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The Academy / Re: Interstellar Civilian Contracts?
« Last post by Michael Sandy on Today at 07:08:46 PM »
Yes, civilians re-evaluate after dropping off cargo.

Had a huge surge of colony ships over pop a colony, going from 5 million to about 30.  So I switched it to source, and they loaded up...  then the colony was below 25 mil, and the colony ships said, "hey!  Lets dump them there!  And get paid for it!"

Lather, rinse, repeat, until the infrastructure finally arrived.
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Mechanics / Re: Shipping Lines
« Last post by Garfunkel on Today at 06:35:19 PM »
Are they empty? Do you have more than 1 shipping line?
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Bureau of Ship Design / Re: Trying for PD missile ship
« Last post by TT on Today at 04:41:25 PM »
Thanks. I noted the maintenance requirements are lower but I didn't want to go under 5 with Damage Control Rating. Damage Control component is currently a queued research.
The first version has 5 MFCs and 10 launchers, the second one has 4 MFCs and 16 launchers.

After I wrote my post I realized I was commenting on the wrong version, sorry. 16 is getting close to the right number but I'd put more on.  20 - 30 is better for a ship that size.
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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« Last post by QuakeIV on Today at 03:53:27 PM »
I think his point is the damage should be too low to do anything appreciable to the armor given its thickness.
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Mechanics / Damage of laser according to its callibre
« Last post by Detros on Today at 03:35:57 PM »
What is the function of base_damage(focal_size) for lasers?
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The Academy / Re: Scrapping in empty but retooling shipyard
« Last post by davidb86 on Today at 03:03:16 PM »
I have found that I can modify a shipyard (retool, capacity expansion, or add a slipway) if all of the slip ways are busy, but once I start a modification, I cannot then add construction, refit or scrap tasks until the modification is complete.  I  do not know if this is an error or the intended design.
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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« Last post by Detros on Today at 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.
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Mechanics / Shipping Lines
« Last post by ExChairman on Today at 02:51:34 PM »
For once I have relied on shipping lines to do the heavy transporting of my installations. No problem there, until about 6 months ago when freighters ended all of their runs with move to trade location at Earth... Nothing is done... I tried to Clear orders, but nothing helps. Colony ships are still transporting colonist.
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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« Last post by Barkhorn on Today at 02:43:39 PM »
I was thinking to emulate the fact that basically all fighter aircraft nowadays have both missiles and a cannon.  The missiles are the primary armament, but if all else fails they can switch to guns.

What you use that for is up to you.

Might be kinda strange that, given enough time your fighters could kill battleships with what amounts to a machine gun.
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The Academy / Re: Interstellar Civilian Contracts?
« Last post by davidb86 on Today at 02:40:56 PM »
If I remember correctly, civilian ships evaluate the available requests after they unload at a colony. So if they just unloaded something on earth, they will look to pick up something there to take on the next leg.  If Wolf is not in the inner system, then they are likely finding a more profitable run rather than wasting time and fuel making a deadhead run to the outer system.

One way to get them out to Wolf would be to send something to Wolf, but as there is probably nothing you want to send out to a depleted mining colony, you will probably need to use your own freighters to bring the automines back into the inner system or wait for the comet to come back into the inner system.
 
Also check to see if the total trip (current location to wolf, to JG to colony in Proxima) is less than the range on they civilian freighter. you can find the range of the civilian ships under the fuel button in the system map.
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