Aurora 4x
VB6 Aurora => VB6 Mechanics => Topic started by: Steve Walmsley on August 11, 2012, 02:00:32 PM
-
It looks like I am going to have to start a new test campaign due to an issue I found with trojan asteroids. I've changed the way their orbit is calculated, which won't work with existing systems. This isn't really that big a deal as not much was happening in the current campaign and I need to try something more high intensity. Rather than post the entire campaign report (as I am using the same initial fluff for the new one), I'm just going to post some of the ship designs to give a flavour for how the new rules affect the games. The major difference is the amount of fuel, the larger crew quarters and the generally much shorter range of ships. More tankers and refueling outposts will be needed.
Vanguard class Geological Survey Vessel 3,750 tons 75 Crew 567.6 BP TCS 75 TH 240 EM 0
3200 km/s Armour 1-21 Shields 0-0 Sensors 1/1/0/2 Damage Control Rating 4 PPV 0
Maint Life 6.34 Years MSP 378 AFR 28% IFR 0.4% 1YR 16 5YR 243 Max Repair 100 MSP
Intended Deployment Time: 48 months Spare Berths 2
Terradyne NP-80 Nuclear Pulse Drive (3) Power 80 Fuel Use 81% Signature 80 Exp 10%
Fuel Capacity 1,000,000 Litres Range 59.3 billion km (214 days at full power)
Geological Survey Sensors (2) 2 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
Minerva class Freighter 40,000 tons 160 Crew 626.4 BP TCS 800 TH 1000 EM 0
1250 km/s Armour 1-104 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 10 Max Repair 50 MSP
Intended Deployment Time: 3 months Spare Berths 54
Cargo 25000 Cargo Handling Multiplier 10
Terradyne NP-200 Commercial Drive (5) Power 200 Fuel Use 22.5% Signature 200 Exp 5%
Fuel Capacity 1,000,000 Litres Range 20.0 billion km (185 days at full power)
Vesta class Colony Ship 27,050 tons 205 Crew 1020.4 BP TCS 541 TH 1000 EM 0
1848 km/s Armour 1-80 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 24 Max Repair 50 MSP
Intended Deployment Time: 3 months Spare Berths 3
Cryogenic Berths 50000 Cargo Handling Multiplier 10
Terradyne NP-200 Commercial Drive (5) Power 200 Fuel Use 22.5% Signature 200 Exp 5%
Fuel Capacity 750,000 Litres Range 22.2 billion km (138 days at full power)
Dominion class Troop Transport 24,300 tons 180 Crew 656.4 BP TCS 486 TH 800 EM 0
1646 km/s Armour 1-74 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 17 Max Repair 50 MSP
Intended Deployment Time: 3 months Spare Berths 0
Troop Capacity: 5 Battalions Cargo Handling Multiplier 10
Terradyne NP-200 Commercial Drive (4) Power 200 Fuel Use 22.5% Signature 200 Exp 5%
Fuel Capacity 750,000 Litres Range 24.7 billion km (173 days at full power)
Vulcan class Fuel Harvester 70,000 tons 310 Crew 1231.2 BP TCS 1400 TH 400 EM 0
285 km/s Armour 1-151 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 11 Max Repair 50 MSP
Intended Deployment Time: 3 months Spare Berths 2
Fuel Harvester: 25 modules producing 700000 litres per annum
Terradyne NP-200 Commercial Drive (2) Power 200 Fuel Use 22.5% Signature 200 Exp 5%
Fuel Capacity 1,000,000 Litres Range 11.4 billion km (462 days at full power)
Covenant class Survey Cruiser 6,000 tons 150 Crew 890 BP TCS 120 TH 480 EM 0
4000 km/s JR 3-50 Armour 1-29 Shields 0-0 Sensors 1/5/3/0 Damage Control Rating 5 PPV 0
Maint Life 4.72 Years MSP 464 AFR 57% IFR 0.8% 1YR 34 5YR 512 Max Repair 100 MSP
Intended Deployment Time: 48 months Spare Berths 1
Gryphonne MJ-60 Military Jump Drive Max Ship Size 6000 tons Distance 50k km Squadron Size 3
Terradyne ION-120 Military Drive (4) Power 120 Fuel Use 63% Signature 120 Exp 10%
