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Messages - Erik Luken

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C# Aurora / Re: Magazine Explosions
« on: March 12, 2018, 06:00:20 AM »
How does this work with box launchers? If you have fired off a couple, or just left a couple empty, no detonation? How about mixed box launchers and magazines?

The damage allocation assumes that empty box launchers are hit first.

All possible magazine capacity, including box launchers and normal launchers, is added together. Only missiles that exceed that combined capacity can explode.
The following users thanked this post: Erik Luken

C# Aurora / Re: Magazine Explosions
« on: March 12, 2018, 05:58:07 AM »
Please add some sort of capability to create separate magazines. If the fore magazine blows, there is no guarantee the aft one will (unless there is too much damage).

All the magazines are treated separately. If you have five magazines and one is hit, only that magazine explodes. Even then, it will only explode if there are more missiles than the other four magazines can hold and the explosion will only be for those missiles that don't fit on the other magazines.
The following users thanked this post: Erik Luken

C# Aurora / Re: C# Aurora Changes Discussion
« on: March 09, 2018, 10:41:57 AM »
I think it would be reasonable for engineering spaces to act as the MSP transfer component, since every vessel with MSP will have at least one. That way, you can have non-instant transfers and the player doesn't have another type of component to worry about when designing ships.
The following users thanked this post: Erik Luken

Forum Issues / Somethin's a little off.
« on: February 19, 2018, 12:46:11 AM »
This isn't exactly a major problem, and I'll assume it's related to the settings file being nuked, but I noticed that I can't hand out thanks for posts anymore. However will I express gratitude to Erik for his prompt action in getting the forum running?  ???
The following users thanked this post: Erik Luken

Announcements / Re: Site Down
« on: February 19, 2018, 12:42:55 AM »
The plot thickens?
The following users thanked this post: Erik Luken

Aurora Chat / Re: Chat/Voice server
« on: August 15, 2017, 08:37:45 AM »
Quote from: Fl1nchous link=topic=8428.  msg103896#msg103896 date=1502803236
If you need any bots for chat management here's a link to a website that lets you get bots onto the server:https://discordbots.   org/
There is a lot of bots so I recommend erisbot and if you go to the nightbot website you can set nightbot for discord.   
Bots can help out with chat management like stopping spam, certain words which you can set yourself,  especially nightbot.    Probs a good idea to look up a tutorial if you do want to get bots or ask me cause I know how to set up bots but tbh better to look up a tutorial

Also an add on to this is that I made a simple logo if you want to use it.  It's an attachment to this reply
The following users thanked this post: Erik Luken

I encountered this issue and found that it is actually not necessary to completely disable the touch screen.

Instead, it is sufficient to "Stop" the "TabletInputService" (with description "Touch Keyboard and Handwriting Panel Service") under Services in the Task Manager.

Interestingly the touch screen remains still operational.  This service seems to only provide the onscreen keyboard and related features.  Also if one does try to open the onscreen keyboard windows will simply start this service again.  So it is a very non-invasive temporary change which is enough to get Aurora's TreeView to work on tablet/touch screen enabled devices.
The following users thanked this post: Erik Luken

General News / Re: v17 Discussion
« on: February 16, 2016, 04:45:46 PM »
Thanks for replying so quickly, my friend was a fan of war games so I  bought it from Drivethru RPG and I'm going to try to get him to play it with me.
The following users thanked this post: Erik Luken

Aurora Suggestions / Re: Semi-Official 7.0 Suggestion Thread
« on: February 04, 2016, 10:35:29 AM »
This is something I posted in the thread on battleship guns, but I thought it deserved to be posted here, too.
All of this gives me an idea for a way to potentially make this system more realistic without making Steve tear his hair out.  At the moment, it's assumed that any ship with only civilian systems has no maintenance problems with 1 engineering space, even if it's 200,000 tons, and any ship with any military systems has maintenance problems, even if it's only a size-2 sensor, and this affects everything on the ship.
What if we changed the rules a bit?  Instead of the current test, give a two-pronged test of military status.  First, all ships get a computed AFR, and a ship cannot be civilian if the AFR is over a certain value.  I don't know exactly what this value should be, as I don't have Aurora open, but as a rule of thumb, it's a value that can be done with a typical 5-cargo bay cargo ship and 1 engineering space.  Larger ships will need more engineering spaces to count as civilian.
Second, the ship can't be more than, say, 5% military systems by size.  This should make it pretty much impossible to build an efficient warship and have it count as 'civilian', while still allowing you to mount a bit of self-defense armament on your fleet tenders.
Another thing that might be helpful would be to drop the 25-HS limit on civilian engines while maintaining the power multiplier regulations.
The following users thanked this post: Erik Luken

Aurora Suggestions / Re: Semi-Official 7.0 Suggestion Thread
« on: January 26, 2016, 04:01:06 PM »
Not sure if I've posted this prior...

A window or something that shows all known ruins.
That's already a feature man.
The following users thanked this post: Erik Luken

Forum Issues / Re: [applaud] [smite]
« on: January 14, 2016, 01:07:59 AM »
On the (very low probability) chance that this was a serious question, "karma" is the name of the smite/applaud package.

If not, then in the immortal words of Emily Litella"Never Mind ... [bleeeeeep]" :)

Sure lets go with that, 200 forum points to you. Because apparently old show are making a comeback this week (here, Simpsons, and another post)
The following users thanked this post: Erik Luken

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