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Beam Fire Control

From Aurora 4x Wiki

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

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Beam Fire Controls are used to target beam and kinetic weapons. Fire Controls need an active sensor contact to lock up a target.

Usage

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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

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Beam Fire Control Range

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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.

Beam Fire Control Range
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

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Tracking Speed Rating
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

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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

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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

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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

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Electronic Hardening
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)

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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)

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Electronic Counter-Countermeasures ("ECCM") reduces the impact of enemy ECM on your BFC.

ECCM Rating
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)

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Platform Type
Type Ship-based System PDC-based System
Range Multiplier 1 2

Ship Type Limitation (VB6 only)

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Restriction
Type No Restrictions Fighter only
Tracking Speed multiplier 1 4

List of Components

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Engines and Power Plants: EngineFuel StorageJump EnginePower Plants
Beam Weaponry: Beam Fire ControlLasersParticle BeamsMesonsHigh-Powered MicrowavePlasma CarronadeRailgunsGauss Cannons
Missile Weaponry: Missile Fire ControlMissile LaunchersMagazines
Defensive Systems: ArmorShieldsCIWSSensor JammerFire Control JammerMissile JammerDecoy LauncherCloaking Device
Maintenance and Repairs: Engineering SpacesMaintenance Storage BayDamage ControlMaintenance module
Carriers and Fighters: Hangar deckFighter Pod Bay
Sensors: Active SensorEM SensorThermal SensorGeological Survey SensorsGravitational Survey SensorsELINT Modules
Command and Control: BridgeFlag BridgeAuxiliary ControlScience DepartmentMain EngineeringCombat Information CentrePrimary Flight Control
Transportation: Cargo HoldTroop Transport BayCryogenic TransportPassenger Accommodation
Logistics: Cargo Shuttle BayRefuelling SystemOrdnance Transfer SystemTractor Beam
Production: Orbital Mining ModuleSorium HarvesterTerraforming ModuleJump Point Stabilisation ModuleSalvage Module