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Fifty-six shots... and no hits. The odds must have been around 2 percent per shot
So much for our stealth.

Yeah... I was thinking of teching up our Missile Laser Warheads a bit more, and then trying a salvo from a wing of Fighters using LW Missiles..
What does LW stand for?

We finally pick up a Thermal signature. The Achernar's engines are off (immobilized?), but its life-support system is putting out 7 Thermal. We picked it up at a distance of 6.6 million km... so for low Thermal values and short distances, it's about 1-to-1. Useful info.
What do you mean by the 1 to 1? 1 to 1 of what?

(ten days later) With the upper stage (the satellite) now researched, I can select it in the drop-down and design the rest of the missile.
Do missiles always need a second stage?
 
Modifications to the Agent class Active Sensor Stealth Scout:



Agent class Stealth Scout 2,664 tons 66 Crew 1,118.9 BP TCS 5 TH 115 EM 0
9011 km/s Armour 1-17 Shields 0-0 HTK 16 Sensors 11/18/0/0 DCR 0-0 PPV 1.8
Maint Life 1.33 Years MSP 481 AFR 113% IFR 1.6% 1YR 290 5YR 4,355 Max Repair 480 MSP
Magazine 12 / 0
Commander Control Rating 1 BRG
Intended Deployment Time: 2 months Morale Check Required

Magnetic Fusion Drive EP480.00 PWR-120 HS-20 2006 (1) Power 480 Fuel Use 44.62% Signature 115.20 Explosion 12%
Fuel Capacity 202,000 Litres Range 30.6 billion km (39 days at full power)

Size 6.00 Box Launcher 1973 (2) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
1992 FTR Missile Fire Control FC92-R100 HS-0.8 (1) Range 92.7m km Resolution 100

CIV PD Active Search Sensor AS14-R1 2004 (1) GPS 36 Range 14.4m km MCR 1.3m km Resolution 1
Active Search Sensor AS101-R11 (1) GPS 3960 Range 101m km Resolution 11
Thermal Sensor TH1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
CIV EM Sensor EM1.0-18.0 2004 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
Cloaking Device: Class cross-section reduced to 10.0% of normal

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



Added a Fire Control and two size-6 Box Launchers on the outside of the hull.

Shaved off a bit of fuel and life support to make enough room in the design (without dropping the speed below 9,000 kps).
I thoguht the spy ships were meant to be FAC and hence under 2000 tonnes.

The Jerx appear to be headed directly toward a waypoint marked SL 1. Could this be the Rift itself?
How could you see their waypoint?

the 3-to-1 sweet spot
As in we do 3 damage, they do 1?

These jerks are pretty much on farm status, aren't they?
What do you mean by farm status? That they're basically slaughter animals?

So a gun that does 10 damage at point blank range will do 1 damage at extreme range.
Does all guns taper to 1, no matter their point blank damage? So one that did 1 million damage point blank would still be 1 at max range?
 
So much for our stealth. - Stealth is more for moving around in a contested star system without being intercepted by warships or being targeted by long-range missiles. It's for confusing long-range RADAR and missile fire controls. Missiles can in theory kill a ship up to billions of km away (seriously), and I've seen it happen at 150 million km (one AU). Stealth is to protect you against that. Against STO beam weapoms at a range of less than 600,000 km, all that stealth will actually do is make you harder to hit.

What does LW stand for? - LW missiles = Laser Warhead missiles.

What do you mean by the 1 to 1? 1 to 1 of what? - At a range of about 7 million km, we were able to detect an opponent whose weak signature was 7 thermal. So presumably if his signature had been even weaker, let's say 5 thermal instead of 7 thermal, we would have to close in to 5 million km to detect it. One-to-one.


Do missiles always need a second stage? - No. It's a special design. I will discuss missile design in a seperate post.
I thoguht the spy ships were meant to be FAC and hence under 2000 tonnes. - No. They were always intended to ride in a FAC Tender, but were never intended to meet that tonnage limit. Their tonnage is determined by my Minimum Cloaking Device Size tech. The smaller I can build a Cloak, the smaller the ship I can fit it into.

How could you see their waypoint? - No idea. we hit several bugs in that seddion. Seems fine now, though.

As in we do 3 damage, they do 1? - Correct. Also, our ships were designed with 3 armor and the Jerx only have 1. Basically, we can beat ANY number of Jerkmobiles. Until our ships run out of spare parts, and have to run back to the Tender.

What do you mean by farm status? That they're basically slaughter animals? - Basically. Too bad the wrecks aren't more valuable. We should get rid of the wrecks anyway, because the Swarm will lay eggs in them if they invade us.

Does all guns taper to 1, no matter their point blank damage? So one that did 1 million damage point blank would still be 1 at max range? - Correct.
 
