I'm trying to make my first combat craft. I've scoured the forums and come up with this...
SE5a class Fighter 850 tons 89 Crew 177.8 BP TCS 17 TH 60 EM 0
3529 km/s Armour 1-7 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 2
Annual Failure Rate: 5% IFR: 0.1% Maint Capacity 131 MSP Max Repair 42 MSP Est Time: 9.9 Years
Magazine 18
Ion Engine E8 (1) Power 60 Fuel Use 80% Signature 60 Armour 0 Exp 5%
Fuel Capacity 20,000 Litres Range 52.9 billion km (173 days at full power)
Size 2 Missile Launcher (1) Missile Size 2 Rate of Fire 30
Missile Fire Control FC7-R20 (1) Range 7.6m km Resolution 20
Active Search Sensor MR7-R30 (1) GPS 1260 Range 7.6m km Resolution 30
Active Search Sensor MR63-R500 (1) GPS 10500 Range 63.0m km Resolution 500
This design is classed as a military vessel for maintenance purposes
I've made these missiles to be fired from the SE5a.
The Pinprick ASM-2
Missile Size: 2 MSP (0.1 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 10
Speed: 21000 km/s Endurance: 27 minutes Range: 33.7m km
Cost Per Missile: 1.7
Chance to Hit: 1k km/s 210% 3k km/s 70% 5k km/s 42% 10k km/s 21%
Materials Required: 1x Tritanium 0.45x Gallicite Fuel x750
Development Cost for Project: 170RP
Now before I get told off for sensor ranges and the like, I can't seem to get any of the missiles - I can see them in my stockpile - on board the fighters. The ammo status reads 0% even after a 'load ordinance at colony' order. I figure that the reason they won't load the missiles is a mistake on my part - some problem with the design.
Any thoughts, or have I just missed something on the interface.
btw,
My attempt at an AAR is here, some gameplay, some things I've learned set out to help those who come after, some ramblings.
http://aurora-4x-aar.livejournal.com/
Little nitpick: This isn´t a fighter, but a FAC
Fighters are up to 500t, FACs 501 to 1000t
You are using a regulare engine, which is perfectly ok, if you want the endurance, but there are other types of engines, you might want to use (there is a post in the FAQ forum)
I highly suggest developing smaller missile launchers as a single missile will be swatted away by even the most rudimentary point defense your enemy has.
Edit: By this I mean the "Reduced Launcher Size" tech, not developing size-1 launchers.
Just to make sure, you did remove the bridge from this design, as ships up to 1000t don´t need one?
As for your ship not loading missiles: You have to set the default loadout. Open the ship desing window (F5), go to the ordnance/fighter tab. There you can tell Aurora the amount and type of missiles, this ship-class is supposed to load.
Hm, your missiles have a lot more range than your missile-firecontrol. Personally, I have it the other way around. Might want to look into that (either remove some fuel form the missile and up the speed/warhead/manouverability, or put a longer ranged FC on your ship)
Also, small ships are a prime candidate for specialisation. My FAC-squadrons usually consist of 5 combat FACs without any sensors (or only very, VERY rudimentary ones) and a single scout FAC, providing sensors for the squadron. But even those are rarely used, as my FACs normally operate within the active sensors of some real warships or a sensor-PDC.