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Thread: Aurora4x Ship Design Thread

  1. #1
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    Aurora4x Ship Design Thread

    Hey guys, I enjoy playing Aurora4x and because the most recent campaign that I tried (and wrote on the forums) CRASHED AND BURNED in perhaps the most least spectacular way possible, I figured I'd make an OOC thread to talk about it with anyone else who enjoys this retarded space simulation - specifically ship designs. Just dump any ship designs you want in here, I know I like lookin' at other people's so I figure some of y'all do too.


    B-3 Lancer
    Code:
    B-3 Lancer class Stealth Bomber    500 tons     19 Crew     468.2 BP      TCS 10  TH 92.16  EM 0
    38400 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.2
    Maint Life 5.27 Years     MSP 59    AFR 20%    IFR 0.3%    1YR 4    5YR 53    Max Repair 96 MSP
    Intended Deployment Time: 3 months    Spare Berths 1    
    Magazine 8    
    
    Lockheed Martin 96 EP Dampened Inertial Fusion Drive (4)    Power 96    Fuel Use 462.98%    Signature 23.04    Exp 30%
    Fuel Capacity 65 000 Litres    Range 5.1 billion km   (36 hours at full power)
    
    Size 2 Box Launcher (4)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
    B-1 Missile Fire Control FC5-R100 (1)     Range 5.0m km    Resolution 100
    S2ASM-2 (2)  Speed: 76 800 km/s   End: 1m    Range: 4.7m km   WH: 10    Size: 2    TH: 384/230/115
    
    Bomber Active Radar MR3-R150 (1)     GPS 720     Range 3.5m km    Resolution 150
    
    ECM 10
    A nearly four times the size variation on previous way more BORING bomber types, I made this one after I sent two squads of B-1 Carlos and one B-2 Whistler squad to their death against enemy AMMs. The size upgrade is well worth it, though, seeing as how they can dispense the same amount of pain, with enough missile pods to make up for the missing squad size, and now hopefully they'll fair better against AMMs. Movin' at 40,000km/s and having anti-targeting electronics tends to help with that, and the thermal dampened engines should make them hard to pick up on passive sensors.

    The negatives are size, naturally, but these fighters are also damn expensive, considering the massive resources that go into making thermal dampened engines. They've also got to go slow for the thermal dampening to work its best, since four engines running at 3x your standard thrust potential tend to output an absolute fuckton of heat.


    I'll post more designs when I find some other interesting ones I've used (well I think they're interesting)

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    A little survey ship that I like to make early on after losing one too many 6000-8000 ton science ships to a precursor next door. 75% of the cost of the ship is in the sensor it has so you can just reclaim that after it becomes obsolete and put it onto a larger ship once everything near to home has been scanned:

    Code:
    F-SV800 class Small Survey Vessel    500 tons     16 Crew     134.4 BP      TCS 10  TH 8  EM 0
    800 km/s    JR 1-50     Armour 1-5     Shields 0-0     Sensors 1/1/1/0     Damage Control Rating 0     PPV 0
    Maint Life 1.71 Years     MSP 17    AFR 20%    IFR 0.3%    1YR 7    5YR 105    Max Repair 100 MSP
    Intended Deployment Time: 3 months    Spare Berths 1    
    
    Baisotei Syndicate J600(1-50) Military Jump Drive     Max Ship Size 600 tons    Distance 50k km     Squadron Size 1
    Ohba Systems 8 EP Nuclear Pulse Engine (1)    Power 8    Fuel Use 89.1%    Signature 8    Exp 10%
    Fuel Capacity 25 000 Litres    Range 10.1 billion km   (146 days at full power)
    
    Gravitational Survey Sensors (1)   1 Survey Points Per Hour
    [SIZE=2]

    It has a tech-heavy fighter engineering space on it so if you want to play legit then that might be a problem (I always instant the engineering space tech and fuel storage tech). A sister ship carries a geological sensor to handle planetary scans. You could also go for a mothership and survey swarm design which has some advantages (fighters can afford more powerful engines because they don''t need to fit a jump drive themselves, chiefly) but personally that's just been too big of a pain in the ass for me. I've heard that some people use missiles to survey planets which I guess is the next evolution in sticking sensors on small disposable craft and tossing it out into space but I've never gotten that to work properly - can't figure out how to launch a missile at a planet and have it stick.

    Neat bomber, I've never gotten so far into a game that I get to play around with cloaking and really advanced tech. The game just slows to a crawl after the first 30 years no matter what I do. I've heard it has something to do with civilian shipping but I haven't found a way to kill all of their ships yet. How long did you play that game to get to that level?

