Author Topic: Questions of the not quite capable.  (Read 7319 times)

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Offline jseah

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Re: Questions of the not quite capable.
« Reply #15 on: April 25, 2011, 11:54:55 PM »
Oh, oops, I meant that I was not sure if they would load new missiles if you did not update ordnance. 
 

Offline sloanjh

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Re: Questions of the not quite capable.
« Reply #16 on: April 26, 2011, 01:26:58 AM »
Do they just automatically load older stuff in the same series of missiles if you don't have newer ones on hand?
That happens to me yes.  I presume that happens all the time... ?

Yep.  Isn't it nifty? :)

It used to be a total pain to load ammo, since if enough of the right kind of missile wasn't available, it would just leave the ship empty (or actually take missiles off, if they weren't in the default loadout).  That's what series were introduced for - essentially your loadout is saying "I want 200 Sidewinder, 100 Sparrow, and 20 Harpoon" - Aurora fills it with the most recent missiles (assuming you've updated loadout when you design your new missiles).

There's still a request in to be able to define multiple loadouts for a single class (e.g. mission-based loadouts), but you can't have everything :)

John
 

Offline Shoku (OP)

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Re: Questions of the not quite capable.
« Reply #17 on: April 26, 2011, 04:24:03 AM »
I'd been thinking that once I had it running I'd only want a certain number of sensor buoys* loaded regardless of how many ships were there but I guess I'll just make some specialist class for buoys.

*Speaking of which I don't know how to launch those yet. If I aim at planets will they run into them or play nicer than that?
 

Offline welchbloke

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Re: Questions of the not quite capable.
« Reply #18 on: April 26, 2011, 04:51:38 AM »
I'd been thinking that once I had it running I'd only want a certain number of sensor buoys* loaded regardless of how many ships were there but I guess I'll just make some specialist class for buoys.

*Speaking of which I don't know how to launch those yet. If I aim at planets will they run into them or play nicer than that?
They won't hit the planet, they should stay in orbit around it.  I say should as I can't remember if they will stay with the planet or remain where they were deployed.  I tend to use my bouys at jump points and stable wormholes.
Welchbloke
 

Offline sloanjh

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Re: Questions of the not quite capable.
« Reply #19 on: April 26, 2011, 08:37:08 AM »
They won't hit the planet, they should stay in orbit around it.  I say should as I can't remember if they will stay with the planet or remain where they were deployed.  I tend to use my bouys at jump points and stable wormholes.

I think your concerns about orbits are correct - I have a vague recollection of having to do some weird incantations in order to get them into orbit - something about setting the waypoint up to follow the planet.  IIRC Steve posted an answer about this a year or so ago when someone was having problems getting drones to orbit.  A forum search would probably turn this up....

John
 

Offline Shoku (OP)

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Re: Questions of the not quite capable.
« Reply #20 on: April 27, 2011, 12:36:33 AM »
So you give the buoys a waypoint? Where do I assign any of this or otherwise deploy the things?
 

Offline welchbloke

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Re: Questions of the not quite capable.
« Reply #21 on: April 27, 2011, 06:51:59 AM »
So you give the buoys a waypoint? Where do I assign any of this or otherwise deploy the things?
Yes create a waypoint on the system screen (F3).  On the task group orders window use the command 'fire missiles at' and select the waypoint (don't forget to make sure waypoints are ticked as a selection option).

Finally, make sure that your missile tubes are loaded with the appropriate bouy.  You should now have hours of minelaying fun  ;D
« Last Edit: April 27, 2011, 07:26:00 AM by welchbloke »
Welchbloke
 

Offline Steve Walmsley

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Re: Questions of the not quite capable.
« Reply #22 on: April 27, 2011, 07:06:32 PM »
Also don't forget that by using the Last button on the waypoint tab, you can create a waypoint at the last system body on which you clicked. This waypoint will then move with that system body.

Steve
 

Offline sloanjh

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Re: Questions of the not quite capable.
« Reply #23 on: April 27, 2011, 08:28:08 PM »
Also don't forget that by using the Last button on the waypoint tab, you can create a waypoint at the last system body on which you clicked. This waypoint will then move with that system body.

Steve

THAT's the weird trick the existence of which I vaguely remembered - thanks, Steve!!

