Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Detros

Pages: [1] 2 3 ... 22
1
Bureau of Ship Design / Re: YANSD (Yet Another Newbie Ship Design)
« on: August 12, 2017, 07:40:29 AM »
If you set an extraordinary expensive ship (few dozens of gravitational sensors or cryo chambers) to a new shipyard you can build lots of normal ships there then. Some see it as a too big loophole to use it.

Decent military starting force. Few insights:

  • The range of ~25Mkm is not that bad without self-contained jump ability. Fuel is usually quite easy to supply.
  • On the other hand having 4 years of deployment time is unreasonable. By that time your ships would be flying wrecks, with just 2.5 years of (average) maintenance life. Something between 12 and 24 months generally works for military ships. You generally can more often visit some forward base and reset your deployment counter than you get to shipyard to do maintenance.
  • Having total magazine space of 525 is not ideal if you are using size 6 missiles
  • PD fire control is capable only of 16k kmps while the gauss guns clock at 20k kmps.
  • Your PD-specialized ships are able to deal with only 2 salvoes each. Using even just 3x twin guns and 3x PD-FC offers more protection for a bit of additional space.
  • Your attack A variant has only one FC. Beside being able to shot just one 1x4 salvo those sensors are quite fragile. For attack missiles try to have FC per each launcher.
  • Your missiles seem to me usably fast but with too low agility leading to not too great hit chances. They hit hard but they have troubles hitting. Good to have squared WH, though. But if you are finding only slow targets (for now)...
  • 88-4 already loaded = 84, 84 * 2 minutes of reload with 4 missiles used per salvo means you need 42 minutes to shot all your missiles in case you meet some big enemy force. In that time your ships can travel 42*60*5208 = 13 124 160 km or over 13 M. It seems to me you have too deep magazines for just four launchers.
  • Positioning your C variant forward when all your PD weapons are gauss cannons only means they may get less affective. At 15k km they are down to 50% hit chance. This works the other way too, your B variant has harder work to help with missiles targeted at your forward C component. Positioning forward may lead to taunting more attacks their way but with such low distance NPRs may as well go for the biggest target (sensors of B) or just spread their fire. And then your defences may be like 20% worse then when all ships would be together.
  • Also if you are setting formations via that "fly 10k far at 30 degrees to the right of the B" the C group may have hard times keeping their position when there is a change of direction. Your ships fly 21k each 5 secs and that may lead to As and B being left out of the covering fire area of Cs for a short while.

2
The Academy / Re: Newbie questions: CIWS and missile sensors
« on: August 11, 2017, 05:09:02 PM »
Some parts (e.g. sensor strength) of CIWS design only affect the size. The size may not change each time you research a better part, though,  because of rounding errors.

3
C# Aurora / Re: Aurora C# Screenshots
« on: August 07, 2017, 07:16:36 AM »
However, it is running full detection and it runs the whole 5 second increment in 0.7 seconds, which is very encouraging.

To make it a little more interesting, if I let C# Aurora run a full construction cycle during that 5 second increment, ... , then the increment takes 2.6 seconds.
Heh, then maybe ingame time can run bit faster than the real one even on short increments, for a change.

4
The Academy / Re: Jump Tenders
« on: July 25, 2017, 04:54:37 PM »
Another jump issue has occurred when attempting to standard transit tugs and their fuel harvester stations ... again in this case, jump engine type, rating, and tender mass all exceeded each of the ships that should have made the jump. Must the jump tender exceed the mass of each tug-towed pair?
When tug tugs they work as one unit with summed mass and engine power. Better to jump separately.

5
C# Aurora / Re: Box Launcher Reloads
« on: July 25, 2017, 04:48:30 PM »
If there are so many users who currently like to use box launchers on nearly all ships I don't see adding few more clicks for them to incentive building other armaments too as a bad move.

There can be "Rearm TF" command which slowly starts loading missiles into TF magazines, the slower the more ships are in given TF, sped up by standard logistic bonus.

6
Announcements / Re: Thread for board issues
« on: July 23, 2017, 03:48:31 AM »
After logging in after a long time away (years?) i had a HUGE bank of notifications of thread mentions and what not scroll up on the right side of the screen. I clicked the first one, found a thread I'd participated in (years?) ago, and then missed all the rest of the notifications.

Is there another way to find them?  ???
What about the link Show new replies to your posts at the top?

