Beam Fire Control
This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.
Description
[edit]Beam Fire Controls are used to target beam and kinetic weapons. Fire Controls need an active sensor contact to lock up a target.
Usage
[edit]Beam Fire Controls are essential for using any kind of beams. A single FC can control any number of beam weapons. The accuracy of the FC drops linearly over its range, thus a FC with more range than the weapon it controls is still useful. For tracking speed however the lower of value of the FC and the weapon is used.
Components
[edit]Beam Fire Control Range
[edit]Range is displayed differently in the different versions, but the mechanics are actually the same. In VB6, the base range is displayed, i.e., the range where the BFC has a 50% chance to score a hit. In C#, the max range is displayed, i.e., the highest possible range where the BFC can hit at all (where the to-hit chance drops to zero). Because to-hit chances decrease linearly from 100% at zero range down to 0% at the maximum possible range, these are identical. Thus, C# BFCs will always display twice the range of VB6 BFCs.
| C# Max Range (kkm) | 20 | 32 | 48 | 64 | 80 | 96 | 120 | 150 | 200 | 250 | 300 | 350 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| VB6 Range (kkm) | 10 | 16 | 24 | 32 | 40 | 48 | 60 | 75 | 100 | 125 | 150 | 175 |
| RP cost | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 | 30,000 | 60,000 | 125,000 | 250,000 | 500,000 | 1,000,000 | 2,000,000 |
Beam Fire Control Tracking Speed
[edit]| Rating (km/s) | 1,250 | 2,000 | 3,000 | 4,000 | 5,000 | 6,250 | 8,000 | 10,000 | 12,500 | 15,000 | 20,000 | 25,000 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| RP cost | 1,000 | 2,000 | 4,000 | 8,000 | 16,000 | 30,000 | 60,000 | 125,000 | 250,000 | 500,000 | 1,000,000 | 2,000,000 |
Beam Fire Control Size Multipliers
[edit]BFCs can be made better at range or tracking speed by expanding them, or they can be made smaller at the expense of reduced range/tracking speed. The size multiplier is always equal to the range or speed multiplier, so 2x speed means 2x the base size. The two size multipliers are then multiplied, so a BFC with 2x range and 3x tracking speed will be 2*3=6 times as large as base. Base size is always 1 HS in VB6 and 0.5 HS (25 tons) in C#.
No technology is required for these options. All of them are always available.
Size vs Range
[edit]The available options are as follows:
- VB6: 0.25, 0.34, 0.5, 1, 1.5, 2, 3, 4
- C#: 0.2, 0.25, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.25, 1.5, 1.75, 2, 2.25, 2.5, 2.75, 3, 3.5, 4
Size vs Tracking Speed
[edit]The available options are as follows:
- VB6: 0.25, 0.34, 0.5, 1, 1.5, 2, 3, 4
- C#: 0.5, 0.75, 1, 1.05, 1.1, 1.15, 1.2, 1.25, 1.3, 1.35, 1.4, 1.45, 1.5, 1.6, 1.7, 1.8, 1.9, 2, 2.1, 2.2, 2.3, 2.4, 2.5, 2.6, 2.7, 2.8, 2.9, 3, 3.1, 3.2, 3.3, 3.4, 3.5, 3.6, 3.7, 3.8, 3.9, 4
Electronic Hardening
[edit]| Hardening | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|---|
| Chance of Destruction (%) | 100 | 70 | 50 | 40 | 30 | 25 | 20 | 15 | 10 |
| RP cost | 1,000 | 2,500 | 5,000 | 10,000 | 20,000 | 40,000 | 75,000 | 150,000 | 300,000 |
Multi-Weapon (C# only)
[edit]In C#, you can choose to make a BFC only able to control a single weapon, instead of being able to control any number (as usual). Doing this will reduce a BFC's size by 50%. This does not require any technology.
Electronic Counter-Countermeasures (C# only)
[edit]Electronic Counter-Countermeasures ("ECCM") reduces the impact of enemy ECM on your BFC.
| Rating | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| RP cost | 0 | 5,000 | 10,000 | 20,000 | 40,000 | 80,000 | 150,000 | 300,000 | 600,000 | 1,250,000 | 2,500,000 |
Platform Type (VB6 only)
[edit]| Type | Ship-based System | PDC-based System |
|---|---|---|
| Range Multiplier | 1 | 2 |
Ship Type Limitation (VB6 only)
[edit]| Type | No Restrictions | Fighter only |
|---|---|---|
| Tracking Speed multiplier | 1 | 4 |
List of Components
[edit]Engines and Power Plants: Engine • Fuel Storage • Jump Engine • Power Plants
Beam Weaponry: Beam Fire Control • Lasers • Particle Beams • Mesons • High-Powered Microwave • Plasma Carronade • Railguns • Gauss Cannons
Missile Weaponry: Missile Fire Control • Missile Launchers • Magazines
Defensive Systems: Armor • Shields • CIWS • Sensor Jammer • Fire Control Jammer • Missile Jammer • Decoy Launcher • Cloaking Device
Maintenance and Repairs: Engineering Spaces • Maintenance Storage Bay • Damage Control • Maintenance module
Carriers and Fighters: Hangar deck • Fighter Pod Bay
Sensors: Active Sensor • EM Sensor • Thermal Sensor • Geological Survey Sensors • Gravitational Survey Sensors • ELINT Modules
Command and Control: Bridge • Flag Bridge • Auxiliary Control • Science Department • Main Engineering • Combat Information Centre • Primary Flight Control
Transportation: Cargo Hold • Troop Transport Bay • Cryogenic Transport • Passenger Accommodation
Logistics: Cargo Shuttle Bay • Refuelling System • Ordnance Transfer System • Tractor Beam
Production: Orbital Mining Module • Sorium Harvester • Terraforming Module • Jump Point Stabilisation Module • Salvage Module