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Mechanics / Re: VB6 Damage allocation for sequential hits
« Last post by Garfunkel on Today at 10:18:25 AM »
Thanks Steve. Kazuar01 went as far as to test it in-game so we got a definite answer already but it's always good to have Word of God to confirm it.
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The Academy / Re: How to follow contacts
« Last post by Garfunkel on Today at 10:17:28 AM »
Task Force Training!

Once their TF Training level is at 100% there won't be any further delays. But no, there is no "follow mass of contacts". What you can do is micro-manage the firing solutions so you don't destroy the contact you're following.
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Aurora Suggestions / Re: buoy missile targeting
« Last post by chrislocke2000 on Today at 07:45:48 AM »
Would be good or perhaps also being able to set some parameters under which they fire. Ideally something like max number missiles per 1000 tons or something would be a great way to allow a large field of buoys to not cause massive overkill on one vessel and then leave the rest to get through.
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The Academy / Re: Just one Sol too many...
« Last post by Erik Luken on Yesterday at 01:53:43 PM »
SM Mode. F9 screen should have a delete system button somewhere on it.
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The Academy / Re: How to follow contacts
« Last post by Erik Luken on Yesterday at 01:21:51 PM »
Maybe have them follow the furthest contact, and then just engage others as you range?
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The Academy / How to follow contacts
« Last post by captain_carrot on Yesterday at 10:47:25 AM »
I'm fighting an enemy that uses masses of small fighters ~750 tons using my own fast beam warships.   The problem is, when I assign my battle task group to chase these jerks down to attack them, they destroy the contact that they are "Following," and then stop moving.   If I try to assign them a new contact to follow, it takes them a few minutes to acknowledge, during which time they're sitting ducks taking pot shots whenever the enemy gets close to shoot.   Since these contacts are stacked, is there any way to just follow the group around without having to reorder my units every tick, or a way to trick my battle group into going where I want without having them get confused every 30 seconds. . .
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C# Aurora / Re: Aurora C# Screenshots
« Last post by alex_brunius on Yesterday at 07:51:20 AM »
Above post from March 2016. Optimistic as ever.

Although if I had realised just how much work was involved in the rewrite it would probably never have started :)

To be honest this has been much more then a simple rewrite though?

Judging from the information you have made improvements or optimizations to almost every mechanic you come across, in some situations like ground combat, logistics or command & control greatly expanding the scope of game.

If you spent the time working on the old Aurora code base it wouldn't have been a simple task to add all new features, probably have taken half the time of the rewrite at least, and some of the improvements ( like optimizations ) would be impossible to do without a rewrite.
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C# Aurora / Re: Aurora C# Screenshots
« Last post by Hazard on Yesterday at 07:35:48 AM »
Glad I am to hear to you did not know how much work would be involved.

And to be honest, any one man project is going to take a long time at best.
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C# Aurora / Re: Aurora C# Screenshots
« Last post by Steve Walmsley on Yesterday at 04:46:55 AM »
No specific time-frame - will depend on my level of enthusiasm but I hope months, not years.

Above post from March 2016. Optimistic as ever.

Although if I had realised just how much work was involved in the rewrite it would probably never have started :)
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Mechanics / Re: VB6 Damage allocation for sequential hits
« Last post by Steve Walmsley on Yesterday at 04:37:46 AM »
Each hit is completely independent of previous hits and is applied column by column, so the second example is correct.
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