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Topic Summary

Posted by: Garfunkel
« on: February 03, 2025, 04:07:21 AM »

Retarget ability means the missile will keep trying to hit its original target if it misses the first attack run.

You need to assign your missiles active sensors if you want to them to switch to a new target in the case their original target is lost for whatever reason.

If your missile has both, it will keep trying to it its original target but if that is lost, then it will find a new target inside its own sensor range and then will keep trying to hit that target until it hits or is destroyed or runs out of fuel.
Posted by: Froggiest1982
« on: February 02, 2025, 06:27:56 PM »

So, a missile with retarget capability will continue to search for and only the same target, pre-assigned at launch, and won't change to a new, different, target, correct?

Yes

If so, I agree with you about the name of this technology. And I hope that, in a future game version, we could assign missiles to new targets.

I am quite sure you can already do that by providing your missiles of active sensors able to properly lock on enemies within range of both fuel and intervals to target. But to be fair, I am going from memory as since the all mines not working mess I have developed the habit of just normal missiles waves to 1 target at the time by fired bt multiple ships to multiple targets.
Posted by: paolot
« on: February 02, 2025, 05:01:05 PM »

...
The module allows the missile to work on the pattern of tge target selected and preloaded by the MFC of the ship at launch, it won't be able to process data from a new target. I think most of the confusion comes from the selected name, which can easily deceive the actual purpose.
...

So, a missile with retarget capability will continue to search for and only the same target, pre-assigned at launch, and won't change to a new, different, target, correct?
If so, I agree with you about the name of this technology. And I hope that, in a future game version, we could assign missiles to new targets.
Posted by: Froggiest1982
« on: February 02, 2025, 03:35:05 PM »

Thank you Froggiest.
I suspected this, as I asked for in "Reply #4457".
I also searched for details, but didn't find the rule.
But, IMHO, it seems something is missing: if retargeting asks necessarily for an active sensor, and having "Terminal Guidance" is not enough to trigger retargeting (i.e., it isn't an AS), when we select "Retarget Capability" in the missile design, I think it should automatically also require that "Active Sensor" must be <> 0. So, at least a warning message should appear, or eventually we shouldn't be allowed to "Create" the design, if AS is 0.
Thermal or EM sensors would they work too, instead of AS?

No, because and I quote:"This provides ultra-short-range target assessment capability"

The module allows the missile to work on the pattern of tge target selected and preloaded by the MFC of the ship at launch, it won't be able to process data from a new target. I think most of the confusion comes from the selected name, which can easily deceive the actual purpose.

I would have use the Active Tracking System (ATS) Capability or even Continuos Tracking Guidance (CTG) Capability.
Posted by: paolot
« on: February 02, 2025, 02:15:20 PM »

Thank you Froggiest.
I suspected this, as I asked for in "Reply #4457".
I also searched for details, but didn't find the rule.
But, IMHO, it seems something is missing: if retargeting asks necessarily for an active sensor, and having "Terminal Guidance" is not enough to trigger retargeting (i.e., it isn't an AS), when we select "Retarget Capability" in the missile design, I think it should automatically also require that "Active Sensor" must be <> 0. So, at least a warning message should appear, or eventually we shouldn't be allowed to "Create" the design, if AS is 0.
Thermal or EM sensors would they work too, instead of AS?
Posted by: Froggiest1982
« on: February 02, 2025, 01:58:48 PM »

Unless your missiles have been built with the missile retargeting technology , there is no way to retarget them

Yes, they are.
Attached the design.
But after their first target was destroyed, they just disappeared from the system map. And I can't find a command to assign them a new target.

I think there is some misconception, and you can see details here: https://aurora2.pentarch.org/index.php?topic=13090.msg164114#msg164114

If you wish for your missile to engage new targets you require AS sensors in a similar way mines work.
Posted by: paolot
« on: February 02, 2025, 12:09:45 PM »

Unless your missiles have been built with the missile retargeting technology , there is no way to retarget them

Yes, they are.
Attached the design.
But after their first target was destroyed, they just disappeared from the system map. And I can't find a command to assign them a new target.
Posted by: Andrew
« on: February 02, 2025, 10:49:39 AM »

Unless your missiles have been built with the missile retargeting technology , there is no way to retarget them
Posted by: paolot
« on: February 02, 2025, 10:20:30 AM »

How does missile retargeting work?
Does a missile need active sensor onboard for it?
I launched some missiles waves against a target, that was destroyed after the third one. The remaining missiles disappeared. How could I have them back and direct them to a new target?
Posted by: nuclearslurpee
« on: January 31, 2025, 05:12:24 PM »

Re Ship Design priority numbers.

When looking at the Priories/Misc tab in Ship Design what is the number range that can be used for the different Priorities . Is it in the range 1-5 or 1-10?

DavidR

The range is as high as you want (or at least up to some absurd quantity like 2147483647).
Posted by: davidr
« on: January 31, 2025, 09:43:05 AM »

Re Ship Design priority numbers.

When looking at the Priories/Misc tab in Ship Design what is the number range that can be used for the different Priorities . Is it in the range 1-5 or 1-10?

