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  • Locked thread
Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia
U.N Industrial Command


I'm kicking of a long term project in order to help us get a bit more of an edge on the Fed's.

Initiate construction of 5 research labs, using the current unused production

Also, in lines with PROJECT ZEUS I propose that all non-manufacturing or research related Belnar facilities discovered by transferred to Castillo.

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Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
As to which ship to donate, i think it should be one of our state-operated York/York II's, unless those are too slow. Definitely nothing armed, though. Either way, we should pick and announce before next update.

Also, i've got half a reply to the last diplomatic note, but i need to know where we want them to send the payment fuel. For efficiency's sake, if i don't hear anything in a day or so, i'll just ask for it to be added to the stockpile on earth.

Lastly, the ICCS mission will be examining our outposts as well, so we should really be sure that we've actually got mines on all the rocks we claimed by the start of the year. (Do we?)

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES
What I'm waiting on:

Permission to release UNMS Lictor to the Federation to transport their engineering brigade.

Which ship to donate to the ICCS for the asteroid vetting mission.

For industry, I noticed that actually 34% was devoted to the shipyards, with 5% being allocated to building ship components. When the shipyards finished, the next two ship components in the queue used up 10%, leaving 24% remaining. Do you want to only use that 24% for the research installations, or do you want the 34% to be used and to move the ship components back down into the queue to use the 5% that will be freed up when the current ship component finishes?

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia

bgreman posted:

What I'm waiting on:

Permission to release UNMS Lictor to the Federation to transport their engineering brigade.

Which ship to donate to the ICCS for the asteroid vetting mission.

For industry, I noticed that actually 34% was devoted to the shipyards, with 5% being allocated to building ship components. When the shipyards finished, the next two ship components in the queue used up 10%, leaving 24% remaining. Do you want to only use that 24% for the research installations, or do you want the 34% to be used and to move the ship components back down into the queue to use the 5% that will be freed up when the current ship component finishes?

Let's go with that second option, that way we can get these labs done faster ( it will still probably take a couple years though)

berryjon
May 30, 2011

I have an invasion to go to.

bgreman posted:

What I'm waiting on:

Permission to release UNMS Lictor to the Federation to transport their engineering brigade.

Which ship to donate to the ICCS for the asteroid vetting mission.

As UNIN/DoD, Permission granted.

As for the donated ship, looking over the list of ships we have available (http://www.bgreman.com/LP/Aurora/ShipDesigns.html), I don't see any free ships, except maybe the Leeds.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES
I'll first note that I forgot to mention that Fox Ironic became a Civilian Administrator in mid-August 2030. He was assigned to the espionage team currently spying on the Federation.

UN, 4th October 2030

UNMS Lictor begins taking on elements of the Federation engineering brigade that it will be transporting to Mars. In return, the Federation has dispatched a liquid bulk freighter carrying 1444 tons of refined sorium fuel, double the round trip fuel costs.

UN, 9th October 2030


The production run of components for the third Berlin-class cruiser nears completion.

CMDR Lackloss, CO of the Comiso ICBM Complex, receives a promotion to Captain.

UN, 11th October 2030


The UN Civil Administration Office completes a report on Mr. PokeWarVeteran, governor of the Titan civilian mining colony. UNCAO re-rates the governor as capable of leading a level-3 colony, though no such colonies yet exist.

UN, 13th October 2030, 3:26 UTC


From: UNIN Intel Office
To: UNEC
Re: Federation Contacts


Sirs, another Moskva (the 17th known) has just exited the Federation shipyard complex and is making for Mars.

UN, 16th October 2030

UNMS Lictor finishes offloading the Federation engineering brigade and sets course back to Earth. The unloading goes smoothly, with some reports of Federation engineers and UN sailors engaging in fraternization during the transit.

UN, 21st October 2030


In the Kuiper Belt, CMDR ChubbyPitbull finds a Trans-Neptunian object with over 90,000 tons of uridium in a shallow subsurface vein.

On Earth, the first Trans-Newtonian conversion project comes to a close, as the initial order of 250 ordnance factories is completed. This frees up 7.12% of industrial capacity for other uses.

UN, 23rd October 2030


The production run for the fourth Berlin cruiser completes, and the project shifts to making a set of shared components each for two more Project VALKYRIE destroyers.

On Titan, BP announces a 25% expansion of its civilian mining operation. Titan provides about 25% of the UN's total corundium, so this increased output is welcomed.

Finally, CMDR Tolan, CO of the infamous Valkyrie ICBM Complex, performs extremely well as OPFOR in a fleet maneuvering simulation.

UN, 25th October 2030


CMDR Jaramr, long-serving FHQ Intelligence Staff Officer, sees his meteoric rise continue as he is promoted to Commodore. Many analysts have him pegged as the CO of the next Berlin-class cruiser.

UN, 26th October 2030


Construction of an enormous commercial spaceport facility in the southwestern United States completes. Neil Armstrong Memorial Spaceport contains all the facilities needed to service void freighters, colony ships, and other commercial void shipping.

Industry
Earth


New construction orders are necessary with all the recent completed projects.

Mars


Earth Stockpile


Minerals


Shipyards



The UNMS Venti will be completed shortly. Should that yard begin building another one?

Research


Thread Updates

This update was shorter than I wanted because a bunch of construction projects finished and I need to ascertain orders. Once new production orders come in, I'll run an update. Hopefully by tomorrow.

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia
U.N Industrial Command

Place an extra 16% capacity on the Research Base Construction (This will bring it to 50%).

Place the remaining 5% on CI Industry Conversion.

Also once the mass driver is finished, place 4.19 capacity on the maintenance facility construction and the other 4.19 on Ship part manufacturing.

Also, once the engine research is complete, all industry currently being used for ship part manufacturing is to be used to make all the engines needed to finish up our component stockpiling.

In addition, if another Lictor is going to be made, I'm authorizing the manufacturing of parts for said ship

berryjon
May 30, 2011

I have an invasion to go to.
FROM: The Desk of Brig. General berryjon
RE: Lictor-class

Do we really need another one? I'm not seeing a need.

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia

berryjon posted:

FROM: The Desk of Brig. General berryjon
RE: Lictor-class

Do we really need another one? I'm not seeing a need.

Me neither, but I just wanted to make sure parts would be made if we do go that route.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES
UN, 1st November 2030


UNMS Venti comes off the slipway at the ISS, doubling the UN's effective trooplift capability. Venti enters formation with Lictor and awaits further troop movement needs.

On Earth, CDRE Bareilles and his chief aide, CMDR Veloxyll, establish a new fleet formation-holding protocol, taking advantage of TN computing techniques.

At Camp Romney, the arrival of a new ground forces colonel prompts the promotion of one of the existing colonels to brigadier general. This in turn prompts the promotion of BGEN berryjon to Lieutenant General, further establishing his seniority over all UN ground forces.

UN, 8th November 2030


In a repeat of its recent promotion of Mr. PokeWarVeteran, Tranquility Administrator Ms. A RICH WHITE MAN sees her administration rating improved.

UN, 9th November 2030


CMDR Ceebees expands his web of contacts within the Federation embassy, enabling him to do his job more effectively and boosting the effectiveness of his entire diplomatic corps.

At Earth, the survey ship UNS Boomtown completes its overhaul and heads back out into the far reaches of the Kuiper Belt to resume its survey.

Later that day, UNS Budapest, the third Berlin-class cruiser, slides off the slipway and begins preparations for the now-traditional shakedown cruise to Callisto. Before it departs under the command of CDRE Jaramr, Budapest takes on fuel and ordnance, though only half of its anti-missile armament is available.

At the Versailles Naval Yard, the slipway immediately begins receiving shipments of components for a fourth Berlin. Early estimates give a launch date in mid-April of 2031.

There are plenty of SBM-5A cruise missiles in Earth's stockpile, but no SSM-6A "Hornets" that the Berlins and Samar/Surigaos use. Also, the removal of Jaramr from the fleet intelligence staff officer means UN reporting name assignment devolves back to the DoD, i.e. berryjon.

Callisto Proving Grounds, 15th November 2030


1st Cruiser Squadron and UNS Budapest rendezvous at the Callisto Proving Grounds before setting off for more Task Force training.

On Earth,, McKiernan issues a press release announcing the launch of their newest colony ship, SS Hispaniola.

Saturn, 16th November 2030


BP continues to expand its operations on the Saturnian moons by increasing the number of mining installations at its Iapetus colony by 20%. Iapetus also provides a healthy amount of corundium to UN industry, so the expansion is greeted favorably by UN industrial planners.

