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C# Bureau of Design / Re: Design Challenges Escort
« Last post by bdub1 on Today at 01:09:56 AM »

[/quote]Good now with this design insert me 3 variants :
I) ER : Extended Range
II) Optimized design cost (with same requirements) Reference : BP
III) Early Transnewtonian tech : Nuclear Engine , early laser , early railgun etc
[/quote]

Aright, 1st the ER
It loses about 20kkps but gains about 70 billion km range, and 4 months longer deployments. It is otherwise the same

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Walker ER class Corvette      7,000 tons       244 Crew       23,848 BP       TCS 140    TH 7,000    EM 8,280
50006 km/s      Armour 10-32       Shields 276-368       HTK 65      Sensors 0/0/0/0      DCR 32      PPV 21
Maint Life 1.32 Years     MSP 4,972    AFR 187%    IFR 2.6%    1YR 3,032    5YR 45,473    Max Repair 14000 MSP
Captain    Control Rating 2   BRG   CIC   
Intended Deployment Time: 10 months    Morale Check Required   

Holck-Stonge Aeromarine Photonic Drive  EP3500.00 (2)    Power 7000.0    Fuel Use 28.65%    Signature 3500.00    Explosion 17%
Fuel Capacity 1,352,000 Litres    Range 121.4 billion km (28 days at full power)
Oppenheim Defence Omega S276 / R368 Shields (1)     Recharge Time 368 seconds (0.8 per second)

Letellier Ordnance 30cm C25 Far Gamma Ray Laser (1)    Range 1,400,000km     TS: 50,006 km/s     Power 24-25     RM 120,000 km    ROF 5       
Lubbs-Dorward Kinetics 40cm Railgun V80/C25 (1x4)    Range 960,000km     TS: 50,006 km/s     Power 36-25     RM 80,000 km    ROF 10       
Kosten Electronics Industries Beam Fire Control R1400-TS100000 (5%) (1)     Max Range: 1,400,000 km   TS: 100,000 km/s     99 99 98 97 96 96 95 94 94 93
Andries Turbines Vacuum Energy Power Plant R40 (6)     Total Power Output 240    Exp 5%

Limes-Navejar Active Search Sensor AS92-R1 (1)     GPS 360     Range 92.7m km    MCR 8.3m km    Resolution 1

Compact ECCM-10 (1)         ECM 100

For optimised build cost; what build cost do you want? I'm not sure on that one.

Now on to the Early Tech Variant

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Clemson class Corvette      7,000 tons       152 Crew       934.9 BP       TCS 140    TH 720    EM 0
5143 km/s      Armour 5-32       Shields 0-0       HTK 30      Sensors 0/0/0/0      DCR 2      PPV 7
Maint Life 0.92 Years     MSP 187    AFR 174%    IFR 2.4%    1YR 202    5YR 3,035    Max Repair 180.00 MSP
Least Claw    Control Rating 1   BRG   
Intended Deployment Time: 6 months    Morale Check Required   

Nuclear Pulse Engine  EP360.00 (2)    Power 720.0    Fuel Use 95.46%    Signature 360.00    Explosion 15%
Fuel Capacity 710,000 Litres    Range 19.1 billion km (43 days at full power)

12cm C5 Ultraviolet Laser (1)    Range 160,000km     TS: 5,143 km/s     Power 4-5     RM 40,000 km    ROF 5       
10cm Railgun V50/C5 (1x4)    Range 50,000km     TS: 5,143 km/s     Power 3-5     RM 50,000 km    ROF 5       
Beam Fire Control R192-TS10000 (1)     Max Range: 192,000 km   TS: 10,000 km/s     95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor R10 (1)     Total Power Output 10.4    Exp 5%

Active Search Sensor AS11-R1 (1)     GPS 84     Range 11.6m km    MCR 1m km    Resolution 1

It is obviously much worse but, still useful, perhaps?
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C# Suggestions / Re: Orbital Miner Automation/Rework
« Last post by KriegsMeister on Yesterday at 11:15:14 PM »
I agree, asteroid miners should function more like Salvage ships (which already directly store salvaged minerals in its cargo). Salvage ships work of the waypoints of wrecks, and the game already tracks what bodies are OM capable, so could a hidden waypoint be added to the bodies so that miners can utilize the same conditional orders logic as salvagers.

