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Posted by: toes5
« on: February 07, 2016, 11:29:00 AM »

Yes, that is basically what happened.  I didn't realize there were problems with doing that, but now I know.
Posted by: Charlie Beeler
« on: February 07, 2016, 11:10:22 AM »

If I'm understanding correctly...  you edited the class design after this engagement started.  At the vary least you've edited the class design to ships that have already been built.  There are a host of issues that can derive from doing this and IIRC you've encountered one. 

Try opening each individual ship in the ship display and then close it.  That should force Aurora to update the individual ships with the class changes.
Posted by: toes5
« on: February 07, 2016, 10:10:35 AM »

Update:  I m not sure what is going on, but it seems that other non-copy, non-SpaceMaster edited version cant fire either.  However, it still seems that adding the cryopods in SpaceMaster initiated the problem.
Posted by: toes5
« on: February 07, 2016, 09:32:34 AM »

Not that I can tell.    I did find something interesting though.    I ended up losing that taskforce because they refused to shoot so I designed and built another different beam warship.    In combat, this new beam warship worked.  .  .   until I realized I didnt add emergency cryopods to it.    I always forget to do this, so I added them to the class using SpaceMaster.    The moment that I did this, in the next 5 sec tic, the weapons stopped working and I started getting the overflow error.    It seems that editing your ship in SpaceMaster can cause this screwup.   

I investigated further and clicked copy design on the orginal warship and built some more a year later.   With this renamed identical but different class of warship, the issue continued even though it was a different set of ships and a different class for all intents and purposes.    Then I designed a ship using the New Design button, the error was not carried over into the new class.    I guess I found a bug?  Maybe?
Posted by: CharonJr
« on: February 07, 2016, 02:39:09 AM »

Hmm, at 50k you should get a chance to hit (90% unmodified at 50k) even with ECM and vs. high speed evemy ships. So the error seems to be the reason.

Any strange grade ratings/morale on you ship?
Posted by: toes5
« on: February 07, 2016, 01:51:40 AM »

They are turrets so they shouldn't be affected by my top speed, also I meant kk not mk, sorry about the confusion.    The enemy ships are very much within range, I advanced time enough so that that are about 50kk away.   I am still getting an overflow error and a 0% chance to hit.
Posted by: drejr
« on: February 07, 2016, 01:43:19 AM »

200mk? Have you confused thousand with million? Weapons being hugely out of range is usually the source of overflow errors. The most extreme being when the target jumps to another system.
Posted by: Panopticon
« on: February 07, 2016, 01:07:09 AM »

My guess is your hit percentage simply isn't that good, the target ships are much faster than yours, it is possible point blank range will get you some hits, but that's all I can think of anyway.
Posted by: Sematary
« on: February 07, 2016, 12:58:23 AM »

My guess is ECM lowering your range.
Posted by: toes5
« on: February 06, 2016, 10:46:13 PM »

sorry I meant kk.   They are well in range of the weapons, fire control and active sensors.   Also has anyone encountered the Error 6 message before when firing?
Posted by: doulos05
« on: February 06, 2016, 10:39:11 PM »

What range are you engaging at again? You typed 200mk, which would be roughly 199.5 million kilometers out if range. Your weapons have a max range of 400kk. If that's not a typo, you've got a lot of range closing to do.
Posted by: Mastik
« on: February 06, 2016, 10:01:14 PM »

Quote
Fire Control S08 240-40000 (1)    Max Range: 480 000 km   TS: 40000 km/s
Quote
Twin 30cm C5 Soft X-ray Laser Turret (5x2)    Range 480 000km     TS: 10000 km/s

Try to match up your tracking speeds, faster is better.  The twin 30s with a better TS could also be used in a AMM role.

Quote
Fuel Capacity 5 350 000 Litres    Range 127. 4 billion km   (371 days at full power)

No need for that kind of range on a combat ship (IMO).  20-30m Km should be sufficient for most tasks.  Tanker support for longer ranges.

Posted by: toes5
« on: February 06, 2016, 09:47:57 PM »

I tried removing all the Gauss assigned to the fire control and only having the beams set to it and I keep having the same issue.   Maybe your ship just needs two beam fire controls for different sets of weapons even if they aren't assigned to it. 
Posted by: toes5
« on: February 06, 2016, 09:40:29 PM »

Thanks! I will try adding a 2nd beam fire control and see if that fixes it.
Posted by: xeryon
« on: February 06, 2016, 09:36:59 PM »

One design element problem right off the top is that you only have one fire control.  One control means you can only target one enemy at a time and as far as I know you cannot have mis-matched weaponry slaved to the same fire control.  You could have 20 lasers all on one FC but add a rail gun to it and it will stop working.  To be fair I have never attempted to operate mixed weapon techs on one FC but isolating those would be my first step in troubleshooting your issue.