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Topics - Barkhorn

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1
Aurora Suggestions / Starlifting
« on: October 27, 2017, 11:02:43 PM »
I've been binge-watching a lot of Isaac Arthur videos on youtube recently, and he brings up a cool thing advanced civilizations could do:  Starlifting.
https://www.youtube.com/watch?v=pzuHxL5FD5U

Essentially it's like mining stars.  There's a few methods, most of which involve heating part of a star, which will expand away from the rest of the star and can be scooped up or directed away.  This has a few uses: 

1: Collecting material like hydrogen or heavier elements (maybe TN elements in our case).

2: Whatever you call the stellar version of terraforming.  You can remove mass from a bright star to cool it down, which may be useful on our timescale.  Doing so would move the habitable zone inward.

I'm ignoring all the uses involving the star's lifespan because that's not an issue on the timescale our game involves.

Mostly I suggest this because I'm a bit underwhelmed by the scale of things we can build.  If I remember correctly, the biggest thing I've seen anyone build on this forum is 10 million tons.  Which you'd think would be child's play for an interstellar empire.  For reference, the Hoover Dam weighs ~6.6 million tons.

I believe this game is sorely lacking gigantic things to build.

2
Advanced Tactical Command Academy / Submarines in space?
« on: July 25, 2017, 03:44:50 PM »
Has anyone thought about actually trying to fight while remaining undetected?  I don't mean just getting your active sensor and EM tech high enough that you can see them first, I mean I want my ship to act like Cold War-era attack submarines.

What I'm thinking of is this:
Strong thermal and passive EM sensors.  These will allow me to shadow my targets while undetected to close within range.  My engines must have the best thermal reduction tech I can manage.  Cloaking is probably also necessary.  My plan is to fire 2-stage missiles from outside detection range.  The missiles will be aimed at waypoints along my target's course, and the bus will have a strong sensor so my calculations don't need to be extremely accurate.  The bus will be slow, for three reasons.  First, to improve the range at which I can fire.  Second, to reduce the missile's thermal signature.  Third, to ensure I have time to move before the missiles are spotted; I don't want to be on the same bearing as my missiles.  Because I'm firing at waypoints, I don't actually need a strong active sensor, and my fire control can be extremely weak as well.  I'd probably include at least some active sensor and traditional FC capability in case I'm detected, but I'll try to avoid using it.

Any flaws in this plan?

3
The Academy / Jump Tenders
« on: July 20, 2017, 05:00:48 PM »
I have a few jump tending questions:

If I make a ship with both commercial and military jump engines, can that ship jump-tend for both military and commercial ships?

If I make this ship my largest ship, will it be able to jump tend for everything I build?

4
The Academy / Unassigning a commander
« on: July 18, 2017, 06:17:08 PM »
I think I'm making this harder than it has to be, but I cannot figure out how to unassign someone.

I have an automated mining colony on Tempel 1, and I want to remove it's governor because it has been completely mined out.  But there seems to be no way to do this.  What am I missing?

5
The Academy / Invading moon held by spoilers
« on: June 24, 2017, 07:46:59 PM »
I just did my very first ground invasion, against precursors.  They had a single population, only 10 thermal signature.  My forces met no resistance.  How do I see what was producing that thermal signature, or do precursors just make fake thermal emission sources?

6
The Academy / Interstellar Civilian Contracts?
« on: June 12, 2017, 07:32:17 PM »
I have a colony in Proxima Centauri I want to ship auto mines and mass drivers to, and I was hoping to use civilian shipping to do it.  I have a demand for 120 automines and 2 mass drivers on Proxima Centauri 2, and a supply of 120 automines and 2 mass drivers on Wolf (a comet in Sol) scheduled.  There is a working pair of jumpgates between the systems.  Why are these contracts not being filled?

7
The Academy / Max Tracking Time Bonus vs Missiles
« on: June 10, 2017, 08:25:19 PM »
How exactly does this tech work?  What counts as being "tracked"?  Detected by active sensors or locked in on a fire control?

8
Bureau of Ship Design / Lifeboats
« on: June 09, 2017, 04:33:56 PM »
I'm thinking of including a boat bay on practically all my ships, so I can include a small lifeboat.  The lifeboat with be 5HS.  3HS engine on pretty high boost settings and minimum thermal signature.  1-0.5 month deployment time (so I can have extra life support for rescued crew), and the rest will be fuel.

If a ship gets crippled, I launch the life-boat and abandon ship.  Then I use the lifeboat to pick up the survivors, and flee.

Sound like a good plan?  The idea is mostly to prevent commanders from being captured, but saving people is cool too.

9
The Academy / POW's
« on: June 08, 2017, 04:38:56 PM »
I just started a game, and for some reason, I have hundreds, and in a few cases thousands of POW's on many planets/moons/asteroids I've surveyed with a geology team.  For instance, I have ~1200 POW's from (Unknown Race) on Venus, and 1418 POW's from 6 unknown races on Ceres.

