Post reply

Warning - while you were reading 385 new replies have been posted. You may wish to review your post.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: Kamilo
« on: November 08, 2024, 11:24:10 AM »

So setting my PD Ships to Area Defence would fix that?

I assume when my Laser Ships fire first because they have a higher range and miss, the PD ships fire next as soon as the missiles get into range?
Posted by: Steve Walmsley
« on: November 08, 2024, 10:48:47 AM »

Why dosent my PD Ship fire at incoming missiles? My Laser Ship shoots at them...

The missiles have a speed of 33.0000 km.

One is set to Area fire and the other to Ranged fire. Area will fire at nearby missiles that are within range at the end of the increment. Ranged will fire at missiles just as they are about to hit a target - assuming that target is within range.
Posted by: Kamilo
« on: November 08, 2024, 10:19:24 AM »

Why dosent my PD Ship fire at incoming missiles? My Laser Ship shoots at them...

The missiles have a speed of 33.0000 km.

Posted by: Kurt
« on: November 07, 2024, 05:28:13 PM »

What causes 1 second interrupts?  I remember Steve mentioning the possibility but not the reasoning.

In my campaign I had set up auto time advance as there was obviously a battle going on someplace in the universe as I was getting serial five second advances.  The auto time advance went on for a while, then there were three 1-second advances, followed by an eight second advance, two more one second advances, and then Aurora apparently locked up.  Task Manager says Aurora is doing something in the background, so its chugging away on something.  This has happened before and sometimes if I let it go it'll clear up on its own and begin advancing time again.  Other times it hasn't and I have to shut it down and start again from the last save. 

Just curious about the one second advances.

That's unintended. I have never had a 1 second increment and the game isn't supposed to generate them. I need to work out what happened there.

This has happened quite a few times in my current campaign. 
Posted by: Garfunkel
« on: November 05, 2024, 06:22:46 PM »

SM mode allows you to delete the target system of a JP and then recreate it, meaning you can repeat it until the JP goes to the system you want. That's not an option if the target system is already inhabited though.
Posted by: welchbloke
« on: November 05, 2024, 03:07:47 PM »

Is there anyway to change the JP links between systems using SM mode? Or will I need to get into the DB and change the JP link? I have a large multi-system empire that needs to meet my primary race.
Posted by: Steve Walmsley
« on: November 05, 2024, 03:07:13 AM »

What causes 1 second interrupts?  I remember Steve mentioning the possibility but not the reasoning.

In my campaign I had set up auto time advance as there was obviously a battle going on someplace in the universe as I was getting serial five second advances.  The auto time advance went on for a while, then there were three 1-second advances, followed by an eight second advance, two more one second advances, and then Aurora apparently locked up.  Task Manager says Aurora is doing something in the background, so its chugging away on something.  This has happened before and sometimes if I let it go it'll clear up on its own and begin advancing time again.  Other times it hasn't and I have to shut it down and start again from the last save. 

Just curious about the one second advances.

That's unintended. I have never had a 1 second increment and the game isn't supposed to generate them. I need to work out what happened there.
Posted by: Garfunkel
« on: November 04, 2024, 06:31:24 PM »

Wasn't 1-sec just for resolving movement and sensors in cases where 5-sec was too long, ie missile crossing detection bubble?
Posted by: Andrew
« on: November 03, 2024, 11:43:20 AM »

I seem to get one second advances in some circumstances where npr ships are regenerating their shields
Posted by: Kurt
« on: November 03, 2024, 10:51:41 AM »

What causes 1 second interrupts?  I remember Steve mentioning the possibility but not the reasoning.

In my campaign I had set up auto time advance as there was obviously a battle going on someplace in the universe as I was getting serial five second advances.  The auto time advance went on for a while, then there were three 1-second advances, followed by an eight second advance, two more one second advances, and then Aurora apparently locked up.  Task Manager says Aurora is doing something in the background, so its chugging away on something.  This has happened before and sometimes if I let it go it'll clear up on its own and begin advancing time again.  Other times it hasn't and I have to shut it down and start again from the last save. 

Just curious about the one second advances. 
Posted by: Indefatigable
« on: October 26, 2024, 05:42:13 AM »

Whats the matter with Galactic Map Window lagginess?
The left side menu flickers and feels like it reloads all the data for every object seen in the view when you pan around even the slightest amount.
Main Tactical view has small fraction of same behaviour.
Posted by: db48x
« on: October 25, 2024, 05:44:51 AM »

If so, I can probably work out the general case formula from there.
(Not, like, over a lunch break. But eventually.)

I looked into this a while back while contemplating better ship navigation. You might find the code helpful. As described in that post, I found a formula for the distance between the ship and the target planet given the timestamp. Handling moons requires a different formula for moons than for planets, another for moons of moons, and so on. Luckily computing the derivatives using a CAS is but a moment’s work.
Posted by: Steve Walmsley
« on: October 24, 2024, 06:46:39 AM »

I'd like to be able to project the position of a system body (at an arbitrary point in the future), given its orbital parameters and current location.

Would that be a straightforward formula you could share?

...It's a few hundred lines of code...

I suspected that might be the case.

Am I correct in recalling that orbiting bodies sweep their orbital area at a constant rate over time?
And if that is correct, is that how Aurora implements it?
If so, I can probably work out the general case formula from there.
(Not, like, over a lunch break. But eventually.)

Orbital Speed = Math.Sqrt((2 / DistanceToParent) - (1 / OrbitalDistance));
Posted by: Steve Walmsley
« on: October 24, 2024, 05:57:49 AM »

What happens to ground units transported on board a ship if the ship gets hit and the troop transport component gets damaged?
Assuming there is no spare space for them of course and i have the exact amount of tons of GU's as transport capability.

They will be damaged in proportion to the loss of troop capacity.
Posted by: Migi
« on: October 23, 2024, 08:08:14 PM »

I've noticed that my officers are retiring at age 32-33. Should there be a kind of military administrative structure to provide them with jobs as they age? A fleet staff structure or a general staff for ground commanders? If the answer is "yes," how would I create such a structure?

I don't have any warships, and the only ground unit I have is the "1st Infantry Regiment." I don't have any alien invasions or NPRs enabled in this game. It's my 7th restart.

You can assign commanders to academies, via the commanders screen. If you have lots of scattered academies that can give them something to do.

You can also create a naval command structure using the Naval Organisation screen.
Some people use this to create a civilian command structure as well, here is a post showing that:
https://aurora2.pentarch.org/index.php?topic=13664.msg171811#msg171811
The industral, logistics and survey admin types will provide useful bonuses even in an entirely peaceful game.