Fuel Capacity 1,000,000 Litres Range 47.6 billion km (137 days at full power)
EM Detection Sensor (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
Gravitational Survey Sensors (3) 3 Survey Points Per Hour
Daedalus class Tanker 14,000 tons 85 Crew 743 BP TCS 280 TH 900 EM 0
3214 km/s Armour 1-51 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 33 Max Repair 75 MSP
Intended Deployment Time: 3 months Spare Berths 5
Terradyne ION-300 Commercial Drive (3) Power 300 Fuel Use 17.5% Signature 300 Exp 5%
Fuel Capacity 6,000,000 Litres Range 440.8 billion km (1587 days at full power)
Initial ASM design below - it uses two of the MD-162 engines
Exorcist Anti-ship Missile
Missile Size: 4 MSP (0.2 HS) Warhead: 6 Armour: 0 Manoeuvre Rating: 10
Speed: 16200 km/s Engine Endurance: 179 minutes Range: 174.1m km
Thermal Sensor Strength: 0.135 Detect Sig Strength 1000: 135,000 km
Cost Per Missile: 2.526
Chance to Hit: 1k km/s 162% 3k km/s 50% 5k km/s 32.4% 10k km/s 16.2%
Materials Required: 1.5x Tritanium 0.081x Boronide 0.135x Uridium 0.81x Gallicite Fuel x325
Development Cost for Project: 253RP
Astratech MD-162 Missile Drive
Engine Power: 1.62 Fuel Use Per Hour: 54.43 Litres
Fuel Consumption per Engine Power Hour: 33.6 Litres
Engine Size: 0.9 MSP Cost: 0.405
Thermal Signature: 1.62
Materials Required: 1x Tritanium 0.405x Gallicite
Development Cost for Project: 81RP
An updated version that uses a single MD-378. This was created after the max engine boost tech was increased form 1.5x to 1.75x.
Exorcist II Anti-Ship Missile
Missile Size: 4 MSP (0.2 HS) Warhead: 6 Armour: 0 Manoeuvre Rating: 10
Speed: 18900 km/s Engine Endurance: 115 minutes Range: 130.6m km
Thermal Sensor Strength: 0.135 Detect Sig Strength 1000: 135,000 km
Cost Per Missile: 2.661
Chance to Hit: 1k km/s 189% 3k km/s 60% 5k km/s 37.8% 10k km/s 18.9%
Materials Required: 15.2x Duranium 1.5x Tritanium 0.081x Boronide 60.8x Sorium 0.135x Uridium 0.945x Gallicite Fuel x325
Astratech MD-378 Missile Drive
Engine Power: 3.78 Fuel Use Per Hour: 169.34 Litres
Fuel Consumption per Engine Power Hour: 44.8 Litres
Engine Size: 1.8 MSP Cost: 0.945
Thermal Signature: 3.78
Materials Required: 1.5x Tritanium 0.945x Gallicite
Development Cost for Project: 189RP
Juno class Colony Ship 47,600 tons 350 Crew 1949 BP TCS 952 TH 2400 EM 0
2521 km/s Armour 1-116 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 26 Max Repair 75 MSP
Intended Deployment Time: 3 months Spare Berths 3
Cryogenic Berths 100000 Cargo Handling Multiplier 20
Terradyne ION-300 Commercial Drive (8) Power 300 Fuel Use 17.5% Signature 300 Exp 5%
Fuel Capacity 1,000,000 Litres Range 21.6 billion km (99 days at full power)
Emperor class Missile Cruiser 15,000 tons 338 Crew 2113 BP TCS 300 TH 1200 EM 0
4000 km/s Armour 7-54 Shields 0-0 Sensors 1/12/0/0 Damage Control Rating 5 PPV 48
Maint Life 1.93 Years MSP 440 AFR 360% IFR 5% 1YR 154 5YR 2307 Max Repair 144 MSP
Intended Deployment Time: 12 months Spare Berths 2
Magazine 848
Terradyne ION-120 Military Drive (10) Power 120 Fuel Use 63% Signature 120 Exp 10%
Fuel Capacity 1,250,000 Litres Range 23.8 billion km (68 days at full power)
Pegasus IV Missile Launcher (12) Missile Size 4 Rate of Fire 40
Gabriel-90 Missile Fire Control (2) Range 86.4m km Resolution 100
Exorcist II Anti-Ship Missile (212) Speed: 18,900 km/s End: 115m Range: 130m km WH: 6 Size: 4 TH: 63 / 37 / 18
Raphael-90 Active Search Sensor (1) GPS 14400 Range 86.4m km Resolution 100
Uriel-12 EM Sensor (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
Sword class Frigate 6,000 tons 170 Crew 1013 BP TCS 120 TH 480 EM 0