Would also love to see some "planet cracker" mining ships that are capable of mining any size planet with an extremely large 250kton module. However, such big mining apparati should cause damage to the habitability of the planet, possibly by way of adding dust to the atmosphere. would be fitting for Invaders to have such ships that just come in and harvest unprotected colonies and wiping out its population as an afterthought. [/spoilerp
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C# Suggestions / Re: Orbital Miner Automation/Rework
« Last post by nuclearslurpee on Yesterday at 10:28:57 PM »
This would require 2 changes:
- Orbital mining working on a body that is NOT a colony

I'd prefer to keep the colony requirement. Unlike gas giants, mineral-bearing bodies vary wildly in what they offer both in terms of availability and accessibility. Marking mining colonies ensures that your standing order sends the miners somewhere productive, and not to the asteroid with 27,937,481 tons of 0.1 accessibility vendarite because it happens to be close by. If you try to automate the logic, you'll almost certainly wind up with something that technically works but makes most players very confused and/or annoyed, especially since distance is a factor which is not the case for CMCs (which are sufficiently limited as to be fairly predictable).

Quote
- Orbital miners loading their mined minerals into their cargo hold, instead of dumping the minerals onto the body surface

For roleplay, it's not a bad idea, since it's just automating something you can already do manually with a lot of tedious micromanagement. For gameplay, of course, the optimal approach would probably be to put a mass driver in that cargo hold and carry it around in perpetuity, but enough people play without mass drivers that this change would find a niche.
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C# Suggestions / Re: Orbital Miner Automation/Rework
« Last post by lumporr on Yesterday at 10:19:52 PM »
I wonder, would it work to have these as cycled orders? It wouldn't be perfect, but if you had a list of mining colonies and a few miners with engines, you could have them move between colonies,  load all minerals after an order delay (which you'd have to calculate I suppose, though that wouldn't be too hard), dump at colony, refuel and repeat.

That would work, wouldn't it? Though it might be a little fuel intensive, perhaps.
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C# Suggestions / Re: Orbital Miner Automation/Rework
« Last post by ArcWolf on Yesterday at 08:32:52 PM »
i too would like to see this.
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C# Suggestions / Orbital Miner Automation/Rework
« Last post by Destragon on Yesterday at 08:17:39 PM »
Orbital miners in the game right now function pretty much like an orbital version of auto mines, but I kinda originally imagined them to work a little differently and wanna write about that as a suggestion.
I've always pictured orbital mining ships to behave more like, for example, the belters in The Expanse. What I mean is, having many, smaller mining ships that indivdually seek out nearby asteroids, mine them and then carry their cargo to a nearby colony. The way I imagined it would have the ships be automated in a similar way to how survey ships are, moving from body to body on their own.

This would require 2 changes:
- Orbital mining working on a body that is NOT a colony
- Orbital miners loading their mined minerals into their cargo hold, instead of dumping the minerals onto the body surface

It would also require a standing order "move to next orbitally mineable body" and the conditional order "when cargo hold is full, unload cargo at nearest colony".

This would let you have fully automated mining fleets mining asteroid belts without requiring you to mark every body as a colony nor would you need to deliver mass drivers to the bodies or tell cargo ships to visit them since the miners will do the mineral shipping themselves.
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Spoilers / Re: 2.0 is this a raider I see before me?
« Last post by boolybooly on Yesterday at 05:24:44 PM »
"He who is prudent and lies in wait for an enemy who is not, will be victorious.” Sun Tzu.

The Cordoba incident was a complex business.

Three disabled ships and a wreck, remnants of the third battle for Earth's survival, awaited the entrepreneurs of the criminal state in an area euphemistically designated the "Test Range". One Bourg class raider destroyer was captured by a boarding party, another self destructed when boarded, killing The Family's only boarding party. It would take a while to recruit another.

Now there were two wrecks and one disabled enemy ship. One wreck was the self destructed destroyer and one was a Cordoba class wreck. The Cordoba was something big and undefended which the criminal state had blown up with a lucky missile volley.

