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Topic Summary

Posted by: mostly_harmless
« on: Today at 01:20:26 PM »

Hi,

I have captured alien ships with half their missile load remaining. I also have the same alien missile types from earlier captures stockpiled on my planet.
Is their any way (incl. SM) to those stockpiled alien missiles into my alien ships?
Whatever I tried so far only got rid of the alien load out and left me with my own designed missiles.

Thanks!
Posted by: nakorkren
« on: September 14, 2024, 06:42:06 PM »

Does the chance of an internal component being saved from destruction due to the Instant Damage Control rating apply to electronics hit by high powered microwave?
Posted by: db48x
« on: September 11, 2024, 10:08:40 PM »

You’re welcome.
Posted by: paolot
« on: September 11, 2024, 04:39:40 PM »

...
Any missile with an engine self–destructs when it reaches its target or the fuel runs out. What you want to do is design a two–stage missile, where the second stage has sensors but no fuel or engine, and the first stage has the fuel and engine to get it there. Make sure that the deployment distance is 0, so that it drops the probe exactly on the target rather than the default of 150,000km away. The first stage can have sensors if you want, but remember that they will go away when the second stage buoy is released so you may prefer to use the MSP for something else.

Oh! I see.
Thank you db48x!!   :D
Posted by: db48x
« on: September 10, 2024, 09:00:18 PM »

How should I design and use a spy/sensor probe?

Missile Size: 10.00 MSP  (25.000 Tons)     Warhead: 0    Radiation Damage: 0
Speed: 80,000 km/s     Fuel: 5,625     Flight Time: 41 minutes     Range: 195.26m km
Thermal Sensor Strength: 1.2    Detect Sig Strength 1000:  8,660,254 km
EM Sensor Strength: 1.2    Detect Sig Strength 1000:  8,660,254 km
Cost Per Missile: 23.84     Development Cost: 772
Chance to Hit: 1k km/s 800%   3k km/s 266.7%   5k km/s 160%   10k km/s 80%

While it was traveling the sensors range appeared on the map.
Then when it arrived at the waypoint the sensors range disappeared.

Any missile with an engine self–destructs when it reaches its target or the fuel runs out. What you want to do is design a two–stage missile, where the second stage has sensors but no fuel or engine, and the first stage has the fuel and engine to get it there. Make sure that the deployment distance is 0, so that it drops the probe exactly on the target rather than the default of 150,000km away. The first stage can have sensors if you want, but remember that they will go away when the second stage buoy is released so you may prefer to use the MSP for something else.
Posted by: paolot
« on: September 08, 2024, 08:30:31 AM »

How should I design and use a spy/sensor probe?
I prepared this ones (I wish to shot them very far from an enemy ship/base, and try that probe could be at least little or no visible, so only passive):

Missile Size: 10.00 MSP  (25.000 Tons)     Warhead: 0    Radiation Damage: 0
Speed: 80,000 km/s     Fuel: 5,625     Flight Time: 41 minutes     Range: 195.26m km
Thermal Sensor Strength: 1.2    Detect Sig Strength 1000:  8,660,254 km
EM Sensor Strength: 1.2    Detect Sig Strength 1000:  8,660,254 km
Cost Per Missile: 23.84     Development Cost: 772
Chance to Hit: 1k km/s 800%   3k km/s 266.7%   5k km/s 160%   10k km/s 80%

I launched one of them to a waypoint.
Until it was travelling, the sensors range appeared on the map.
Instead, when it arrived at the waypoint, the sensors range disappeared.
Question: are sensors still working? if so, why isn't their range visible? if no, why not?
Thanks!!
Posted by: Steve Walmsley
« on: September 07, 2024, 06:29:59 PM »

I'm fairly sure the behavior was changed in C# so that bodies with less than 0.1 G simply cannot have an atmosphere at all. Which makes some sense as I doubt the original idea was to make it possible to put an atmosphere on low-gravity worlds and maintain it with only a couple of terraformers.

