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The Academy / Re: Dumb newbie mistakes to avoid
« Last post by vorpal+5 on Today at 11:52:13 AM »
Yes it does, thanks much appreciated.

Unrelated, but I don't want to open too many threads on my name. How do you use a lifeboat to save your crew before an imminent destruction? Do I have to eject the very small craft, put the commander on board (not very courageous of him!), wait for my ship to blow up and then catch the survivors with the lifeboat?
I would like to put all the crew in the lifeboat before the main ship is blown up!

Or wait... I abandon the ship, it creates a wreck with all people in a lifeboat that I grab with my own lifeboat?
The Academy / Re: Tracking station and transponders
« Last post by vorpal+5 on Today at 11:49:49 AM »
But if ships with transporders are always detected, would it not mean you see all civilian ships all the time?

Are you sure tracking stations also receive EM signals?
C# Aurora / Re: Replacing PDCs
« Last post by Hazard on Today at 10:16:15 AM »
I'll fix it but can't be bothered redoing the screenshots :)

Could you show one or two pictures of the fixed version?

As a suggestion, move the Additional Components selection window to the place currently occupied by Armour type and shift the Capability and Armour Type lists one spot to the right. This would let you turn the Component Type list into a dead list of component types and lets you select components from the Components selection window.
I don't have fuel shortages, because I build up the civilian economy early, and they build my fuel harvesters for me.  However, researching .4 engine power is worth it for the cheaper engines for freighters and survey ships.

Actually, I DO use .3 power engines in sensor drones and geo survey drones.
The Academy / Re: Is there a basic or common build / research order?
« Last post by Iranon on Today at 08:33:55 AM »
Engine concept (Nuclear Pulse, Ion, Magneto-Plasma...) is a huge priority for me, and engine power multiplier down to 0.3.
Many other techs, especially higher power techs and fuel production, can fall behind. If your new engine concept has a 25% increase in performance and you don't need a speed increase, you can halve your fuel consumption (while also making the engine cheaper to build at power multipliers <1.0). That's quite a lot, fuel economy from 0.8 to 0.4 would be quite the research effort.
The drive to lower fuel consumption is going to become even more pronounced in C# Aurora, with yet another fuel-related logistics issue.

The priority military tech for me is Beam Fire Control Speed Rating. Most of my early warships will be slow flak barges (they'll be obsolete quickly enough. Cheap, fuel-efficient ships remain useful when obsolete).

Many techs do very little but saving weight, most that aren't armour are junk techs that should only be picked up when very cheap compared to the techs you actually want. Reactor-related techs are the obvious example, but this also applies to Active Grav Pulse Strength: it'll make your sensors more compact, but won't make them cheaper or stealthier for the same performance. EM Sensitivity otoh does both.

Many techs are optional, here my approach is "don't bother unless you're willing to commit". ECCM for example needs to be quite advanced before I consider it, otherwise I'll just overengineer my fire control. Shields need to be fairly good before I consider using them heavily (note: more armour isn't the only alternative to shields. If I wanted heavy shields but my tech sucks, I'll distribute the tonnage between armour and beam PD). Gauss cannons are also something that I find useful for a relatively narrow set of requirements (dedicated point defence ships of moderate speed) that requires heavy investment before I get any real edge over 10cm railguns.

Lasers are generally the most rewarding beam tech line to invest heavily in, because they're flexible and long-ranged (10cm railguns being perfectly fine at short ranges and final fire point defence). Almost everything has a niche, but with other lines it's easy to waste a lot of RP on inferior weapons.

For missiles, engine power multiplier is actually worth something and you want some warhead tech too, Missile Agility tech is much less important. Because of the way accuracy scales, you want some agility... but using very little and making your missile faster instead is reasaonable - you lose some accuracy but make it harder to shoot down and increase the range for point-blank attacks (sadly, on its way out in C#).

If there are no pressing military needs, I usually focus on economy techs. Especially those that conserve manpower: As I outlined early I prefer limiting fuel consumption anyway, and what I need can be had with Harvesters that don't tie up valuable population. Similarly, I can build automines, asteroid miners and terraformers. I can't satisfy my construction needs with construction brigades though, and if I need to build Financial centers civilian economy tech also free up considerable manpower in addition to production costs.
C# Aurora / Re: Replacing PDCs
« Last post by Steve Walmsley on Today at 08:25:24 AM »
First screenshots of ground unit design window. This tab is for the design of individual unit classes (a single vehicle, soldier or gun emplacement). For the STO option, the mount includes the weapon, a reactor of the exact size needed for the recharge rate and a built-in beam fire control with a 4x range modifier. The cost is equal to the static platform, the weapon, the reactor and half the fire control. STO weapons have a 25% bonus to fire control range. The damage shows two numbers, which is the damage at minimum and maximum range.

