Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 449687 times)

0 Members and 5 Guests are viewing this topic.

Offline Elouda

  • Gold Supporter
  • Lieutenant
  • *****
  • Posts: 196
  • Thanked: 22 times
  • 2024 Supporter 2024 Supporter : Supporter of the forum for 2024
    2021 Supporter 2021 Supporter :
    2020 Supporter 2020 Supporter :
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4155 on: July 08, 2024, 12:07:47 PM »
They should be allowed in magazines, just not able to be loaded into anything without MF or Hangars.

For now Ive been slapping a pile of decoy launchers on my minelayers/colliers to move them with.
« Last Edit: July 08, 2024, 01:58:29 PM by Elouda »
 
The following users thanked this post: Kiero

Offline db48x

  • Commodore
  • **********
  • d
  • Posts: 663
  • Thanked: 214 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4156 on: July 08, 2024, 01:02:13 PM »
Personally I think everything should be movable with freighters. Decoys, missiles, MSP, all of it. Just add a penalty to the speed of loading and unloading, so that while a freighter is an option for moving missiles around, a real collier is usually the preferred choice.
 
The following users thanked this post: Xkill, alex_brunius, JacenHan, Kiero, L0ckAndL0ad

Offline Oafsalot

  • Petty Officer
  • **
  • Posts: 26
  • Thanked: 15 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4157 on: July 08, 2024, 03:26:51 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#?

Did you flag them hostile? I have made this mistake a few too many times.
 
The following users thanked this post: ChubbyPitbull

Offline ChubbyPitbull

  • Gold Supporter
  • Lieutenant
  • *****
  • C
  • Posts: 151
  • Thanked: 35 times
  • 2023 Supporter 2023 Supporter : Supporter of the forum in 2023
    2024 Supporter 2024 Supporter : Supporter of the forum for 2024
    Gold Supporter Gold Supporter :
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4158 on: July 08, 2024, 07:31:53 PM »

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

Unfortunately, no luck! Back to condition one, munitions release and then go and chill at the waypoint engaging no one. XX Gortyn 003 is an enemy hostile contact, SB-03 Firewing is the bomber.



Did you flag them hostile? I have made this mistake a few too many times.

I did! See screenshot above. When I bombed the Designated target, it just appeared as neutral but the drone still worked.
 

Offline Kiero

  • Bronze Supporter
  • Lt. Commander
  • *****
  • Posts: 203
  • Thanked: 128 times
  • In space no one can hear you scream.
  • 2023 Supporter 2023 Supporter : Supporter of the forum in 2023
    Bronze Supporter Bronze Supporter :
    2024 Supporter 2024 Supporter : Supporter of the forum for 2024
    2022 Supporter 2022 Supporter :
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4159 on: July 09, 2024, 03:06:39 AM »
Did you aim first stage at the waypoint or did you "Launch ready ordnace" at WP?

Also, do you have Retargeting capability on your final stage?
« Last Edit: July 09, 2024, 03:08:34 AM by Kiero »
 
The following users thanked this post: ChubbyPitbull

Offline ChubbyPitbull

  • Gold Supporter
  • Lieutenant
  • *****
  • C
  • Posts: 151
  • Thanked: 35 times
  • 2023 Supporter 2023 Supporter : Supporter of the forum in 2023
    2024 Supporter 2024 Supporter : Supporter of the forum for 2024
    Gold Supporter Gold Supporter :
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4160 on: July 09, 2024, 06:16:37 AM »
Did you aim first stage at the waypoint or did you "Launch ready ordnace" at WP?

Also, do you have Retargeting capability on your final stage?

Hmm, I am aiming at the waypoint using the MFC. The Skybolt sub-munitions I tested previously have retargeting. The Archer and the Xenocepter munitions do not.

EDIT: Launch Ready Ordnance sends my ship to try to launch the drones while physically located at the waypoint itself, I'm trying to use the drone to launch mines/munitions at a waypoint remotely.