Mars, 16th November 2030, 23:51 UTC



From: UNIN Intel Office
To: UNEC
Re: Federation Contacts


Sirs, five Moskva-class corvettes have just entered orbit around Deimos, joining the Federation craft that are already there. This gives them two Skorys and eleven Moskvas. We assume they must have consolidated craft from their asteroids and perhaps Saturn. Their intentions are unknown, though they have powered down their drives.

Mars, 16th November 2030, 23:56 UTC



From: UNIN Intel Office
To: UNEC
Re: Federation Contacts


Sirs, three of the recently-arrived Moskvas have broken orbit and are heading on a course for Earth at 1250 km/s. We noticed the original Moskva has still not left the Federation shipyards, and that these Earthbound Moskvas are the next three oldest craft. We believe the Federation is bringing them in for maintenance overhaul. Based on our estimates, that should keep these three tied up for at least three months.

Saturn, 17th November 2030



BP continues its expansion program by increasing the size of the Iapetus mining colony by another 16%. Nearly 300,000 people live and work on the small moon, and reports of poor worker conditions are becoming more and more frequent. In fact, rumblings of discontent with BP's employee policies are heard from the Mimas facility as well. Only the Titan CMC seems to be immune.

On Earth, the completion of the last of a set of mass drivers completes the production portion of Project HONEYBEE. Asteroids 423 Diotima and 2 Pallas have yet to receive their automated mine complement from Project HONEYBEE, likely because the stock of automines on Earth has run out and McKieran has found it more profitable to take on other transport contracts (such as delivering a mass driver to the Tranquility colony and beginning to ship standard TN mines from Earth to Mars.

Production previously dedicated to mass driver construction shifts to ship components and the expansion of the UN's void ship maintenance facilities, both ground- and orbit-side.

UN, 1st December 2030


After months of work, Dr. Slaan finally releases the results of his studies on incorporating TNEs into a void-operating nuclear pulse engine. He estimates that nuclear pulse engines will offer a 60% power increase over a similarly-sized nuclear thermal engine.

Research Unlocked
  • Power and Propulsion
    • Nuclear Pulse Drone Engine: 1.6 per MSP Cost: €2 billion. Description: The power per MSP provided by this drive. Applying common TNE miniaturization techniques to standard TNE-based nuclear pulse engines allows the powerful drives to be shrunk to drone scale.
    • Nuclear Pulse Missile Drive: 2 pe MSP Cost: €2 billion. Description: The power per MSP provided by this drive. Applying common TNE miniaturization techniques to standard TNE-based nuclear pulse engines allows the powerful drives to be shrunk to missile scale.

The UN selects two contractor bids for engines based on the new technology:

Commercial
pre:
Rolls-Royce Centurion Series Nuclear Pulse Engine
Power Output: 100     Explosion Chance: 1     Efficiency: 0.1    Thermal Signature: 100
Engine Size: 1250t    Engine HTK: 1
Cost: €25 million    Crew: 25
Materials Required: 6.25t Duranium  0t Neutronium  18.75t Gallicite
Military
pre:
Pratt & Whitney 40000M-E100 Nuclear Pulse Engine
Power Output: 40     Explosion Chance: 5     Efficiency: 1    Thermal Signature: 40
Engine Size: 250t    Engine HTK: 2
Cost: €20 million    Crew: 25
Materials Required: 5t Duranium  0x Neutronium  15t Gallicite
Dr. Slaan quickly sets to work on vetting these designs, starting with the Pratt & Whitney submission so that the finalized design can be incorporated into Project VALKYRIE. He estimates design validation for the military engine to be completed by December 15th.

UN, 1st December 2030


From: UNIN Intel Office
To: UNEC
Re: Federation Contacts


Sirs, another Moskva is breaking from Mars to head for Earth. Based on its thermal signature, we identify it as one of the older Moskvas, and assume it too is coming in for overhaul.

Mars, 6th December 2030


A reactivation squad from the Belnar Imperium Exploration Corps is nearly lost when the installation they are attempting to repair collapses on top of them. Quick thinking from support teams manages to save the squad, though one of them is seriously injured.

On Earth, Mr. occipitallobe joins the Civil Administrators Office. A skilled logician, Mr. occipitallobe also has a soft spot for ground troops, tending to reallocate resources to improve their training.

Earth, 11th December 2030, 8:11 UTC


From: UNIN Intel Office
To: UNEC
Re: Federation Contacts


Sirs, we've just noticed four of the five Moskvas in Earth orbit have powered down their drives, and one, tentatively identified as the original Moskva, has fired up its engine. It stands to reason the former four are powering down for overhaul, while the latter, which has been in orbit for nearly six months, is just completing its overhaul. It is making for Mars at the standard 1250 km/s.

Saturn, 14th December 2030


BP announces yet another expansion of its Iapetus mining colony, amid growing concerns over humanitarian conditions on Iapetus and Mimas.

Earth, 14th December 2030


Dr. Slaan completes work on the military nuclear pulse engine, opening up the way for mass production. This is a timely development, as production of the last Project VALKYRIE common components has completed, freeing up resources to construct 24 of the Pratt & Whitney engines, enough for 12 Samar/Surigaos. The first pair of engines will come off the lines in roughly eight days.

Dr. Slaan is then busied testing the commercial nuclear pulse engine prototype. His work will enable a new generation of swift freighters and colony ships.

In orbit, the Vancouver Naval Yard switches from capacity expansion to slipway construction now that it is large enough to build a Project VALKYRIE destroyer.

The final designs for the Samar and Surigao destroyer escorts are as follows:

pre:
Samar class Destroyer Escort    1,400 tons     147 Crew     €166 million      TCS 28  TH 80  EM 0
2857 km/s     Armour 1-11     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 5
Maint Life 8.26 Years     MSP 74    AFR 15%    IFR 0.2%    1YR 2    5YR 29    Max Repair 20 MSP
Magazine 35    

Pratt & Whitney 40000M-E100 Nuclear Pulse Engine (2)    Power 40    Fuel Use 100%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 64.3 billion km   (260 days at full power)

ATK SML-1 Mk. 1 Point Defense Launch Tube (R30) (5)    Missile Size 1    Rate of Fire 30
Honeywell UN/SGM-3 Aegis Missile Defense Control (D3-R50) (1)     Range 3.0m km    Resolution 1
MBDA SSM-6A Hornet Anti-Ship Missile (35)  Speed: 11,200 km/s   End: 13.3m    Range: 9m km   WH: 1    Size: 1    TH: 37 / 22 / 11

Raytheon UN/SGY-5 Overwatch Tracking Array (D4.5-R1000) (1)     GPS 400     Range 4.5m km    Resolution 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
pre:
Surigao class Destroyer Escort    1,450 tons     152 Crew     €176.5 million      TCS 29  TH 80  EM 0
2758 km/s     Armour 1-11     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 5
Maint Life 7.6 Years     MSP 76    AFR 16%    IFR 0.2%    1YR 2    5YR 35    Max Repair 30 MSP
Magazine 35    

Pratt & Whitney 40000M-E100 Nuclear Pulse Engine (2)    Power 40    Fuel Use 100%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 62.1 billion km   (260 days at full power)

ATK SML-1 Mk. 1 Point Defense Launch Tube (R30) (5)    Missile Size 1    Rate of Fire 30
Honeywell UN/SGM-3 Aegis Missile Defense Control (D3-R50) (1)     Range 3.0m km    Resolution 1
MBDA SSM-6A Hornet Anti-Ship Missile (35)  Speed: 11,200 km/s   End: 13.3m    Range: 9m km   WH: 1    Size: 1    TH: 37 / 22 / 11

Honeywell UN/SGS-4 Warbler Missile Warning Sensor (D1.5-R50) (1)     GPS 30     Range 1.5m km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
Industry



Minerals


Shipyards



Decisions need to be made about whether to tool the eligible yards for the Surigao. Remember, yards tooled for the Surigao can also build the Samar. Also, the commercial yard is continuing to expand, someone will need to dig up the designs for the next-gen freighters and colony ships.

Research


I'll need a new research order for after the commercial engines are finished.

Thread Updates

I'll be doing an information update on the ship design window now that we have the engines for your destroyer escorts. Since this is a complicated update, and I have to return to work on Friday, it might not be posted until Saturday.

