Author Topic: What's Going On In Your Empire: C# Edition  (Read 90576 times)

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Offline Steve Walmsley

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Re: What's Going On In Your Empire: C# Edition
« Reply #540 on: June 29, 2024, 04:53:52 PM »
Oops!

 
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Offline nakorkren

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Re: What's Going On In Your Empire: C# Edition
« Reply #541 on: June 29, 2024, 05:14:30 PM »
Oh dear.
 

Offline Kurt

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Re: What's Going On In Your Empire: C# Edition
« Reply #542 on: June 29, 2024, 05:43:05 PM »
That might be a problem. 
 

Offline kks

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Re: What's Going On In Your Empire: C# Edition
« Reply #543 on: June 29, 2024, 06:19:25 PM »
 :o

Hope that is no bug. Can missile salvo contacts be grouped (yet)?

I'm excited for the update in the AAR. The missiles seem somewhat slow though. Quick estimate shows 10x10 salvos of 5 missiles, that being >500, per wave. That is a lot of BP. Takes my (small) empires usually some years to produce so many AMMs. OR are they size 1 ASMs?  ???
 

Offline Xkill

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Re: What's Going On In Your Empire: C# Edition
« Reply #544 on: June 29, 2024, 07:58:50 PM »
That is crazy, wow! Just wow...
Time to say goodbye to the Kido Butai...  ;D :o
 

Offline Steve Walmsley

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Re: What's Going On In Your Empire: C# Edition
« Reply #545 on: June 30, 2024, 02:49:32 AM »
:o

Hope that is no bug. Can missile salvo contacts be grouped (yet)?

I'm excited for the update in the AAR. The missiles seem somewhat slow though. Quick estimate shows 10x10 salvos of 5 missiles, that being >500, per wave. That is a lot of BP. Takes my (small) empires usually some years to produce so many AMMs. OR are they size 1 ASMs?  ???

Unfortunately, not a bug :)

And I do need to get around to grouping missile contacts.
 
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Offline paolot

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Re: What's Going On In Your Empire: C# Edition
« Reply #546 on: June 30, 2024, 11:48:52 AM »
A black hole system with 15 JPs... and still 10 survey locations to visit!
I never saw this!   :o  ???

Must be a very massive black hole.
How far apart are the survey locations?

Finally, the grav survey ends: there are 17 JPs.   :o
Skoormit, you are right: the black hole has mass 100, and the distances of the JPs from it go from 1.65 b up to 26.45 b.
Very far.
I fear this system could become a serious bottle neck to go to the systems beyond (that I still haven't discovered).   ???

P.S.
In another galactic zone, there is a system with 8 JPs. So, in general, not a unique situation.
This other system has three stars, where the most massive one is 0.66.
 
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Offline kks

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Re: What's Going On In Your Empire: C# Edition
« Reply #547 on: July 21, 2024, 09:21:09 AM »
So, some incompetent Commander Air Group, Count Ryhderdeech Coursoume, has sent both bomber wings of 10kt each into AAM-range of the enemy they where supposed to attack from 20m km. While he jumbeld something about autoturns and he just couldn't stop them in time, he clearly is unfit for duty and has been discharged from service for the destruction of the only real offensive force the navy has.
The TO and XO were found by the investigation comitee(lead by Prince Vaerfittr Lokkrson(former Foxson)) to be also at fault and demoted, while the Commanding Officier Earl Ubeinn Foxson of the pride of the navy and only carrier in service "Give the Devil His Due" was applauded for his swift reaction in pulling back the fleet and abadoning the conquest of the Stein system, as the lance and AMM-equipped Destroyers and Cruisers escorting "Give the Devil His Due" could not be risked in an engagement even against an damaged foe half the tonnage.

The race to find and conquer the newly industralised species on the third planet of a nearby G2-V star has as such taken a heavy setback.

At least the damaged enemy cruiser Gareth Banner 001 was found and engaged by the light cruiser "Three-legged Crow" a few weeks after that. It was destroyed after 10 minutes of continuous bombardment by the cruisers two lance weapons and two railgun fighters. Without the fighter complement both cruisers would not have been able to wittle down each others shields.

