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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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The Academy / Re: Survey Ship Fleet Organization
« Last post by Jorgen_CAB on Today at 06:34:55 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.
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The Academy / Re: Survey Ship Fleet Organization
« Last post by Noriad on Yesterday at 11:52:44 AM »
I tend to explore using individual explorers. Given the distances involved, fuel efficiency is key.
Research a bunch of engine techs, plus 8:1 or 10:1 jump engine techs, then make a size 25 commercial engine that is as fuel-efficient as possible (even if it is 50% slower). Slap on 1-2 survey scanners and 1-2 jump point sniffers, enough fuel, supplies, and deployment time to last over a decade, then mass produce those using multiple shipyards/slipways.
Order Automate survey then jumppoint survey.
It has a slow start but as their numbers grow it gets faster and faster as you only occasionally have to go back to refuel.
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The Academy / Re: Survey Ship Fleet Organization
« Last post by skoormit on Yesterday at 09:39:45 AM »
I have a method that requires approximately one manual order per survey ship per system.

Specifically, for each system explored:
One manual move order per survey ship
One manual send message order for one survey ship
One manual move order for a jump tender

(Occasionally you have to give manual geosurvey orders for far outlying bodies; this is true no matter what you do.)


Requirements:

1) You are surveying systems that do not already have stabilized jump points (which is usually the case, right?)
2) You are willing to make survey ships without their own jump drive

Standing order to use:

1) Survey Next Three System Bodies or Locations

Procedure:

Assign a jump tender to each survey group.
When entire survey group is in the same system, move the tender to the jump point of the adjacent system that you want the group to survey next.
When a survey finishes standing orders, give it a move order to the next system.
If it is the last survey ship to finish, give it also a send message order like "can move tender now"
When you receive that message, move the tender to the jump point of the next adjacent system you want to survey (if no jump points yet found, wait until one is found).


You might want to have multiple tenders per group, so that when you reach a dead end system, you can position the tenders appropriately for the surveyors to backtrack to the next target system individually, rather than waiting for the entire group to travel with a single tender.



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The Academy / Re: Survey Ship Fleet Organization
« Last post by Gram123 on Yesterday at 07:47:25 AM »
Would definitely not start a flamewar over your suggestion. I explore a lot because that the part of the game i enjoy, well not the surveyship micromanagement but the discover new system and mine them. I dont find much fun in the war mechanism against the AI, so usually I completely turn off the AI, meaning I never use warships.  I simply like to explore and extract resources build colonies, expand population, etc. I just the way i like to play, and that require a lot of surveyeing because i never meet any ressistence and use a lot of resources very fastly.
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The Academy / Re: Survey Ship Fleet Organization
« Last post by Garfunkel on Yesterday at 07:37:46 AM »
You are not the first player to complain about this issue and the answer is both obvious and obtuse at the same time. Simply, stop exploring so much. There is no win condition that requires you to explore the entire galaxy. Odds are, there are plenty of systems where you need to build up your infrastructure, clear out spoilers, handle NPRs and so on. The problem is that you think that you must keep exploring constantly and the management of the survey ships is grinding you down. The answer is not to add more automation to handle it, the answer is to stop exploring for a period of time and then resume exploration once the systems you have already surveyed are fully under exploitation. Also, 30+ ships is a massive number for your survey fleet. What I do is either use a handful, like 4-6, big all-in-one survey ships, or then a bunch of smaller, specialized vessels that work in tandem to do a single system at a time. And between systems they take breaks. That way each system survey is special, I name the interesting planets/moons/comets/asteroids, medals are awarded and a nice little ceremony held at Earth for the commanders. This way it's a story event that you enjoy doing, rather than "oh no, yet another survey order to assign". If you ever feel like that, simply stop surveying and focus on something else for a while.

There are only 2 reasons to keep surveying as much as possible, as fast as possible, and that's because you want to encounter something spicy or you desperately need a specific mineral and you've been unlucky so far. Don't kill the fun of Aurora through your own actions! Also, if you think I'm daft for suggesting this, that's fine. Last time I gave this advice to another player, they had a little temper tantrum about how I dared to tell them to change their playstyle and posted some nasty stuff. Just ignore me if you feel that way, we don't need to start a flamewar or anything.
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The Academy / Re: Survey Ship Fleet Organization
« Last post by Gram123 on Yesterday at 07:26:52 AM »
Hmm. But there are no easy way to resemble right? And i cant really use Return to entry point. As they forget their entry point once divided right? I have tried to do this by adding a Rendezvous at the entry point and use "Move to closest Rendezvous point" But once they all return to entrypoint/Rendezvous they still need to be reassembled manually in the Naval organization or with the Join fleet movement command.

Am I missing something with individually ships? I have like 30 survey ships in individually fleets. And I use "Survey Next three system bodies or locations" and then condition to go back to refuel and resupply. But everytime a ship is low on fuel/or supply they go back to a colony or supply ship and they need to be assigned to a new system the can go and survey. The amount of times you have to go and move a survey ship that has returned for fuel/supply into a new system requiring survey is just never ending.
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The Academy / Re: Survey Ship Fleet Organization
« Last post by Steve Walmsley on Yesterday at 07:12:54 AM »
If you want to maintain a fleet, use Divide Fleet as Primary and Return to Entry Jump Point as Secondary (or Land on assigned Mothership if using a survey carrier). Once they are gathered, reassemble and move to next system.

It's generally easier and more flexible though to use individual survey ships.
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The Academy / Survey Ship Fleet Organization
« Last post by Gram123 on Yesterday at 06:17:03 AM »
Okay, so I know this topic has been covered before but i cant seem to find anyone with a good solution to this. So i try with a new topic.

Does anyone actually have a way to have multiple surveyships in a fleet. And somehow take that fleet into a system. Make each individual ship do Geo and Grav survey. Once the system is fully surveyed go back and join the main survey fleet?

I have tryed using Archor fleet, and Subfleet to no use.

I can make a Survey Fleet. And set as archor fleet. I can recall and they all return as subfleet.

Problem is. Then i have two options. Either i can "Detach Escorts" Then i can later recall escorts again as they will remember there Archor. But they dont inherrrit the conditional order to survey. Or i can Divide fleet into subfleet. Then they remember there conditional order, but forget thier archor and i have to set up the hole thing again everytime.

You could use the standing order to "Move to next system require Geo survey" And then second standing order to go to "Move to newt system Requirering Grav Survey" Problem is they will go to everysystem requirering Geo survey, before starting to do grav survey. You could kindof fix this by having Geo and Grav ship not combined, but that would make them go all over the galaxy, because then a grav ship find a new system that require some geo surveys, and the the geo ship catch up, mean while in the other end of the galaxy another grav ship found a new system that require Geo survey, and all the Geo ship start to travel across the galaxy to do one or two geosurvey before going back again.

Guess you could do Probe surveys. On a mothership, with small survey probes not jumbable. But thats not really what im looking for.

Anyone have a good way to do survey fleets?

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The Academy / Re: Can a Beam PD target a ship?
« Last post by AlStar on April 04, 2024, 07:57:01 PM »
Anything that's attached to a fire control, has an active sensor lock, and is within the range of both the beam weapon and the fire control (accounting for any ECM/ECCM) can be used to shoot at anything.

The only caveat I can think of is that if you have a beam control that has a PD setting, and you use it to fire on an enemy ship, it will be unable to fire at any incoming missiles in that same 5 second tick (or however long your recharge rate is).
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