As a bonus, here's a full screen shot of the system map, which displays how busy the map can get when you have most things turned on.

bgreman fucked around with this message at 20:59 on Sep 12, 2012

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia
Gentlemen, it's taken a long while, but now we've finally we've reached our goal of next generation engines.

Here are the proposals for the next gen civilian ships:

code:
Aberdeen class Freighter    36,850 tons     313 Crew     468.5 BP      TCS 737  TH 800  EM 0
1085 km/s     Armour 1-98     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 8    Max Repair 25 MSP
Cargo 25000    Cargo Handling Multiplier 30    

Nuclear Pulse Engine E1 (8)    Power 100    Fuel Use 10%    Signature 100    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 24.4 billion km   (260 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
code:
Mayflower class Colony Ship    36,850 tons     388 Crew     1418.5 BP      TCS 737  TH 800  EM 0
1085 km/s     Armour 1-98     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 24    Max Repair 25 MSP
Colonists 100000    Cargo Handling Multiplier 30    

Nuclear Pulse Engine E1 (8)    Power 100    Fuel Use 10%    Signature 100    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 24.4 billion km   (260 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Now for a couple agenda items:

Do we have U.N supervisors on Iapetus and Mimas? Because if now, then we should get some there soon, I'd rather nip this discontent in the but rather than fester. If we need, we might want to ask the Federation if they can make an exception for the no-U.N military rule in the Saturn system so we may place a couple police battalions there. In any case we need to address this.

Our next research goal? What are we going to try and research, I figure after the ship engine research is done we'll want to make sure our missiles can go fast also, but after that what should we do? I'm partial to research going into shield theory, it looks promising and can allow our ships to have more potent defense without stacking a massive amount of armor onto it. However, we really need to get our jump point theory finished. I understand that many see it as a boondoggle, but right now it's our best bet for finding a way out of this solar system, and really, if it turns out to be a false lead, at least we explored that avenue thoroughly and got it done sooner, rather than let it take up more resources over time.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

quote:

Asteroids 423 Diotima and 2 Pallas have yet to receive their automated mine complement from Project HONEYBEE

Welp, we need to get that done before the ICCS vetting mission.

For Politics Sake, we should probably have them check one of our outposts (that's actually complete) first.

Also, we are giving them the UNMS Leeds, right?

In other matters, we need Hornet missiles!

berryjon
May 30, 2011

I have an invasion to go to.
FROM The Desk of Brig. Lt. General berryjon
TO: UNIN
RE: Shipyards

Please start tooling the Valhalla yard for the Surigao design as soon as possible. One that is complete, begin construction of the twelve ships of the first order of that class. The names of these twelve shall be: Surigao, Ilocos, Abra, Kagayan, Benguet, Quirino, Samar, Leyet, Biliran, Cebu, Bohol, and Romblon

The Vancounver yard is to remain untooled at this time, and to continue expanding production.

FROM The Desk of Brig. Lt. General berryjon
TO: UN Production Overseer
RE: Missiles

We need more of them. A lot more. A LOT more.

FROM The Desk of Brig. Lt. General berryjon
TO: UN Quartermaster
RE: Paperwork

Please find enclosed one (1) voucher for one (1) complete set of new paperwork to reflect my new title. Manual corrections waste ink!

FROM The Desk of Brig. Lt. General berryjon
TO: UN Transport
RE: 423 Diotima, 2 Pallas

Please make sure that these two asteroids get an auto-miner as soon as possible to firm up our claims on those rocks.

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia

berryjon posted:


FROM The Desk of Brig. Lt. General berryjon
TO: UN Production Overseer
RE: Missiles

We need more of them. A lot more. A LOT more.




You'r in charge of missile production, you set the number that should be made and of what type. Don't forget, the military controls the ordinence factories.

berryjon
May 30, 2011

I have an invasion to go to.

Jimmy4400nav posted:

You'r in charge of missile production, you set the number that should be made and of what type. Don't forget, the military controls the ordinence factories.

I am? Dammit! I'm off to work quickly, I'll post this evening when I get back and have crunched some numbers.

For now I'm ordering Enough Missiles for Two complete Loads of all current and future Berlin's and Surigao/Samar class vessels, minus those already constructed.

And to decommission all of our remaining pre-TNE nukes.

SPERMCUBE.ORG
Nov 3, 2011

Space commies are th' biggest threat t' red-blooded American Freedom we got in th' future. So me and my boys got to talking over a few hot dogs the other day and this is what we came up with...

berryjon posted:

FROM The Desk of Brig. Lt. General berryjon
TO: UNIN
RE: Shipyards

Please start tooling the Valhalla yard for the Surigao design as soon as possible. One that is complete, begin construction of the twelve ships of the first order of that class. The names of these twelve shall be: Surigao, Ilocos, Abra, Kagayan, Benguet, Quirino, Samar, Leyet, Biliran, Cebu, Bohol, and Romblon

FROM: The Tank of SPERMCUBE.ORG
CO 53rd LTA
TO: Ship Guys and also Mine Guys


I think we should wait 8 days before starting construction of the ship 'cause that's when the first pair of engines will be complete. Waste 8 days now and save probably a whole lot more than that during construction.

Another thing I've been looking at is our neutronium supply. Earth is almost out, there's nothing we can do about that. Luckily the moon has a lot. A lot. We just need moon mines to dig it up and moon people to work. So bgreman, how many people on the moon need jobs? Because any time there's enough free to work a mine we should probably send them one. That way we can stay ahead on neutronium.

I know that sending a bunch more installations out is going to spread our freighters even thinner but hopefully we can get some new ones operating pretty soon if we prefab components.

Ynkling
Mar 22, 2012

For these reasons I vote for granting UN membership to our moon.
FROM: Ynkling, Head of UNSA
TO: UNEC, SpaceBook Contacts

An Open Letter on the Subject of UN Science Goals


The day is almost upon us; after unending months of hard mental labour in questionably safe UNSA certified TNE laboratories, Dr. Slaan's engine research is nearly complete. Project VALKYRIE is eight days from beginning production of the Samar and Surigao sisterships and the ~McK~ consortium is practically salivating at the thought of the super-freighters we're about to release for general production. It's a big milestone for us here at UNSA, and an important foundation for the UN's work in the Solar System.

Currently 25% of UNSA's TNE research capacity is invested in what at best can be described as Humanity's one path to the galaxy beyond the Solar System, and at worst as expensive hokum that is irretrievably wasting precious UN resources that could be better spent on pressing economic and military concerns. Given the disparity between UN and Federation military voidships, the UNSA is not willing to dedicate any more resources to the Jump Theory project.

That brings us to the subject of this open letter: how can we propel the UN ahead in both military and civilian directions?

The list of goals that we have compiled so far is comprised of turning out a missile-sized version of Dr. Slaan's engines, a focus on TNE-fueled shields, and the design of a practical space-tug (which could have a phenomenal impact on State-owned freight, one of the UN's weaknesses).

-----

Would it be useful to design a York III?

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

berryjon posted:

FROM The Desk of Brig. Lt. General berryjon
TO: UNIN
RE: Shipyards

Please start tooling the Valhalla yard for the Surigao design as soon as possible. One that is complete, begin construction of the twelve ships of the first order of that class. The names of these twelve shall be: Surigao, Ilocos, Abra, Kagayan, Benguet, Quirino, Samar, Leyet, Biliran, Cebu, Bohol, and Romblon

The Vancounver yard is to remain untooled at this time, and to continue expanding production.

What classes are each of these to be? Are they all Surigao, all Samar, or some combination thereof (6 Samar, 6 Surigao, etc?)

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

Death to the space-commies.

I'd like to apply to the UN Naval Academy.

Thanatz
Nov 4, 2010
FROM: Thanatz, Free Mars
TO: UNEC

While a tug design would be useful for our state-owned freight, ultimately the time it will take to research the tractor beam for the design makes it an inefficient use of our current resources. In the same amount of time as it would take to research tractor beams, we could research shields, improvements to our shields, new armor, and a new type of laser system. Personally, I recommend researching new shields, armor, and then picking two aspects of our missiles to improve as all our current missile research will take about the same amount of time. If we are looking for some more general improvements for our ships, perhaps we should research more fuel efficient engines, as it seems to be a rather simple project that won't take us much time.

Mars will never be free until the sands run red with Earther blood.

berryjon
May 30, 2011

I have an invasion to go to.

