One quick thought I had when reading the survey part will need testing and could be perhaps an exploit. If you were to make a 20 ship strong fighter wing up, fly the wing at a target to attack and then divide the TG when they arrive on target. Using the copy orders you would essentially have 20 TG's attacking like a big swarm. Now obviously if this were say a large beam ship it will happily cut down fighters quickly with single shots. But having now 20 separate targets would mean that the tracking systems would not be able to keep up, you would in essence have created a copy of large salvo AMM but using fighters who could keep on firing all day long instead of being a one shot wonder. Hell do the same thing but with a bomber wing and you could create instant one click 20 salvo volleys to really make someones day go bad fast. Or how about meson fighters the same way and watch as even the largest ships in the universe crumble under a loss of 10+ components every firing cycle.
So astoundingly useful I shall commission a new medal to be named after that man.Oohh, that is the highest Aurora honors I believe.(http://www.greensmilies.com/smile/smiley_emoticons_blush-reloaded6.gif)
One Thing I was not aware of though is the whole hanger in hanger issue. I have always just docked my carriers of any kind to a planet side dock with all craft still docked, so far I have never had any problems. Is this an old issue (using 6.42) or does it sometimes happen and sometimes not?I also play on the newest version, but the last time I encountered the problem was admittedly in 6.3. Even there I only witnessed it two times before learning the lesson and keeping extra attention to avoid boxes in boxes.
One quick thought I had when reading the survey part will need testing and could be perhaps an exploit. If you were to make a 20 ship strong fighter wing up, fly the wing at a target to attack and then divide the TG when they arrive on target. Using the copy orders you would essentially have 20 TG's attacking like a big swarm. Now obviously if this were say a large beam ship it will happily cut down fighters quickly with single shots. But having now 20 separate targets would mean that the tracking systems would not be able to keep up, you would in essence have created a copy of large salvo AMM but using fighters who could keep on firing all day long instead of being a one shot wonder. Hell do the same thing but with a bomber wing and you could create instant one click 20 salvo volleys to really make someones day go bad fast. Or how about meson fighters the same way and watch as even the largest ships in the universe crumble under a loss of 10+ components every firing cycle.All the enemies attack this way anyway (one ship per TG), so I wouldn't consider it an exploit even if it came with serious advantages. There is some charm to having all fighters attack individually in some sort of swarm mode, but I personally don't do any divide orders for attacks, because fighting takes place outside of the task force window, and from there you cannot easily copy orders over anymore when they are not part of the same task group.(unless you use "class in system" copy mode, but that obviously is impossible if your attackers don't make up for literally all the ships of the class in the system) ..So this would result in much micromanagement, which I try to avoid at any costs everywhere.
I have used this method of managing my carriers and more importantly scout and recon crafts on ships for a long time as well. This is the only way I can really manage my ships in a sane way and the organizational hierarchy makes it quite easy to control all your ships. This is certainly a good guide and something I really think many people have not explored enough in their game because that tab is a bit complex before you get how it works.There are so many arcane buttons in the game that you just ignore for long, because things already 'kind of work', so why do the extra learning? The only reason I forced myself to go further at a point is because I made the same experience in other programs, like Photoshop, Vegas and Maya(oh god, convoluted Maya..), where breaking out of your normal cycle of doing things really teaches you how fruitful it can be to take time and explore all the menus.
One thing that might be worth updating in the survey section is the Divide TG part - the sub-fleets that are created will automatically have the same default and conditional orders as the original one, so it's better to set the orders before you divide. This gets around the issue with needing a regular order when copying to subfleets.You are right - I will add a note for this. However, I will not completely change it since the part also explains what to do to dock or order them around later, so I don't need a separate section for this.
I also feel that the copy orders function might be replaced by the Follow Higher Fleet in System default order as a secondary, or potentially by the Incorporate Sub-Fleets regular order. I've not had a chance to try either of those though, so it could need testing to make sure it works as smoothly as all that.Curious what you want to say here. You mean that the join parent fleet conditional command would work when they are out of survey locations? That would get rid of the late-survey log spam, but my understanding so far was that the divide method makes all the craft children to only the leader survey ship, so that would be unwanted.
Curious what you want to say here. You mean that the join parent fleet conditional command would work when they are out of survey locations? That would get rid of the late-survey log spam, but my understanding so far was that the divide method makes all the craft children to only the leader survey ship, so that would be unwanted.
I guess it could work though if you have a survey carrier that really has nothing else in his task group, so he could just do the divide itself and stay parent.
..But maybe you saw another way of making join parent work?
The divide option only works on unselected ships in the list, so this wouldn't necessarily be a problem - if you only want to divide 6 of the 10 ships in the fleet, you can just use CTRL and shift to select the other 4 in the list before you hit the divide button, and those 4 will be kept in the fleet. In fact, that might be a better way of doing things if you're using the method above, since it would bypass the trouble with the lead ship. You would need to add the default orders to the carrier group then remove them after the divide of course.That is what I meant, amazing. Well, it still all depends on whether the join parent thing works at all (there is such an order btw., not just the follow one), but if it does -and I am going to test it this week-, then I will completely rewrite the survey carrier section, because that garbage would be obsolete. :) Only speech command would be easier. Hopefully it does also take care of the log spam, but I will see.
Had to think for a bit before recognizing KB is the Knowledge Base I only recently read about. :) Everyone can just post in there? Well, I will see to copy it in after potential update.
Thanks for the writeup. I've set up a carrier with two scout fighters in one wing, and a jump scout fighter in another. How do I launch only one wing (or only one fighter) without launching the others? I can use the "release all" command from the individual ship menu then issue land command with the naval organization chart you describe to land all but the one fighter I wanted to launch, but is there a way to launch only one fighter to start with?To launch wing you should just create task force from naval organization chart with Branch only (you need to have different wings in separate branches obviously). This works because parasites in different task groups are automatically kicked out of their mothership.
Edit: I found the answer. Double-click on the parasite within the task group window. On the right hand side of the individual unit page is the individual unit spage is a paraship menu is a parasite menu where you can launch just that ship.