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My engines should be only modestly boosted, I certainly didn't go over 1.5; I read somewhere around here that x1.00 engines were inefficient and EP should be either above or below that (hope the extra 0.5 isn't overboard).

That might have been me, and stems from engine costs scaling: quadratically below 1.0, linear above. If 1.0 is reasonable for our speed/range requirement, 0.85 or 0.9 often saves fuel and BP; ship slightly larger for the same capability, but cheaper.

That is a very local phenomenon though. The numbers put your engines at 50Hs and 1.6 power. That is rather stressed. Using 30% of your engine weight in fuel as in your cruisers is about the most performance you can cram into a given tonnage (theoretical optimum is 40%, for almost no measurable increase), with no consideration of fuel efficiency.
While it would result in individually less capable ships at 20000t, I'd probably be happier with 4x 0.8 power engines and building more of them.
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Your AMM fire control way outranges your Missile Detection Range.
Your ships don't have a lot of range and the boosted engines will make it difficult to build tankers that can keep up.
You don't need sensors on your carrier.
Don't forget to put magazines on your carrier if you want to reload fighters.
You should probably have some electronic warfare systems.

Thanks. Primary missile detection will be on that sensor ship I haven't yet designed. The sensor on the cruiser is just a backup in case things go bad for my recon ship ... I just hope my AMM has at least 20 mil km range and I didn't revise my design decision (but I think I built the missile first, so I should be okay there).

My engines should be only modestly boosted, I certainly didn't go over 1.5; I read somewhere around here that x1.00 engines were inefficient and EP should be either above or below that (hope the extra 0.5 isn't overboard). In order to retain the capabilities and fleet speed I desired, I needed to trade range, but I figure 28 billion km was enough when I was never pressed to use anywhere close to the 47 billion km range of my rangiest previous designs. My un-designed tankers can take their time as long as I still have enough fuel to conduct operations at destination ... fleet can even keep speed with slower tankers and top off just before entering a contested system if I need to. I guess I'm saying it was a choice (hopefully not a bad one) rather than an oversight.

I'm intending to mount small sensors on every capital ship, enough to use their systems if primary recon goes down. If things go bad, possible PD fighters might need the carrier's emergency actives to defend it and the carrier itself might need it if I find room for a gauss turret or two (none of which seem to be working in my game anyway---they don't even display max weapon range, which makes me suspect it isn't a Combat Assignments problem on my part).

I haven't forgotten the carrier's mags, but the reminder is welcome, just in case I do forget it when it really counts, lol. I'm waiting for the jump drive to come off the drawing board so I can see how much space I have to work with. I might opt for custom size magazines, depending on what I have to give up and still meet my tonnage goal.
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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« Last post by obsidian_green on Today at 02:20:40 AM »
Somehow Aurora doesn't recognize my Gauss cannons. I'm fairly certain I had them set up correctly for final fire in PD mode(and subsequently tried different settings as the enemy salvos came in, all to no avail while CIWS took out the missiles instead), but they failed to fire on incoming. My suspicion that this might be more than user-error was piqued when I noticed that my Gauss cannons did not display a max weapon range, something my lasers continued to display even when I unlinked them from all fire control.

Just to clarify, even if I had screwed up on the Combat Assignment screen (tested by both unassigning completely and assigning to inferior FCs my lasers without any change to the max weapon range radius), the max weapon radius of my Gauss cannons should be visible ... but no Gauss weapon radii display at all, nor do they work. It's a situation that seems apparent across two different ships and gauss weapon designs ... none display the max range and I've seen none of them fire.
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Your AMM fire control way outranges your Missile Detection Range.
Your ships don't have a lot of range and the boosted engines will make it difficult to build tankers that can keep up.
You don't need sensors on your carrier.
Don't forget to put magazines on your carrier if you want to reload fighters.
You should probably have some electronic warfare systems.
5
Mechanics / Re: Shipping Lines
« Last post by ExChairman on Today at 02:01:05 AM »
Not sure what the problem was. Deleted all orders and then restarted. Filled in new orders and now all 5 shipping lines is working for full. Are they doing the orders in the order I made them? If so there might have been a human error... Had some 8 or 9 different orders so if the first one "clogged" the system I could understand.
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I've since swapped my laser turrets to the gauss FCs and it doesn't change the max weapon radius on the map. Playing around with the FCs doesn't change the max range indicator and doesn't cause the Gauss weapon radius to display. An earlier design sports a different Gauss cannon, but it's weapon radius also fails to display and I don't remember it firing in its only combat, which might help explain why it was twice knocked out of that fight.

Somehow Aurora doesn't recognize my Gauss cannons. Troubling ... I've got new warships designed and I really should get to building, but not if my Gauss can't work. This is just strange.

Just to clarify, even if I had screwed up on the Combat Assignment screen (tested by both unassigning completely and assigning to inferior FCs my lasers without any change to the max weapon range radius), the max weapon radius of my Gauss cannons should be visible ... but no Gauss weapon radii display at all, nor do they work.