4000 km/s Armour 5-29 Shields 0-0 Sensors 1/12/0/0 Damage Control Rating 3 PPV 24
Maint Life 3.29 Years MSP 317 AFR 96% IFR 1.3% 1YR 44 5YR 663 Max Repair 96 MSP
Intended Deployment Time: 12 months Spare Berths 0
Terradyne ION-120 Military Drive (4) Power 120 Fuel Use 63% Signature 120 Exp 10%
Fuel Capacity 500,000 Litres Range 23.8 billion km (68 days at full power)
15cm C3 Near Ultraviolet Laser (6) Range 180,000km TS: 4000 km/s Power 6-3 RM 3 ROF 10 6 6 6 4 3 3 2 2 2 1
Zadkiel-128 Beam Fire Control (2) Max Range: 256,000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor (3) Total Power Output 18 Armour 0 Exp 5%
Raphael-60 Active Search Sensor (1) GPS 9600 Range 57.6m km Resolution 100
Uriel-12 EM Sensor (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
-
Maybe I missed it somewhere but Spare Berths?
-
Maybe I missed it somewhere but Spare Berths?
The number of passengers (lifepod survivors for example) the ship can carry without the chance of causing problems for its life support systems.
Steve
-
The number of passengers (lifepod survivors for example) the ship can carry without the chance of causing problems for its life support systems.
Steve
Would this include teams and or officers being transported by the ship?
-
Thanks for the quick reply. Interesting. Would that scale up the life support problems if for example, more and more life pod survivors are brought aboard to the point of life support failure?
-
Are commercial ships exempt from crew morale? Your commercial ships have really low deployment times.
-
Are commercial ships exempt from crew morale? Your commercial ships have really low deployment times.
Commercial ships aren't exempt. It's just that the penalties for low morale will rarely apply to them so for the classes involved I decided they didn't need long deployment times. If was a created a commercial geosurvey ship I would add extra accommodations.
To qualify as commercial btw, a ship must have at least a 3 month deployment time.
Steve
-
Thanks for the quick reply. Interesting. Would that scale up the life support problems if for example, more and more life pod survivors are brought aboard to the point of life support failure?
Yes. This is to prevent the "FAC picks up 2000 survivors" issue. However, there are now smaller cryogenic modules that you can add to a ship for the purposes of rescusing survivors. The frigate below (from my new campaign) has cryo-space for 400. You could also build a dedicated "Hospital Ship", or bring along an empty colony ship.
Exidium class Frigate 7,500 tons 203 Crew 1160.8 BP TCS 150 TH 600 EM 0
4000 km/s Armour 6-34 Shields 0-0 Sensors 1/16/0/0 Damage Control Rating 4 PPV 32
Maint Life 3.61 Years MSP 387 AFR 112% IFR 1.6% 1YR 46 5YR 689 Max Repair 96 MSP
Intended Deployment Time: 12 months Spare Berths 2
Cryogenic Berths 400
Terradyne ION-120 Military Drive (5) Power 120 Fuel Use 54% Signature 120 Exp 10%
Fuel Capacity 500,000 Litres Range 22.2 billion km (64 days at full power)
15cm C3 Near Ultraviolet Laser (8) Range 180,000km TS: 4000 km/s Power 6-3 RM 3 ROF 10 6 6 6 4 3 3 2 2 2 1
PanTerra FCB-128 Beam Fire Control (2) Max Range: 256,000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
Reichmann Industries AS-80 Active Search Sensor (1) GPS 9600 Range 76.8m km Resolution 100
Uriel-16 EM Sensor (1) Sensitivity 16 Detect Sig Strength 1000: 16m km
This design is classed as a Military Vessel for maintenance purposes
-
Guys, you could also read the actual "Changes in 5.70"-thread where Steve has gone over all these changes already.
