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Posted by: se5a
« on: December 09, 2012, 09:14:56 PM »

ick... I accedentaly somehow gave my fleet orders to train while half of them were being overhauled, hten couldn't turn off the training.
read that ships will disable fleet training if they got a conditional order. so used that to cancel the training.


also, gah! is there a way to get it to stop auto turns on specific events? ie. combat?
looks like I've met somone else now.
Posted by: se5a
« on: December 09, 2012, 07:48:30 PM »

cool, thanks.
I've noticed that the fighter designs I've been building don't actually get locked...
Posted by: metalax
« on: December 09, 2012, 07:22:14 PM »

Is this the 'Fire Control Speed Rating' tech?
Yes.

Is the number it uses here dependent on the attached FC, the tech level at ship design/locked date, or build date, or the level at the date of battle?

The weapons tracking speed is not dependant on the attached FC. The FC tracking speed is only ever used if it is lower than the weapons tracking speed when actually taking a shot.

I haven't actually checked if it keeps the tracking speed at the time the design is locked or if it improves for locked designs when you research a higher base tracking speed. I've always worked on the assumption the the former was the case.
Posted by: se5a
« on: December 09, 2012, 01:11:31 PM »

If a weapon is unturreted it's tracking speed is the higher of the ships speed or the racial tracking speed tech you have researched.

Is this the 'Fire Control Speed Rating' tech?
is the number it uses here dependent on the attached FC, the tech level at ship design/locked date, or build date, or the level at the date of battle?

Yeah I found the fighter restriction for the fire control Brian, thanks for that.

I've not yet managed to design a turret for a fighter due to the divide by zero error. I read somewhere that it's been around since forever but no fix on it yet...

the event log did not say anything on the 20cm lasers that I could see. they have the exact same tracking speed as the 10cm lasers so I'm still stumped as to why they never fired.

anyone know the missile CtH algorithm? I've realised it's a little more complicated than I thought.
previously I was under the impression that CtH increased linearly with target speed,
I've since realised that this is only if you max out the agility...
Posted by: Brian Neumann
« on: December 09, 2012, 12:15:44 PM »

In reference to putting turrets on fighters, it depends on how fast the fighter is.  For most fighters they will be fast enough and space at enough of a premium that putting a turret on won't help much.  Also please note when designing the fire control you want for your fighter there is a pull down menu on the bottom of the beam fire control design screen.  You can switch between standard fire control and one for fighters specifically.  Fighter beam fire control gives a base x4 tracking speed bonus without increasing the size of the fire control. 

Best advice I can give is to compare how big the fighter will be with and without the turret.  In general if my fighters speed is at least 1/2 as fast as the turret tracking speed then putting a turret on isn't worth the speed penalty.  ie turret tracking speed 20,000km/s fighter is going 12,000km/s with the turret or 14,000km/s without.  I would probably skip the turret and get the extra speed.  (note numbers are just for illustration.)

Good luck on your fighters.

Brian
Posted by: metalax
« on: December 09, 2012, 11:51:13 AM »

If a weapon is turreted, it's tracking speed is that of the turret and totally ignores the speed of the ship.

If a weapon is unturreted it's tracking speed is the higher of the ships speed or the racial tracking speed tech you have researched.

The tracking speed actually used when firing is then the lower of the weapon's tracking speed and the beam firecontrol's tracking speed.

For the hit chance, tracking speed is used only to give a penalty to hit if it is less than the targets speed. There is no bonus to hit if it is higher than the targets speed. If the target is a missile that you have tracked via active sensors for some time, any penalty can be reduced up to the limit of the 'Max tracking time Vs Missiles' tech.

To see the tracking speed of a turret, the easiest way is to just add one to a class design, the tracking speed is listed on the weapons line in the summary.
Posted by: se5a
« on: December 09, 2012, 11:11:35 AM »

I think I follow that...

is the ships speed added to the tracking speed of the weapon/turret to get the weapon tracking speed?
does the ship speed only affect it if it's un-turreted?

is the tohit worked out the same way in combat as missiles? ie (tracking speed/targetspeed) * crew bonus

is there a way to see the tracking speed of a turret once it's designed? the tech report window does not have this info.
I thought the 20cm lasers had the same tracking speed as the 10s but.... where can I find it?

Posted by: Conscript Gary
« on: December 09, 2012, 10:22:44 AM »

How tracking speed works: Take the highest speed between your ship's speed, a turret's tracking speed if any, and the beam fire control speed technology(I think). That's the final tracking speed of the weapon.
Fighters are usually really fast, so giving them turrets does nothing for them.