7
The Academy / Re: Jump Tenders
« on: July 21, 2017, 04:04:42 PM »
I believe the bug there is not the summary, but that it let you put both the military and commercial jump engine in :)
That's clearly not a bug. That's a feature. :P

8
Resolution 1 sensors only have their max range against 50 ton or larger contacts.  A size 1 missile is only 2 tons or so.  Your sensors will only see them 150,000km out or so, and if they're faster than 30,000km/s, you might not see them until after they've already hit.
Wiki:
"One Missile Size Point (MSP, not to be confused with Maintenance Supply Points, also called MSP) equals 1/20 HS (Hull Spaces), or 2.5 tons."

"The smallest size permitted in Aurora is 1 MSP."

"Larger missiles can be spotted - and thus fires at by point defenses - at longer range than smaller ones, but there is a limit: missiles smaller than 6 MSP are treated as size 6 by sensors."

MCR is the range of detection of these smallest missiles of size 6 or smaller ones.

9
The Academy / Re: Jump Tenders
« on: July 21, 2017, 04:13:17 AM »
Unless things have changed, you can only have one jump engine on a ship.
No, you can put in multiple types of jump engines and also multiple jump engines of one type. The only thing the second option gives is redundancy against combat damage, though, AFAIK. I am using this mobile jump gate which has commercial engines nad both types of jump engines so it can tender for both types of ships while not caring about maintenance:
Code: [Select]
Gatekeeper class Mobile Jump Gate    45,000 tons     436 Crew     3024.4 BP      TCS 900  TH 1800  EM 0
4000 km/s    JR 3-50(C)     Armour 3-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 11    Max Repair 286 MSP
Intended Deployment Time: 169 months    Spare Berths 0   

Ward International J15000(3-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Charlton Foundation 400 EP Commercial Magneto-plasma Drive (9)    Power 400    Fuel Use 6.19%    Signature 200    Exp 5%
Fuel Capacity 3,000,000 Litres    Range 193.9 billion km   (560 days at full power)

Stanley-Coles Systems CIWS-200 (6x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes


Hmm, this is equipped with both military and commercial jump drive both only one is in the summary listing, Reported now to Bugs thread.

10
Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: July 21, 2017, 04:11:37 AM »
Class design: summary shows only one type of jump engine while you can have multiple types
Code: [Select]
Gatekeeper class Mobile Jump Gate    45,000 tons     436 Crew     3024.4 BP      TCS 900  TH 1800  EM 0
4000 km/s    JR 3-50(C)     Armour 3-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 11    Max Repair 286 MSP
Intended Deployment Time: 169 months    Spare Berths 0   

Ward International J15000(3-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Charlton Foundation 400 EP Commercial Magneto-plasma Drive (9)    Power 400    Fuel Use 6.19%    Signature 200    Exp 5%
Fuel Capacity 3,000,000 Litres    Range 193.9 billion km   (560 days at full power)

Stanley-Coles Systems CIWS-200 (6x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes
while


It seems to me which one gets shown depends on the order you put them in: the first one added is shown. This affects both brief and full summary areas, both component areas show properly both/all types of jump engines included.

Alternatively only one type of jump engine (or even only one piece of that type) may be allowed.

11
The Academy / Re: Influencing or setting inter-NPR relationships
« on: July 16, 2017, 09:56:04 AM »
Can you maybe set it indirectly? High or low xenophobia, big ship in home system, few FACs positioned next to other NPR freighters...

12
Bureau of Ship Design / Re: Ships
« on: July 16, 2017, 05:47:39 AM »
Missile choices are odd too; why two different size 10 launcher types?
Those "Cell launchers" are box sized. So Mod3 has first strike capability of 1x30 RSM-26 Halberd ASM, then 1x6 RSM-26 Halberd ASM after 50s, all at 120m km range. After that there are two groups 3x2 of twice as fast Surya-VI CAM at 12m km because now also the other FCs can help .

And yes, it is quite a glass cannon.

13
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: July 16, 2017, 05:28:02 AM »
Aurora is such a fantastic game. I can't think of any other game I've played that gives this kind of fun.
What about the burning !!FUN!! of Dwarf Fortress where one mistakenly mined tile during reservoir construction can lead to massive flooding of the entire fort and deaths of most of its inhabitants?

14
Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: July 14, 2017, 04:41:55 PM »
Bring up a tug and tow it instead?
Or big carrier :D

If all else fails, store your save file sideways and SM the ship out of existence.

15
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: July 14, 2017, 05:15:03 AM »
@I_Sicarius_I: Will you show us the design, for BC at least? How long is your game that you got to nearly max range BFC? Or have you SMed it?

Pages: [1] 2 3 ... 22