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The Academy / Re: Advice on on-board missile sensors
« on: Yesterday at 04:55:53 PM »
The missile fire control will happily guide the second stage in (and will do so even if it has no sensors).  The sensors only come into play if the firing ship fire control for any reason loses contact with the target ship, for example because it goes beyond the fire control range, beyond the range of your active sensors, or, the most common reason, the ship they were originally fired at dies.
...or this original-target-ship lands inside another ship.

The Academy / Re: Infinity overhaul
« on: September 15, 2017, 04:01:33 PM »
The NCC has ships in overhaul, this weekend I'll detach a ship and give the order to abandon it and let you know how long it takes before the overhaul is stopped.   I sure hope it is not 3 months!
IIRC it is one month.

C# Aurora / Re: Progress
« on: September 13, 2017, 08:10:16 PM »
The families of Aurora players are grateful the C# version is not going to be available before Christmas so that they can have one last nice holiday time before their loved ones get too busy playing all day :P

The Academy / Re: Tugs, shore leave, comets
« on: September 12, 2017, 11:17:15 AM »
1) Tugging is mostly done to give additional speed to some slow ship. You can just add a big tanker with the attack group and tell them to go to point 2M from the target. While on the way, use "Balance fuel" while on the way and then "Refuel from tankers" at the dividing point.

Aurora Chat / Re: More Resources on Planets
« on: September 11, 2017, 04:37:23 AM »
Search for some big rock planets. They often have few dozens of millions of most ores though the accessibility may be varying.

Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: September 07, 2017, 03:20:05 AM »
I've noticed that some of my latest engine designs automatically create extra engine designs at half the size. My first thought after, "Why is the technology report for engines so crowded?" was, "Wow, free half-size engine designs!" Alas, although they crowd the tech report screen, they don't show up as components I can build on the Design Screen. Reviewing it just now, this only seems to occur with commercial engines.

I suppose I could delete the extraneous designs in SM? I've been obsoleting the designs so I have less to scroll through, so they aren't in my way at present, but I'd like to know deleting them outright won't cause me problems.
I guess those "hidden extra engines" may be what your shipping lines are putting in their ships so careful there.

C# Aurora / Re: C# Aurora Changes Discussion
« on: September 07, 2017, 03:18:20 AM »
I don't think it will prove too powerful. Quite honestly, it's a much needed change. Sometimes the game just won't give you anything you need as you suffer a horrible streak of luck and can't get any decent scientists or governors. With this, you have more tools to combat that and I feel its a really great improvement.
Yes, it makes you feel you are can do something about your lack of given type of personnel at least.

The Academy / Re: Can't find NPR
« on: September 05, 2017, 03:02:54 PM »
Try discovering few new systems. IIRC that 100% chance is the chance NPR will spawn on a suitable non-ruin planet. Some systems just may have not enough decent habitable planets.

C# Aurora / Re: C# Aurora Changes Discussion
« on: September 04, 2017, 02:15:47 PM »
It would if I wrote a custom function just for construction ships. At the moment one function determines the assignment types for every class, based on its type, then the function below runs all the commander assignments at once. Quick example of how you can do so much more with C# in a few lines of code, especially using LINQ.


OK then. I thought you may be able to supply the ordering direction via parameter. It seems vanilla LINQ doesn't offer such option but it should not be too hard to add it.

Alternatively you can actually store the inverted value for construction ships, construction-speed instead of time-needed, so the value raises for more advanced ships.

C# Aurora / Re: C# Aurora Changes Discussion
« on: September 04, 2017, 03:45:26 AM »
Good spot on the construction ships. One of the benefits of posting the rules is getting this type of review. I'll change it to class cost, as the more modern construction ships are likely to be more expensive.
Wouldn't ordering of those construction ships in the _ascending_ order of their needed-construction-time-per-gate be enough?

Pulsar 4x / Re: progress update?
« on: September 03, 2017, 01:46:11 PM »
Follow C# Aurora Changes List thread or various Steve's posts.

