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Aurora Player Designed Systems
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. (Note numbers below for 1 hs power plant.)--Journier 00:20, 23 February 2010 (UTC)
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 | Power Increase | 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 50% to the 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
Components:
Engines are made up of 7 components, Engine Technology, Power vs Efficiency, Internal Armour Rating, Fuel Efficiency, Hyper Drive Efficiency, Thermal Reduction, Engine Platform.
Engine Technology:
Engine Technology Increases power output of ship engines.
Military Engine Technology | Power | Cost |
---|---|---|
Nuclear Thermal Engine | 25 | |
Nuclear Pulse Engine | 40 | |
Ion Engine | 60 | |
Magneto-plasma Drive | 80 | |
Internal Confinement Fusion Drive | 100 | |
Magnetic Confinement Fusion Drive | 125 | |
Inertial Confinement Fusion Drive | 160 | |
Solid Core Anti-matter Drive | 200 | |
Gas Core Anti-matter Drive | 250 | |
Plasma Core Anti-matter Drive | 300 | |
Beam Core Anti-matter Drive | 400 | |
Photonic Drive | 500 |
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.
Efficiency | Power Increase | 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:
Fuel Efficiency:
Hyper Drive Efficiency:
Thermal Reduction:
Engine Platform:
The Engine platform choices are Military, Commercial, Fast Attack Craft, and Fighter.
Military:
Commercial:
Fast Attack Craft:
Fighter:
Shields
Stop laser and Missile damage until 0.00 strength, then damage passes to armor.
Components
Shield Type
Alpha to Omega 1-15 shield strength
Shield Regeneration Rate
Shield Regeneration Rate depends on the Regeneration Rate research and ranges from 1 - 15
Fuel Efficiency
Fuel efficiency decreases the amount of fuel consumed by a multiple from 1x - 0.1x depending on researched Fuel Efficiency modifier.
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. The formula for detecting smaller objects than the minimum Resolution is ( Max Range x (Target Size / Resolution) ^2 ).
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
Detects Thermal signatures from planets and ships.
Components:
Thermal Sensor Sensitivity:
Depending on Thermal Sensor research can increase to 75
Total Sensor 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.
Hardening:
Resistance to Electronic damage.
Jump Engines
Components
Jump Drive efficiency
Ranges from 3-25 increase via research.
Max Jump Squadron Size
The amount of ships without a jump driver that can follow through a jump point with a ship with a jump engine.
Ranges from 3-12 squadron size.
Jump Point Distance
This is useful if you are going to be jumping into a dangerous area where maybe the enemy defends its jump points. It allows you to jump and be further from the Jump Point.
Size
Increases the HullSize the component takes up but also increases the maximum amount of ship it can jump. (Note max jump size includes the actual Jump Engine, so you need to remember when designing a jump engine that its your ship + the jump engines considerable mass youll be designing the actual Jump Engine for.
Jump Drive Type
Military-
Military is smaller in size and can have more ships in a squadron. with more efficient use of size.
Civilian-
Less efficient use of size, but can jump larger ships than military version (10x larger ship jump capability than military.)
Larger but less costly.
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.
Particle Torpedo
Torpedo's do the same amount of damage across their entire travelling distance, making them very useful in some situations.
Components
Torpedo warhead strength, Maximum Torpedo Range, and Capacitor Recharge rate.
Warhead Strength
Strength | Hull Size | fire rate | power requirement |
---|---|---|---|
2 | 5 | 5 | 5 |
3 | 6 | 5 | 7 |
4 | 7 | 5 | 10 |
6 | 8 | 5 | 15 |
9 | 9 | 5 | 22 |
12 | 10 | 10 | 30 |
16 | 12 | 10 | 40 |
20 | 14 | 10 | 48 |
25 | 16 | 15 | 64 |
36 | 18 | 20 | 90 |
50 | 22 | 25 | 125 |
Maximum Torpedo Range
60,000km - 1.2m km
Capacitor Recharge Rate
Capacitor recharge rate effects how quickly your weapon will charge up the power it requires to fire again. This is increased via capacitor technology and rages from 1-25.
Meson Cannon
Meson Cannons are short ranged weapons that ignore armor.(still no official answer on how it works on internal armor multiple different opinions)
Components:
Meson Focal Size:
The size of the Meson Cannon, this affects damage and range of the cannon, and power useage while making the cannon also take up more hullsize.
Ranges from 10cm - 80cm
Meson Focusing:
Increases the range of the Meson Cannon without increasing power requirements.
Ranges from 1-12.
Increased by research.
Capacitor Recharge Rate:
Increases the recharge rate of the capacitors, and theereby increasing the fire rate of the Meson Cannon
Railgun
Railguns are specialized weapons good for close in fighting. Incredibly good at Point Defense against missiles due to 4 shots per 5 seconds. Also good at larger ranges against heavily armored missiles and fast moving ships.
Components:
Railgun Type
10cm - 50cm
Increases size of railgun and the range and power requirements.
Railgun Velocity
Increases Railgun range without increasing size or power requirements.
Capacitor Recharge Rate
Capacitors increase power recharge of weapons. Allowing faster fire rate.
Ranges from 1-25
Plasma Carronade
Plasma carronades are short range high damage output weapons good for defense of Jump Points/Gates.
Components:
Carronade Calibre
Plasma Carronade calibre | Damage | Cost | size(tons) |
---|---|---|---|
15cm | 6 | 122 | 200 |
20cm | 10 | ? | 300 |
25cm | 16 | ? | 400 |
30cm | 24 | ? | 450 |
35cm | 32 | ? | 550 |
40cm | 40 | ? | 600 |
50cm | 64 | ? | 800 |
60cm | 96 | ? | 950 |
70cm | 128 | ? | 1100 |
80cm | 168 | 648 | 1250 |
Capacitor Recharge Rate
1-25
EM Detection Sensors
EM Sensors detect shields, planets, and active sensors from other ships.
Components:
EM Sensors are made up of 3 Components, EM Sensitivity, Total Sensor Size, and Hardening
EM Sensor Sensitivity:
Total Sensor Size:
Hardening:
Protects Sensor from Electronic Damage.
High Power Microwave
High Power Microwaves destroy electronics on ships, Sensors and fire control.
Components
Microwave Focal Size
Increases the range, hullsize and power requirement. 10cm-80cm
Microwave Focusing
Focuses the beam to extend the range.
Ranges from 1-12 tech level.
Capacitor Recharge rate
Allows faster firing.
Ranges from 1-25.
Guass Cannon
Cloaking Device
A Cloaking Device hides a player made ship from sensor detection by a %.
Components:
Cloaking Efficiency
Ranges 2-12, higher efficiency allows the cloaking device to hide more ship for the same hull size.
Cloaking Sensor Reduction
This Reduces the sensor signature your ship gives off by whatever % it shows. Ranges from 75% to 99.5%
Size
This is the hullsize of the Cloaking Device, larger you have the more ship you can hide.
CIWS
Close in Weapon System is for intercepting missiles at short range around the ship mounting them, they do not interact with missiles destined for other ships around them. This should be your final layer of Point Defense against incoming missiles.
Components:
Gauss Cannon Rate of Fire:
Beam Fire Control Distance Rating:
Fire Control Speed Rating:
Active Sensor Strength:
Turret Rotation Gear:
ECCM: