Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 761227 times)

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Offline Steve Zax

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4140 on: June 30, 2024, 06:25:06 PM »
I recently built a fleet flagship to test out the staff and command systems.  The ship has the following:
Flag Bridge
Main Engineering
Bridge
Aux Control
CIC

According to my understanding I should be able to appoint an XO, a Chief Engineer, tactical officer, and a "flag commander".

I've figured out all of them except the XO.  The officer assignment page has an option for "Executive Officer - miliary", but the one ship I have with an aux control isn't showing up.

Did you appoint a captain? There's a "rank" relation for the XO to be one rank less than the captain. So there must be a captain, and there must be room in the rank structure for a XO to be one rank less than the captain.
 

Offline Kurt

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4141 on: July 01, 2024, 10:10:30 AM »
I recently built a fleet flagship to test out the staff and command systems.  The ship has the following:
Flag Bridge
Main Engineering
Bridge
Aux Control
CIC

According to my understanding I should be able to appoint an XO, a Chief Engineer, tactical officer, and a "flag commander".

I've figured out all of them except the XO.  The officer assignment page has an option for "Executive Officer - miliary", but the one ship I have with an aux control isn't showing up.

Did you appoint a captain? There's a "rank" relation for the XO to be one rank less than the captain. So there must be a captain, and there must be room in the rank structure for a XO to be one rank less than the captain.
There is a captain, but in poking around in response to your question I figured it out.  You have to have an officer of a rank lower than the commander of the ship selected before the XO command slot will appear on the commander screen when you select "Executive Officer - Military".  If no officer is selected, or an officer of higher rank is selected, the command slot will not appear. 

Thanks!
 
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Offline L0ckAndL0ad

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4142 on: July 03, 2024, 02:35:12 AM »
What's the difference between Ranged Defensive Fire and Area Defence PD modes? Their descriptions are very similar.

I fed both descriptions to MS Copilot AI and here's the response:
Quote
In summary, Ranged Defensive Fire focuses on engaging missiles attacking within the maximum range, while Area Defence prioritizes the closest in-flight hostile missile. The range affects the “chance to hit” in both modes.

Both attack missiles within max range, but targeting priority is different? Furthest vs closest?
« Last Edit: July 03, 2024, 03:02:26 AM by L0ckAndL0ad »
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4143 on: July 03, 2024, 03:43:34 AM »
What's the difference between Ranged Defensive Fire and Area Defence PD modes? Their descriptions are very similar.

I fed both descriptions to MS Copilot AI and here's the response:
Quote
In summary, Ranged Defensive Fire focuses on engaging missiles attacking within the maximum range, while Area Defence prioritizes the closest in-flight hostile missile. The range affects the “chance to hit” in both modes.

Both attack missiles within max range, but targeting priority is different? Furthest vs closest?

Ranged defends any ship within range at the moment it is attacked. Area shoots at any missile within range, regardless of whether it is attacking anything at that moment.
 
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Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4144 on: July 04, 2024, 04:02:41 AM »
Yet another reason never to use an AI tool to try to understand something you don’t understand yourself.
 
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Offline L0ckAndL0ad

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4145 on: July 04, 2024, 05:29:43 AM »
Yet another reason never to use an AI tool to try to understand something you don’t understand yourself.
It was mostly done as a fun experiment :D I get how embarrassing this may look :D
But also due to the fact that I'm not an English native speaker, and severely sleep deprived lately, so my reading comprehension is not great right now.
 
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Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4146 on: July 04, 2024, 07:42:46 PM »
Yet another reason never to use an AI tool to try to understand something you don’t understand yourself.
It was mostly done as a fun experiment :D I get how embarrassing this may look :D
But also due to the fact that I'm not an English native speaker, and severely sleep deprived lately, so my reading comprehension is not great right now.

Even you in your sleep–deprived state have more reasoning capability than any AI tool yet written. Because the AI tools don’t have any.
 

Offline Kurt

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4147 on: July 07, 2024, 09:52:10 AM »
Is there a way to rename administrator levels on the commander screen?  For instance, I'd like to be able to rename "Admin Rating 9" to "Emperor". 

The naval commanders and the ground force commanders both have a "Rename" button, but the administrators and the scientists don't. 
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4148 on: July 07, 2024, 09:55:49 AM »
Is there a way to rename administrator levels on the commander screen?  For instance, I'd like to be able to rename "Admin Rating 9" to "Emperor". 

The naval commanders and the ground force commanders both have a "Rename" button, but the administrators and the scientists don't.

Sadly, no.  :'(
 
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Offline KriegsMeister

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4149 on: July 07, 2024, 08:38:12 PM »
Does turning off Auto-repair affect beam weapon "reloading"? I want to start a new campaign with an increased incentive to use repair ships/yards beyond just fixing armor.
 

