Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: Youngbloodclaw on February 07, 2021, 08:32:27 AM
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SO, Pretty New to the game and Encountered an Issue. No matter what i do or design my ship will not fire at missiles. Not sure if its a design issue with my ships, some thing ive missed, or something iam not understanding.
Here's my main capital ship, and am Using them and Smaller destroyers for most part.
The enemy's missiles are moving 27500 them selves, just in case thats needed for context.
Thoughts?
MKII-Marine Strike Cruiser class Heavy Cruiser 29,996 tons 714 Crew 9,465 BP TCS 600 TH 1,260 EM 1,800
4200 km/s Armour 10-85 Shields 60-450 HTK 145 Sensors 220/280/0/0 DCR 22 PPV 130. 04
Maint Life 0. 22 Years MSP 1,594 AFR 3599% IFR 50. 0% 1YR 7,093 5YR 106,397 Max Repair 1250 MSP
Hangar Deck Capacity 2,000 tons Troop Capacity 1,000 tons Boarding Capable Magazine 196
Commodore Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 28 months Flight Crew Berths 40 Morale Check Required
Magneto-plasma Drive EP280. 00 (9) Power 2520 Fuel Use 81. 03% Signature 140. 0 Explosion 17%
Fuel Capacity 4,025,000 Litres Range 29. 8 billion km (82 days at full power)
Epsilon S30 / R450 Shields (2) Recharge Time 450 seconds (0. 1 per second)
Spinal 37. 50cm C5 Ultraviolet Laser (1) Range 1,000,000km TS: 6,250 km/s Power 37-5 RM 40,000 km ROF 40
Rapid Quad Full Gauss Cannon R600-100 Turret (2x32) Range 60,000km TS: 35000 km/s Power 0-0 RM 60,000 km ROF 5
Rapid Single Full Gauss Cannon R600-100 Turret (2x8) Range 60,000km TS: 35000 km/s Power 0-0 RM 60,000 km ROF 5
Large (Acc) Beam Fire Control R1000-TS25000 (2) Max Range: 1,000,000 km TS: 25,000 km/s 99 98 97 96 95 94 93 92 91 90
Stellarator Fusion Reactor R33 (2) Total Power Output 66. 6 Exp 5%
Size 12 Missile Launcher (30. 0% Reduction) (3) Missile Size: 12 Rate of Fire 10395
Large Missile Fire Control FC401-R100 (70%) (1) Range 401. 6m km Resolution 100
Schelde Anti-Ship Missile (size 11) (14) Speed: 10,872 km/s End: 45. 9m Range: 29. 9m km WH: 25 Size: 10. 67 TH: 94/56/28
Rotterdam Anti-Ship Missile (size 12- range70mkm (2) Speed: 18,433 km/s End: 66. 5m Range: 73. 6m km WH: 15 Size: 12 TH: 190/114/57
Large Active Search Sensor AS200-R100 (70%) (1) GPS 42000 Range 200. 8m km Resolution 100
Thermal Sensor TH20-220 (1) Sensitivity 220 Detect Sig Strength 1000: 117. 3m km
EM Sensor EM20-280 (1) Sensitivity 280 Detect Sig Strength 1000: 132. 3m km
ELINT Module (1) Sensitivity 5 Detect Sig Strength 1000: 17. 7m km
ECCM-3 (2) ECM 10
Strike Group
4x Castuian Boarding Ram Assault Shuttle Speed: 14142 km/s Size: 9. 9
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
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SO, Pretty New to the game and Encountered an Issue. No matter what i do or design my ship will not fire at missiles. Not sure if its a design issue with my ships, some thing ive missed, or something iam not understanding.
Here's my main capital ship, and am Using them and Smaller destroyers for most part.
The enemy's missiles are moving 27500 them selves, just in case thats needed for context.
Thoughts?