SPERMCUBE.ORG posted:

FROM: The Tank of SPERMCUBE.ORG
CO 53rd LTA
TO: Ship Guys and also Mine Guys


I think we should wait 8 days before starting construction of the ship 'cause that's when the first pair of engines will be complete. Waste 8 days now and save probably a whole lot more than that during construction.

The Shipyards are to keep expanding until the engines are ready, then tool and construct.

Ynkling posted:

FROM: Ynkling, Head of UNSA
TO: UNEC, SpaceBook Contacts

An Open Letter on the Subject of UN Science Goals


Currently 25% of UNSA's TNE research capacity is invested in what at best can be described as Humanity's one path to the galaxy beyond the Solar System, and at worst as expensive hokum that is irretrievably wasting precious UN resources that could be better spent on pressing economic and military concerns. Given the disparity between UN and Federation military voidships, the UNSA is not willing to dedicate any more resources to the Jump Theory project.

That brings us to the subject of this open letter: how can we propel the UN ahead in both military and civilian directions?

5/25 Labs is 20%. If our eggheads can't do that math right, I shudder to think what else could go wrong. ;)

I would suggest pouring everything into Jump Point Theory. If we can get out of our star system, all the better. If we can't, we must prepare ourselves for the worst.

After that, I think we should focus on technologies to expand our infrastructure and refine efficiency. A lean and mean economy is better than a bloated one.

bgreman posted:

What classes are each of these to be? Are they all Surigao, all Samar, or some combination thereof (6 Samar, 6 Surigao, etc?)

The first 6 are Suriago, the others Samar. Once we have them in flight and trial runs are completed, we can determine what proportion to produce further ships in.

Ynkling
Mar 22, 2012

For these reasons I vote for granting UN membership to our moon.

berryjon posted:

5/25 Labs is 20%. If our eggheads can't do that math right, I shudder to think what else could go wrong. ;)

I swear I'm qualified for my position. :hydrogen:

DagPenge
Jun 4, 2011

Looks like our civilians are fine, thank god for the capitalist spirit!
Wow alot of good stuff has happend, although I am sad that we have horrible conditions for our brave Space miners, maybe we should assign some good overseers to solve that problem.

I am a bid hung up right now, but I'll be back with the paperwork for the next UN session tomorrow. Hopefully we can keep going with the good speed that we have now, then we are bound to beat the Feds sooner than later.

Innocent_Bystander
May 17, 2012

Wait, missile production is my responsibility?

Oh.
FROM: Innocent Bystander, Director of Defense
TO: UNEC, Whom it may concern
RE: Return to active duty


Gentlemen, I must congratulate you all on getting an amazing amount of sheer stuff done in my absence. Champagne and kudos to all involved. I'll be able to resume my duties properly starting Wednesday, until then you'll remain in Berryjon's capable hands for day-to-day operation.

I'm overruling him on a single item, however. Limit Hornet construction to what is absolutely necessary, and research second gen missiles to take full advantage of both our sensors and fire control systems, as well as the new technology to improve range and interception rates. What we have now is playground hand-catapults, we've got crossbows coming up in a matter or weeks if I'm not mistaken. It would be a waste of resources to build more hornets than strictly needed at this time.

Otherwise you gentlemen did a fine job, good catch on that asteroid picket thingy.

A suggestion for our next major project:

quote:

Project GALLEON

An initiative to increase the industrial capabilities of the UN-controlled areas of the Solar System, to be achieved by means of:
* Increased shipping capacity
** Second generation freighters with 5 cargo holds and pulse engines
** Expanding the ISS shipyard to be capable of building these
** Expanding the ISS shipyard with additional slipways
* A more robust mineral gathering and transport system
** Shipping more mines off-world to deposits superior to those on Earth (Tranquility, the Belts, Jupiter)
** A mass driver network to connect these
** Faster shipping all around for future projects
This is primarily a production and construction project, so research should remain unaffected.

berryjon
May 30, 2011

I have an invasion to go to.

Innocent_Bystander posted:

FROM: Innocent Bystander, Director of Defense
TO: UNEC, Whom it may concern
RE: Return to active duty


Gentlemen, I must congratulate you all on getting an amazing amount of sheer stuff done in my absence. Champagne and kudos to all involved. I'll be able to resume my duties properly starting Wednesday, until then you'll remain in Berryjon's capable hands for day-to-day operation.

Can it be true? I can go back to my TNE Brigade of Awesome now? :woop: YAY! :woop: I don't have to pretend to know what I'm doing with the Navy any more? :woop:

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia
From U.N Industrial Command

In regards to project Galleon, will the proposed designs submitted earlier be sufficient. Also we're shipping mines as fast as we can. I think we have some left on Venus, if we need, we can take a few from there for flag planting ops.

Also, once the labs are almost done, we can start allocating more resources for a second wave of mass drivers.


I'm pumped, we're finally expanding our void navy, it's an exciting, for this U.N Industrial Command has contracted Paul's Budget Propaganda to start on some motivational recruitment posters to get more fine sailors and soldiers, he's their first master piece:



Jimmy4400nav fucked around with this message at 08:14 on Sep 11, 2012

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

MrYenko posted:

Death to the space-commies.

I'd like to apply to the UN Naval Academy.

Done.


Ship Design


Ship design is, to me, the primary draw of Aurora. What sets Aurora's ship design apart from a lot of other 4x games is that, since you've designed your combat ships' mission components from the ground up (instead of being provided with stock LVL 4 PHASER when you've researched the appropriate tech), you can be very creative with your designs. Want to build a tiny gunboat with an oversized gauss cannon on it? You can do that. A giant battleship with enormous laser broadsides? Check. An enormous space defence station bristling with tiny missile launchers? Easy. While the game mechanics might make some designs "optimum", they also don't prevent you from experimenting with unorthodox doctrines.

You also have to provide for operational concerns (missile ordnance, range and duration, maintenance spares, and speed), which lots of games abstract away. While I understand this level of detail might not appeal to some, I love tinkering with the designer, even if I never see so much as a bitmap of the ship I've designed.




The Empire dropdown selects which race's designs will be manipulated, while Class selects the specific class to change. Hull is a textual hull classification. It consists of a descriptor ("Colony Ship," "Freighter," "Frigate," "Jump Scout", etc.) and a two or three letter hull classification symbol ("CS," "FT," "FF," "JS," etc). These are completely arbitrary and are only for presentation purposes. The game does not assign any value to the hull designation, and you can designate a well-armed patrol ship as a "shuttle" if you like.

Type selects whether the design is a ship or a PDC. PDCs get four free layers of armor to represent being buried under the soil. They can also mount PDC-only fire controls which get a 1.5x range modifier and PDC-only missile launchers which have half the reload time of ship-based systems. PDCs are constructed using industry instead of the shipyard system. Certain components cannot be fit on PDCs and certain components can only be fit on PDCs.



Build Points displays the build cost to construct a ship or PDC of this design. It is equal to the sum of the cost of the components in the design. It is also the sum of the tonnages of the different TNEs required to build the design. It represents both the cost in wealth deducted to build the ship and the amount of BP necessary to produce the ships at a shipyard, which relates to the rate of construction.

The checkboxes to the right allow setting a few options for the ship. Tanker flags the ship as a tanker, meaning when other ships of yor race set orders targeting a task force containing a ship of this design, they get the option to refuel. Task forces containing tanker-flagged ships can also be ordered to refuel other task forces and load and unload fuel. Supply Ship does the same thing for maintenance supplies. Ships with these flags can be the target of automated conditional orders to refuel or resupply if they are near enough. Collier operates similarly for missile ordnance. These tick boxes are manual and you must designate the ships you want to be tankers, supply ships, or colliers.

Obsolete marks the design as obsolete (allowing it to be filtered). Conscript Only means trained military academy graduates will not be used to crew this ship. The conscript crew has no crew training, causing maluses to several areas. Size in Tons makes the entire ship design dialogue show the sizes of ship components and various displays as metric tons instead of hull spaces.



Primary Information displays some data about the armor, shields, and build time of the craft.

Exact Class Size is the size, in HS, of the craft and its armor. The amount of armor is calculated based on the total size of all the components of the craft. The calculation is iterative, as the ship must consider the effect of adding armor to the size of the ship. It starts with the base sum of the sizes of all the components of the ship and treats this as a "void volume." The Surface Area is then calculated from this number and for some reason divided by 4. Multiplying by the desired Armor Rating gives the required Armour Strength. Strength is then converted into two values: the number of Armour Columns by dividing by Armour Rating, and the weight of the armor by dividing by the armour value per hull space of the best armor technology for the empire. This armour weight is then added to the ships components and used as the new Exact Class Size for the next round of calculations. Eventually a stable solution is reached and the final amount of armor is determined and added to the ship design. The benefit of armor techs is that the same amount of protection can be granted for less weight, or the same weight can provide more protection when the armor tech is increased.

