Aurora 4x

VB6 Aurora => Spoilers => Topic started by: Five on June 07, 2012, 03:11:03 PM

Title: Plasma Torpedos
Post by: Five on June 07, 2012, 03:11:03 PM
I found a huge ruin, 1006 instalations big. As i was excavating the sites I discovered the tech for PT's...crazy lucky that i got the 4th one and the second to last site recovered. My question though is what fire control do you use with them? In ship design if i add either a missle or a beam fc it says i have none of that type. Is there a tech i'm missing or just a warning that shouldn't be popping up or anther fc i don't know about?

Thanks

-Five
Title: Re: Plasma Torpedos
Post by: Erik L on June 07, 2012, 03:26:16 PM
I found a huge ruin, 1006 instalations big. As i was excavating the sites I discovered the tech for PT's...crazy lucky that i got the 4th one and the second to last site recovered. My question though is what fire control do you use with them? In ship design if i add either a missle or a beam fc it says i have none of that type. Is there a tech i'm missing or just a warning that shouldn't be popping up or anther fc i don't know about?

Thanks

-Five

I would have thought missile controls. Have you tried without any FC?
Title: Re: Plasma Torpedos
Post by: Five on June 07, 2012, 03:54:32 PM
Without the FC's there is no error for not having any, but i'm scared to build then and find out i need them, or have the wrong ones. And i wasn't sure that as Steve intended this to be for the comp if maybe he didn't fix the error notes or not...or maybe there not needed but i thought once when i destoyed an invader in another game i found a FC, but maybe it was for something else, i'm not sure. Hoping someone has used them.

Thank you

-Five
Title: Re: Plasma Torpedos
Post by: Anarade Relle on June 07, 2012, 04:41:34 PM
I'm pretty sure they use Missile Fire Controls.
Title: Re: Plasma Torpedos
Post by: Brian Neumann on June 07, 2012, 08:48:51 PM
I have used them, and they do use missile fire control, which is a very good thing as even a very early tech plasma torp goes way beyond beam fire control ranges.  I like them a lot, but they have some serious drawbacks vs normal missiles and beam weapons.  They do fill an intermediate range area however that can be really usefull.  I like to put a couple of the smaller ones on escorts as it doesn't take to much space up and they can be used as point defense missiles.  They are not terribly efficient, but the range they have is usefull.  It also gives a weapon without ammo requirements for outside of your beam weapons range when facing higher tech enemies.

Brian
Title: Re: Plasma Torpedos
Post by: Five on June 07, 2012, 09:13:01 PM
Awesome, thank you Brian. I thougth missile FC's were right but that error through me. Trying a no missile game...'we are high tech'...rp style, we'll see how bad this bites me when i meet my first bad guy. And finding the PT techs seemed to go with that so now i got to build a ship for them and get some range over my lasers.

Thanks again

-Five
Title: Re: Plasma Torpedos
Post by: Jacob/Lee on June 07, 2012, 11:16:46 PM
Strange things can happen when it comes to finding/receiving techs. Like how you found PT technology buried in some ruins, and that guy who received the Swarm Extraction Module from his allies. Odd things, they are.
Title: Re: Plasma Torpedos
Post by: Erik L on June 07, 2012, 11:39:23 PM
I'd bug the fact that the MFC doesn't recognize the PT as a missile.
Title: Re: Plasma Torpedos
Post by: Brian Neumann on June 08, 2012, 08:13:40 AM
Awesome, thank you Brian. I thougth missile FC's were right but that error through me. Trying a no missile game...'we are high tech'...rp style, we'll see how bad this bites me when i meet my first bad guy. And finding the PT techs seemed to go with that so now i got to build a ship for them and get some range over my lasers.
Thanks again
-Five
No problem with the help.  One warning though is bigger really can be better with plasma torps.  The one point where I find bigger is not better is when the reload time gets to be over about 240 seconds.  After that if you don't break through shields then you will probably never really hurt your target as most shields regenerate fully in 300 seconds.  You can use the small torps as point defense but their hit rate tends to be poor as their is no way to up the maneuverability rating, it is stuck at 10%.  If you are facing an oponent with really deep magazines however the ability to keep firing without having to wory about your ammo does help a lot.  I usually try to have the long range pd (missiles or plasma torps) thin out the incomming missiles to the point that my beam weapons can deal with each salvo.  It can work but it will take a lot of work to get right.

Have fun with, and good luck.
Brian
Title: Re: Plasma Torpedos
Post by: Havear on July 17, 2012, 06:03:49 PM
I'd rather post it here than in bugs just yet, but I'm in a battle with Invaders and it seems their plasma torpedoes are going beyond their range, reaching negative damage, and recharging my shields.

