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The Academy / Re: Maps organisation
« Last post by Erik L on Today at 11:45:40 AM »
You can always delete extra JP if you wish via SM.
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The Academy / Re: Maps organisation
« Last post by froggiest1982 on Yesterday at 11:35:49 PM »
Hi,

I currently have a maps with more that 120 system. My galactic maps is a mess especially when i have multiple system with more that 5 jump point in a row.

How to you organize you maps to be clear?
I would love a option to limit the number of jump point to 4 for new system.

You can look here http://aurora2.pentarch.org/index.php?topic=11937.msg144681#msg144681

I stack them inside until I have them all sorted expanding the loop if needed. It takes time and sometimes a single system can destroy hours of work, but I like it. It feels like Magellan or Columbus started to discover new lands...
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The Academy / Maps organisation
« Last post by Norm49 on Yesterday at 10:15:33 PM »
Hi,

I currently have a maps with more that 120 system. My galactic maps is a mess especially when i have multiple system with more that 5 jump point in a row.

How to you organize you maps to be clear?
I would love a option to limit the number of jump point to 4 for new system.
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The Academy / Re: Save Files or Exporting Ground Troops
« Last post by nuclearslurpee on Yesterday at 09:49:19 PM »
The short answer is "no".

The long answer is "yes, if you modify X, Y, and Z columns in DB tables A, B, and C".

The practical answer is that if you aren't comfortable even locating the save file, this is probably going to be a bit past your comfort level.

This does seem like the kind of tool that maybe could be written by some enterprising programmer with some SQL skills though...
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The Academy / Save Files or Exporting Ground Troops
« Last post by ZSwaggerlicious on Yesterday at 09:42:11 PM »
Howdy all! I've decided to start a new game, but on my last save I had created a ton of ground unit designs, formations, and ship designs for RP purposes.  Is there anyway that I can export that info into a new game? I honestly can't even find the save files for Aurora.
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The Academy / Re: How/Can I destroy my own sensor buoys?
« Last post by froggiest1982 on Yesterday at 03:52:35 PM »
What's still dodgy about mines in 1.13 that is being resolved in 2.0?

I still haven't had a chance to play around with either mines or selfguiding missiles (to be used by a stealthy submarine design) since I was under the impression that neither we're viable quite yet, and would be very excited to give them a spin :)

The first fix from 1.13 changelog http://aurora2.pentarch.org/index.php?topic=12035.msg142470#msg142470

Buoys launched while in orbit will now remain in orbit.

Added targeting (random) for second stage missiles. This was the main reason mines were not working. But it was working only for missiles and bugged for buoys (mines)

http://aurora2.pentarch.org/index.php?topic=12035.msg148937#msg148937

From 2.0 changelog http://aurora2.pentarch.org/index.php?topic=12523.msg150563#msg150563

Selecting an existing missile now correctly displays name and second stage.
Fixed bug that caused 2-stage buoys without targets to self-destruct.

This should finally fix mines.
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The Academy / Re: How/Can I destroy my own sensor buoys?
« Last post by Sebmono on Yesterday at 02:22:42 PM »
What's still dodgy about mines in 1.13 that is being resolved in 2.0?

I still haven't had a chance to play around with either mines or selfguiding missiles (to be used by a stealthy submarine design) since I was under the impression that neither we're viable quite yet, and would be very excited to give them a spin :)
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The Academy / Re: How/Can I destroy my own sensor buoys?
« Last post by froggiest1982 on Yesterday at 05:44:46 AM »
The way to get rid of them is to spawn a hostile ship to destroy them, the functionality to remove them 'the easy way' hasn't been implemented in C#.

I prefer to keep using stations with 1.0 sensors. In the end, they are commercial and can stay forever then when I don't need them I just destroy the fleet with a click.

They are cheap. 121 tons and 7 crew also you can build from factories, fighter factories or shipyards and if you set low priority assignment you may not even lose a commander if enemies blow it up. You can go cheaper with smaller sensors obviously.

Code: [Select]
Active Buoy class Sensor Platform      121 tons       7 Crew       29.1 BP       TCS 2    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 2      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 151    Max Repair 16.0 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 months   


Active Search Sensor AS29-R100 (1)     GPS 1600     Range 29.6m km    Resolution 100

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Space Station for auto-assignment purposes

If I need long range I still use Buoys and Waypoints with fuel so that they dissipate after running out of gas. Eventually, the Small Boat bay is 500 RP and easy to research with the bigger one at 1000 RP.

To have buoys up and running you need to spend more between launchers, research the buoy and all relative techs. Also, a buoy of the same power will have to be size 33MSP and the box launcher alone is going to weigh the same as your hangar bay that can be used also to load fighters. If you go for a 0.3 launcher instead then you can still have 2 buoys in the hangar to compensate partially for the extra ammo able to be launched. However the launcher alone is double the size of the hangar and you will require a magazine anyway, again this makes it generally more tech consuming and less space-efficient.

Code: [Select]
Missile Size: 32.8 MSP  (82.00 Tons)     Warhead: 0    Radiation Damage: 0    Manoeuvre Rating: 10
Speed: 0 km/s     Fuel: 0     Flight Time: 1 seconds     Range: 0 km
Active Sensor Strength: 16   EM Sensitivity Modifier: 8
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 29,627,582 km
Cost Per Missile: 25.6     Development Cost: 2,560
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%

Materials Required
Boronide  9.6
Uridium  16

Bottom line, considering it is not possible currently to clean the map, I think I am better off with this solution and considering costs I may keep using it even later as the only buoy aspect I was interested were mines and these should have been definitely sorted in 2.0 as they are still dodgy at 1.13.

Ultimately, if I decide to update them I can pick up the old while dropping the new. Once finished I can go back and scrap the one I don't need and recover material, MSP and more. Buoys won't allow you to do that.

Disclaimer: All the above are at average Ion techs (no techs above 10,000 RP) which is when you probably starting to explore the galaxy a bit more.
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The Academy / Re: How/Can I destroy my own sensor buoys?
« Last post by Migi on September 19, 2021, 05:12:17 PM »
The way to get rid of them is to spawn a hostile ship to destroy them, the functionality to remove them 'the easy way' hasn't been implemented in C#.
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The Academy / Re: How/Can I destroy my own sensor buoys?
« Last post by froggiest1982 on September 19, 2021, 03:10:23 PM »
I unintentionally left my mine-layer firing and lay down a strip of sensor buoys across a solar system. In theory I should be happy to have that stripe between two jump points, but in reality the vomit of cyan text is just too much clutter. The buoys do not show up as targets for may mine-layer so I am wondering if there is even a way to get rid of them.

Unfortunately not at the moment and it is not planned for 2.0 either.
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