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1
Activate SM
open System map
switch to Contacts tab
look under Show Tac Intelligence button

If you have small screen and are using Reduced Height Windows mode it is mostly out of the window area but via zooming in printscreen I have checked it says the right words. I have also tried it and yes, it is clickable even in this mode.

EDIT: I have found the info about this feature via searching the forums. Try it too next time :) . The answer is here.

2
I don't know about the particular details (especially the bit about the CIWS having a higher priority to fire---in my case the ship that equipped it had higher initiative than my Gauss-armed ships), but what you've outlined matches the experience from my first missile defense.
Task Group Initiative should work the other way: TGs with lower value of initiative move first.
Also note TG screen notes both Max and Current initiative. Unless you change it yourself the current one stays at 100.

3
40,000t carrier needs a jump engine that gets the job done, and since smaller ships can't jump bigger it has to go on the carrier. That design crept up in size from an initial plan for a 30,000t carrier, but my "definite" (since I may be revising after forgetting to account for magazine space) requirements of 10,000km/s fleet speed and 10,000t of hangar space required a much more massive ship. I tell myself that's going to be my warship-size limit, but we'll see, lol.
The option I have seen others mentioned several times and which I have myself used too is to have one big ship with sensor and jump engine with only self defence capabilities while you have multiple same sized ships bristling with guns or with hangar space. That way those combatants don't get bogged with size of jump engines. For Sun fleet from my previous game of Pentagram I went step further and separated sensor and tender ship. In current Trisabria I have cruisers (15kt) and destroyers (7.5kt) with guns, frigates (3750t) with sensors and so far no separate military tender, only pack of gatebuilders and combined mili+civ jump tenders.

4
Bureau of Ship Design / Re: Trying for PD missile ship
« on: Today at 02:37:43 PM »
Thanks for the bug link, will take a look.

And just on the off chance because you probably know this already, are you entering "1" into the warhead MSP? The "value" is the actual WH strength ... scratch that, if you were doing that the WH size wouldn't be 1 in the specs you posted. It's just the boost you're missing; x3 or bust!
To finally clarify: I am at 0.2 MSP / 1 WH, 64 agility / MSP and am using 1x 0.5 MSP magnetic pulse engine with 350 % power for Sonora II. The generation I Sonora, Baranda and Thuria are all at 0.25 MSP / 1 WH, 48 agility and only 300 % engines tech level, with Sonora and Baranda only having different range and Thuria being size 2 PDC AMM.

5
Bureau of Ship Design / Re: Trying for PD missile ship
« on: Today at 02:28:57 PM »
I have now checked that Missile Designer and found out my Sonora II design with 0.5 MSP size engine is the 4-5th best one can get with my current tech for targets at 20k km/s. My score is 40.6, the best one with slightly smaller engine and thus slower but with bit more space for agility has score 41.3.
Sonora II is the 4-5th best design against targets at 25k km/s and 30k km/s, too, being only 0.5, respective 0.4 percentage points after the ideal one (the order of other designs is different for different speeds).

That's close enough. I am satisfied.

For those interested how I got to my design: first I have designed max power engine of 0.1 MSP size. Warhead was easy. Fuel was just small amount to get to the demanded range. Agility was the rest to fill the size 1 missile. Then keep adding these 0.1 engines and lowering agility by 0.1 till you found the best amount. Design one engine of the summed size instead of those (here, 5) little engines and two more 0.05 size next to it (here, 0.45, 0.5, 0.55). Try these three engines, matching agility accordingly to stay at size 1, and pick the best one.


6
Bureau of Ship Design / Re: Trying for PD missile ship
« on: Today at 02:08:23 PM »
My only AMMs that have seen action have a range of 2.5m km, but I'm not even getting active target locks on the AMMs the enemy is (currently) firing at me until ~150,000km despite a res-1 active I thought should spot small missiles at greater range ... so better sensors sounds very wise to me right now, lol.
Note resolution 1 active sensors can have few millions km range but small missiles are even smaller. There is "MCR" range of few 100k for missiles of size 6 or smaller. That's for seeing them via active sensors. For the problem of getting weapon lock from your missile fire controls note those missiles can be equipped with modules of electronic warfare that lower the range of your MFCs by few 10s of %.

Are you using the Missile Designer on the web? That Sonora Close AMM seems too slow to have a size-1 warhead and a range of only 1.2m km, but there are a handful of techs that increase the efficiency of missiles by bringing down the MSP you need to reach performance targets. Maybe you need better tech to get better bang for your MSP in WH strength, fuel efficiency, or agility.
I am not using any external tools, only checking wiki and forums from time to time. I am aware of techs that raise the stats of missiles and I don't think I am too low on most of them. I am mostly missing engine boost tech. Size 1, warhead 1 and range of ~1-2m km are intentional values, the rest of missile is filled with agility because there can't be missiles under size 1. I am not adding any sensors until I actually meet some enemy with missiles and I can see what sensor range I would need.

Zooming will corrupt the .mdb? I'd be grateful for tips on how I might avoid or minimize that risk ... I have to zoom some and it would be a relief to know what will or won't cause me problems.
I posted it in the main bug thread.