As far as how tracking speed works for hitting things, you take the lowest of that weapon tracking speed you found above, and the tracking speed of your fire control. Anything moving faster than that speed will be harder and harder to hit until it's downright impossible.

Did the event log have anything to say about the 20mm lasers? If the target's speed is much higher than the final tracking speed it can become impossible to hit, so your crew don't bother firing. What were the stats on those?

Multi-gun turrets get discounts on size, with the tradeoff that they still get pretty honking big. And it's been a while since I've done beam combat but I think the weapons on a turret share the same to-hit roll. Might be wrong.
Posted by: se5a
« on: December 09, 2012, 02:19:41 AM »

OMG I just found out how much more complicated maintenance and repair is than I previously thought.

can somone explain tracking-speed and what it does for turrets and FC as far as hitting things go?

I tried to design a turret with a half size laser, bug got a divide by zero error, do fighters need turrets?


in a fit of boredom I savescummed and sent my fleet in to attack(or rather get attacked) by the swarm.
I had some beam escorts mixed in with the missile escorts as well as two PD cruisers.
as before, my smaller ships seemed to do much better. most beam weapons were single 10mm lasers on turrets. I didn't see the handfull 20mm lasers firing at all. the little beam escorts have 1x20mm and 3x10mm laser turrets tied to a single fire control. but like I said, I never saw the 20mm fire. the 10mms fired and hit fairly often though.
here's another question: does having a duel, tri or quad laser just increase the damage or do you get that many more chances at hitting the target?
Posted by: se5a
« on: December 08, 2012, 04:49:24 AM »

Ah brilliant.
thanks.


had my first battle with a swarm of these nasty buggers.
I think I managed to hit one of them.
my 4 missile PD corvettes and two missile & Sensor Frigates got blown to smithereens.
I'm not going to be able to rescue the survivors.

despite my active sensor frigates looking, the buggers got in close and opened fire before I knew what was happening (I think I didn't have the ships set to autofire either, and it didn't pause in time for me turn stuff on)
I did detect them before I got hit, but I don't know what range.
managed to get a cross section on them of 16, est. tonnage 800

I think the one hit I did get was from one of my PD corvettes with it's single size 1 launcher loaded with an S1 Needle class LR PD Missile which has a speed of 21600 km/s and a range of 15.7m km
chance to hit was 48%
it did 1 damage, but shortly thereafter there was a strength 1 neuclear detonation. not sure what that was from, it was in the location of the little buggers but other than the previous hit, which was a single point of damage and a couple of lines of notices back, I'm not sure. I got no notice of having killed one, and there was no wreck afterwards.
a handful of my medium range S1 Sliver class  PD missiles were fired but I never even got a "Chance to hit" intercept notice for any of them. it seems none of my short range Pin class were ever fired.

I might try design a stage to hold seven PD missiles for my regular size 7 AS missile launchers to fire.
see how those hold out.
With such a  pod, if it's got 0 range, will it get fired? or do I need to put an engine on it so it will get out the door?

my little corvettes did ok I guess, till the sensor frigates went down, then they were blind.
might try a laser turret next time too. see how that holds up.
also maybe some training.
they attacked further out which makes me think they saw me because of my active sensors. humn...
maybe if I sneek a ship in with sensors off they won't see it and I'll manage to get the survivors.
Posted by: Conscript Gary
« on: December 08, 2012, 01:12:05 AM »

Ctrl-F8
Posted by: se5a
« on: December 07, 2012, 11:25:26 PM »

ah cool
* se5a gets OCD on his missile and sensor naming scheme

is there a hotkey to disable auto turns?
it can get a pain to un-click it once it starts grunting a bit on the turns.
Posted by: Erik L
« on: December 07, 2012, 08:59:00 PM »

You can rename component designs on the technology overview screen. (The one that lists all of your previously researched racial components)

Ctrl-F7.
Posted by: Shaitan
« on: December 07, 2012, 08:39:20 PM »

actually good point. no no it didn't have an active. got confused between my geo survey and grav survey ships for a bit. I put some active sensors on my grav survey ships since they're bumming around potential JPs and classed as mil anyway.

is there somewhere to re-name missile designs after you've designed them?
or would I have to re-design the same missile and re-research it.

You can rename component designs on the technology overview screen. (The one that lists all of your previously researched racial components)
Posted by: se5a
« on: December 07, 2012, 08:04:05 PM »

actually good point. no no it didn't have an active. got confused between my geo survey and grav survey ships for a bit. I put some active sensors on my grav survey ships since they're bumming around potential JPs and classed as mil anyway.

is there somewhere to re-name missile designs after you've designed them?
or would I have to re-design the same missile and re-research it.