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I started a new 2. 1. 1 game a few days ago with mostly default setting, and so far everything has been normal. But as I was grav surveying one of the initial Sol-connected systems, I noticed I was seeing 2,3,4 "new jump point" messages in a single time interval. There were multiple ships working in there though, so I thought nothing of it. But then it happened again. And then again. And again. I looked closer: single ships were finding multiple JPs at once.
At present, there are 26 unexplored JPs in the Cyclops system. Of the 30 Survey locations, 18 of them have been surveyed.
This has to be a bug, right? Save file is attached.
The system in question appears to be a black hole (according to the DB; I've examined it but not loaded it up in-game). Black holes, per Steve:Black holes with a mass of 20 or more gain a fixed number of additional jump points, with that number depending on mass. This is in addition to the higher chance of jump points associated with massive stars.
Their main game impact will be the creation of systems that are hard to survey but generally have more jump points.
The listed mass in the DB is 60, so I assume it is capable of generating quite a massive number of jump points indeed! Not a bug, though.
I started a new 2. 1. 1 game a few days ago with mostly default setting, and so far everything has been normal. But as I was grav surveying one of the initial Sol-connected systems, I noticed I was seeing 2,3,4 "new jump point" messages in a single time interval. There were multiple ships working in there though, so I thought nothing of it. But then it happened again. And then again. And again. I looked closer: single ships were finding multiple JPs at once.
At present, there are 26 unexplored JPs in the Cyclops system. Of the 30 Survey locations, 18 of them have been surveyed.
This has to be a bug, right? Save file is attached.
Black holes with a mass of 20 or more gain a fixed number of additional jump points, with that number depending on mass. This is in addition to the higher chance of jump points associated with massive stars.
Their main game impact will be the creation of systems that are hard to survey but generally have more jump points.
Its honestly pretty standard for nato box launchers to support quad or octuple stacking by default. They are not MIRV they just put multiple missiles into the box in a 'bus' that holds the missiles and handles firing them individually. So there is space inefficiency but they aren't constrained to 1 missile per tube or 'all at once'.
~Snip~
My suggested mechanic to have something similar to this for Aurora is to have smaller missiles may be assigned to the larger launchers as suggested by GrandNord.
- A Multi-packed Missile launcher utilize firing mode options (similar to the PD mode options) such as X missile per launch or launch all loaded missiles (with the default option being launch all loaded missiles).
- A loaded launcher with missiles remaining rate of fire could be every 5 seconds or perhaps the racial ROF for whatever size missile is packed inside divided by 2 rounded up to the nearest 5 seconds.
- Reloading multi-Pack Missile launcher is based on launcher size and perhaps with a extra delay of 1 second per missile rounded to the nearest 5 seconds.
Missile Size: 1 MSP (2.5 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 10
Speed: 3,200 km/s Fuel: 100 Flight Time: 1,305 hours Range: 15,037.7m km
Active Sensor Strength: 0.29 EM Sensitivity Modifier: 11
Resolution: 10 Maximum Range vs 500 ton object (or larger): 2,170,967 km
Cost Per Missile: 0.484 Development Cost: 110
Chance to Hit: 1k km/s 32.0% 3k km/s 10.7% 5k km/s 6.4% 10k km/s 3.2%