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{{bothversions}} Fighters are [[ships]] massing 500t or less. While they are designed in the same fashion as any other ships, they are generally built via [[Fighter Factory|fighter factories]] on the {{key|F2}} industry screen, not in shipyards. Fighters are typically very short-range ships, so they are often used on [[carrier]]s, which will move them longer distances, and refuel, reload, and maintain them along the way, or else simply kept as local planetary defense forces. == Designing a fighter == Fighters are considered [[Fast Attack Craft]] and do not require a bridge. In [[CSharp|C#]], they tend to use a variety of very small components (e.g., single-weapon [[Beam Fire Control]]s, box [[Missile Launcher]]s, reduced-size [[Lasers]], and so on). In [[VB6]], they can also use special "fighter only" components, such as a Beam Fire Control with a bonus to tracking speed. Due to the size limitation, Fighters are typically designed as fast, short-range craft that don't spend a of time outside their hangars. As such they require minimal deployment time and maintenance supplies. Because of the 500-ton weight limit, keeping size absolutely minimized is essential - smaller engines (with very high power levels to keep speed high), minimal [[fuel]] and [[maintenance]] storage (which yields very short ranges), omitting [[Engineering Spaces]], deployment times of only a few days, and so on are all things to keep in mind when designing fighters. (Note: In VB6, smaller components will sometimes require additional research.) Gauss cannons make the best point defense fighters, but without skilled officers inaccuracy with small GCs is a problem. Reduced size lasers pack the best punch. Missiles are the most flexible in terms of fighter size and role - fighters are often equipped with [[Missile Launcher|Box Launcher]]s to maximize their hitting power and let you upgrade their combat effectiveness in future (when you have better missiles available), but these require a greater logistical effort. == Building and Maintenance == Fighters can be fabricated on a colony with [[Fighter Factory|Fighter Factories]], a type of [[Installations|installation]]. From the [[Population_and_Production#Industry|Industry]] tab {{key|F2}} there is a pull-down menu called Construction Options. Select Fighters. A list of all your fighter designs will appear. Select one, and just like ordinary construction, place a number and a percentage. Unlike ordinary construction, you also have to give define a [[fleet]]/[[Task Groups|task group]] for the new production. In VB6, it is '''important''' that you do this, as any fighters made without a task group designation will be '''lost'''. (In C#, a new fleet will simply be created) Fighters will frequently operate from motherships. These might be huge [[Carrier]] leviathans, small cruisers or your colonies (Note: in VB6, this involves [[Planetary Defence Centre|PDCs]]). Any class with a [[hangar deck]], [[boat bay]], or both, with enough space, can serve as a valid mothership. These provide a capability to house fighters and repair, refuel, and rearm them. In C#, fighters can also operate just like any other ship. In VB6, fighters are not serviced by maintenance facilities nor can be refitted. == Fighter Squadrons == ''Note: I'm'' {{unsure}} ''of the C# interface here, but hopefully you can figure it out.'' Once fighters are built, they can be organized into a squadron for ease of use. This is done on the {{key|F4}} Naval ORganization window in C#, and via the Fighter Squadrons Window {{key|F7}} in VB6. Once there, select the 'Reorganize Squadron's' tab. Your new fighter will appear here. Click on the 'New' button at the bottom left. This will create a new squadron. Then simply click on the fighter under 'no assignment', and click on the left arrow to move it to the squadron. Now the squadron has a fighter, but the squadron itself needs a home. Open up the motherships' dropdown and select a home for the squadron, click on the squadron and then on the assign button. The fighter, and its squadron have been assigned a base. All that is left is to 'Recover' the squadron to place them safely in their hanger or boat bay. It is advisable to keep them in a hanger or [[boat bay]] as the maintenance clock is off while they are stored. [[Category:Content]]
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