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21
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by QuakeIV on June 17, 2018, 11:57:09 PM »
Shielded unarmored defense stations made by factories is an interesting concept, worthy of experimentation in the very least.  (hype for new version intensifies)
22
The Academy / Setting up rank and class priorities - how and why
« Last post by Jovus on June 17, 2018, 11:38:42 PM »
If you're relatively new like me, it's entirely possible that, while you know what is on the DAC/Rank/Info screen, and you've even used some of it for design purposes, you've never really touched the class priority portion of the Minimum Rank and Class Priority section of the screen.

I'm here to tell you why you should care, and how to do so. At the bottom of the post I've included a screenshot with the area I'm takling about highlighted.

First, though, in case you've never used it: the Minimum Rank portion allows you to set the, well, minimum rank of officer you want to be able to pilot a given craft. If no officers of that rank or above are available when officer assignment happens, that craft will instead have no CO and therefore no bonuses from the CO that she doesn't have. So why would you set it to anything other than the minimum rank in your navy? Well, you might do so for roleplay reasons. I personally find Rear Admirals commanding FACs to be a little immersion-breaking, since in a real navy they'd never do such a thing. If you're not concerned with roleplay, it's also true that higher-ranked officers tend to have better and more bonuses than lower-ranked ones, so if you have some particularly important ships you might want to set them to require a higher rank of commander.

However, this allows you to set a minimum rank, not a maximum. So if you just set the Minimum Rank field, you could easily still get that Rear Admiral commanding a FAC. If you want the auto-assign mechanics to assign your officers sensibly (or at least a deal more sensibly than otherwise), you need to set the Class Priority.

Class Priority defaults to 0. Classes with higher numbers under Class Priority will get filled first, on down the list to the lowest priority. Negative numbers are accepted, and treated as you'd expect.

Pretty simple, all told. But now you need to figure out what a sensible priority setup looks like, and set yours accordingly.

In my game at the moment, I'm using a fair number of fighters and FACs, so I've set them to zero priority, so I don't have to change it in their case. However, I definitely want them filled pretty much last, as putting officers in your fighters is a good way to get them dead, so I definitely want my higher-ranking sorts put somewhere else instead. Here's what my current Class Priority Schematic looks like, from bottom to top:

Ship typePriority
PDCs-10
Shuttles & pinnaces-10
General Commercial-5
Fighters & FACs0
'Important' commercial (harvesters, miners)1
Frigates, explo carriers2
Destroyers3
Light cruisers, escort carriers4
Other cruisers5
Battlecruisers and Battleships6
Carriers7
Critical commands10

Hopefully a worked example helps you figure out how you want to set up your own class priority paradigm. Remember, the exact amounts more or less than don't matter, so exact numbers are up to you for ease of use and memory.

23
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Bremen on June 17, 2018, 05:58:20 PM »
I'm actually kind of curious about how practical orbital stations would be with shield generators instead of armor, since that would mean (I think) you could build them with industry. But building them with shipyards would be workable too; they still get hefty bonuses compared to ships.

I know in the current version of Aurora PDC beam fire controls get a 50% range bonus, I don't remember if it was mentioned if that gets applied to the new ground based STO beam weapons? But it might help with the worries over being bombarded from out of range.
I think shield generators qualify as military, which disqualifies them from use on stations.

Space stations can use military components, though. The discussion was whether you could use industry instead of shipyards to build defense stations, which means they'd also have a bunch of guns and missile launchers that would also be military components.

As far as I can tell the only limitation on stations to be built by industry is "no armor"; I don't know if shields instead of armor would be practical, but it seems perfectly rules legal.
24
General News / Re: AI Aide Progress
« Last post by boggo2300 on June 17, 2018, 05:47:04 PM »
YAY!  progress!
25
Aurora Chat / Re: Figuring Out Aurora Series
« Last post by Veridio on June 17, 2018, 11:10:31 AM »
Episode 5 is out!  I'm preparing for a mining ship to grab those little asteroids.
26
Bureau of Ship Design / Free Galactic Republic Fleet
« Last post by Lemmingwave on June 17, 2018, 08:11:50 AM »
Hi everybody,

any thoughts on the fleet composition below? The fleet is structured into Squads (lowest level), Squadrons (several squads), flottilias (several squadrons) and Fleets (several flottilias).  Overall the FGR has 3 Fleets that have their home bases ca.  10 jump points distant from each other (see attached map).  Each fleet has a dedicated home harbour able to fully supply it with missiles and retool it to a new design in 3 years. 