Steve, have you tweaked/boosted the engines? They appear bit more powerful than the current ones, especially with Nuclear Pulse tech.
-
Guys, you could also read the actual "Changes in 5.70"-thread where Steve has gone over all these changes already.
Steve, have you tweaked/boosted the engines? They appear bit more powerful than the current ones, especially with Nuclear Pulse tech.
Engines can now be different sizes. I think the commercial ones in the designs above are 50 HS rather than 25 HS.
Steve
-
Yes. This is to prevent the "FAC picks up 2000 survivors" issue. However, there are now smaller cryogenic modules that you can add to a ship for the purposes of rescusing survivors. The frigate below (from my new campaign) has cryo-space for 400. You could also build a dedicated "Hospital Ship", or bring along an empty colony ship.
Exidium class Frigate 7,500 tons 203 Crew 1160.8 BP TCS 150 TH 600 EM 0
4000 km/s Armour 6-34 Shields 0-0 Sensors 1/16/0/0 Damage Control Rating 4 PPV 32
Maint Life 3.61 Years MSP 387 AFR 112% IFR 1.6% 1YR 46 5YR 689 Max Repair 96 MSP
Intended Deployment Time: 12 months Spare Berths 2
Cryogenic Berths 400
Terradyne ION-120 Military Drive (5) Power 120 Fuel Use 54% Signature 120 Exp 10%
Fuel Capacity 500,000 Litres Range 22.2 billion km (64 days at full power)
15cm C3 Near Ultraviolet Laser (8 ) Range 180,000km TS: 4000 km/s Power 6-3 RM 3 ROF 10 6 6 6 4 3 3 2 2 2 1
PanTerra FCB-128 Beam Fire Control (2) Max Range: 256,000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
Reichmann Industries AS-80 Active Search Sensor (1) GPS 9600 Range 76.8m km Resolution 100
Uriel-16 EM Sensor (1) Sensitivity 16 Detect Sig Strength 1000: 16m km
This design is classed as a Military Vessel for maintenance purposes
No Power Plants required, Steve???
-
Initial ASM design below - it uses two of the MD-162 engines
Exorcist Anti-ship Missile
Missile Size: 4 MSP (0.2 HS) Warhead: 6 Armour: 0 Manoeuvre Rating: 10
Speed: 16200 km/s Engine Endurance: 179 minutes Range: 174.1m km
Thermal Sensor Strength: 0.135 Detect Sig Strength 1000: 135,000 km
Cost Per Missile: 2.526
Chance to Hit: 1k km/s 162% 3k km/s 50% 5k km/s 32.4% 10k km/s 16.2%
Materials Required: 1.5x Tritanium 0.081x Boronide 0.135x Uridium 0.81x Gallicite Fuel x325
Development Cost for Project: 253RP
Astratech MD-162 Missile Drive
Engine Power: 1.62 Fuel Use Per Hour: 54.43 Litres
Fuel Consumption per Engine Power Hour: 33.6 Litres
Engine Size: 0.9 MSP Cost: 0.405
Thermal Signature: 1.62
Materials Required: 1x Tritanium 0.405x Gallicite
Development Cost for Project: 81RP
An updated version that uses a single MD-378. This was created after the max engine boost tech was increased form 1.5x to 1.75x.