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    Quote Originally Posted by Nimiety View Post
    A little survey ship that I like to make early on after losing one too many 6000-8000 ton science ships to a precursor next door. 75% of the cost of the ship is in the sensor it has so you can just reclaim that after it becomes obsolete and put it onto a larger ship once everything near to home has been scanned:

    Code:
    F-SV800 class Small Survey Vessel    500 tons     16 Crew     134.4 BP      TCS 10  TH 8  EM 0
    800 km/s    JR 1-50     Armour 1-5     Shields 0-0     Sensors 1/1/1/0     Damage Control Rating 0     PPV 0
    Maint Life 1.71 Years     MSP 17    AFR 20%    IFR 0.3%    1YR 7    5YR 105    Max Repair 100 MSP
    Intended Deployment Time: 3 months    Spare Berths 1    
    
    Baisotei Syndicate J600(1-50) Military Jump Drive     Max Ship Size 600 tons    Distance 50k km     Squadron Size 1
    Ohba Systems 8 EP Nuclear Pulse Engine (1)    Power 8    Fuel Use 89.1%    Signature 8    Exp 10%
    Fuel Capacity 25 000 Litres    Range 10.1 billion km   (146 days at full power)
    
    Gravitational Survey Sensors (1)   1 Survey Points Per Hour
    [SIZE=2]

    It has a tech-heavy fighter engineering space on it so if you want to play legit then that might be a problem (I always instant the engineering space tech and fuel storage tech). A sister ship carries a geological sensor to handle planetary scans. You could also go for a mothership and survey swarm design which has some advantages (fighters can afford more powerful engines because they don''t need to fit a jump drive themselves, chiefly) but personally that's just been too big of a pain in the ass for me. I've heard that some people use missiles to survey planets which I guess is the next evolution in sticking sensors on small disposable craft and tossing it out into space but I've never gotten that to work properly - can't figure out how to launch a missile at a planet and have it stick.

    Neat bomber, I've never gotten so far into a game that I get to play around with cloaking and really advanced tech. The game just slows to a crawl after the first 30 years no matter what I do. I've heard it has something to do with civilian shipping but I haven't found a way to kill all of their ships yet. How long did you play that game to get to that level?
    My games certainly don't slow down that much within 30 years. It takes like 10 seconds for 30 day increments but but that's not too bad and I have a potato computer. Are you subsidizing your commercial lanes to hell? How long does each 30 day increment tank?

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    No subsidies, but their total tonnage explodes after you get a lunar and martian colony up early on, right?
    E: I just started a new game, launched my fighter-scanners in mid 2025 and my first cargo ship in december 2026. 10 days after the cargo ship launches the civilian line dumps all of its wealth on a large colony ship.

    Maybe I ought to be more liberal with 30 day increments, fewer opportunities for the math to process
    Last edited by Nimiety; 06-03-2019 at 01:59 AM.

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    Quote Originally Posted by Nimiety View Post
    No subsidies, but their total tonnage explodes after you get a lunar and martian colony up early on, right? Maybe I ought to be more liberal with 30 day increments.
    Definitely, I basically only use 30 days increments. And they shouldn't really explode, I've never gotten more than like 20 or 30 commercial ships

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    I'm having some fun trying to play this campaign with no missiles. You got me feeling the itch again with this thread, so thanks for that :P Haven't had to use a 30 day increment yet, I've set Auroa running in the background on 1 day or 5 day increments a lot while I do other stuff which seems to be working out. I've read on the official forums that the C# version has no problem at all running 1 day increments (<1 second processing times) out to 100 years of game time which is just amazing and makes me even more impatient.

    The current flagship of the Terran Federation, 2031. An up-scaled version of the 12,000 ton Ayanami cruiser already in service, the Gendo boasts thicker armour, an additional 15cm laser battery and a 20cm spinal-mounted laser previously only found on the Yumi orbital weapons platform. Her signature sensor package, initially developed to be placed on the fleet sensor platform that the Gendo replaced, is rated to detect anything larger than a tugboat from half a solar system away. This massive sensor suite is hoped to ensure that the Federation has the intelligence advantage in many naval engagements to come.

    Code:
    Gendo II class Command Cruiser    18 000 tons     539 Crew     3395.8 BP      TCS 360  TH 1440  EM 0
    4000 km/s     Armour 5-61     Shields 0-0     Sensors 1/16/0/0     Damage Control Rating 11     PPV 63.12
    Maint Life 2.64 Years     MSP 1297    AFR 235%    IFR 3.3%    1YR 263    5YR 3949    Max Repair 480 MSP
    Intended Deployment Time: 15 months    Spare Berths 5    
    Flag Bridge    
    
    Military Ion Drive (6)    Power 240    Fuel Use 64%    Signature 240    Exp 10%
    Fuel Capacity 600 000 Litres    Range 9.4 billion km   (27 days at full power)
    
    Sub-UV Spinal Laser, 20cm (1)    Range 192 000km     TS: 4000 km/s     Power 9-3     RM 3    ROF 15        9 9 9 6 5 4 3 3 3 2
    Sub-UV Intermediate Laser, 15cm (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
    Twin-Laser Point Defense Turret (4x2)    Range 90 000km     TS: 16000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
    PD Fire Control Mk II (4)    Max Range: 72 000 km   TS: 16000 km/s     86 72 58 44 31 17 3 0 0 0
    Primary Fire Control (3)    Max Range: 192 000 km   TS: 4000 km/s     95 90 84 79 74 69 64 58 53 48
    Gas-Cooled Fast Reactor, Medium (1)     Total Power Output 22.5    Armour 0    Exp 5%
    Gas-Cooled Fast Reactor, Small (2)     Total Power Output 27    Armour 0    Exp 5%
    
