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51
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Steve Walmsley on June 09, 2024, 10:52:37 AM »
A quick mechanics question I realized I don't know the answer to like I thought I did:

Planetary terrain modifies the maximum fortification of ground units, according to Steve's dev posts. Suppose I have 12,000 tons of INF or STA ground units which have reached their maximum fortification level (let's assume the CON units did this and then went somewhere else). On a "normal" terrain with no multipliers this would mean 6x fortification, and a 2,000-ton signature to ship active sensors.

Now suppose the terrain gives a 2x fortification modifier, so the maximum fortification of the same units is now 12x. Does the terrain fortification modifier affect the active signature of the ground units, i.e., will I observe a 2,000-ton signature or a 1,000-ton signature?

I used to assume the former but re-reading the mechanics posts make me think it could be the latter, which is important to know before it becomes important...

I had to check :)

The sensor signature is affected by the fortification modifier of the dominant terrain, so 1000 tons in your example above.
52
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by paolot on June 09, 2024, 10:13:14 AM »
In the Industry-Construction list, is it possible to add a module that can convert automated mines into manned mines?
If I have AMs on Venus and other harsh sites, and then I wish to place in orbit a station housing people to work on the surface, I don't want to build new mines. But, at least some of the AMs can be converted to be used by workers.
Conversion rate could be 1 AM -> 1.8 mine, or so.
53
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by nuclearslurpee on June 09, 2024, 08:40:26 AM »
A quick question.  I set up my ground military without really paying attention to my officers, and just set it to auto-assign.  When I went back and checked it I realized that that was a mistake, as the base level unit was set to too high a rank and the rank structure was all screwed up.  So I went in to the ground forces screen, formation template tab, and manually reset the ranks for the various units to the rank that I needed it to be to make the rank structure work.  I assumed that officer auto-assign would take care of the shake up over time so went back to focusing on other things.  However, there was no real change.  I then decided to manually assign officers of the appropriate rank to the correct ground commands, but Aurora won't let me.  The base level battalion unit can be assigned to the lowest ranking officer, but the next level HQ is requiring a rank two levels higher than what I've set in the Formation Templates screen to be assigned. 

Example:
Battalion, required rank is major, actual required rank is major
Brigade, required rank is lieutenant colonel, actual required rank is lieutenant colonel
Division, required rank is colonel, actual required rank is major general
Corps, required rank is brigadier general, actual required rank is lieutenant general

I've saved and closed, advanced time, waited for it to work itself out, to no avail.  I assume that I'm doing something wrong, rather than this being a bug.

For already existing ground formations there is a button to change the required rank for the selected formation on the Order of Battle tab. Bottom-right I think.

Don't feel bad as you're not the first person to miss this button. I suspect it works this way because once built, a formation is not tied to its build template (which would otherwise specify the rank) aside from the replacements mechanic, since formations can lose units or have them added to make a custom OOB. Ground unit are quite different from ships in this way.
54
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kurt on June 09, 2024, 08:19:21 AM »
A quick question.  I set up my ground military without really paying attention to my officers, and just set it to auto-assign.  When I went back and checked it I realized that that was a mistake, as the base level unit was set to too high a rank and the rank structure was all screwed up.  So I went in to the ground forces screen, formation template tab, and manually reset the ranks for the various units to the rank that I needed it to be to make the rank structure work.  I assumed that officer auto-assign would take care of the shake up over time so went back to focusing on other things.  However, there was no real change.  I then decided to manually assign officers of the appropriate rank to the correct ground commands, but Aurora won't let me.  The base level battalion unit can be assigned to the lowest ranking officer, but the next level HQ is requiring a rank two levels higher than what I've set in the Formation Templates screen to be assigned. 

Example:
Battalion, required rank is major, actual required rank is major
Brigade, required rank is lieutenant colonel, actual required rank is lieutenant colonel
Division, required rank is colonel, actual required rank is major general
Corps, required rank is brigadier general, actual required rank is lieutenant general

I've saved and closed, advanced time, waited for it to work itself out, to no avail.  I assume that I'm doing something wrong, rather than this being a bug. 
55
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by nuclearslurpee on June 09, 2024, 07:33:36 AM »
Can bombardment-capable units in formations placed on front-line defense or front-line attack still contributes to the battle? The base combat rules imply yes, but I thought it best to be sure.

