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Difference between revisions of "Basic Ship Creation"

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(added basic concepts for non-military ships)
(formatting and layout and basic headings)
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Please feel free to edit/add to this page as you see fit!
 
Please feel free to edit/add to this page as you see fit!
  
== Standard Components ==
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== Preliminary Information ==
  
Armour - added automatically.<br/>
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=== Standard Components ===
Bridge - ships under 1000 Tons do not need a bridge.<br/>
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Crew Quarters - everything needs crew.<br/>
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- Armour (added automatically)<br/>
Engineering Spaces - helps with failure rate, damage control and maintenance supply. Needed for any extended deployment when not near resupply point.<br/>
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- Bridge (ships under 1000 Tons do not need a bridge)<br/>
Fuel Storage - needed for any extended deployment when not near refueling point.
+
- Crew Quarters (everything needs crew)<br/>
 +
- Engineering Spaces (helps with failure rate, damage control and maintenance supply. Needed for any extended deployment when not near resupply point)<br/>
 +
- Fuel Storage - (needed for any extended deployment when not near refueling point)
  
 
'''Optional Extras'''
 
'''Optional Extras'''
Thermal Sensor - to help detect ships whilst in transit, for evasion is contact is hostile
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 +
- Thermal Sensor (to help detect ships whilst in transit, for evasion if contact is hostile)
  
 
== Non Military Ships ==
 
== Non Military Ships ==
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- Cargo Handling System (for faster transfer)<br/>
 
- Cargo Handling System (for faster transfer)<br/>
 
- Cryogenic Transport
 
- Cryogenic Transport
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 +
== Class Design (F5) ==
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 +
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.
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=== Step 1 - Create New Blueprint ===
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=== Step 2 - Add Standard Components ===
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=== Step 3 - Add Type Specific Components ===
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=== Step 4 - Add Ordnance/Fighters ===
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=== Step 5 - Add DAC/Rank/Information ===

Revision as of 00:01, 5 March 2009

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)

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

Step 2 - Add Standard Components

Step 3 - Add Type Specific Components

Step 4 - Add Ordnance/Fighters

Step 5 - Add DAC/Rank/Information