For what it's worth, for now I've re-designed the bomber to have a 1,000 ton Missile Fire Control to allow me to target hostile ships 1.5b km away. The NPR seems to not mind my previous active sensor buoys chilling 5m km from them, so they give me the active sensor lock to allow the bomber's MFC to target them individually.
« Last Edit: July 09, 2024, 06:55:47 AM by ChubbyPitbull »
 

Offline Zeebie

  • Sub-Lieutenant
  • ******
  • Z
  • Posts: 132
  • Thanked: 6 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4161 on: July 09, 2024, 09:24:38 AM »
In the missile design screen, when I add ATG the to hit numbers do not increase. Is that WAI? I'm trying to figure out how to maximize hit chances and I'm not sure the bonus is being included properly.
 

Offline kks

  • Lieutenant
  • *******
  • Posts: 155
  • Thanked: 31 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4162 on: July 10, 2024, 01:26:19 PM »
In the missile design screen, when I add ATG the to hit numbers do not increase. Is that WAI? I'm trying to figure out how to maximize hit chances and I'm not sure the bonus is being included properly.

That could depend on the size of the missile you add it. If it is quite small, you might slow it down enough to offset the increase in by ATG.
 

Offline L0ckAndL0ad

  • Lieutenant
  • *******
  • L
  • Posts: 192
  • Thanked: 111 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4163 on: July 10, 2024, 01:55:37 PM »
In the missile design screen, when I add ATG the to hit numbers do not increase. Is that WAI? I'm trying to figure out how to maximize hit chances and I'm not sure the bonus is being included properly.
You may have to research the first level of ATG tech, maybe?
 

Offline Zeebie

  • Sub-Lieutenant
  • ******
  • Z
  • Posts: 132
  • Thanked: 6 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4164 on: July 12, 2024, 09:37:26 AM »
In the missile design screen, when I add ATG the to hit numbers do not increase. Is that WAI? I'm trying to figure out how to maximize hit chances and I'm not sure the bonus is being included properly.

That could depend on the size of the missile you add it. If it is quite small, you might slow it down enough to offset the increase in by ATG.

Looks like it was this.  The +15% gets eaten up pretty quickly by size, apparently.
 

Offline ChubbyPitbull

  • Gold Supporter
  • Lieutenant
  • *****
  • C
  • Posts: 151
  • Thanked: 35 times
  • 2023 Supporter 2023 Supporter : Supporter of the forum in 2023
    2024 Supporter 2024 Supporter : Supporter of the forum for 2024
    Gold Supporter Gold Supporter :
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4165 on: July 12, 2024, 09:53:33 AM »
When performing boarding combat against NPRs, does killing the NPR crew reduced the combat effectiveness of the NPR ships? For example, if you kill half the crew before your boarding troops die, will that ship now have performance penalties due to the missing crew?
 

Offline nakorkren

  • Commander
  • *********
  • n
  • Posts: 330
  • Thanked: 281 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4166 on: July 12, 2024, 03:59:13 PM »
How are contacts in the fleet command tab (and targets on the combat window) sorted?

It doesn't appear to be by distance from the fleet, which for beam combat would be super helpful when you're fighting large enemy fleets in the same system, as it can take a while to find the targets you actually want to shoot at by scrolling down the list.
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3190
  • Thanked: 2537 times
  • Radioactive frozen beverage.
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4167 on: July 12, 2024, 04:11:51 PM »
How are contacts in the fleet command tab (and targets on the combat window) sorted?

It doesn't appear to be by distance from the fleet, which for beam combat would be super helpful when you're fighting large enemy fleets in the same system, as it can take a while to find the targets you actually want to shoot at by scrolling down the list.

I believe it is by contact ID number which essentially means contacts are sorted in chronological order (which may or may not be the same order as the ships have been observed, depending on how the contact mechanics work exactly).
 

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2925
  • Thanked: 1181 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4168 on: July 12, 2024, 06:03:12 PM »
When performing boarding combat against NPRs, does killing the NPR crew reduced the combat effectiveness of the NPR ships? For example, if you kill half the crew before your boarding troops die, will that ship now have performance penalties due to the missing crew?
It has no effect.
 
The following users thanked this post: ChubbyPitbull

Offline serger

  • Commodore
  • **********
  • Posts: 655
  • Thanked: 129 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4169 on: July 13, 2024, 03:59:35 AM »
Cannot find - which weapons do not fire through atmosphere and what atm pressure makes it impenetrable for these?