Aurora 4x
New Players => The Academy => Topic started by: Caesar on April 16, 2011, 07:12:04 PM
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I have created the following ship, with the intention to place mines near jump points leading to or at planets in contested systems. For some reason, however, the minelayer does not actually lay its mines. For clarification, I have tried both the 'Msl Launch' button on the task group screen and the 'launch missiles at' command. The mines are not showing up, no matter what I try. I am at a loss at what could be wrong, but perhaps you are not.
My sincerest apologies in case I posted in the wrong place,
Caesar
Cerberus MK II class Minelayer 7,800 tons 529 Crew 859.8 BP TCS 156 TH 160 EM 0
1025 km/s Armour 3-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 6 PPV 60
Annual Failure Rate: 81% IFR: 1.1% Maint Capacity 413 MSP Max Repair 40 MSP Est Time: 4.55 Years
Magazine 1080
Newton MP Military Drive E5 (2) Power 80 Fuel Use 50% Signature 80 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 69.2 billion km (781 days at full power)
Size 15 Minelayer (8) Missile Size 15 Rate of Fire 2250
Seeker Mine MK II (72) Speed: 0 km/s End: 360d Range: 0.1m km WH: 0 Size: 15 TH: 0 / 0 / 0
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Note: My technologies have advanced since I first designed the mines. The mines shown here might be a little bit stronger than the actual mines still in service.
Buoy Size: 15 MSP (0.75 HS) Armour: 0
Reactor Endurance: 16 months
Active Sensor Strength: 1.05 Resolution: 100 Maximum Range: 1,050,000 km
Cost Per Buoy: 14.15
Second Stage: Seeker Mine Missile MK I x6
Second Stage Separation Range: 150,000 km
Materials Required: 1.5x Tritanium 3.2x Boronide 4.2x Uridium 4.61x Gallicite
Development Cost for Project: 1415RP
Missile Size: 2 MSP (0.1 HS) Warhead: 3 Armour: 0 Manoeuvre Rating: 24
Speed: 26200 km/s Endurance: 3 minutes Range: 4.5m km
Active Sensor Strength: 0.525 Resolution: 100 Maximum Range: 525,000 km
Cost Per Missile: 2.5
Chance to Hit: 1k km/s 628.8% 3k km/s 192% 5k km/s 125.8% 10k km/s 62.9%
Materials Required: 0.75x Tritanium 0.525x Uridium 1.345x Gallicite Fuel x62.5
Development Cost for Project: 250RP
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Did you set a waypoint?
The one time I used mines, I set a ring of waypoints around the JP. Well, two rings. Then visited each WP and dropped mines.
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I'll try it and be back to you in a few seconds.
I set a waypoint and tried again.
My attempt was futile, however.
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Do you maybe need some sort of fire control?
(I've never used mines.)
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I'll try it and be back to you in a few seconds.
I set a waypoint and tried again.
My attempt was futile, however.
Just double-checking: Did you advance time after you pushed the various buttons? Try hitting a 5s pulse....
John
PS - And you posted in the perfect place - thank you!! :)
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Have you assigned the mines to the missile launchers?
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I can't, for some reason. The missile launchers do not show up on the combat overview screen.
That might just be the problem, though!
I checked, and there are, in fact, size fifteen missile launchers on the ships.
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I can't, for some reason. The missile launchers do not show up on the combat overview screen.
That might just be the problem, though!
I checked, and there are, in fact, size fifteen missile launchers on the ships.
As mentioned above your mine layer needs fire control otherwise you can't assign missiles to launchers.
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As mentioned above your mine layer needs fire control otherwise you can't assign missiles to launchers.
Ah. Thanks. I'll design some cheap minimum range fire control to allow it to lay its mines.
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At least in v5.3, you don't need fire control to launch mines, but you do need to assign the mines to the missile tubes. As I recall, this is done on the Ordnance Management tab of the Individual Unit Details window.