Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 928 929 [930] 931 932 ... 1346

Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2672932 times)

adwarf

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13935 on: October 15, 2013, 08:51:05 pm »

Code: [Select]
Omega class Geological Survey Vessel    7,750 tons     73 Crew     636.8 BP      TCS 155  TH 600  EM 0
3870 km/s    JR 1-375(C)     Armour 1-34     Shields 0-0     Sensors 1/1/0/6     Damage Control Rating 0     PPV 0
MSP 0    AFR 1550%    IFR 21.5%    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

JC11K Commercial Jump Drive     Max Ship Size 11000 tons    Distance 375k km     Squadron Size 1
Commercial Class Freighter Engine Mk. I (3)    Power 200    Fuel Use 7.96%    Signature 200    Exp 5%
Fuel Capacity 50,000 Litres    Range 14.6 billion km   (43 days at full power)

Advanced Geological Sensors (2)   6 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

So thats my current design for a Geological Survey, how well is this actually gonna work? (Note I have overhauls turned off)
Logged

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13936 on: October 15, 2013, 09:19:13 pm »

Woopdiedoo. I forgot the engine multiplier :v
Logged

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13937 on: October 15, 2013, 09:26:12 pm »

Code: [Select]
Omega class Geological Survey Vessel    7,750 tons     73 Crew     636.8 BP      TCS 155  TH 600  EM 0
3870 km/s    JR 1-375(C)     Armour 1-34     Shields 0-0     Sensors 1/1/0/6     Damage Control Rating 0     PPV 0
MSP 0    AFR 1550%    IFR 21.5%    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

JC11K Commercial Jump Drive     Max Ship Size 11000 tons    Distance 375k km     Squadron Size 1
Commercial Class Freighter Engine Mk. I (3)    Power 200    Fuel Use 7.96%    Signature 200    Exp 5%
Fuel Capacity 50,000 Litres    Range 14.6 billion km   (43 days at full power)

Advanced Geological Sensors (2)   6 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

So thats my current design for a Geological Survey, how well is this actually gonna work? (Note I have overhauls turned off)

You might want more fuel.  A jump-capable ship isn't going to get very far with only 43 days worth of fuel.  Either that or remove the jump drive entirely.  Could you post your engine design?
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13938 on: October 15, 2013, 10:09:57 pm »

That thing isn't going to be useful outside of Sol. Chances are it'll run out of fuel and have to RtB before finishing a single system with an average number of planetary bodies.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

adwarf

  • Bay Watcher
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13939 on: October 15, 2013, 10:10:58 pm »

Code: [Select]
Commercial Class Freighter Engine Mk. I
Size: 25   Cost: 50   Power: 200
Explosion Chance: 5   Max Explosion: 50
Fuel Efficiency: 0.0796   Crew: 12   HTK: 12

Also so far that survey ship is doing great, its already surveyed a good part of my system :v But yeah its not meant to be used outside of Sol, I'm still trying to actively get off Earth so it works really well for now.
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13940 on: October 15, 2013, 10:13:48 pm »

Yeah, shoulda just dumped the JD then. It'd be a heck of a lot cheaper to produce. I usually strip mine down as far as possible; one geosurvey sensor, one high-efficiency drive, enough fuel for ~100b km, and the smallest JD possible. Then crank out half a dozen and keep them autoexploring until something kills them or they get below 20% fuel.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13941 on: October 16, 2013, 07:10:47 am »

Changed my missiles to
Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 3    Armour: 0     Manoeuvre Rating: 10
Speed: 18600 km/s    Engine Endurance: 220 minutes   Range: 246.0m km
Cost Per Missile: 1.68
Chance to Hit: 1k km/s 186%   3k km/s 60%   5k km/s 37.2%   10k km/s 18.6%
Materials Required:    0.75x Tritanium   0.93x Gallicite   Fuel x375

Development Cost for Project: 168RP
That's about as fast as they can get with my current tech I think.
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13942 on: October 16, 2013, 08:40:30 am »

That's around what I'd expect to see with the new-model drives, yeah.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13943 on: October 16, 2013, 08:53:33 am »

Also, I know you need Fire Control range for a missile to hit, but do you also need Active Sensors for that? I know you need it launch at an enemy.
Logged

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13944 on: October 16, 2013, 09:24:39 am »

You need to be able to see the target, which basically means that you need an active sensor somewhere.  Not necessarily on the ship with the missile launcher.
Logged

RedKing

  • Bay Watcher
  • hoo hoo motherfucker
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13945 on: October 16, 2013, 09:32:20 am »

Also, I know you need Fire Control range for a missile to hit, but do you also need Active Sensors for that? I know you need it launch at an enemy.
If the target gets out of active sensor range (doesn't matter who the ship is that has them in range), the missiles will self-destruct.

But, if you put sensors on the missiles themselves they'll go into an "active hunt" mode, similar to the way real-life torpedoes work. They'll continue on the same vector until they pick up an enemy and begin homing on it, or they run out of fuel.
Logged

Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13946 on: October 16, 2013, 09:46:09 am »

So you need active sensors and fire control range from launching the missiles to them hitting?
Logged

RedKing

  • Bay Watcher
  • hoo hoo motherfucker
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13947 on: October 16, 2013, 10:52:15 am »

So you need active sensors and fire control range from launching the missiles to them hitting?

So...the target has to stay painted with active sensors the entire time, from launch to impact, or the missiles detonate.

In theory, you could use a "spotter" vessel with powerful active sensors and another group of low-emission missile boats from a different direction. The missile boats would need FC but not active sensors. However, if your spotter ship gets destroyed (or even just the active sensor knocked out), your missile boats are useless and any in-flight missiles detonate.

The exception to that is what I mentioned above, that if you have any kind of onboard sensors on the missiles themselves, they'll go into tracking mode and continue their current trajectory with their sensors hunting for new targets.

One use for this would be to create missiles with onboard sensors, "flash" the enemy with active sensors long enough to get a lock and fire your salvo, then turn off active sensors and scoot to a different area to set up again. Problem being, as soon as you flash active, so will the enemy and they'll keep theirs on. So you'll need a low-tonnage, low-emission vehicle for that to work well.



Yet another option would be active sensor drones, fired into the general area of the hostiles, to create a temporary sensor "web" for targeting.
Logged

Remember, knowledge is power. The power to make other people feel stupid.
Quote from: Neil DeGrasse Tyson
Science is like an inoculation against charlatans who would have you believe whatever it is they tell you.

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13948 on: October 16, 2013, 11:01:32 am »

I'm using a spotter ship, but that's just because low tech kinda forces me to.
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #13949 on: October 17, 2013, 09:05:06 am »

Spotter ships are great. I usually turn them into carriers once I have decent fighter tech: a 50HS AS gets a hell of a lot of coverage once you've teched a bit. Though my missile ships always have an AS with the same range as their missiles, even if it's kept in reserve. Spotters are a great way to have good coverage without driving up the costs of your combat ships. Another way to handle it is to make your jump tenders dual-role as spotters.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable
Pages: 1 ... 928 929 [930] 931 932 ... 1346