Shield Strength indicates the maximum value of any energy shields the ship has. Shield Recharge indicates how many units of shielding are recharged every five seconds Shields use fuel to operate and recharge. Internal HTK is the sum of the HTK values for all components on the ship. Build Time (yrs) is how long the ship would take to build from scratch. This factors in the empire's shipbuilding rate tech and the size of the ship (see the update on Shipyards for details about ship build times).

Power Systems provides information about the ship's engines and reactors. Engine Power is the sum of the power of all engines included in the design. Max Power is determined by the ship's size (in HS, rounded up) and engine power by max_speed = total engine power / size (in HS, rounded up) * 1000 km/s. Jump Rating is the number of ships that can jump alongside this craft, and Jump Distance is the maximum amount of uncertainty in the size of the jump arrival circle. Reactor Power is the total amount of reactor power the ship's reactors provide. Power required is the sum of the power-per-5-seconds requirements for all energy-draining systems on the ship. If the ship's reactors don't provide enough power, the weapons will take longer to recharge.



Life Support displays the Required Crew for the ship and the Life Support currently provided. A ship must have enough designed life support for all its crew to operate. However the game does not model the effects of crew quarters modules being destroyed during combat. The module can be destroyed, but it does not cause any overcrowding or crew morale penalties (this will change in the next version).

Load Time is the base load time for freighters, colony ships, and troop transports. This base value is 50 hours per cargo bay and cryogenic transport bay, plus 10 days for any number brigade-sized troop transport modules. This number can be reduced by cargo handling systems (the load time is divided by 5 times the number of cargo handling systems) by commercial spaceports (load time divided by spaceport level + 1), and by the logistical value of the ship's task force and commander, as well as the governor at the colony where loading or unloading is taking place.

Example: A freighter has five cargo holds (5 * 50 hours = 250 hours base load rate). Adding two cargo handling systems would reduce it by (2 * 5 = 10) to 25 hours, which represents the amount of time it would take to unload an uncommanded ship using only the ship's own facilities at an uncontrolled location (such as our asteroid outposts). Unloading at a level one spaceport would cut it by 2 again, to 12.5 hours. A 15% task force logistics bonus would multiply it by 0.85, to 10.625 (but only if the ship is operating in the same system its Task Force Staff is located), and if the colony governor has a 25% logistics bonus, it would be multiplied by 0.75 and wind up at 7.9 hours. Finally, the ship's captain's logistics bonus is used as well, so a 10% captain's logistics rating would multiply it by 0.9, to 7.17 hours. As can be seen, cargo handling systems, spaceports, and good personnel can drastically reduce ship load times and speed up interplanetary commerce and transport.

Materials Required sums up all the TNEs required for the ship's components and its armor. The sum of these tonnages represents the build cost of the ship.



These buttons control certain actions pertaining to classes in general. Rename renames the currently selected class. Auto Rename automatically renames the class using a name from the race's theme. Random Name uses a random name drawn from any of the theme's in the database. Re-Number resets the name of each ship in the class to (Class Name) (Ship Number), and records the old name in the ship's "Additional Information" database record.

New Hull adds a new record to the hull classification dropdown. The user is prompted for a name of the designation and a symbol. Hull classifications can't be removed via the game interface, they must be removed at the database level. Design Tech opens the component design screen. New creates a new class, using a name from the empire's theme. Delete deletes the currently selected class. This should only be done when there are no instances of the craft in existence. Mark it as obsolete instead if you want to hide it from the dropdown. NPR Class is used by Steve to design class templates by NPRs. I'm not sure how it works. New Armour is used when a design is copied from a design that uses older armor than the best currently researched. Pressing this button will replace the armor on the current design with the most recent armor tech.

Lock Design is used to lock a design into place so you don't accidentally change anything. The design also automatically locks when a civilian builds the design or you tool one of your shipyards for it. This prevents already existing ships from being updated if you change the design afterwards. This can be forced anyway in SM mode by choosing Unlock (which shows up in SM mode after the design has been locked) and then opening each ship of that design in the individual ship window to update it. This is useful if you accidentally forget to give your top of the line combat ship an active sensor or fire control and don't want to RP the bungle. Copy Design creates an unlocked copy of the currently selected design.



SM Mode allows you to turn that mode on from this screen. Refresh Tech causes any newly designed components to show up in the component lists. Obso Comp marks the selected ship component as obsolete in the tech table. Fleet Assigns opens up the Class Deployments window, which breaks down your ship classes into a TreeView which shows the fleet assignments of each ship of each class. View Tech opens the technology report window (covered later). Text File exports all ship designs into a text file.

No Theme Name suppresses the use of a racial theme name when creating a new design. The design is given a generic name like Class #2023. Hide Obsolete hides obsolete designs from the Class dropdown. The various Sort radio buttons sort the Class dropdown by the indicated criterion.

Full Summary View Tab


This window contains a summary of the components and capabilities of the ship.

It lists the name of the class, displacement, build cost, TCS (total cross section, based on its size and any cloaking value, this is the ship's signature size against active sensors. TH is the ship's maximum thermal signature and is determined by engine power. EM is the ship's electromagnetic emissions, which is based on shield strength.

The next line displays the max speed of the class, its armour rating (number of armor rows) and number of armour columns, shield strength and recharge rate, passive sensor strength (thermal/em/geological/gravitational), damage control rating (used when making battle repairs) and planetary protection value (the amount the ship contributes toward satisfying a population's desire for protection). PPV is based on the number of hull spaces devoted to weaponry on the ship.

The third line displays maintenance information: the average length of a time this ship can operate before expending all its maintenance spares (Maint Life), the number of maintenance spares the ship can carry (MSP), the chance that a component will fail in a one year period, the chance that a component will fail during any given five-day increment, the average amount of maintenance spares the ship will consume over one (1YR) and 5 (5YR) years, and the number of spares required to repair the most expensive component on the ship. When a maintenance failure occurs, a number of MSP equal to the build cost of the failed component is used to repair it. If those MSPs aren't available, the component becomes damaged and requires twice its cost in MSPs to field repair.

The next line depicts the total amount of missile size points that can be stored in the ship's magazine.

The next block contains information about the ship's engine and fuel reserves. All components have a single line listing with a number in parentheses indicating the number of that component in the design.

The next block contains information about the ship's weaponry and targeting sensors. Missile to-hit chances are shown as TH: X / Y / Z, where X Y and Z are percentage hit chances against targets moving at 3000, 5000, and 10000 km/s, respectively. Beam to-hit chances can be configured by the controls on the right of the tab. The Range Bands control sets the interval for the listed accuracy (beam fire control) and damage (beam weapons) displays. The Target Speed control sets the speed of the theoretical target the beam fire control is displaying, which alters its accuracy.

The next block contains information on the ship's passive and active sensors. GPS is the active emissions strength of an active sensor. When a ship's active sensors are turned on, the ship has an EM signature at least as strong as the sum of the GPS values for all its active search sensors. Missile fire controls do not contribute.

The last line in the information display indicates whether the ship is considered a military design or a commercial design.

Design View


This tab is only visible if the design is unlocked. It is how you actually add components to and remove components from a ship design. The Available Components pane contains a list of all ship components eligible to be placed on the design. The Components pane to the right contains the list of currently added components. The Brief Summary Display is a copy of the class summary view, and the Design Errors pane lists any design inconsistencies (not enough life support for the required crew, and weapons without fire controls. It doesn't warn of insufficient or missing reactors. Ships 1000 tons and larger require a bridge component, and will show a warning if they don't have one.

Components are added to the design by double-clicking the desired component from the Available Components list, or selecting a component and pressing the Add button. They can be removed from the design by double-clicking the desired component in the Components pane to the right, or selecting a component in either the Available Components or Components pane and pressing Remove. The radio button beside the Add/Remove buttons set the quantity to be added or removed.

The check boxes filter the components in the Available Components pane. Own Tech Only hides any components salvaged from foreign wrecks or captured on foreign planets. Group Components groups components together under category headings. Show Obsolete Tech makes obsolete components show up in the pane. Commercial Only hides all components that would flag the craft as military.

Ordnance / Fighters


This tab allows setting up a preferred strike group for carriers (this will be covered in a future update) and a preferred missile loadout for missile ships.