7
Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: Today at 01:57:06 PM »
I am not sure what is the core issue but I have noted I get tons of errors if I try to zoom somewhere to 100k km range shown in the left upper corner of System map. Usually closing Aurora, reopening it, using Task groups in other system to move focus to this other system, then switching back to the original one and zooming out to normal zoom range of you billion km works to fix this in case I forgot the issue. Last time I managed to get to 10k km range but then on restarting Aurora I got tons of errors even before getting to the starting screen with game settings. After multiple tries I just loaded last save and continued from there. Currently I am in year 42 of conventional start of my Trisabria game.


8
Bureau of Ship Design / Re: Trying for PD missile ship
« on: Today at 08:53:49 AM »
As others have said, AMMs should probably be faster with magneto-plasma drive. I built my first missiles at internal fusion tech, but the slowest of those was a size-6 ASM with 100 million km range and a strength-12 warhead ... and it still clocked in at 33,700km/s, which you can probably match or exceed at magneto-plasma with a size-1, short-ranger.
I could get bit higher speed and hit chances if the AMM is made sub1 sized. But missiles need to be at least of size 1.

I could do this sub-sized trick for missiles intended for size 2 PDC AMM launchers which are 1.9414 missiles instead of pure size 2 ones. PDCs are twice as fast at reloading so with lev6 reloading tech you can have 5s reload on size 2 PDC launcher.

Here for the comparison all three missiles of generation 1:
Code: [Select]
Sonora Close AMM MSP1 CTH528-176-106-53  Speed: 24,000 km/s   End: 0.8m    Range: 1.2m km   WH: 1    Size: 1    TH: 176/105/52
Baranda Middle AMM MSP1 CTH528-176-106-53  Speed: 24,000 km/s   End: 6.6m    Range: 9.6m km   WH: 1    Size: 1    TH: 176/105/52
Thuria Middle AMM MSP1.9414 CTH667-216-133-67  Speed: 24,700 km/s   End: 8m    Range: 11.8m km   WH: 1    Size: 1.9414    TH: 222/133/66

I have then managed to corrupt my save file with too much zooming in System map so after I went back like half a year and had to redesign Sonora IIs, I gave them more range this time (2M instead of 1.3M):
Code: [Select]
Sonora II Close AMM MSP1 CTH812-261-162-81 (192)  Speed: 28,000 km/s   End: 1.2m    Range: 2m km   WH: 1    Size: 1    TH: 270/162/81I am now working on better sensors to match the MCR distance with range of Sonora II.

9
The Academy / Missile initiative
« on: Yesterday at 08:32:43 AM »
TGs have initiative setting, TGs with higher number move later during tick end (wiki).
How does missile initiative work?

10
Bureau of Ship Design / Re: Trying for PD missile ship
« on: Yesterday at 12:12:27 AM »
I am curious that you got to 5 second reload tech for AMMs which is a pretty huge investment, compared to your other missile and drive tech.
Well, I am ~42 years in from conventional start and I am churning research labs all the time. I currently have ~80 together, with power and logistic branches moved to colonies with anomalies so other branches can now use more labs of Earth.

For long years I also didn't have energy weapons scientist and my kinetic weapon one was the first to reach +60% bonus. With rank high enough for 35 labs those ~38000 research points per year can make quick progress on starting techs. Currently he is with ~12 labs working on 75k Gauss Cannon rate of fire 5.

I am only starting with missile ships but having 5s reload seemed to me like a basic requirement for AMM ship. I have met several enemies who liked to fire streams of AMMs just 5s apart.

11
I think the biggest indicator of whatever is wrong might be the absence of the weapon's range circle on the System Map, which other weapons display and the fire control ranges also display. It's a head-scratcher for me.
Try zooming in a lot?

Also check in Combat settings if all your ships have properly attached fire controls and weapons. Note just setting it on one ship won't automatically propagate the settings to other ships - use "Copy to race" once you found a properly set ship. And note this step is just for given class and only for given fire controls. I guess you may have copied around only your laser settings, thinking all FC settings would be copied. That may explain not showed weapon range.

12
The Academy / Damage of laser according to its callibre
« on: June 23, 2017, 03:35:57 PM »
What is the function of base_damage(focal_size) for lasers?

13
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: June 23, 2017, 02:53:34 PM »
Might be kinda strange that, given enough time your fighters could kill battleships with what amounts to a machine gun.
Battleships should have enough weaponry, shielding and smaller friends around to not allow that.
On the other hand, yes, one machinegun could be all you need to capture an unguarded tanker or freighter.

14
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: June 23, 2017, 02:39:54 PM »
People already fire lots of single-missile salvos, with the aim of overwhelming their opponent's fire control capabilities.

I don't hate the idea; I actually really like it for fighters.  Maybe make a Gauss tech that lets you make a super-small yet still fairly accurate Gauss cannon, the drawback being that after X number of firings, it has to be reloaded in a hangar.
Do you mean you would like to have the option to have flock of little gauss cannon-like weapons against few-missiles-lots-of-salvoes tactics?

15
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: June 22, 2017, 10:05:20 PM »
I would say it is a decent idea for a mod but I would not put kinetic ammo in the vanilla game.

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