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1
The Academy / Re: Fighters
« Last post by ExChairman on June 29, 2022, 02:24:00 AM »
A dogfight order would make no sense, a 500 ton space ship flys in the same way as a 50,000 ton space ship these are not F-18's compared to the USS Nimitz
Ah no, more as order to attack other fighters and small crafts.
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The Academy / Re: Fighters
« Last post by Garfunkel on June 29, 2022, 01:37:05 AM »
If you set your beam fighters BFCs to final fire PD mode, then they will shoot at any missiles trying to hit friendly craft in their location. Alternatively, you can put them in area fire PD mode and then they will shoot at any enemy missiles at range so they don't have to be exactly together with the bombers but note that accuracy will suffer and their guns might be regaining power at a critical moment.

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The Academy / Re: Fighters
« Last post by Droll on June 28, 2022, 04:58:21 PM »
A dogfight order just sounds like the follow command. Though I guess having it be an automated "seek and destroy" order for enemies within a region could be nice to reduce micro burden against enemy fighters / FACs / large fleets in general.
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The Academy / Re: Fighters
« Last post by Andrew on June 28, 2022, 04:41:00 PM »
A dogfight order would make no sense, a 500 ton space ship flys in the same way as a 50,000 ton space ship these are not F-18's compared to the USS Nimitz
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The Academy / Re: Fighters
« Last post by ExChairman on June 28, 2022, 04:10:39 PM »
Fighter organization/doctrines:

My heavy Carrier have 36 torpedobombers and 12 fighters, my intention was to make 3 12 Swordfish groups each being escorted by 1 group of 4 Spitfire, as 1st torpedogroup and a sub group of fighters. 

I presume there is no difference of pointblank defensive fire if its in a subgroup or being put into the same group as TBs? That is, my fighters will try and hit incoming missiles regardless of who is targeted?

Speed does count and the slightly faster fighters will lose a little in a fight?

I would love a dogfight order, possible with under orders as, go for bombers, or go for screening fighters... And CSP.. And...  That list can go on forever...

Quote
Prince of Wales class Heavy Carrier      99 700 tons       1 890 Crew       23 616.1 BP       TCS 1 994    TH 28 800    EM 0
14443 km/s      Armour 9-191       Shields 0-0       HTK 433      Sensors 0/0/0/0      DCR 149      PPV 0
Maint Life 1.95 Years     MSP 19 097    AFR 616%    IFR 8.6%    1YR 6 584    5YR 98 762    Max Repair 3600 MSP
Hangar Deck Capacity 15 750 tons     Magazine 8 985   
Captain    Control Rating 4   BRG   AUX   ENG   PFC   
Intended Deployment Time: 18 months    Flight Crew Berths 315    Morale Check Required   

Buffett-Benoist Capital SCAM Drive  MkII (4)    Power 28800    Fuel Use 19.89%    Signature 7200    Explosion 15%
Fuel Capacity 15 250 000 Litres    Range 138.4 billion km (110 days at full power)

Wilkins Advanced Defence Systems CIWS-320 (5x12)    Range 1000 km     TS: 32 000 km/s     ROF 5       
North Armaments Company Shark Torpedo (899)    Speed: 72 063 km/s    End: 6.1m     Range: 26.4m km    WH: 40    Size: 9.9912    TH: 336/201/100

ECM 50

Strike Group
36x Swordfish - MkIII Torpedo Bomber   Speed: 43118 km/s    Size: 6.49
12x Spitfire - MkII  Fighter   Speed: 45037 km/s    Size: 6.22


What effect had the PFC?

6
The Academy / Re: Fighters
« Last post by ArcWolf on June 28, 2022, 12:31:15 PM »
Is there an easy way of using them, as now its like hundreds of small ships.

This is how I do...

1. Building

2. Making a group of x or xx fighters

3. Assign mothership and land them, the group is now single ships, again...

4. Detach one, transfer all other fighters to this group, one at a time and give order to land on assign mothership as sub-fleet...

5. Detach group and usually the first fighter loses its assigned mothership...

In addition to what Nuclear said, i would suggest making a "test" campaign, and using Space Master build yourself a carrier and some fighters and just play around with the controls. If you mess something up it will not break your current campaign.
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The Academy / Re: Fighters
« Last post by nuclearslurpee on June 28, 2022, 11:07:10 AM »
  • Land fighters on mothership (and assign).
  • Select the fleet. In the Ship List tab, select all of the fighters you wish to assign to a squadron/wing - you can use Ctrl+Click and Shift+Click here.
  • With the fighters selected, press "Create Sub Fleet".
  • You can now use the sub-fleet like a squadron including landing on the assigned mothership as a sub-fleet.
No need to detach all the fighters from the fleet to do any of this. It is annoying that we cannot have a squadron land+assign+as sub-fleet, but otherwise we have the tools we need. Hopefully the squadron feature in 2.0 will help also.
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The Academy / Fighters
« Last post by ExChairman on June 28, 2022, 10:59:27 AM »
Is there an easy way of using them, as now its like hundreds of small ships.

This is how I do...

1. Building

2. Making a group of x or xx fighters

3. Assign mothership and land them, the group is now single ships, again...

4. Detach one, transfer all other fighters to this group, one at a time and give order to land on assign mothership as sub-fleet...

5. Detach group and usually the first fighter loses its assigned mothership...
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The Academy / Re: Groundforces
« Last post by GrandNord on June 17, 2022, 02:33:20 AM »
Shift or control click (I don't remember which) on several capabilities. 
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The Academy / Groundforces
« Last post by ExChairman on June 17, 2022, 01:16:38 AM »
Trying to find how to give a infantry more than one capability...

from the unofficial manual:

At the top-right of the window is the Capability section. One or more Capabilities can be selected for the
Unit Class. The Boarding Combat capability is required for a Unit to be able to board another ship. For all
other capabilities, the Chance to Hit is doubled in the environment specified. If a unit has multiple capabilities,
such as Mountain Warfare and Jungle Warfare on a world with a dominant terrain of Jungle Mountain, the
bonus is cumulative (i.e. 4x to-hit in this case). Each capability selected for a Unit will increase the cost by the
multiple specified. Some capabilities are only available for infantry units.
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