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Offline jocan2003 (OP)

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Thread for my question
« on: May 05, 2010, 07:25:37 PM »
Greetings, i currently have a question and even after trying a lot i cant figure this one out.

Currently im building jumpgate station with lot of close range weapon Fighter and so on.

After building some fighter, and small ship to support the station im trying to find a war to automate a process wich i tought would be easy but i cant figure it out.

I have a mini-Collier ship and a mini tanker to support the station.

Currently the station have a 10k hanguar facility. after assigning the fighter i have 2k empty to store the mini support ship.

So right now i have the station with empty space to have both the mini-tanker and mini-collier ship to dock. I want the mini-support ship to go and refill the station if need arise. How would i do that?
 

Offline jocan2003 (OP)

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Re: Thread for my question
« Reply #1 on: May 05, 2010, 07:29:15 PM »
Basicly i was hoping for a PDC only trigger like, If fuel > 30, Send tanker to refuel or call tanker something like that.
 

Offline sloanjh

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Re: Thread for my question
« Reply #2 on: May 06, 2010, 01:53:43 AM »
Quote from: "jocan2003"
Basicly i was hoping for a PDC only trigger like, If fuel > 30, Send tanker to refuel or call tanker something like that.

Ummm PDC can only be built on planets.  Is your station a ship or a PDC?

John
 

Offline jocan2003 (OP)

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Re: Thread for my question
« Reply #3 on: May 06, 2010, 01:33:12 PM »
Its a PDC or else my Ship would be way too huge to be built in my shipyard. I tought i could tow them after being built thats why. But since my tows are bugged ( see bug section ) I completly forgot about PDC and im currently trying to find another automate defense system for jumpgate wich doesnt require too much micro management.
 

Offline UnLimiTeD

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Re: Thread for my question
« Reply #4 on: May 06, 2010, 01:36:18 PM »
PDCs are purely planetary, you can't tow them at all.
 

Offline jocan2003 (OP)

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Re: Thread for my question
« Reply #5 on: May 06, 2010, 02:56:24 PM »
Yeah thats what i realised, i think ill build a new Naval shipyard with only one slipway and increase his slip tonnage like mad to make some behemot ship and defense platform, ill keep the current PDC for main colony defense.

Also here is a Divisional Structure i made for planetary defense.

Division HQ
X2-Brigade HQ
   --Heavy Assault
   --Assault
   --Mobile
   --Mobile
X2-Brigade HQ
   --Garrison
   --Engineer
   --Engineer
   --Replacement

I placed a bunch of engineer for PDC assembling and ruin investigating if there is any in the system. They will also be dispatched to other planet in case of such ruin discovered thats why i made 2 brigade of them, a replacement in case something weird happen while investigating and garrison for minimal defense.
Im still early in my new game so i havent made a GU setup for invasion, any tips would be great to have. ( Each PDC will have 4 Marine Batallion for defense in case they try to invade my PDC )
 

Offline UnLimiTeD

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Re: Thread for my question
« Reply #6 on: May 06, 2010, 04:37:24 PM »
If you can make a new shipyard for superheavy bases, why not just continuously increase the capacity of the ones you have and build new ones for smaller tasks?
 

Offline jocan2003 (OP)

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Re: Thread for my question
« Reply #7 on: May 06, 2010, 05:43:23 PM »
Because all my shipyard naval are at least 2 slipway and those with 3 slipway are for smaller more expandable ships. so ill make a new one with only 1 slipway for bigguest ship/base etc
 

Offline jocan2003 (OP)

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Re: Thread for my question
« Reply #8 on: May 06, 2010, 06:21:43 PM »
I got my main exploration ship to have a troop transport bay wich can hold a full Battalion, If i load a marine Battalion in it, will i be able to load multiple assault shuttle who can only load marine company? or can i load multiple marine  company in a Battalion troop transport?
 

Offline UnLimiTeD

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Re: Thread for my question
« Reply #9 on: May 06, 2010, 06:52:20 PM »
I think the latter is possible, should be, but I'm unsure about splitting Battalions, I think that's not in yet.
 

