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Posted by: sloanjh
« on: July 02, 2009, 03:02:06 PM »

If you turn on SM mode and go to the fleet (F12 IIRC) screen, you can move them where you'd like on "additional Information" (IIRC) tab.  It should say "sol" system and "mars" right now - simply change the pulldown to "earth" and hit the "save" button (which should be active if you opened F12 in SM mode).

John
Posted by: Paul M
« on: July 02, 2009, 02:23:20 AM »

For the overhauling ships...cancel the overhaul...there is a command-it might be "abandon overhaul" then advance the time 5 min or so, if that doesn't work turn on SM mode, delete the ships and then recreate them.  I'd also remove the commanders first since I'm far from sure what happens to them in that case.  There are issues with overhauls, for one thing if you need to repair a ship and overhaul it put it into shipyard for repair first then give the overhaul command.

For the mass driver, if it is loaded on a freighter just give the freighter the "unload mass driver" command and it should show up in orbit when the frieghter is done, it will take several days to unload.  I may be missunderstanding the problem you are having howerver.
Posted by: Chairman
« on: July 02, 2009, 01:55:35 AM »

plott,plott,plott,plott,plott,plott,plott...   Insane, thats right :evil:  How do I stop overhauling??

2: Mercury has 120 automated mines, but I cant get any Masdrivers onto the surface, why?? :(
Posted by: welchbloke
« on: June 30, 2009, 11:35:54 AM »

Quote from: "Steve Walmsley"
Quote from: "Chairman"
Thanks now I can destroy something big, when they do get to my homeworld :)

Select a fleet with a gravitational survey ship on the Task Groups window (F12) then look at the drop down lists on the right. In the Default Orders section, select Survey Nearest Survey Location. When this fleet has no orders it will locate the nearest unsurveyed survey location and plot its own moves to survey that location. Once that is complete it will find another, etc.. If you have two or more survey fleets in the system, all with the same default order, they will work together. Each fleet will avoid survey locations that are being surveyed by the others or are plotted as future moves by the others.

A common use of survey ships is to form a fleet of perhaps two to four ships and gave that fleet the default order. They are dispatched to the destination system with an order to transit in and then an order to Divide Fleet into Single Ships. When the fleet divides, the default order is passed to all of the single ship fleets so they all begin surveying automatically, working together to survey the system. You could give them a Secondary Default Order of Move to Entry Jump Point. A secondary order is followed when the fleet has no orders and the primary default order is not possible. In this case that would be when there are no survey locations left to survey or the only remaining survey locations are being surveyed by other ships or the other ships have already plotted moves to survey those locations. In that case, each ship in the fleet will head back to its entry point once it has finished its own tasks.

All of the above can be repeated using Geological Survey Ships and system bodies. In this case the default order would be Survey Nearest Body (or there are alternatives such as Survey Nearest Planet, Survey Nearest Asteroid, etc.).

You can also select default orders that will require a ship to select the next few destinations instead of just one. These include the popular Survey Next Five System Bodies or Survey Next Three Survey Locations.

In v4.1, ships from different Empires that have a Survey Treaty can work together on both gravitational and geological surveys.

Steve
I've just had a huge Duh! forehead slapping moment  :oops:
Posted by: Steve Walmsley
« on: June 30, 2009, 08:57:20 AM »

Quote from: "Chairman"
Thanks now I can destroy something big, when they do get to my homeworld :)

Select a fleet with a gravitational survey ship on the Task Groups window (F12) then look at the drop down lists on the right. In the Default Orders section, select Survey Nearest Survey Location. When this fleet has no orders it will locate the nearest unsurveyed survey location and plot its own moves to survey that location. Once that is complete it will find another, etc.. If you have two or more survey fleets in the system, all with the same default order, they will work together. Each fleet will avoid survey locations that are being surveyed by the others or are plotted as future moves by the others.

A common use of survey ships is to form a fleet of perhaps two to four ships and gave that fleet the default order. They are dispatched to the destination system with an order to transit in and then an order to Divide Fleet into Single Ships. When the fleet divides, the default order is passed to all of the single ship fleets so they all begin surveying automatically, working together to survey the system. You could give them a Secondary Default Order of Move to Entry Jump Point. A secondary order is followed when the fleet has no orders and the primary default order is not possible. In this case that would be when there are no survey locations left to survey or the only remaining survey locations are being surveyed by other ships or the other ships have already plotted moves to survey those locations. In that case, each ship in the fleet will head back to its entry point once it has finished its own tasks.

All of the above can be repeated using Geological Survey Ships and system bodies. In this case the default order would be Survey Nearest Body (or there are alternatives such as Survey Nearest Planet, Survey Nearest Asteroid, etc.).

You can also select default orders that will require a ship to select the next few destinations instead of just one. These include the popular Survey Next Five System Bodies or Survey Next Three Survey Locations.

In v4.1, ships from different Empires that have a Survey Treaty can work together on both gravitational and geological surveys.

