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Topics - Detros

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1
The Academy / Changing of game details of running game
« on: April 03, 2017, 05:19:39 AM »
Each time I start Aurora the game details reset to the values I set at the start of this game.

Does it mean I can't change the game details (difficulty, spawning rates) for already running games or do I just need to set them each time I start the game again and again?

2
The Academy / How to learn the design of captured missiles
« on: April 01, 2017, 04:17:09 PM »
My ground forces have managed to occupy some enemy listening posts. At two of them stockpiles of one of types of enemy missiles were found.
Is there a way for me to at least learn the design and stats of these missiles? I don't see them in missile design screen and there is no disassemble option at Industry screen.


3
The Academy / Automatic notes at Galaxy map
« on: April 01, 2017, 06:09:44 AM »
I have noted some systems at Galaxy map screen have notes I didn't write.
I have seen multiple "GravSurvey completed on" with date but lots of other systems with completed surveys don't have this automatically added line.

Are there other notes automatically added to their systems info? The GeoSurvey doesn't seem to be one of those.
Why does it affect only some systems?

4
The Academy / Why to ever use big power plants
« on: March 28, 2017, 03:45:49 PM »
Power plants appear to have all stats (power output, build cost, research cost) linked with the size in a linear fashion.
The only difference I see between small and big power plants is thus the rounding of hits-to-kill (HTK) which is linked to hull size (HS = 50t).
  • with HS of 0.1-0.9 you get 0 HTK
  • with HS of 1 you get 1 HTK
  • with bigger HS you get at best (0.5*HS) HTK (2 HTK at HS of 2, 3 HTK at HS of 4...)

With all other stats linear, why to ever use power plants bigger with which you get 1 HTK per 1 HS?
You can get the same output from 1x HS4 power plant as from 4x HS1 ones but with multiple smaller ones you get more HTK, with lower research cost and lower repair cost.

5
The Academy / How to see enemy ground forces
« on: March 19, 2017, 08:48:48 AM »
Is there a way to see the amount and types of ground forces on enemy planet before the actual ground combat?
Sensors seem to only pick the amount of EM those colonies are radiating. Or maybe it would show ground forces too but I have found only colonies non guarded by ground forces?

6
The Academy / Troop transfer between ships
« on: March 16, 2017, 06:11:44 AM »
Can troop transfer bays on one ship transfer their ground forces to drop modules located at other ship (in the same space or even its hangar)?

I got an idea the drop carrier could load the forces to the dropship and send it out. One Zirconium should just fit in one Zinnia.
This was, once I get necessary tech, same carrier can be used with a fast bording dropship instead of this basic one.
Code: [Select]
Zinnia class Dropship    650 tons     4 Crew     94 BP      TCS 13  TH 12  EM 0
1846 km/s     Armour 1-6     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 6.32 Years     MSP 54    AFR 5%    IFR 0.1%    1YR 2    5YR 35    Max Repair 60 MSP
Intended Deployment Time: 0.5 months    Spare Berths 2   
Drop Capacity: 1 Battalion   

Rice & Black 24 EP Fighter Magneto-plasma Drive (1)    Power 24    Fuel Use 136.41%    Signature 12    Exp 15%
Fuel Capacity 5,000 Litres    Range 1.0 billion km   (6 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Zirconium class Dropship Carrier    9,950 tons     216 Crew     1084.8 BP      TCS 199  TH 384  EM 0
3859 km/s    JR 5-250     Armour 1-41     Shields 0-0     Sensors 5/6/0/0     Damage Control Rating 10     PPV 0
Maint Life 3.5 Years     MSP 681    AFR 79%    IFR 1.1%    1YR 85    5YR 1276    Max Repair 230.4 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 4   
Hangar Deck Capacity 625 tons     Troop Capacity: 1 Battalion    Cargo Handling Multiplier 10   

Pritchard-Swift J10000(5-250) Military Jump Drive     Max Ship Size 10000 tons    Distance 250k km     Squadron Size 5
Kay & Heath 384 EP Magneto-plasma Drive (2)    Power 384    Fuel Use 20.03%    Signature 192    Exp 8%
Fuel Capacity 500,000 Litres    Range 45.2 billion km   (135 days at full power)

Johnston & Potter Active Search Sensor MR2-R1 AAS21 (70%) (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1
Atkins Sensor Systems Thermal Sensor TH0.4-5 (70%) (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Atkins Sensor Systems EM Detection Sensor EM0.4-5.6 (70%) (1)     Sensitivity 5.6     Detect Sig Strength 1000:  5.6m km

This design is classed as a Military Vessel for maintenance purposes

The exact size of Zinnia is 625. Would it still fit or is exact size used only for fighters?

