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Messages - Andrew

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1
C# Aurora / Re: Replacing PDCs
« on: November 13, 2017, 04:28:34 AM »
The thing I like about PDC's is recreating locations similar to the Rock of Gibraltar , Singapore or the other heavily fortified anchorages of navel history , I don't use them as Hangers just as bases for heavy artillery in massively fortified locations. This also recreates several sci fi novels and to me heavily built armoured fortresses seem more 'realistic' for serious planetary defense rather than relying on mobile launchers to defend against bombardment from orbit .
At the moment it looks to me that those options will be gone with the new system which is a pity. I don't have any strict ties to any of the mechanics of the PDC I just think that building a massive missile base into a mountain range to defend a planet is a cool thing to do

2
Haji's Fiction / Re: From the Ashes - part 30
« on: April 05, 2017, 03:47:10 PM »
I think I only got that Invader fleet by a bug, it built up from smaller fleets and then each of them took up orbit around a planet which was uninhabited and about which I could find nothing interesting , in the end there were 123 ships in total , they were throwing 511 antimissiles every  5 seconds and had a lot of lasers, I never found out how many as my missiles killed all the laser ships. I would not have beaten them if they had used better tactics such as firing AMM's at my missiles and not my ships, I think my missile salvo was probably on the order of 20,000 missiles and their AMM's cut have cut that back fairly quickly

3
Haji's Fiction / Re: From the Ashes - part 30
« on: March 31, 2017, 02:20:21 PM »
It is possible to get Invader fleets of the size you are dealing with, I got one because multiple waves of invaders moved to one planet and just hung around there without doing anything else such as going next door and exterminating earth. I only beat them with a big fleet and poor AI tactics, it fired all it's amm's before I fired my missiles so I could kill all the beam armed ships with my missiles and then kill the missile armed ships with beams while they rammed. My tech was a lot lower than yours so I would imagine they would be no threat without you taking control of them

4
Haji's Fiction / Re: From the Ashes - part 30
« on: March 30, 2017, 08:27:30 AM »
Are you running the traveller fleet's yourself? The tactics they have employed seem rather more flexible and innovative than those I have seen from the AI, In particular I have never had them refrain from using AMM in offensive mode even when doing so left them wide open to my missile strike which due to ECM had a shorter range than their AMM's in offensive mode

5
Bureau of Ship Design / Re: My First Ship!
« on: December 17, 2016, 02:40:10 PM »
You do not need 1 FC per type of weapon. I regularly tie multiple different energy weapons to the same FC . You need 1 FC per target you may wish to engage, you may also want

6
Aurora Chat / Re: Computer cheats
« on: December 06, 2016, 05:02:14 AM »
Or an issue with running very long turn intervals in the presence of the enemy. The interaction between detection and movement can mean that ships move from beyond detection to firing range without you seeing them. So the probable cause is user error in advancing time to fast while in conflict rather than cheating as that the game does not do, it could also be a bug but the time interval advancement is more probable

7
C# Aurora / Re: C# Aurora Changes Discussion
« on: October 12, 2016, 04:03:39 AM »
I believe the answer to that is complicated. Depending on the quality of your ESM gear you can detect the characteristics of the radar illuminating you which tells you things like the pulse rate, frequency and signal strength. From these you can determine the type of radar illuminating you and hence tell the likely platform it is based on and what it does, this is based on pre-existing knowledge of what radars are in service.
However even if you are dealing with an unknown type of radar you can tell something about it, Search radars tend to have relatively low pulse rates which helps make signal processing of large area sweeps easier but means there is a degree of positional uncertainty, targeting radars tend to be much more focussed on a small area and have higher pulse rates which helps precisely locate the target which is important for weapons like the typical Aurora missile which is dependent on external data, however if the weapon being fired has it's own guidance system then it could be fired based on the rougher fix of the search radar and then do the final targeting on its own so in that case you would not detect a targeting radar until the weapon activates its seeking head, and of course something like an IR Homing missile never illuminates its target with a targeting radar.

Edit: I am not an expert so some of the above could be wrong

8
Space News / Nearest Habitable planet?
« on: August 24, 2016, 12:35:07 PM »

9
Well the Meson gun ship can shoot down at most 10 missiles , while the gauss gun equipped ship can shoot down at most 80

10


I hate to waste missles though and find one big infrequent salvo least offends my irratioal desire to not waste pretend missles. If only I was so careful with my time.

