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Excellent optimization, pedter!

Honestly, the design is a boondoggle from the get-go. I mean, it's great you're getting 4k speeds out of NTE engines, but with both of mine, literally 40% of the ship's mass is in the engine block alone, so there's precious little space to shoot back at things. The ships are going to die instantly when anything with missiles engages them, as only one design had even a nod towards point defense capability.

But hey, when military procurement demands what amounts to a laser cannon attached to an engine block and isn't satisfied with a fighter design, they get a laser cannon attached to an engine block.
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C# Bureau of Design / Re: Warhammer 40,000: Space Marines
« Last post by Gyrfalcon on Today at 04:31:40 AM »
Functionally, you don't want to have your base combat units that small as they'll generate a pile of overruns and take excessive damage.

Here's my take on a Space Marine Chapter as a base formation:
Code: [Select]
Space Marine Chapter
Transport Size: 19,884 tons
Build Cost: 1,160.9 BP
700x Mark I 'Thunder' Space Marine (Power Armor, Genetic Modifications, PWI)
60x Whirlwind (Vehicle, Medium Armor, 2x Light Bombardment)
200x Mark I 'Thunder' Space Marine Devastator (Power Armor, Genetic Modifications, LAV)
30x Predator (Heavy Vehicle, Heavy Armor, Heavy Anti-Vehicle, Heavy Crew-Served Anti-Personnel)
100x Rhino APC (Light Vehicle, Light Armor, Crew-Served Anti-Personnel)
100x Mark I Space Marine Terminator (Heavy Power Armor, Genetic Modifications, Heavy Crew-Served Anti-Personnel)
20x Supply Transport (Non-Combat, Light Vehicle, Logistics Module (GSP 1k)
1x Chapter Command Land Raider (Heavy-Vehicle, Heavy Armor, HQ 20k, Medium Autocannon)
1x Forward Fire Controller (Non-Combat, Power Armor, Genetic Modifications, FFD)

Scouts are combined into the Space Marine numbers - unless you really like replacing 100 unarmored, LPW equipped units per chapter every invasion.
Assault marines are combined into the Space marine numbers.
Librarians, Tech-Marines and the rest of the Armory is hard to abstract.

You can add Dreadnaughts (Medium Vehicles), Land Speeders, Land Raiders, etc to taste.

I'd keep the Chapter size between 15,000-25,000 as a minimum viable formation size.
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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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