Yes. They will simply fire as normal units in this case, although given the extra tonnage bombardment components take up this could be considered somewhat inefficient.
56
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Jovus on June 09, 2024, 06:56:40 AM »
Can bombardment-capable units in formations placed on front-line defense or front-line attack still contributes to the battle? The base combat rules imply yes, but I thought it best to be sure.

For clarity, I'm attempting to design an 'integrated' light infantry regiment that contains its own sub-elements, intended primarily for front-line defense and bulk, to be placed in a divison that itself will have dedicated support and command formations. So far it looks something like this:

Quote
Light Infantry Regiment
Transport Size: 9,999 tons
Build Cost: 208.5 BP
1755x Rifleman
50x LMG-5 Platoon
25x 5-76mm Mortar Team
1x Batt HQ Van
1x Supply Truck Detachment
57
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by nuclearslurpee on June 08, 2024, 10:41:48 PM »
The "History" tab on the Fleet display in the Naval Organization window automatically scrolls to the bottom of the window when selected. Which, since the most recent entries are at the top of the list, is probably not what was intended.
58
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by nuclearslurpee on June 08, 2024, 09:15:57 PM »
A quick mechanics question I realized I don't know the answer to like I thought I did:

Planetary terrain modifies the maximum fortification of ground units, according to Steve's dev posts. Suppose I have 12,000 tons of INF or STA ground units which have reached their maximum fortification level (let's assume the CON units did this and then went somewhere else). On a "normal" terrain with no multipliers this would mean 6x fortification, and a 2,000-ton signature to ship active sensors.

Now suppose the terrain gives a 2x fortification modifier, so the maximum fortification of the same units is now 12x. Does the terrain fortification modifier affect the active signature of the ground units, i.e., will I observe a 2,000-ton signature or a 1,000-ton signature?

I used to assume the former but re-reading the mechanics posts make me think it could be the latter, which is important to know before it becomes important...
59
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Jovus on June 08, 2024, 08:57:34 PM »
The new Organizations tab on the Ground Forces screen is awesome. I love it to pieces. Thanks so much, Steve.

Can we get a new button on the OOB tab, called "Create Org" that, when you click on it with a formation selected in the OOB, queries for a name and then creates a new org (with appropriate sub-nodes) based on the selected formation?
60
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by wedgebert on June 08, 2024, 05:08:58 PM »
Bomb pumped lasers do in fact use lasing rods which produce the laser pulse before they are destroyed.

Fair enough, I was mostly trying to point out that in a bomb-pumped laser, everything happens very fast and once and you're pretty much limited to x-rays as the lifespan of each rod isn't conducive to your standard amplification and controlled release that normal lasers use. The energy in a bomb-pumped laser only makes a single pass through the rod as its primarily x-rays which cannot be reflected.

Quote
There are also reactor driven lasers

Yes, but a nuclear reactor is a lot bulkier than a bomb. Not only do you have to have the reactor and laser system, you also need coolant and radiators to keep your reactor from overheating en-route to the target. These kinds of laser would be better suited to being ship (or drone) based than on an expendable platform like a missile.

Quote
...Casaba Howitzer

While cool, Casaba's are basically direct hit weapons. They rely on plasma and plasma likes to expand stupid fast and is easily deflected by magnetic fields. They're great for propulsion, but with a range in kilometers you can measure by counting on your fingers and toes, they're not every effective standoff weapons (although good for point defense)

Quote
Also worth mentioning that if we are being realistic the focus and wavelength techs are the wrong way round, the more energetic photons would do more damge while a larger focal array should let you keep the beam focused at a greater distance

Higher wavelength photons do diverge less given the same starting diameter. But it's also harder to focus higher wavelength photons so it's easier to have better focusing tech for a weaker laser which could give it a higher range in spite of its higher divergence.
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