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Posted by: Nibelung44
« on: October 20, 2013, 04:25:24 AM »

back to Ruins. I'm now to the point that I know there are installations on the dig site, from a lost civilization. I dropped 4 constructions brigades and a brigade of 4 mobile infantry, just for protection sake. Do I need to do something particular now to finalize these ruins exploration?

I notice that the units commanders have their xeno stat listed, I think they speed up something, for CB only right?
Posted by: Hawkeye
« on: October 06, 2013, 01:03:03 AM »

Thanks a lot, don´t expect to hear a lot from me today :)
Posted by: Mel Vixen
« on: October 05, 2013, 11:13:54 AM »

The mines could be confused by the Wolver ECM but thats only a guess. hm change course and Kite the ship closer to one?


And while we are at it: Herzlichen Glückwunsch Ralf
Posted by: Paul M
« on: October 05, 2013, 09:27:04 AM »

Unfortunately that isn't it either.  Resolution of the sensor is 60, target is size 179.

Code: [Select]
Missile Size: 5 MSP  (0.25 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 0 km/s    Engine Endurance: 0 minutes   Range: 0.0m km
Active Sensor Strength: 0.6   Sensitivity Modifier: 50%
Resolution: 60    Maximum Range vs 3000 ton object (or larger): 230,000 km
Cost Per Missile: 2.3039
Second Stage: Venom Assault Stage x1
Second Stage Separation Range: 150,000 km

That is the missile nitty gritty details...

Is there some sort of delay?  When I look at the "missiles in flight" I see all the mines listed so they are there.  In my AAR at the end I have a current picture of the mine field and the ships jump in location.  I'm rather mystified because I don't see anywhere anything that seems wrong.  They should have fired I'd have thought.  Unless ECM effects them somehow.

Ah...I just spotted it...happy birthday Ralph!
Posted by: Hawkeye
« on: October 05, 2013, 06:20:05 AM »

Hm, what is the resolution of the sensor and what is the size of the hostile ships?
Perhaps the ships are too small to be seen at that range by your sensors?
Posted by: Paul M
« on: October 05, 2013, 02:23:20 AM »

Hmmm...well it is 150,000 km and the mines are deployed in a ring at 100,000 km and the ship showed up essentially smack in the middle...I need to get out that ruler in game and see if I did a major stupidity somewhere...

I used the "launch at" order with the target a waypoint to deploy them if that could have an affect?
Posted by: chrislocke2000
« on: October 04, 2013, 05:12:17 PM »

Paul the only thing I can think of is you didn't set the separation range of the sub munitions far enough out to trigger the launch.
Posted by: Paul M
« on: October 04, 2013, 06:37:44 AM »

Ok my mine field got its first test and it failed.

A hostile ship jumped in...almost perfectly in the middle of the deployed mines.  Not a one of them fired.  Yet they all have 230K km range on their active sensors (with a range to target of around 100K km).  Seperation range was set to 150,000 km.  Yet nothing happened.  Does ECM effect mines?

Is there something else you have to do to activate a mine? 
Posted by: TheDeadlyShoe
« on: October 03, 2013, 08:06:43 PM »

I don't believe more than one team can roll for geology or ruins per tick, but I can't say for certain.

Yes, they're at work.
Posted by: Nibelung44
« on: October 03, 2013, 03:45:02 PM »

back on ruins, I have nothing to do but land xeno teams, so to explore a dig, right? I dropped 3 teams 6 months ago and I'm not sure they are at work, the lazy bastards!

More teams = speedier excavation, right?
Posted by: TheDeadlyShoe
« on: September 30, 2013, 08:21:33 AM »

Active

Don't compromise on the warhead if the submunition is small though

The main reason you want sensors is that mines will all trigger at once on the same target, they are 'dumb'.

So if you lay 20 mines and 5 ships come through they might very well all shoot the same ship

With Sensors your missiles have a chance of  reacquiring other targets after the first ship is destroyed.
Posted by: Nibelung44
« on: September 30, 2013, 07:36:54 AM »

ok, I now get why I had a trouble... I believed I was forced to use an engine because the drop down box always has an engine listed, but I can choose to put 0.

So the question is now, what is the duration of my mine?

And last one, what type of sensor should I use thermal or active?
Posted by: TheDeadlyShoe
« on: September 30, 2013, 04:50:17 AM »

There's no such thing as reactor endurance anymore.

You should never have an engine on a mine.

If you want a long-range deployable mine, it should function like this:


(LAUNCH STAGE) --> (MINE) --> (SUBMUNITIONS)

so you could have a size 15 launch stage, containing a size 10 mine, that contains 2 size 4 submunitions.

In this example, the launch stage needs engines and fuel. The Mine needs sensors, so it can trigger on enemies.  And the Submunitions need engines, fuel, and a warhead. 

it's probably wise to have minimal sensors on a submunition though, so they can retarget if their target is destroyed.

P.S. AFAIK only Terrestrial worlds can get auto generated ruins, though you can SM runs on just about anything.  
Posted by: Nibelung44
« on: September 30, 2013, 01:37:28 AM »

hi again,

Back to mine design. I'm forced to put an engine on a mine, so which one I should add? I design one with longest endurance, and this becomes the endurance of the mine? So I need fuel to go with that?

This was clearer back in the old time when there was buoys/drones/missiles  :)
Posted by: Nibelung44
« on: September 24, 2013, 10:38:25 AM »

can someone tells me if comets, chunks, dwarf planets can get ruins?

I believe that asteroids can't, right (as comets I would say).