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Tractor Beam

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Revision as of 23:42, 7 October 2024 by en>Alsadius (Added C# info)
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This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.

Component Information
Type Core
Class Commercial
Tech Branch Logistics
Specifications
Size (HS) 10
Crew Required 10
Cost
Wealth 100
Duranium 25
Neutronium 0
Corbomite 0
Tritanium 0
Boronide 0
Mercassium 75
Vendarite 0
Sorium 0
Uridium 0
Corundium 0
Gallicite 0

The Tractor Beam (known in VB6 as the Ship to Ship Tractor) is a ship component that projects a tractor beam capable of attaching one ship to another. These are commonly employed to create Tugs, which are dedicated ships that help guide large ships and space stations to their work site, such as: Jump gate constructors, terraforming stations, Orbital Mining Modules, and/or Sorium Harvester platforms.

Tugs are also the only way to move shipyards between colonies. (However, note that you must bring it all the way to a new colony - stopping the tug partway through will permanently destroy the shipyard.)

Towing

You only need one tractor component to be able to tow, and ships are limited to one tractor beam each.

  • Open the Naval Organization window F4 (or, in VB6, the Task Groups window F12).
  • In the Orders tab, ensure that the "Fleets" (or "Task Groups") box is checked, so you can select fleets as targets for orders.
  • Select the fleet containing the ship you wish to tractor.
  • In Actions Available, select "Tractor Specified Ship" or "Tractor Any Ship in Fleet". If you want to specify a ship, select the ship you wish to tractor.
  • Double-click, or click "Add Move", to queue the order.
  • Select your destination or route as you normally would for transit.
  • Once your route is plotted, choose the Release Tractored Ships option to deactivate the tractor beam.

Tractored ships are automatically moved from their fleet into the fleet of the tractoring ship or ships. Multiple ships may be tractored in one set of orders as long as multiple tractoring ships are present. Upon release, tractored ships automatically form their own fleet as if they were split under the Special Orders / Organization tab.

Shipyards may be selected similarly to the process above, with the initial target being the planet currently hosting the shipyard rather than a fleet.

Ships may be transported normally through Jump Gates using tractor beams.

Uses

Ships built to utilize a tractor beam tend to have a disproportionately large engine and fuel allotment relative to other ships of their size, to account for the increased load of the towed ship. If engines are present on the ship being towed, they will be used as well during the towing. Overall the Tug speed is calculated as (SumOfEnginePowers)/(SumOfMasses) of the two ships.

Tip: military engines will offer more speed, but they will chew more fuel then you can imagine. Better to go full size max civilian power engines and put more on there instead.

Tugs can act as "rescue" ships for refueling stranded ships. Additionally, Terraformers, sorium harvesters and asteroid miners tend to be ships that move only rarely, so building engine-less designs which will be towed into place by dedicated tugs greatly reduces build cost for these types of ships. Other more creative uses are also possible, such as a towed point defense pod intended to protect commercial convoys. By collecting the military equipment into a separate towed module, the ship may remain commercially-classed and the military module is spared the maintenance costs for the engines and functional modules aboard the commercial vessel.

List of Components

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