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C-Fighter and Carrier

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Carriers

Hangars

Commercial Hangars

Commercial hangars are available in C# Aurora. They are 50% larger than military hangar bays (size 32), have the same cost of 100 BP and the same crew requirement (15).

They are intended for transport of other commercial vessels, temporary transport of military vessels, reloading of box launchers and for repairing ships. With this in mind, a military ship still has normal maintenance requirements while in a civilian hangar.

However, as you can maintain ships in deep space in C# Aurora it will be possible to build a large ship that could provide both commercial hangar space and maintenance, or combine ships with commercial hangars and ships with maintenance modules to provide a logistics hub. Date 19.07.2017

It seams that Parasits in a Commercial Hangar can not be rearmed see Date 17.09.2017

Military Hangars

In C# Aurora, transferring ordnance is no longer instant and ships without specialised equipment cannot exchange ordnance in space. A ship can only receive ordnance at a Spaceport, an Ordnance Transfer Station, a ship with a Ordnance Transfer System, a base with a Ordnance Transfer Hub or in a military hangar bay. Hangar Bays also use the highest tech ordnance transfer rate (mainly to avoid multiple hangar bay types). Date 17.09.2017

Flight Crew Berths

In VB6 Aurora, the player has to remember to add additional accommodation for the crews of parasite warships when designing a carrier, even without knowing the potential future parasites. These are known as Flight Crew Berths.

In C# Aurora, due to changes in the way crew morale and overcrowding are handled, the design process will automatically add 20 flight crew berths for each hangar bay. These berths are assumed to be sufficient for whatever parasite warships are present. (Flight Crew Berths are not longer included) Date 02.09.2017

Damage Control

If the ship being repaired is in a hangar, the damage control rating of the mothership will be added to the damage control rating of the ship and the mothership maintenance supplies will be used first (although they will not be used past the specified minimum level). While this allows the mothership DC rating to be potentially used on multiple ships simultaneously, I decided that was preferable to having repair priorities per ship. The micromanagement isn't really worth the extra realism. Date 02.09.2018

Primary Flight Controle

Primary Flight Control is 4 HS and 100 BP. Allows the assignment of a Commander Air Group to the ship who will apply his full Fighter Operations Bonus. The required rank for the ship commander is one above the racial minimum. Date 07.12.2018

Fighters

Basics

Fighter Deployment Clock & Overcrowding

Each construction phase, every ship is checked according to the following rules:

  • 1. Any military ship, or one equipped with geological survey sensors, has a deployment clock, similar to their maintenance clock, which is displayed on the fleet window in months
  • 4. When any ship (including those in hangars) is at a recreational location, the deployment clock reduces at a rate equal to ten times the passage of time.
  • 5. If a parasite is in a hangar bay but the mothership is not at a recreational location, the deployment clock of the parasite reduces at a rate equal to the following formula:
    • Time Passed * 10 * (1 - Mothership Deployment Modifier));
  • 6. The Mothership Deployment Modifier is equal to the Mothership Deployment Clock / Mothership Class Intended Deployment Time. In effect, the more time on the mothership deployment clock, the slower any docked parasites reduce their own clocks
  • 7. If the Mothership Deployment Modifier is equal to or greater than 1, any parasite in the hangar cannot reduce its own deployment clock, although the time on the parasite clock will not grow either. This means that every time the parasite is deployed, its clock will continue to increase without the chance to reduce between missions.
  • 8. A ship's morale is always 100% unless the ship's deployment clock exceeds the intended deployment time of its class (or for other reasons in subsequent sections). In that case, morale is equal to the intended deployment time / deployment clock. For example, a ship with a deployment clock for 15 months and an intended deployment time of 12 months would have a morale of 80%.
  • 9. If the crew on the ship is less than half the required crew complement, morale is multiplied by (Current Crew / Class Crew) x 2;
  • 10. Morale can never fall below 25% as a result of the above rules.

The ship's deployment clock will increase at a rate equal to the time passed multiplying by the Overcrowding Modifier. For example, if the ship is 25% overcrowded, the deployment clock will increase at 1.5625x the normal rate (1.25 x 1.25).

Overcrowding is not checked on parasites in hangars, as it is assumed the flight crew berths and life support on the mothership will help with this situation. To avoid potential exploits of this simplification, any survivors on a parasite that docks with a mothership will be transferred to the mothership, unless they can be held in cryogenic modules on the parasite. Date 15.07.2018

Fighter Maintenance

Fighters can be maintained by Maintenance Locations and do not need to be stored in hangars (because now they use capacity whereas the VB6 rule was implemented to prevent unlimited fighters being maintained). Date 07.12.2018

Life Support Failure

Life support failure is not checked for parasites in hangars, as it is assumed the flight crew berths and life support on the mothership will help with this situation. Date 15.07.2018

Fighter in Ground Combat

In C# Aurora, fighter-sized ships can be equipped with a new component, the Fighter Pod Bay, which is similar in function to a small Box Launcher, except it will only hold Fighter Pods.

Different pods can be assigned to those bays while the fighter is in a hangar, providing flexibility of loadout. The same fighter could be used for bombardment or autocannon pods, as long as the pods bays are large enough and the parent carrier has both types of pods available. The pods can be assigned to the fighter using the normal ordnance loadout. The pods require a missile fire control to operate, although this can be minimal size (0.1 HS) as there are no range or resolution restrictions.

http://www.pentarch.org/steve/Screenshots/GroundSupport005.PNG

Date 22.09.2018]

Fighters equipped with fighter pods can provide support to ground unit formations during ground combat. 06.10.2018