In practice small missile salvo's waste more missiles as you end up having more missiles shot down from many small salvo's.  It is a false economy you think you are saving missiles but I suspect my large missile salvo's are more efficient (except when I accidentally link 300 box launchers to 1 FC and salvo 300 missiles at 1 FAC when I meant to fire 3)

11
Bureau of Ship Design / Re: Low tech fighters
« on: July 26, 2016, 10:48:58 AM »
I tend to use multiple smaller missiles for logistics reasons, it helps to have most or all of my ships using a standard missile size and often a standard missile. I usually have 3 types at most a Long range planatery defense missile , an AMM and a standard ASM. I have experimented with short range versions of the ASM but the increase in warhead size from removing half the fuel is rarely worthwhile , and also an AMM version with a larger warhead , slower and less agile for when I use AMM's offensively but the logistics are too much effort normally and it is embarrassing if you have the wrong missile variant left

12
I typically use Box launchers , I find I can fit nearly as many missiles in loaded in Box launchers as I would fit with launchers and magazines. My experience is that large salvo's are much better at overloading missile defenses than a series of small ones, this helps a lot against AMM's however even more important is the effect on Beam/CIWS defenses , in general a target will intercept reliably a number of missiles N per turn , if you fire salvo's of N or less then you are wasting minerals , money and magazine space, if you fire more than N you lose N missiles per salvo , so the more missile salvo's you fire the more you waste. The problem is avoiding Overkill but if your missiles have terminal guidance and there are multiple targets that helps.
Shields make the above problem worse by allowing the enemy to regenerate his protection between salvo's , I have yet to find a situation where sustained barrage with standard launchers is more effective than firing the same or often a smaller number of missiles in 1 wave from box launchers. (Unless you plan on overwhelming the number of defensive FC directors with lots of small salvo's )

I am experimenting with carrying AMM's in box launchers to see if that is a good counter for massive offensive salvo's from Box launchers

13
Aurora Chat / Re: Most epic battle you ever had
« on: July 25, 2016, 02:43:19 AM »
61 Cygni, the system of Doom.
Adjacent to Sol it was infested with a serious case of precursors , and I have met a friendly NPR there, fairly certain it is not their home system. After 18 years and the destruction of 2 Battle fleets (14 and 22 ships respectively), my 3rd fleet goes in and wipes them out with the expenditure of 90% of its missiles , then as I don't have a jump ship for the 3rd generation large ships (20,000 tons) they retreat to the JP to wait for a Gate ship to build a gate. Survey ships enter and salvagers as there are a lot of wrecks here. First Survey ship jumps out to Wolf XX and encounters the Invaders and a lot of wrecks (I suspect this may be the friendly NPR's homesystem oops), so runs away . 5 days before the jump gate to Sol is finished 3 invader ships enter the system and wipe out my fleet 18 ships who can't put up any realistic defense as they have no missiles left and 20cm lasers on the 2 energy combatants stand no chance against Invaders and their ECM.
A 4th fleet is under construction in Sol in the hope that it will be finished before the invaders arrive, apart form that I have 2 Hab 0 planets in Alpha Centauri and 61 Cygni and a bunch of other planets which could be terraformed and excellent mineral deposits in several systems near Sol.

There are plenty of spare missiles on Earth, probably not enough to kill Invaders in an open space battle but enough so my fleet would have died fighting, of course no Missile collier had been built and most of the missiles were fired from Box launchers so no practical way to rearm the fleet in 61 Cygni

Fortunatly the Invaders never got around to invading Sol instead they have built up a huge fleet (123 ships) in 61 Cygni .  (All orbiting an uninhabited world, I have no idea what they were interested in but they spent years their letting me build a fleet) After a few encounters with groups of their ships I have built up to a fleet of 158 ships backed by 140 fighters (ranging from 18000-50000 tons) and have gone after them. So far I no damage has been done but I believe I have survived all their long range missiles and am currently shooting my way through their AMM salvo's 511 missiles per salvo , no hits so far as I have a lot of Gauss cannon. When they have run out of missiles we will see if I have enough missiles to kill them, if I don't then their 50cm lasers will probably cut my fleet to pieces.
I think this is the largest battle I have fought so far , the scaling effect is interesting I don't think any previous fleet of mine could have survived the AMM bombardment as I just would not have had enough guns to shoot them all down.

I lost 2 ships in the battle both to ramming attacks, my missiles killed all their beam armed ships. I would probably not have managed that if they had held their antimissiles back to shoot down my missiles. However the combination of fast ships, ECCM and heavy armour made them difficult to kill with lasers and gauss cannon. My losses were limited to 2 ships as I had 5 Decoy ships along (200k commercial hulls stuffed with armour) I had meant them to absorb missile fire but they were largly ignored . But they absorbed ramming attacks by most of the enemy missile ships.

Interestingly a couple of the armoured ball ships survived ramming attacks and gained a crew quality in the 90's because they took so much damage. Sadly I lost the database not long after the battle (I was setting up another game at the same time, and cleaned out a couple of mistaken setups AND my ongoing game by accident )


14
Bureau of Ship Design / Re: Low tech fighters
« on: July 24, 2016, 04:36:52 PM »
If your HPM's out range the defenders AMM systems I will be surprised.  So your HPM fighters will have to fly through the enemy AMM fire to get in energy range which is why going fast is good and then your HPM's will not outrange the enemy energy weapons so you have to stay alive until you manage a disabling HPM shot

15
Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: July 11, 2016, 10:12:17 AM »
If I remember correctly I had 2 espionage teams deployed so possibly one team shot the other one. 

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