The Preferred Magazine Loadout displays the magazine loadout for the class. When ordered to reload from colliers or planetary stocks, the ship will attempt to load its magazines to fit the loadout set here. If it cannot fully load the specified missiles, it will attempt to load the next older missile from the same series as the one in its loadout (if available). Missiles are added to the loadout by double-clicking the missile line item in the middle pane. They are removed from the loadout by double-clicking them in the loadout pane itself. The radio buttons above the missile types set the amount to be added or removed with each double-click. Load Ships is an SM Mode button that gives every ship in the class a free load of the specified missiles.

Ignore Size Restriction will show all missiles, even if they are too big to fit in the launchers on the ship. Show Obsolete shows or hides obsolete missile and fighter designs in their respective screens. Msl Obsolete toggles the selected missiles obsolete flag.

Component Summary


This tab provides a table of information regarding the relative proportions of ship components in several categories (each % total is for the category immediately preceding it: the first is % of total size, the second is % of total cost, the third is % of total crew, and the last is % of total HTK). The buttons to the right sort the columns by the indicated value. Amount is the number of the indicated component included in the design, Size is the total number of HS devoted to the components, Cost is the number of BP required to build the components, Crew is the number of crew required to service the components, and HTK is the HTK value of the components and determines if they are destroyed when damaged in combat.

DAC / Rank / Info


This tab contains miscellaneous information. Minimum Rank and Class Priority is used to set the minimum naval officer rank required to command the ship. The numerical edit box allows setting a priority for the class. Classes with a higher assigned priority will be chosen first when commanders are being assigned, meaning the best commanders get the highest priority ships. Set is used to enter a value into the database after it is entered.

Name Type allows setting a theme for this class which will be used for the default names of members of the class when queued at a shipyard.

Eligible additional classes if this is a primary class for a shipyard lists the classes that can be built without retooling if a yard is tooled to produce the currently selected ship design. Here you can see a yard tooled to design the Surigao can also build the Samar. Refit Cost From is used to view the refit cost required to refit a ship in the dropdown class to the currently selecte class. Refitting an Ascendency-class colony ship into a Surigao DE would cost 97.5 BP, which is 55% the cost of a new Surigao. Effectively half the ship would have to be discarded and rebuilt.

Additional Information allows saving notes about the class. Press Save after entering your notes to save them to the DB.

The Damage Allocation chart shows how internal damage is rolled. A "die" with sides equal to the number of hull-spaces on the ship is rolled and compared against the DAC. Damage is applied to the selected component. If electronic damage is inflicted (from high power microwave weapons), damage is rolled on the Electronic-Only DAC.

Ships in Class


I've switched to the Berlin design to show off this screen.

This tab shows all the existing (or soon to exist) ships of the selected class. It lists the name, fleet, current solar system (colony if under construction), launch date, remaining fuel, remaining ammo (though this display is often bugged), maintenance supplies, and maintenance clock. The Show under construction checkbox shows ships still under construction, and Show civilian registered shows ships built by civilian shipping lines.

The Glossary of Terms tab contains definitions for the various abbreviations on the ship summary pages, which I have already provided here.

bgreman fucked around with this message at 19:49 on Sep 11, 2012

SPERMCUBE.ORG
Nov 3, 2011

Space commies are th' biggest threat t' red-blooded American Freedom we got in th' future. So me and my boys got to talking over a few hot dogs the other day and this is what we came up with...

bgreman posted:

New Armour

Ah hell! You know how much time I wasted because I never noticed this button?
It was a lot of time.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES
UN, 16th December 2030


Two of the Project VALKYRIE shipyards are tooled to produce the Surigao destroyer escort class. Due to a large number of interchangeable components with the Samar destroyer escort, both designs can be built at yards tooled to produce the Surigao. Operations are under way to begin producing these ships once a set of engines for them is ready.

Kuiper Belt, 17th December 2030


In order to keep the crew of the UNS Panner at maximum readiness while it surveys the most distant objects in the solar system, CMDR ChubbyPitbull conducts extensive training exercises.

Foreign News, 17th December 2030


A Federation semi-state-owned shipping concern called the Kryuchkov Transport Line announces its Federation IPO. Its disclosures indicate that it is the operator of one Ural-class freighter, one Sverdlov-class colonist transport, and a newly launched Kiev-class passenger cruiser. Its 14,600 ton displacement and thermal signature of 188 indicate a speed of nearly 650 km/s.

UN, 21st December 2030


MBDA's "Hornet" production line is activated once again for a short run of 180 new missiles, enough to complete the armament of UNS Budapest and UNS Sofia.

UN, 23rd December 2030


From: UNIN Intel Office
To: UNEC
Re: Federation Contacts


Sirs, a third Skory-class vessel has just left the Federation shipyard complex and is making for Mars at 1250 km/s. It would appear that the Federation is keeping parity with us with regard to cruiser hulls.

Additionally, we have observed the civilian Kiev-class passenger cruiser making 642 km/s, neatly in line with our predictions.

UN, 24th December 2030


UNS Surigao, the first of its class of destroyer escorts, is laid down at the Valhalla Naval Yard. Due to the pre-construction of its components, the craft will only take approximately three months to construct, a 68% reduction in build time.

The same day, the UN celebrates the Christmas season by publicly demolishing another ten of its pre-TN ICBM complexes, leaving it with only 37 of the antiquated installations.

Elsewhere, the 1st Cruiser Squadron is ordered to return to Earth to refuel, rearm UNS Budapest now that it's anti-missile armament is ready, and to allow the crews a brief amount of shore leave for the Christmas holiday.

Saturn, 27th December 2030


In the face of increasing pressure to provide better conditions for its employees, BP announces the expansion of its Mimas mining colony. Several labor leaders from the BP colonies make a televised response, pleading for civilian administrators to oversee the BP executives on Mimas and Iapetus. They claim that the garrison battalions, despite nominally being under the command of UNGF officers, are in the pockets of the BP execs and do little to enforce the human rights of the workers there.

Earth, 29th December 2030


The UN's Mars Infrastructure convoy returns to Earth to refuel and prepare UNMS Leeds for its donation to the ICCS. UNMS York will continue the infrastructure deliveries on its own.

UN, 1st January 2031



1st Cruiser Squadron returns to its staging area at the Callisto Proving Grounds and resumes its task force training, this time with all ships fully armed.

On Earth, MBDA provides delivery of the final 120 "Hornet" missiles, intended for UNS Sofia when she completes construction.

Additionally, the first Samar-class destroyer escort is laid down at the Vancouver Naval Yard. She is estimated to complete a week after UNS Surigao.

Finally, Kryuchkov Transport announces the launch of another Sverdlov-class colony ship. This brings the Federation's civilian colonist transport capability almost up to par with the UN's.

Earth, 2nd January 2031


Dr. Slaan completes his analysis of the Rolls-Royce commercial nuclear pulse engine, judging it fit for immediate production.

Samsung Shipbuilding immediately submits a proposal for a new super-freighter design, the Aberdeen-class.

code:
Aberdeen class Freighter    36,850 tons     313 Crew     468.5 BP      TCS 737  TH 800  EM 0
1085 km/s     Armour 1-98     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 8    Max Repair 25 MSP
Cargo 25000    Cargo Handling Multiplier 30    

Rolls-Royce Centurion Series Nuclear Pulse Engine (8)    Power 100    Fuel Use 10%    Signature 100    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 24.4 billion km   (260 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
They also submit a matching colony ship design, in order to efficiently use the ISS's shipbuilding capabilities.

code:
Mayflower class Colony Ship    36,850 tons     388 Crew     1418.5 BP      TCS 737  TH 800  EM 0
1085 km/s     Armour 1-98     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 24    Max Repair 25 MSP
Colonists 100000    Cargo Handling Multiplier 30    

Rolls-Royce Centurion Series Nuclear Pulse Engine (8)    Power 100    Fuel Use 10%    Signature 100    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 24.4 billion km   (260 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
McKiernan also announces they have purchased production rights for the two Samsung designs, as well as putting out a call for proposals for a new generation of space liners.

Industry
Earth



Mars


The infrastructure order on Mars was boosted up to 100% in order to take advantage of the new mines that McKiernan has shipped to Mars.

Minerals
Earth


Tranquility


Mars


Venus


Callisto


Titan


Mimas


Iapetus


Asteroid 16 Psyche


Asteroid 121 Hermione


Asteroid 52 Europa


Asteroid 511 Davida


423 Diotima and 2 Pallas still do not have their automated mines. Should I cancel civilian contracts to coerce the civilians into moving automines to these two asteroids?

