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Topic Summary

Posted by: MinuteMan
« on: Yesterday at 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: Yesterday at 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: Yesterday at 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.
Posted by: blue emu
« on: July 14, 2025, 02:45:15 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?
Posted by: Ghostly
« on: July 07, 2025, 11:52:15 AM »

Can someone help me with a proper design for mines?

I designed a two stage missile. The first stage has no engine and sensors and the second stage just has the engine and a warhead. I tried laying them by creating a waypoint and targeting it but I'm not sure that that's going to work.
What I want to happen is that these second stage rockets start firing when a hostile ship approaches.
Is such a behaviour even possible in Aurora?

Also, is there a way to mark one of your ships as hostile in order to use it as shooting practice? Or is there any other way to test out a ship's combat performance?

The answer to both of your questions is the "Designate as Target" checkbox in the Misc tab of the Ship Overview section in the Naval window. You can use it both for target practice and to test your two-stage mines, though the designated ship's PD won't work against them. But from your description, they should work just fine. For more info, check here and here.
Posted by: mobody
« on: July 07, 2025, 09:28:48 AM »

Can someone help me with a proper design for mines?

I designed a two stage missile. The first stage has no engine and sensors and the second stage just has the engine and a warhead. I tried laying them by creating a waypoint and targeting it but I'm not sure that that's going to work.
What I want to happen is that these second stage rockets start firing when a hostile ship approaches.
Is such a behaviour even possible in Aurora?

Also, is there a way to mark one of your ships as hostile in order to use it as shooting practice? Or is there any other way to test out a ship's combat performance?
Posted by: skoormit
« on: July 07, 2025, 03:32:12 AM »

Please, can you share some examples of stations that you place at DSPs (far from planets)?
Do you prefer one large behemoth, filled with sensors, missiles, guns, refuelling capacity, MSP, hangar, etc.? or few smaller bases, each one specialised for one or two missions (that can be built in parallel, and each one easily moved by one tug)?

For commercial stations (to be built without yards), I prefer each class fulfills one role, and I'll build different sizes for each role.
So I might have a small maintenance station with 2 modules, a medium one with 10 modules, and a large one with 50 modules. With scaling MSP storage.
And a similar array of fuel stations. And commercial hangar stations. Etc.

For military stations to be garrisoned off-colony, I usually make a 10kt design crammed with box launchers and an active sensor appropriate to support ASM fire.
60month deployment time is preferred, but I expect these to be stationed alongside maintenance bases, so I won't add nearly as much eng spaces as I would for a long-deployment ship.
Posted by: Garfunkel
« on: July 06, 2025, 07:32:15 PM »

Mine are always modular. Faster to build and makes it easier to tailor the 'base' to what the mission needs.