MKII-Marine Strike Cruiser class Heavy Cruiser 29,996 tons 714 Crew 9,465 BP TCS 600 TH 1,260 EM 1,800
4200 km/s Armour 10-85 Shields 60-450 HTK 145 Sensors 220/280/0/0 DCR 22 PPV 130. 04
Maint Life 0. 22 Years MSP 1,594 AFR 3599% IFR 50. 0% 1YR 7,093 5YR 106,397 Max Repair 1250 MSP
Hangar Deck Capacity 2,000 tons Troop Capacity 1,000 tons Boarding Capable Magazine 196
Commodore Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 28 months Flight Crew Berths 40 Morale Check Required
Magneto-plasma Drive EP280. 00 (9) Power 2520 Fuel Use 81. 03% Signature 140. 0 Explosion 17%
Fuel Capacity 4,025,000 Litres Range 29. 8 billion km (82 days at full power)
Epsilon S30 / R450 Shields (2) Recharge Time 450 seconds (0. 1 per second)
Spinal 37. 50cm C5 Ultraviolet Laser (1) Range 1,000,000km TS: 6,250 km/s Power 37-5 RM 40,000 km ROF 40
Rapid Quad Full Gauss Cannon R600-100 Turret (2x32) Range 60,000km TS: 35000 km/s Power 0-0 RM 60,000 km ROF 5
Rapid Single Full Gauss Cannon R600-100 Turret (2x8) Range 60,000km TS: 35000 km/s Power 0-0 RM 60,000 km ROF 5
Large (Acc) Beam Fire Control R1000-TS25000 (2) Max Range: 1,000,000 km TS: 25,000 km/s 99 98 97 96 95 94 93 92 91 90
Stellarator Fusion Reactor R33 (2) Total Power Output 66. 6 Exp 5%
Size 12 Missile Launcher (30. 0% Reduction) (3) Missile Size: 12 Rate of Fire 10395
Large Missile Fire Control FC401-R100 (70%) (1) Range 401. 6m km Resolution 100
Schelde Anti-Ship Missile (size 11) (14) Speed: 10,872 km/s End: 45. 9m Range: 29. 9m km WH: 25 Size: 10. 67 TH: 94/56/28
Rotterdam Anti-Ship Missile (size 12- range70mkm (2) Speed: 18,433 km/s End: 66. 5m Range: 73. 6m km WH: 15 Size: 12 TH: 190/114/57
Large Active Search Sensor AS200-R100 (70%) (1) GPS 42000 Range 200. 8m km Resolution 100
Thermal Sensor TH20-220 (1) Sensitivity 220 Detect Sig Strength 1000: 117. 3m km
EM Sensor EM20-280 (1) Sensitivity 280 Detect Sig Strength 1000: 132. 3m km
ELINT Module (1) Sensitivity 5 Detect Sig Strength 1000: 17. 7m km
ECCM-3 (2) ECM 10
Strike Group
4x Castuian Boarding Ram Assault Shuttle Speed: 14142 km/s Size: 9. 9
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
It's been a while since I've actually played Aurora, but I'll take a crack at this. You didn't say what you were trying to target, but from your last statement I assume you were trying to fire at incoming missiles. Two things jumped out at me right away.
1. You only have one type of beam fire control, which under performs for your turrets and overperforms for your spinal mount. This is not why your ship isn't firing, though.
2. The real problem is that you need an active sensor optimized to detect small missiles. Your active sensor can detect large ships out to 200 mkm's, but I'm betting it can't detect small missiles hardly at all. If your ship can't detect the missiles with active sensors, it can't fire at them. Sensors designed to detect ships are really, really bad at detecting missiles, which are very small. Your ship needs an anti-missile active sensor with a resolution of 1 to target the incoming missiles.
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To fire (someone chime in if I missed something):
1- active sensor lock of whatever you want to Target. This doesn't need to be on the ship firing but someone in the system needs to have an active sensor lock or you can't shoot.
2- as was already said sensors are optimized for a certain resolution. If you want to shoot at missiles then your large resolution sensor won't be able to give you a lock until it's really close. If you want to shoot, say missiles at a large ship really fat away then it's very likely your small resolution missile detection sensor won't see them either. So you usually need at least two sensors. One for missiles and one for larger ships. I sometimes carry 3, with the third being optimized for FACs.
3 - you need fire control lock. Unlike with the active sensor this has to be on the ship that is firing. If it's a beam fire control then it had a max range for anything it wants to shoot at and tracking speed. The distance and speed of the target determine your chance to actually hit it.
If it's a missile fire control then it's pretty much the same as active sensors (you even design them on the same screen). Meaning the resolution and size of the sensor determines what you can target and how far away you can shoot.
4- you need to Target and tell the fire control to fire (it'll turn orange) except in the case if point defense guns or missiles. They need a point defense mode set and they will automatically fire when the conditions are met.