larger ships to be higher than that of the fighters. Haven't tested it myself but doesn't this work?

Yes... but officers still prioritise commanding a vessel over commanding a secondary position on a capital ship. At least I'm sure that is what happens.

This is exactly what I am referring too. In one of my games as a way of handling PPV I would build 100s of these 400t missile defense satellites. Their commander priority was set to lowest which meant that every one of my important ships/fighters got their commanders but none of the capital ships were getting their bridge crews unless they were set to "senior officer" which means they had commanders fill bridge positions instead.

And no I do not want commodores captaining every ship either.
Title: Re: Should Fighters Need Commanders?
Post by: SpikeTheHobbitMage on June 08, 2020, 12:35:12 AM
I was thinking in terms of buoyant forces. Any ship would need to displace sufficient volume of the fluid in which it is immersed to be able to float. Buoyancy is the bridge between ship mass and ship volume and any equipment on board a ship will affect the overall ship displacement volume.  If one considers the vacuum of space to be extremely low density hydrogen gas instead of true vacuum, one might be interested in working out how large a ship would need to be to float on a hypothetical ocean of liquid hydrogen.
Mass*gravity, and buoyant forces simply don't exist in free-fall, which is what a ballistic orbit is.

I do agree that you should be able to opt out of using commanding officers on small crafts in favour of other more important positions such as executive officer or commander of a CIC on a capital ship. Fighter should have the lowest of priorities followed by FAC and then as bridge crew of capital ships. It is is irritating when a fighter gets commanded before you get a CIC officer on your most important ships for example.

I thought it was already possible to do this by setting the Commander Priority of your larger ships to be higher than that of the fighters. Haven't tested it myself but doesn't this work?

Yes... but officers still prioritise commanding a vessel over commanding a secondary position on a capital ship. At least I'm sure that is what happens.

This is exactly what I am referring too. In one of my games as a way of handling PPV I would build 100s of these 400t missile defense satellites. Their commander priority was set to lowest which meant that every one of my important ships/fighters got their commanders but none of the capital ships were getting their bridge crews unless they were set to "senior officer" which means they had commanders fill bridge positions instead.

And no I do not want commodores captaining every ship either.
This brings up another point:  Priority for secondary positions.  In many navies officers are expected to have XO experience before they are assigned their own command, so there is an argument for filling secondary positions before command of lower priority ships.  I think Steve didn't do that precisely so that fighters would get pilots, but a way to set those priorities might help some people.  The big question of course is how to set it up so that: A) it works and B) people can understand how it works.
Title: Re: Should Fighters Need Commanders?
Post by: Droll on June 08, 2020, 09:50:05 AM
I was thinking in terms of buoyant forces. Any ship would need to displace sufficient volume of the fluid in which it is immersed to be able to float. Buoyancy is the bridge between ship mass and ship volume and any equipment on board a ship will affect the overall ship displacement volume.  If one considers the vacuum of space to be extremely low density hydrogen gas instead of true vacuum, one might be interested in working out how large a ship would need to be to float on a hypothetical ocean of liquid hydrogen.
Mass*gravity, and buoyant forces simply don't exist in free-fall, which is what a ballistic orbit is.

I do agree that you should be able to opt out of using commanding officers on small crafts in favour of other more important positions such as executive officer or commander of a CIC on a capital ship. Fighter should have the lowest of priorities followed by FAC and then as bridge crew of capital ships. It is is irritating when a fighter gets commanded before you get a CIC officer on your most important ships for example.

I thought it was already possible to do this by setting the Commander Priority of your larger ships to be higher than that of the fighters. Haven't tested it myself but doesn't this work?

Yes... but officers still prioritise commanding a vessel over commanding a secondary position on a capital ship. At least I'm sure that is what happens.

This is exactly what I am referring too. In one of my games as a way of handling PPV I would build 100s of these 400t missile defense satellites. Their commander priority was set to lowest which meant that every one of my important ships/fighters got their commanders but none of the capital ships were getting their bridge crews unless they were set to "senior officer" which means they had commanders fill bridge positions instead.

And no I do not want commodores captaining every ship either.
This brings up another point:  Priority for secondary positions.  In many navies officers are expected to have XO experience before they are assigned their own command, so there is an argument for filling secondary positions before command of lower priority ships.  I think Steve didn't do that precisely so that fighters would get pilots, but a way to set those priorities might help some people.  The big question of course is how to set it up so that: A) it works and B) people can understand how it works.

The best way IMO to do that is add a checkbox "exclude class from auto assignment". This would prevent my defense satellite spam from being an officer sink.
Another way is to allow the player to set bridge officer priorities as well as commander priority in the misc tab of class design. If a ship has higher bridge priority than the commander priority of another ship then bridge crew is prioritized first.
Title: Re: Should Fighters Need Commanders?
Post by: Thrake on June 09, 2020, 03:56:07 AM
I do agree that you should be able to opt out of using commanding officers on small crafts in favour of other more important positions such as executive officer or commander of a CIC on a capital ship. Fighter should have the lowest of priorities followed by FAC and then as bridge crew of capital ships. It is is irritating when a fighter gets commanded before you get a CIC officer on your most important ships for example.

I thought it was already possible to do this by setting the Commander Priority of your larger ships to be higher than that of the fighters. Haven't tested it myself but doesn't this work?

Yes... but officers still prioritise commanding a vessel over commanding a secondary position on a capital ship. At least I'm sure that is what happens.

"I would rather be first in that little fighter than second in that deathstar" once said a famous Space Roman.
Title: Re: Should Fighters Need Commanders?
Post by: SpikeTheHobbitMage on June 09, 2020, 02:13:23 PM
I do agree that you should be able to opt out of using commanding officers on small crafts in favour of other more important positions such as executive officer or commander of a CIC on a capital ship. Fighter should have the lowest of priorities followed by FAC and then as bridge crew of capital ships. It is is irritating when a fighter gets commanded before you get a CIC officer on your most important ships for example.

I thought it was already possible to do this by setting the Commander Priority of your larger ships to be higher than that of the fighters. Haven't tested it myself but doesn't this work?

Yes... but officers still prioritise commanding a vessel over commanding a secondary position on a capital ship. At least I'm sure that is what happens.

"I would rather be first in that little fighter than second in that deathstar" once said a famous Space Roman.
True, but the guys on the star destroyers tended to outlive both.