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91
The Academy / Re: Ground survey potential?
« Last post by Steve Walmsley on February 18, 2024, 06:00:42 AM »
Once the survey is complete, a roll is made for mineral generation. This is done exactly like a normal mineral generation for the body, but with a modifier for each mineral to be present (/3 for low, /2 for good, x1 for high and x2 for excellent) and a modifier for accessibility (+0.1 for high and +0.2 for excellent, with a max of 1).

For each mineral, if a newly generated deposit is larger than the existing one, it replaces it. If the accessibility is higher (even if the size is lower), the existing deposit is changed to the higher accessibility.

The size of the survey team only affects the speed of the survey. It has no effect on the results.
92
The Academy / Re: Can a tug be too small?
« Last post by undercovergeek on February 12, 2024, 08:35:15 AM »
sorted - thankyou, found the fleet button and they they all are
93
C# Mechanics / Re: Subfleets and Standing Orders
« Last post by Frick on February 11, 2024, 07:33:57 AM »
I do wish subfleets remembered standing orders like they do formation orders but right now you can't. This is actually functionality that we lost from VB6 as the old naval org tab allowed you to do exactly this.

This. I've been slowly getting into this game again for the first time in some time (last played very early C# versions) and I realized this is a pretty big downside. Handling ships is fiddlier than in the VB6 version, and I went back and checked just to make sure I remembered correctly.
94
C# Mechanics / Re: STO range
« Last post by StarshipCactus on February 10, 2024, 03:14:05 AM »
I personally like to include a Plasma cannon battery for important worlds. If troop transports try dropping troops, it's good to have dedicated guns to deal with them before they actually start dropping.
95
The Academy / Re: Noob Questions
« Last post by Snoman314 on February 09, 2024, 10:55:07 PM »
Conversely if you have more drivers than required they will fling the mineral packets at higher speeds.
What? Are you sure this is the case? I have never noticed it.

Yeah, pretty sure. I think it's something like 1000km/s for a full size packet, 2000km/s for a half packet, and so on. Something like v=1000km/s*(maximum mass/actual mass)
96
The Academy / Re: Unrest on Luna
« Last post by bankshot on February 09, 2024, 09:21:16 PM »
Civilians do not care how viable in combat a ship is, only that it has a big scary gun. You can make an engineless husk that is carrying a laser or railgun and build a couple of dozen of them to make sure that the PPV rating for Sol is high enough until you build an actual space navy.

also known as Orbital Mind Control Lasers
97
The Academy / Re: Obsolete species
« Last post by bankshot on February 09, 2024, 09:08:11 PM »
Deleting it in the DB may have other consequences - it would probably be safer to rename the old one instead of deleting it.
98
C# Bureau of Design / Re: My first time designing military ships.
« Last post by SentientMeatbag on February 08, 2024, 08:18:52 AM »
Quote from: AlStar link=topic=13475. msg168588#msg168588 date=1707334135
While it's not, strictly speaking, the best idea for your battle fleet, I tend to design the largest engine I can for my ships, such that one or possibly two engines provide all the power needed.

Pros: Gains in fuel efficiency (potentially large ones, especially in tiny things like fighters).  If you don't need the extra fuel efficiency, you can overcharge your engines such that the total fuel consumption remains static, but your ships move faster under the same engine tonnage.

Cons: The engine(s) are, by far, the largest target on the ship, so get hit statistically more often.  If a hit destroys the engine, you're either stuck in space or down to half speed.

I noticed this as well, I tend to aim for two engines for each ship, this could lead to problems in the future as if I have a bunch of diffrent tonnage sizes, I am going to be making a lot of engine designs, but I intend to stick to a few standardized sizes for ships.
99
Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by fixfret on February 06, 2024, 05:24:45 AM »
Hello all, please remove if not appropriate, I am new around here,

I have a Linux desktop, and was able to get Quasar to launch.  I am new to the game in general, could I use the VB6 tutorials on here?

Thanks for making a Linux compatible game kyle!
100
Spoilers / Re: Active sensors?
« Last post by Andrew on February 05, 2024, 06:35:04 AM »
They use active sensors just like everyone else.  They may not have then turned on except when shooting but they are there. Do you have good EM Sensors on your ships? or are the raiders near a planet with several planatery sensors? If not you are probably just not detecting them
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