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Posted by: Jorgen_CAB
« on: December 20, 2019, 02:59:12 AM »

Does the damage from a kinetic (no warhead) missile impact increase with size?

They really do no damage at all, missiles probably really don't actually "impact" a ship as colliding with it as detonating very close to it for the most part.
Posted by: Marski
« on: December 19, 2019, 11:33:29 PM »

Does the damage from a kinetic (no warhead) missile impact increase with size?
Posted by: Father Tim
« on: December 19, 2019, 11:26:00 PM »

In VB6 Aurora v7.10, can I achieve Missile Lock without an Active Sensor if I have:

 - [At least] One Missile Fire Control

 - A waypoint to target

 - A Passive Sensor on the missile being fired at said waypoint

... and obviously something at that waypoint to shoot AT.

Yup.
Posted by: xenoscepter
« on: December 19, 2019, 06:36:36 PM »

In VB6 Aurora v7.10, can I achieve Missile Lock without an Active Sensor if I have:

 - [At least] One Missile Fire Control

 - A waypoint to target

 - A Passive Sensor on the missile being fired at said waypoint

... and obviously something at that waypoint to shoot AT.
Posted by: Garfunkel
« on: November 26, 2019, 11:45:11 AM »

Well, it'll make Area Fire more important now that I'm aware of the issue. I used to always re-attach damaged ships to ensure that they get Final Fire defence unless I was actively trying to outrun the enemy.
Posted by: Silvarelion
« on: November 26, 2019, 05:40:37 AM »

Fix it?  Fix what?

As long as FF PD can protect other task groups that are in the same position, then I have no problem with the behaviour at all.  One of my scout ships got hit by a leaker, and fell out of formation.  I brought the task group back to protect it and added it back into that task group.  My PD accuracy was then halved for the next salvo.  Needless to say, a lot more damage was done.
Posted by: Hazard
« on: November 25, 2019, 02:30:21 PM »

For overall movement speed yes of course but for determining whether a weapon hits or not, then I'd argue that it is not the intended goal, as the ships that have, on purpose, slowed down, can move easily enough to dodge/avoid incoming fire. There is, after all, no acceleration/deceleration in Aurora.
There is, however, such a thing as the ability to predict where the enemy is going to be at a given moment of time, and in Aurora, the difficulty of making that prediction accurately corresponds with the target TG's maximum speed. Higher speed targets are harder to predict.
Posted by: Garfunkel
« on: November 25, 2019, 12:41:38 PM »

For overall movement speed yes of course but for determining whether a weapon hits or not, then I'd argue that it is not the intended goal, as the ships that have, on purpose, slowed down, can move easily enough to dodge/avoid incoming fire. There is, after all, no acceleration/deceleration in Aurora.
Posted by: Father Tim
« on: November 25, 2019, 12:22:15 PM »

Fix it?  Fix what?

Ships with damaged/destroyed engines lose speed.  This is not a bug.  Squadrons move at the speed of their slowest ship.  This is not a bug.  Beam weapon accuracy can be -- depending on design -- limited by the mounting unit's max speed.  This is not a bug.

If a ship that mounts basically fixed guns loses maneuverability, it has a harder time aiming.  This is both logical and desired behaviour.
Posted by: Garfunkel
« on: November 25, 2019, 11:45:16 AM »

Whoa, are you absolutely sure of that? Damn, if it is true, then hopefully Steve can fix it for C#!
Posted by: Silvarelion
« on: November 25, 2019, 07:09:44 AM »

TIL:

Having one ship in a fleet with damaged/destroyed engines will degrade the rest of the fleets ability to maneuver and degrade the performance of hull mounted final fire point defense. 

(Thought this was a decent place to put something like this)
Posted by: Hazard
« on: November 23, 2019, 07:19:12 PM »

IIRC, an entire PDC is produced per order, so that would be 37 components in total.
Posted by: xenoscepter
« on: November 23, 2019, 04:23:35 PM »

If I want to build a Prefab PDC that requires 37 components, do I queue up 37 Prefab PDC of the type, or just one?

In other words, does the Prefab PDC function create 37 components per PDC I queue up, or 1 Prefab Component of the PDC I queue up per item?
Posted by: Father Tim
« on: November 23, 2019, 02:19:51 AM »

In VB 6 Aurora you can't move wrecks in any way.  In C# Aurora, it is currently under debate (but seems like you will be able to tow wrecks around).
Posted by: xenoscepter
« on: November 23, 2019, 01:44:19 AM »

Can I tug a wreck to a space station orbiting my planet that is equipped with a Salvage Module for salvaging?
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