Shipyards



Should the ISS begin tooling for the Mayflower design so it can build Mayflowers and Aberdeens?

Research


I need new research orders.

Ynkling
Mar 22, 2012

For these reasons I vote for granting UN membership to our moon.
FROM: Ynkling, Head of UNSA

Research Directive, January 2031


Discontinue preparations to transfer Dr. Slaan's brain into Project SKYNET and grant control of 10 TNE-equipped UNSA labs to his complete person for the express purpose of pursuing a workable nuclear pulse missile engine (Nuclear Pulse Missile Drive: 2 per MSP) at best possible speed.

Tell Dr. redleader that his thesis on the subject of Induced Corbomite Energy Fields (Alpha Shields) has piqued the interests of not only the Science Administration, but also that of Industrial Command and the Interplanetary Navy. 10 TNE-equipped UNSA labs are at his disposal.

----

edit: BGreman's technology fluff isn't getting enough love. Scientists: this is your cue to escape from your cages UNSA-certified TNE-equipped laboratories to demand more funding.

No more funding will be given.

Ynkling fucked around with this message at 05:10 on Sep 14, 2012

Innocent_Bystander
May 17, 2012

Wait, missile production is my responsibility?

Oh.
I'm not sure wether the ISS is under the command of DagPenge or under mine. If it's the latter, I'm ordering it to tool for the new civvie designs, begin building another slipway and a freighter, followed by a colony ship.

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer
FROM: Brendan "Scribbleykins" Mo, BP Affiliate Research Outpost
Professor of Applied Military Comms & TNE Sensors Technology Studies
TO: Ynkling, Head of UNSA


More funding? Food! We demand more food! And vitamin supplements! Who the hell thought relocating us to the BP asteroids was a 'cost-effective' solution to researcher housing? I tell you, you haven't experienced discomfort until you've been cooped up into bunkbeds that would make the Third Reich's accomodations seem cozy, alongside a tribe of sweaty scotsmen with an irrational fear of explosive decompression and unruly digestive systems to match. Did you know we're required to work shifts actually mining TNE?! It's severely impacting our ability to do research! Not to mention the lack of, well, everything! We had to cobble our own comms system together from electronic scraps and pieces of TNE by solder and swearing so we could even access the local communications net and send you this message in the first place!

This is all Dr. Slaan's doing, isn't it? Work with the PVB-8 and SGY-5 went too swimmingly, fast-tracking me for greater things. I -knew- something was up when I was taken off the grand Pebble Bed Reactor project by Slaan and sidelined into this 'wonderful opportunity for on-hands TNE research in space'. I've seen the published papers, and it only leaves the barest of mentions for the team that did most of the work! MY team! That should have been 'Scribbleykins et al.' on the author header, not 'Slaan, et victis.'.

DagPenge
Jun 4, 2011

Looks like our civilians are fine, thank god for the capitalist spirit!

Innocent_Bystander posted:

I'm not sure wether the ISS is under the command of DagPenge or under mine. If it's the latter, I'm ordering it to tool for the new civvie designs, begin building another slipway and a freighter, followed by a colony ship.

The ISS is under my control, however I almost agree with your order. If you ask me we need freighters that we control much more than we need colonizers.

We have plenty of colonists around, but moving mines seems to be a big problem, therefore my orders are as follows:

Retool the IIS for the new civilian design, build an extra slipway and start building a freigther, once thats done build another one.

ALSO! who assigns administrators to our colonies? we need some to control the big mining complexes we have.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
For the sake of not publicly humiliating the diplomatic corps, please get something on 423 Diotima and 2 Pallas before the ICCS mission launches, however you have to?

General Antares
Sep 5, 2011

There be corundium up in them thar asteroids!!!
Weren't those slated to have auto-mines from venus?

E: I sent 2 to both in a previous post what happened to them?

General Antares fucked around with this message at 16:53 on Sep 14, 2012

Hostergaard
Sep 14, 2012
Hey, I just read trough all the Narrative Updates (Haven't gotten trough all the Informational Updates just yet) and have to say I love the idea and your writing. I am very much entertained.

It even got me to register an account, something nothing else have made me do in all the years I have been hanging out, since I don't like the idea of paying to post on a heavily censored forum where you have to pay to get features other forums gives you for free. Kinda feels like buying a EA game on Origin to be honest.

I digress, point is I love me a good story and yours is just good enough that I accept having to just shut up and deal with it; I want in.

Is there any free posts? I currently have no particular demands on who or what, but something fun would of course be great. I got various ideas that I would like to draft and hear some opinion on, but I guess people would prefer I did so with an in-game character.

I got plenty of time for the next few days to hang out and do my part, and should also have enough time to be here regularly (More or less at least once a day, subject to unexpected events) for the coming year.

Oh, and lastly, if its not to much of a pain in the but; could you expand on what multiplayer options there are for this game? I have been kind of mulling over the feasibility of doing something similar to this lets play just with both empires controlled by the readers instead of just one. It would be very interesting to see the politics and how things develop with two competing (or more) empires each controlled by different groups of the lets play readers (I guess one would have to have separate LP's and updates for each empire). Not that I currently have any intention of doing so, I just like playing with the idea.

Thanks! Great work by the way!

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

Hostergaard posted:

Hey, I just read trough all the Narrative Updates (Haven't gotten trough all the Informational Updates just yet) and have to say I love the idea and your writing. I am very much entertained.

It even got me to register an account, something nothing else have made me do in all the years I have been hanging out, since I don't like the idea of paying to post on a heavily censored forum where you have to pay to get features other forums gives you for free. Kinda feels like buying a EA game on Origin to be honest.

I digress, point is I love me a good story and yours is just good enough that I accept having to just shut up and deal with it; I want in.

Is there any free posts? I currently have no particular demands on who or what, but something fun would of course be great. I got various ideas that I would like to draft and hear some opinion on, but I guess people would prefer I did so with an in-game character.

I got plenty of time for the next few days to hang out and do my part, and should also have enough time to be here regularly (More or less at least once a day, subject to unexpected events) for the coming year.

Oh, and lastly, if its not to much of a pain in the but; could you expand on what multiplayer options there are for this game? I have been kind of mulling over the feasibility of doing something similar to this lets play just with both empires controlled by the readers instead of just one. It would be very interesting to see the politics and how things develop with two competing (or more) empires each controlled by different groups of the lets play readers (I guess one would have to have separate LP's and updates for each empire). Not that I currently have any intention of doing so, I just like playing with the idea.

Thanks! Great work by the way!

Thanks for the kind words, and welcome to SA. I've found that since my reg, the forums have paid for themselves many times over as a way to waste time and be entertained.

There are plenty of UN Interplanetary Navy officerships left (you'd start at Commander and be promoted according to the whims of the game, but with the upcoming expansion of the combat forces, there's likely to be plenty of openings). There are also lots of UN Ground Forces positions, though understandably those will be somewhat less narrative-capable, since Aurora is primarily about spaceships. Civil administrators can be as involved as they wish to be, though spaces for those are more limited. UN Scientists are essentially roleplay only characters, since their projects are designated by the UNSA Policy Maker. However, as you can see from Scribbleykins, it is definitely possible to be involved in the thread in one of those positions.

In all cases, there are ranges of involvement: you can post every update and contribute your thoughts to directing UN policy (and hope the UNEC buys in) (we've got six or seven of these types), you can chime in every now and then with an observation (another dozen or so), or you can sign up for an in-game character and then never post again and just see what happens to your little space dude as the narrative progresses (basically everyone else).

The third post indicates which service branches have current openings. If your branch of choice doesn't have an opening, you can sign up for the waiting list and generally get a spot within an in-game year.

As for multiplayer, the game can certainly be played that way, but it would be a big pain in the but for two individual players to do so, as they'd have to pass a 20+ MB database file back and forth. There's no kind of internet connectivity at all in the game itself. Regarding your two-side LP, that is definitely feasible, and I briefly considered having this game work that way (one set of goons controlling the UN, one set controlling the Federation) until I decided that coordinating two sets of goons and trying to prevent thread espionage would be more trouble than its worth.

General Antares posted:

Weren't those slated to have auto-mines from venus?

E: I sent 2 to both in a previous post what happened to them?

