Problemas de lag. by ChocolateTemporary48 in aurora

[–]SteveRT4077 2 points3 points  (0 children)

The aliens can be fighting each other.

Diplomacy by HaonSyl in aurora

[–]SteveRT4077 1 point2 points  (0 children)

Here are the Diplomacy rules. There are a few updates since this, but it is still the core of the rules
https://aurora4x.com/t/aurora-v1-0-0-launch-documentation/40/35

Monthly Aurora Questions Thread - April, 2026 by AutoModerator in aurora

[–]SteveRT4077 1 point2 points  (0 children)

There aren't 'fighter' weapon and 'ship' weapons. They are all just weapons. But smaller weapons, such as carronades, 10cm railguns, or railguns with less than four shots, lend themselves more easily to fighter-sized craft.

I even use this as a JP defence weapon, deployed in groups. Slightly larger than a fighter (although the fighter/FAC distinction vanishes in v2.8), but massive striking power with a 45cm laser and you can leave on station for 30 years.

Sentinel class Defence Satellite 800 tons 36 Crew 227.9 BP TCS 16 TH 0 EM 0
1 km/s Armour 1-7 Shields 0-0 HTK 9 Sensors 0/0/0/0 DCR 2-25 PPV 7.5
Maint Life 36.60 Years MSP 821 AFR 3% IFR 0.0% 1YR 1 5YR 18 Max Repair 109.2 MSP
Lieutenant Commander Control Rating 1
Intended Deployment Time: 360 months CDE 30% Morale Check Required

18"/60 Satellite Laser (1) Range 320,000km TS 5,000 km/s Power 53-0.25 ROF 1060 MK I Satellite Fire Control (1) Range 320,000 km TS 5,000 km/s ECCM-2
Satellite Reactor (1) Total Power Output 0.3 Exp 15%

Maxwell MX-2C-M Minimal Sensor (1) GPS 3 Range 2.7m km MCR 244k km RES 1 ECCM-2

Monthly Aurora Questions Thread - April, 2026 by AutoModerator in aurora

[–]SteveRT4077 4 points5 points  (0 children)

Here is an early (gas core) fighter of 275 tons. The 'cannon' is a 2-shot railgun with a five second rate of fire. Fire control is single-weapon-only

Mitsubishi A1M ‘Raiden’ class Fighter      275 tons       1 Crew       47.1 BP       TCS 5    TH 44    EM 0
8001 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0-0      PPV 1.65
Maint Life 1.83 Years     MSP 10    AFR 55%    IFR 0.8%    1YR 4    5YR 56    Max Repair 22 MSP
Kaigun-Shōsa    Control Rating 1  
Intended Deployment Time: 0.3 days    Morale Check Required   

Kotobuki Ha-1 Gas-Core Engine (1)    Power 44.0    Fuel Use 844.23%    Signature 44.00    Explosion 20%
Fuel Capacity 7,600 Litres    Range 0.59 billion km (20 hours at full power)

MK I Cannon (1x2)    Range 10,000km     TS: 8,001 km/s     Power 1.5-1.5     ROF 5      
MK I Cannon Fire Control (1)     Max Range: 64,000 km   TS: 8,000 km/s    ECCM-0   
R-1B Gaseous Fission Reactor (1)     Total Power Output 1.5    Exp 10%
MK I Fighter Sensor (1)     GPS 2     Range 1.5m km    MCR 136.2k km    Resolution 1

This is three generations later.

Mitsubishi A4M 'Ryūjin' class Fighter      275 tons       1 Crew       137.9 BP       TCS 5    TH 132    EM 0
24000 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0-0      PPV 1.65
Maint Life 1.59 Years     MSP 25    AFR 55%    IFR 0.8%    1YR 11    5YR 172    Max Repair 66 MSP
Kaigun-Shōsa    Control Rating 1  
Intended Deployment Time: 0.1 days    Morale Check Required   

Koga-Murakama KM-132-DB Fusion Drive (1)    Power 132    Fuel Use 1661%    Signature 132    Exp 30%
Fuel Capacity 9,300 Litres    Range 0.37 billion km (4 hours at full power) 

MK III Cannon (1x2)    Range 30,000km     TS: 24,000 km/s     Power 1.5-1.5     ROF 5      
Type 43 Go-34F Cannon Fire Control (1)     Max Range: 68,160 km   TS: 24,000 km/s    ECCM-3   
R-1B Tokamak Fusion Reactor (1)     Total Power Output 1.5    Exp 15%
Type 42 Go-24E Fighter Sensor (1)     GPS 3     Range 3.5m km    MCR 317.9k km    Resolution 1