7
The Academy / Synchronous fire usable only during JP attacks?
« on: March 14, 2017, 11:24:56 AM »
Is "synchronous fire" option in Combat overview meant to be used only for attacks through jump points?
I mean, does that "fire delay" that will stop given ship from firing if other ships in her task group experience it, does it mean only that "fire delay caused by jump shock"?

I thought it also works in other cases where the fire delay is caused by "not yet charged".
But (during combat far from JP so no jump shock involved) one ship that started shooting one interval before the rest of her task group didn't wait for them in the next intervals.

8
The Academy / Different views of Event updates log
« on: March 14, 2017, 08:26:00 AM »
In the Event updates screen there is a switch in the upper part to change the View from "Normal" to "Combat only" and "Firing/Damage only".
Neither of these two seems to show anything even though I have just finished a battle where there was both firing and damage, hough my side got only shield damage.

Do these other two views work for you?

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?

9
The Academy / Turned off shields
« on: March 12, 2017, 07:07:31 AM »
Do even shields turned off or only partially charged emit their full EM signature? Or is EM shown only for active shields?

10
The Academy / Missing energy impacts in event log
« on: March 11, 2017, 01:18:49 PM »
I am shooting down enemy missiles with my lasers. I thought one hit that destroyed missiles = one energy impact of power equal to the laser strength at given distance. That seems to be not the case.

Missiles come from three enemy NPR missiles destroyers of the same class so they arrive in groups of three volleys.
Each volley used to consist of 7x 5HS missile so 21 missiles total. I shoot them down, got 21 "missile got hit and is destroyed" and 21 "energy impact". Good.

One of those destroyers is probably running low on ammo so one volley now consists of only 1x 5HS missile, the other two still from 7x 5HS missile so 15  missiles in total. This and the previous composition both happened multiple times.
I used to get 15x "missile got hit and is destroyed", 3x "New Thermal contact: HS 5" and 12x "energy impact" for this composition of enemy missiles. But after that there were no more contacts around. So I thought maybe each volley has one blank missile that doesn't have warhead or whatever and thus produces only thermal boom and no energy impact.

But now, with the same groups (1+7+7) I got still 15x "missile got hit and is destroyed", 3x "New Thermal contact: HS 5" but only 11x "energy impact".

What's going on? What missile types don't produce "energy impact" when destroyed? Are those NPR destroyers shooting like sensor missiles without warhead or what? Or could this weirdity be caused by enemy missile selfdestructing because of sensor issues?

11
The Academy / Escorting through jump point
« on: March 10, 2017, 04:45:25 PM »
Battlefleet got escorted by few other TGs, all at 10-40k km around it. Some of them have jumpdrives.

Battlefleet jumped through a jump point. No error appeared. All escorting TGs continued in the same pack. But in some random direction and _in the same system_. For the rest of the interval, five days.

Ehm whaat? I guess escorting through JP may work only with standard jump and all escorts at the same place as the main TG, not few 10k behind it.

12
The Academy / Jumping in tech tree
« on: March 10, 2017, 03:11:06 AM »
If one finds enough of higher level components to disassemble so that  one gets _all_ needed research points for this tech this way, can one then use said tech even when lacking its prerequisites? Because apparently when you get only _some_ needed points from disassemble and don't have the prerequisite tech yet you can't even see this high tech you are slowly learning as such tech is hidden even in list of all techs on Research screen.

13
The Academy / Discovered minerals: no
« on: March 09, 2017, 04:44:59 PM »
During both orbital and land geosurvey I get from time to time a message something was found, "Discovered minerals", but minerals are listed neither in that message nor in any other screen. What's going on? This is different from "Nothing found" event but in the end the effect is the same. Is this supposed to be so?

14
The Academy / Available capacity
« on: March 09, 2017, 02:51:29 PM »
At one ruins I have hound 37x "100 EP Commercial Internal Fusion Drive". According to Class design screen it has size of 25 HS.
I have a cargo TG stationed there with 2 ships, each with standard 25000 cargo hold.

I tried to tell this cargo TG to load those engines so they can be moved to other colony for disassembly and study of this new technology. They loaded just 4 each, total 8.  I gave the command once more but the loading failed.
Now 4 x 25 = 100 HS = 100 x 50 = 5000 capacity units. That should be just one fifth of the cargo hold.
Looking at those individual ships they also now say they have 4 ship components loaded and _25004_ "available capacity".

Why did they not loaded up to 5 times more of those engines (so, all of them)?
Why did the available capacity got up after filling part of the hold?

15
The Academy / Hull designs of NPRs at Galactic map
« on: March 08, 2017, 04:54:56 PM »
With "Show Alien Task Group Location" setting in Galactic map I can see hull designs of other NPRs at systems I marked as having their TG.
I have met so far 2 NPRs and both of them seem to use the same hull design there.

Is there just this one used every time for this or is it just a coincidence both NPRs chose the same hull design?
Is there a way for me to change their hull design without messing in DB?

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