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Posted by: UnLimiTeD
« on: August 21, 2010, 05:07:48 PM »

Note that a Box Launcher also has no HTK, so those ships should better not get into a fight as long as they are still useful.
Posted by: welchbloke
« on: August 21, 2010, 09:55:39 AM »

Quote from: "martinuzz"
I had the same question as the OP, and searched the forum for it..
When, as you say, magazines do not influence reload time at all, why do they have an option in their research projectscreen that influences reload time?
"magazine feed system efficiency"
Magazine feed efficiency increases the number of missiles you can store per tonne.  The machinary is more efficient (ie smaller) so there is more space available for missiles

Quote from: "martinuzz"
Also, I see a lot of people writing about "box launchers"
What is a box launcher?
A box launcher is a missile launcher with a single missile loaded into it that is smaller than a normal launcher of the same size.  The drawback is that a box launcher can only be reloaded within a hanger.

Example launchers:
Normal size 6 launcher:
Code: [Select]
Maximum Missile Size: 6     Rate of Fire: 45 seconds
Launcher Size: 6 HS    Launcher HTK: 3
Cost Per Launcher: 42    Crew Per Launcher: 60
Materials Required: 10.5x Duranium  31.5x Tritanium

Development Cost for Project: 420RP
Equivalent Size 6 missile box launcher:
Code: [Select]
Maximum Missile Size: 6     Hangar Reload: 45 minutes    MF Reload: 7.5 hours
Launcher Size: 0.9 HS    Launcher HTK: 0
Cost Per Launcher: 6.3    Crew Per Launcher: 0
Materials Required: 1.575x Duranium  4.725x Tritanium

Development Cost for Project: 63RP

Note that Box Launchers are not affected by increases in Reload Rate Technology as they are reloaded externally in a hangar deck or at maintenance facilities
Box launchers are the final research item on the reduced size missile launcher research tree.
Posted by: martinuzz
« on: August 21, 2010, 09:48:21 AM »

I had the same question as the OP, and searched the forum for it..
When, as you say, magazines do not influence reload time at all, why do they have an option in their research projectscreen that influences reload time?
"magazine feed system efficiency"

Also, I see a lot of people writing about "box launchers"
What is a box launcher?
Posted by: Hawkeye
« on: February 06, 2010, 01:07:11 AM »

Missile reload time is entirely dependand on your launchers. Magazines have nothing to do with it except for the number of missiles they can hold. You can have a single magazin holding 500 missiles or 10 smaller magazines holding 50 missiles each. This doesn´t influence the loading time one bit.

For fighters:
Go to the fighter squadron screen (F7), crate a new squadron, assign the fighters you want to this squadron, assign the squadron to a carrier (mothership), select "recover". The squadron is now on board the carrier
Posted by: Micro102
« on: February 05, 2010, 04:40:51 PM »

I'm quite confused on how missiles work. Along with various other stuff

One you go and set up the missiles you want under the ordnance tab in the "create class" window, how often will the missiles reload if they are used?

It seems that fighters can be loaded similarly to missiles, but i have failed to load them into my carrier. Is it the same and i just made some stupid mistake, or is there a special way of doing so?

Can a magazine load missiles at an infinite rate? Or if you had like, 400 fighters, or 20 launchers that shot once every 5 seconds would you need more?

And any other random tidbits you had.