« Last Edit: July 21, 2024, 09:26:38 AM by kks »
 
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Offline L0ckAndL0ad

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Re: What's Going On In Your Empire: C# Edition
« Reply #548 on: July 22, 2024, 05:33:29 AM »
So, some incompetent Commander Air Group, Count Ryhderdeech Coursoume, has sent both bomber wings of 10kt each into AAM-range of the enemy they where supposed to attack from 20m km.
Oh my, what a massacre! And no survivors at all? Could you share the bomber design please?
 

Offline kks

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Re: What's Going On In Your Empire: C# Edition
« Reply #549 on: July 22, 2024, 08:40:38 AM »
So, some incompetent Commander Air Group, Count Ryhderdeech Coursoume, has sent both bomber wings of 10kt each into AAM-range of the enemy they where supposed to attack from 20m km.
Oh my, what a massacre! And no survivors at all? Could you share the bomber design please?

All survivors were picked up by the enemy(An NPC with similiar starting conditions).

Below the design for the bomber:

Code: [Select]
Bambiraptor class Bomber      500 tons       9 Crew       243,3 BP       TCS 10    TH 27    EM 0
16885 km/s      Armour 1-5       Shields 0-0       HTK 5      Sensors 0/0/0/0      DCR 0-0      PPV 3
Maint Life 1,70 Years     MSP 30    AFR 20%    IFR 0,3%    1YR 13    5YR 188    Max Repair 189,8 MSP
Magazine 20 / 0   
Knight    Control Rating 1   BRG   
Intended Deployment Time: 1 months    Morale Check Required   

Bomber Inertial Drive 1.5-0.5-0.16-225t (1)    Power 168,8    Fuel Use 205,40%    Signature 27,0000    Explosion 15%
Fuel Capacity 16.000 Litres    Range 2,81 billion km (46 hours at full power)

Missile Container 10 (2)     Missile Size: 10    Hangar Reload 158 minutes    MF Reload 26 hours
Missile Guidance System 21-18-20t-R1000-0-3 (1)     Range 37,7m km    Resolution 20   ECCM-3
Breacher II ASM (2)    Speed: 50.000 km/s    End: 10,2m     Range: 30,5m km    WH: 16    Size: 10    TH: 220/132/66

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 Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes

It is relativly slow for the tech level (the Continuity carriers move at 10kkms, as do the enemy ships), but has enough range to strike the enemy without risking the carrier in the engagement. I had to unlock the original design and remove some fuel, as somehow the intended deployment time was changed from 0.1 to 1 resulting in an tonnage of 505t.

The Breacher II ASM is an experiment, as the payload is split in two 8dmg warheads, hopefully increasing the chance to hit the enemy ship.

The "Give the Devil His Due" carrier has an air group of 40x Bambiraptors in two wings, as well as 20x railgun armed Microraptors and an Elopteryx scout.

Combat has shown that a strike of 40 Breacher II missiles from one of the two bomber wings is not enough to penetrate the defenses of enemy cruisers. It barely depletes their shields and many are deceived by the enemy decoys. So now all 40 bombers strike together, which usually is enough to kill an enemy cruiser. The two salvos usually are a few seconds apart(two fleets firing), but the enemy has not much PD and this way the second salvo isn't distraced by decoys, I think.

In the disastrous engagement ~60 bombers managed to launch their missiles, which was not enough to kill the Gareth Banner 001, but cut its speed in half.

Below are the designs for the Microraptors as well as the carrier(s) and cruisers.

Code: [Select]
Microraptor class Fighter      479 tons       16 Crew       377,8 BP       TCS 10    TH 72    EM 0
31336 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0-0      PPV 3
Maint Life 0,52 Years     MSP 40    AFR 96%    IFR 1,3%    1YR 78    5YR 1.164    Max Repair 300 MSP
Knight    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Fighter Inertial Drive 3-0.5-0.25-200t (1)    Power 300    Fuel Use 1232,38%    Signature 72,00    Explosion 30%
Fuel Capacity 24.000 Litres    Range 0,73 billion km (6 hours at full power)

Projectile Emitter 100mm-40k-C2-4 (1x4)    Range 28.800km     TS: 31.336 km/s     Power 3-2     RM 40.000 km    ROF 10       
Projectile Control Unit 96x0.3-8kx4-0-SW-3 (1)     Max Range: 28.800 km   TS: 32.000 km/s    ECCM-3     65 31 0 0 0 0 0 0 0 0
Micro Fusion Reactor (1)     Total Power Output 2,1    Exp 5%

Fighter GRADAR 21-8-25t-1-3 (1)     GPS 11     Range 7,8m km    MCR 698,1k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes

I didn't yet try to have them charge through enemy AAM(100kkms), they should have about 1/9th chance in shooting them down so it might work.