Starting out the composition for a destroyer flottilia:

Destroyer Flottilia (1 per fleet)
     1x Majestic
     1x Bellerophon
     Destroyer squadron
         Destroyer squad (1x Nike, 2x Candice, 3x Minotaur)
         Destroyer squad (1x Nike, 2x Candice, 3x Minotaur)
     Destroyer squadron
         Destroyer squad (1x Nike, 2x Candice, 3x Minotaur)
         Destroyer squad (1x Nike, 2x Candice, 3x Minotaur)

The Bellerophon is the lead ship of the flottilia and is employed to overload enemy PD by combining its Thor Missiles with the cheaper and more numerous Demeter missiles. 

Code: [Select]
Bellerophon - Series 62 class Battleship    50 000 tons     1139 Crew     22129.7 BP      TCS 1000  TH 7500  EM 11160
7500 km/s     Armour 30-120     Shields 372-300     Sensors 1/1/0/0     Damage Control Rating 87     PPV 259.28
Maint Life 4.84 Years     MSP 15766    AFR 350%    IFR 4.9%    1YR 1111    5YR 16659    Max Repair 1080 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Magazine 3104   

Series 62 1250 EP Gas Core AM Drive (6)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 2 100 000 Litres    Range 50.4 billion km   (77 days at full power)
Series 58 Omicron R300/288 Shields (62)   Total Fuel Cost  744 Litres per hour  (17 856 per day)

Quad Series 62 Gauss Cannon R5-100 Turret (2x20)    Range 50 000km     TS: 40000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Series 62 Gauss Fire Control S04 120-40000 (2)    Max Range: 240 000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58

Series 58 Anti-Missile Launcher (12)    Missile Size 1    Rate of Fire 5
Series 58 Size 2 Missile Launcher (25% Reduction) (100)    Missile Size 2    Rate of Fire 545
Series 62 Size 12 Missile Launcher (25% Reduction) (20)    Missile Size 12    Rate of Fire 3275
Series 58 Size 6 Missile Launcher (25% Reduction) (50)    Missile Size 6    Rate of Fire 1640
Series 62 Anti-Missile Fire Control FC129-R1 (4)     Range 129.6m km    Resolution 1
Series 60 Missile Fire Control FC3011-R60 (7)     Range 3 011.6m km    Resolution 60
Thor Mark-III Shipkiller [6-50-50K-519M-100%] (200)  Speed: 50 000 km/s   End: 173.2m    Range: 519.7m km   WH: 50    Size: 6    TH: 333/200/100
Demeter Mark-II Fighterkiller [2-14-50K-521-100%] (400)  Speed: 50 000 km/s   End: 173.7m    Range: 521m km   WH: 14    Size: 2    TH: 333/200/100
Perseus Mark-III Birdkiller [1-1-180K-10M-1080%] (504)  Speed: 180 000 km/s   End: 1m    Range: 10.6m km   WH: 1    Size: 1    TH: 3600/2160/1080
Atlas Mark-II Shipkiller [12-64-50K-2017M-105%-A] (50)  Speed: 50 000 km/s   End: 672.4m    Range: 2017.1m km   WH: 64    Size: 12    TH: 350/210/105

Series 60 Low Resolution Sensor MR2007-R60 (1)     GPS 64800     Range 2 007.8m km    Resolution 60
Series 62 High Resolution Sensor MR151-R1 (FTR) (1)     GPS 630     Range 151.2m km    MCR 16.5m km    Resolution 1

ECCM-3 (7)         ECM 40

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

The Majestic = massive PD.

