Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 359019 times)

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Offline Black

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #225 on: July 24, 2020, 03:05:39 AM »
You can load all subordinate units if you check Load All Sub-Units checkbox.
 
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Offline Froggiest1982

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #226 on: July 24, 2020, 03:07:53 AM »
Serious game slowdown. Suppose I have only myself to blame, started a game with 4 AI opponents ;D. If any of you have suggestions on speeding up the game it would be greatly appreciated.

Need more info here: slowdown as processing turns? slowdown as turns interrupted after x amount of seconds/days? How long have u been playing? Are the civilian within a reasonable size? How many systems?

I have succesfully completed (killed by the aliens) a 180 years campaign with over 130 systems and discovered 5 races plus spoilers with 5 days turns running between 3 to 6 seconds which could be considered a slowdown to those who havent run the vb6 version ever.

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #227 on: July 24, 2020, 09:20:11 PM »
Serious game slowdown. Suppose I have only myself to blame, started a game with 4 AI opponents ;D. If any of you have suggestions on speeding up the game it would be greatly appreciated.

Need more info here: slowdown as processing turns? slowdown as turns interrupted after x amount of seconds/days? How long have u been playing? Are the civilian within a reasonable size? How many systems?

I have succesfully completed (killed by the aliens) a 180 years campaign with over 130 systems and discovered 5 races plus spoilers with 5 days turns running between 3 to 6 seconds which could be considered a slowdown to those who havent run the vb6 version ever.

I'm curious--after 180 years, how long did a save game take?
 

Offline Froggiest1982

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #228 on: July 24, 2020, 09:57:49 PM »
Serious game slowdown. Suppose I have only myself to blame, started a game with 4 AI opponents ;D. If any of you have suggestions on speeding up the game it would be greatly appreciated.

Need more info here: slowdown as processing turns? slowdown as turns interrupted after x amount of seconds/days? How long have u been playing? Are the civilian within a reasonable size? How many systems?

I have succesfully completed (killed by the aliens) a 180 years campaign with over 130 systems and discovered 5 races plus spoilers with 5 days turns running between 3 to 6 seconds which could be considered a slowdown to those who havent run the vb6 version ever.

I'm curious--after 180 years, how long did a save game take?

Roughly 2 to 3 minutes.

But that was before the save optimization I think.
 
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Offline Kamilo

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #229 on: July 25, 2020, 10:29:14 AM »
Is it possible to "repair" damaged ground unit formations?
 

Offline unkfester

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #230 on: July 25, 2020, 10:49:04 AM »
NPR missiles going 33000 kph, my twin gauss turrets R400-100 i am using with beam fire controls R32-TS12000 with active sensors AS58-R100 are not shooting down missiles. I do not even see the missiles . i just get message ship destroyed by missiles  in events.
Do I need to up my TS to over 33K My fire control speed rating is currently at 4000km/s or am I doing something wrong
 

Offline Zincat

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #231 on: July 25, 2020, 11:10:22 AM »
NPR missiles going 33000 kph, my twin gauss turrets R400-100 i am using with beam fire controls R32-TS12000 with active sensors AS58-R100 are not shooting down missiles. I do not even see the missiles . i just get message ship destroyed by missiles  in events.
Do I need to up my TS to over 33K My fire control speed rating is currently at 4000km/s or am I doing something wrong

The sensor is the problem. Resolution 100 sensors are not made to detect missiles. In fact, they are targeted at detecting 5000+ tons ships.
In the design you should see what the MCR is, that's the distance your sensor can see size 6 and below missiles.

If your MCR is smaller than what the distance the missiles can cover in the 5seconds period (in this case, 33000x5 km), the enemy missiles will not be detected and the gauss turrets will not shoot.

