Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 813111 times)

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Offline Ghostly

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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

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4576 on: Yesterday 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?
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4577 on: Yesterday 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.
 
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Offline Froggiest1982

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4578 on: Yesterday 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.

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4579 on: Yesterday at 06:27:20 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.

The problem is transporting decoy missiles between populations. Regular missiles may be transported by magazines regardless of what kind of launcher they will be fired from. Decoy missiles cannot, which is a problem.
 

Offline Froggiest1982

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4580 on: Yesterday at 08:07:41 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.

The problem is transporting decoy missiles between populations. Regular missiles may be transported by magazines regardless of what kind of launcher they will be fired from. Decoy missiles cannot, which is a problem.

I see what you mean, but that is just a bug with a simple workaround.

You design your Replenishment ship adding decoys launchers to load the template of Decoys required.

Once you remove the decoy launchers, the amount of decoys to be loaded will still be there and you will be able to load and unload decoys without any problem using the load and unload ordnance order.

I am so used to it that I forgot there was this bug still  ;D