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Posted by: Steve Walmsley
« on: July 29, 2012, 03:14:53 PM »

I think tankers aren't automatically filled when you build them, the idea being that their tanks are so vast that if you fill them all you would rapidly empty your fuel stockpile.

Yes, that is the reason.

Steve
Posted by: Steve Walmsley
« on: July 29, 2012, 03:14:04 PM »

But dont they start with max fuel? do I have to drag them then take some of the fuel they start with?

Any class you designate as a tanker (which you should do for harvesters) only starts with 10% fuel

Steve
Posted by: Garfunkel
« on: July 27, 2012, 06:59:45 AM »

Marking a ship as a tanker gives it only 10% of max fuel when it's built. For bases, with no engines, they start with 0% fuel. Which is kinda annoying as you still get the warning message (Ship XYZ only has 0% fuel left) until the harvesting modules start filling it up with fuel.

Maybe Steve could disable fuel checks for ships with no engines?
Posted by: Theokrat
« on: July 27, 2012, 02:22:07 AM »

Wouldn't 10% fuel on a tanker sort of defeat the purpose of a tanker? ;)
Well not if you build the tanker to fetch fuel from somewhere else (such as a harvester or dig site). As I just did in my game actually.

As Rabid_Cog pointed out the amount of fuel can be so large that its a good idea to place it directly under player control, rather than auto-filling them.
Posted by: Rabid_Cog
« on: July 27, 2012, 01:58:47 AM »

I think tankers aren't automatically filled when you build them, the idea being that their tanks are so vast that if you fill them all you would rapidly empty your fuel stockpile.
Posted by: Erik L
« on: July 26, 2012, 08:18:59 PM »

I actually think it's when they're marked as tankers. That is, I know it does it for tankers, I can't say for sure it doesn't do it for ones with harvesting modules.

Wouldn't 10% fuel on a tanker sort of defeat the purpose of a tanker? ;)
Posted by: Person012345
« on: July 26, 2012, 08:12:54 PM »

I believe when they have harvesters on them, they are automatically set to 10% fuel.
I actually think it's when they're marked as tankers. That is, I know it does it for tankers, I can't say for sure it doesn't do it for ones with harvesting modules.
Posted by: Erik L
« on: July 26, 2012, 07:17:05 PM »

But dont they start with max fuel? do I have to drag them then take some of the fuel they start with?

I believe when they have harvesters on them, they are automatically set to 10% fuel.
Posted by: coco146
« on: July 26, 2012, 05:59:02 PM »

But dont they start with max fuel? do I have to drag them then take some of the fuel they start with?
Posted by: Garfunkel
« on: July 25, 2012, 05:20:18 PM »

Yes, it's better to create massive harvesting bases and tug them to gas giants, then have a tanker(s) siphon off of them to colonies - or even have your battle fleets refuel directly from them.
Posted by: Theokrat
« on: July 25, 2012, 09:18:25 AM »

I've had no luck setting up sorium harvesters to dump their fuel on a base/colony- I set the conditional commands to drop off fuel when it's full, but it just waits around at the colony, and I don't see a manual command to drop off fuel in the command list.
Have you declared the harvesters to be "tankers" as per the class design checkbox?

Personally I prefer a dedicated tanker - every hour that the harvester does not spend in orbit harvesting is an hour of wasted capital and forgone returns on that capital.
Posted by: Redshirt
« on: July 25, 2012, 09:12:15 AM »

For true set-up and forget on asteroid mines, you can drop a mass driver to shoot everything you mine back home (or to Luna, then home, if you don't want to risk accidental orbital bombardment due to picking up too many mass drivers by mistake.) In fact, adding cargo holds to the asteroid miner lets you plop it down, mine, and pick up when everything's depleted.

I've had no luck setting up sorium harvesters to dump their fuel on a base/colony- I set the conditional commands to drop off fuel when it's full, but it just waits around at the colony, and I don't see a manual command to drop off fuel in the command list.
Posted by: ollobrains
« on: July 25, 2012, 07:03:26 AM »

the amount of micromanagement in aurora can be supplemented with some degree of automated or user involvement.  That said theres a lot ingame anyway we accept that as part of the challange of the gameplay however which is fine

Fuel tanks is an interesting angle to
Posted by: Theokrat
« on: July 25, 2012, 07:02:33 AM »

Well asteroid mining is pretty much exactly as much micro management as normal mining. Maybe even a bit less, since you only need to order the mining ships to their location and establish a colony. If you would use automated mines on the same asteroid you would need to transfer the mines  via freighters, which also have to return, thus making one more trip. The real pain about mining asteroids (via any method) is that the accessibility of the minerals declines (quite quickly in some cases) and you thus have to move camp quite often. Which is why I mentioned comets, which boast significantly more minerals than most asteroids, so you dont have to move the miners that often.

Sorium harvesting is not particularly micro either, just move the harvesters to the spot and set up a continuous tanker-trip to fetch the fuel. 
Posted by: Person012345
« on: July 25, 2012, 06:30:35 AM »

Depends on your definition of "too much", but it's not really any more micromanagey than any other aspect of aurora