Recent Posts

Pages: 1 [2] 3 4 ... 10
11
General Discussion / Re: Removing commanders
« Last post by vorpal+5 on Yesterday at 03:13:44 AM »
Perhaps a checkbox before the ship name would make you jump to the commander?
12
General Discussion / Re: Removing commanders
« Last post by Kiero on Yesterday at 02:17:35 AM »
On the bottom right you can search for commanders by their skills.
So you can limit your search to LCDR's and pick an ability for that specific position on a ship.

But yes searching for commanders should be audited  ;D
13
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.
14
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
15
General Discussion / Re: Removing commanders
« Last post by vorpal+5 on May 29, 2024, 11:44:51 PM »
And how do I know who is commanding what?
16
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.
17
General Discussion / Re: Removing commanders
« Last post by Kiero on May 29, 2024, 01:13:59 PM »
Can't you just retire him or her?

They will disappear after the game load.
18
General Discussion / Removing commanders
« Last post by vorpal+5 on May 29, 2024, 11:29:28 AM »
What would be the best way to remove these commanders?
The problem is that I find no way to focus the left tree on the commander to remove.

19
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.
20
The Academy / Re: Sensor station with no sensors - what am i doing wrong
« Last post by vorpal+5 on May 29, 2024, 08:56:29 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!
Pages: 1 [2] 3 4 ... 10
SMF spam blocked by CleanTalk