Aurora is on version 2.1.1 C#, available at the Aurora Forums.
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Magazine
Type | Designed |
---|---|
Class | Military |
Tech Branch | Missiles / Kinetic Weapons |
Specifications | |
Size (HS) | 1 to 30 (Unarmored) |
Size (Tons) | 50 to 1500 (Unarmored) |
Production Cost per HS | |
Build Cost | 5 |
Duranium | 1.25 |
Tritanium | 3.75 |
Other Information | |
Crew | 0.5 per HS |
Cost values assume no additional armor is added. | |
Description
Magazines store missiles. They have a capacity of
Efficiency*Size*20
Usage
Magazines carry reloads for your Missile Launchers. Magazines can be used to feed on-board missile launchers, reload ordnance to parasite craft in the hangars, or reload other ships' magazines as a collier.
Components
Magazine Size
Total Magazine Size ranges between 1-30 HS.
Each HS of size adds the following as a base cost:
Magazine Feed System
Efficiency (%) | 75 | 80 | 85 | 90 | 92 | 94 | 96 | 98 | 99 |
---|---|---|---|---|---|---|---|---|---|
RP cost | 1,000 | 2,000 | 4,000 | 8,000 | 15,000 | 30,000 | 60,000 | 125,000 | 250,000 |
Magazine feed system does not impact module cost.
Magazine Ejection System
Chance (%) | 70 | 80 | 85 | 90 | 93 | 95 | 97 | 98 | 99 |
---|---|---|---|---|---|---|---|---|---|
RP cost | 500 | 1,000 | 2,000 | 4,000 | 8,000 | 15,000 | 30,000 | 60,000 | 120,000 |
Magazine ejection system does not impact module cost.
Armor / HTK
Since magazines are prone to exploding, the HTK of the system may be increased up to 10 by adding internal armor. Curiously, the type of armor selected does not appear to influence module cost or weight - the space dedicated to armor for a given magazine is always based on the highest armor level available at the time it is designed. Increasing the HTK adds a modest amount of weight as well as a requirement for additional Duranium and Neutronium.
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