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61
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
62
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.
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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...
64
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?
65
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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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Andrew on June 08, 2024, 03:36:50 AM »
Bomb pumped lasers do in fact use lasing rods which produce the laser pulse before they are destroyed. There are also reactor driven lasers where the lasing material is directly excited by the laser and so there the lasing rod is not seperate.
You can also produce 'shaped' or focused Nuclear initiations which for game purposes have a similar effect (Casaba Howitzer)

However the whole point of a bomb pumped laser is to get down to X-Ray or Near X-ray wavelengths as that has not been possible (last time I checked ) without wither reactor driven or Bomb pumped lasers.

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
67
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by wedgebert on June 07, 2024, 08:28:18 PM »
I'm not sure you can make non x-ray bomb pumped laser. From my understanding, the nuclear explosion is what makes the x-rays and there are focusing rods that do their best to focus those x-rays into coherent beams before dying themselves.

It's not like a normal laser with a lasing medium and all that stuff
68
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by gpt3 on June 07, 2024, 10:40:33 AM »
Would it be possible to make the laser warhead focus techs have similar flavor text as their explosive warhead and beam-weapon equivalents? From an optics perspective, reducing wavelength should improve range for both reusable and bomb-pumped lasers, even if the two methods trigger lasing in completely different ways.

Current Warhead Tech NameCurrent Focus Tech NameSuggested Focus Tech Name
Gun-Type Fission Warhead: Strength: 2 x MSPLaser Warhead Focus - 10KInfrared Laser Warhead
Implosion Fission Warhead: Strength: 3 x MSPLaser Warhead Focus - 20KVisible Light Laser Warhead
Levitated-pit Implosion Warhead: Strength: 4 x MSPLaser Warhead Focus - 30KNear Ultraviolet Laser Warhead
Fusion-boosted Fission Warhead: Strength: 5 x MSPLaser Warhead Focus - 40KUltraviolet Laser Warhead
Two-stage Thermonuclear Warhead: Strength: 6 x MSPLaser Warhead Focus - 50KFar Ultraviolet Laser Warhead
Three-stage Thermonuclear Warhead: Strength: 8 x MSPLaser Warhead Focus - 60KSoft X-Ray Laser Warhead
69
General Discussion / Re: What's Going On In Your Empire: C# Edition
« Last post by nakorkren on June 07, 2024, 09:30:30 AM »
Two 80k-ton "Ruin" class battleships steamrolled 1.4M tons of enemy fleet in the area around their homeworld. The enemy was one generation behind behind in engine tech but otherwise reasonably at parity. One of the two battleships took significant armor damage and some minor internal damage toward the end of the fight because I was too impatient to retreat and allow shields to recharge from the sanding of Size 1 AMMs.

Some takeaways: The enemy fleet did not use shields, which made our particle lances devastating. Our shields easily tanked significant volleys of ASMs, which the railguns and our own AMMs helped pare down. Ran out of AMMs pretty quickly despite having a 5kt magazine full of Size 1 AMMs, so in the future I might reduce the qty of AMMs and increase the qty of railguns, and/or add some small turreted lasers to add FAC/fighter defense and defend against laser-warhead ASMs. Having my civilian tugs bring these ships to the system enables the use of high-power low-efficiency engines, making these battleships easily outpace any tech-parity foes, which in turn enables us to control the range for beam engagement and, using particle lances/beams, out-hit them in DPS at range or stay entirely outside their effective range.

The next phase is ground assault of the homeworld, which is going to suck. I can "see" a quarter million tons of troops, and it's a forested rift valley, which means a TON more troops are in there. I'm going to need many millions of tons of troops to take this world, specialized infantry and lots and lots of logistics.

DN Pegasus  (Ruin class Dreadnought)      79,935 tons       2,856 Crew       20,069 BP       TCS 1,599    TH 15,000    EM 32,130
9382 km/s      Armour 10-165       Shields 1071-476       HTK 479      Sensors 22/16/0/0      DCR 90-11      PPV 310
Maint Life 1.38 Years     MSP 13,776    AFR 1278%    IFR 17.7%    1YR 7,864    5YR 117,964    Max Repair 1,875 MSP
Troop Capacity 1,000 tons     Magazine 1,740 / 0   
Rear Admiral (Lower Half)    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 12 months    Morale Check Required   

Ion Drive  EP3750.00 (4)    Power 15000.0    Fuel Use 246.48%    Signature 3750.00    Explosion 30%
Fuel Capacity 7,000,000 Litres    Range 6.4 billion km (7 days at full power)
Epsilon S119 / R476 Shields (9)     Recharge Time 476 seconds (2.3 per second)

