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Posted by: skoormit
« on: June 03, 2020, 05:20:23 PM »

1) Has anyone found a viable usecase for retrofitting? Changing/upgrading weapons fails because cost/size, Engine because Size+cost ... same for changing colo modul vs terraforming/terraforming if the rest of the ship is the same. I litterally dont find any use cases? does anyone has some?
(Let's exclude sensors and fuel bays :P )

Armor upgrades for commercial ship designs are usually pretty cheap, and you get a faster ship. This is especially true with the first 2-3 armor techs.

I have quite a few commercial designs with engine cost <10% of total. Engine upgrades for these designs are almost always worth the refit cost.

I do plenty of other one-off upgrades.
For example, sometimes I build my first-gen survey ships before I have researched Science Department.
After I do research it, I refit all the surveyors the next time they come in for overhaul.
Posted by: Ulzgoroth
« on: June 02, 2020, 04:24:01 PM »

I'm unsure if STO weapons need accompanying active sensors to fire? Because if they do, that would be their Achilles' heel.
I think they have an active sensor included automatically, similarly to CIWS, but I haven't tested that.

I know there is a button to turn on and off active sensors for them. In my tests I didn't really get to check out if they worked or not cause I always had out actives on when my STO's were shooting I think but they don't seem to appear on the tactical map overlay, I do believe the active is there tho.

Much like CIWS the internal Actives of the STOs are abstracted away. Every STO weapon has its own active that is strong enough to support the weapons range. Turning off their actives is paramount to telling your STOs to hold fire. Otherwise I assume they remain on.
Wiki claims STO sensors are supposed to actually work for detection. I can't confirm that in-game, but that is what it says.

Turning off their actives really shouldn't turn off their fire controls, in the same way that ships can shoot with actives off (or absent) just fine.
Posted by: Droll
« on: June 02, 2020, 04:16:07 PM »

I'm unsure if STO weapons need accompanying active sensors to fire? Because if they do, that would be their Achilles' heel.
I think they have an active sensor included automatically, similarly to CIWS, but I haven't tested that.

I know there is a button to turn on and off active sensors for them. In my tests I didn't really get to check out if they worked or not cause I always had out actives on when my STO's were shooting I think but they don't seem to appear on the tactical map overlay, I do believe the active is there tho.

Much like CIWS the internal Actives of the STOs are abstracted away. Every STO weapon has its own active that is strong enough to support the weapons range. Turning off their actives is paramount to telling your STOs to hold fire. Otherwise I assume they remain on.
Posted by: Migi
« on: June 02, 2020, 02:34:38 PM »

Quick question: does anyone know any apropriate places to post a bug workaround?
You should mention it when posting the bug report. If it's particularly important for some reason you could make a separate thread in the bug forum although as I write this, the news ticker says "Post any bugs to the appropriate thread in the Bugs forum. Do not create new threads!".
Posted by: Zeradash
« on: June 01, 2020, 01:29:29 PM »

Question:

Is there a way to see the stats of confiscated missiles and other technologies (lasers etc.   ) once you occupy an enemy world and dig them up? I assumed it could be seen in the Intelligence window on known technologies, but it isn't there and I can't find it anywhere.
Posted by: Gabethebaldandbold
« on: June 01, 2020, 08:53:47 AM »

Is there a way to get a TG to follow a target and keep it at a specific range, like 400k km?
use the order to follow, set minimum distance to 400k km, and change their speed to something similar to the targets', so it doesn't bounce in and out of their range.
Posted by: Borealis4x
« on: June 01, 2020, 03:30:39 AM »

Is there a way to get a TG to follow a target and keep it at a specific range, like 400k km?
Posted by: Gabethebaldandbold
« on: May 31, 2020, 10:42:59 PM »

Quick question: does anyone know any apropriate places to post a bug workaround?
Posted by: SpikeTheHobbitMage
« on: May 31, 2020, 06:57:08 PM »

2 Quick questions:

1) Has anyone found a viable usecase for retrofitting? Changing/upgrading weapons fails because cost/size, Engine because Size+cost ... same for changing colo modul vs terraforming/terraforming if the rest of the ship is the same. I litterally dont find any use cases? does anyone has some?
(Let's exclude sensors and fuel bays :P )

2) If my Ship has a 3000 km/s tracking turret, and the ship flies 3000km/s .... are they added for the tracking (so I''ll be able to track 6000km/s?), only the higher or is there a formular?


Sincerely
Turret speed is independent of ship speed.  Non-turreted weapons use the better of ship speed and base racial tracking speed.
Posted by: Sara
« on: May 31, 2020, 02:25:33 AM »

2 Quick questions:

1) Has anyone found a viable usecase for retrofitting? Changing/upgrading weapons fails because cost/size, Engine because Size+cost ... same for changing colo modul vs terraforming/terraforming if the rest of the ship is the same. I litterally dont find any use cases? does anyone has some?
(Let's exclude sensors and fuel bays :P )

2) If my Ship has a 3000 km/s tracking turret, and the ship flies 3000km/s .... are they added for the tracking (so I''ll be able to track 6000km/s?), only the higher or is there a formular?


Sincerely
Posted by: DFNewb
« on: May 26, 2020, 01:31:25 PM »

I'm unsure if STO weapons need accompanying active sensors to fire? Because if they do, that would be their Achilles' heel.
I think they have an active sensor included automatically, similarly to CIWS, but I haven't tested that.

I know there is a button to turn on and off active sensors for them. In my tests I didn't really get to check out if they worked or not cause I always had out actives on when my STO's were shooting I think but they don't seem to appear on the tactical map overlay, I do believe the active is there tho.
Posted by: Ulzgoroth
« on: May 26, 2020, 01:06:55 PM »

I'm unsure if STO weapons need accompanying active sensors to fire? Because if they do, that would be their Achilles' heel.
I think they have an active sensor included automatically, similarly to CIWS, but I haven't tested that.
Posted by: lennson
« on: May 26, 2020, 12:56:27 PM »

Is there a way to view what the NPC empires are doing using Spacemaster mode?
Posted by: vorpal+5
« on: May 26, 2020, 07:13:12 AM »

I'm unsure if STO weapons need accompanying active sensors to fire? Because if they do, that would be their Achilles' heel.
Posted by: DFNewb
« on: May 25, 2020, 05:42:55 PM »

I think back in VB6 there was an auto fire setting for ships, where they would automatically acquire and fire at targets.  I don't see the equivalent in c# - anyone know if it exists?

I do not believe it exists. The closest thing is the auto assign targets buttons.