Hi there ;o
In my rather short time of playing Aurora I so far encountered some strange things that confused me quite some. After searching through the forums I couldn't yet find anything fitting so here I go:
The sorium harvesters I'm constructing won't harvest any sorium. I've checked everything in the numerous threads about that, but my problem is that the harvesters won't drop their fuel at Earth. With the conditional orders of
Fuel tanks full
Unload Fuel at Colony and Move to Sorium Gas Giant
my harvesters won't unload. In the event log they first get the order; then execute it and report the succesful execution. However, they stay put at Earth, not moving to Saturn (which has a Sorium) and on checking them they all have 100% of fuel in their tanks. The next increment, they again get the order and execute it (making for a lot of spam in the event log), but still stay put. The ships are classes as 'Tanker' if that matters.
With a large enough (1m) capacity for fuel and no order to refuel at a colony I don't know where my problem lies. (I even tried looking for a manual way to drop fuel on a colony but didn't find any.)
A completly different thing is that I built a Luxury Liner for my civilian sector for roleplaying reasons and once I saw one in action it just took population from Earth to Mars - essentially fulfilling the same role as a colony ship (the liner's order even read transport colonists to Mars). I was surprised to see this and wonder whether it mechanically pays off to use liners instead of colony ships or vice versa if liners, should they only be small colony ships, are even worth the effort?
Again another point is that I was very confused with the missile system and how to design them properly. I haven't found any NPR or vagabond aliens in my current campaign so far (I restarted a couple times, always changing some details XD) and I'd like to ask of opinions about the following designs. Please note that I'm still at a very low tech level. (My engine tech is a little ahead of the rest)
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 34
Speed: 68000 km/s Endurance: 0 minutes Range: 1.5m km
Cost Per Missile: 1.9833
Chance to Hit: 1k km/s 2312% 3k km/s 748% 5k km/s 462.4% 10k km/s 231.2%
Materials Required: 0.25x Tritanium 1.4753x Gallicite Fuel x12.5
Missile Size: 3 MSP (0.15 HS) Warhead: 5 Armour: 0 Manoeuvre Rating: 31
Speed: 42700 km/s Endurance: 8 minutes Range: 20.0m km
Cost Per Missile: 3.9083
Chance to Hit: 1k km/s 1323.7% 3k km/s 434% 5k km/s 264.7% 10k km/s 132.4%
Materials Required: 1.25x Tritanium 3.4833x Gallicite Fuel x500
Missile Size: 3 MSP (0.15 HS) Warhead: 5 Armour: 0 Manoeuvre Rating: 31
Speed: 52800 km/s Endurance: 0 minutes Range: 1.0m km
Cost Per Missile: 4.415
Chance to Hit: 1k km/s 1636.8% 3k km/s 527% 5k km/s 327.4% 10k km/s 163.7%
Materials Required: 1.25x Tritanium 3.99x Gallicite Fuel x25
Missile Size: 12 MSP (0.6 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 15
Speed: 13300 km/s Endurance: 31 minutes Range: 24.9m km
Cost Per Missile: 16.0367
Second Stage: Penguin Size 3 Ammunition Missile x3
Second Stage Separation Range: 150,000 km
Overall Endurance: 32 minutes Overall Range: 25.9m km
Chance to Hit: 1k km/s 199.5% 3k km/s 60% 5k km/s 39.9% 10k km/s 19.9%
Materials Required: 3.75x Tritanium 15.9867x Gallicite Fuel x2500
The Carrier packs three Ammunition Missiles and is intended for PDCs. I'm not sure about this design, because I realised the maximum seperation range is 150k km only after designing it, wasting a lot of space for fuel on the Ammunition Missiles (intended for 1m km). Another thought is about the whole long range thing and in worst case, needing half an hour to reach the target.
I'm using v5.20 on WinXP 32 and closely followed the installation instructions (didn't get any errors so far) and set my OS's language to english for the ./, change.