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The Academy / Re: a couple of n00b questions
« on: Today at 01:47:51 AM »
Well, I built it using the missile design tech, so it should be a missile.  Somewhere there is a button that does what I want it to...
So now you see them? Good.
To move missiles from one area (population) to other one (ship), double click on the name of missiles at the area you want them taken from.

P.S.: Could you please rename the OP so that this thread has less generic name than "a couple of n00b questions"? Something like "How to load missiles" would work.

The Academy / Re: a couple of n00b questions
« on: Yesterday at 03:52:52 AM »
So you have some of those survey missiles stored.
Can you load them via that Individual unit screen when you select those ICBM launcher silos?

Try manually loading few missiles via "Ordnance management" tab. Just select "population" in the middle from the offered options and double-click on those survey missiles that should show up to load them one by one. If you set it properly at Class design screen you can also use Fast reload according to default ordnance setup.

The Academy / Re: a couple of n00b questions
« on: Yesterday at 03:12:26 AM »
You say you have designed some missiles but have you actually build any :D ?

Other than that, there should be Load Ordnance command connected to "standard loadout for the type, as defined in the ship design window". "Or you can use the Ordnance tab in the Individual Unit window. " See Missiles#Loading missiles for more.

I guess you are trying to load ICBMs into your starting ICBM launchers, thinking you are loading those survey missiles.

Aurora Chat / Re: Are Carriers Better?
« on: March 21, 2017, 05:45:56 PM »
However from my understanding the projectiles of railguns do not posses a transnewtonian engine so shouldn't be subject to these conditions.
There is an intended hard cap at 5 light secs as there is not enough of handwavium for any laser to get further in 5 seconds.

Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: March 21, 2017, 04:14:42 AM »
Event log->Hostile contact update: lost contacts with alien populations don't properly say what that contact was associated with
Reported already for v5.0.

Advanced Tactical Command Academy / Re: Forward jump point defense
« on: March 20, 2017, 01:46:43 PM »
If the defenders wait behind the jp, and the attackers jump through and instantly move away, the defenders have the exact same timeframe to shoot at them, but the attackers at least can't fire back for some time.
You should get more opportunities to shoot when you sit around the point on the other side and enemy ships _need_ to go to you in order to jump than when you sit around the point on your side, they jump through via squadron transit, appear multiple 100k away and move away from the point in speed your ships can't match.

The Academy / Re: How to see enemy ground forces
« on: March 20, 2017, 01:39:27 PM »
I have res 1 sensors on my geosurvey ships that find those enemy colonies. So far it seems all of those are just listening posts without garrison.
So I guess I didn't see anything because there were no ground forces to be seen :D

The Academy / Re: Delivering salvaged technology
« on: March 20, 2017, 09:18:06 AM »
Unless the tech deployed in system is uploaded to all colonies with research facilities in that system or it is uploaded only to the nearest one such colony, I fear it will be uploaded to the bad colony.
No, I unchecked that "don't upload tech" checkbox while parked at a smaller colony with just 1 research facility while there was another bigger colony with 4 facilities. All stored data went to the bigger colony. Reload time.

In the meantime I have collected both armor and sensor techs salvaged techs at one ship so I guess I could only deliver those to Earth where the most facilities still are, to get use of all those points../.
Last resort: SM-edit away all labs on one colony, unload tech data, edit labs back in.
Yes,  in the end, noting there is that anomaly bonus of 90% to sensors on that small colony, I just forfeited those armor tech points and used SM to make sure all those salvaged techs go to this smaller colony.

Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: March 19, 2017, 04:18:54 PM »
A screen with list of found ruins and list of civilization those ruins belonged.
AFAIK there currently is only a list of not yet exploited ones and once you clear all those there is no way to find about those old civs.

 All columns should be sortable. For that may be good idea to merge System and Body or also divide Status into Status and Number of installations so that statuses can go: "not explored"-"exploration in progress"-"X/X installations"-"Y/X installations" (0 <Y < X)-"0/X installations".

Bureau of Ship Design / Re: Odd duck designs
« on: March 19, 2017, 03:52:56 PM »
It can build any 250,000 ton civilian ship using this blueprint on day 1, the shipyard never has to be retooled.
How often do you build 250kt ships?

Advanced Tactical Command Academy / Re: Forward jump point defense
« on: March 19, 2017, 03:49:41 PM »
why isn't the defender simply attacking?
What about defender having high level beam weapons but low level engines while attacker has high level engines?
Then attacking is currently bad idea because those ships can't get close enough to enemy. If defender is too scared to let the attacker jump through the JP because he can't catch him then sitting on the attacker's side of jump point and blasting anything that gets near may be the best idea.

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?

Aurora Suggestions / Re: new crew quarter options
« on: March 19, 2017, 04:59:31 AM »
There already is that Recreational module though something smaller but less effective could be useful.

The Academy / Re: Non Homeworld Task Groups??
« on: March 18, 2017, 08:35:05 AM »
I often am confused by placement of TG too as I detach a ship to its own TG via Organization tab and then get a TG without any ship because I was in other place then the ship I was trying to detach.

Once shipyards are at the given colony try telling one TG to "Move to" given colony. When completed, "Detach" a ship from this TG, move it back to its original TG and rename the task group you have just created at the TG as "Shipyard 2" or so. Is it selectable in shipyard's screen?

I am partially guessing because my first tractor-able ship is still under construction but surely there is somebody around who has already managed to do this task of relocating a shipyard.

The Academy / Re: Troop transfer between ships
« on: March 16, 2017, 04:33:35 PM »
Yes, that sounds right. You need to give them the command at some point and they will work on it there. And because it is a proper command they should not be able to be subject of escort-move during that time so one can't move them that way neither.

So it is a really  good idea, to have at least one Cargo Handling System, to play sitting-ducks for the shorter period of time.

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