Aurora is on version 2.5.0 C#, available at the Aurora Forums.
Contact Erik on the forum for a wiki account.
Difference between revisions of "Aurora Player Designed Systems"
m (→Power Plants) |
m (→Power Plants) |
||
Line 186: | Line 186: | ||
{| border="1" | {| border="1" | ||
− | |'''Power | + | |'''Power''' |
− | ! | + | !Efficiency!!Exp!!cost |
|- | |- | ||
| -100%||50%||35% | | -100%||50%||35% |
Revision as of 23:24, 22 February 2010
Overview
All the systems listed here are able to be player designed. This article will detail the various components. It is currently a work in progress.
Laser Technology
Components
Lasers have four components, each with their own tech line. Some of the components are shared with other energy weapons, while some are laser specific. The components are Laser Focal Size, Laser Wavelength, Capacitor Recharge Rate, Reduced Size Lasers. Please note that the maximum range of any laser system is 1.5m km. This is because the smallest time increment is 5 seconds and light has to obey the laws.
Laser Focal Size
Laser Focal Size ranges from 10cm to 80cm. Larger sized beams cause more damage and have a longer base recharge time. Focal size has a bearing on the maximum range of the overall laser system.
Focal Size | Damage | Base RoF |
---|---|---|
10cm | 3 | 15s |
12cm | 4 | 20s |
15cm | 6 | 30s |
20cm | 10 | 50s |
25cm | 16 | 80s |
30cm | 24 | 120s |
35cm | 32 | 160s |
40cm | 40 | 200s |
50cm | 64 | 320s |
60cm | 96 | 480s |
70cm | 128 | 640s |
80cm | 168 | 840s |
Laser Wavelength
The wavelength of the laser determines the range modifier and the maximum range of the laser.
Wavelength | Base Max Range | Range Modifier |
---|---|---|
Infrared Laser | 30,000km | 1 |
Visible Light Laser | 60,000km | 2 |
Near Ultraviolet Laser | 90,000km | 3 |
Ultraviolet Laser | 120,000km | 4 |
Far Ultraviolet Laser | 150,000km | 5 |
Soft X-Ray Laser | 180,000km | 6 |
X-Ray Laser | 210,000km | 7 |
Far X-Ray Laser | 240,000km | 8 |
Extreme X-Ray Laser | 270,000km | 9 |
Near Gamma Ray Laser | 300,000km | 10 |
Gamma Ray Laser | 330,000km | 11 |
Far Gamma Ray Laser | 360,000km | 12 |
Capacitor Recharge Rate
This particular component is shared between all of the energy-based weapons. I will only detail it in this section, and refer back to it from others.
Capacitor recharge rate directly influences the amount of power recharges by the weapon system every 5 seconds. It is equal to the Rate, e.g. Capacitor Recharge Rate 25 = 25 power per 5 seconds.
The available rates are 1, 2, 3, 4, 5, 6, 8, 10, 12, 16, 20, 25.
Reduced Size Lasers
This particular component reduces the size of the laser system at the expense of the recharge rate. There are three levels available. Standard has no change to size or rate. Reduced .75 reduces the size by 25% while increasing the recharge by 4x. Reduced .5 reduces the size by 50% and increases the recharge rate by 20x.
Missile Launchers
Components
The main components of missile launchers are Size, Reload Rate, Platform Type, and Reduced Size.
Launcher Size
This directly affects how big of a missile may be fired. It also affects the Rate of Fire. A launcher may launch any missile available up to and equal to its size, e.g. a size 6 launcher may fire size 1-6 missiles.
Size | Max Missile Size | Base Rate of Fire |
---|---|---|
1 | 1 | 30 |
2 | 2 | 60 |
3 | 3 | 90 |
4 | 4 | 120 |
5 | 5 | 150 |
6 | 6 | 180 |
7 | 7 | 210 |
8 | 8 | 240 |
9 | 9 | 270 |
10 | 10 | 300 |
11 | 11 | 330 |
12 | 12 | 360 |
14 | 14 | 420 |
16 | 16 | 480 |
18 | 18 | 540 |
20 | 20 | 600 |
24 | 24 | 720 |
Reload Rate
The reload rate affects how fast the missile launcher may be reloaded and fired. The level of reload rate is used as a divisor to the base reload rate from the size of the launcher. The available rates are 1 - 12.
Platform Type
There are two options available here, Ship-based and PDC-based. The PDC option cuts the base reload time in half.
Reduced Size
The options here allow the launcher to be reduced in size at the expense of reload rate.
Size | Rate | Notes |
---|---|---|
Standard | 1x | |
.75 | 2x | |
.5 | 5x | |
.33 | 20x | |
.25 | 100x | +on Mount Magazine (includes internal magazine) |
Box (.15) | 15x | No internal reload |
Power Plants
Components:
The main components of Power Plants are Power Plant Technology, Power vs Efficiency, Internal Armour Rating, and Size.
Power Plant Technology:
Power Plant Technology increases the amount of power produced per hullsize but also increases the cost of that system as you use higher technology versions.
