Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 838190 times)

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Offline MinuteMan

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4590 on: July 22, 2025, 08:13:40 AM »
What is the range of the active sensor on the STOs and is it resolution-1?

Do you see an active, rather than thermal, contact before the missiles hit?

Also, is the race firing the missiles designated as hostile (red contacts) ?

I'm obviously missing something.
Because it is news to me that you can see active sensor range & resolution for STO elements.

I think / assume it was from an active sensor. I clicked "Active on" for the formations in question.
And even had a Deep space tracking station on the body.

Yes the race is designated as hostile.
 

Offline ExecCrawfish

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4591 on: July 22, 2025, 02:50:12 PM »
You can view the sensor range of an STO unit in the Formation Templates screen; it'll list the maximum sensor range, sensor range vs. missiles, and maximum fire control range.
 

Offline MinuteMan

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4592 on: July 24, 2025, 07:02:42 AM »
You can view the sensor range of an STO unit in the Formation Templates screen; it'll list the maximum sensor range, sensor range vs. missiles, and maximum fire control range.

Code: [Select]
STO PD Gaus R300-100 - 0013
Transport Size (tons) 1 169.5     Cost 221.48     Armour 24     Hit Points 36
Annual Maintenance Cost 28     Resupply Cost 0

40K Twin Gauss Cannon R300-100 Turret
Range 30 000 km      Tracking 16 000 km/s      Damage 1 / 1     Shots 4     Rate of Fire 5
Maximum Fire Control Range 80 000km      Chance to Hit at Max Range 63%
Maximum Sensor Range 2 312 486km      Max Range vs Missile 208 124 km

Duranium  54    Vendarite  48.48    Uridium  8.5   
Development Cost  1 052

This seems correct to me.
 

Offline blue emu

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4593 on: July 26, 2025, 01:10:07 AM »
When using missiles with Laser warheads for planetary bombardment, do they generate radiation and dust like regular nukes?

Or do they generate reduced amounts of environmental damage, like regular Lasers?
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4594 on: July 26, 2025, 03:09:05 AM »
When using missiles with Laser warheads for planetary bombardment, do they generate radiation and dust like regular nukes?

Or do they generate reduced amounts of environmental damage, like regular Lasers?

They should act as lasers. If there is radiation, it would be a bug. There are a couple of fixes to laser warheads for v2.5.1.
 
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Offline randakar

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4595 on: July 26, 2025, 04:16:45 AM »
Thanks!

We have a crapload of STO to kill and we don't want to damage the planet too much.
 

Online skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4596 on: July 26, 2025, 08:46:39 AM »
Speaking of laser warheads: in the increment in which they detonate and fire (at a ship), are they included as part of "the total MSP of inbound missiles targeted on the ship" for the purposes of triggering decoy missiles?
 

Offline MinuteMan

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4597 on: Yesterday at 06:04:10 AM »
In Space Master mode.

When you click "regen min" in the system view.
It regens minerals for all bodies without colonies.

Does it also trigger the "generate ruin" functionality again?

And if a ruin is present on a body, when you click "regen min" the ruin will still be present when minerals change?
Similar thing with ancient constructs?

I don't see this as a bug, just trying to understand.

 

Offline Froggiest1982

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4598 on: Yesterday at 06:59:12 PM »
In Space Master mode.

When you click "regen min" in the system view.
It regens minerals for all bodies without colonies.

Does it also trigger the "generate ruin" functionality again?

And if a ruin is present on a body, when you click "regen min" the ruin will still be present when minerals change?
Similar thing with ancient constructs?

I don't see this as a bug, just trying to understand.

You need to expand on this a bit.

Meanwhile, for what I know, ruins do not get triggered by the Regen Min, same goes for the construct.
Ruins get generated along with random construct only at a body level using the Create Ruin button.
If a ruin or a construct is in place, by using the same button you will remove them instead.

So far everything is working as intended, hence my need for more info, as it seems to me that you may have encountered different outcomes.

Offline MinuteMan

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4599 on: Today at 08:59:49 AM »
In Space Master mode.

When you click "regen min" in the system view.
It regens minerals for all bodies without colonies.

Does it also trigger the "generate ruin" functionality again?

And if a ruin is present on a body, when you click "regen min" the ruin will still be present when minerals change?
Similar thing with ancient constructs?

I don't see this as a bug, just trying to understand.

You need to expand on this a bit.

Meanwhile, for what I know, ruins do not get triggered by the Regen Min, same goes for the construct.
Ruins get generated along with random construct only at a body level using the Create Ruin button.
If a ruin or a construct is in place, by using the same button you will remove them instead.

So far everything is working as intended, hence my need for more info, as it seems to me that you may have encountered different outcomes.

After clicking "regen min" multiple times (maybe 20 times), I noticed that I suddenly had 5 ruins and 2 dormant constructs.
I have a 30% change for ruins. I saw the ruins appear after clicking "regen min" and they were persistent when I kept clicking 'regen min'.

 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4600 on: Today at 09:05:21 AM »
Regen minerals clears any minerals and ruins, except for bodies with an existing population. It may generate new ruins for bodies that have been cleared, but only in Sol.

The only way I can see the behaviour happening as you describe it, is if you create a colony on each body that generates a ruin, each time you regenerate.
« Last Edit: Today at 09:07:56 AM by Steve Walmsley »