Posted by: Hawkeye
« on: March 04, 2010, 11:29:45 PM »Quote from: "UnLimiTeD"
So, I recently found this game through someone on an other forum, and after reading tutorials for the good part of three days, started into it, and the interface needs work.
Now my problem is:
I got 2 light combat vessels in my Starting loadout:Code: [Select]Seydlitz class Cruiser 2500 tons 223 Crew 246.2 BP TCS 50 TH 240 EM 0
Which I think are pretty suited for a starting military ship, aside from the lack of any offensive power.
4800 km/s Armour 3-16 Shields 0-0 Sensors 1/5/0/0 Damage Control Rating 1 PPV 3
Annual Failure Rate: 50% IFR: 0.7% Maint Capacity 62 MSP Max Repair 20 MSP Est Time: 3.05 Years
Nuclear Pulse Engine E8 (6) Power 40 Fuel Use 80% Signature 40 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 45.0 billion km (108 days at full power)
Initial Meson Cannon (1) Range 15,000km TS: 4800 km/s Power 3-2 RM 1.5 ROF 10 1 0 0 0 0 0 0 0 0 0
Basic Beam Fire Control (1) Max Range: 64,000 km TS: 3000 km/s 84 69 53 37 22 6 0 0 0 0
Survey Sensor SS1 (1) GPS 1000 Range 5.0m km Resolution 100
EM Detection Sensor EM1-5 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
This design is classed as a military vessel for maintenance purposes
However, as I wanted them to get used to each other, and I have no idea how to let a fleet 'maneuver', so to say, I just send them repeatedly between mars and earth and gave some of the other available orders.
Now I don't know what exactly went wrong, I think they were to relay a message and I didn't specify any, but they spent a good part of the last two years hovering in space without much in the way of movement.
To train a fleet (task group), go to the taskgroup screen (F12), second tab "Special Orders/Organisation", click on "Start Task Force Training", done.
I´ll take a peek at your ship too, even if you didn´t ask for this . I recently rewatched Battlestar Galactica and everytime they went to general quarters I went: "What´s this "Action Station c**p! What happend to the good old Battlestation call? Rant mode off)
Look at the F12 --> 4th tab "Naval Organization" and play around with it. It will soon become clear what each is
Quote from: "UnLimiTeD"
When I build missiles, I can make them without warhead, and they are classfied as "Anti Missile Missile".
Does that mean AMMs don't need a warhead? Will they still kill missiles, but deal no damage to ships?
Or is that info meaning something else? Just names, after all.
What is an overhaul exactly good for?
Last question: If I build jumpgates, will my survey ships use them automatically to survey stuff?
That you for your time; regards.
AMMs need at least a 1 point warhead to kill an enemy missile
If you play with Overhauls needed, your military ships (anything that is not commercial) will "age" over time. You can see this on the F12 screen, upper right, in the list of the ships in the task group in the "Maint Clock" column.
The longer the time since the last overhaul, the more likely are system failures becoming. Those failures will be repaired automaticaly, if enough spares (Maint supplies) are on board. Once those run out, the system is out of action and your ship will start falling apart. An Overhaoul resets the clock.
I don´t think your survey ships will auto-survey through jumpgates, but I am not sure on this.