Code: [Select]
Majestic- Series 62 class Battleship    50 000 tons     1203 Crew     19254.7 BP      TCS 1000  TH 7500  EM 18000
7500 km/s     Armour 26-120     Shields 600-300     Sensors 1/1/0/0     Damage Control Rating 92     PPV 391.68
Maint Life 5.1 Years     MSP 15043    AFR 320%    IFR 4.4%    1YR 966    5YR 14484    Max Repair 720 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

Series 62 1250 EP Gas Core AM Drive (6)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 2 100 000 Litres    Range 50.4 billion km   (77 days at full power)
Series 58 Omicron R300/288 Shields (100)   Total Fuel Cost  1 200 Litres per hour  (28 800 per day)

Quad Series 62 Gauss Cannon R5-100 Turret (12x20)    Range 50 000km     TS: 40000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Series 62 Gauss Fire Control S04 120-40000 (6)    Max Range: 240 000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58

Series 62 High Resolution Sensor MR151-R1 (FTR) (1)     GPS 630     Range 151.2m km    MCR 16.5m km    Resolution 1

ECM 40

This design is classed as a Military Vessel for maintenance purposes

The Nike has a dual role.  For one it functions as the lead ship of a destroyer squad.  As a secondary function it is employed as an independent scouting vessel and single ship system defense. 

Code: [Select]
Nike - Series 62 class Command Cruiser    20 000 tons     485 Crew     10539.5 BP      TCS 400  TH 3000  EM 4500
7500 km/s     Armour 20-65     Shields 150-300     Sensors 140/240/0/0     Damage Control Rating 50     PPV 99.78
Maint Life 5.34 Years     MSP 6587    AFR 160%    IFR 2.2%    1YR 386    5YR 5794    Max Repair 1080 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 594   

Series 62 250 EP Gas Core AM Drive (12)    Power 250    Fuel Use 19%    Signature 250    Exp 10%
Fuel Capacity 1 060 000 Litres    Range 50.2 billion km   (77 days at full power)
Series 58 Omicron R300/288 Shields (25)   Total Fuel Cost  300 Litres per hour  (7 200 per day)

Quad Series 62 Gauss Cannon R5-100 Turret (2x20)    Range 50 000km     TS: 40000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Series 62 Gauss Fire Control S04 120-40000 (2)    Max Range: 240 000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58

Series 58 Size 6 Missile Launcher (25% Reduction) (20)    Missile Size 6    Rate of Fire 1640
Series 58 Anti-Missile Launcher (6)    Missile Size 1    Rate of Fire 5
Series 62 Anti-Missile Fire Control FC129-R1 (3)     Range 129.6m km    Resolution 1
Series 60 Missile Fire Control FC3011-R60 (2)     Range 3 011.6m km    Resolution 60
Thor Mark-III Shipkiller [6-50-50K-519M-100%] (60)  Speed: 50 000 km/s   End: 173.2m    Range: 519.7m km   WH: 50    Size: 6    TH: 333/200/100
Perseus Mark-III Birdkiller [1-1-180K-10M-1080%] (234)  Speed: 180 000 km/s   End: 1m    Range: 10.6m km   WH: 1    Size: 1    TH: 3600/2160/1080

Series 60 Low Resolution Sensor MR2007-R60 (1)     GPS 64800     Range 2 007.8m km    Resolution 60
Series 62 High Resolution Sensor MR151-R1 (FTR) (1)     GPS 630     Range 151.2m km    MCR 16.5m km    Resolution 1
Series 57 Thermal Sensor TH10-140 (1)     Sensitivity 140     Detect Sig Strength 1000:  140m km
Series 57 EM Detection Sensor EM10-240 (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

ECCM-3 (2)         ECM 40

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

Standard missile combatant.  Not intended as a independently operated ship.  Always needs a Nike for sensors and Candice for PD.