DavidR
Posted by: Andrew
« on: January 29, 2025, 10:43:16 AM »

Actually it looks like you got a lot more hits than the expected average with the gauss cannon, you got 11 hits and 12 overkill so thats 23 hits spread across 11 missiles so 24.5% approx hits , and as the radioactive frozen drink said the sample size is far too small to mean anything . Doing the maths to demonstrate that is way to much effort but it is high school statistics( or was when I was at  school some time ago)
Posted by: nuclearslurpee
« on: January 29, 2025, 09:37:29 AM »

Can someone help me interpret the mismatch between CTH and actual hit %? I'm not quite sure what to make of it.




Statistical variance. 90 shots is not a lot in this context, if you want to show a mismatch you would need to track something closer to 9000 shots, at which point any mismatch will probably disappear.
Posted by: Zeebie
« on: January 29, 2025, 09:08:04 AM »

Can someone help me interpret the mismatch between CTH and actual hit %? I'm not quite sure what to make of it.


Posted by: boolybooly
« on: January 29, 2025, 05:16:38 AM »

What is best to be used to create PPV's to protect a new Colony. I have just started a new game aftrer having to re-install to a new hard drive and am about to colonise Mars as the first off world human colony. I intend to place infrastructure before terraforming so the colony will grow and thus unrest will gradually occur. What should I do to mitigate the unrest - what is the most effective way to increase PPV without resorting to masses of troops.

Many thanks

DavidR

Space weapons provide PPV, see end of second line of design spec, I think ground forces (at least in v2.1.1) reduce unrest only and STOs do not provide PPV. So you need machinery in space. The larger the weapon the bigger the PPV and this works well with turrets which give a good tonnage to PV ratio.

Fighters and FACs are needed for defence patrols but they are sometimes called out of system so for newly populated planets with no shipyard there is either the orbital fighter class satellite which can be built with fighter factories or orbital defence stations using a turret or missile launchers can be towed in.

Code: [Select]
Cloud Flower class Orbital Defence Platform      500 tons       2 Crew       72.2 BP       TCS 10    TH 1    EM 0
120 km/s      Armour 4-5       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 6.5
Maint Life 26.48 Years     MSP 99    AFR 20%    IFR 0.3%    1YR 0    5YR 4    Max Repair 5 MSP
Magazine 42.5   
Seeker    Control Rating 1   
Intended Deployment Time: 421 months    Morale Check Required   

Thruster 1.2 (1)    Power 1.2    Fuel Use 13.94%    Signature 1.2    Explosion 3%
Fuel Capacity 12,000 Litres    Range 31 billion km (2988 days at full power)

Hard Point (25)     Missile Size: 1.7    Hangar Reload 65 minutes    MF Reload 10 hours
Honeyguide (5)     Range 5.4m km    Resolution 1
Tyrant's Judge III LR (25)    Speed: 44,057 km/s    End: 0.8m     Range: 2.1m km    WH: 8    Size: 1.607    TH: 337/202/101

Karna (1)     GPS 3     Range 2.7m km    MCR 244k km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
Code: [Select]
Sky Adamite class Orbital Defence Platform      1,000 tons       26 Crew       246.4 BP       TCS 20    TH 1    EM 0
30 km/s      Armour 3-8       Shields 0-0       HTK 5      Sensors 0/0/0/0      DCR 0      PPV 16.32
Maint Life 1.45 Years     MSP 150    AFR 80%    IFR 1.1%    1YR 79    5YR 1,189    Max Repair 141.6 MSP
Seeker    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Thruster 0.6 (1)    Power 0.6    Fuel Use 19.72%    Signature 0.6    Explosion 3%
Fuel Capacity 1,000 Litres    Range 0.9 billion km (352 days at full power)

Peace Protest II (1x10)    Range 50,000km     TS: 32000 km/s     Power 0-0     RM 50,000 km    ROF 5       
Mudra (1)     Max Range: 60,000 km   TS: 32,000 km/s     83 67 50 33 17 0 0 0 0 0

Karna (1)     GPS 3     Range 3.5m km    MCR 317.9k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a FAC for auto-assignment purposes


Peace Protest II is a dual gauss turret. The significance of 1000t is the max size for FAC classes not requiring a bridge. I like to sneak a small thruster on there as orbitals can sometimes leave orbit in the heat of battle or other unexpected maneuvers so that helps bring them back or keep station elsewhere without the need for a tug.

Code: [Select]
Chelsea Dawn class Orbital Defence Platform      2,815 tons       8 Crew       363 BP       TCS 56    TH 0    EM 0
1 km/s      Armour 12-17       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 27
Maint Life 4.28 Years     MSP 70    AFR 253%    IFR 3.5%    1YR 6    5YR 92    Max Repair 20 MSP
Magazine 180   
Adept    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   


Rack (60)     Missile Size: 3    Hangar Reload 86 minutes    MF Reload 14 hours
Pointer (6)     Range 10.6m km    Resolution 18
Spear of Truth Eight (60)    Speed: 54,400 km/s    End: 0.3m     Range: 1.1m km    WH: 8    Size: 3    TH: 344/206/103

Lookout (1)     GPS 116     Range 10.6m km    Resolution 18

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes