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I'm trying to streamline my survey process, but I'm still very much new to it. I'm using a military tender to transport shuttles (fighters) with geosurvey.
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Surprisingly, shuttles can be refueled from the tender, even if it does not have a refueling system. So I'm wondering what will happen if a shuttle has an engine failure and I scoop it into the tender, will the tender's MSPs be used to repair the engine?
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If I assign the shuttles to the tender as their mothership, I can make them return at 50% fuel to it automatically. So far so good. But is there a possibility to automate further and auto-launch them for another round of geo-surveys? It seems only manual here.
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One of my shuttles has been in clock rewind/overhaul over Ceres, which has enough Maintainance facilities but no MSP. I'm surprised, are ships not using MSPs for regular upkeep / OV, just credits?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by pedter on Yesterday at 07:42:59 PM »
Today I have mostly learned not to tow a diplomatic ship into a NPRs territory with a very expensive tug without jump engines - sigh
...What happened? Did you blind jump through a point that was only gated on one side?

Yup, i stabilised my side so it could get through, planted the diplo ship and then was 🤦‍♂️🤦‍♂️🤦‍♂️

Having done this plenty of times myself, I'm now a big fan of a commercial jump drive vessel: take a minimum-tech 3-50 jump drive with tonnage rated for whatever it may need to escort, add some engines to keep up with whatever needs to be jumped, then assign it to any commercial fleet that looks like it'll need one for standard transits. My bulk haulers all sit at 275kt; the jump escort is technically rated for 281kt (just in case I get crazy enough to have a tug tow a 280,465t orbital miner outside the jump gate network) but only masses 22.5kt itself. Much easier to build and I only need to keep a couple around because not every bulk hauler mission requires a jump drive.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on Yesterday at 06:37:16 PM »
Don't worry, we've all been there  :P I've left surveyors and once, even my battlefleet, stranded like that!
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Today I have mostly learned not to tow a diplomatic ship into a NPRs territory with a very expensive tug without jump engines - sigh
...What happened? Did you blind jump through a point that was only gated on one side?

Yup, i stabilised my side so it could get through, planted the diplo ship and then was 🤦‍♂️🤦‍♂️🤦‍♂️
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C# Bureau of Design / Re: Warhammer 40,000: Space Marines
« Last post by Garfunkel on Yesterday at 05:38:11 PM »
Yeah, I agree that Land Speeders - the flying chair that accommodates 2 Space Marines and has a little weapon - sounds more like a Light Vehicle. It sounds like you're mixing up Land Speeder with something else.  Also, I'd use Ultra-Heavy Vehicles for Titans. I'd also agree that the Rams should have the boarding capability as that is supposed to be their main role.

For drop pods, the point is that mechanically you want to be able to unload your Battle Barge as quickly as possible. Meaning that you should make the entire ship drop capable. That would also simulate the drop pods. I would not go to the trouble of creating individual drop pods as ships as using them that way would be extremely micro-intensive and you risk serious casualties during the drop as they have to fly through NPR STO and STO-PD. The Battle Barge is much better suited for that and you can just RP that, as it enters the atmosphere, the actual drop is done by drop pods. Aurora does not actually model how the ground units are getting to the surface of the body, just that a ship is capable of instantly/quickly dropping them.

I assume that you have already seen Steve's WH40k designs as well as the extensive thinking that Vandermeer put into his?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Ulzgoroth on Yesterday at 04:58:34 PM »
Today I have mostly learned not to tow a diplomatic ship into a NPRs territory with a very expensive tug without jump engines - sigh
...What happened? Did you blind jump through a point that was only gated on one side?
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Today I have mostly learned not to tow a diplomatic ship into a NPRs territory with a very expensive tug without jump engines - sigh
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Oafsalot on Yesterday at 09:06:34 AM »
There is some GUI bug where the Control UIDs for the buttons in the GUI are being renumbered, making it impossible to click them reliably via Autohotkey.

For example, the Control for 5-day turns is "WindowsForms10.BUTTON.app.0.141b42a_r8_ad178" when the game loads, however at some point, and by some means I have not narrowed down the control changes to "WindowsForms10.BUTTON.app.0.141b42a_r8_ad1109". Every Control then has 31 added to it.

This didn't happen in previous versions and honestly, I'm confused as to why it is happening.
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C# Bureau of Design / Re: Warhammer 40,000: Space Marines
« Last post by Blogaugis on Yesterday at 05:03:13 AM »
Drop Pods
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Hence I asked why landing craft does not have a shuttle component.
I think those rams should have the boarding capability, though, I don't remember much about how it works.
Also - are thunderhawks really capable to transport stuff down to planets?
The Land Raider and Land Speeder are both Heavy vehicles and I didn't think it was appropriate to give them super-heavy as that would be in the realm of a Baneblade.
I don't think land speeders are that large. Besides, Super Heavies would be Titan-tier vehicles, not baneblade tier.
Baneblades are roughly the same or similar to Land Raiders, which are Heavy tier.
Although, You do You.
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To me Land Speeders perform an important scouting role along with being able to dish out a fair bit of firepower.
I don't remember them being so capable in terms of firepower when playing Dawn of War.
They are also a fairly large vehicle.
I don't think they are. They are a few of the early units available to player building the machine cult building in DoW.
For those reasons, I took the stretch and gave the Land Speeder the FFD and CAP on a heavy chassis.
Which seems to me as ridiculous as they can fly...
And that flight should be indication of good speed and thus - evasion.
And, You know that light vehicles are good at evading stuff when on the offensive, right?
Also, the FFD and CAP kind of makes the unit cost-ineffective - You're effectively wasting the resources for FFD, and while, if I remember right, they help with orbit to surface attacks and supposedly your thunderhawks providing air support, you still don't have artillery units.

P.S. With improved genetic enhancement (as opposed to basic and advanced), you could also create scout marines.
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