Deep space tracking detected the appearance of another Cordoba at a distant point in the solar system. Strategists feared it might bring supplies to the disabled ship or fuel to the large stranded fleet being monitored by an ELINT sensors platform beyond the asteroid belt.

Worse, this Cordoba was defended by five more destroyers.

Citrine was sent to investigate but was entirely ignored by the slow moving fleet which did not give chase, unlike the stranded fleet which had been too aggressive for its own good, this fleet was defensive, focussed on some task, presumably the mission of the Cordoba. The course of the invader fleet was heading directly for the ship graveyard in the Test Range area.

The Family's strategists reasoned that the Cordoba was heading for the wreck, they did not know why, they did not need to know why, they needed only to arrange a little rendezvoous with a few Moonstone Mobile class missile platforms developed for close range high velocity ambush tactics, each fielding 15x size s3 missiles with size W6 warheads and each capable of movement over a multibillion klick range at a slow but useful 100kms.

A plan was devised to set a trap and three Moonstone Mobiles were brought to the predicted site, another was on the way plus the Citrine and a newly built Coral class high speed missile fighter. It took a while to reach the Test Range now because the attacks which created  the wreck and disabled hulks had only been 6 months before and Earth was on the other side of the sun now.

The Cordoba 003 fleet settled on the wreck of its predecessor and was apparently salvaging it. The Family's strategists postulated that since the fleet was mission oriented, an attack on the mission critical craft would be the most effective way to drive them off. Three Moonstone Mobiles were moved into position and joined by the Citrine, the passivity of the enemy giving them enough time to prepare a missile strike from very close range giving the enemy defences only 10 seconds warning.

45xW6 s3 warheads and 6xW9 s6 struck the Cordoba 003 without opposition, the enemy ships were perhaps new replacements and their reactions not quick enough. The Cordoba immediately began to retreat but slowed, more importantly the destroyer group turned tail and ran for it. The fleet of Earth's criminal empire were very heartened to see the rout unfold and there was much cheering and jeering, many had expected to die that day. Recon fighter Obsidian was ordered to get out of their way and follow the Cordoba to provide guidance to the remaining assets.




The Family's tug, Emerald was told to pursue with the last Moonstone Mobile with full payload in tow and the only Coral fighter in existence was tasked with intercepting the vulnerable Cordoba 003 with a maximum strike of 7xW8 s3 close range warheads to slow it further and enable the Emerald to catch it before it reached the distant portal through which is had appeared and was assisted by some kind of intermittently visible mothership which seemed to be waiting there.

Both succeded in their missions and the Cordoba 003 was destroyed, preventing the retrieval of materiel which would only make the task of defeating the invader harder. The destroyer fleet escaped and would have to wait until another day to meet its match.

The criminal empire was heartened by their success and the defeat, albeit temporary, of an enemy which had seemed insurmountable.
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C# Bug Reports / Re: v2.0.3 Bugs Thread
« Last post by mike2R on Yesterday at 05:20:25 PM »
(This game was started on v2.0.2, then the v2.0.3 executable was dropped on it)

My naval and ground unit commanders are not getting promoted (or at least I only have them at the lowest rank).  No db edits or mods, but I did mess around with the ranks a bit at game start.  I used the US theme, but renamed the naval ranks so they started at Lieutenant (don't think I actually deleted or added a rank).  The ground commanders I deleted, I think, the lowest two ranks - leaving colonel as the lowest.  After doing that I regenerated the starting commanders.

db attached.
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C# Bug Reports / Re: v2.0.3 Bugs Thread
« Last post by Destragon on Yesterday at 04:43:39 PM »
I assume this is working as intended, but I just wanna confirm it: Is it normal that CMCs don't actually use their mass driver to send the mineral packets?
I noticed one of my CMCs having a production of over 5k and thought that I may need to send them a second mass driver, since they only have a capacity of 5k, but then I noticed that there's absolutely no difference if there's one or two mass drivers on the CMC, the mineral packets contain the same amount, and then I also noticed that they continue to send packets just fine even if I delete all their mass drivers.

Either way this is actually nice, because it means you don't have to micromanage your CMCs and check if they need additional drivers.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by db48x on Yesterday at 03:48:57 PM »
An alien ship is surveying my asteroid belt!
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