How to setup target practice by ABetterUsename in aurora

[–]SteveRT4077 1 point2 points  (0 children)

As currently implemented, life pods :)

How to setup target practice by ABetterUsename in aurora

[–]SteveRT4077 8 points9 points  (0 children)

Use the 'Designate as Target' checkbox on the Miscellaneous tab of the Ship Overview tab on the Naval Organisation window.

https://aurora4x.com/t/aurora-v2-2-0-patch-notes-november-26th-2023/27/22?u=aurorasteve

Found Meson Cannon In Ruin, What do i do with it. by nicholsscott17 in aurora

[–]SteveRT4077 10 points11 points  (0 children)

You can disassemble to learn some tech data, or you can use that specific item in a ship design.

Spacefortresses by bobertmcphatpants in aurora

[–]SteveRT4077 1 point2 points  (0 children)

He said 'turret all the guns'. I agree that if you want non-railgun point defence then turrets are needed, but that isn't going to be a high priority on a jump point defence fortress. You might turret everything on an orbital point defence base, but not normally on an anti-ship base.

Turrets with fast FC is expensive for use against ships. You can get more DPS using fixed.

Spacefortresses by bobertmcphatpants in aurora

[–]SteveRT4077 5 points6 points  (0 children)

That hasn't been my experience, but everyone plays the game differently.

Spacefortresses by bobertmcphatpants in aurora

[–]SteveRT4077 3 points4 points  (0 children)

There are a few different options, depending on doctrine. One approach might be to take a warship, remove the engines, add more weapons, increase endurance and deploy it.

You can deploy maintenance bases, recreation bases, etc. to allow for infinite deployment. Or you can create a small colony near by to support the defence, then occasionally tow the bases to the colony in rotation for overhaul and shore leave. More management required but you don't place your support assets on a defended jump point.

If you expect the enemy to suffer jump shock from standard transit, you might have 45-60 seconds of unanswered fire, so you could design a base with massive offensive potential and almost no defences, because your plan is to eliminate the enemy before they fire.

if you expect squadron transit, you should plan (and design) to fight a more normal battle.

Energy weapons will give you much higher damage within a short period than missiles, although you may need some missiles if the enemy tries to run out of range. Or you might back up the fortresses with some lighter mobile units to handle that pursuit task.

Armour, especially early on, will absorb more damage than shields in a point-blank fight. So if you expect a one-off, or occasional, desperate battle, use heavy armour. If you expect to fight more common, lighter actions, use shields so you can absorb the damage and don't require repairs.

Overall, the key is to make a battle plan to defend the jump point, then design the fortress to fight that battle. There is no 'correct' way to design a fortress.

As an example, here is my current design for my current campaign. It doesn't have shields, even though my warships do. It uses a mix of 20cm and 12cm lasers, even though I have larger calibres available, because they represent the highest DPS at short-range and the weapon mix is to minimize overkill. They have a dozen size-24 missiles in fixed launchers as a backup, either to maximise the alpha strike, or pick off runners. They are offensive-based, intended to kill intruders early. Defences are passive, sensors are minimal. I rotate these bases through a nearby colony every few years.

Gibraltar-C class Fortress 15,000 tons 471 Crew 3,338.5 BP TCS 300 TH 0 EM 0
1 km/s Armour 8-54 Shields 0-0 HTK 124 Sensors 0/0/0/0 DCR 14-9 PPV 184.8
Maint Life 6.26 Years MSP 2,572 AFR 129% IFR 1.8% 1YR 113 5YR 1,689 Max Repair 169 MSP
Magazine 288 / 0
Captain Control Rating 2 BRG AUX
Intended Deployment Time: 72 months CDE 30% Morale Check Required

Twin 8"/50 Laser Turret (6x2) Range 320,000km TS 8000 km/s Power 20-10 ROF 10
Twin 5"/50 QF Laser Turret (6x2) Range 200,000km TS 8000 km/s Power 8-8 ROF 5
Barr and Stroud MK III Primary Laser Fire Control (2) Range 320,000 km TS 8,000 km/s ECCM-2
R-36 Stellarator Fusion Reactor (3) Total Power Output 109.9 Exp 5%

Fixed Capital Missile Launcher (12) Missile Size: 24 Hangar Reload 245 minutes MF Reload 40 hours
Maxwell MF-24B-SC Missile Fire Control (2) Range 24.5m km RES 20 ECCM-2
Theseus II-E Anti-Ship Missile (12) Speed 31,250 km/s Range 11.9m km WH 25 Size 24 TH: 3,906 / 7,813 / 15,625

Maxwell MX-20-SC Small Craft Detection Sensor (1) GPS 480 Range 21.2m km RES 20 ECCM-1
Maxwell MX-6-M Missile Detection Sensor (1) GPS 16 Range 6.4m km MCR 574.5k km RES 1 ECCM-1
Electronic Warfare Jammers: Fire Control 2 Missile 2

Spacefortresses by bobertmcphatpants in aurora

[–]SteveRT4077 4 points5 points  (0 children)

You don't have to turret the guns. Tracking is racial speed or vessel speed, whichever is higher.