Code: [Select]
Minotaur - Series 62 class Missile Destroyer    10 000 tons     216 Crew     4623.6 BP      TCS 200  TH 1500  EM 4500
7500 km/s     Armour 12-41     Shields 150-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 45
Maint Life 5.4 Years     MSP 1734    AFR 133%    IFR 1.9%    1YR 100    5YR 1495    Max Repair 540 MSP
Intended Deployment Time: 24 months    Spare Berths 0   
Magazine 648   

Series 62 250 EP Gas Core AM Drive (6)    Power 250    Fuel Use 19%    Signature 250    Exp 10%
Fuel Capacity 560 000 Litres    Range 53.1 billion km   (81 days at full power)
Series 58 Omicron R300/288 Shields (25)   Total Fuel Cost  300 Litres per hour  (7 200 per day)

Series 58 Size 6 Missile Launcher (25% Reduction) (30)    Missile Size 6    Rate of Fire 1640
Series 60 Missile Fire Control FC3011-R60 (3)     Range 3 011.6m km    Resolution 60
Thor Mark-III Shipkiller [6-50-50K-519M-100%] (108)  Speed: 50 000 km/s   End: 173.2m    Range: 519.7m km   WH: 50    Size: 6    TH: 333/200/100

ECCM-3 (3)         ECM 40

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

Overall PD.

Code: [Select]
Candice - Series 62 class Destroyer Escort    10 000 tons     219 Crew     4405.5 BP      TCS 200  TH 1500  EM 5400
7500 km/s     Armour 15-41     Shields 180-300     Sensors 1/1/0/0     Damage Control Rating 9     PPV 41.64
Maint Life 5.41 Years     MSP 2478    AFR 88%    IFR 1.2%    1YR 142    5YR 2132    Max Repair 720 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Magazine 480   

Series 62 250 EP Gas Core AM Drive (6)    Power 250    Fuel Use 19%    Signature 250    Exp 10%
Fuel Capacity 550 000 Litres    Range 52.1 billion km   (80 days at full power)
Series 58 Omicron R300/288 Shields (30)   Total Fuel Cost  360 Litres per hour  (8 640 per day)

Quad Series 62 Gauss Cannon R5-100 Turret (1x20)    Range 50 000km     TS: 40000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Series 62 Gauss Fire Control S04 120-40000 (1)    Max Range: 240 000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58

Series 58 Anti-Missile Launcher (12)    Missile Size 1    Rate of Fire 5
Series 62 Anti-Missile Fire Control FC129-R1 (4)     Range 129.6m km    Resolution 1
Perseus Mark-III Birdkiller [1-1-180K-10M-1080%] (480)  Speed: 180 000 km/s   End: 1m    Range: 10.6m km   WH: 1    Size: 1    TH: 3600/2160/1080

ECM 40

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

Battlecruiser flottilias are the main energy weapon element in the FGR Fleet:

Battlecruiser Flottilia (1 per fleet)
     Battlecruiser squadron
         1x Nike
         Battlecruiser squad (2x Gorgon, 4x Gryphon)
         Battlecruiser squad (2x Gorgon, 4x Gryphon)
     Battlecruiser squadron
         1x Nike
         Battlecruiser squad (2x Gorgon, 4x Gryphon)
         Battlecruiser squad (2x Gorgon, 4x Gryphon)

Code: [Select]
Gorgon - Series 62 class Battlecruiser    20 000 tons     531 Crew     11311 BP      TCS 400  TH 6000  EM 5400
15000 km/s     Armour 20-65     Shields 180-300     Sensors 1/1/0/0     Damage Control Rating 36     PPV 92.64
Maint Life 5.07 Years     MSP 5744    AFR 196%    IFR 2.7%    1YR 372    5YR 5581    Max Repair 720 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

Series 62 250 EP Gas Core AM Drive (24)    Power 250    Fuel Use 19%    Signature 250    Exp 10%
Fuel Capacity 1 050 000 Litres    Range 49.7 billion km   (38 days at full power)
Series 58 Omicron R300/288 Shields (30)   Total Fuel Cost  360 Litres per hour  (8 640 per day)

Series 62 20cm C10 Far X-Ray Laser (10)    Range 480 000km     TS: 15000 km/s     Power 10-10     RM 8    ROF 5        10 10 10 10 10 10 10 10 8 8
Quad Series 62 Gauss Cannon R5-100 Turret (1x20)    Range 50 000km     TS: 40000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Series 62 Gauss Fire Control S04 120-40000 (1)    Max Range: 240 000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58
Series 62 Laser Fire Control S03 240-15000 (2)    Max Range: 480 000 km   TS: 15000 km/s     98 96 94 92 90 88 85 83 81 79
Series 62 Gas-core Anti-matter Power Plant Technology PB-1 (8)     Total Power Output 112    Armour 0    Exp 5%