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Yeah... I think we'll take both RobbieAB's Spy class Passive Scout and BBWags' Active Scout (armed with RADAR probes) back to Lalande 21185, and we see if we can scan those two planets properly.

The probes can detect 50-ton objects at 4.2 million km. So popping one about one million km from the planet (well outside their PD range, but well within our own RADAR range) should give us a very nice view of anything on the planet's surface.
Why send the passives again? Didn't it fully scan first time?
Also, can passives spot stuff actives can't?

Iche Bins' escort force (including the Mountain class Fleet Support Vessel that carries and supports the scout ships) is still under overhaul. We've only arrived back at Earth earlier this week.

We'll run the mission when Iche Bins is out of overhaul.
What type of overhaul is needed of a fleet when it returns? Just shore leave?

Another consideration here is that the other system is so full of enemy ships that I highly doubt we can safely sneak in an ELINT vessel and let it hang around a planet for days / months / years.
Do the Galapagoans necessarily move all over their system, thouhg, unless there's something to chase.

View attachment 1133282

The Mountain is being used as a Tender for the espionage vessels.
Why are they called parasites?

The Tankers are still in position at the Lacaille 9352 => Lalande 21185 jump point - I forgot about them - so they are right where they will be needed.

Iche Bins is on his way.
Ouch. They'll get into problems with needing shore leave, etc. right?

It would take about two days for the Probe to run in from the outer system to the planet. Since orbital positions are re-calculated every five days, there's a 40% chance that the planet will dodge out of the way before our probe arrives.

So instead, we'll return to the jump point, as if we'd just transited into the system, and then we'll WAIT until the next five-day turn increment goes by, so that the planets are freshly moved into new positions. THEN we'll fire off the probes, one at each planet, and they'll spend two days running in to the targets... while the next five-day turn increment is still three days beyond that.
Why do you need to fire them from teh JP? Why not from any other point, like hte pint you wre on?

Please don't shoot.

sb-854.jpg


... it's those treacherous Terrans, led by that notorious scallywag, Blue Emu!
Do you specify the ship model yourself? And if so, was it then also you who gave the goons the star destroyer as their ship model?

If not, I'll just destroy it (if I can). Or drop it into a Black Hole, or something.
Do we know any black holes?
 
Maybe not enough to get around the bug. However, the shipyard reverted to mine as I carried it back through the Sol jump point.
Will you be trying to bring that same shipyard in again later?

... so we've developed a technique whereby we can jump into a contested system and... without even moving our scout off the jump point... start checking planets more than a billion km away for orbiting ships or STO.

These RADAR probes are going to see a lot of use, I suspect.

EDIT:

Perhaps I should prioritize research that will give us better probes?
Won't they know where the JP is if you launch from it, as they'll know where teh missile came from?

The Goons had STO troops present both on the innermost planet and on the second planet. The Jerx raided the star system and successfully destroyed the STO on the innermost planet, losing one ship (the Achernar) immobilized in the battle. The surviving Jerx warships then attacked the second planet, and lost.
What a shame. That means we lost the opportunity for treasure on the innermost planet... Bloody Jerx.

Now let's move in closer and test our Agent's active sensor. We can always run away if the Achernar suddenly repairs an engine.
They actually can repair their engines?
Also, why is it showing its cloaked tonnage, but the jerkmobile wreck shows the real one?

We could add a few of these Probes to our regular (non-cloaked) Exploration ships. So when they find a new star system they can check out suspicious-looking planets with a probe before approaching them.
What makes a planet suspicious?
Also, should our exploration ships perhaps have better engines, etc? When were they last upgraded?

AS-101/R11. That means it has a range of 101 million km, and is tuned to pick up any target that's 550 tons or larger.
Does it have fulll sensitivity at 101 million km?

If it's easy to have a new multi-role recon vessel tasked with exploration by simply adding probes and stealth to explorers then I'm all for it.
Wouldnt' we need the passives too, though?
 
Why send the passives again? Didn't it fully scan first time? - Pirates. They might appear anywhere, anytime. The Mata Hari can keep watch while the James Bond goes through its shake-down.
Also, can passives spot stuff actives can't? - Yes. An Agent's AS101/R11 RADAR could spot a HS-4 Fighter at 13 m-km, and a size-6 missile at only 75,000 km. A large Passive Thermal could spot both long before then. Basically, small hot objects are best detected on Passives. Or small, strongly emitting objects like our RADAR probes.

What type of overhaul is needed of a fleet when it returns? Just shore leave? - Military ships need actual overhaul and maintenance. They are unavailable during that period.

