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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Caesar on Yesterday at 11:56:02 PM »
Also, try using 1-day increments with auto-turn on. They go pretty fast and this reduces the chance of something like that happening.

The thing is that the contact is always shown on top of Earth, with a trail to where it actually is. So it's almost like an inverse trail (expect that it's never been on Earth).

For instance: if the ship is orbiting Mercury, it will show a trail from Earth to Mercury, and the contact will be shown on top of Earth.
That is really weird. Could you upload your DB for us to check it.

I attached it. You'll see the hostile contact showing up on top of Earth. (Dubbed the XX Vigo 001 by the African Union). But if you check the contacts tab on the map and click it, its real location is 33m km from Earth at bearing 119 degrees. Which is where the line is. If you increase the time by minor increments, you can see them moving around, so it's definitely not a movement trail.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on Yesterday at 07:53:54 PM »
Also, try using 1-day increments with auto-turn on. They go pretty fast and this reduces the chance of something like that happening.

The thing is that the contact is always shown on top of Earth, with a trail to where it actually is. So it's almost like an inverse trail (expect that it's never been on Earth).

For instance: if the ship is orbiting Mercury, it will show a trail from Earth to Mercury, and the contact will be shown on top of Earth.
That is really weird. Could you upload your DB for us to check it.
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General Discussion / Re: How to reduce micro-managing with Grav surveys?
« Last post by brondi00 on Yesterday at 07:27:19 PM »
I've never had much luck with fire at will.  I shall have to try it again.  I just started a nation with a carrier focused doctrine.

As for copy to all, I do know about this, but I prefer my fighters to be more deconflicted so i'd rather spread the targetting out.  Which fire at will might offer, as you said.  So I will def try it.
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Do you have a DSTS at the colony in question? If not, you should, as even at base tech level a DSTS should be able to spot the most likely ships to cause this issue on the sub-pulse of a 5-day increment (sub-pulse length is 7200 s in this case) in most cases. Given the limitations of the sensor and sub-pulse models I consider a DSTS mandatory for any colony except perhaps a small automated mining operation.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 12:39:23 PM »
Does the auto-interrupt logic allow for fast-moving small ships to complete movement before the auto-interrupt occurs due to a new sensor contact? I've had some spoiler races going after one of my small colonies from time to time, so I have a small FAC fleet posted there to drive them off. My sensor FAC has an R200 sensor that detects out to 230m km, and an R1 sensor that detects out to 11m km. I've had twice now where I'm doing my normal 5-day time increments because of no contacts, to finish one 5-day where all of a sudden a spoiler race is on top of my colony, has destroyed my sensor FAC, and then the spoiler ship itself is destroyed by automatic STO fire. The spoiler race ship is small so the shorter-range R1 sensor would be required to detect it, but in other similar situations of the game, in most other cases the time increment stops advancing when the R1 sensor detects the approaching spoiler race ship, allowing my FACs to engage it off-colony.

After the first time this happened I clicked "Select Sub-Pulse Length (Auto)," although normally I don't change this setting. After a few other spoiler race fights I had the above situation issue happen a second time, where even though the R1 sensor was active the spoiler race was allowed to make it all the way to the colony before the time increment ended and destroyed another sensor FAC.

Is this normal behavior for large time increment advancements? My assumption was the game would automatically stop advancing point if it calculates a Hostile contact would be detected prior to the time increment completing. For now, I'm working around it by putting a lot of DSTs on colonies without better low-res active sensors available.

Ship detection is checked for after each sub-pulse.
The default sup-pulse length for 1-day increments is 30 minutes (source).
It stands to reason that the default sub-pulse for 5-day increments is 3 hours (being the nearest option to 5 * 0.5 = 2.5 hours), but it is possibly 8 hours.


You can select a shorter sub pulse for your increment length (via that second row of buttons, just below the buttons for increment length).
There is some logic that ignores manual sub pulse selection if it is below a certain percent of the increment length, but I can't find the details. Maybe Steve can remind us?

So, you can either play with shorter increments or shorter sub-pulses, or you can deploy additional sensors to account for the full movement range possible for an enemy fleet of a given speed in the span of a given sub-pulse length.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Caesar on Yesterday at 12:38:49 PM »
The thing is that the contact is always shown on top of Earth, with a trail to where it actually is. So it's almost like an inverse trail (expect that it's never been on Earth).

For instance: if the ship is orbiting Mercury, it will show a trail from Earth to Mercury, and the contact will be shown on top of Earth.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by db48x on Yesterday at 12:22:57 PM »
The “movement trail” of any ship, whether one of your own or a contact, is simply a line drawn from where it was detected last time to where it is now. It doesn't try to show the real path the ship actually took.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Andrew on Yesterday at 12:04:02 PM »
It is probably the movement trail of the ship in the last impulse that would be a line apparently pointing somewhere
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General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by Andrew on Yesterday at 12:02:54 PM »
I got 15 Jump points around my first black hole
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Caesar on Yesterday at 11:22:25 AM »
You can't delete spoilers. Use SM mode to design and spawn some warships of your own.

What about the weird way in which the contacts are displayed? Do you have any idea what might be causing that?
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