Series 62 High Resolution Sensor MR151-R1 (FTR) (1)     GPS 630     Range 151.2m km    MCR 16.5m km    Resolution 1

ECM 40

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Gryphon - Series 62 class Destroyer    10 000 tons     301 Crew     6182.7 BP      TCS 200  TH 3000  EM 4140
15000 km/s     Armour 10-41     Shields 138-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 48
Maint Life 5 Years     MSP 2512    AFR 123%    IFR 1.7%    1YR 167    5YR 2510    Max Repair 540 MSP
Intended Deployment Time: 24 months    Spare Berths 0   

Series 62 250 EP Gas Core AM Drive (12)    Power 250    Fuel Use 19%    Signature 250    Exp 10%
Fuel Capacity 550 000 Litres    Range 52.1 billion km   (40 days at full power)
Series 58 Omicron R300/288 Shields (23)   Total Fuel Cost  276 Litres per hour  (6 624 per day)

Series 62 20cm C10 Far X-Ray Laser (8)    Range 480 000km     TS: 15000 km/s     Power 10-10     RM 8    ROF 5        10 10 10 10 10 10 10 10 8 8
Series 62 Laser Fire Control S03 240-15000 (2)    Max Range: 480 000 km   TS: 15000 km/s     98 96 94 92 90 88 85 83 81 79
Series 62 Gas-core Anti-matter Power Plant Technology PB-1 (6)     Total Power Output 84    Armour 0    Exp 5%

ECM 40

This design is classed as a Military Vessel for maintenance purposes

Carrier Flottilia (1 per fleet)
     1x Majestic
     1x Bellerophon
     Carrier squadron
         1x Nike
         Carrier squad (2x Hawknest)
         Carrier squad (2x Hawknest)
         Heavy carrier squad (1x Broodnest, 1x Candice)
     Carrier squadron
         1x Nike
         Carrier squad (2x Hawknest)
         Carrier squad (2x Hawknest)
         Heavy carrier squad (1x Broodnest, 1x Candice)

Code: [Select]
Hawknest - Series 62 class Carrier    20 000 tons     330 Crew     4148.7 BP      TCS 400  TH 3000  EM 2160
7500 km/s     Armour 10-65     Shields 72-300     Sensors 1/1/0/0     Damage Control Rating 20     PPV 0
Maint Life 5.33 Years     MSP 2658    AFR 156%    IFR 2.2%    1YR 156    5YR 2347    Max Repair 125 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 100   
Hangar Deck Capacity 8000 tons     Magazine 1176   

Series 62 250 EP Gas Core AM Drive (12)    Power 250    Fuel Use 19%    Signature 250    Exp 10%
Fuel Capacity 1 100 000 Litres    Range 52.1 billion km   (80 days at full power)
Series 58 Omicron R300/288 Shields (12)   Total Fuel Cost  144 Litres per hour  (3 456 per day)

Charon Mark-II Torpedo [6-73-50K-20M-85%] (196)  Speed: 50 000 km/s   End: 6.7m    Range: 20m km   WH: 73    Size: 6    TH: 283/170/85

Strike Group
32x Shrike - Series 62 Fighter-bomber   Speed: 50607 km/s    Size: 4.94

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

Code: [Select]
Broodnest - Series 62 class Heavy Carrier    50 000 tons     1198 Crew     11437.6 BP      TCS 1000  TH 7500  EM 0
7500 km/s     Armour 10-120     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 130     PPV 0
Maint Life 5.17 Years     MSP 18586    AFR 153%    IFR 2.1%    1YR 1162    5YR 17425    Max Repair 1080 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 263   
Hangar Deck Capacity 25000 tons     

Series 62 1250 EP Gas Core AM Drive (6)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 2 100 000 Litres    Range 50.4 billion km   (77 days at full power)