Do the Galapagoans necessarily move all over their system, thouhg, unless there's something to chase. - I don't know. I would expect them to chase any Pieates that showed up.

Why are they called parasites? - Smaller craft inside larger craft are called Parasites. It's a technical term.

Ouch. They'll get into problems with needing shore leave, etc. right? - Lack of shore leave only has a noticable effect on Military ships, where you want high morale. If a Freighter comes under enemy fire, you WANT it to break and run away, so low morale is not really an issue.

Why do you need to fire them from teh JP? Why not from any other point, like hte pint you wre on? - Just a test. We're developing a doctrine and the associated tactics.

Do you specify the ship model yourself? And if so, was it then also you who gave the goons the star destroyer as their ship model? - Aliens get a random model. Hazards (like the Goons or the Galapagonians) have specific models assigned by Steve. We can change them, if we want.

Do we know any black holes? - Nope.
Will you be trying to bring that same shipyard in again later? - Possibly.

Won't they know where the JP is if you launch from it, as they'll know where teh missile came from? - If they can see a size-6 missile at billions of km away. They must have end-game tech.

What a shame. That means we lost the opportunity for treasure on the innermost planet... Bloody Jerx.

They actually can repair their engines? - We can repair ours.
Also, why is it showing its cloaked tonnage, but the jerkmobile wreck shows the real one? - Wrecks have no power, so they aren't cloaked.

What makes a planet suspicious? - My own suspicions. Looks too inviting? Check with a probe.
Also, should our exploration ships perhaps have better engines, etc? When were they last upgraded? - Not sure. The design should mention it.

Does it have fulll sensitivity at 101 million km? - It has R11 granularity. Tuned for objects of 550 tons or larger. So that's a cloaked 5,500-ton ship. Or bigger.

Wouldnt' we need the passives too, though? - It already carries weak passives. We could design Probes carrying passive sensors up close to the object of interest.
 
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Who's that?

Some questions should not be asked here, but to google: https://en.wikipedia.org/wiki/John_Fisher,_1st_Baron_Fisher
Why not produce grinders or similar to not waste construciton time?

Retooling a yard takes a long time - possibly years, depending on the size of the ship. So you can't just switch it to build something else at a whim.

What could possibly happen that'd require the fleet. The rakkhas has no fleet.

That question aged well .. the fleet actually ended up doing most of the heavy lifting ;-)
Does Jerx ships really give much of value, thoguh?
I thoguht they for instance didn't give any valuable tech.

No, but the salvagers are just sitting around doing nothing anyway otherwise. And it's wise to not leave Swarm bait around.
What do you mean by farm status? That they're basically slaughter animals?

Another question best asked to google: https://www.techopedia.com/definiti...efers to a gaming,numbers of items or enemies.
Ouch. They'll get into problems with needing shore leave, etc. right?

No, civilian ships ignore shore leave, maintenance and overhauls. Fortunately.
Wouldnt' we need the passives too, though?

Goes without saying you always want passives if you also have actives. Flipping on the active sensors means giving away your location ..
That latter bit is a real thing, happening in real wars:

"To track and engage the targets, better radars are needed to determine the precise location and speed of the target. These radars can remain dormant until the target is within the engagement range of the missile. Then the tracking radars can be turned on and pass the data to the missile. Once the missile is launched and is tracking the target on its own, the tracking radar can be turned off and moved. This limits the time in which the tracking radar can be detected and engaged, increasing its chances of survival."


If you enjoy reading about military engagements and fine details like this, you'll probably enjoy the above.
 
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His Laser tech is so far ahead of ours that we have to assume that his Rate-of-Fire is also maxed-out (at one shot per five seconds), which would mean that our incoming missiles would need to cross that 180,000 km in less than five seconds (ie: would have to move at over 36,000 kps) if we wanted to punch through his PD zone before his guns can cycle for a second shot.
How many turrets would he need to have to get in 150 shots? Wouldn't that be an insane amount of turrets, and hence those 10k tonnes would be solely turrents? And even then, isn't that very low tonnage for that many shots?

Can we salvage the remains once we take the planet to try and reverse engineer his tech?

Also, Rakhas were super advanced before they lost spacecraft, weren't they?
What was it that made them lose space travel?

Also, I'm less than a week behind now!

D'oh. All wrong. Missiles smaller than size 6 are targeted as if they were size 6. So we DON'T get to sneak in closer after all.
What do you mean by this?

Actually it's the feedback from the readers that keeps me interested in the game. I often quit them if nobody seems to be following along.
I hope my feedback trying to catch up on a month of thread hasn't been too much.

Drop Ships are big and heavily armored. They each carry at least a Brigade of troops (five units). Some huge ones carry as much as a Division.
Are divisions the largest unit size you can have in the game, or can you also have say corps or armies or even army groups?