Steve
Posted by: Chairman
« on: June 30, 2009, 07:14:20 AM »

Thanks now I can destroy something big, when they do get to my homeworld :wink:

Is there an automatic way to survey the survey locations... It gets boring really fast to do it 30 times on every new star system...
Posted by: welchbloke
« on: June 28, 2009, 02:00:43 PM »

Quote from: "Brian"
Quote from: "Chairman"
Ok, but were do I design missiles??
*SNIP* In your example you said that it would take a 25hs unit for fire control to that range.  That means it would take a 75hs search radar to see that far.  On my smaller dedicated escorts I try to put in a search radar of about 10hs, large escorts might have a 20hs search radar.  The fire control of all ships with anti-missile launchers will be capable of tracking against incomming missiles out as far as the 20hs radar goes, even though most ships in the fleet do not have that long a range search radar.

Brian
You've confused my question about range/resolution trade off with Chairman's about missile design.  But thanks for your comments on escort FCs.
Posted by: Brian Neumann
« on: June 28, 2009, 07:01:44 AM »

Quote from: "Chairman"
Ok, but were do I design missiles??
In the Population and Production screen (F2) reasearch tab there is a button down near the bottom that says missiles.  This is where you design your missiles.  One note about the counter missile you have currently.  It looks like it has way to much fuel, which probably means that you can dial the fuel down a ways and up the maneuverability.  This will increase the overall odds of hitting the incomming missiles.  I usually use something like .01 fuel on my small anti-missile designs (.5 engine, 1point warhead damage, and the rest in maneuvering.)  This would get me about a 30% intercept chance against my own missiles which is actually fairly good.  That little bit of fuel is enough for a range of several million km.  Set your FC to allow for a range that allows you about 12 counter missile launches.  This way you can get the first five off, see the effect of the first launch and still have time for another five counter-launches.  The hard part actually is not the missile fire control but the search radar capable of seeing that far.  In your example you said that it would take a 25hs unit for fire control to that range.  That means it would take a 75hs search radar to see that far.  On my smaller dedicated escorts I try to put in a search radar of about 10hs, large escorts might have a 20hs search radar.  The fire control of all ships with anti-missile launchers will be capable of tracking against incomming missiles out as far as the 20hs radar goes, even though most ships in the fleet do not have that long a range search radar.

Brian
Posted by: Chairman
« on: June 28, 2009, 03:06:22 AM »

Ok, but were do I design missiles??
Posted by: Beersatron
« on: June 27, 2009, 06:15:19 PM »

Quote from: "Chairman"
How do you get larger missiles?? That is my PDC has size 24 launchers, but "only" size 8 missiles....  :twisted:
Posted by: Chairman
« on: June 27, 2009, 02:56:15 PM »

How do you get larger missiles?? That is my PDC has size 24 launchers, but "only" size 8 missiles....  :shock:
Posted by: Erik L
« on: June 27, 2009, 12:26:12 PM »

Quote from: "welchbloke"
I'm in the midst of starting a new game that I'm thinking about using to write some fiction from.  I've got the following AMM design
Code: [Select]
Dirk Mk2 AMM Speed: 38400km/s; Endurance 13min; Range 30.0m km; WH size 1I'm trying to come up with a decent FC installation for a DE design(8000 tonnes) to control them.  Should I go for a resolution 0 range 30.0m design or not?  My current tech means that an FC matching the previous criteria is a whooping 25 HS!  If I go for something smaller would you suggest I drop the resolution or the range?

Range. If you increase the resolution above 0, you'll have a harder time hitting missiles.
Posted by: welchbloke
« on: June 27, 2009, 04:20:41 AM »

I'm in the midst of starting a new game that I'm thinking about using to write some fiction from.  I've got the following AMM design
Code: [Select]
Dirk Mk2 AMM Speed: 38400km/s; Endurance 13min; Range 30.0m km; WH size 1I'm trying to come up with a decent FC installation for a DE design(8000 tonnes) to control them.  Should I go for a resolution 0 range 30.0m design or not?  My current tech means that an FC matching the previous criteria is a whooping 25 HS!  If I go for something smaller would you suggest I drop the resolution or the range?
Posted by: welchbloke
« on: June 04, 2009, 04:26:33 PM »

That was difficult  :D
Posted by: welchbloke
« on: June 03, 2009, 01:28:03 PM »

Quote from: "sloanjh"
Quote from: "welchbloke"
Quote from: "Cassaralla"
That message usually means the Precursors have a listening post somewhere in the system.  Usually a single or perhaps two deep space scanners on a planet or moon.  Annoying to detect.  I normally end up sending a scout with active sensors on a trip throughout the system until I find it.
That's useful to know, thanks.  A scout has been tasked with touring the system.

I didn't think that active sensors "saw" LP.  I've only ever seen them by parking a ship in orbit over the body and letting the thermal sensors pick it up.  (My orbit, I just mean a "move to" command.)

If you don't want to screw around with role-playing the search, there's a "feature" that someone reported earlier - you can turn on "show exclusion zones" and the LP will be highlighted.

John
I'm going to role play the search first but I think I will use the 'feature' if I don't find the LP.  Thanks for the pointer.