You generally need a second sensor for missile (and possibly fighters) detection. Resolution 1 is the way to go for that usage. You'll notice that the MCR is much higher than your Res100 sensor.
A good rule of thumb I use is to have at least 1-2 million km MCR, so that you can also get bonus tracking if you researched the appropriate tech (it's called max tracking bonus against missiles or somethign similar). As tech gets higher, range should get higher to accomodate for enemy missiles being faster, especially if you use AMM too.
« Last Edit: July 25, 2020, 11:24:27 AM by Zincat »
 
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Offline xenoscepter (OP)

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #232 on: July 25, 2020, 12:56:57 PM »
Minor correction, in C# if the missile can cover the entire span in 5s or in other words 1 increment, then PD will fire at it. You can find it in the v1.00 changelogs. :)
 
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Offline Dawa1147

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #233 on: July 25, 2020, 01:14:58 PM »
What happens when a cloaking device brings the TCS <1? e.g. 10HS Fighter & 97% Cloaking Device = 0.3 TCS?
Does it get treated as TCS 1? Does it go into missile sizes (0.3 TCS = 3.6 MSP)?
 

Offline Zincat

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #234 on: July 25, 2020, 01:43:57 PM »
Minor correction, in C# if the missile can cover the entire span in 5s or in other words 1 increment, then PD will fire at it. You can find it in the v1.00 changelogs. :)

That is only if the missiles are seen. The post you are referring to are these two
http://aurora2.pentarch.org/index.php?topic=8495.msg111431#msg111431
http://aurora2.pentarch.org/index.php?topic=8495.msg107268#msg107268


However these are not CIWS. They are gauss cannons, they do not have an included sensor. The post specifies that the PD will always shoot before impact, IF the missiles are seen, and that there is an additional detection phase at the start of the time increment before movement.
If the sensor is not capable of seeing the missiles at the beginning of the increment, the PD will not shoot. I believe this is what is happening here.
 
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Offline Barkhorn

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #235 on: July 25, 2020, 03:39:05 PM »
Can I do shore leave in deep space if I have a station with recreation facilities out there, or does it have to be done at a colony?

I want to have rec facilities at jump points so I can have monitors on station all the time.
 

Offline unkfester

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #236 on: July 25, 2020, 04:10:54 PM »
Minor correction, in C# if the missile can cover the entire span in 5s or in other words 1 increment, then PD will fire at it. You can find it in the v1.00 changelogs. :)

Does that mean my PD Beam FC need to see further than 165000 km?
 

Offline Froggiest1982

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #237 on: July 25, 2020, 04:14:31 PM »
Can I do shore leave in deep space if I have a station with recreation facilities out there, or does it have to be done at a colony?

I want to have rec facilities at jump points so I can have monitors on station all the time.

Yes

Offline unkfester

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #238 on: July 25, 2020, 04:17:31 PM »
NPR missiles going 33000 kph, my twin gauss turrets R400-100 i am using with beam fire controls R32-TS12000 with active sensors AS58-R100 are not shooting down missiles. I do not even see the missiles . i just get message ship destroyed by missiles  in events.
Do I need to up my TS to over 33K My fire control speed rating is currently at 4000km/s or am I doing something wrong

The sensor is the problem. Resolution 100 sensors are not made to detect missiles. In fact, they are targeted at detecting 5000+ tons ships.
In the design you should see what the MCR is, that's the distance your sensor can see size 6 and below missiles.

If your MCR is smaller than what the distance the missiles can cover in the 5seconds period (in this case, 33000x5 km), the enemy missiles will not be detected and the gauss turrets will not shoot.

You generally need a second sensor for missile (and possibly fighters) detection. Resolution 1 is the way to go for that usage. You'll notice that the MCR is much higher than your Res100 sensor.
A good rule of thumb I use is to have at least 1-2 million km MCR, so that you can also get bonus tracking if you researched the appropriate tech (it's called max tracking bonus against missiles or somethign similar). As tech gets higher, range should get higher to accomodate for enemy missiles being faster, especially if you use AMM too.
Beam Fire Control only does normal size, normal speed 50% 2,3,4 times ETC.  unless you mean I use missile FC for beam weapons.
 

Offline xenoscepter (OP)

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #239 on: July 25, 2020, 04:17:59 PM »
You need to design a Resolution 1 sensor to shoot at missiles. Without it, your FCS can't see the missiles to shoot at them. Your A58-R100 sensor is not capable of seeing the missiles, and as a result your FCS cannot acquire them as targets. You need to either add another sensor with a Resolution of 1 instead of 100, or replace the A58-R100 with a sensor that has a resolution of 1.

You can change sensor resolution in the same window that you design Active Sensors in, it's in a dropdown menu labeled "Resoultion"  :)
 
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