I'll try to explain this a little better: Because the UN doesn't have a freighter large enough to carry automated mines, I hesitate to allow you to use them to carry portions around, since doing it manually can often lose portions of installations to the ether. Civilians have no trouble tracking partial installations, so I set civilian contracts for all the installation moving the UN wants to do.

The problem is that after making all the mine deliveries to the earlier asteroids in the series, I was told to set up a contract for shipping regular mines from Earth to Mars to take advantage of the population there. The civilians found this to be far more lucrative than shipping auto mines from Venus to the asteroid belt, so they've been doing that instead.

A way to resolve it would be to cancel every civilian transport contract except the automine delivery to Diotima and Pallas, which should prompt the civvies to start hauling those again. This would need to be ordered by Councilor General Antares and Councilor DagPenge.

Ceebees posted:

For the sake of not publicly humiliating the diplomatic corps, please get something on 423 Diotima and 2 Pallas before the ICCS mission launches, however you have to?

From: UN ICCS Liaison Office
To: Ambassador Ceebees
RE: ICCS Inspection Tour


As we're providing the ship, we can likely dictate the course of the craft and save those two asteroids for last, buying us time to get mines to those locations before the inspection team arrives. The ICCS's most recent draft itinerary notes that they expect to spend about two weeks at each asteroid, so we've got a couple months before they'll arrive at Diotima and Pallas. My office will work to ensure a favorable outcome in this matter.

From: UNIN Intel Office
To: UNEC
Re: ICCS Inspection Tour


We recommend placing an encrypted transmitter on UNS Leeds's flight data recorder, as this will allow us to analyze and passive sensor recordings she might make while in close orbit to the Federation asteroid mining bases. It is unlikely any UN personnel will be permitted dirtside to directly observe the installations, so this is probably the best bet we have to get a look at what they're doing out there.

bgreman fucked around with this message at 18:37 on Sep 14, 2012

General Antares
Sep 5, 2011

There be corundium up in them thar asteroids!!!
Cancel all civilian transportation other than the automine shipments until they're set up on the two asteroids.

Hostergaard
Sep 14, 2012
Thanks! Yea, I am personally against DLC in games and all that and now I am sitting here in a forum that ask me to pay 5 bucks just to change my avatar and I feel a bit like a smuck (Ah, not to imply any goon is a smuck. I like the idea of having a token payment to weed out trolls and spammers, but its kinda overboard with all the different things you have to pay for). So thanks for the reassurances, it give me hope that it have more to offer than first meets the eyes. But I think the fun that I may get here will be well worth they pay anyway!


On the note of what character I want; I have always been scientifically minded, but I also like the idea of being able to watch things happen to my character, so I think I will take a naval officer. Oh, and I hereby volunteer my space dude for the first interstellar expeditions that might be launched to explore beyond our solar system, if I am allowed to do that that is (do I have to indicate my level of involvement also?).

As for multiplayer; I figured one would simply have to ignore possible thread espionage and play by honor code. But then again, this is the internet, honor is far and few between. Alternatively, one could secretly set up the goons and some second forum and the unknowingly battle each other, but that would be risky.

On the note of other forums, your comment on passing save files gave me a idea. It was originally a LP on the Dwarf fortress forums that pointed me to this thread. I am not sure how well versed you are in DF but they described Aurora as DF in space. We have a form of LP over there called succession fortress where one take a turn, usually a year in-game, where one plays the game before packing up the save and passing to the next in the queue who then play it as they see fit for a year and so on and so forth. This game seems ribe for this kind of LP.

Enough chit chat, lets talk about what's at hand!

I want to ask, just how good are our current sensor, and what are the limitations on sensor in the future? Oh, and does interstellar travel work like intrastellar travel?

The reason I ask is that I have suggestion that I have currently dubbed Project Doughnut(s)

Project Doughnut is in essence a attempt to establish a series of listening outposts on the asteroids surrounding our solar system that will give us complete knowledge of any ships that leaves or enter the solar system. This is depended on that that interstellar works like inter-solar travel and that sensors can provide sufficient range. This can be extremely useful in keeping an eye on Federation activities (and any possible alien incursion)


If interstellar travel works in a way that makes this pointless an alternative is to establish Project Doughnut on the asteroid ring near mars, as it will still keep a good eye on the coming and goings of the Federation.

One could do both, in case I name it Project Doughnuts

If its possible but not feasible due resource constraints one could contact the Federation and probose the project as cooperative under the hands of a neutral third party, as have been done before with asteroid prospecting (I believe), under the guise of securing us against surprise attacks from possible aliens. Even if this means that they will have the same surveillance as we do, it will still mean we can keep an eye on their extra solar activities.

If this option is chosen I suggest quickly establishing a self sufficient colony in another system beforehand so we have the option to operate and expand without their knowledge.

I do not know the current status of Project Zeus, but a fortress needs a wall, the project can be further expanded into Project Deadly Doughnut where we arm these outpost so they are capable of defending themselves. Not that most of the outposts will be able to take on a invasion fleet, but enough to take out smaller crafts that might try to make a hole in our line. Some outpost can be designated as actual military outpost, maybe one for each quadrant, that can host a large enough fleet to keep a enemy occupied until reinforcements arrive. To support these bases I would consider colonizing Pluto as the primary HQ for the army and infrastructure supplying the outer wall, its should be ideal, as it naturally moves around the perimeter (although, how long is one Pluto year?). Mars in case of the inner wall.

So I hereby petition for a evaluation of the feasibility of project doughnut as the first act of my character (I have tried looking at the Component Design: EM and Thermal Sensors post, but I lack the a map to understand just how the numbers translate into the game world)

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bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

Hostergaard posted:

(...)
On the note of what character I want; I have always been scientifically minded, but I also like the idea of being able to watch things happen to my character, so I think I will take a naval officer. Oh, and I hereby volunteer my space dude for the first interstellar expeditions that might be launched to explore beyond our solar system, if I am allowed to do that that is (do I have to indicate my level of involvement also?).

Once you are a naval officer, you can request any billet you want, though the Director of Defense and the UNIN's senior officer might or might not give it to you.

Hostergaard posted:

As for multiplayer; I figured one would simply have to ignore possible thread espionage and play by honor code. But then again, this is the internet, honor is far and few between. Alternatively, one could secretly set up the goons and some second forum and the unknowingly battle each other, but that would be risky.

I also considered doing this, pitting the goons against the grogs at the official Aurora forum. I figured there might be a modicum of cross-talk between the two though, and scrapped the idea.

Hostergaard posted:

On the note of other forums, your comment on passing save files gave me a idea. It was originally a LP on the Dwarf fortress forums that pointed me to this thread. I am not sure how well versed you are in DF but they described Aurora as DF in space. We have a form of LP over there called succession fortress where one take a turn, usually a year in-game, where one plays the game before packing up the save and passing to the next in the queue who then play it as they see fit for a year and so on and so forth. This game seems ribe for this kind of LP.

There is an Aurora succession game running on the official Aurora forum now.

quote:

I want to ask, just how good are our current sensor, and what are the limitations on sensor in the future? Oh, and does interstellar travel work like intrastellar travel?

(...)

So I hereby petition for a evaluation of the feasibility of project doughnut as the first act of my character (I have tried looking at the Component Design: EM and Thermal Sensors post, but I lack the a map to understand just how the numbers translate into the game world)

You can see our current sensor designs here. Passive sensor (EM/Thermal) design and operation is described here, while active sensor design and operation is described here.

As far as the UN knows, interstellar travel is not currently possible, though there is a research project underway to investigate it.

For distance references, the planets orbit at the following distances from the sun:

Mercury: 58m (0.39 AU), Year: 88 Earth-standard days
Venus: 108m (0.72 AU), Year: 225 Earth-standard days
Earth: 150m (1 AU)
Mars: 229m (1.52 AU), Year: 1.88 Earth-standard years
Asteroid Belt: 382m - 651m (2.55 - 4.3 AU), Year: None, asteroid motion is turned off for this LP
Jupiter: 780m (5.2 AU), Year: 11.9 Earth-standard years
Saturn: 1.43b (9.5 AU), Year: 29.5 Earth-standard years
Uranus: 2.88b (19.2 AU), Year: 84 Earth-standard years
Neptune: 4.5b (30 AU), Year: 165 Earth-standard years
Pluto: 5.9b (39 AU), Year: 248 Earth-standard years
Kuiper Belt: 6.3b - 11.9b, Year: None, asteroid motion is turned off.

Orbits in Aurora are circular, so Pluto is always further than Neptune, unlike in real life.

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