Aurora 4x
New Players => The Academy => Topic started by: chrislocke2000 on June 14, 2011, 04:56:43 AM
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Hi all
I seem to be having some rounding problems with my fighter designs.
Built with 10% power boost magneto drives, a command module, 4 size five box launchers, an MFC and 1 tiny fuel bay they come out to 245 tons. Add one more fuel bay and they flip to 255 tons, successive fuel bays then add the normal 5 tons per component.
I've also tried this with just my scout fighter (No box launchers or MFC but an active sensor in its place) and again I get to 245 tons then flip to 255 when I add the next 5 ton component.
Anyone else have similar issues or an idea on what is causing the problem and how to resolve?
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It's the armor calculation. The fuel tank is adding 5, but now the ship is bigger and needs more armor/hull, which gets added automatically.
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Ah of course, how stupid of me. So its a question of improving my armour tech and seeing if the round point catchs earlier / later to get to my 250 ton target
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Ah of course, how stupid of me. So its a question of improving my armour tech and seeing if the round point catchs earlier / later to get to my 250 ton target
That or just go with a 245 ton design....
John
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I could indeed but then I will end up with either a tiny engagement range or a far lower targetting range for the MFC or having to re-equip my entire fleet with size 4 missiles instead of size 5..... Gotta love this game!
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Extend your engagement range with a tanker. A fighter with no weapons or anything, just an engine and fuel containers -also as speed does not matter they can be as big as the leftover space of your carriers dictates. This means I can reduce the range of my fighters which is 4.6 billion km (50 hours at full power) at current tech.
FK-9A Quadstar class Tanker 300 tons 6 Crew 129.7 BP TCS 6 TH 14.4 EM 0
20000 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Annual Failure Rate: 60% IFR: 0.8% Maint Capacity 0 MSP Max Repair 50 MSP Est Time: 0 Years
Lockheed Propulsion FTR-SCAM (1) Power 120 Fuel Use 2500% Signature 14.4 Armour 0 Exp 25%
Fuel Capacity 210,000 Litres Range 50.4 billion km (29 days at full power)
ECM 20
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Do the tankers automatically fuel fighters enroute or do you use the equalize fuel button? I'm doing the same thing for my new line of stealth FACs, with a dedicated stealth tanker, a supply ship (mostly for RP purposes) and a scout ship.
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I don't move my tankers with the fighter squadrons - I give my fighter squadrons a "Refuel from Target Fleet" Order usually, but if they are returning to their carrier and time/speed is not an issue then a join fleet order and equalise that way.
EDIT: If you do move the tankers with the squadrons then I assume they will act as a normal tanker does and the squadron will automagically top up.