What is happening here?  Where are these POW's coming from?

10
Bureau of Ship Design / Carrier and fighters
« on: June 01, 2017, 09:39:27 PM »
Just wanted some constructive criticism on my carrier and its fighters before I build it.  I'm playing with maintenance off btw.

Code: [Select]
Lexington class Carrier    60 000 tons     1172 Crew     10591.4 BP      TCS 1200  TH 3750  EM 900
4166 km/s    JR 4-50     Armour 5-136     Shields 30-375     Sensors 1/1/0/0     Damage Control Rating 11     PPV 29.76
Maint Life 0.01 Years     MSP 2110    AFR 28800%    IFR 400%    1YR 147040    5YR 2205607    Max Repair 2451 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 53   
Flag Bridge    Hangar Deck Capacity 18000 tons     Troop Capacity: 1 Company    Magazine 1696    Cargo Handling Multiplier 10   

J60000(4-50) Military Jump Drive     Max Ship Size 60000 tons    Distance 50k km     Squadron Size 4
1000 EP Magneto-plasma Drive (5)    Power 1000    Fuel Use 52.41%    Signature 750    Exp 12%
Fuel Capacity 3 350 000 Litres    Range 19.2 billion km   (53 days at full power)
Delta R375/360 Shields (12)   Total Fuel Cost  180 Litres per hour  (4 320 per day)

Single Gauss Cannon R3-100 Turret (4x4)    Range 30 000km     TS: 12000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Gauss Turret Fire Control S02 40-12000 (4)    Max Range: 80 000 km   TS: 12000 km/s     88 75 62 50 38 25 12 0 0 0

Missile Detection Sensor MR15-R1 (1)     GPS 140     Range 15.4m km    MCR 1.7m km    Resolution 1

ECCM-1 (4)         ECM 10

Strike Group
1x Blackhawk Dropship   Speed: 12877 km/s    Size: 9.94
3x SkyEye Early Warning Craft   Speed: 12877 km/s    Size: 9.94
10x Hornet Torpedo Bomber   Speed: 12877 km/s    Size: 9.94
10x Tomcat Interceptor   Speed: 12877 km/s    Size: 9.94
10x Falcon Fighter   Speed: 12877 km/s    Size: 9.94
2x KC130 Fighter Support   Speed: 12877 km/s    Size: 9.94

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Blackhawk class Dropship    497 tons     2 Crew     169.2 BP      TCS 9.94  TH 44.8  EM 0
12877 km/s     Armour 3-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 32    5YR 475    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Drop Capacity: 1 Company   

128 EP S4 Parasite Magneto-plasma Drive (1)    Power 128    Fuel Use 325.84%    Signature 44.8    Exp 20%
Fuel Capacity 90 000 Litres    Range 10.0 billion km   (8 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
This is for boarding actions in case I disable any enemy ships.  I've never tried it before and thought it might be fun.

Code: [Select]
Falcon class Fighter    497 tons     4 Crew     212.6 BP      TCS 9.94  TH 44.8  EM 0
12877 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 37    5YR 553    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   

128 EP S4 Parasite Magneto-plasma Drive (1)    Power 128    Fuel Use 325.84%    Signature 44.8    Exp 20%
Fuel Capacity 30 000 Litres    Range 3.3 billion km   (71 hours at full power)

10cm C1 Far Ultraviolet Laser (1)    Range 150 000km     TS: 12877 km/s     Power 3-1     RM 5    ROF 15        3 3 3 3 3 2 2 1 1 1
Fire Control S01.5 96-3000 (FTR) (1)    Max Range: 192 000 km   TS: 12000 km/s     95 90 84 79 74 69 64 58 53 48
Stellarator Fusion Reactor Technology PB-1.25 (1)     Total Power Output 3    Armour 0    Exp 20%

This design is classed as a Fighter for production, combat and maintenance purposes
This is my beam fighter, meant mainly for anti-FAC and fighter work.

Code: [Select]
Hornet class Torpedo Bomber    497 tons     2 Crew     171.2 BP      TCS 9.94  TH 44.8  EM 0
12877 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.4
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 40    5YR 597    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Magazine 16   

128 EP S4 Parasite Magneto-plasma Drive (1)    Power 128    Fuel Use 325.84%    Signature 44.8    Exp 20%
Fuel Capacity 65 000 Litres    Range 7.2 billion km   (6 days at full power)

Size 16 Torpedo Tube (1)    Missile Size 16    Hangar Reload 120 minutes    MF Reload 20 hours
Torpedo Fire Control FC33-R20 (1)     Range 33.0m km    Resolution 20
Size 16 Torpedo (1)  Speed: 25 500 km/s   End: 25.3m    Range: 38.8m km   WH: 49    Size: 16    TH: 85/51/25

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 Fighter for production, combat and maintenance purposes
This is my anti-shipping fighter.  I figure with 49WH it should be able to kill just about anything.

