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1
The Academy / Re: Survey Ship Fleet Organization
« Last post by Jorgen_CAB on Today at 01:27:38 PM »

I'm similar. I play with 10% survey speed.

To maximize deployment time per long-term MSP cost, I build fighter-sized surveyors with no engines, 1x survey sensor, 1x bridge, 1x engineering spaces, and 2.5t of maintenance storage.
With duranium armor, I can get 48 months of deployment time on these, and it is pretty rare to suffer a maintenance failure between overhauls.
As armor tech research reduces the weight of armor, I add deployment time to subsequent design iterations.

The bridge is optional.
Without it, you don't get the Survey bonus from the ship's commander, but you can use that 50t for a much higher deployment time.
For example, you can have 170 months and also add 1x Engineer Spaces - Small, while staying under 500t.

I use tugs to move the surveyors around.
The tugs are my standard small tug design that I'm going to be making a lot of anyway.
They have a single 2kt@40% commercial engine and an unladen range of ~60Bkm with typical starting tech (Nuclear Radioisotope with no Fuel Consumption reduction).
Range with the surveyor in tow is ~51.5bkm, and this is almost always plenty for an entire deployment.

I build commercial jump tender stations and deploy one at every new jump point.
The surveyors almost never have to wait for a tender. (Only in those rare cases where the very last survey location finds a jp, and the surveyor is closer than the waiting tender-mover.)
The tender stations are also tankers; surveyors that do run low on fuel can top up at their next transit.

I also establish a small colony in every system as I explore (assuming some reasonably habitable body), complete with a couple maintenance facilities.
When surveyors are due for overhaul, they don't have far to travel--and since only the surveyor is military, two maintenance facilities can handle four concurrent overhauls with starting tech.


Anyhow, long story short, this approach has greatly reduced the amount of time I spend on surveyor micromanagement.
Ship exceeds maximum deployment? Send to overhaul (after finishing current order).
Event says system survey is done? Move surveyors to next system.

Found new jp? Send tender mover and colony establishment fleet from staging point (previous jp), and create and send new tender mover and colony establishment fleet from home to staging point.

I have done similar setup in my games as well, although when I play campaigns where I have four, five or more human run empires I really need to cut down micro and mouse clicks to a bare minimum while still being reasonable efficient. But I have had similar approach as you do, using tugs especially. But eventually I quit using tugs and tractor beams other than to tractor proper stations around, the tractor beam can be sort of abused a bit much. Like avoiding the military maintenance cost for your explorer fleet for example, or dragging around sensor pods, magazines or other parts with regular ships. At one time my "ships" were mostly huge military hangars that I dragged around with tugs and mini tugs that dragged sensor pods around. Ships were not really ships but a series of modules attached to engines or a core ship part.

When you use tractor beams on ships they also become much smaller and harder to detect, especially with cloaking tech as half the ship is attached through the tractor beam.

At the end it just became a bit weird and I decided to stop using tugs like this. I sometimes wished that if something is tractored it should become completely inert and can't be used until you release it, but in general it does not matter as other probably enjoy it as it is and I can just put the limit on myself anyway so no big deal.
2
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by Droll on Today at 01:08:02 PM »
I know this is sort of a lend them a hand, lose the entire arm situation I'm causing here, but it would be nice if the tactical view option (esp. the "Open Tactical Map" one) somehow was differentiated visually. Even simply forcing Open Tactical Map to be always on the top of the list would be very nice. I can see it getting buried in systems with a lot of fleets.

The above was mentioned and remedied in the suggestions thread.
3
Space News / Re: A Step Towards Trans-Newtonian Flight?
« Last post by skoormit on Today at 11:06:03 AM »
Quote
...University of Alabama...
...overwhelming gravitational tidal forces...

Roll (Gravitational) Tide, y'all.
4
Space News / A Step Towards Trans-Newtonian Flight?
« Last post by gpt3 on Today at 09:13:31 AM »
Researchers at the University of Alabama have created a numerical computational model suggesting that it might be possible to travel STL by warping spacetime. Unlike the famous FTL Alcubierre drive, this does not require the use of negative mass.
Quote
The team did not actually attempt to construct a propulsion device. Instead, they explored various solutions to general relativity that would allow travel from point to point without a vessel undergoing any acceleration or experiencing any overwhelming gravitational tidal forces within the vessel, much to the comfort of any imagined passengers. They then checked whether these solutions adhered to the energy conditions that prevent the use of exotic matter.

The researchers did indeed discover a warp drive solution: a method of manipulating space so that travelers can move without accelerating. There is no such thing as a free lunch, however, and the physicality of this warp drive does come with a major caveat: the vessel and passengers can never travel faster than light. Also disappointing: the fact that the researchers behind the new work don’t seem to bother with figuring out what configurations of matter would allow the warping to happen.