Power Plant Technology | Power | Cost |
---|---|---|
Pressurised Water Reactor | 2 | 6 |
Pebble Bed Reactor Technology | 3 | 9 |
Gas-Cooled Fast Reactor Technology | 4.5 | 14 |
Stellarator Fusion Reactor Technology | 6 | 18 |
Tokamak Fusion Reactor Technology | 8 | 24 |
Magnetic Confinement Fusion Reactor Technology | 10 | 30 |
Inertial Confinement Fusion Reactor Technology | 12 | 36 |
Solid-core Anti-matter Power Plant Technology | 16 | 48 |
Gas-core Anti-matter Power Plant Technology | 20 | 60 |
Plasma-core Anti-matter Power Plant Technology | 24 | 72 |
Beam Core Anti-matter Power Plant Technology | 32 | 96 |
Vacuum Energy Power Plant Technology | 40 | 120 |
Power vs Efficiency:
Power vs Efficiency increases or decreases power output, in exchange for a decrease or increase in fuel efficiency and explosion chance. The Higher your efficiency the lower the cost, the higher the Power produced, the higher the cost.
Power | Efficiency | Exp | cost |
---|---|---|---|
-100% | 50% | 35% | |
-80% | 40% | 30% | |
-60% | 30% | 25% | |
-50% | 25% | 20% | |
-40% | 20% | 16% | |
-30% | 15% | 12% | |
-20% | 10% | 10% | |
-10% | 5% | 7% | |
0% | 0% | 5% | |
5% | -2.5% | 5% | |
10% | -5% | 4% | |
15% | -7.5% | 4% | |
20% | -10% | 3% | |
25% | -12.5% | 3% | |
30% | -15% | 2% | |
40% | -20% | 2% | |
50% | -25% | 1% |
Internal Armour Rating:
This is how much armour you have on the Power plants, Internal armour adds 1 Hullsize to the component.
Size:
Size of Power plants increases the product of said Power Plants above by the multiple you select. Selections up to 30 are available.
Engines
Shields
Active Sensors/Fire Control
These systems are used to detect targets and provide guidance for missiles.
Components
The components for Active Sensors and Fire Control are Active Sensor Strength, Antenna Size, Minimum Resolution, Hardening and Active Sensor Type.
Active Sensor Strength
This is the strength of the scanners. It uses the Active Grav Sensor Strength research. The values are 10, 12, 16, 21, 28, 36, 48, 60, 80, 100, 135, 180. The range of the scanner is Strength x Resolution x Antenna Size x 10,000km. Missile controls multiply that range by 3.
Antenna Size
This is a variable determined by the player. There is no associated tech line with it. It is used in determining the maximum range of the system.
Minimum Resolution
This is a variable that determines the smallest object the system can detect at range. NOTE: Smaller objects can be detected, but at severely reduced ranges. Resolution Zero Mode is usually reserved for anti-missile installations. Each resolution increment adds 50 tons to the minimum size detected.
Hardening
This is a researched line. It is used to protect the installation against EM damage. Values range from 0 to 8.
Thermal Sensors
Jump Engines
Beam Fire Control
This installation is used to control beam weapons.
Components
The components for Beam Fire Control are Beam Fire Control Distance Rating, Fire Control Speed Rating, Fire Control Size vs Range, Fire Control Size vs Tracking Speed, Hardening, Platform Type, Ship Type Limitations.
Beam Fire Control Distance Rating
This rating determines the range at which the beam will be at 50% accuracy. Values are 10,000km, 16,000km, 24,000km, 32,000km, 40,000km, 48,000km, 60,000km, 75,000km, 100,000km, 125,000km, 150,000km, 175,000km.
Fire Control Speed Rating
This determines how fast the fire control can bring the weapon(s) to bear on the target. NOTE: The final speed rating is determined by ship speed or turret speed. Values for this are 1,250km/s, 2,000km/s, 3,000km/s, 4,000km/s, 5,000km/s, 6,250km/s, 8,000km/s, 10,000km/s, 12,500km/s, 15,000km/s, 20,000km/s, 25,000km/s.
Fire Control Size vs. Range/Tracking Speed
These two items are very similar in that the player may reduce or increase the size of the installation for a bonus (or penalty) to the Range or Tracking Speed.
Size | Range | Tracking Speed |
---|---|---|
25% | 25% | n/a |
34% | 34% | n/a |
50% | 50% | n/a |
Normal | Normal | Normal |
1.25x | n/a | 1.25x |
1.5x | 1.5x | 1.5x |
2x | 2x | 2x |
3x | 3x | 3x |
4x | 4x | 4x |
Hardening
This is the same as the Hardening on Active Sensors/Missile Control.
Platform Type
This is a switch for Ship or PDC installations. PDC installations have the range increased by 50%.
Ship Type Limitations
This is used to determine if the installation can be emplaced on any ship, or fighters only. Fighter only installations have the base tracking speed multiplied by 4.