Series 57 High Resolution Sensor MR140-R1 (1)     GPS 585     Range 140.4m km    MCR 15.3m km    Resolution 1
Series 60 Low Resolution Sensor MR2007-R60 (1)     GPS 64800     Range 2 007.8m km    Resolution 60

Strike Group
4x Verge - Series 62 Fighter-Scout   Speed: 50301 km/s    Size: 9.94
42x Havoc - Series 62 Fighter   Speed: 50000 km/s    Size: 10
4x Guzzler - Series 62 Fighter Transport   Speed: 50301 km/s    Size: 9.94

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Shrike - Series 62 class Fighter-bomber    247 tons     1 Crew     172.9 BP      TCS 4.94  TH 250  EM 0
50607 km/s     Armour 3-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.8
Maint Life 10.29 Years     MSP 44    AFR 4%    IFR 0.1%    1YR 1    5YR 11    Max Repair 62.5 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3   
Magazine 12   

Series 62 125 EP Gas Core AM Drive (2)    Power 125    Fuel Use 195.67%    Signature 125    Exp 25%
Fuel Capacity 15 000 Litres    Range 5.6 billion km   (30 hours at full power)

Series 56 Size 6 Box Launcher (2)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Series 56 Torpedo Fire Control FC50-R100 (1)     Range 50.4m km    Resolution 100
Charon Mark-II Torpedo [6-73-50K-20M-85%] (2)  Speed: 50 000 km/s   End: 6.7m    Range: 20m km   WH: 73    Size: 6    TH: 283/170/85

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 maintenance purposes

Code: [Select]
Havoc - Series 62 class Fighter    500 tons     5 Crew     604.8 BP      TCS 10  TH 500  EM 0
50000 km/s     Armour 3-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 3.59 Years     MSP 76    AFR 20%    IFR 0.3%    1YR 9    5YR 136    Max Repair 169 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5   

Series 62 125 EP Gas Core AM Drive (4)    Power 125    Fuel Use 195.67%    Signature 125    Exp 25%
Fuel Capacity 25 000 Litres    Range 4.6 billion km   (25 hours at full power)

Series 62 10cm Railgun V7/C10 (1x4)    Range 70 000km     TS: 50000 km/s     Power 3-10     RM 7    ROF 5        1 1 1 1 1 1 1 0 0 0
Series 62 Railgun Fire Control S00.9 90-12500 (FTR) (1)    Max Range: 180 000 km   TS: 50000 km/s     94 89 83 78 72 67 61 56 50 44
Series 62 Gas-core Anti-matter Power Plant Technology PB-1 (3)     Total Power Output 12    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes

Code: [Select]
Verge - Series 62 class Fighter-Scout    497 tons     3 Crew     918.2 BP      TCS 9.94  TH 500  EM 0
50301 km/s    JR 1-250     Armour 3-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.12 Years     MSP 115    AFR 19%    IFR 0.3%    1YR 34    5YR 515    Max Repair 630 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   

Series 62 J600(1-250) Military Jump Drive (FTR)     Max Ship Size 600 tons    Distance 250k km     Squadron Size 1
Series 62 125 EP Gas Core AM Drive (4)    Power 125    Fuel Use 195.67%    Signature 125    Exp 25%
Fuel Capacity 25 000 Litres    Range 4.6 billion km   (25 hours at full power)

Series 62 High Resolution Sensor MR151-R1 (FTR) (1)     GPS 630     Range 151.2m km    MCR 16.5m km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes

Code: [Select]
Guzzler - Series 62 class Fighter Transport    497 tons     2 Crew     316.7 BP      TCS 9.94  TH 500  EM 0
50301 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 9.68 Years     MSP 80    AFR 9%    IFR 0.1%    1YR 2    5YR 23    Max Repair 62.5 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

Series 62 125 EP Gas Core AM Drive (4)    Power 125    Fuel Use 195.67%    Signature 125    Exp 25%
Fuel Capacity 270 000 Litres    Range 50.0 billion km   (11 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes

The FGR fleet employs the following missiles:

Code: [Select]
Thor Mark-III Shipkiller
Missile Size: 6 MSP  (0.3 HS)     Warhead: 50    Armour: 0     Manoeuvre Rating: 20
Speed: 50000 km/s    Engine Endurance: 173 minutes   Range: 519.8m km
Cost Per Missile: 17.434
Chance to Hit: 1k km/s 1000%   3k km/s 320%   5k km/s 200%   10k km/s 100%
Materials Required:    12.5x Tritanium   4.934x Gallicite   Fuel x1262.5

Development Cost for Project: 1743RP

Code: [Select]
Demeter Mark-II Fighterkiller
Missile Size: 2 MSP  (0.1 HS)     Warhead: 14    Armour: 0     Manoeuvre Rating: 20
Speed: 50000 km/s    Engine Endurance: 174 minutes   Range: 521.0m km
Cost Per Missile: 5.15
Chance to Hit: 1k km/s 1000%   3k km/s 320%   5k km/s 200%   10k km/s 100%
Materials Required:    3.5x Tritanium   1.65x Gallicite   Fuel x500

Development Cost for Project: 515RP

Code: [Select]
Perseus Mark-III Birdkiller
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 60
Speed: 180000 km/s    Engine Endurance: 1 minutes   Range: 10.6m km
Cost Per Missile: 3.5096
Chance to Hit: 1k km/s 10800%   3k km/s 3600%   5k km/s 2160%   10k km/s 1080%
Materials Required:    0.25x Tritanium   3.2596x Gallicite   Fuel x55

Development Cost for Project: 351RP

Code: [Select]
Atlas Mark-II Long-Range Shipkiller
Missile Size: 12 MSP  (0.6 HS)     Warhead: 64    Armour: 1     Manoeuvre Rating: 21
Speed: 50000 km/s    Engine Endurance: 11.2 hours   Range: 2 017.2m km
Cost Per Missile: 26.31
Chance to Hit: 1k km/s 1050%   3k km/s 336%   5k km/s 210%   10k km/s 105%
Materials Required:    16.25x Tritanium   10.06x Gallicite   Fuel x3000

Development Cost for Project: 2631RP

Code: [Select]
Charon Mark-II Torpedo
Missile Size: 6 MSP  (0.3 HS)     Warhead: 73    Armour: 0     Manoeuvre Rating: 17
Speed: 50000 km/s    Engine Endurance: 7 minutes   Range: 20.1m km
Cost Per Missile: 22.8256
Chance to Hit: 1k km/s 850%   3k km/s 272%   5k km/s 170%   10k km/s 85%
Materials Required:    18.25x Tritanium   4.5756x Gallicite   Fuel x442.5

Development Cost for Project: 2283RP

Each fleet is led by a dreadnaught:

Code: [Select]
Onslaught - Series 66 class Dreadnought    100 000 tons     2398 Crew     49332 BP      TCS 2000  TH 15000  EM 22680
7500 km/s     Armour 50-191     Shields 756-300     Sensors 140/240/0/0     Damage Control Rating 157     PPV 515.12
Maint Life 5.14 Years     MSP 39159    AFR 629%    IFR 8.7%    1YR 2476    5YR 37136    Max Repair 1440 MSP
Intended Deployment Time: 24 months    Spare Berths 1   
Flag Bridge    Magazine 4520   

Series 62 1250 EP Gas Core AM Drive (12)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 4 250 000 Litres    Range 51.0 billion km   (78 days at full power)
Series 58 Omicron R300/288 Shields (126)   Total Fuel Cost  1 512 Litres per hour  (36 288 per day)

Quad Series 62 20cm C10 Far X-Ray Laser Turret (6x4)    Range 480 000km     TS: 40000 km/s     Power 40-40     RM 8    ROF 5        10 10 10 10 10 10 10 10 8 8
Quad Series 62 Gauss Cannon R5-100 Turret (2x20)    Range 50 000km     TS: 40000 km/s     Power 0-0     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Series 62 Gauss Fire Control S04 120-40000 (2)    Max Range: 240 000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58
Series 62 Max Fire Control S08 240-40000 (2)    Max Range: 480 000 km   TS: 40000 km/s     98 96 94 92 90 88 85 83 81 79
Series 62 Gas-core Anti-matter Power Plant Technology PB-1 (18)     Total Power Output 252    Armour 0    Exp 5%