Code: [Select]
Tomcat class Interceptor    497 tons     2 Crew     156.4 BP      TCS 9.94  TH 44.8  EM 0
12877 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 14    5YR 203    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Magazine 24   

128 EP S4 Parasite Magneto-plasma Drive (1)    Power 128    Fuel Use 325.84%    Signature 44.8    Exp 20%
Fuel Capacity 65 000 Litres    Range 7.2 billion km   (6 days at full power)

Sidewinder Hardpoint (24)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Fighter Missile Fire Control FC2-R5 (3)     Range 2.0m km    Resolution 5
Size 1 Anti-fighter Missile (24)  Speed: 19 200 km/s   End: 1.2m    Range: 1.4m km   WH: 4    Size: 1    TH: 76/46/23

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 Fighter for production, combat and maintenance purposes
This is another anti-fighter/anti-FAC design, this time using missiles.  They have amazing DPS, 24 4WH missiles each, with 3 fire controls.

Code: [Select]
SkyEye class Early Warning Craft    497 tons     3 Crew     227.6 BP      TCS 9.94  TH 44.8  EM 0
12877 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 50    5YR 745    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   

128 EP S4 Parasite Magneto-plasma Drive (1)    Power 128    Fuel Use 325.84%    Signature 44.8    Exp 20%
Fuel Capacity 75 000 Litres    Range 8.3 billion km   (7 days at full power)

Active Ship Sensor MR41-R20 (1)     GPS 1680     Range 41.3m km    Resolution 20

This design is classed as a Fighter for production, combat and maintenance purposes
This is my AWACS, meant to follow the strike groups and keep targets painted.

Code: [Select]
KC130 class Fighter Support    497 tons     2 Crew     171.2 BP      TCS 9.94  TH 44.8  EM 0
12877 km/s     Armour 3-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 37    5YR 557    Max Repair 112 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

128 EP S4 Parasite Magneto-plasma Drive (1)    Power 128    Fuel Use 325.84%    Signature 44.8    Exp 20%
Fuel Capacity 190 000 Litres    Range 21.1 billion km   (18 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
This is a fighter-sized tanker, to give my strike groups extra range if they need it.

Anything I need to tweak?

11
Bureau of Ship Design / Buoys, Drones, and Mines
« on: May 27, 2017, 07:52:22 PM »
I know this is the Bureau of Ship Design, but missiles are basically really tiny ships.   ;)

I am trying out buoys and drones in my current game, and I had some questions.

Do mine-laying and/or drone-launching ships need a missile fire control to dispense their payload?

How can I tell how many geo scan points my geological scanning buoy will accrue?

Do mines need an active sensor to "paint" the target for their submunitions?

Do mines and buoys last forever, assuming no one shoots them?

12
Aurora Chat / Multiplayer
« on: September 29, 2015, 01:10:43 PM »
I want to play some mock battles with some friends.  My idea is to have a set number of build points and tech points we're allowed to spend, then each build a fleet with that budget.  Then we fight.  Now, I know we'll have to use SM to fake a hot-seat like system, switching control back and forth.

This raises a couple problems though.  First, it seems impossible to keep anything secret.  When we use SM to switch race, we'll see each other's stuff.

Second, how do we deal with how frequently we have to switch which race is being controlled?  In the heat of battle, the smallest time increment is 5 seconds, and battles can last days.  This seems like an insane amount of race-switching micromanagement.

This seems like something other people here on the forum might've done before, and I was hoping you'd have some advice.

13
The Academy / Final Defensive Fire question
« on: April 21, 2015, 04:28:39 PM »
If I build a gauss cannon and corresponding fire control with a range of less than 10,000 km will I get to have a round of final defensive fire?  I know the minimum combat distance is 10k, but the wiki says FDF occurs during the move increment in which the missiles would intercept their target.  Which leads me to believe I might get a round of FDF regardless of how short-ranged my gauss cannon is.

So which is it?  Is 10k the minimum distance, or will you always get an FDF regardless of how short-ranged your guns are?

14
Aurora Suggestions / Anti-radiation missiles
« on: August 05, 2014, 01:09:57 PM »
So I'm sure you all know about the "Wild Weasals" in Vietnam.  They'd fly dangerous missions to destroy Vietnamese Surface-to-Air missile installations.  They did this usually by using anti-radiation missiles.  They'd home in on the SAM site's radar station, using their own radar against them.

I propose an on-board sensor for missiles that works similarly.  Instead of using an on-board active sensor, it'd home in on the enemy's own active sensor.
It might have to be pretty expensive or large though, as I could easily see this kind of thing dominating missile combat.

15
Spoilers / Found a random wreck
« on: July 07, 2014, 11:39:50 AM »
I just entered a new system and found an 8000 ton wreck.  The salvage ship didn't recover any parts.  No other signs of anything in the system.  I kinda think this might be the Precursors, but I thought they'd have some installations somewhere.

It's also possible I guess that it's an NPR wreck, but as I said, that's the only sign of life I've seen this game that wasn't the star swarm.

So do precursors or NPR's just leave random wrecks lying around?

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