Author Topic: Landing on moving carriers  (Read 1670 times)

0 Members and 1 Guest are viewing this topic.

Offline Resident Evil (OP)

  • Warrant Officer, Class 1
  • *****
  • R
  • Posts: 84
  • Thanked: 5 times
Landing on moving carriers
« on: March 01, 2019, 10:33:23 AM »
Don't know quite where I should ask this, so here it is.

Has anyone else had problems landing fighters on a moving carrier?? I gind I have to stop the carriers to get the fighters to land, other wise I get a message along the lines of 'This cannot be done because the fleets arn't in the same location' (para-phrasing a bit.)

If this is well know already, my apologies, but there's a lot of forum to search to see if this has been asked before.

ZG
 

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2781
  • Thanked: 1047 times
Re: Landing on moving carriers
« Reply #1 on: March 01, 2019, 12:45:11 PM »
Make sure your fighters' TG has a higher initiative than your carriers' TG. This is because of how the movement of ships is calculated - those TGs with low initiative move first, then TGs with high initiative, and after that every other activity is calculated (landing, shooting, etc).
 
The following users thanked this post: Resident Evil

Offline Resident Evil (OP)

  • Warrant Officer, Class 1
  • *****
  • R
  • Posts: 84
  • Thanked: 5 times
Re: Landing on moving carriers
« Reply #2 on: March 01, 2019, 12:53:59 PM »
Thank you so much.

I never even thought about how Initiative worked. Flight operations are going much more smoothly now  :)

ZG
 

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1112
  • Thanked: 298 times
Re: Landing on moving carriers
« Reply #3 on: March 04, 2019, 06:48:32 AM »
I would consider that a bug. Initiative shouldn't be calculated for landing operations.
 

Offline Father Tim

  • Vice Admiral
  • **********
  • Posts: 2162
  • Thanked: 531 times
Re: Landing on moving carriers
« Reply #4 on: March 04, 2019, 09:42:33 PM »
I would consider that a bug. Initiative shouldn't be calculated for landing operations.

But then Flight Ops become a special case.  Instead of being part of the general rules of Move To (target) & Do (thing) -- like Load Colonists At (X) or Refuel From (Y) -- now landing is 'first check order type, then skip steps (ii) and (vi) if any of the following. . .'

From a programming perspective, that's a terrible idea.

Now, I agree that we could make Aurora friendlier if 'Rejoin Mothership' and 'Land on (unit)' etc., included a provision to set the sub-fleet's Initiative to maximum before carrying it out -- the same way sending a load of colonists to a system body automatically creates a Colony there to receive them when the first ship unloads.
 

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1112
  • Thanked: 298 times
Re: Landing on moving carriers
« Reply #5 on: March 05, 2019, 11:10:40 AM »
Yes, true. From a programming standpoint it should be:

If (Fighter) then
   Calculate Move
   Check Landing Position = True
else
   Only Caluclate move

A little oversimplified ;-)