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I often have the case where my exploration FAC tender would not want to give some of its fuel reserve to returning Survey FACs, because if it does, there won't be enough fuel for the return trip to a colony. Is it possible to alter the behavior? I have not found a checkbox or setting for this.

Class Design window -> Priorities/Misc tab -> top left panel has a Minimum Fuel setting.
This setting tells your tanker how much fuel to reserve for its own use.
(The setting applies to all ships of this design. I wish we could override it for individual ships.)
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C# Bug Reports / Sometimes it's not a bug, it's a PICNIC.
« Last post by skoormit on Today at 08:30:30 AM »
While playing through a combat, I noticed that an enemy ship was not closing on my own at the expected rate.

I investigated, gathered the details, and began typing up a bug report:

Quote
Distance traveled over time does not reconcile with movement speed.

Situation:
My missile escort and an enemy contact are moving directly towards each other.
My escort speed is 1493 km/s.
Enemy contact speed is 5377 km/s.
Net expected closing speed is therefore 1493+5377 = 6870 km/s.
Net expected range reduction per 5s increment is 6870 * 5 = 34350km.

At 09:55:15, I launched AMM missiles at the contact. The Events window reported the range as 6,051,747km.
At 09:55:20, I launched ASM missiles at the contact. The Events window reported the range as 6,032,327km.

Those range reports indicate a net range reduction of 19420km in 5s.
This does not match the expected range reduction of 34350km.
(The reported speed of the enemy contact has not changed, either just prior to firing or during the single intervening increment.)

The reported range reduction implies a net closing speed of 19420/5 = 3884km/s (about 55% of expected).

Fast forward to missile impact.
My AMMs have a speed of 14600km/s.
My ASMs have a speed of 14595km/s.

At 10:00:20, the AMMs arrive on target.
That's an elapsed time of 305 seconds, for a calculated distance of 14600 km/s * 305s = 4453000km = 4.453mkm

At 10:00:25, the ASMs arrive on target.
That's an elapsed time of 305 seconds, for a calculated distance of 14595 km/s * 305s = 4451475km = 4.451mkm

At the time of ASM arrival, my escort's fire controls showed a range of 4.85mkm.
This range reduction over 305 seconds also implies a net closing speed of 3884km/s.
It seems as if

And that's when I realized what was going on.
My missile escort move command was not "Move To Location", it was "Follow" (at 6.5mkm distance).

The actual net closing speed was not the sum of the two fleet speeds, it was the enemy's speed minus my escort's speed.
5377-1493 = 3884.

In other words, this turned out not to be a weird bug, but a straightforward PICNIC.
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I often have the case where my exploration FAC tender would not want to give some of its fuel reserve to returning Survey FACs, because if it does, there won't be enough fuel for the return trip to a colony. Is it possible to alter the behavior? I have not found a checkbox or setting for this.
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General Discussion / Re: Moving ships between fleets
« Last post by Steve Walmsley on Yesterday at 01:01:05 PM »
Oh I see, in the RIGHT hand list! It never occurred to me to test multi-detach from there, thanks!

Yes, the tree view is a Microsoft control and it doesn't allow multi-select.
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General Discussion / Re: Moving ships between fleets
« Last post by vorpal+5 on Yesterday at 11:22:32 AM »
Oh I see, in the RIGHT hand list! It never occurred to me to test multi-detach from there, thanks!
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on Yesterday at 04:45:21 AM »
In the Environment tab, together with the Annual Terraform capacity, I would like to read the number of the Terraforming Istallations active on (or near) a body.

Added for v2.6.
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General Discussion / Re: Moving ships between fleets
« Last post by Steve Walmsley on Yesterday at 04:31:00 AM »
It's basic, but I admit I don't know if there is a solution. Is it possible to move several ships at once from one fleet to another? Ctrl-click does not work for multi-selection, but I can't imagine that after all these years Steve is still moving 36 fighters, one click at a time, from one fleet to another (fighters, FACs, or whatever; you get the idea!).

Multi-select works on the ship list for each fleet. Use shift-click or ctrl-click to select, then detach and drag to target.

Or set your fighters up in a strikegroup using squadrons and then detach that.
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General Discussion / Moving ships between fleets
« Last post by vorpal+5 on Yesterday at 01:30:32 AM »
It's basic, but I admit I don't know if there is a solution. Is it possible to move several ships at once from one fleet to another? Ctrl-click does not work for multi-selection, but I can't imagine that after all these years Steve is still moving 36 fighters, one click at a time, from one fleet to another (fighters, FACs, or whatever; you get the idea!).
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by lumporr on May 07, 2024, 07:58:47 PM »
Here's something interesting - playing a race using microwaves, I disabled the sensors of another player race's ship. The ship using microwaves no longer showed up on any sensors, nor any contact list, nor could the ship be targeted in the Ship Combat tab. However, since the microwave-using ship was still assigned to the other ship as a target, the other ship was still able to fire upon and damage the microwave ship. Is this intended behaviour?
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on May 07, 2024, 06:31:05 PM »
In the Environment tab, together with the Annual Terraform capacity, I would like to read the number of the Terraforming Istallations active on (or near) a body.
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