Offline jocan2003 (OP)

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Re: Thread for my question
« Reply #10 on: May 06, 2010, 07:15:45 PM »
Great thats what i figured out, thanks. Also i got another one wich is basicly depends on playstyle, but i had an idea but i dont want to screw up anything as i dont have any experience at all.

Code: [Select]
Explorer - Copy class Survey Command Ship    13450 tons     697 Crew     1844.2 BP      TCS 269  TH 320  EM 0
1189 km/s    JR 3-50     Armour 3-50     Shields 0-0     Sensors 16/16/1/0     Damage Control Rating 16     PPV 14.25
Annual Failure Rate: 241%    IFR: 3.3%    Maint Capacity 1514 MSP    Max Repair 506 MSP    Est Time: 1.12 Years
Hangar Deck Capacity 2000 tons     Troop Capacity: 1 Battalion    Magazine 280    Cargo Handling Multiplier 10    

J13500(3-50) Military Jump Drive     Max Ship Size 13500 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E7 ARM-1 (4)    Power 80    Fuel Use 70%    Signature 80    Armour 1    Exp 5%
Fuel Capacity 250,000 Litres    Range 47.8 billion km   (465 days at full power)

Twin Gauss Cannon R2-17 Turret (2x4)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Fire Control S04 24-12000 H50 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0

Size 25 Missile Launcher (33% Reduction) (1)    Missile Size 25    Rate of Fire 15000
Size 25 Thermal Detection Buoy Mk1 (5)  Speed: 0 km/s   End: 2025d    Range: 0m km   WH: 0    Size: 25    TH: 0 / 0 / 0
Size 5 Firehawk Missile (31)  Speed: 16,800 km/s   End: 5.1m    Range: 5.1m km   WH: 10    Size: 5    TH: 112 / 67 / 33

Active Search Sensor MR20-R80 (50%) (1)     GPS 2560     Range 20.5m km    Resolution 80
Missile Seeker Sensor MR0-R1 (50%) (1)     GPS 32     Range 256k km    Resolution 1
Thermal Sensor TH2-16 (50%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor EM2-16 (50%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

ECM 10

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

Thats my main explorator. Thats what i had in mind while designing it.

The main point was independance, and straight grav survey with a way to do some geological survey for potential colony. I still havent made the GEO buoy. This ship will mainly explore for new system for potential ennemy contact by moving close to planet and once the system has been declared safe the real system exploration will start.

Alright here is my tactic i was planning to use but i want to know if its a decent idea. I got a Phantom ship ( pretty much like in BSG ) Small fighter with one thermal, EM and im thinking Res 80 active sensor. When i find a new grav i send my phantom trough it and see if there is anything close, if no the mothership jump behind it. This way i loose the phantom and not the main ship. Once i see its clear the mothership arrive and then drop a thermal Buoy just in case something try to sneak behind me. Is it good to turn on the active sensor and see if there is any ship? If yes and its a NPR isnt it like an aggression factor having the military ship turning on an active sensor in their space?

Basicly i want to minimise risk AND potential NPR first contact degradation.
 

Offline jocan2003 (OP)

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Re: Thread for my question
« Reply #11 on: May 06, 2010, 09:19:53 PM »
Another question wich im not quite sure if i ran into a bug or i messed something up. In the current explorer design i DID include a missile seeker resolution 1 Active sensor. But in the ship section once build, combat setting i dont have the missile seeker in the active sensor list so basicle... the ship now dont have any way to activly seek missile so my point defense can kick in.....
 

Offline jocan2003 (OP)

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Re: Thread for my question
« Reply #12 on: May 06, 2010, 09:28:03 PM »
Come on i want a edit button... i just realise i mixed the fire control with the sensor...
 

Offline AndonSage

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Re: Thread for my question
« Reply #13 on: May 06, 2010, 09:31:03 PM »
Quote from: "jocan2003"
Come on i want a edit button... i just realise i mixed the fire control with the sensor...
Hmmm... I have an Edit button for my posts, near the Quote button. Don't know why you wouldn't have one.
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Offline jocan2003 (OP)

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Re: Thread for my question
« Reply #14 on: May 06, 2010, 11:27:38 PM »
i dont even have quote button either only one i got is reply create thread eh... maybe my *forum level* isnt high enough?