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Posted by: jRides
« on: June 15, 2011, 03:17:42 PM »

I don't move my tankers with the fighter squadrons - I give my fighter squadrons a "Refuel from Target Fleet" Order usually, but if they are returning to their carrier and time/speed is not an issue then a join fleet order and equalise that way.

EDIT: If you do move the tankers with the squadrons then I assume they will act as a normal tanker does and the squadron will automagically top up.
Posted by: Thiosk
« on: June 15, 2011, 03:02:47 PM »

Do the tankers automatically fuel fighters enroute or do you use the equalize fuel button?  I'm doing the same thing for my new line of stealth FACs, with a dedicated stealth tanker, a supply ship (mostly for RP purposes) and a scout ship.
Posted by: jRides
« on: June 15, 2011, 02:59:34 PM »

Extend your engagement range with a tanker. A fighter with no weapons or anything, just an engine and fuel containers -also as speed does not matter they can be as big as the leftover space of your carriers dictates. This means I can reduce the range of my fighters which is 4.6 billion km   (50 hours at full power) at current tech.

Code: [Select]
FK-9A Quadstar class Tanker    300 tons     6 Crew     129.7 BP      TCS 6  TH 14.4  EM 0
20000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 60%    IFR: 0.8%    Maint Capacity 0 MSP    Max Repair 50 MSP    Est Time: 0 Years

Lockheed Propulsion FTR-SCAM (1)    Power 120    Fuel Use 2500%    Signature 14.4    Armour 0    Exp 25%
Fuel Capacity 210,000 Litres    Range 50.4 billion km   (29 days at full power)

ECM 20
Posted by: chrislocke2000
« on: June 14, 2011, 09:22:21 AM »

I could indeed but then I will end up with either a tiny engagement range or a far lower targetting range for the MFC or having to re-equip my entire fleet with size 4 missiles instead of size 5..... Gotta love this game!
Posted by: sloanjh
« on: June 14, 2011, 08:25:07 AM »

Ah of course, how stupid of me. So its a question of improving my armour tech and seeing if the round point catchs earlier / later to get to my 250 ton target
That or just go with a 245 ton design....

John
Posted by: chrislocke2000
« on: June 14, 2011, 05:50:01 AM »

Ah of course, how stupid of me. So its a question of improving my armour tech and seeing if the round point catchs earlier / later to get to my 250 ton target
Posted by: Ziusudra
« on: June 14, 2011, 05:10:39 AM »

It's the armor calculation. The fuel tank is adding 5, but now the ship is bigger and needs more armor/hull, which gets added automatically.
Posted by: chrislocke2000
« on: June 14, 2011, 04:56:43 AM »

Hi all

I seem to be having some rounding problems with my fighter designs.

Built with 10% power boost magneto drives, a command module, 4 size five box launchers, an MFC and 1 tiny fuel bay they come out to 245 tons. Add one more fuel bay and they flip to 255 tons, successive fuel bays then add the normal 5 tons per component.

I've also tried this with just my scout fighter (No box launchers or MFC but an active sensor in its place) and again I get to 245 tons then flip to 255 when I add the next 5 ton component.

Anyone else have similar issues or an idea on what is causing the problem and how to resolve?