Recent Posts

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The Academy / Re: Unassigning a commander
« Last post by obsidian_green on Yesterday at 06:24:59 PM »
In the list should be a location "unassigned" (at least I believe this is the name on it) and you click that and assign the govenor to this.  This will leave them on temple 1 though.

What was suggested will also work...you can assign him to earth and then re-assign the govenor of earth back as an alternative way.

I have a question related to this. Once we unassign, won't the governor (and any garrison commander) disappear if we abandon the colony? I've sent ships to make sure governors aren't lost, but I can't really stop the auto-assignment of a garrison commander. I think I've avoided loss through timing, but it's still a bit of a hassle that might not even be necessary.
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The Academy / Re: Jump Tenders
« Last post by obsidian_green on Yesterday at 06:18:29 PM »
From wiki-reading and my limited experience, a military jump drive will jump commercial engines, it's only commercial engines which are restricted. My military jump tenders are themselves commercial vessels and transit just fine. A plus is that you can get that larger hull at lower cost, but the drawback might be a need to detach the tender before the fleet goes into action.

I'm not anticipating 150,000t naval shipyards, so I still need dedicated commercial tenders for my superfreighters and tugged installations in places I haven't built gates.
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The Academy / Re: Jump Tenders
« Last post by Detros on Yesterday at 04:04:42 PM »
I believe the bug there is not the summary, but that it let you put both the military and commercial jump engine in :)
That's clearly not a bug. That's a feature. :P
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C# Aurora / Re: Box Launcher Reloads
« Last post by El Pip on Yesterday at 01:48:55 PM »
I just want the new system to not increase the amount of micromanagement it takes to reload box launchers.  I do not like the idea of having to assign motherships and land every ship I build in a hangar just to reload my launchers.  It's not the logistics of it that bothers me; I don't mind building the hangars.  I just really don't want any more things to manage that don't really add anything.  There's already a huge amount of clicking to do simple things, please don't make it worse.
Absolutely this. A large special Box Launchers Reloading facility you have to build and transport everywhere would be preferable to more clicking around with hangars just to carry out a simple reload.
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The Academy / Re: Jump Tenders
« Last post by Erik Luken on Yesterday at 01:27:44 PM »
I believe the bug there is not the summary, but that it let you put both the military and commercial jump engine in :)
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C# Aurora / Re: Box Launcher Reloads
« Last post by Barkhorn on Yesterday at 11:18:32 AM »
I just want the new system to not increase the amount of micromanagement it takes to reload box launchers.  I do not like the idea of having to assign motherships and land every ship I build in a hangar just to reload my launchers.  It's not the logistics of it that bothers me; I don't mind building the hangars.  I just really don't want any more things to manage that don't really add anything.  There's already a huge amount of clicking to do simple things, please don't make it worse.
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Bureau of Ship Design / Re: First fleet design, doctrine and related questions
« Last post by Detros on Yesterday at 04:24:04 AM »
Resolution 1 sensors only have their max range against 50 ton or larger contacts.  A size 1 missile is only 2 tons or so.  Your sensors will only see them 150,000km out or so, and if they're faster than 30,000km/s, you might not see them until after they've already hit.
Wiki:
"One Missile Size Point (MSP, not to be confused with Maintenance Supply Points, also called MSP) equals 1/20 HS (Hull Spaces), or 2.5 tons."

"The smallest size permitted in Aurora is 1 MSP."

"Larger missiles can be spotted - and thus fires at by point defenses - at longer range than smaller ones, but there is a limit: missiles smaller than 6 MSP are treated as size 6 by sensors."

MCR is the range of detection of these smallest missiles of size 6 or smaller ones.
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The Academy / Re: Jump Tenders
« Last post by Detros on Yesterday at 04:13:17 AM »
Unless things have changed, you can only have one jump engine on a ship.
No, you can put in multiple types of jump engines and also multiple jump engines of one type. The only thing the second option gives is redundancy against combat damage, though, AFAIK. I am using this mobile jump gate which has commercial engines nad both types of jump engines so it can tender for both types of ships while not caring about maintenance:
Code: [Select]
Gatekeeper class Mobile Jump Gate    45,000 tons     436 Crew     3024.4 BP      TCS 900  TH 1800  EM 0
4000 km/s    JR 3-50(C)     Armour 3-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 11    Max Repair 286 MSP
Intended Deployment Time: 169 months    Spare Berths 0   

Ward International J15000(3-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Charlton Foundation 400 EP Commercial Magneto-plasma Drive (9)    Power 400    Fuel Use 6.19%    Signature 200    Exp 5%
Fuel Capacity 3,000,000 Litres    Range 193.9 billion km   (560 days at full power)

Stanley-Coles Systems CIWS-200 (6x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes


Hmm, this is equipped with both military and commercial jump drive both only one is in the summary listing, Reported now to Bugs thread.
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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« Last post by Detros on Yesterday at 04:11:37 AM »
Class design: summary shows only one type of jump engine while you can have multiple types
Code: [Select]
Gatekeeper class Mobile Jump Gate    45,000 tons     436 Crew     3024.4 BP      TCS 900  TH 1800  EM 0
4000 km/s    JR 3-50(C)     Armour 3-112     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
MSP 11    Max Repair 286 MSP
Intended Deployment Time: 169 months    Spare Berths 0   

Ward International J15000(3-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Charlton Foundation 400 EP Commercial Magneto-plasma Drive (9)    Power 400    Fuel Use 6.19%    Signature 200    Exp 5%
Fuel Capacity 3,000,000 Litres    Range 193.9 billion km   (560 days at full power)

Stanley-Coles Systems CIWS-200 (6x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Pugh-Green Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
Pugh-Green EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes
while


It seems to me which one gets shown depends on the order you put them in: the first one added is shown. This affects both brief and full summary areas, both component areas show properly both/all types of jump engines included.

Alternatively only one type of jump engine (or even only one piece of that type) may be allowed.
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C# Aurora / Re: Box Launcher Reloads
« Last post by ardem on Yesterday at 12:58:10 AM »
I like the idea of modelling all cargo better, even if it abstract, and having research in cargo efficiency. Which we already have but it is more society based then shipbased.

 I almost think maintenance facility should be a new structure. Not abstracted like it is now, almost like shipyards are now, this way you can create a facility like you do with shipyards and then add on your cargo efficiency. It also like shipyards another thing that can be blown away from a space war.

This facility has docking berths or capacity / cargo loading ability / a hangar for small vessels / maybe some point defence / missile magazines / Crew quarters / troop facilities  and floats in space in the orbit like shipyard. This way your able to set up maintenance facilities anywhere, which also handles cargo loading fuel etc. It is the staging point for your fleet needs.

Also the loading from the facility to the ships should be as it is now in hours, however the loading from the planet to the facility should be a long time in days, this show how hard it is to get things from the ground up to the facility.

We will then see proper space ports in my opinion. This would solve a lot of the issues in my opinion.
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