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The Academy / Re: Best route to mining Io
« Last post by vorpal+5 on Today at 04:27:00 AM »
I'm in a similar situation, with Io having many interesting minerals. I settled it and let it develop around 2 M, and then it kicked automatically, with civilian freighters transporting extra infrastructures and then pop.
I'm basically doing nothing and it is already at 11 M.
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The Academy / Re: Best route to mining Io
« Last post by Zap0 on Today at 04:13:07 AM »
Any of those options are valid. Terraforming the body to habitable and manned mining will of course be the cheapest option in the long run. Calculate the costs for how much automines vs orbital habs vs infrastructure would cost you if you want to know how it is right now.
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The Academy / Best route to mining Io
« Last post by legemaine on Today at 03:36:53 AM »
Hi all, just thought I'd ask the collective wisdom about some potential decisions

I've been fortunate enough to get a lot of minerals on Io - enough with other in system resources to help sort out the potential minerals crunch - in particular 3m (1) Duranium, 1m(0.9) Vendarite, 2m(0.4) Corundium and 3m(0.4) Gallicite.

Now how best to extract? I'm currently establishing a ground colony (6.2 CC) and relying on injecting greenhouse gas to get the temp up and the CC down, but I could automine or use an orbital habital I suppose. Bear in mind I want a really substantial mining operation here, to get all those lovely minerals out of the ground.

How would others suggest?

Legemaine

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The Academy / Re: Survey Ship Fleet Organization
« Last post by Froggiest1982 on Yesterday at 05:53:39 PM »
I don't know, IMHO everything will be easy sorted if the no body/location/system wouldn't trigger an interrupt. In that way you could just keep your fleet stationed on your preferred/closest maintenance location and as soon as a new body/location/system is available all ships would leave station on their way. I too get pretty annoyed at manually changing the conditional orders every time.

The above wouldn't interferer with either players that would not mind the automation and the other which are more manually exploring.

Yes there will be issues still with the message triggered every new interval, and if you decide to hide it from the list, then when your fleet is actually exploring you wouldn't know when to recall, but there are ways to overcome that as well with the current settings (IE ticking show all messages from time to time).

Eventually, everything ties up with a recent repost over having the ability to select which events should or should not trigger an interruption. I don't think everything should be editable though, but some things are really arbitrary, like: production in all forms (either planetary, ground units, ships, and so on), some discoveries (ruins, artefacts, mineral prospecting possibility, and so on), maintenance and overhaul, just to name a few.
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C# Tutorials / Re: Such a long time since I was involved in combat
« Last post by legemaine on Yesterday at 02:12:07 PM »
Hi JacenHan, thanks for this. You were right - that's what I had forgotten.

Playing Aurora is NOT like riding a bicycle - you certainly can't just pick up where you left off. But it probably wouldn't be as engrossing if you could

Regards
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The Academy / Re: Survey Ship Fleet Organization
« Last post by Garfunkel on Yesterday at 05:29:35 AM »
Would definitely not start a flamewar over your suggestion. I explore a lot because that the part of the game i enjoy, well not the surveyship micromanagement but the discover new system and mine them. I dont find much fun in the war mechanism against the AI, so usually I completely turn off the AI, meaning I never use warships.  I simply like to explore and extract resources build colonies, expand population, etc. I just the way i like to play, and that require a lot of surveyeing because i never meet any ressistence and use a lot of resources very fastly.
Oh, I see, my apologies for assuming how you want to play. Your best bet is to probably follow the example of other players who build large, extremely long duration survey ships that can largely operate on their own.
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C# Tutorials / Re: Such a long time since I was involved in combat
« Last post by JacenHan on Yesterday at 12:52:44 AM »
Did you enter the "Ship Combat" tab and set targets + open fire for the ship? STOs will automatically attack nearby enemies, but ships will not.
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C# Tutorials / Such a long time since I was involved in combat
« Last post by legemaine on Yesterday at 12:15:33 AM »
Hi all, I can't remember how many years ago I last actually had a ship fire at something, and it seems that I've forgotten stuff.

I've just had a lone spoiler attack my commercial fleet based at Earth, where I had a Monitor ship and an STO based. At first nothing fired back (spoiler was in orbit so in range of everything) - but then I manually toggled enemy to hostile (who knew - it was killing ships!) and the STO engaged, but the Monitor not. What might I have forgotten to do in order to get the Monitor to fire? I attach the monitor specs, but I don't think I forgot any of the basics (weapon, FC, PP)

Denethor class Monitor      2,618 tons       106 Crew       404.6 BP       TCS 52    TH 15    EM 0
286 km/s      Armour 3-16       Shields 0-0       HTK 26      Sensors 0/0/0/0      DCR 2-7      PPV 17
Maint Life 7.12 Years     MSP 193    AFR 27%    IFR 0.4%    1YR 7    5YR 100    Max Repair 50 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 48 months    Morale Check Required   

Rolls Royce Hobbit II M-NPE-125T15 (1)    Power 15    Fuel Use 87.69%    Signature 15    Explosion 7%
Fuel Capacity 100,000 Litres    Range 7.8 billion km (316 days at full power)

Lockheed Kinetics Firestreak 20cm HCG V40/C3 (2x4)    Range 128,000km     TS: 2,000 km/s     Power 12-3     RM 40,000 km    ROF 20       
Lockheed Kinetics Pepperpot 10cm CDCG V40/C3 (1x4)    Range 40,000km     TS: 2,000 km/s     Power 3-3     RM 40,000 km    ROF 5       
GE Narrowbeam BFC-AM R64-TS6000 (1)     Max Range: 64,000 km   TS: 6,000 km/s    ECCM-0     84 69 53 38 22 6 0 0 0 0
Marconi Spark BFC-LR R128-TS2000 (1)     Max Range: 128,000 km   TS: 2,000 km/s    ECCM-0     46 42 38 34 30 27 23 19 15 11
Hitachi Power PBR R5 (2)     Total Power Output 10    Exp 5%

GE Broadbeam  AS18-R100 (1)     GPS 1000     Range 18.5m km    Resolution 100
Ferranti  AS41-R100 (1)     GPS 5000     Range 41.4m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
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The Academy / Re: Survey Ship Fleet Organization
« Last post by nakorkren on May 29, 2024, 11:31:55 PM »
When designing survey ships I prioritize minimizing the demand on my most valuable resource, i.e. time. I end up building ~10k-ton ships including both geo and grav survey modules, a jump drive, long endurance, a science dept, and 3 to 4 box launchers with slow 1b km range probe missiles that I use on planets that look too nice to be uninhabited. I turn these ships on auto so they survey points/bodies, then look for a new system requiring grav survey, with standing orders to return for refuel/overhaul if they hit deployment time or go below 30% fuel.

This results in a largely automated capability that slowly but surely expands the borders of known space with little input from me, other than sometimes reassigning one to a specific system of interest.
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The Academy / Re: Sensor station with no sensors - what am i doing wrong
« Last post by Jorgen_CAB on May 29, 2024, 11:12:50 AM »
I'm not fully at ease, gameplay-wise, with using small civilian ships with infinite autonomy; it feels abusive. It's acceptable if it's a freighter of 40,000 tons—you can imagine complete recycling of resources and enough spare parts—but here... IDK!

I have the same feeling... I think it is to some degree against the spirit of the game. But... it is up to each and everyone to decide how their world works and it does not interfere someone else's game anyway.

I just use buoy as that is what they are made for rather than using manned stations for such tasks. You can have explorers equipped with a large missile launchers and some buoys and deploy them as you explore or as part of your patrol vessels.
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