John
 

Offline Shoku (OP)

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Re: Questions of the not quite capable.
« Reply #24 on: April 28, 2011, 01:33:15 AM »
The options to launch missiles at jump points or whatever system body are available in the list- why would I want to make waypoints and shoot buoys at those instead?
 

Offline welchbloke

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Re: Questions of the not quite capable.
« Reply #25 on: April 28, 2011, 03:08:52 AM »
The options to launch missiles at jump points or whatever system body are available in the list- why would I want to make waypoints and shoot buoys at those instead?
To create a minefield.  Putting all of your mines next to the jump point is not an optimum use of resources.  To deal with races with good jump drive tech you will need to place mines in a ring around the jump point at a reasonable distance (based upon your assessment of how far from the jump point the ships might appear.
Welchbloke
 

Offline Steve Walmsley

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Re: Questions of the not quite capable.
« Reply #26 on: April 28, 2011, 07:06:02 AM »
To create a minefield.  Putting all of your mines next to the jump point is not an optimum use of resources.  To deal with races with good jump drive tech you will need to place mines in a ring around the jump point at a reasonable distance (based upon your assessment of how far from the jump point the ships might appear.

It's also a good idea to spread out the mines as you would in a real minefield, otherwise they will all fire at the first ship that comes into range.

Steve
 

Offline Shoku (OP)

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Re: Questions of the not quite capable.
« Reply #27 on: April 28, 2011, 06:42:23 PM »
but for just a sensor buoy it wouldn't matter right?
 

Offline Peter Rhodan

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Re: Questions of the not quite capable.
« Reply #28 on: April 28, 2011, 07:48:43 PM »
I haven't done buoys or minefields yet.... hmmm may try that next - right now I have serious financial problems - keep running out of money despite making like 300 Financial centres a year...
For those who are a bit new like me I use a 4 ship combo these days - At present my 'standard' hull is 6,000T (I will explain the 'standard' bit later). I have a dedicated Sensor ship with (newly re-fitted) a 350mk Resolution big sensor and a (memory) 30mk Resolution 1 sensor - the most important distance for the last is the 4.3mk Size 6 or smaller missile range - that is my AMM limit at the moment
I have a dedicated AMM Corvette (6kT) with 3 Fire controls and 6 Size 1 Launchers and 360 odd missile loadout
a Long Range combat Corvette with 1 Fire Control - 3 Launchers - 40 something 85mk range Size 9 missiles that do 4 damage (30k+ speed) and 20 odd Size 9 Missiles that have a 6mk range and do like 15 damage (these last a from when I ran into a Star Swarm mothership - couldn't dent it - need BIG warheads to get into that)
a jump Corvette that does what it says - has like 30 Sheild units as the bad guys seem to go after Jump Ships first if they cane - my normal tactic is simply to move them to the 'safe' side of the jump point and let them jump my combat ships through.
The EWACS have big shields to
I also a new ship that is my close in last gasp defence ship - also 6kT - it has 2 x Dual Guass Cannon turrets with 2 fire controls and is designed to be the final defence against incoming missiles and to double as population re-assurance - I wil base most of this at my 10mill + colonies as they aren't critical combat units.
All my survey ships (dedicated grav- dedicated geo and jump ship normally 1 grav 3 geo and a jump mother in TG) are also 6kT
Using a standard size means I can ship exactly 6kt Maintenance facilities to a colony and know it can maintain grav and combat ships and I kepp a TG in orbit without needing to maintain it.
Not really necessary and imposes artificial challenges to ship design - but adds to the 'flavour' of this campaign....
I also have just finished 2 24,000 T 3rd Rate Line of Battle ships just in case someone comes in my direction ...
I am about to start cleaning Precursor systems out now that I have enough ships (16 AMM and 16 Long Range ships) - Note my missile ships only have the appropriate fire control for their missiles - no Active Sensors of their own - my battleships are not so limited...
 

Offline Shoku (OP)

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Re: Questions of the not quite capable.
« Reply #29 on: April 28, 2011, 08:18:19 PM »
Now that you mention it running out of money seems to have messed up my production emphasized start I was trying. The only option seems to be to stop making things but that's obviously not a good strategy. Preventing it is the "right way" but just trying to pump out financial centers doesn't seem to work like that and then I'm just crippled and destroyed by NPRs jumping into my system to neuter whatever ships I've got.

Though now I should at least be able to fire back, maybe.