Particle Lance-12-40s (10)    Range 240,000km     TS: 9,382 km/s     Power 37-5    ROF 40       
Particle Beam-6-15s (20)    Range 240,000km     TS: 9,382 km/s     Power 15-5    ROF 15       
10cm Railgun V20/C3 (10x4)    Range 20,000km     TS: 9,382 km/s     Power 3-3     RM 20,000 km    ROF 5       
BFC R256-TS8800 (2)     Max Range: 256,000 km   TS: 8,800 km/s    ECCM-2     96 92 88 84 80 77 73 69 65 61
BFC R256-TS7600 (SW) (3)     Max Range: 256,000 km   TS: 7,600 km/s    ECCM-2     96 92 88 84 80 77 73 69 65 61
Magnetic Mirror Fusion Reactor R76-PB10 (2)     Total Power Output 151.7    Exp 7%
Magnetic Mirror Fusion Reactor R42 (1)     Total Power Output 42.3    Exp 5%

S1 Missile Launcher (40)     Missile Size: 1    Rate of Fire 10
MFC FC6-R5 (20)     Range 6.9m km    Resolution 5   ECCM-1

MD1284k-250t (1)     GPS 80     Range 14.3m km    MCR 1.3m km    Resolution 1
EM2-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  31.6m km
Thermal Sensor TH2-22 (1)     Sensitivity 22     Detect Sig Strength 1000:  37.1m km

Electronic Warfare Jammers:   Fire Control 2    Missile 3   
70
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by ChubbyPitbull on June 07, 2024, 09:24:58 AM »
EDIT: Solved, I have to overhaul at the fleet orbiting the DSP, not at the DSP itself.

Had a question about overhauls, caveat up-front that I've modified the database to add more space-efficient maintenance storages.

Can maintenance ships be used to overhaul ships? I'm spying on an NPR who is several jumps from my borders. I setup a Deep Space Population far out of the shipping lanes in a backwater system not too far from their capital and other populated systems, so my small Intelligence  Corvettes have a close safe-haven for maintenance and fuel, with a small stealthy defense force in case things get spicy.

At the DSP I have Maintenance Ships with ship-based maintenance facilities, and the DSP population correctly shows the maintenance capacity provided by the orbital ships (Maintenance Capacity is significantly higher than tonnage maintained). The maintenance vessels have a large reserve of maintenance supplies and are flagged as supply ships. I also have a recreation ship, a fuel tanker, and a commercial ammunition carrier there for shore leave and refueling/reloaded.

I have my first intelligence corvette due for service, but when I order it to the DSP, I don't get an option to being overhauls on the ship. Is it not possible to overhaul via orbital maintenance facilities, or is there something else I'm missing?

Thanks!

Designs below:

Code: [Select]
Gryphon class Maintenance Vessel      120,000 tons       1,155 Crew       5,006.2 BP       TCS 2,400    TH 10,000    EM 0
4166 km/s    JR 3-50(C)      Armour 2-216       Shields 0-0       HTK 162      Sensors 5/14/0/0      DCR 1-0      PPV 0
MSP 150,026    Max Repair 1,250 MSP
Baron    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months   
Maintenance Modules: 14 module(s) capable of supporting ships of 28,000 tons

J12-C120K Commercial Jump Drive     Max Ship Size 120000 tons    Distance 50k km     Squadron Size 3

Commercial Inertial Fusion Drive  EP5000.00 (2)    Power 10000    Fuel Use 0.28%    Signature 5000    Explosion 5%
Fuel Capacity 615,000 Litres    Range 330 billion km (916 days at full power)

EM Sensor EM1.0-14.0 (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
Thermal Sensor TH1.0-5.0 (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Maintenance Ship for auto-assignment purposes

Code: [Select]
Goblin class Intelligence Corvette      2,000 tons       48 Crew       557.7 BP       TCS 40    TH 250    EM 0
6251 km/s    JR 3-50      Armour 1-14       Shields 0-0       HTK 15      Sensors 5/14/0/0      DCR 1-5      PPV 0
Maint Life 17.04 Years     MSP 5,174    AFR 32%    IFR 0.4%    1YR 34    5YR 505    Max Repair 280 MSP
Baron    Control Rating 1   BRG   
Intended Deployment Time: 60 months    Morale Check Required   

J12-2000(3-50) Military Jump Drive     Max Ship Size 2000 tons    Distance 50k km     Squadron Size 3

Inertial Fusion Drive  EP250.00 (1)    Power 250    Fuel Use 10.0%    Signature 250    Explosion 10%
Fuel Capacity 280,000 Litres    Range 252 billion km (466 days at full power)

Thermal Sensor TH1.0-5.0 (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km
ELINT Module (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

Electronic Warfare Jammers:   Sensor 4   

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Intelligence Ship for auto-assignment purposes
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