The next stage (on a separate tab) is combining unit classes to create formation templates. You might have a template consisting solely of 500 Stormtroopers or you might combine different unit classes into a single template. More on that when I finish the tab.

BTW I just noticed a couple of bugs (I don't display the tracking speed of the STO unit class and the cost for the capabilities isn't in the mineral requirements). I'll fix it but can't be bothered redoing the screenshots :)

The Academy / Re: Tracking station and transponders
« Last post by TheDeadlyShoe on Today at 06:17:29 AM »
iirc, ships with active transponders are automatically detected, skipping the sensor detection rules entirely.  Generally you should keep them on for performance reasons.

DSTS can be destroyed by a general bombardment of the Population, like any other structure.  They have a small inherent em/thermal signature.  I don't recall if fuel is destructible, and i don't believe it has a signature, though im not certain.
The Academy / Re: Tracking station and transponders
« Last post by Shiwanabe on Today at 01:25:12 AM »
Deep Space Tracking Stations (DSTSs) are just huge passive sensors, both EM and Thermal, and are treated as Economic building for bombardment purposes.

I'm not sure how Transponders are modeled, but I would assume they are an EM signal and are mostly unimplemented otherwise.

And I believe you are correct about how EM sensors work. GPS x EM strength x 10km
The Academy / Tracking station and transponders
« Last post by vorpal+5 on Yesterday at 11:29:16 PM »

Tracking station. They survey in thermal only, correct?
What happens if the body they are on is bombarded. Can they risk being destroyed while my troops are still alive within hardened barracks?
Same question for the fuel I stockpile on the body outpost. Will it remains until my colony/outpost is totally wiped out or any bombardment can destroy some fuel stockpile.

Transponders. What is their purpose really? Is keeping transponders ON for civilians ships reveal them to hostile sensors or should I not bother?

The EM sensors. They detect active sensors by checking the GPS value of said sensor, right? e.g a strength 55 EM will detect at 55 millions km a strength 1000 GPS from an active sensor?
The Academy / Re: Is there a basic or common build / research order?
« Last post by Michael Sandy on Yesterday at 10:14:59 PM »
Before Transnewtonian tech is researched, I suggest building military academies.  This will help produce more civilian administrators and scientists to help boost your economy.  Getting the right scientists can basically double your research or more.  A good administrator on Earth is equivalent to having a tech level in mining, construction and perhaps shipyard techs.

Especially if you have a good logistics scientist, you should get Improved Command and Control in order to research Sector Control.  It is definitely worth it after you have gotten the 10,000 level Construction techs, as a good Sector Command civilian administrator provides almost as much improvement as a single Construction tech level, at a lower research cost at that point.

After Transnewtonian tech is research, your highest priority is converting the economy.  Start with construction factories until your duranium starts going down.  It is okay to really dip in duranium in order to speed the conversion, and then starting switching to converting industry to mines.

Because ground troops take so long to build, you may want to also keep building up infantry, in order to convert them to cadre to build Construction Brigades later.  It doesn't take that many minerals, and you have the facility.

I waffle back and forth on whether it is worth having the shipyard expanded early.  It takes more resources to expand shipyards, and when you are watching every duranium to get the fastest economic expansion, spending that duranium elsewhere slows your conversion.  My target is to get the Naval Shipyard to about 4000 tons to build my geosurvey ships, which are basically a size 50 commercial conventional engine, a geosurvey sensor and a couple of fuel tanks.

I can then speed the building of geosurvey ships by using industry to build the engines and the sensor ship components.  Overcommitting to building or expanding shipyards, adding new slips, can be a mistake.  It takes longer and costs more to refit a shipyard that has multiple slips.

It is usually economical to refit the early conventional engined survey ships to size 50 commercial nuclear thermal engines.  However, once you refit that shipyard to building grav sensor ships, you generally want a civilian yard for refitting and updating the geosurvey ships.

A major decision that you will want to make early on is whether you build survey ships with their own single ship jump drives, which makes individual survey ships slower, more expensive, less efficient, but has less idle time and less micromanagement required, or build commercial jump tenders, (at least 15,000 tons), which act as mobile jump gates, providing strategic mobility for your early combat fleet.

My feeling is that until you have higher efficiency jump engines, x6 or x8, you really don't want them on every ship because of performance issues.
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