Yes, that's correct.
Posted by: nuclearslurpee
« on: September 07, 2024, 05:55:39 PM »

Before I post a possible bug, I want to sanity check this here.
I created a gene modified subspecies to lower the minimum gravity.
That way I can "open up" a few more bodies to colonisation with normal infrastructure instead of LG.
So I am moving them to Neptunes moon Triton and give them a bunch of terraforming stations.
Telling them to add Aestusium but nothing happens. No atmosphere is created.
I know bodies below 0.1g cannot retain atmosphere, but I recall I could terraform bodies like Ceres and they would very slowly lose gas and would need topping up eventually.
Triton is actually quite large and should not lose gas very fast.

Is there an issue with subspecies not being able to terraform?

Bit at a loss.

I'm fairly sure the behavior was changed in C# so that bodies with less than 0.1 G simply cannot have an atmosphere at all. Which makes some sense as I doubt the original idea was to make it possible to put an atmosphere on low-gravity worlds and maintain it with only a couple of terraformers.
Posted by: mostly_harmless
« on: September 07, 2024, 05:30:08 PM »

Before I post a possible bug, I want to sanity check this here.
I created a gene modified subspecies to lower the minimum gravity.
That way I can "open up" a few more bodies to colonisation with normal infrastructure instead of LG.
So I am moving them to Neptunes moon Triton and give them a bunch of terraforming stations.
Telling them to add Aestusium but nothing happens. No atmosphere is created.
I know bodies below 0.1g cannot retain atmosphere, but I recall I could terraform bodies like Ceres and they would very slowly lose gas and would need topping up eventually.
Triton is actually quite large and should not lose gas very fast.

Is there an issue with subspecies not being able to terraform?

Bit at a loss.
Posted by: Steve Walmsley
« on: September 04, 2024, 11:43:06 AM »

What are the factors that determine a colony's required Admin Level?

I had thought it was purely population, but my current game has a couple colonies that indicate otherwise.

MPop   Admin Level Required
1186   5
225     2
212     3
80       3
55       1
48       1
22       1
18       1
15       2
12       1

Admin Level = Round Up (Thermal Signature / 5000)

Thermal Signature = (Population + (Shipyard Workforce * 20) + Total Installations Thermal Signature * 5

Naval Shipyard Workforce = Slipways * Capacity * 0.00025
Commercial Shipyard Workforce = Slipways * Capacity * 0.000025
Posted by: skoormit
« on: September 04, 2024, 10:07:59 AM »

What are the factors that determine a colony's required Admin Level?

I had thought it was purely population, but my current game has a couple colonies that indicate otherwise.

MPop   Admin Level Required
1186   5
225     2
212     3
80       3
55       1
48       1
22       1
18       1
15       2
12       1
Posted by: paolot
« on: September 01, 2024, 05:50:35 PM »

CIWS.
I'm a bit perplexed.
During the development of a new CIWS system, at fixed options for all the details, which is the reason to choose an Active Grav Sensor strength instead of another one, apart a minimal reduction of the size of the entire gun using larger sensors (12 tons fewer going from strength 10 to strength 48)?
All the statistics seems the same, included the materials to use and the development cost, regardless the sensor installed.
Posted by: paolot
« on: August 29, 2024, 04:50:22 PM »

Thank you alex_brunius.
So, they work as chaff and flares in modern aircrafts.
Posted by: alex_brunius
« on: August 29, 2024, 03:06:24 PM »

Aren't there magazines for the decoys?
I can't find them.   ???
No, Decoy launchers work like Box Launchers = can only be reloaded from outside the ship, never from magazines.

Quote
Decoy Missiles are launched from Decoy Launchers. These are similar to box launchers, although 1/3rd smaller for the same missile size. They are not reloadable outside a hangar. For example, a size 25 Decoy Missile would require a launcher of 2.5 HS (125 tons).

https://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759
Posted by: paolot
« on: August 29, 2024, 02:10:54 PM »

Aren't there magazines for the decoys?
I can't find them.   ???