Posted by: sneer
« on: August 10, 2009, 01:22:03 AM »i'm far from the technology used in these designs
but i like such experianceYou can see distances in several ways. The Time and Distance field on the Fleet window can show either the time and distance for the current order of the current fleet or for all orders. On the system map, you can display the time and distance for the current order of every displayed fleet. The option is on the display tab.
what could be nice feature as game counts distance to next point it could show this distance in 3rd window order ....
yup - not enough ability to self repair - i already provided msp in support ship but it was not enoughThere are two possible ways to get to distant star systems. The first is Lagrange Points. These are shown on the system map and on the Fleet Order window. They are like an intra-system jump point and you can jump from any Lagrange point in a system to any other, even those around other stars in the same system. Not all systems have them though as they only appear in the same orbits as Superjovians and massive gas giants.
another problem i faced
i found beautiful double star system with 4 <2 planets
rushed my FT fleet with infrastructure but did not notice i i headed for distant star
what else to say - i noticed my ft is out of fuel now
game engine max increment is 2 minutes only as ihave tf without fuelIf you have a fleet with orders and no fuel, the game will keep pausing to tell you the ship is out of fuel. Make sure you have no orders set for the out of fuel ship, even special or conditional orders.
how to speed it up so my tanker can get in place
game engine max increment is 2 minutes only as ihave tf without fuelIt sounds like you're saying that you click e.g. a "1 day" "increment time" button, but it only goes 2 minutes and stops. First, check on the System Map screen (F3) that it says "Auto Sub-Pulses" on the very right of the "Sub-pulse Length" buttons (click "Automatic" to get into this state). It's possible you have 2 minute increments set (which will show up as "max sub-pulse 120 seconds") and that Aurora is taking one step and then throwing an interrupt on empty fuel.
how to speed it up so my tanker can get in place
p.s. i need to stop thinking about playing typicakl 4x game and start mode based on witp experiance where everything starts from logistics :-)
My recollection is that one of Steve's goals was to get away from massive fleets that didn't require any logistical tail and economies which grew by orders of magnitude in the space of a few years. One of the typical things that happens in Aurora is "crashes", where your economy outruns available supplies of vital minerals, such as Duranium or Sorium.
John
how to make it ? what orders to give ?There are no repair ships as such. As already suggested, you can tow the ship back to base. Another option is to bring maintenance supplies to the ship so it can carry out it's own repairs. However, the fact the jump drive failed so soon after overhaul suggests it didn't have enough engineering systems, which in turn means it probably can't hold enough maintenance supplies for self-repair. Could you post the class design for the jump cruiser as that would allow me to give better advice.
i have jump cruiser that lost all engines /faulty design i think /- 2 months after overhaul and can't repair it in space
i'd like to send a support vessel but all i could do was a support vessel full of msp
i dont see any module to research
any suggestions ?