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Posted by: joeclark77
« on: January 13, 2014, 10:10:08 AM »

Can thermal or em mines sensors be used on mines? I just ran a test and it seemed that the thermal and EM payloads jumped out of the mines by themself, possibly triggered by the thermal emissions of the other mines and the EM of the active mines also being tested in the same area. However neither of the payloads actually hit anything, despite the mine droppers only travelling at 7,000 km/s while the payloads had a speed of 29,000 km/s.
The active mines however performed admirably, Each of 2 size 20 mines dropping 3 size 6 missiles at the 4000 ton target ship from 200,000km range, 4 payloads connecting successfully and doing significant damage with it's 10 strength warhead.
I had thermal mines once and they triggered on a friendly ship, starting a war.  That's why I don't advise them.  I've also tried to use thermal sensor bouys (with no payload) to monitor jump points, and often they would detect a transit or a signature without telling me who or what it was.  So I think it's best to stick with actives.
Posted by: MarcAFK
« on: January 12, 2014, 11:57:14 PM »

Can thermal or em mines sensors be used on mines? I just ran a test and it seemed that the thermal and EM payloads jumped out of the mines by themself, possibly triggered by the thermal emissions of the other mines and the EM of the active mines also being tested in the same area. However neither of the payloads actually hit anything, despite the mine droppers only travelling at 7,000 km/s while the payloads had a speed of 29,000 km/s.
The active mines however performed admirably, Each of 2 size 20 mines dropping 3 size 6 missiles at the 4000 ton target ship from 200,000km range, 4 payloads connecting successfully and doing significant damage with it's 10 strength warhead.
Posted by: Theodidactus
« on: January 11, 2014, 08:57:30 AM »

That's why you would stagger the minefield somewhat, if placed 150k apart and equipped with 30k speed missiles each salvo should be be an increment apart and able to retarget once primary target is destroyed.

this is sorta what I do. It will get aliens.
Human players would probably be more cautious.
Posted by: MarcAFK
« on: January 11, 2014, 12:05:08 AM »

That's why you would stagger the minefield somewhat, if placed 150k apart and equipped with 30k speed missiles each salvo should be be an increment apart and able to retarget once primary target is destroyed.
Posted by: Erik L
« on: January 10, 2014, 06:29:22 PM »

If a fleet of ships encounter the Mine would all the submunitions target the same ship in the fleet?  Or would each target a random ship?

Not sure on their target order, but if you put sensors on them, they will retarget. Hopefully. If they didn't die in the first orgiastic mass of blow up.
Posted by: Bremen
« on: January 10, 2014, 06:07:07 PM »

I've always wondered, if you put an EM detecting mine on a warp point would it only activate when a vessel recovered from jump prep and turned on its active sensors?

I haven't tested it but that always struck me as a particularly diabolical jump point defense strategy. Have a few ships there to deal with scouts and small raiders, but if a major force jumps in the defenders can take their free shots, then if the enemy survives long enough to recover BOOM.
Posted by: Gump
« on: January 10, 2014, 05:00:47 PM »

I know I've mentioned this before...

One caveat with mines is if you drop 100 mines on a JP, and all 100 detect a ship... All 100 fire. So you will get a smegton of overkill. Once.

If a fleet of ships encounter the Mine would all the submunitions target the same ship in the fleet?  Or would each target a random ship?
Posted by: Erik L
« on: January 10, 2014, 04:12:40 PM »

It's a feature, not a bug. I consider it part of their charm.

Oh I know... Just a warning for those not expecting their entire minefield to obliterate one lone single poor pathetic little solitary ship.
Posted by: Theodidactus
« on: January 10, 2014, 04:11:25 PM »

It's a feature, not a bug. I consider it part of their charm.
Posted by: Erik L
« on: January 10, 2014, 03:47:35 PM »

I know I've mentioned this before...

One caveat with mines is if you drop 100 mines on a JP, and all 100 detect a ship... All 100 fire. So you will get a smegton of overkill. Once.
Posted by: joeclark77
« on: January 10, 2014, 03:31:03 PM »

Size 20 mine is good.  Once you have better warhead tech, you can replace 3x size 6 ASMs with 6x size 3 ASMs and still use the same minelayer to launch them.

There was a post a while back on one of these forums about a guy who added even one more level of awesomesauce: he created a drone (missile with engine but no warhead) with a very fuel efficient engine and vast range so that he could deploy one of these mines anywhere in Sol from the comfort of his PDC on Earth.  That'd be like a size 25-30 missile with the "second stage" being the two-stage mine and the third stage being the ASMs.  You'd fire it at a waypoint, it'd travel there and plant the mine.
Posted by: Theodidactus
« on: January 10, 2014, 01:55:10 PM »

It looks good, which is to say absolutely terrifying.

You've built an anti-capital ship mine here though. Which is just fine but it's something to be aware of: the relatively high resolution on your scanner means that it won't "see" small ships at 1.7 million K, but some much smaller distance.

But yes you have created something that will shred ships warping through a jump point
Posted by: Gump
« on: January 10, 2014, 01:47:17 PM »

Design a compact missile with an active sensor.  This sensor's range and resolution determines what you can hit, so the missile's fuel reserves only need to allow it to travel that far.

Now, design a mine.  This is a missile with no engine, no warhead, and no fuel, but the exact same active sensor as the missile you just built.  Then add, as a "second stage", the missile you previously built.  Add 3 or 4 of them, if you want.

The mine's sensor will trigger the smaller missiles to fire, so you obviously don't want a different sensor, or the mine might trigger on something the smaller missiles can't detect, or vice versa.


How does this look?

The ASM;

Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 18
Speed: 30400 km/s    Engine Endurance: 1 minutes   Range: 1.4m km
Active Sensor Strength: 1.4   Sensitivity Modifier: 110%
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 1,540,000 km
Cost Per Missile: 7.6916
Chance to Hit: 1k km/s 547.2%   3k km/s 180%   5k km/s 109.4%   10k km/s 54.7%
Materials Required:    2.25x Tritanium   0.84x Boronide   1.4x Uridium   3.2016x Gallicite   Fuel x50

Development Cost for Project: 769RP

And the Mine;

Code: [Select]
Missile Size: 19.56 MSP  (0.978 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 0 km/s    Engine Endurance: 0 minutes   Range: 0.0m km
Active Sensor Strength: 1.4   Sensitivity Modifier: 110%
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 1,540,000 km
Cost Per Missile: 25.3148
Second Stage: Size 6 Anti-ship Missile x3
Second Stage Separation Range: 1,500,000 km
Overall Endurance: 1 minutes   Overall Range: 1.4m km
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%
Materials Required:    6.75x Tritanium   3.36x Boronide   5.6x Uridium   9.6048x Gallicite   Fuel x150

Development Cost for Project: 2531RP

Posted by: MarcAFK
« on: January 09, 2014, 07:05:18 AM »

You can pop your colony onto a moon, asteroid or comet if you wish, also I believe that maintenance modules cumulate with planetary maintenance facilities, if that's helpful.
Posted by: Black
« on: January 09, 2014, 12:16:49 AM »

Can someone confirm or deny the bit in parenthesis, please? I am really interested in the answer for role play reasons.

It is correct, the body has to have colony on it as well.