Aurora is on version 2.5.0 C#, available at the Aurora Forums.
Contact Erik on the forum for a wiki account.
Basic Ship Creation
Purpose of Page
This page to contain the basic steps for creating civilian and military ships.
Points to include:
- minimum size of cargo hold for transferring structures.
- minimum safe maintenance and fuel levels and failure rates.
- matching distance and resolution on active sensors, targeting sensors and weapons to make full use of the weapon.
- some common fleet compositions, i.e. dedicated offensive, dedicated defensive, dedicated scout, or generic designs with a bit of everything.
Please feel free to edit/add to this page as you see fit!
Preliminary Information
Standard Components
- Armour (added automatically)
- Bridge (ships under 1000 Tons do not need a bridge)
- Crew Quarters (everything needs crew)
- Engineering Spaces (helps with failure rate, damage control and maintenance supply. Needed for any extended deployment when not near resupply point)
- Fuel Storage - (needed for any extended deployment when not near refueling point)
Optional Extras
- Thermal Sensor (to help detect ships whilst in transit, for evasion if contact is hostile)
- EM Sensor (to help detect ships with shields up, or populations)
Non-Military Ships
These are the workhorses of the Empire.
Geosurvey
Extra Components
- Geological Survey Scanners
Gravsurvey
Extra Components
- Gravitational Survey Scanners
Freighter
Extra Components
- Cargo Handling System (for faster transfer)
- Cargo Hold (minimum hold space is 2500 for Automated Mines)
Colony Ship
Extra Components
- Cargo Handling System (for faster transfer)
- Cryogenic Transport
Class Design (F5)
This is the screen for drawing up the final blueprints for your ships. Standard components and player research-designed components are selected from here and added to the design.
Step 1 - Create New Blueprint
This shows the F5 Class design window with a basic start.
Step 2 - Add Standard Components
Adding standard components, such as engines, extra fuel, life support.
Step 3 - Add Type Specific Components
Adding role-specific components, in this case geosurvey sensors.
Adding additional sensors, fire control and missile launchers.
Step 4 - Add Ordnance/Fighters
Adding the class standard loadout. All ships built of this class will rearm with the specified loadout when the Rearm order is issued.
The magazine loadout selection screen.
Step 5 - Add DAC/Rank/Information
Specifying a ship class theme, and modifying the minimum commander rank.