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Posted by: Michael Sandy
« on: May 16, 2017, 06:59:22 AM »

Yes, you absolutely need a fire control to fire missiles at waypoints.  Fortunately, a .1 HS fire control is sufficient.

I have to say, using missiles to scout systems is a bit of a mixed bag.

I am experimenting with both single stage missiles and 2-stage ones.  The advantage of the 2-stage ones is that the sensor will stay on location indefinitely, but you pay the research cost twice.

So far, EM missiles seem to work better than active sensor missiles in detecting enemies at range.  I am waiting on the next level of Thermal Sensors to build thermal sensor probes.

The problem is that scouting a whole system is rather expensive.  Both in terms of missiles, and in the fact that my probe ship has to keep flying back to base to get more missiles.  So I think I will reserve missile scouting for systems in which I actually detected a hostile ship, in order to localize them, find out how many and what type of ship they have, and information on the range of their AMMs.

My MSP 3 active sensor missile was detected and destroyed at 2.3 times the range of the sensor.  That suggests that an MSP 6 missile, (at least once I get better sensors or even power plants) would be able to detect the enemy ships that shoot it down.  So if I am trying for real information, as distinct from detecting the mere presence of the enemy, designing a missile that can identity number and class of the enemy before being destroyed might be worth it.  Above 6 MSP, the enemy's detection range of my probes is going to increase faster than the range of the sensors on my probes increases.

I wonder if it is worth making a 2-stage missile, where the separation range is greater than the enemy's apparent AMM range, possibly with a very efficient 100 km/s engine on the 2nd stage.

I am trying to figure out what useful information I can get from missiles, and how to make use of it.  I am pretty sure I could use them to detect when the enemy moves out, which would give an idea as to what range their planetary or other passive sensors had.
Posted by: Michael Sandy
« on: May 11, 2017, 05:55:43 AM »

Okay, something new weird.  I got my probe missiles built, and a probe launcher on a scouting pinnace.  And I can fire a missile, (I accidentally built the buoys instead of the missiles)... but I can only fire once.  Then I get the transit warning.

So... I transit out, transit back, I can use the launch missile option... once.

Yay, I will be able to launch probe missiles and find out more about the (spoilers) without risking ships... but I still can't launch them reliably, I can't launch recon drones from a ship that hasn't just transited.  Do I need a fire control?  I am just trying to hit a waypoint.  Oh well, more experimentation some other time.
Posted by: MarcAFK
« on: April 08, 2017, 07:30:18 AM »

I swear I have done it in the past. I'll load up my test game and have a poke around.
Edit:
Well this is weird. I Can load and fire missiles from the PDC's fine. However the geo survey points just refuse to go down.
Process was this:
 Create new conventional game, spacemaster transnewtonian research, and geo survey sensors, space master a size 1 conventional engine.
Design a missile with 10 MSP of geo survey sensor, 6.8 fuel capacty, and 7 engines (also contains .2 reactor for the sensors). Create the missile then spacemaster the design.
Open the missile base design, change ordnance to the new missiles.
Open up one of the missile bases, click "standard" reload.
Open the system map and create a waypoint at the moon. use the SB waypoint button which puts a waypoint on the body which moves with the body.
Then select and fire at the waypoint, watch the missile slowly crawl at 100km/s towards the moon, eventually it gets there, but the body stays at 173 survey points.
Posted by: Michael Sandy
« on: April 08, 2017, 02:07:55 AM »

Okay, I am still stumped.  How do you fire missiles from conventional start ICBMs? I am still getting the transit effects warning.  I can load the missiles, but I can't fire them.  Should I just give up on using them?

If you have managed to fire missiles from conventional ICBMs, please provide a step by step, because obviously I am missing something.

And I mean every step, including how to target a planet, moon or asteroid with the missile bases.
Posted by: Michael Sandy
« on: March 23, 2017, 11:18:06 PM »

Well, I did get the missiles to load in the PDC, that part works.  But the sticking point is still firing them.