Code: [Select]
Give the Devil His Due class Strike Carrier      100.000 tons       1.849 Crew       29.466,8 BP       TCS 2.000    TH 4.800    EM 12.750
10000 km/s      Armour 3-191       Shields 425-510       HTK 488      Sensors 1600/90/0/0      DCR 62-6      PPV 12
Maint Life 2,04 Years     MSP 30.068    AFR 1290%    IFR 17,9%    1YR 9.607    5YR 144.108    Max Repair 2.000 MSP
Hangar Deck Capacity 30.000 tons     Magazine 1.200 / 200   
Earl    Control Rating 6   BRG   AUX   ENG   CIC   FLG   PFC   
Intended Deployment Time: 12 months    Flight Crew Berths 600    Morale Check Required   

Capital Ship Inertial Drive 1.25-0.5-0.25-3200t (10)    Power 20000    Fuel Use 34,53%    Signature 480,00    Explosion 12%
Fuel Capacity 10.000.000 Litres    Range 52,1 billion km (60 days at full power)
Void Bubble E-2.5-1000t (5)     Recharge Time 510 seconds (0,8 per second)

Lance Weapon 12x2-400k-C2 (1)    Range 384.000km     TS: 10.000 km/s     Power 75-2    ROF 190       
Lance Weapon Control Unit 96x4-8x1.25-0-SW-3 (1)     Max Range: 384.000 km   TS: 10.000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Micro Fusion Reactor (1)     Total Power Output 2,1    Exp 5%

Flash Decoy Box (4)     Decoy Size: 50    Hangar Reload 353 minutes    MF Reload 58 hours
Flash Decoy (4)    Signature: 10000 tons    ECM-3    Size: 50
Breacher II ASM (120)    Speed: 50.000 km/s    End: 10,2m     Range: 30,5m km    WH: 16    Size: 10    TH: 220/132/66

Fighter GRADAR 21-8-25t-1-3 (1)     GPS 11     Range 7,8m km    MCR 698,1k km    Resolution 1
Scout Class GRADAR 21-18-100t-R1000-1-3 (1)     GPS 840     Range 42,1m km    Resolution 20
Extreme Thermal Telescope 32-2500t-1 (1)     Sensitivity 1600     Detect Sig Strength 1000:  316,2m km
Radio Telescope 18-250t-0 (1)     Sensitivity 90     Detect Sig Strength 1000:  75m km

Strike Group
40x Bambiraptor Bomber   Speed: 16885 km/s    Size: 9,99
20x Microraptor Fighter   Speed: 31336 km/s    Size: 9,57
1x Elopteryx Scout Fighter   Speed: 20380 km/s    Size: 8,28

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
This design is classed as a Carrier for auto-assignment purposes

The pride of the navy doesn't have a jumpdrive and the battle group relied on slower fleet supoort vessels, which is one reason why the Three-legged Crow was designed:

Code: [Select]
Three-legged Crow class Light Cruiser      20.000 tons       513 Crew       7.000,1 BP       TCS 400    TH 960    EM 5.100
10000 km/s    JR 3-50      Armour 3-65       Shields 170-510       HTK 100      Sensors 160/0/0/0      DCR 14-7      PPV 24
Maint Life 2,03 Years     MSP 6.017    AFR 229%    IFR 3,2%    1YR 1.953    5YR 29.291    Max Repair 2.000 MSP
Hangar Deck Capacity 1.000 tons     
Baron    Control Rating 1   BRG   
Intended Deployment Time: 21 months    Flight Crew Berths 20    Morale Check Required   

Fleet Void Piercer 10-3-50-100000t     Max Ship Size 100000 tons    Distance 50k km     Squadron Size 3

Capital Ship Inertial Drive 1.25-0.5-0.25-3200t (2)    Power 4000    Fuel Use 34,53%    Signature 480,00    Explosion 12%
Fuel Capacity 2.500.000 Litres    Range 65,2 billion km (75 days at full power)
Void Bubble E-2.5-1000t (2)     Recharge Time 510 seconds (0,3 per second)

