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Topic Summary

Posted by: davidr
« on: Today at 08:30:24 AM »

I don't know whether this is a bug or just me being an idiot regarding a Sector Governor.

The main colony window shows that I have a Planetary Governor ( Edward Hurst - Admin level 5 ). I have just researched Sector Command , have built 2 Sector Commands which are shown in the Buildings List for Earth and placed a level 6 Administrator ( Isabelle Savage) as the Sector Governor.

In the Sector Tab screen this Administrator is shown as being in command of the Sol Sector. However in the Main  screen the Sector Governor is shown as "None" beneath the Planetary Governor information.

I also tried putting a level 7 Administrator as Sector Governor but with the same "None" result.

Can anyone advise on why the Sector Governor is not showing on the Main screen? Is it me or should I place the info in the Bugs report section?


DavidR
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.