Bit more information. Apparently the plasma torpedoes went in the following strength order: -2,-1(for some time),3. It was kind of hilarious to watch the destroyers of one-half a CruRon charging up the shields of a fleeing half to 498, especially since the normal operating maximum is only 30.
Title: Re: Plasma Torpedos
Post by: Five on July 17, 2012, 08:26:32 PM
Never seen that before and i have fought them quite a few times, interesting, but deffinetly sounds like a bug.

-Five
Title: Re: Plasma Torpedos
Post by: Five on September 04, 2012, 01:50:32 AM
I finally got back to this saved game and got to use them, but they are not working as I thought they would, so I must be missing something. The PT's I designed have a stated range of 14.4m km and the missle FC has a range of 75.6m km(over designed it a bit). When I fire them though with the first 5 second increment they show a 00:00:00 on their endurance and on the next 5 sec increment I get a message saying it has run out of endurance and been destoyed. I'm not sure were the problem lies, I don't have any power plants on the ship, so maybe that is the problem, yet it doesn't say it needs any and it does charge back up fine, it just doesn't last more then 5secs when shot.

Maybe Brian since you have used them before, or some else that may have used them, may have some insight to this.

Thanks for the help

-Five
Title: Re: Plasma Torpedos
Post by: Brian Neumann on September 04, 2012, 05:20:55 AM
I never had this a s problem in my games.  I will try a quick test game in 5.7 and see what happens.  What version are you using currently?

Brian
Title: Re: Plasma Torpedos
Post by: Five on September 04, 2012, 06:53:38 AM
Currently using 5.7 also. Here is the ships design if that helps...I use a command ship for the search sensor.

Plasma class Cruiser    21,000 tons     1850 Crew     5491.6 BP      TCS 420  TH 420  EM 600
6250 km/s     Armour 10-67     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 38     PPV 192
Maint Life 4.78 Years     MSP 2942    AFR 195%    IFR 2.7%    1YR 211    5YR 3169    Max Repair 141 MSP

Magnetic Confinement Fusion Drive E4 (21)    Power 125    Fuel Use 40%    Signature 20    Armour 0    Exp 5%
Fuel Capacity 1,300,000 Litres    Range 278.6 billion km   (515 days at full power)
Theta R300/16 Shields (5)   Total Fuel Cost  80 Litres per day

CIWS-250 (2x8)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Size 24 Plasma Torpedo Launcher ( 8 )     Warhead 24     Speed 60,000 km/s     Max Range 14.4m km     Rate of Fire 220 seconds
Missile Fire Control FC75-R100 (40%) (3)     Range 75.6m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes

Thank you for checking

-Five
Title: Re: Plasma Torpedos
Post by: Erik L on September 04, 2012, 07:18:06 AM
Unless I missed something, 5.7 isn't out yet ;)
Title: Re: Plasma Torpedos
Post by: TheDeadlyShoe on September 04, 2012, 12:27:52 PM
Apparently it will never be out; it's gonna be 6.0 instead ^^
Title: Re: Plasma Torpedos
Post by: Five on September 04, 2012, 04:15:15 PM
Oops, 5.6 I meant  ;D
Title: Re: Plasma Torpedos
Post by: Redshirt on September 05, 2012, 09:38:42 AM
Definately a bug about PT launchers- I'm trying to design a Plasma Torpedo fighter, and can't lock the design- I'm getting the design error "Ship has missile fire control but no missile launchers." Version is 5.6 as well.

Code: [Select]
Mjolnir class Fighter    275 tons     7 Crew     50.1 BP      TCS 5.5  TH 101  EM 0
18363 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 0 Years     MSP 0    AFR 55%    IFR 0.8%    1YR 7    5YR 105    Max Repair 20 MSP

FTR Inertial Confinement Fusion Drive E440 (1)    Power 100.8    Fuel Use 4400%    Signature 100.8    Armour 0    Exp 35%
Fuel Capacity 5,000 Litres    Range 0.7 billion km   (11 hours at full power)

Size 4 Plasma Torpedo Launcher (1)     Warhead 4     Speed 80,000 km/s     Max Range 2.8m km     Rate of Fire 25 seconds
PT Missile Fire Control FC10-R10 (1)     Range 10.9m km    Resolution 10

This design is classed as a Fighter for production, combat and maintenance purposes

Apparently, Plasma Torpedoes don't require power plants? Or do they? (Edit: I guess I could throw on a size one box launcher, but don't want to waste any weight at all.)