Post reply

Warning - while you were reading 45 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:

Bold Italicized Underline Strikethrough Search the Wikipedia knowledge base | Preformatted Text Left Align Centered Right Align
Insert Image Insert Hyperlink Insert Email Insert FTP Link | Glow Shadow Marquee | Superscript Subscript Teletype | Insert Table Insert Code Insert Quote | Insert Unordered List Insert Ordered List Horizontal Rule Spoiler Off-Topic Embed a youtube video url Embed a vimeo video url | Remove Formatting Toggle View
Smiley Wink Cheesy Grin Angry Sad Shocked Cool Huh Roll Eyes Tongue Embarrassed Lips sealed Undecided Kiss Cry

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

Please read the rules before you post!


Topic Summary

Posted by: ExecCrawfish
« on: Today at 02:50:12 PM »

You can view the sensor range of an STO unit in the Formation Templates screen; it'll list the maximum sensor range, sensor range vs. missiles, and maximum fire control range.
Posted by: MinuteMan
« on: Today at 08:13:40 AM »

What is the range of the active sensor on the STOs and is it resolution-1?

Do you see an active, rather than thermal, contact before the missiles hit?

Also, is the race firing the missiles designated as hostile (red contacts) ?

I'm obviously missing something.
Because it is news to me that you can see active sensor range & resolution for STO elements.

I think / assume it was from an active sensor. I clicked "Active on" for the formations in question.
And even had a Deep space tracking station on the body.

Yes the race is designated as hostile.
Posted by: Steve Walmsley
« on: Today at 02:49:26 AM »

What is the range of the active sensor on the STOs and is it resolution-1?

Do you see an active, rather than thermal, contact before the missiles hit?

Also, is the race firing the missiles designated as hostile (red contacts) ?
Posted by: MinuteMan
« on: Yesterday at 07:58:41 PM »

Yes it is / was.
Posted by: Bly
« on: Yesterday at 04:46:53 AM »

I'm having issues with my ground forces STO PD firing at incomming missles.

Alien race is set to hostile.

My Racial Tracking speed in 4000
Incomming missles are 15.5 km/s

Gaus Cannon twin turrent point defense - ground forces elements present.
Targeting mode set to point blank.

But nothing happens.

Am I missing something?

When you designed the STO in the Unit Class Design tab, did you check the Point Defence Weapon box?
Posted by: MinuteMan
« on: July 20, 2025, 07:53:37 PM »

I'm having issues with my ground forces STO PD firing at incomming missles.

Alien race is set to hostile.

My Racial Tracking speed in 4000
Incomming missles are 15.5 km/s

Gaus Cannon twin turrent point defense - ground forces elements present.
Targeting mode set to point blank.

But nothing happens.

Am I missing something?

Just to be absolutely clear - When you say nothing happens, you mean that the missiles slam into the planet uninterrupted yes? In the context of PD nothing happens sounds like the best possible outcome :D

Yes, Point defense doesn't fire. Incoming missiles pass through the PD range and hit my ground forces.

Are your STOs ordered to fire in point defense mode on the STO Targeting tab of the Ground Forces window?

Yes they are in PD mode, tested different modes.
If I set them to fire at ships, they fire at ships.
I checked the Sqlite DB and the formation element actually is assigned as "Point defense".
Posted by: nuclearslurpee
« on: July 20, 2025, 01:19:20 PM »

Are your STOs ordered to fire in point defense mode on the STO Targeting tab of the Ground Forces window?
Posted by: Droll
« on: July 20, 2025, 12:46:55 PM »

I'm having issues with my ground forces STO PD firing at incomming missles.

Alien race is set to hostile.

My Racial Tracking speed in 4000
Incomming missles are 15.5 km/s

Gaus Cannon twin turrent point defense - ground forces elements present.
Targeting mode set to point blank.

But nothing happens.

Am I missing something?

Just to be absolutely clear - When you say nothing happens, you mean that the missiles slam into the planet uninterrupted yes? In the context of PD nothing happens sounds like the best possible outcome :D
Posted by: MinuteMan
« on: July 19, 2025, 07:11:29 PM »

I'm having issues with my ground forces STO PD firing at incomming missles.

Alien race is set to hostile.