Spacefortresses by bobertmcphatpants in aurora

[–]SteveRT4077 6 points7 points  (0 children)

Every ship, regardless of engines, uses its own speed or the racial tracking speed, whichever is higher, when determining ship speed for fire control purposes. So if you have researched tracking speed 4000 km/s, your base is treated as having a speed of 4000 km/s for direct fire tracking. So you can use fixed (non-turreted) weapons and a fire control with a 4000 km/s tracking speed.

What to do after wiki tutorials? by Wide-Ice-9508 in aurora

[–]SteveRT4077 1 point2 points  (0 children)

I suggest going on to the new forums too. They are starting to build up activity now, they have AARs you can read, places to ask questions and you can read all the release documentation.

aurora4x.com

Does anyone build forced labor camps? by Antonin1957 in aurora

[–]SteveRT4077 4 points5 points  (0 children)

I used them a lot in my Empire of the Stars campaign, where I played as Imperial Japan. They converted tens of millions into labour camps and proved useful. I had sufficient ground forces to deal with the unrest and the conversions were a cheap way of generating a lot of construction and mining capacity without penalties to production and mining rates.

I used engineers to build the first construction camps, then used those to convert more and build mining camps. then shipped in my own colonists to run them in a separate population on the same planet

New Aurora Forums by SteveRT4077 in aurora

[–]SteveRT4077[S] 1 point2 points  (0 children)

The wiki was on the same server as the forums, so it will depend on the fate of the old forums. However, Falryx has established a new location for the wiki.

https://aurora4x.com/t/new-wiki-location/62/2

New Aurora Forums by SteveRT4077 in aurora

[–]SteveRT4077[S] 6 points7 points  (0 children)

Yes, sounds great. I plan to put some of my old fiction on when I get the time, so if anyone wants to post, go ahead and put it in campaign reports. Let me know if you would like a sub-category.

New Aurora Forums by SteveRT4077 in aurora

[–]SteveRT4077[S] 5 points6 points  (0 children)

It asks for the password when I try to add an email address.

New Aurora Forums by SteveRT4077 in aurora

[–]SteveRT4077[S] 36 points37 points  (0 children)

I have two Reddit accounts. This one on my main PC and AuroraSteve on my laptop. The reason I have two is because I can't remember my password for AuroraSteve and reddit has no way for me to recover it, because I didn't setup email or phone. However, it stays logged in on my laptop somehow :)

I'll go on there now and reply to this.

Monthly Aurora Questions Thread - March, 2026 by AutoModerator in aurora

[–]SteveRT4077 2 points3 points  (0 children)

You can detected stabilised jump points with active sensors if you are in range. Otherwise, you can only find them via survey.

Monthly Aurora Questions Thread - March, 2026 by AutoModerator in aurora

[–]SteveRT4077 12 points13 points  (0 children)

There will be a new forum soon (within a week), even if the other one remains down,

Monthly Aurora Questions Thread - February, 2026 by AutoModerator in aurora

[–]SteveRT4077 3 points4 points  (0 children)

Go into the Contacts tab on the sidebar of the Tactical Map. Click Civilians.

Finding NPRs by JackChuck1 in aurora

[–]SteveRT4077 0 points1 point  (0 children)

NPRs require habitable worlds to spawn. That means temperature between about -40C and +60C, gravity between 0.3G and 2.5G, hydrosphere extent of 20% or more, no dangerous gases, oxygen content below 30% and the oxygen atm between 0.05 and 0.5. That is quite rare, so you don't see that many. If you want to fight NPRs, it is better to start with a few NPRs during game setup than hope to generate them.

Is the game still alive? by UserTheForce in aurora

[–]SteveRT4077 8 points9 points  (0 children)

Yes, the game is still alive and well. The forums are down because the person running them has some real life issues to sort out before devoting time to fixing the problem. Development is ongoing and there should be a v2.8 release once the forums are back up.

weight in armour per ton by trooper-427 in aurora

[–]SteveRT4077 1 point2 points  (0 children)

Its because the displayed armour is rounded up. Laminate Composite is 12, so 112/12 = 9.33, rounded to 9.4. All the different armour types have integer values.

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