Author Topic: More questions but it is starting to make sense  (Read 7891 times)

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Offline Steve Walmsley

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Re: More questions but it is starting to make sense
« Reply #60 on: April 08, 2010, 07:54:39 AM »
Quote from: "Hyfrydle"
Due to the discovery of an alien race we are starting to concentrate on defense so a Missile Cruiser has been designed. On the design the missile launchers state 5 missiles is this per salvo?
Not sure what you mean by 'state 5 missiles'. Below is a missile launcher design. The max missile size is exactly how it sounds - you can fire missiles of up to size 5 from this launcher. A size 6 missile would be too large. it take 50 seconds to reload and the size of the launcher is 5 hull spaces.

Code: [Select]
Maximum Missile Size: 5     Rate of Fire: 50 seconds
Launcher Size: 5 HS    Launcher HTK: 2
Cost Per Launcher: 30    Crew Per Launcher: 50
Materials Required: 7.5x Duranium  22.5x Tritanium
Development Cost for Project: 300RP
Steve
 

Offline Steve Walmsley

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Re: More questions but it is starting to make sense
« Reply #61 on: April 08, 2010, 08:02:44 AM »
Quote from: "Hyfrydle"
Yes and I'm still having trouble seem to be constantly renaming fleets and having to reassign orders. Is there a way to group all ships at one location into a single fleet then move them to the location where there required and ungroup them to carry out tasks?

Maybe it's just me been very unorganised but I can see this becoming more of a problem as the number of ships, fleets and colonys grow.
If you had 5 grav survey ships for example, you could initially combine them all into one fleet by using 'Join Fleet ' orders or manually using the "Combine with other Task Group" on the the second tab of the Fleet window. Once they are together, you could give them an order to transit into a new system and then divide automatically into single ships. Assuming you are using a survey order for your primary default order, you could set up a secondary default order to return to entry jump point and a conditional order to join parent fleet in same location. In this way, once you give the transit and divide order (which passes on default orders to the individual ships) they will go off and automatically survey the system, then automatically return to the entry jump point and automatically combine into one fleet again.

Steve
 

Offline Hyfrydle (OP)

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Re: More questions but it is starting to make sense
« Reply #62 on: April 08, 2010, 08:49:19 AM »
Quote
If you had 5 grav survey ships for example, you could initially combine them all into one fleet by using 'Join Fleet ' orders or manually using the "Combine with other Task Group" on the the second tab of the Fleet window. Once they are together, you could give them an order to transit into a new system and then divide automatically into single ships. Assuming you are using a survey order for your primary default order, you could set up a secondary default order to return to entry jump point and a conditional order to join parent fleet in same location. In this way, once you give the transit and divide order (which passes on default orders to the individual ships) they will go off and automatically survey the system, then automatically return to the entry jump point and automatically combine into one fleet again.

Wow this sounds like just what I'm looking for will try it tonight haven't had chance to look at all the ship orders so that might be why I missed this thanks for pointing it out.

Quote
Not sure what you mean by 'state 5 missiles'. Below is a missile launcher design. The max missile size is exactly how it sounds - you can fire missiles of up to size 5 from this launcher. A size 6 missile would be too large. it take 50 seconds to reload and the size of the launcher is 5 hull spaces.

The 5 missiles are the magazine which I presume can be improved by research. With one launcher I have 5 missiles with two I have 10. I have produced 1000 missiles on my home world so should have plenty. I thought the 5 missiles meant 5 missiles were launched at a time.


Quote
Assuming you are using the latest version, the easiest way to organise and maintain an overview of your fleets is to use the Naval Organization tab on the F12 Fleet window. viewtopic.php?f=1&t=2250

The F12 window also allows you to centre the map on each fleet as you select it so you can cycle through and see what every fleet is doing

Another way is to use the F11 Galactic map, which shows which systems contain ships. If you make sure the OOB sidebar view is selected then clicking on a system will list the ships within that system.

More fantastic info I tend to play the game from the system map but the galactic map would let me see the bigger picture and allow me to concentrate on one sector at a time. Along with the other tips hopefully things should improve.

Thanks for taking the time to reply and let me say I'm extremely impressed with Aurora the exploration and not knowing what's out there lift it above all other 4X games I've played. Just wish I could read a manual to learn all it's secrets but I guess that's part of the fun. :D
 

Offline Steve Walmsley

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Re: More questions but it is starting to make sense
« Reply #63 on: April 08, 2010, 09:10:24 AM »
Quote from: "Hyfrydle"
Quote
Not sure what you mean by 'state 5 missiles'. Below is a missile launcher design. The max missile size is exactly how it sounds - you can fire missiles of up to size 5 from this launcher. A size 6 missile would be too large. it take 50 seconds to reload and the size of the launcher is 5 hull spaces.

The 5 missiles are the magazine which I presume can be improved by research. With one launcher I have 5 missiles with two I have 10. I have produced 1000 missiles on my home world so should have plenty. I thought the 5 missiles meant 5 missiles were launched at a time.