My Racial Tracking speed in 4000
Incomming missles are 15.5 km/s

Gaus Cannon twin turrent point defense - ground forces elements present.
Targeting mode set to point blank.

But nothing happens.

Am I missing something?
Posted by: nuclearslurpee
« on: July 15, 2025, 06:24:24 PM »

What are the requirements for the ship to be commanded by the higher rank officer? (besides the CIC modules and Senior C.O. checkbox)

Sometimes the ship without any module and the checkbox unchecked will require CDR instead of LCDR. Is it the tonnage/mil modules tonnage/weapons tonnage or something completely different?

Most of the rules can be found here.

However, I believe the command requirement for a ship with weapons was reduced to +1 rank instead of the listed +2. Diplomacy Module and Primary Flight Control are not listed but require +2 ranks.
Posted by: Lastek
« on: July 15, 2025, 02:33:48 PM »

What are the requirements for the ship to be commanded by the higher rank officer? (besides the CIC modules and Senior C.O. checkbox)

Sometimes the ship without any module and the checkbox unchecked will require CDR instead of LCDR. Is it the tonnage/mil modules tonnage/weapons tonnage or something completely different?
Posted by: Froggiest1982
« on: July 14, 2025, 08:07:41 PM »

I've built a bunch of Decoy reloads (for my ship's decoy launchers) on Earth. But they won't load into my Ammo Tenders.

I can design a ship that has hundreds of Decoy Launchers, and just load the launchers on Earth and unload them on the destination planet... but is there a simpler way of getting replacement Decoys to the battle-front?

Unfortunately there is not. It is on the to-do list but I have yet to see an ETA for a solution to this one.

Following this https://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759 I don't think such a solution was never in the cards.

They are WAI like Box Launchers, so you have to reload them in an hangar or at a colony.

If we compare these to CHAFF systems, it makes sense.

The problem is transporting decoy missiles between populations. Regular missiles may be transported by magazines regardless of what kind of launcher they will be fired from. Decoy missiles cannot, which is a problem.

I see what you mean, but that is just a bug with a simple workaround.

You design your Replenishment ship adding decoys launchers to load the template of Decoys required.

Once you remove the decoy launchers, the amount of decoys to be loaded will still be there and you will be able to load and unload decoys without any problem using the load and unload ordnance order.

I am so used to it that I forgot there was this bug still  ;D
Posted by: nuclearslurpee
« on: July 14, 2025, 06:27:20 PM »

I've built a bunch of Decoy reloads (for my ship's decoy launchers) on Earth. But they won't load into my Ammo Tenders.

I can design a ship that has hundreds of Decoy Launchers, and just load the launchers on Earth and unload them on the destination planet... but is there a simpler way of getting replacement Decoys to the battle-front?

Unfortunately there is not. It is on the to-do list but I have yet to see an ETA for a solution to this one.

Following this https://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759 I don't think such a solution was never in the cards.

They are WAI like Box Launchers, so you have to reload them in an hangar or at a colony.

If we compare these to CHAFF systems, it makes sense.

The problem is transporting decoy missiles between populations. Regular missiles may be transported by magazines regardless of what kind of launcher they will be fired from. Decoy missiles cannot, which is a problem.
Posted by: Froggiest1982
« on: July 14, 2025, 04:59:24 PM »

I've built a bunch of Decoy reloads (for my ship's decoy launchers) on Earth. But they won't load into my Ammo Tenders.

I can design a ship that has hundreds of Decoy Launchers, and just load the launchers on Earth and unload them on the destination planet... but is there a simpler way of getting replacement Decoys to the battle-front?

Unfortunately there is not. It is on the to-do list but I have yet to see an ETA for a solution to this one.

Following this https://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759 I don't think such a solution was never in the cards.

They are WAI like Box Launchers, so you have to reload them in an hangar or at a colony.

If we compare these to CHAFF systems, it makes sense.
Posted by: nuclearslurpee
« on: July 14, 2025, 07:27:38 AM »

I've built a bunch of Decoy reloads (for my ship's decoy launchers) on Earth. But they won't load into my Ammo Tenders.

I can design a ship that has hundreds of Decoy Launchers, and just load the launchers on Earth and unload them on the destination planet... but is there a simpler way of getting replacement Decoys to the battle-front?

Unfortunately there is not. It is on the to-do list but I have yet to see an ETA for a solution to this one.