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Messages - MarcAFK

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1
Installation / Re: v7.10 Patch
« on: Yesterday at 11:47:19 PM »
I just feel like to inform that if you download now the Dropbox you will get a file archive-ba-a99. zip which contains another archive-ba-a99. zip with archive-ba-a99. exe inside.  This is recognized as malware.  Could be possible the link expired or simply been hacked?

Let me know, my backup copy has been corrupted and cannot download the 710 update anywhere else.

Thanks
The download for 7.10 is fine. It's definitely not anything like 'archive-ba-a99.zip', your browser might be infected ?
I've attached the download for the update below.

2
https://forums.autodesk.com/t5/installation-licensing/visual-basic-6-0-ide-triggers-autocad-2011-install/td-p/2680348 A few other searches through google suggest that Autocad does that if the install is broken.

3
That is the portable installer. It looks to me like something isn't installed correctly and something in your system is assuming part of aurora is an Autocad file. You might want to try the other version.

4
C# Aurora / Re: C# Aurora Changes Discussion
« on: November 06, 2017, 12:12:28 AM »
I agree with the idea that Urban is the dominant terrain for ground combat purposes. However I think some combat should still occur on the pre urbanized dominant terrain type.

5
Advanced Tactical Command Academy / Re: Submarines in space?
« on: November 04, 2017, 10:17:04 PM »
Even with an extremely large passive sensor that missile would probably only be detected at fairly close range, unless you've over-engineered it's sensor significantly.

6
The Academy / Re: Random questions
« on: November 04, 2017, 10:08:36 PM »
Do you have enough maintenance facilities for the tonnage of the Tender?

7
Aurora Suggestions / Re: Starlifting
« on: October 28, 2017, 09:15:24 AM »
The actual tonnage limit is closer to 8 billion tons due to an overfloe related to armour. But you're right, generally you don't see anyone commonly using ships in the millions of tons. Not counting exceptions like towed habitats or whatever.

8
C# Aurora / Re: Per class (or group of class) naming
« on: October 27, 2017, 07:44:05 AM »
It is giving you extra information. You now know that ship is a battlecruiser because it's been named after one.

9
Aurora Chat / Re: Solar Only Games
« on: October 26, 2017, 07:05:57 AM »
Limiting tech level might be a good idea, the solar system is pretty small when you're zipping around at 10,000 km/s .

10
The Academy / Re: Random questions
« on: October 25, 2017, 12:34:56 AM »
1) Retooling a shipyard costs duranium and neutronium, it costs far less to retool to similar ship than to a very different ship. Heres an example:
This naval yard:

Is tooled for the following:
Code: [Select]
Johannes Kepler class Survey Ship    3 850 tons     67 Crew     302.25 BP      TCS 77  TH 25  EM 0
324 km/s     Armour 1-21     Shields 0-0     Sensors 5/1/0/1     Damage Control Rating 5     PPV 0
MSP 245    Max Repair 100 MSP
Intended Deployment Time: 24 months    Spare Berths 2   

SpaceX Velociraptor 25 EP Commercial Sorium engine (1)    Power 25    Fuel Use 8.84%    Signature 25    Exp 5%
Fuel Capacity 330 000 Litres    Range 174.2 billion km   (6221 days at full power)

Thales TSA TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes
Retooling for the same ship but with Grav sensors instead of geo sensors is reasonably cheap:

Code: [Select]
Rontgen class Survey Ship    3 850 tons     67 Crew     303.25 BP      TCS 77  TH 25  EM 0
324 km/s     Armour 1-21     Shields 0-0     Sensors 1/6/1/0     Damage Control Rating 5     PPV 0
Maint Life 13.29 Years     MSP 246    AFR 23%    IFR 0.3%    1YR 3    5YR 39    Max Repair 100 MSP
Intended Deployment Time: 24 months    Spare Berths 2   

SpaceX Velociraptor 25 EP Commercial Sorium engine (1)    Power 25    Fuel Use 8.84%    Signature 25    Exp 5%
Fuel Capacity 330 000 Litres    Range 174.2 billion km   (6221 days at full power)

Raytheon EMSB EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

However, Retooling for a totally different ship would cost more.

Code: [Select]
Dagger - B class Missile Boat    3 600 tons     98 Crew     323.3 BP      TCS 72  TH 29  EM 0
402 km/s     Armour 2-20     Shields 0-0     Sensors 10/1/0/0     Damage Control Rating 1     PPV 15
Maint Life 3 Years     MSP 56    AFR 103%    IFR 1.4%    1YR 9    5YR 140    Max Repair 42 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 80   

SpaceX Velociraptor HTX 14.3 EP Sorium engine (2)    Power 14.3    Fuel Use 110.41%    Signature 14.3    Exp 11%
Fuel Capacity 270 000 Litres    Range 12.2 billion km   (351 days at full power)

General Dynamics S4  Missile Launcher r1 (75% Reduction) (5)    Missile Size 4    Rate of Fire 240
Raytheon MFC 12-5 FC21-R100  (1)     Range 21.6m km    Resolution 100
S4 ASM Cranky Pidgeon (20)  Speed: 1 500 km/s   End: 243.3m    Range: 21.9m km   WH: 3    Size: 4    TH: 5/3/1

Raytheon ASS 12-5 MR21-R100 (1)     GPS 4200     Range 21.0m km    Resolution 100
Thales TSA TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

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

11
C# Aurora / Re: C# Aurora Changes Discussion
« on: October 18, 2017, 07:43:43 AM »
Multiplayer would work by just having a host running ticks continuously.
You would need players to queue up actions with some system that could correct for errors caused by interaction with other players.
Combat would have to be left entirely upto the AI, a more robust AI would be needed which could have scripted actions based on doctrine or other commands issued by the controlling player depending on the situation.
Basically an entire different game would have to be designed to interact with aurora for multiplayer to work. But it is technically possible.
A more simplified method of integration might work but there is a huge dichotomy between the need for long production cycles and short battle scenarios. At what point is a player put in direct control of his navy? 
The game takes way too long for having direct 1 to 1 interaction with fine control and micromanagement. Well. It could be done if people didn't mind a game taking literally months with time being paused and slowed down whenever theres military contact.
Theres some challenges needed to make 2 clients capable of working on one database without errors, but it could be done.

12
I roleplay the disabled sensors in sol as being the UN(or some other multinational entity) enforcing peace through total demilitarization of sol. Of course eventually when smeg hits the fan the UN looses it's power.

13
The Academy / Re: Conventional Start Tech choices
« on: October 16, 2017, 12:25:25 AM »
I never thought of not installing sensors in my sensor platforms. I should perhaps use something like that as backups for my bigger ones.

14
I doubt that would help. The bottleneck with aurora is database accessing rather than actual computation time. The Overhead from sending the data out would take just as long.

15
The Academy / Re: Conventional Start Tech choices
« on: October 15, 2017, 05:19:07 AM »
Generally when i start conventional my philosophy is to roleplay the situation, I'll delay researching or developing military stuff that would be a really god idea simply because I haven't discovered any NPR's and it's just stupid to militarize space that much.
However I always prioritize construction, and engine tech.
My current game however I'm turtling significantly, delaying research above the first tech level while mass building very low tech military forces.
I'm researching jump drives before nuclear thermal, I have modded conventional engines that are giving my warships about 300-500 Km/s and I really want to see how badly these early warships get defeated.

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