If you mean the Magazine line on the class summary display (see below) then that is the total size of missiles your magazine can hold. So if this said Magazine 10, it would mean you could hold two Size-5 missiles or ten Size-1 missiles. You get free magazine capacity equal to the size of your missile launchers (effectively assuming that one missile is loaded into each launcher). Beyond that you have to design magazines and add them to your ship to be able to carry reloads. Magazine techs include the Feed System Efficiency, which is how much actual storage space you have compared to the mechanism for moving missiles to the launchers, and Ejection System, which is the chance that a damaged magazine will eject any stored ordnance when it is hit. If it doesn't eject stored ordnance there will be a magazine explosion with potentially catastrophic results for your ship. You can also choose to increase the HTK (Hits to Kill) value of a magazine, which reduces internal space but increases the chance it won't be destroyed when hit (effectively adding internal armour).

Code: [Select]
Asgard class Destroyer Escort    8000 tons     718 Crew     1345.68 BP      TCS 160  TH 660  EM 0
4125 km/s     Armour 3-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 20
Annual Failure Rate: 128%    IFR: 1.8%    Maint Capacity 421 MSP    Max Repair 189 MSP    Est Time: 1.37 Years
Magazine 596    

Ion Engine (11)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 75.0 billion km   (210 days at full power)

PD Missile Launcher (20)    Missile Size 1    Rate of Fire 10
PD Missile Fire Control (4)     Range 1.5m km    Resolution 1
Sentinel Anti-missile Missile (596)  Speed: 30,000 km/s   End: 1.1m    Range: 2m km   WH: 1    Size: 1    TH: 180 / 108 / 54
LR Missile Detection Sensor  (1)     GPS 189     Range 1.5m km    Resolution 1
Steve
 

Offline waresky

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Re: More questions but it is starting to make sense
« Reply #64 on: April 08, 2010, 12:29:57 PM »
Quote from: "Steve Walmsley"
Quote from: "Hyfrydle"
Yes and I'm still having trouble seem to be constantly renaming fleets and having to reassign orders. Is there a way to group all ships at one location into a single fleet then move them to the location where there required and ungroup them to carry out tasks?

Maybe it's just me been very unorganised but I can see this becoming more of a problem as the number of ships, fleets and colonys grow.
If you had 5 grav survey ships for example, you could initially combine them all into one fleet by using 'Join Fleet ' orders or manually using the "Combine with other Task Group" on the the second tab of the Fleet window. Once they are together, you could give them an order to transit into a new system and then divide automatically into single ships. Assuming you are using a survey order for your primary default order, you could set up a secondary default order to return to entry jump point and a conditional order to join parent fleet in same location. In this way, once you give the transit and divide order (which passes on default orders to the individual ships) they will go off and automatically survey the system, then automatically return to the entry jump point and automatically combine into one fleet again.

Steve
OMG,..ive been missed this tricky Info!!!!!

am dummy Commodore,.,. :mrgreen:

"ehy Ensign,,YES u!..u where r near ths SUN..omg,have u finish to explore'em?..ok..c'mon..what" WHERE?"..HERE! on mY! MY positon..wait: P-O-S-I-T-I-O-N..do u undertand this? ok..am waitn for u..tic..toc..ticc..tooc..TIC..TOC.."what is?..CommSitRep pleas..WHAT is this TIC TOC?,,Errr,Commodore..am suppouse r some of,,"Missile Acquisition Signal"..O_O..."

Commodore default.
 

Offline AndonSage

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Re: More questions but it is starting to make sense
« Reply #65 on: April 09, 2010, 12:31:39 AM »
Quote from: "Steve Walmsley"
Quote from: "Hyfrydle"
Yes and I'm still having trouble seem to be constantly renaming fleets and having to reassign orders. Is there a way to group all ships at one location into a single fleet then move them to the location where there required and ungroup them to carry out tasks?

Maybe it's just me been very unorganised but I can see this becoming more of a problem as the number of ships, fleets and colonys grow.
If you had 5 grav survey ships for example, you could initially combine them all into one fleet by using 'Join Fleet ' orders or manually using the "Combine with other Task Group" on the the second tab of the Fleet window. Once they are together, you could give them an order to transit into a new system and then divide automatically into single ships. Assuming you are using a survey order for your primary default order, you could set up a secondary default order to return to entry jump point and a conditional order to join parent fleet in same location. In this way, once you give the transit and divide order (which passes on default orders to the individual ships) they will go off and automatically survey the system, then automatically return to the entry jump point and automatically combine into one fleet again.

Steve
The only problem I see with this is that you could only have one type of survey ship (either grav or geo) in the fleet, not both types, as there aren't enough default orders to both set "Survey Nearest Survey Point" and "Survey Next Five System Bodies" (since you need the second default order to "Move to Entry Jump Point"). So you'll need to create one fleet for each survey type. I don't know if Hyfrdyle was using a multi-survey fleet, but just wanted to bring this up in case he was.