    Missile Warning Sensor (1)     GPS 144     Range 11.5m km    MCR 1.3m km    Resolution 1
    Large Area Search Sensor (1)     GPS 48000     Range 384.0m km    Resolution 100
    Passive EM Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
    Big cruiser with big guns and a big scanner. She's not quite a heavy cruiser yet, in my eyes, though definitely pushing the boundary. Fun fact, picket a Gendo around the Sun and she''ll see everything this side of the asteroid belt. She'll struggle a bit with missiles and fighters but its still better than the dedicated missile sensors. The sensor tech alone isn't anything special, it's just huge-- I decided that I needed a ship with a strong sensor, looked at the options (EM strength 11, Grav 21) and decided that actually I'd rather just dedicate the resources for a 1500 ton / 30 HS monstrosity with 4x the range of anything already in use. I expect I can get some use out of it on dedicated sensor PDCs down the line so I don't think that it was a terrible idea.

    I think I'm going to spend a few years producing two of these ships, then retool everything to refitting old ships to the new engine and laser tech. The destroyer escorts, survey ships and freighters (decided I will let the civilians handle all colonist shipping this round) will all appreciate the extra 800 km/s:

    Code:
    Tachibana II class Destroyer Escort    9 000 tons     241 Crew     1421.8 BP      TCS 180  TH 360  EM 0
    2000 km/s     Armour 3-38     Shields 0-0     Sensors 1/16/0/0     Damage Control Rating 8     PPV 32.56
    Maint Life 5.89 Years     MSP 790    AFR 81%    IFR 1.1%    1YR 39    5YR 583    Max Repair 180 MSP
    Intended Deployment Time: 48 months    Spare Berths 1    
    
    Commercial Ion Drive (2)    Power 180    Fuel Use 9.9%    Signature 180    Exp 5%
    Fuel Capacity 370 000 Litres    Range 74.7 billion km   (432 days at full power)
    
    Twin-Laser Point Defense Turret (2x2)    Range 90 000km     TS: 16000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
    Sub-UV Intermediate Laser, 15cm (4)    Range 180 000km     TS: 4000 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
    PD Fire Control Mk II (2)    Max Range: 72 000 km   TS: 16000 km/s     86 72 58 44 31 17 3 0 0 0
    Primary Fire Control (1)    Max Range: 192 000 km   TS: 4000 km/s     95 90 84 79 74 69 64 58 53 48
    Gas-Cooled Fast Reactor, Small (2)     Total Power Output 27    Armour 0    Exp 5%
    
    Missile Warning Sensor (1)     GPS 144     Range 11.5m km    MCR 1.3m km    Resolution 1
    Area Search Sensor (1)     GPS 14400     Range 115.2m km    Resolution 100
    Passive EM Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
    Next focus is probably getting some fuel harvesters and tugs online before Earth runs out of Sorium.
    Last edited by Nimiety; 06-06-2019 at 12:43 AM.

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    I don't have the designs on hand since I deleted the game a bit ago, waiting for the C# release now. But I once dealt with precursors by creating a carrier battlegroup. 60,000 ton carrier flagship escorted by area defence cruisers, containing dozens of laser-fighters... And the heavy hitters. Some FACs with size 100 missile bays, escorted towards the enemy by railgun point defence fighters. Their size 100 torpedos would have a range of only about 100,000km, just enough to allow a full 5 second increment. They were launched so close that the precursor point-defence didn't have a time to respond... And a single missile hit for 300 damage and like 100 shock damage, oneshotting everything.

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    I had to double check the post I made, because I brought up that exact strategy in the version of that post that got ate by an accidental backspace. I was thinking about putting a system like that on a destroyer, with more alpha strike than a spinal laser but lower DPS, but that method sounds way better. I haven't really played with fighter combat at all but you are making me tempted to give it a go. I've had a lot of grief loading carriers in the past but I think I've figured out how to do that automatically finally which helps.

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    Quote Originally Posted by Ranged66 View Post
    I don't have the designs on hand since I deleted the game a bit ago, waiting for the C# release now. But I once dealt with precursors by creating a carrier battlegroup. 60,000 ton carrier flagship escorted by area defence cruisers, containing dozens of laser-fighters... And the heavy hitters. Some FACs with size 100 missile bays, escorted towards the enemy by railgun point defence fighters. Their size 100 torpedos would have a range of only about 100,000km, just enough to allow a full 5 second increment. They were launched so close that the precursor point-defence didn't have a time to respond... And a single missile hit for 300 damage and like 100 shock damage, oneshotting everything.
    That's metal as fuck, are we talking late game or early game as far as engine tech and shit? Cuz if you did all this with magneto-plasma or internal fusion that would be fucking hilarious and I'd like to see how this strat holds up against spoilers, assuming friendly AMMs could protect the carrier until they exhaust their supply.

    I might try this on my next campaign because it sounds hilarious

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