EDIT: OK, that was for Aurora itself, sorry.

The Academy / Re: Newbie questions: CIWS and missile sensors
« on: August 30, 2017, 01:49:06 AM »
2.3) They need to be active sensors to re-lock onto a target and home in. Passive sensors can be used in missiles with a sub-munition to launch an active sensor equipped sub-munition at the target.
Does the sub-munition always look around for new targets with active sensors when it is fired or does it primarily keep going at the target its mother-munition was aimed at with its passive sensors?

C# Aurora / Re: Aurora C# Screenshots
« on: August 24, 2017, 03:58:58 PM »
Other features that might be nice for the galaxy map would be ... or search for a system name on the map to centre the view on.
In the top left corner of F11 Galaxy Map there are two buttons, "Minimise Sidebar" and ""Find System". Try to use the second one :P

The Academy / Re: Tons of new player questions
« on: August 21, 2017, 04:04:30 PM »
Yes. Yes, new version is expected around 2017/2018 border. Yes, apparently.
Quite deep. To build a ship you need to create a design for it, have shipyard big enough to support it and some ores to pay for it. To get a design you need to select from the parts you have available. To get more parts you progress in various research branches. Once you complete a research you then need to set multiple settings (sensors: which type, how big, how precise and for how big ships it should be best to look for) and then research this player designed item to get it usable as a ship part.
No inherent multiplayer as the turns are player set and can change beween 30 days interval if you are just building economy and moving stuff around to 5s intervals during heated battle. There are basically just two MP options: pass-save-around and each-of-you-tell-me-what-did-your-faction-do-and-I-will-set-it-in-game.

Bureau of Ship Design / Re: YANSD (Yet Another Newbie Ship Design)
« on: August 12, 2017, 07:40:29 AM »
If you set an extraordinary expensive ship (few dozens of gravitational sensors or cryo chambers) to a new shipyard you can build lots of normal ships there then. Some see it as a too big loophole to use it.

Decent military starting force. Few insights:

  • The range of ~25Mkm is not that bad without self-contained jump ability. Fuel is usually quite easy to supply.
  • On the other hand having 4 years of deployment time is unreasonable. By that time your ships would be flying wrecks, with just 2.5 years of (average) maintenance life. Something between 12 and 24 months generally works for military ships. You generally can more often visit some forward base and reset your deployment counter than you get to shipyard to do maintenance.
  • Having total magazine space of 525 is not ideal if you are using size 6 missiles
  • PD fire control is capable only of 16k kmps while the gauss guns clock at 20k kmps.
  • Your PD-specialized ships are able to deal with only 2 salvoes each. Using even just 3x twin guns and 3x PD-FC offers more protection for a bit of additional space.
  • Your attack A variant has only one FC. Beside being able to shot just one 1x4 salvo those sensors are quite fragile. For attack missiles try to have FC per each launcher.
  • Your missiles seem to me usably fast but with too low agility leading to not too great hit chances. They hit hard but they have troubles hitting. Good to have squared WH, though. But if you are finding only slow targets (for now)...
  • 88-4 already loaded = 84, 84 * 2 minutes of reload with 4 missiles used per salvo means you need 42 minutes to shot all your missiles in case you meet some big enemy force. In that time your ships can travel 42*60*5208 = 13 124 160 km or over 13 M. It seems to me you have too deep magazines for just four launchers.
  • Positioning your C variant forward when all your PD weapons are gauss cannons only means they may get less affective. At 15k km they are down to 50% hit chance. This works the other way too, your B variant has harder work to help with missiles targeted at your forward C component. Positioning forward may lead to taunting more attacks their way but with such low distance NPRs may as well go for the biggest target (sensors of B) or just spread their fire. And then your defences may be like 20% worse then when all ships would be together.
  • Also if you are setting formations via that "fly 10k far at 30 degrees to the right of the B" the C group may have hard times keeping their position when there is a change of direction. Your ships fly 21k each 5 secs and that may lead to As and B being left out of the covering fire area of Cs for a short while.

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