Exorcist II Anti-Ship Missile
Missile Size: 4 MSP (0.2 HS) Warhead: 6 Armour: 0 Manoeuvre Rating: 10
Speed: 18900 km/s Engine Endurance: 115 minutes Range: 130.6m km
Thermal Sensor Strength: 0.135 Detect Sig Strength 1000: 135,000 km
Cost Per Missile: 2.661
Chance to Hit: 1k km/s 189% 3k km/s 60% 5k km/s 37.8% 10k km/s 18.9%
Materials Required: 15.2x Duranium 1.5x Tritanium 0.081x Boronide 60.8x Sorium 0.135x Uridium 0.945x Gallicite Fuel x325
Astratech MD-378 Missile Drive
Engine Power: 3.78 Fuel Use Per Hour: 169.34 Litres
Fuel Consumption per Engine Power Hour: 44.8 Litres
Engine Size: 1.8 MSP Cost: 0.945
Thermal Signature: 3.78
Materials Required: 1.5x Tritanium 0.945x Gallicite
Development Cost for Project: 189RP
I am slightly surprised by some of the mineral costs. For instance, why does the Exorcist II have such whooping Duranium and Sorium requirements (marked in red)? The Exorcist I did seemingly not require any Duranium or Sorium, and the only change of the Type II seems to be the driving engine (which does not require any Duranium or Sorium), while the fuel, warhead and agility seem to be unaltered.
Furthermore, the Exorcist I uses two MD-162 engines, which individually require 1 Tritanium, while the entire design requires only 1.5 Tritanium (marked in blue). The Exorcist II uses one MD-378, which also uses 1.5 Tritanium, which would match the requirement of the missile.
-
Yeah, if you look at the cost per missile, it doesn't quite match up either. Cost is the sum of all mineral requirements, isn't it? Well, requiring 15.2 duranium means your cost of 2.661 for the second missile is impossible. (nevermind the 60 sorium!)
Perhaps your database had a hiccup where it transferred some costs from one entry to another. It happened in mine, it switched all the gallicite requirements from one of my engines to one of my tiny powerplants.
-
Wow, 1250000l of fuel when on max speed will last only 68 days? :o
So the fuel crisis will get even worse. ;D
-
Yeah, if you look at the cost per missile, it doesn't quite match up either. Cost is the sum of all mineral requirements, isn't it? Well, requiring 15.2 duranium means your cost of 2.661 for the second missile is impossible. (nevermind the 60 sorium!)
Perhaps your database had a hiccup where it transferred some costs from one entry to another. It happened in mine, it switched all the gallicite requirements from one of my engines to one of my tiny powerplants.
Yes, this was a bug. I have found and fixed it for v6.00.
Steve
-
No Power Plants required, Steve???
Oops! Glad you spotted that before I went into battle :)
Steve
-
Wow, 1250000l of fuel when on max speed will last only 68 days? :o
So the fuel crisis will get even worse. ;D
The fuel crisis is going to get much worse in v6.00. Ships require more fuel as a percentage of their hull size and their effective ranges are much reduced. Fuel is now a real constraint. Tanker support and forwarded refuelling outposts are necessary and real decisions are needed on the fuel efficiency of engines (not just for commercial shipping). Fuel Harvesters are much more efficient so you will need to start building them early and find gas giants. Gas giants are more likely to have Sorium and at higher accessibilities. The commercial sector will also build fuel harvesters and you can buy their fuel.
Steve
-
Thank goodness. Fuel in previous versions seemed... just not that important. Sounds like this will give expanding more of a Pacific War feel, which is fantastic IMO.
-
And what about the fighters and FAC? The increased fuel costs will affect them harder because of their smaller engines. They will need much more fuel wich will slow them considerably. Can you post some 5. 70 fighter designs? :)
-
And what about the fighters and FAC? The increased fuel costs will affect them harder because of their smaller engines. They will need much more fuel wich will slow them considerably. Can you post some 5. 70 fighter designs? :)
The rate at which fuel efficiency decreases with increased engine power is lower in v6.00 so fighter fuel costs won't be much different. However, engine design is different in v6.00 as well. Fighter engines can be different sizes with different fuel efficiencies and a fighter can mount multiple engines, so while fighters with similar engines to the current model would have similar capabilities, you will also be able to build more fuel efficient fighters with much longer ranges.
Steve