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Topic Summary

Posted by: Garfunkel
« on: November 29, 2019, 12:47:44 PM »

Yeah, definitely far from alone. Your corner of the galaxy seems to be teeming with life!
Posted by: Garfunkel
« on: November 05, 2019, 01:19:11 PM »

Nice update on what's going on with your game.
Posted by: Cavgunner
« on: August 17, 2019, 11:31:07 AM »

On the offhand chance anyone is watching this, this campaign is on hiatus, not dead.  I intend to resume it before C# comes out.  Just been distracted by Total War: Warhammer II and Rule the Waves 2.
Posted by: Father Tim
« on: June 14, 2019, 09:07:26 AM »

I'm going to miss my windows. . .
Posted by: Steve Walmsley
« on: June 14, 2019, 06:14:57 AM »

Last I checked 1 HS or less sensors were civilian systems, and a ship with no sensors received strength-1 passives.

Yes, that's correct for VB6. There are no inherent passive sensors in C#.
Posted by: Father Tim
« on: June 13, 2019, 02:31:49 PM »

Last I checked 1 HS or less sensors were civilian systems, and a ship with no sensors received strength-1 passives.
Posted by: Garfunkel
« on: June 13, 2019, 11:34:49 AM »

Ah, I thought they were 0.1 HS size always and thus depend on your tech level. That means that 0.5 HS passives are still useful as, few tech levels in and if kept updated, they will have lot more range than sensitivity 1 sensor.

And C# has banished them completely anyway.
Posted by: Father Tim
« on: June 13, 2019, 09:13:42 AM »

Does the default strength of these "invisible" sensors also increase with advances in sensor power?

No.  The 'freebie' sensors are always strength 1, regardless of your sensor tech.
Posted by: DIT_grue
« on: June 13, 2019, 04:11:57 AM »

Does the default strength of these "invisible" sensors also increase with advances in sensor power?

No. I seem to recall Steve once mentioning that they were intended to cover the potential problem of, "Why don't they just look out a window and tell me what's going on?" so higher sensor tech isn't really relevant to the way he thinks about them.
Posted by: Cavgunner
« on: June 12, 2019, 11:20:01 PM »

Does the default strength of these "invisible" sensors also increase with advances in sensor power?

Posted by: Garfunkel
« on: June 12, 2019, 01:45:11 PM »

Yeah the default sensors all ships have - but are not listed anywhere - were a nasty surprise for me as well since I used to put tiny sensors on all ships. Better to use 1HS passives or nothing at all.
Posted by: Michael Sandy
« on: June 11, 2019, 10:09:57 PM »

The passive sensors you have aren't actually better than the default power 1 sensors all ships have.  I have a very similar scout concept, a size 1 engine, .4 HS for fuel, and a .1 HS active sensor.  It isn't going to outrange anything with its sensors, except maybe pure beam ships, but it should be able to outrun anything if it detects a massive anti-ship sensor on its base passives.
Posted by: serger
« on: June 09, 2019, 11:55:25 PM »

Splendid contact episode! :D
Posted by: joansam
« on: May 23, 2019, 08:39:04 AM »

Gotcha - I prioritized the max speed multiplier relatively early on, but I've also been using SM mode to try things out.  It seems like smaller missile launchers have a huge advantage over larger ones because of their faster reload times - I've been trying to stick to an all-size 1 missile plan in my playthrough so far.

So the hit rate for your PD sounds decent - would it be cost-efficient enough to replace your AMMs in the long run? I just hate the idea of throwing away AMMs if something 'renewable' would do. 
Posted by: Cavgunner
« on: May 15, 2019, 08:21:45 PM »

Currently I have Fusion-Boosted Fission Warheads (8,000 RP).  Propulsion is Internal Confinement Fusion Drive with a max speed multiplier of x1.75 (x3.5 for missile engines).  My current Missile Agility tech is pretty backward at 48 agility per MSP (4,000 RP).  Most of my recent military tech gains (such as engine tech) are due almost entirely to salvage.  This has left big gaps in other areas.  Hopefully this provides some insight into why my weapons are the way they are. 

I haven't been able to test the current Flash missiles against other full size ASMs yet.  However, in the past my railguns and other PD weapons seem to have a hit rate of 30%-50% against ASMs, depending on the experience of the crew.