Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 812906 times)

0 Members and 5 Guests are viewing this topic.

Offline Ghostly

  • Sub-Lieutenant
  • ******
  • G
  • Posts: 110
  • Thanked: 80 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4575 on: July 07, 2025, 11:52:15 AM »
Can someone help me with a proper design for mines?

I designed a two stage missile. The first stage has no engine and sensors and the second stage just has the engine and a warhead. I tried laying them by creating a waypoint and targeting it but I'm not sure that that's going to work.
What I want to happen is that these second stage rockets start firing when a hostile ship approaches.
Is such a behaviour even possible in Aurora?

Also, is there a way to mark one of your ships as hostile in order to use it as shooting practice? Or is there any other way to test out a ship's combat performance?

The answer to both of your questions is the "Designate as Target" checkbox in the Misc tab of the Ship Overview section in the Naval window. You can use it both for target practice and to test your two-stage mines, though the designated ship's PD won't work against them. But from your description, they should work just fine. For more info, check here and here.
 

Offline blue emu

  • Commander
  • *********
  • b
  • Posts: 350
  • Thanked: 16 times
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4576 on: Today at 02:45:15 AM »
I've built a bunch of Decoy reloads (for my ship's decoy launchers) on Earth. But they won't load into my Ammo Tenders.

I can design a ship that has hundreds of Decoy Launchers, and just load the launchers on Earth and unload them on the destination planet... but is there a simpler way of getting replacement Decoys to the battle-front?
 

Online nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3322
  • Thanked: 2686 times
  • Radioactive frozen beverage.
Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4577 on: Today at 07:27:38 AM »
I've built a bunch of Decoy reloads (for my ship's decoy launchers) on Earth. But they won't load into my Ammo Tenders.

I can design a ship that has hundreds of Decoy Launchers, and just load the launchers on Earth and unload them on the destination planet... but is there a simpler way of getting replacement Decoys to the battle-front?

Unfortunately there is not. It is on the to-do list but I have yet to see an ETA for a solution to this one.
 
The following users thanked this post: blue emu

Offline Froggiest1982

  • Vice Admiral
  • **********
  • F
  • Posts: 1422
  • Thanked: 672 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 #4578 on: Today at 04:59:24 PM »
I've built a bunch of Decoy reloads (for my ship's decoy launchers) on Earth. But they won't load into my Ammo Tenders.

I can design a ship that has hundreds of Decoy Launchers, and just load the launchers on Earth and unload them on the destination planet... but is there a simpler way of getting replacement Decoys to the battle-front?

Unfortunately there is not. It is on the to-do list but I have yet to see an ETA for a solution to this one.

Following this https://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759 I don't think such a solution was never in the cards.

They are WAI like Box Launchers, so you have to reload them in an hangar or at a colony.

If we compare these to CHAFF systems, it makes sense.