Offline ChubbyPitbull

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4150 on: July 07, 2024, 08:48:07 PM »
I was testing with mines, and multi-stage drones, and running into a conundrum. I'm attempting to do a long range strike on an enemy fleet, so I created a slow, long-range missile that had ~20 short range submunitions, with the submunitions having ECCM. Both the long-range and the sub-munition have equal-size active sensors with equal-resolutions, giving a range of ~5.3m km for 800 ton objects or larger. Release range is set to 5.1m km range.

I launched a salvo of these missiles at a waypoint on the body the fleet was orbiting. The missiles successfully released their submunitions, and the submunitions merrily continued on their way to orbit the waypoint, ignore all the enemy ships at the waypoint, and then self-destruct.

Thinking maybe the issue was the sub munitions were continuing to their original target (the waypoint) and not re-targeting, I thought maybe having the long-range missile launch a mine that would then release the sub-munitions (having 3 stages essentially), and re-designing the sub-munition to have re-target capability, may fix the issue. I then decided to run a field trial first. I sent a ship to orbit Mercury, and then marked that ship to be a Designated Target. I then set a Waypoint on Mercury, and had a ship orbiting Earth launch one of these new 3-stage missiles at the Mercury Waypoint. When the missile's active sensor came into range of the Designated Target, it successfully deployed the mine, which then successfully deployed it's submunitions, which then successfully targeted and detonated on the Designated Target.

Thinking I was good to go, I then tried a launch of the same missile at the waypoint where the enemy fleet was. In this case, the missile released the mine, but it does not appear the mine released any submunitions. I tried one more time with adding ECCM to the mine and the drone, and increasing the resolution on all the sensors to detect out to 15m km (this enemy appears to have level 5 ajmmers), but same deal, mine releases, the mien shows it's targeting one of the ships in the fleet, but no sub munitions I can see.

Anything I'm missing? Or are multi-stage still not working against actual enemies in C#?
 

Offline Kiero

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4151 on: July 08, 2024, 04:03:48 AM »
Is there a way to rename administrator levels on the commander screen?  For instance, I'd like to be able to rename "Admin Rating 9" to "Emperor". 

The naval commanders and the ground force commanders both have a "Rename" button, but the administrators and the scientists don't.

My solution is to create a Deep space population, named "President", "Defence Ministry" and so on.
 

Offline Kiero

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4152 on: July 08, 2024, 09:05:51 AM »
How to transport Ship Decoys? I can not load them in to a commercial magazine.
 

Offline xenoscepter (OP)

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4153 on: July 08, 2024, 10:10:48 AM »
Quote from: ChubbyPitbull
Off-Topic: show

I was testing with mines, and multi-stage drones, and running into a conundrum. I'm attempting to do a long range strike on an enemy fleet, so I created a slow, long-range missile that had ~20 short range submunitions, with the submunitions having ECCM. Both the long-range and the sub-munition have equal-size active sensors with equal-resolutions, giving a range of ~5.3m km for 800 ton objects or larger. Release range is set to 5.1m km range.

I launched a salvo of these missiles at a waypoint on the body the fleet was orbiting. The missiles successfully released their submunitions, and the submunitions merrily continued on their way to orbit the waypoint, ignore all the enemy ships at the waypoint, and then self-destruct.

Thinking maybe the issue was the sub munitions were continuing to their original target (the waypoint) and not re-targeting, I thought maybe having the long-range missile launch a mine that would then release the sub-munitions (having 3 stages essentially), and re-designing the sub-munition to have re-target capability, may fix the issue. I then decided to run a field trial first. I sent a ship to orbit Mercury, and then marked that ship to be a Designated Target. I then set a Waypoint on Mercury, and had a ship orbiting Earth launch one of these new 3-stage missiles at the Mercury Waypoint. When the missile's active sensor came into range of the Designated Target, it successfully deployed the mine, which then successfully deployed it's submunitions, which then successfully targeted and detonated on the Designated Target.

Thinking I was good to go, I then tried a launch of the same missile at the waypoint where the enemy fleet was. In this case, the missile released the mine, but it does not appear the mine released any submunitions. I tried one more time with adding ECCM to the mine and the drone, and increasing the resolution on all the sensors to detect out to 15m km (this enemy appears to have level 5 ajmmers), but same deal, mine releases, the mien shows it's targeting one of the ships in the fleet, but no sub munitions I can see.

Anything I'm missing? Or are multi-stage still not working against actual enemies in C#?


 --- So I'd recommend removing the active sensors from the sub-munitions and testing this again.
 
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Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4154 on: July 08, 2024, 10:24:49 AM »
How to transport Ship Decoys? I can not load them in to a commercial magazine.

Ship decoys cannot be loaded into a magazine so they cannot be transported by commercial ships. Steve was looking into solutions at some point but I don't recall that he found one yet.
 
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