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Posted by: Froggiest1982
« on: May 09, 2020, 03:36:30 PM »

I will try and see if I can spawn a enemy ship and shoot down the buoys at that jump point.   I have been meaning to add pirates into my game anyway so this is just a good excuse to play with that :P.   Thank you all for the replies.   

@froggiest1982: Sorry if my reply came off as sounding like a turd, I dident mean it to but I rereading it now it seams like im being an ass.

No worries mate, I didnt think that for a second.

I know how frustrating simple things that were in VB6 and now they are not in C# could be
Posted by: Treahblade
« on: May 09, 2020, 02:20:15 PM »

I will try and see if I can spawn a enemy ship and shoot down the buoys at that jump point.   I have been meaning to add pirates into my game anyway so this is just a good excuse to play with that :P.   Thank you all for the replies.   

@froggiest1982: Sorry if my reply came off as sounding like a turd, I dident mean it to but I rereading it now it seams like im being an ass. 
Posted by: Conscript Gary
« on: May 09, 2020, 12:43:00 PM »

Should the ‘launch ready ordinance’ button fire probe missiles at a target, or will the ship simply fly to destination and deploy?

I’m not seeing the first behaviour with any of my attempts.

Thanks!
There's two different meaning of 'launch missiles at'.
The 'launch ready ordnance' order means that the ships will fire their missiles, when they are at the listed location.
Setting a waypoint as a target and firing through the ship combat screen means the ships will fire their missiles from wherever they are, towards the target.
Think of the 'launch ready ordnance' order as being more 'launch missiles from'.
Posted by: StevioM
« on: May 09, 2020, 12:41:12 PM »

Quote from: froggiest1982 link=topic=11336. msg132014#msg132014 date=1589017134
Quote from: StevioM link=topic=11336. msg132009#msg132009 date=1589015764
Should the ‘launch ready ordinance’ button fire probe missiles at a target, or will the ship simply fly to destination and deploy?

I’m not seeing the first behaviour with any of my attempts. 

Thanks!

Missile with one Stage or Two?

Single stage.  Just a missile with sensors/geo no warhead.
Posted by: Father Tim
« on: May 09, 2020, 06:55:42 AM »

So I accidentally put too many bouy's at a jump point to keep an eye on it and now I want to destroy one, but there seams to be no way to remote destroy missiles anymore like there was in VB.  I cant seam to find anywhere to do it even using SM?

Anyone know of a way or is this just not in the game yet?


It is not in the game yet.

Steve has made no comment or indication that it was deliberately removed, or that it will never come back.  He has said that numerous lesser functions and Quality of Life improvements were postponed to "a later version" in order to get C# Aurora out for Easter and not Halloween.

So while we don't know, we can make a pretty good guess.
Posted by: Froggiest1982
« on: May 09, 2020, 04:38:54 AM »

Should the ‘launch ready ordinance’ button fire probe missiles at a target, or will the ship simply fly to destination and deploy?

I’m not seeing the first behaviour with any of my attempts.

Thanks!

Missile with one Stage or Two?
Posted by: StevioM
« on: May 09, 2020, 04:16:04 AM »

Should the ‘launch ready ordinance’ button fire probe missiles at a target, or will the ship simply fly to destination and deploy?

I’m not seeing the first behaviour with any of my attempts.

Thanks!
Posted by: Froggiest1982
« on: May 09, 2020, 04:02:11 AM »

In VB6 you could kill your own missiles/buoys/mines. Imagine a virtual big red button with self destruct on it.

In Aurora C# the feature it's currently not beed implemented. It was suggested under the VB6 missing features on C# thread and some of these suggestions have now been implemented. We dont know if it will, we do hope so but Steve haven't officially answered.
Posted by: Migi
« on: May 08, 2020, 09:09:09 PM »

Is there no way to do it at all? Seams like an oversight if not. .  I could shoot a spy satellite at a NPR planet and as long as my missile survives long enough to deploy the Buoy its basically unkillable? I was thinking maybe you can target it if its not part of your race or something?
You could spawn a hostile ship to shoot the excess missiles.
Posted by: tywudtke
« on: May 08, 2020, 09:00:10 PM »

Quote from: Treahblade link=topic=11336. msg131959#msg131959 date=1588987935
Is there no way to do it at all? Seams like an oversight if not.  .   I could shoot a spy satellite at a NPR planet and as long as my missile survives long enough to deploy the Buoy its basically unkillable? I was thinking maybe you can target it if its not part of your race or something?
I think he just means there is no self destruct in the game right now
Posted by: Treahblade
« on: May 08, 2020, 08:32:15 PM »

Is there no way to do it at all? Seams like an oversight if not. .  I could shoot a spy satellite at a NPR planet and as long as my missile survives long enough to deploy the Buoy its basically unkillable? I was thinking maybe you can target it if its not part of your race or something?
Posted by: Froggiest1982
« on: May 08, 2020, 08:19:37 PM »

So I accidentally put too many bouy's at a jump point to keep an eye on it and now I want to destroy one, but there seams to be no way to remote destroy missiles anymore like there was in VB.  I cant seam to find anywhere to do it even using SM?

Anyone know of a way or is this just not in the game yet?

There is no such option currently in C#
Posted by: Treahblade
« on: May 08, 2020, 07:52:10 PM »

So I accidentally put too many bouy's at a jump point to keep an eye on it and now I want to destroy one, but there seams to be no way to remote destroy missiles anymore like there was in VB.  I cant seam to find anywhere to do it even using SM?

Anyone know of a way or is this just not in the game yet?