I'll post the two preceding paragraphs as a bug report if a search doesn't turn up the issue.

EDIT: I found this. I'm not sure it solves my problem, but it encourages me to fiddle some more. I'll try setting the PD mode to 1 and see if that makes a difference (though I think I already may have tried that). Perhaps the Gauss max weapon range fails to display in the same manner that planetary orbits sometimes fail to show up and has nothing to do with my problem. Do gauss max weapon ranges (40000km in my case) display for other users? If they don't, then I can more easily rule out the notion Aurora isn't recognizing gauss weapons in my game.

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Buggy action:
Using the same turreted Gauss cannons but manually targeting the incoming salvoes (as due to happen-stance the last stop for the torpedoes before hitting is ~20k, doesn't seem to work for Area defence though.  .  .   they never try to fire unless at least one FC on the PD ship is manually targeted.  .  .  ) - even though these only do 1 damage every successful hit detonates the targeted torpedo!

EDIT: OK I got the Area defence to work (must have been doing something wrong) and it seems to correctly act like the final defence PD i. e.  with failed detonations


« Last Edit: February 22, 2011, 04:55:44 PM by Xeno The Morph »

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Bureau of Ship Design / Re: Trying for PD missile ship
« Last post by Detros on Today at 12:12:27 AM »
I am curious that you got to 5 second reload tech for AMMs which is a pretty huge investment, compared to your other missile and drive tech.
Well, I am ~42 years in from conventional start and I am churning research labs all the time. I currently have ~80 together, with power and logistic branches moved to colonies with anomalies so other branches can now use more labs of Earth.

For long years I also didn't have energy weapons scientist and my kinetic weapon one was the first to reach +60% bonus. With rank high enough for 35 labs those ~38000 research points per year can make quick progress on starting techs. Currently he is with ~12 labs working on 75k Gauss Cannon rate of fire 5.

I am only starting with missile ships but having 5s reload seemed to me like a basic requirement for AMM ship. I have met several enemies who liked to fire streams of AMMs just 5s apart.
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I don't doubt the advice, it's just that my initial setup for the Gauss turrets was final-fire and CIWS took out the missile instead. In a subsequent head-on engagement that gave the enemy missiles a better shot at slipping past my lasers, Gauss still failed to fire, which is when I changed the settings ... the range indicator still won't show, unlike the lasers. This was the last setting I tried, but the volley has already been used up, so I can't immediate test other suggestions.

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Fire Control S08 160-16000 (UL12cmT) #1 (Area PD Mode 16):   No Target Assignment
Quad 15cm C6 Far Ultraviolet Laser Turret #1 (Ready To Fire)

Fire Control S08 160-16000 (UL12cmT) #2 (Area PD Mode 16):   No Target Assignment
Quad 15cm C6 Far Ultraviolet Laser Turret #2 (Ready To Fire)

Fire Control S02 R32-TS16000 (GCT) #1 (Point Blank PD Mode 3):   No Target Assignment
Twin Gauss Cannon R4-100/TS16000 Turret #1 (Ready To Fire)

Fire Control S02 R32-TS16000 (GCT) #2 (Point Blank PD Mode 3):   No Target Assignment
Twin Gauss Cannon R4-100/TS16000 Turret #2 (Ready To Fire)

Fire Control S02 R32-TS16000 (GCT) #3 (Point Blank PD Mode 3):   No Target Assignment
Twin Gauss Cannon R4-100/TS16000 Turret #3 (Ready To Fire)

I begin to wonder if obsoleting the tech in the tech screen might have something to do with it, but I doubt that because I'm pretty sure I also made the laser turret obsolete when I designed one with a faster tracking speed.
9
I think the biggest indicator of whatever is wrong might be the absence of the weapon's range circle on the System Map, which other weapons display and the fire control ranges also display. It's a head-scratcher for me.
Try zooming in a lot?

Also check in Combat settings if all your ships have properly attached fire controls and weapons. Note just setting it on one ship won't automatically propagate the settings to other ships - use "Copy to race" once you found a properly set ship. And note this step is just for given class and only for given fire controls. I guess you may have copied around only your laser settings, thinking all FC settings would be copied. That may explain not showed weapon range.
10
Here are the successor designs, an opportunity to see if I'm learning my lessons here.  :)

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Missile Cruiser Project class Missile Cruiser    20 000 tons     568 Crew     5380.52 BP      TCS 400  TH 4000  EM 1800
10000 km/s     Armour 6-65     Shields 60-240     Sensors 1/1/0/0     Damage Control Rating 43     PPV 78.4
Maint Life 5.19 Years     MSP 5549    AFR 96%    IFR 1.3%    1YR 343    5YR 5148    Max Repair 1000 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 17   
Hangar Deck Capacity 1000 tons     Magazine 632   

2000 EP Magnetic Fusion Drive (2)    Power 2000    Fuel Use 48.57%    Signature 2000    Exp 16%
Fuel Capacity 1 500 000 Litres    Range 27.8 billion km   (32 days at full power)
Theta S4-RC240/288 Shields (15)   Total Fuel Cost  180 Litres per hour  (4 320 per day)