Only way to get around that problem would be to add a third Default Order.
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Offline Hyfrydle (OP)

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Re: More questions but it is starting to make sense
« Reply #66 on: April 09, 2010, 02:15:57 AM »
Finished building two missile cruisers last night and when I loaded them with missiles for some reason I could only load 2 per ship. The stocks available where 1000 so I must be doing something wrong. Tried various ways to load using load ordnance command in the F12 menu and also the cargo tab in the ship menu.

Any help much appreciated.

Also how do you define the parent fleet as mentioned in Steve's post.
 

Offline The Shadow

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Re: More questions but it is starting to make sense
« Reply #67 on: April 09, 2010, 02:33:29 AM »
Sorry if this is too obvious, but... Do you have the magazine space for more than two?  I ask because I made that very mistake myself once.

EDIT:  The 'Load Ordnance' command from the Task Group menu has always worked for me.
 

Offline Hyfrydle (OP)

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Re: More questions but it is starting to make sense
« Reply #68 on: April 09, 2010, 02:40:19 AM »
Quote
Sorry if this is too obvious, but... Do you have the magazine space for more than two? I ask because I made that very mistake myself once.

Magazine space for each ship is 5 not sure how to increase this though. Seems strange that I can't stock 500 missiles on each ship.
 

Offline AndonSage

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Re: More questions but it is starting to make sense
« Reply #69 on: April 09, 2010, 04:15:32 AM »
Quote from: "Hyfrydle"
Magazine space for each ship is 5 not sure how to increase this though. Seems strange that I can't stock 500 missiles on each ship.
Did you read Steve's response to your prior post, above?

Quote
If you mean the Magazine line on the class summary display (see below) then that is the total size of missiles your magazine can hold. So if this said Magazine 10, it would mean you could hold two Size-5 missiles or ten Size-1 missiles. You get free magazine capacity equal to the size of your missile launchers (effectively assuming that one missile is loaded into each launcher). Beyond that you have to design magazines and add them to your ship to be able to carry reloads. Magazine techs include the Feed System Efficiency, which is how much actual storage space you have compared to the mechanism for moving missiles to the launchers, and Ejection System, which is the chance that a damaged magazine will eject any stored ordnance when it is hit. If it doesn't eject stored ordnance there will be a magazine explosion with potentially catastrophic results for your ship. You can also choose to increase the HTK (Hits to Kill) value of a magazine, which reduces internal space but increases the chance it won't be destroyed when hit (effectively adding internal armour).
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Offline Hyfrydle (OP)

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Re: More questions but it is starting to make sense
« Reply #70 on: April 09, 2010, 04:40:35 AM »
Great that means I need to redesign my missile cruisers so they can actually stock enough missiles so they can fire more than once. This game and lack of info is very annoying at times.

Where do I find the research item for magazines and while I'm at it missile warheads?
 

Offline UnLimiTeD

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Re: More questions but it is starting to make sense
« Reply #71 on: April 09, 2010, 05:18:50 AM »
In the kinetic tab in your research tab you will find "magazine efficiency" or something around that, and "magazine ejection chance".

You can design magazines just like missile Launchers etc.
 

Offline waresky

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Re: More questions but it is starting to make sense
« Reply #72 on: April 09, 2010, 06:06:43 AM »
Quote from: "Hyfrydle"
Great that means I need to redesign my missile cruisers so they can actually stock enough missiles so they can fire more than once. This game and lack of info is very annoying at times.

Where do I find the research item for magazines and while I'm at it missile warheads?
HY..i will remember u a simple fact: THIS game arent commercial.
Are a merely game ONLY for STEVE's pleasure.
And Steve has give us the possibility to download and enjoy it.
BUT all r for Steve's use,not for us.:D..
So pls post suggestions,not too more voids..criticsm .

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Offline randal7

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Re: More questions but it is starting to make sense
« Reply #73 on: April 09, 2010, 06:13:54 AM »
Quote from: "Hyfrydle"
Great that means I need to redesign my missile cruisers so they can actually stock enough missiles so they can fire more than once. This game and lack of info is very annoying at times.

Where do I find the research item for magazines and while I'm at it missile warheads?

If you go into SM mode, unlock this ship design, and change it to how you want it, the already built ships of the original model will be changed also. This may be cheating, depending on your perspective. IMHO, since this was an honest mistake based on ignorance of the game mechanics rather than just a bad decision on your part, it's not a cheat. That's what I told myself when it happened to me, anyway.
 

Offline Hyfrydle (OP)

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Re: More questions but it is starting to make sense
« Reply #74 on: April 09, 2010, 06:29:28 AM »
Quote
If you go into SM mode, unlock this ship design, and change it to how you want it, the already built ships of the original model will be changed also. This may be cheating, depending on your perspective. IMHO, since this was an honest mistake based on ignorance of the game mechanics rather than just a bad decision on your part, it's not a cheat. That's what I told myself when it happened to me, anyway.

Cool that should save me time just need to design a magazine with more than 2 missiles max.