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C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by nuclearslurpee on June 02, 2023, 12:56:04 PM »
I'm having a problem with combat colliers.  My battle fleet has destroyed several enemy and now that I've eliminated their fast interceptors I brought up my combat colliers to reload before engaging the main enemy fleet, but they won't load ammo.  Normally I attach them as a subfleet but I also tried moving it to the main fleet.  I also tried both reload and replace options.  The Mad Max class is a combination tanker/supply ship/collier and it appears to be refueling the fleet just fine but it won't load ordinance. 

See Battle Fleet in Camlann which is currently out of range of all known contacts.  Mad Max is a tanker, supply ship, and collier with one cargo shuttle bay, a refueling system, and ordinance transfer system.  It is loaded with 100x size 4 Albacore 3x ASM missiles and 100x size 1 Sundew AMM.  DD-3 has fired all 90 of her Albacore 3x but isn't reloading.  It does refuel the fleet.

Do the ships have a correct ammo loadout specified? I can't check your DB right now but this is the most common reason for this issue.

The other thing to check is if the fleet reloads after refueling. I don't know the mechanics here, but it may be that only one of those things can happen at a time. I've never used a hybrid tanker/collier to check this.
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C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by bankshot on June 02, 2023, 11:02:35 AM »
I'm having a problem with combat colliers.  My battle fleet has destroyed several enemy and now that I've eliminated their fast interceptors I brought up my combat colliers to reload before engaging the main enemy fleet, but they won't load ammo.  Normally I attach them as a subfleet but I also tried moving it to the main fleet.  I also tried both reload and replace options.  The Mad Max class is a combination tanker/supply ship/collier and it appears to be refueling the fleet just fine but it won't load ordinance. 

See Battle Fleet in Camlann which is currently out of range of all known contacts.  Mad Max is a tanker, supply ship, and collier with one cargo shuttle bay, a refueling system, and ordinance transfer system.  It is loaded with 100x size 4 Albacore 3x ASM missiles and 100x size 1 Sundew AMM.  DD-3 has fired all 90 of her Albacore 3x but isn't reloading.  It does refuel the fleet. 
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The Academy / Re: How to change point defense mode from 3 to anything else?
« Last post by okim on June 02, 2023, 04:14:40 AM »
Indeed!
I swear I tried but must have been dragging on point defense mode in frustration and not on MFC.

Thanks
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My fleet run into my first NPR and my MFC is set to salvos of 3 for missiles.  My small ship only carries 80 AMM but has fast lunchers.  So I run out of missiles in 3-4 salvos.

Clicking on MFC from my PD and then 1 Missile or area defense never changes the point defense mode from 3.  Same with choosing MFC and then clicking 1 missile and all the buttons on the right sidebar

Its drag and drop.
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The Academy / How to change point defense mode from 3 to anything else?
« Last post by okim on June 02, 2023, 03:40:13 AM »
My fleet run into my first NPR and my MFC is set to salvos of 3 for missiles.  My small ship only carries 80 AMM but has fast lunchers.  So I run out of missiles in 3-4 salvos.

Clicking on MFC from my PD and then 1 Missile or area defense never changes the point defense mode from 3.  Same with choosing MFC and then clicking 1 missile and all the buttons on the right sidebar
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C# Bureau of Design / Re: New Hull Designations
« Last post by Foxxonius Augustus on June 01, 2023, 11:32:21 PM »
This really deserves to be stickied somewhere. Here are some of my contributions.

High Endurance Cutter  HEC
Medium Endurance Cutter  MEC
Deep Space/System Patrol/Security Cutter  DSPC/DSSC/SPC/SSC

Mobile Suit  MS = Light ground support fighter
Mobile Armour  MA = Heavy ground support fighter
Mobile Suit Carrier MSC

Here is a weird one, I like to use the German spelling of corvette because a hull code of KK looks nice next to DDs and FFs.
Korvette  KK
Guided Missile Korvette  KKG

I am not sure if this is one of mine or default but hey I'll throw it in anyway.
Early Warning Craft  AEW
and alternates
Early Warning Craft  EWC
Spaceborne Early Warning Craft  SEW
Spaceborne Early Warning and Control Craft  SEWAC
Voidborne Early Warning Craft  VEW
Voidborne Early Warning and Control Craft  VEWAC
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New Cold War / Cold War: Alliance Frontier Sector
« Last post by Kurt on May 31, 2023, 05:22:30 PM »
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New Cold War / Cold War: Alliance Chruqua Defense Zone
« Last post by Kurt on May 31, 2023, 05:21:50 PM »
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New Cold War / Cold War: Alliance Core Systems
« Last post by Kurt on May 31, 2023, 05:20:54 PM »
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C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by GrandNord on May 31, 2023, 03:18:38 PM »
Just a small RP suggestion, would it be possible to have a new parameter to change the ideal planet hydrosphere ratio for a species during species creation? To roleplay more aquatic and semi-aquatic aliens. It would make sense for a more heavily aquatic species to require more infrastucture on dryer planets.

Also maybe that could at the same time reduce or remove the penalty if the hydrosphere percentage is too high if you set a very high ideal ratio.

I know it's not the most realistic thing in the world to have aquatic spacefaring aliens but it's a staple of science-fiction.
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