Slower-than-light movement without acceleration sounds a lot like the original C# Aurora Lore: https://aurora2.pentarch.org/index.php?topic=10239.0
A TN ship travels primarily in the Aether, with only a small intrusion into normal space to maintain a connection. Because of the compressed distance within the Aether, a ship moves much more quickly from the perspective of a viewpoint in normal space than would normally be expected given the available engine technologies. As the Aether is fluidic in nature the ship must be under constant power to maintain that speed. Unlike conventional spacecraft in normal space, ships in the Aether can use the compressed fluidic environment to change course quickly, like a ship in water.

Since the default Aurora start date is 2025, perhaps we will figure out how to implement a "constant-velocity subluminal warp drive" by the end of the year ;D.
5
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on Today at 09:11:48 AM »
On the Research tab, clicking the Assign New button will cause the project name to be appended with "(N)".

I suggest prepending it to the project name instead, to make it easier to find such projects when the list is long

Also, some projects have names that are so long that you can't see the appended part in the list.
Example: "Max Tracking Time for Bonus vs Missiles: 30 Second..."

(N) moved to the start.

I've also gone through the tech system list and shortened any name that doesn't fit on the Research tab. For example, its now "Max Tracking Time vs Missile...".
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on Today at 08:46:21 AM »
I've added the Tactical Map as an option to the existing right-click menu on the Galactic map, and also added the option to centre on fleets in the system.
https://aurora2.pentarch.org/index.php?topic=13463.msg169909#msg169909

Awesome!

Any chance you could force the new option to be first in the list? Sometimes my right-click lists are absolutely enormous.

Yes, I have moved it to first,
7
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Jorgen_CAB on Today at 08:09:02 AM »
Any chance you could force the new option to be first in the list? Sometimes my right-click lists are absolutely enormous.

Yes, it would be best if this option was always first in the list... a bit confusing to have it listed in alphabetical order with everything else.
8
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Today at 07:38:43 AM »
I often have a ship that I want to wait for a period of time, and then execute an order template.

Right now, I must give it a waiting order (move to current location, with an order delay), and then, when the waiting order completes, apply the order template.

It would be nice if, when the Order Delay field contains a non-zero value when applying an order template, that value gets added as a delay to the first order in the template.
9
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Today at 07:26:57 AM »
I've added the Tactical Map as an option to the existing right-click menu on the Galactic map, and also added the option to centre on fleets in the system.
https://aurora2.pentarch.org/index.php?topic=13463.msg169909#msg169909

Awesome!

Any chance you could force the new option to be first in the list? Sometimes my right-click lists are absolutely enormous.
10
The Academy / Re: Survey Ship Fleet Organization
« Last post by skoormit on Today at 07:18:04 AM »
I always turn down the exploration speed from 100% to only 5% so I really need massive number of ships to explore and exploration will actually take some effort and finding good planets with good amount of resources will take time.

I make this as simple a process as possible, the exploration ships are built with good range and deployment times in mind. I do make sure that they will handle the deployment time with both fuel and supplies. The condition for each explorer are that if it ever drops below 30% fuel or the deployment time is up it will go back and overhaul. I would not just refuel the ship as they will need overhaul anyway if the fuel is down to 30% it likely is close to the deployment time anyway.

Standing orders are Explore the next three locations or five bodies and then the next standing order to go to a system that need exploration.

This means I need minima interference and I can just occasionally guide the ships when necessary.

I'm similar. I play with 10% survey speed.

To maximize deployment time per long-term MSP cost, I build fighter-sized surveyors with no engines, 1x survey sensor, 1x bridge, 1x engineering spaces, and 2.5t of maintenance storage.
With duranium armor, I can get 48 months of deployment time on these, and it is pretty rare to suffer a maintenance failure between overhauls.
As armor tech research reduces the weight of armor, I add deployment time to subsequent design iterations.

The bridge is optional.
Without it, you don't get the Survey bonus from the ship's commander, but you can use that 50t for a much higher deployment time.
For example, you can have 170 months and also add 1x Engineer Spaces - Small, while staying under 500t.

I use tugs to move the surveyors around.
The tugs are my standard small tug design that I'm going to be making a lot of anyway.
They have a single 2kt@40% commercial engine and an unladen range of ~60Bkm with typical starting tech (Nuclear Radioisotope with no Fuel Consumption reduction).
Range with the surveyor in tow is ~51.5bkm, and this is almost always plenty for an entire deployment.

I build commercial jump tender stations and deploy one at every new jump point.
The surveyors almost never have to wait for a tender. (Only in those rare cases where the very last survey location finds a jp, and the surveyor is closer than the waiting tender-mover.)
The tender stations are also tankers; surveyors that do run low on fuel can top up at their next transit.

I also establish a small colony in every system as I explore (assuming some reasonably habitable body), complete with a couple maintenance facilities.
When surveyors are due for overhaul, they don't have far to travel--and since only the surveyor is military, two maintenance facilities can handle four concurrent overhauls with starting tech.


Anyhow, long story short, this approach has greatly reduced the amount of time I spend on surveyor micromanagement.
Ship exceeds maximum deployment? Send to overhaul (after finishing current order).
Event says system survey is done? Move surveyors to next system.

Found new jp? Send tender mover and colony establishment fleet from staging point (previous jp), and create and send new tender mover and colony establishment fleet from home to staging point.
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