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Aurora Help

Started by OJsDad, February 25, 2013, 12:53:32 PM

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GDS_Starfury

one of the great things about reading Steves stories is that he goes into the whole ship design process and what works against various threats.
Jarhead - Yeah. You're probably right.

Gus - I use sweatpants with flannel shorts to soak up my crotch sweat.

Banzai Cat - There is no "partial credit" in grammar. Like anal sex. It's either in, or it's not.

Mirth - We learned long ago that they key isn't to outrun Star, it's to outrun Gus.

Martok - I don't know if it's possible to have an "anti-boner"...but I now have one.

Gus - Celery is vile and has no reason to exist. Like underwear on Star.


mikeck

Well 140 resolution fire control doesn't work well against fast attack craft armed with box launchers...that's for damn sure.
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

GDS_Starfury

drop it down to 10 and get a big antenna.
Jarhead - Yeah. You're probably right.

Gus - I use sweatpants with flannel shorts to soak up my crotch sweat.

Banzai Cat - There is no "partial credit" in grammar. Like anal sex. It's either in, or it's not.

Mirth - We learned long ago that they key isn't to outrun Star, it's to outrun Gus.

Martok - I don't know if it's possible to have an "anti-boner"...but I now have one.

Gus - Celery is vile and has no reason to exist. Like underwear on Star.


mikeck

Yep. I don't think I can deal with all those missiles so the only solution is to kill them before they get close
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

GDS_Starfury

the one thing I would really like in this game is a formation editor.  since there isnt one and the AI likes targeting your big ships first Id recommend a dedicated AAM platform with lots of stealth, massive sensors and deeeeep magazine wells.  keep them as a seperate group and move them out along the threat axis.
Jarhead - Yeah. You're probably right.

Gus - I use sweatpants with flannel shorts to soak up my crotch sweat.

Banzai Cat - There is no "partial credit" in grammar. Like anal sex. It's either in, or it's not.

Mirth - We learned long ago that they key isn't to outrun Star, it's to outrun Gus.

Martok - I don't know if it's possible to have an "anti-boner"...but I now have one.

Gus - Celery is vile and has no reason to exist. Like underwear on Star.


OJsDad

Well, I've just started a new game.  Learned a few things from playing around, though not how to build a combat ship yet.  Currently I'm building a Geo Survey and Grav Survey ships.  I'll then move on to some freighters so I can expand mining operations.

To start with, I'm designing a military engine

Quote
Engine Power: 60     Fuel Use Per Hour: 45.6 Litres
Fuel Consumption per Engine Power Hour: 0.76 Litres
Engine Size: 5 HS    Engine HTK: 2
Thermal Signature: 60     Exp Chance: 10
Cost: 30    Crew: 5
Materials Required: 0x Duranium  30x Gallicite
Military Engine
'Here at NASA we all pee the same color.'  Al Harrison from the movie Hidden Figures.

OJsDad

Sorry, hit the post button to soon.

I want to build two combat ships, one offensive beam and one AM defensive.  This is what a default CIWS design looks like

Quote
Rate of Fire: 4 shots every 5 seconds
Dual GC: 5HS    Turret: 2 HS    Fire Control: 1.25 HS    Sensor 0.1875 HS    ECCM: 0
Overall Size: 8.4    HTK: 2
Tracking Speed: 8000 km/s     ECCM Level: 0
Cost: 27    Crew: 9

I need to design fire control for it, correct.
'Here at NASA we all pee the same color.'  Al Harrison from the movie Hidden Figures.

mikeck

Yes..make sure it is a "beam fire control". You also need an active search sensor. I would highly recommend using missiles I stead of beams. At early research levels, beams have a real short range.
Also, for beams, you will need to install a powerplant
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

OJsDad

Yea, I figuredout the powerplant requirement already

One more question, my game keeps advancing in 10 sec increments.  Is there combat going on somewhere else.  Is there a way I can skip through it.
'Here at NASA we all pee the same color.'  Al Harrison from the movie Hidden Figures.

mikeck

On the f3 screen (the one with the sextor view) there are two rows of time increments. There is a box to the right of the bottom one called "automatic" make sure that is checked. Then try to advance 1 hour and see what happens. Usually, of there is combat, it will go in 5 second increments. I suspect that instead of auto, you have it set to advance 10 seconds at a time?
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

jejo68

Quote from: OJsDad on March 19, 2013, 05:16:59 PM
Sorry, hit the post button to soon.

I want to build two combat ships, one offensive beam and one AM defensive.  This is what a default CIWS design looks like

Quote
Rate of Fire: 4 shots every 5 seconds
Dual GC: 5HS    Turret: 2 HS    Fire Control: 1.25 HS    Sensor 0.1875 HS    ECCM: 0
Overall Size: 8.4    HTK: 2
Tracking Speed: 8000 km/s     ECCM Level: 0
Cost: 27    Crew: 9

I need to design fire control for it, correct.

you dont need fire control for CIWS. Those are fully integrated systems.
All other types of weapons need a fire control though.

That said you do need to design sensors so you can see whats out there. make sure you have both a sensor for bigger ships but also a sensor that can detect missiles. Learned that the hard way  :)

mikeck

Quote from: jejo68 on March 20, 2013, 02:01:19 AM
Quote from: OJsDad on March 19, 2013, 05:16:59 PM
Sorry, hit the post button to soon.

I want to build two combat ships, one offensive beam and one AM defensive.  This is what a default CIWS design looks like

Quote
Rate of Fire: 4 shots every 5 seconds
Dual GC: 5HS    Turret: 2 HS    Fire Control: 1.25 HS    Sensor 0.1875 HS    ECCM: 0
Overall Size: 8.4    HTK: 2
Tracking Speed: 8000 km/s     ECCM Level: 0
Cost: 27    Crew: 9

I need to design fire control for it, correct.

you dont need fire control for CIWS. Those are fully integrated systems.
All other types of weapons need a fire control though.

That said you do need to design sensors so you can see whats out there. make sure you have both a sensor for bigger ships but also a sensor that can detect missiles. Learned that the hard way  :)

Ahhh, yes sorry...I thought you were asking a out a fire control for your beam weapons.
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson

GDS_Starfury

are any of you having problems with crew morale and the ability to extend it past the 3 month limit I seem to be stuck with?
Jarhead - Yeah. You're probably right.

Gus - I use sweatpants with flannel shorts to soak up my crotch sweat.

Banzai Cat - There is no "partial credit" in grammar. Like anal sex. It's either in, or it's not.

Mirth - We learned long ago that they key isn't to outrun Star, it's to outrun Gus.

Martok - I don't know if it's possible to have an "anti-boner"...but I now have one.

Gus - Celery is vile and has no reason to exist. Like underwear on Star.


jejo68

Quote from: GDS_Starfury on March 20, 2013, 02:22:31 PM
are any of you having problems with crew morale and the ability to extend it past the 3 month limit I seem to be stuck with?

When you create a ship type you can set deployment time.
Look in the top left column, theres a field saying "deployment time"  :)

mikeck

To add...in that box, you can change deployment time to whatever you want...the game will automatically add the required crew quarters.
"A government large enough to give you everything you want is strong enough to take everything you have."--Thomas Jefferson