And the next sticking point is figuring out a good way to make recon drones in general more easy to use.  Also, I will want to see if when you use more than one, the points stack.  Because then you could just build LOTS of small buoys, and just use multiples on planets and big moons to get the survey done in a reasonable amount of time.
Posted by: MarcAFK
« on: March 23, 2017, 09:50:56 PM »

Try using the ordnance transfer window in future to move the ordinance to the pdc.
Posted by: Detros
« on: March 23, 2017, 07:35:14 PM »

(edit)  12 days later, still suffering the effects of 'transit'.  Now the 'missile launch' button SAYS that it is what you use when you are launching without using a fire control, but I seem to be missing something to get it to work.
IIRC there should be hard wired 5 or 15 min interval for PDC firing at he same body, so that other races there have time to respond to "nuclear war". This simulates the time the ICBM needs to fly through upper atmosphere to any other colony on the same body. Otherwise it would be instant (5s), with target distance of 0 km. Maybe that's also why it is showing you that "transit effect".
Posted by: Michael Sandy
« on: March 23, 2017, 06:10:28 PM »

Aha!  I figured out the issue, thanks to Detros.  First, I have to double click on the ICBM missile in the base, in order to transfer that missile to the population.  THEN there will be room to load it into the ICBM base.

Or I would, but my missile base is now apparently suffering from the effects of transit.  Or more likely, ICBMs take a while to load.

(edit)  12 days later, still suffering the effects of 'transit'.  Now the 'missile launch' button SAYS that it is what you use when you are launching without using a fire control, but I seem to be missing something to get it to work.
Posted by: Garfunkel
« on: March 23, 2017, 05:34:29 PM »

It could be a size issue, in that the ICBM Silo in the conventional missile bases do not accept anything else but Size 24. I'm currently playing a 3-way conventional Earth start campaign and one of the powers created TN missiles to use in them. I had no trouble loading them:



I haven't tried with smaller sizes. With normal launchers, that isn't a problem but the ICBM Silo might be a special case.
Posted by: Michael Sandy
« on: March 23, 2017, 04:00:21 PM »

For now, the point is moot because the game hard crashed and I had to delete the save.  But RP-wise, I handled it that the military refused access to their base, because they didn't trust the wacky civilians who had designed and built the Geo Probe missiles outside the normal government processes.

Also, I have been trying to build a doctrine for using them.

In the home system, the overhead cost of magazines isn't an issue, but using them in other systems, it really is an issue.  A bare bones drone, (size 2 geo drone head, size 1.5 MSP engine, reduced fuel use, .5 msp fuel), in a ship with 10 magazines, (the same cost as a geo survey sensor), means that a survey ship could survey about 40 planets/moons/comets before returning for reload.

But it would also have to be a military ship, so that adds costs for maintenance.

I think they are useful in a conventional start.  Then you use them to survey the comets and Mercury, which can be annoying for a slow commercial surveyor.  And use them to survey the widely separated rocks in the Ourt cloud.

But if you are building a commercial shipyard early, to get started on colonization, then you are prioritizing logistics techs over drive techs, so the essential ingredient for geo buoys, the reactor, comes later.
Posted by: Detros
« on: March 23, 2017, 03:24:44 PM »

if all else fails you can abandon ship in the ships screen
If all else fails you can call government of your country and ask them to help you load ICBM to your ICBM launcher :D
Posted by: TheDeadlyShoe
« on: March 23, 2017, 07:48:18 AM »

if all else fails you can abandon ship in the ships screen
Posted by: MarcAFK
« on: March 23, 2017, 06:57:15 AM »

When I say scrap I mean delete them after making replacements :/
Posted by: Detros
« on: March 23, 2017, 01:47:51 AM »

Well, I built it using the missile design tech, so it should be a missile.  Somewhere there is a button that does what I want it to...
So now you see them? Good.
To move missiles from one area (population) to other one (ship), double click on the name of missiles at the area you want them taken from.

P.S.: Could you please rename the OP so that this thread has less generic name than "a couple of n00b questions"? Something like "How to load missiles" would work.
Posted by: Michael Sandy
« on: March 22, 2017, 07:20:50 PM »

I saw the refit PDC, but no scrap option.   Oh well, an update.  So I got Aurora back working, made geosurvey missiles, and still can't load them.  I see them on the load from population window, but can't assign them to the launch, it says "select a missile type".

Well, I built it using the missile design tech, so it should be a missile.  Somewhere there is a button that does what I want it to...