Author Topic: What have am i missing  (Read 1277 times)

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Offline Youngbloodclaw (OP)

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What have am i missing
« on: February 07, 2021, 08:32:27 AM »
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
 

Offline Kurt

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Re: What have am i missing
« Reply #1 on: February 07, 2021, 09:04:07 AM »
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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Offline brondi00

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Re: What have am i missing
« Reply #2 on: February 07, 2021, 09:13:34 AM »
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.
 
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