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Messages - Detros

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1
Advanced Tactical Command Academy / Re: Forward jump point defense
« on: March 19, 2017, 04:22:17 PM »
I suppose it really is affected by the tech level.  Things like sensor ranges, the relative effectiveness of point defense, whether box launchers are available.  And whether the target is (spoilers) or another race.

Actually, Detros has a point.  If the defenders have enough point defense to withstand long ranged fire, even AMM fire, everything but point blank, within 5-second travel time fire, then a forward defense would force the attacker to close to effectively zero range to transit past them. Unlike a conventional defense, where the defenders would expect to be at some range from the attacker (depending on tech level), but certainly not 10,000 km where they could shred them in seconds.

The conventional jump point defense, a slow beam defense fleet might just not do enough defense before the attacker got out of range.  But a forward defense, as long as they can win the beam duel at any range, they have enough firepower to prevent a transit.
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2
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: March 19, 2017, 01:08:33 PM »
Could closing pop-ups via X in the corner mean "NO" instead of "YES"?
Multiple times I misclicked and ordered refitting of my tanker (because his name is from A) to some other class. I am then asked if really want it with 400%+ refit price. I close the window via X, meaning "don't do it" but game takes it as "do it".

"X" treated as a default answer and default answer being "do nothing" would make more sense to me. See behaviour of "are you sure you want ot delete this file?".

Good point. I have just been through the C# code and replaced all instances of "If Dialog Result = No, then Abort" to "If Dialog Result != Yes, then Abort".

I've also written my own text entry popup, so that will not change the text unless press OK. Cancel or X will abort.
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3
C# Aurora / Re: Aurora C# Screenshots
« on: March 17, 2017, 11:41:19 PM »
Will the rank abbreviations be editable?
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4
The Academy / Re: Different views of Event updates log
« on: March 14, 2017, 08:28:14 PM »
EDIT: It worked during combat and now, after it ended, those views don't show anything again.
Do they show only "current interval" range of time or what?
Correct sort of.  It only shows the combat that happened when the window was open. People usually play combat with the event log on top so they can easily see what is happening during combat. Using color coordination and those options, it really helps when you set an auto-turn.
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5
The Academy / Re: Synchronous fire usable only during JP attacks?
« on: March 14, 2017, 05:40:33 PM »
If you're at 100% training and 100% morale then synch fire won't do anything. It is only for compensating for crew delays.
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6
Mechanics / Re: Bridge Officers
« on: March 12, 2017, 11:24:02 AM »
What if the bridge would become an automaticly scaling component like armor, changing size dependent on size of the vessel or the amount of crew members onboard?

Or the other way around, bonuses provided by officers are divided by vessel size or number of crew members. To compensate, one could install more bridge space, therefore providing space for more officers, whose bonuses add up? That way, huge battleships would house dozens of officers, and tiny ships just one, but on average, one officers gives bonusses to the same mass of ship.
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7
The Academy / Re: Turned off shields
« on: March 12, 2017, 07:22:15 AM »
Do even shields turned off or only partially charged emit their full EM signature? Or is EM shown only for active shields?

EM is based on current strength, so no EM if inactive.
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8
The Academy / Re: Missing energy impacts in event log
« on: March 11, 2017, 01:39:34 PM »
Every missile shot down with an energy weapon should produce an impact event. If you have weapons that fire multiple shots each, like railguns or twin turrets or such, you might get strange combinations though, like:

2x impact
impact x2
2x impact x2 (which would be 4 impacts)

maybe you miscounted some of these?

The messages "New Thermal Contact!  Strength 5" is your sensors detecting the thermal output of missiles, but it is only shown once per salvo even if it contains multiple missiles, thus your "3x New Thermal Contact" means three new salvoes were detected on thermal sensors, which fits your description of three enemy destroyers.

If enemy missiles selfdestruct you simply get a message that whatever contact you had of them was lost.

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9
The Academy / Re: Figuring out the class of unknown wrecks
« on: March 02, 2017, 04:19:55 PM »
No.
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10
The Academy / Re: Transportation of Construction brigade
« on: February 23, 2017, 02:17:59 PM »
Yes.

Construction Brigades are size 5, Conventional and Forced Labor battalions are size 25, and marine companies are size... 0.2?  Otherwise everything is size 1.
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11
Bureau of Ship Design / Re: Sun Fleet (Near-Ultra Laser, Magneto-Plasma)
« on: February 21, 2017, 07:36:04 AM »
Sensor calculations happen after movement. Thus, if you don't detect the missile at the end of a turn, it may move and hit your ship before sensor calculations happen again. Since final fire PD happens the instant the missile would hit you, it is not detected then and therefore can't be shot at.

If you expect their missiles to be faster than you tracking speed, it is a lot more efficient to increase your tracking speed if you are not at the maximum than to have more turrets.
I guess your FC speed tech is at 5k km/s. Thus, increasing your tracking speed from 15k km/s to 20k km/s (increase of 1/3) would increase the size of your FC by 1/3 too, but if your turret tracking tech is on the same level, the increase in the size of your turrets is just 1/10 (of the base gun size, not even the turret size, so actually even less than that). Definitly not a major flaw though.
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12
The Academy / Re: Recharging weapons too fast
« on: February 14, 2017, 06:14:18 PM »
No, It will go 1-0-1-0.

The weapon's charge can't hold more than what it takes to fire the weapon, so in your case, it can only hold a maximum of 6 power, not 8.
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13
Bureau of Ship Design / Re: First jump-capable Geosurvey Ship
« on: February 13, 2017, 01:27:50 PM »
No real problems, except for armor level. Usually have 2 layers for early jump ships (for more than just enemy fire). Also not quite enough oomph in the engines because of some... hazards you may encounter in space (not talking about enemies, if you don't know what I mean then I wont spoil it).
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14
The Academy / Re: Shooting at max range
« on: February 12, 2017, 03:43:17 AM »
In your example, the missile goes twice as fast as your tracking speed, so expect hits to be half as likely.
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15
Bureau of Ship Design / Re: Beam Defence Base Fighter
« on: February 11, 2017, 11:18:14 AM »
Is anywhere in game visible the effect of current atmospheric situation on damage for non-messon weapons?
iirc, it is a percentage reduction scaling from 0-1 atmosphere. Any world with 1 atmosphere or greater is immune to energy bombardment except from mesons. 

It doesn't matter too much since even natively habitable worlds typically spawn with <1 atmo. 
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