Series 58 Anti-Missile Launcher (12)    Missile Size 1    Rate of Fire 5
Series 62 Size 12 Missile Launcher (25% Reduction) (40)    Missile Size 12    Rate of Fire 3275
Series 58 Size 6 Missile Launcher (25% Reduction) (50)    Missile Size 6    Rate of Fire 1640
Series 58 Size 2 Missile Launcher (25% Reduction) (100)    Missile Size 2    Rate of Fire 545
Series 62 Anti-Missile Fire Control FC129-R1 (12)     Range 129.6m km    Resolution 1
Series 60 Missile Fire Control FC3011-R60 (9)     Range 3 011.6m km    Resolution 60
Thor Mark-III Shipkiller [6-50-50K-519M-100%] (200)  Speed: 50 000 km/s   End: 173.2m    Range: 519.7m km   WH: 50    Size: 6    TH: 333/200/100
Demeter Mark-II Fighterkiller [2-14-50K-521-100%] (400)  Speed: 50 000 km/s   End: 173.7m    Range: 521m km   WH: 14    Size: 2    TH: 333/200/100
Perseus Mark-III Birdkiller [1-1-180K-10M-1080%] (1080)  Speed: 180 000 km/s   End: 1m    Range: 10.6m km   WH: 1    Size: 1    TH: 3600/2160/1080
Atlas Mark-II Shipkiller [12-64-50K-2017M-105%-A] (120)  Speed: 50 000 km/s   End: 672.4m    Range: 2017.1m km   WH: 64    Size: 12    TH: 350/210/105

Series 60 Low Resolution Sensor MR2007-R60 (1)     GPS 64800     Range 2 007.8m km    Resolution 60
Series 62 High Resolution Sensor MR151-R1 (FTR) (1)     GPS 630     Range 151.2m km    MCR 16.5m km    Resolution 1
Series 57 Thermal Sensor TH10-140 (1)     Sensitivity 140     Detect Sig Strength 1000:  140m km
Series 57 EM Detection Sensor EM10-240 (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

ECCM-4 (9)         ECM 40

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
27
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Whitecold on June 17, 2018, 02:52:01 AM »
I'm actually kind of curious about how practical orbital stations would be with shield generators instead of armor, since that would mean (I think) you could build them with industry. But building them with shipyards would be workable too; they still get hefty bonuses compared to ships.

I know in the current version of Aurora PDC beam fire controls get a 50% range bonus, I don't remember if it was mentioned if that gets applied to the new ground based STO beam weapons? But it might help with the worries over being bombarded from out of range.
I think shield generators qualify as military, which disqualifies them from use on stations.
28
C# Aurora / Re: Jump Gate Construction/Destruction (split suggestions)
« Last post by Whitecold on June 17, 2018, 12:47:30 AM »
@QuakeIV Only military ships need to be maintained. Civilian ships are fine, so by making gates civilian components you should be all good.

Except that then you couldn't send military ships through them.
That's how jump drives work.  The jump gate component wouldn't need to work that way.
And of course you could also modify civilian jump drives to have a smaller military capacity.
You might keep your proper military jump ships with your fleets, being maintained along with them, or fit a jump drive to a ship that is designed to operate as a singleton.
It is the freighters that move back and forth all the time where that is really impractical. I would like for these kinds of trade-offs to exist, having different options to explore.
29
C# Aurora / Re: Jump Gate Construction/Destruction (split suggestions)
« Last post by the obelisk on June 16, 2018, 11:27:18 PM »
@QuakeIV Only military ships need to be maintained. Civilian ships are fine, so by making gates civilian components you should be all good.

Except that then you couldn't send military ships through them.
That's how jump drives work.  The jump gate component wouldn't need to work that way.
30
C# Aurora / Re: Jump Gate Construction/Destruction (split suggestions)
« Last post by Bremen on June 16, 2018, 08:56:01 PM »
@QuakeIV Only military ships need to be maintained. Civilian ships are fine, so by making gates civilian components you should be all good.

Except that then you couldn't send military ships through them.
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