Lance Weapon 12x2-400k-C2 (2)    Range 384.000km     TS: 10.000 km/s     Power 75-2    ROF 190       
Lance Weapon Control Unit 96x4-8x1.25-0-SW-3 (2)     Max Range: 384.000 km   TS: 10.000 km/s    ECCM-3     97 95 92 90 87 84 82 79 77 74
Micro Fusion Reactor (2)     Total Power Output 4,1    Exp 5%

Scout Class GRADAR 21-18-100t-R1000-1-3 (1)     GPS 840     Range 42,1m km    Resolution 20
Thermal Telescope 32-5-1 (1)     Sensitivity 160     Detect Sig Strength 1000:  100m km

Strike Group
2x Microraptor Fighter   Speed: 31336 km/s    Size: 9,57

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
« Last Edit: July 22, 2024, 08:46:38 AM by kks »
 
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Offline nuclearslurpee

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Re: What's Going On In Your Empire: C# Edition
« Reply #550 on: July 22, 2024, 08:46:21 AM »

I had to unlock the original design and remove some fuel, as somehow the intended deployment time was changed from 0.1 to 1 resulting in an tonnage of 505t.

This is because your decimal separator is a comma and needs to be a period. This is visible in several values on the ship design. Frankly, I'm amazed you haven't already run into a crippling bug because of this.
 

Offline kks

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Re: What's Going On In Your Empire: C# Edition
« Reply #551 on: July 22, 2024, 08:51:28 AM »

I had to unlock the original design and remove some fuel, as somehow the intended deployment time was changed from 0.1 to 1 resulting in an tonnage of 505t.

This is because your decimal separator is a comma and needs to be a period. This is visible in several values on the ship design. Frankly, I'm amazed you haven't already run into a crippling bug because of this.

Thank you for noticing. I've been playing Aurora for quite a few years now and it hasn't been an issue. I usually have UK settings for windows but maybe the smegty OS has changed it again, as it sometimes does.
 

Offline Flame_Draken

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Re: What's Going On In Your Empire: C# Edition
« Reply #552 on: July 30, 2024, 07:33:24 AM »
I have a V2.02 save that has kept me coming back to it for more than a year at this point.  Basic background.  I was going to do a short test campaign to try out the new game features and more in-depth record keeping of my ship classes.  Why I designed them, how many I built, had serving, lost, upgrades and what not.

The game started out in 2025 on a conventional start, had 1st contact with a hostile alien race in 2032 (I had no ships, only a handful of very slow fighters with missiles), giving me a reason to start arming up.  2052 rolls around, I had not seen that alien race for decades and I run into a second race six systems away from Sol.  They claim the two systems closer to them along the chain and become hostile if I try to enter into that chain.  This had the effect of locking me up in a nine-system jump chain with no way out except through the aliens that had ships that were both faster and outranged my beam weapons.  It took decades to build up my forces to have a fighting chance and then eventually overpower them.

Today's event is not that one.  Today's tale takes place in the Kappa Monoceritos system in 2112, a lonely system in my original nine-system empire.  Last visited in the late 21st century to salvage old wrecks from a battle with the 2032 aliens.  There was a dwarf planet and one of its two moons that needed to be surveyed.

My survey force (a specially designed group of five ships of different classes based on the same 15,000-ton hull) do the survey but detect ships of a new alien race in the system.  I take a look, and there's a new 31m km purple feature in the system.  Fun times are ahead.
 
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Offline Garfunkel

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Re: What's Going On In Your Empire: C# Edition
« Reply #553 on: August 03, 2024, 10:41:42 PM »
Fun times are ahead.
You got that right!
 

Offline Garfunkel

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Re: What's Going On In Your Empire: C# Edition
« Reply #554 on: August 18, 2024, 09:11:42 AM »
By the end of February 2205, the People's Democratic Republic of Allied Earth Nations completed the transfer of the first wave of fuel harvesting stations from Earth to Jupiter orbit. This was only the second time that the People's Democratic Republic Navy conducted a tug-operation, the first having been the first wave of terraforming stations being moved to Luna orbit. By coincidence, the same month saw the first two Comet class orbital miners began operations on Deimos. With all arcologies on Earth bursting at the seams thanks to the population growing well past eleven billion, enabling relocation of patriotic citizens to Luna while building the space infrastructure to maintain the People's Democratic Republic of Allied Earth Nations going strong was the highest priority.