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Announcements / Re: Attachments
« Last post by ZimRathbone on Today at 08:15:14 PM »
There is nearly 15 years worth of attachments to various posts. In the next week or so, I plan to delete attachments older than 10 years. This will mostly affect fiction with attached maps, etc.

That is a lot of attachments.  And does that mean we've been posting for fifteen years here?

With this host 5 years I think, but the previous was easily 10+ years.

Nearly 18 years - I joined in Sept 2006

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Humanity First / Re: Humanity First Comments Thread
« Last post by nuclearslurpee on Today at 03:00:22 PM »
The Empire is new to missiles, and to be honest, so am I with the latest developments in Aurora missile development.  This is their first try, and what they really wanted was an extreme-range missile to engage the Archers at a distance, and so traded off speed for range.  And they still didn't get the range they wanted. 

You might actually be using too large of an EP modifier, then. You can often get better speed and range with a lower EP modifier, larger engine, and less fuel.

It's hard to say for sure without knowing what the missile designs are, though, especially since 2.2 with all the extra missile modules we can add.

Incidentally, I also realize that the Archer ASM range is only 28.7 m km, not 71 m km as stated in the text... probably want to make a note.
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Humanity First / Re: Humanity First Comments Thread
« Last post by Kurt on Today at 07:47:13 AM »
November, 2110: The Guard position on Io has been reinforced to include a full Territorial Division, twenty-seven surface to orbit laser batteries, eighteen STO plasma batteries, and thirty-five point-defense laser batteries. 

That oughta do it.

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January, 2112: The Empire’s first orbital missile base has been deployed.  The Aggressor class is 9,813 tons, has heavy armor, and mounts fifty box launchers equipped with the newly developed Archer Anti-Ship Missile, and ten anti-missile missile launchers for the Shrike AMM.  The Archer ASM has a range of 71 mkm’s and a speed of 17,500 km/s.   

Oof. That's pretty slow especially for a MP-tech missile. Is the Empire not big on the engine power modifier tech line?

The Empire is new to missiles, and to be honest, so am I with the latest developments in Aurora missile development.  This is their first try, and what they really wanted was an extreme-range missile to engage the Archers at a distance, and so traded off speed for range.  And they still didn't get the range they wanted. 

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The two Imperial destroyers closed to point blank range and the second destroyer continued pounding the alien ship with its light lasers.  The lead destroyer had finally worked out its problems and launched a devastating broadside at point blank range, gutting the alien ship with its plasma cannons.

I believe the kids these days call that "killstealing".  :P

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During the next salvo, the human interceptors got another hit, but the alien ship finally penetrated the lead interceptors’ armor, destroying the small ship’s search sensor.  The CO of the 1st Interceptor Group, Commander Erin Cauthon, ordered Interceptor 003 to drop out of the pursuit and retreat to avoid suffering further damage.

The Empire may find motivation to invest into shield technology. Against single, lightly-armed enemy ships the ability to have recharging/self-repairing "armor" while closing through low-power railgun fire could be valuable.

Shield tech is under development, and will be deployed on the new battlecruiser classes.  It may eventually be deployed down to the destroyers, but it'll be a while before its deployed on the interceptors, which are still viewed as stopgap defensive units. 

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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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Humanity First / Re: Humanity First Comments Thread
« Last post by nuclearslurpee on Yesterday at 11:23:59 PM »
November, 2110: The Guard position on Io has been reinforced to include a full Territorial Division, twenty-seven surface to orbit laser batteries, eighteen STO plasma batteries, and thirty-five point-defense laser batteries. 

That oughta do it.

Quote
January, 2112: The Empire’s first orbital missile base has been deployed.  The Aggressor class is 9,813 tons, has heavy armor, and mounts fifty box launchers equipped with the newly developed Archer Anti-Ship Missile, and ten anti-missile missile launchers for the Shrike AMM.  The Archer ASM has a range of 71 mkm’s and a speed of 17,500 km/s.   

Oof. That's pretty slow especially for a MP-tech missile. Is the Empire not big on the engine power modifier tech line?

Quote
The two Imperial destroyers closed to point blank range and the second destroyer continued pounding the alien ship with its light lasers.  The lead destroyer had finally worked out its problems and launched a devastating broadside at point blank range, gutting the alien ship with its plasma cannons.

I believe the kids these days call that "killstealing".  :P

Quote
During the next salvo, the human interceptors got another hit, but the alien ship finally penetrated the lead interceptors’ armor, destroying the small ship’s search sensor.  The CO of the 1st Interceptor Group, Commander Erin Cauthon, ordered Interceptor 003 to drop out of the pursuit and retreat to avoid suffering further damage.

The Empire may find motivation to invest into shield technology. Against single, lightly-armed enemy ships the ability to have recharging/self-repairing "armor" while closing through low-power railgun fire could be valuable.

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Rayford Harjo’s ship was targeted again by the damaged Archer Bravo’s, and suffered a catastrophic explosion, killing most of the crew and Commander Harjo.  Harjo’s ship got off one last shot, hitting the Bravo targeting his ship, but the laser didn’t do any apparent damage. 

A salute to this brave sailor!  o7

It seems like Imperial weapons technology still needs some development, a bit more range on those lasers and the advantage passes solidly to humanity. These Archer aliens are troubling, but ultimately once humanity solidifies its core tech base the aliens will be hardly any threat.

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Code: [Select]
Aberration Flt III class Interceptor
...
Maint Life 5.93 Years     MSP 214    AFR 20%    IFR 0.3%    1YR 10    5YR 156    Max Repair 120 MSP

A small change worth considering would be to cut out a few kiloliters of fuel and adding enough MSP to double the max repair. Battle damage takes twice as much MSP to repair, so this would ensure that the interceptors can repair an engine after a tough fight without relying on tugs for recovery. The loss of range due to a bit less fuel would be trifling.

Looking forward to the next stage of the conflict here, once the Archers are pushed out of Sol then the challenge of securing the rest of space will begin!  ;D
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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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