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91
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Triato on June 12, 2018, 03:50:54 PM »
I wold like for some companion stars to keep being hard or imposible to acces. It gives us a long term project, a choice to make and a diferent situation. Yes, some are so distant that they only serve as ornaments but even that gives a bit more of flavor to the game I think.

Maybe we could have a new tech branch that allows you to create intrasystem jump points at hi cost.
92
Aurora Suggestions / Simplifying turn calculations: orbital elements
« Last post by nitrah on June 12, 2018, 11:51:06 AM »
I am curious how the locations of the planets and other orbiting objects are calculated under the hood.

I suspect (but could be wrong) that you are calculating X/Y locations for every object every time you hit the 5 day cycle.  I suspect this is the case just by the amount of churn which hits every 5 days and how it drastically increases as the game goes on.

If this is the case, I would humbly suggest you consider looking into changing the calculation process to using a modified orbital elements method of storing the location.

https://en. m. wikipedia. org/wiki/Orbital_elements

Because the game is two dimensional and you dont simulate orbital eccentricity, you could use semi major axis, starting true (or mean) anomaly, the amount of delta mean anomaly per 5 day period, and the date to store all X/Y information.  The only variable which changes per pulse is the date.  Then, you would only need to convert to X&Y if the player is looking at a specific system or if a player or NPR has a ship with orders to go to the orbital body.

I suspect this would significantly increase turn processing time.

Thanks
93
Bureau of Ship Design / Re: SEW ship (Space Early Warning)
« Last post by Icecoon on June 12, 2018, 10:10:12 AM »
If you light up that 36000 GPS sensor their whole fleet will be coming for that ship. It will be their prime target. It should travel close to the main fleet to be able to survive anything. It is not a dedicated combat ship, but one armor layer is still too weak.  :)
94
C# Aurora / Re: Jump Gate Construction/Destruction (split suggestions)
« Last post by Steve Walmsley on June 12, 2018, 06:17:05 AM »
In earlier versions, you needed five jump gate components to build a jump gate. They were built in factories, moved to the jump gate by freighter and assembled by construction ship.

The component requirement was removed with general player consensus that it was tedious and didn't add to game play. What remained was the construction ship and the current system. I don't want to go down a similar path to one that was already tested and rejected.
95
Bureau of Ship Design / Re: SEW ship (Space Early Warning)
« Last post by Iranon on June 12, 2018, 03:16:43 AM »
Hardened electronics are hugely expensive and not very useful. Even if the AI used microwaves... by the time hardened electronics become relevant, your expensive scout ship is doomed.

This type of ship can't carry adequate defence for its value. I'd prefer to keep it unarmed and have it escorted. Passive defences are an option, possibly including cloaking technology if you have the tech - after all, it's the most visible and highest value target in a scouting flotilla.
To maintain a sensor advantage over the enemy, sensor capability relative to size is an important metric; plitting things up until you can't any more (just a large sensor as mission tonnage) is like a free cloak.
96
Advanced Tactical Command Academy / Re: Question on beam weapons
« Last post by JacenHan on June 12, 2018, 01:56:32 AM »
As a note, the final damage gets rounded down, so weapons that deal 1 damage (for example, gauss cannon) will not work with any level of atmosphere.
97
Advanced Tactical Command Academy / Re: Question on beam weapons
« Last post by TheBawkHawk on June 11, 2018, 11:35:34 PM »
At 0 atmospheres of gas, 100% of the damage goes through. At 1 atmosphere of gas, 0% of damage gets through. Its a linear relationship afaik, so at 0.5 atm of gas you would be dealing half damage.
98
Bureau of Ship Design / Re: SEW ship (Space Early Warning)
« Last post by Michael Sandy on June 11, 2018, 11:27:03 PM »
Spendy little bugger.  Max repair 2700 MSP?  What is that, the engine?

I have an issue with its mission focus:
If it is designed to spot for a fleet, it should always be within missile range of its fleet.  It shouldn't need offensive weapons, especially if that reduces its ability to do its primary mission.

Missile defense is certainly sensible, but that ship really should have some armor so a single leaking missile doesn't take out your fleet's main sensor.
99
Bureau of Ship Design / SEW ship (Space Early Warning)
« Last post by plasticpanzers on June 11, 2018, 09:03:08 PM »
I built a specific ship for fleet support.  It goes in with the fleet thru the JP and then moves off on an angle millions of km.
It can light up the center of most solar systems while my fleet ships creep a bit closer and ID enemy ships before I have
to light them up with my warships active sensors.  It has sufficient defenses to engage missiles with AMM and has some
Bandsaw Close Attack Missiles to discourage smaller beam firing ships/gunboats.  Its escorts can be a couple FGE/SLE
Frigate/Sloop Escorts.

Arclite class SEW - Space Early Warning Ship   9,000 tons     254 Crew     5358.9675 BP      TCS 180  TH 546.7  EM 0
8677 km/s    JR 3-50     Armour 1-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 6
Maint Life 1.33 Years     MSP 1861    AFR 129%    IFR 1.8%    1YR 1122    5YR 16825    Max Repair 2700 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 360   

J9000(3-50) Military Jump Drive     Max Ship Size 9000 tons    Distance 50k km     Squadron Size 3
Wright Ranger 3-35-1562.5 EP Magnetic Fusion Drive (1)    Power 1562.5    Fuel Use 26.2%    Signature 546.875    Exp 12%
Fuel Capacity 650,000 Litres    Range 49.6 billion km   (66 days at full power)

CIWS-320 (1x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Size 1 Missile Launcher (6)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC38-R1 (50%) (3)     Range 38.9m km    Resolution 1
Rimfire S-1 Anti-missile Missile (340)  Speed: 69,100 km/s   End: 11.6m    Range: 48m km   WH: 1    Size: 1    TH: 322/193/96
Bandsaw A-1 Close Assault Missile (20)  Speed: 60,000 km/s   End: 3.7m    Range: 13.2m km   WH: 3    Size: 1    TH: 200/120/60

Active Search Sensor MR40-R1 (50%) (1)     GPS 225     Range 40.5m km    MCR 4.4m km    Resolution 1
Active Search Sensor MR1448-R20 (50%) (1)     GPS 36000     Range 1,449.0m km    Resolution 20

ECCM-3 (1)         ECM 30

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
100
Advanced Tactical Command Academy / Re: Question on beam weapons
« Last post by plasticpanzers on June 11, 2018, 08:55:10 PM »
I think I just said that my beam weapons were in turrets, not that it matters for my inquiry.  My inquiry was that
do lasers work from planet surface to ship in space or does ANY atmosphere block them (and not Meson) from
firing.   A certain % of atmosphere or none only.   There is a grey area there with moons having virtually no atmosphere
(like Mercury) or none (like the Moon).  This is for PDC or surface beam weapons other than Meson.
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