Triple Gauss R4-100/TS25000 Turret (2x12)    Range 40 000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
FC S02 R48k-TS25000 (Gauss Turret) (2)    Max Range: 96 000 km   TS: 25000 km/s     90 79 69 58 48 38 27 17 6 0

ML S6-RL150s (50% Reduction) (8)    Missile Size 6    Rate of Fire 150
S1-RL6 (AMM) Missile Launcher (8)    Missile Size 1    Rate of Fire 5
MFC-32/3.5mk-R50t (AMM-2) (2)     Range 32.3m km    Resolution 1
MFC-173mk-R4000t (ASM-2) (4)     Range 173.9m km    Resolution 80

Active Search (PD) MR6mk/AM705k-R1 (1)     GPS 36     Range 6.5m km    MCR 706k km    Resolution 1
Active Search MR350mk-R4000t (1)     GPS 22400     Range 350.6m km    Resolution 80

This design is classed as a Military Vessel for maintenance purposes

First ship in class very likely to be the Sun Tzu and I'm glad I decided to post because I could probably stand to mount a smaller active long range sensor, which just needs to be strong enough for the ship to use its ASMs. The Julu class area defense cruisers also have yet to be officially named:

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Point Defence Cruiser Project class Area Defence Cruiser    20 000 tons     650 Crew     7188.6 BP      TCS 400  TH 4000  EM 1200
10000 km/s     Armour 6-65     Shields 40-240     Sensors 1/1/0/0     Damage Control Rating 43     PPV 110.6
Maint Life 5.69 Years     MSP 7414    AFR 96%    IFR 1.3%    1YR 388    5YR 5819    Max Repair 1000 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 18   
Hangar Deck Capacity 1000 tons     

2000 EP Magnetic Fusion Drive (2)    Power 2000    Fuel Use 48.57%    Signature 2000    Exp 16%
Fuel Capacity 1 500 000 Litres    Range 27.8 billion km   (32 days at full power)
Theta S4-RC240/288 Shields (10)   Total Fuel Cost  120 Litres per hour  (2 880 per day)

Quad 15cm C6/TS25000 Far UV Laser Turret (2x4)    Range 300 000km     TS: 25000 km/s     Power 24-24     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
Triple Gauss R4-100/TS25000 Turret (3x12)    Range 40 000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
FC S08-R240k-TS25000 (FUV Turret) (2)    Max Range: 480 000 km   TS: 25000 km/s     98 96 94 92 90 88 85 83 81 79
FC S02 R48k-TS25000 (Gauss Turret) (3)    Max Range: 96 000 km   TS: 25000 km/s     90 79 69 58 48 38 27 17 6 0
P10-S1 Magnetic Confinement Fusion Reactor (5)     Total Power Output 50    Armour 0    Exp 5%

Active Search (PD) MR6mk/AM705k-R1 (1)     GPS 36     Range 6.5m km    MCR 706k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

I have yet to design the primary surveillance ship that will accompany the two pairs of these in my battle groups, but the carrier/flagship/jumpship is nearly designed ... just waiting on scientists to finish designing a 40,000t military jump drive. At present, I can manage 10,000t of hangar space, but I may have to trim that down to fit some CIWS, some reserve sensors, or more shields. My missile-armed strikefighters weigh in at just under 250t, so I can manage 16 of them and 1000t of auxillary (probably sensor) craft with half that space. I've designed interceptors at ~300t, but I debate whether two squadrons of 6 fighters is worth that space when the battle group's escorts are so strong in point defense already and the carrier needs a few extra systems of its own.

Quote
Spacecraft Carrier Project class Carrier    34 500 tons     1022 Crew     7700.4 BP      TCS 690  TH 8000  EM 1200
11594 km/s     Armour 6-94     Shields 40-240     Sensors 1/1/0/0     Damage Control Rating 110     PPV 0
Maint Life 8.34 Years     MSP 13950    AFR 95%    IFR 1.3%    1YR 357    5YR 5358    Max Repair 1000 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 120   
Flag Bridge    Hangar Deck Capacity 10000 tons     

2000 EP Magnetic Fusion Drive (4)    Power 2000    Fuel Use 48.57%    Signature 2000    Exp 16%
Fuel Capacity 3 000 000 Litres    Range 32.2 billion km   (32 days at full power)
Theta S4-RC240/288 Shields (10)   Total Fuel Cost  120 Litres per hour  (2 880 per day)

Active Search (PD) MR6mk/AM705k-R1 (1)     GPS 36     Range 6.5m km    MCR 706k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Thanks for having a look and double that for all the great advice.

EDIT: Almost forgot, my Gauss turrets don't seem to be working on those previous ADCs, so I should probably mention that here (I've posted about it, specifically, in the Academy sub-forum) in case someone notices what might be wrong before I start building these (hopefully) beauties. I doubt it's a combat interface/assignment/PD setup issue because the range indicator radius doesn't display on the System Map; I don't think it's a design issue either, but maybe someone sees something I missed?
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