Either method will work. If all enemy fire is suppressed before approaching the planet, it hardly matters which system is chosen. The Assault Shuttles are better against opposed landings, and are cheaper to upgrade. The Drop Ships are a simpler system because one ship can both hold the ground troops and drop them. It can be a disaster in an opposed drop, though... one enemy hit might destroy a whole Brigade.
How can an invasion be opposed if the GTO is gone, thoguh?
 
How many turrets would he need to have to get in 150 shots? Wouldn't that be an insane amount of turrets, and hence those 10k tonnes would be solely turrents? And even then, isn't that very low tonnage for that many shots?


Welcome to the wonderful world of fleet salvos and synchronized fire. Those 150 missiles coming in? Easily done with a distributed salvo from, say, 78 fighters ..
 
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Long-range missile design:

Just as with Tank design, there are conflicting priorities.

You want a nice big bang. But you also want the missile to be small enough that it cannot be targeted by the defender until it gets close to the enemy. You want a nice high to-hit chance, but that requires homing heads (which are heavy) and high speed, which in turn requires large, fuel-hungry engines. But those large, fuel-hungry engines will run your missile out of fuel quite quickly, so that your firing range must be short or else the missile will run out of fuel.

I've solved this problem with a two-stage design.

After all... it's only the missile's warhead that needs high speed, to improve its chance of penetrating the enemy's point defense zone, and to boost the warhead's to-hit chance when targeting a fast enemy ship.

So I took a warhead with a big strength-9 bang and mounted it in a tiny rocket that only needed a small engine (because it was just a tiny rocket!) and only had enough fuel to travel about 1.25 million km. That's like... less than 2% of my usual missile range. Then I mounted two of those puppies on a lower-stage booster that uses a safe and sensible speed - only traveling at about 17,000 kps, one-third as fast as that warhead upper stage - so it can carry the upper stage out to 80 million km or so, and then deploy the two warheads, where they STREAK in toward the enemy ship or planet at 50,000 kps. Passing through his PD zone as rapidly as possible, and offering a difficult target.
 
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How many turrets would he need to have to get in 150 shots? Wouldn't that be an insane amount of turrets, and hence those 10k tonnes would be solely turrents? And even then, isn't that very low tonnage for that many shots? - Yes, that's a lot of Dakka. Probably a salvo shot from a bunch of STO.

Can we salvage the remains once we take the planet to try and reverse engineer his tech? - I wanted to. Our bombardment totally trashed the place, though.

Also, Rakhas were super advanced before they lost spacecraft, weren't they? - They spread all through this sector, so they were an interstellar race. The Beaam tehc that they've gor left is far in advance of ours.
What was it that made them lose space travel? - Not sure.

Also, I'm less than a week behind now!

What do you mean by this?

I hope my feedback trying to catch up on a month of thread hasn't been too much.

Are divisions the largest unit size you can have in the game, or can you also have say corps or armies or even army groups? - One hierarchy level per military rank level. Because you always need a superior officer for the new level.

How can an invasion be opposed if the GTO is gone, thoguh? - Your defending ground troops kill his invading ground troops.
 
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sb-938.jpg


A lifetime supply of Vendarite. We'll see what else the system holds. Eight planets, 53 moons, 179 asteroids and ten comets.
 
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Three more months until the Gate opens.

We now have three scout ships either searching the Klendathu system or en route to it.

The innermost planet (where the immobilized Achernar was) has been checked for signs of life, and none were found.
 
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2010 version of the Garrison Battalion. Our current Garrisons are a 1957 (!) design.

sb-939.jpg


Let's see if we can upgrade...
 
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This is major.

sb-940.jpg


That tech extends our beam fire control range from its current 320,000 km out to 384,000 km. And since damage is a function of how close you are to maximum range, any increase in maximum range boosts the damage at all intermediate ranges.
 
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This is major.

View attachment 1137381

That tech extends our beam fire control range from its current 320,000 km out to 384,000 km. And since damage is a function of how close you are to maximum range, any increase in maximum range boosts the damage at all intermediate ranges.
That was quick - I seem to recall some similar range extension (as a major news) just last week. - Also it seems like Wagonlitz joined the forums yesterday.
 
Also it seems like Wagonlitz joined the forums yesterday.
How can you tell?

That tech took four years, so you might be thinking of some other range-extending tech series, rather than beam weapon fire controls.

We seem to be catching up to the neighbors, anyway.
 
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The Lasers themselves! You're thinking of the recent tech that extended our Laser ranges.

But we also need this Beam Fire Control tech to aim them, that far away.

Our Sabres in particular will appreciate the extra range. Not so much that they will sit back further, it's just that extra max range increases damage at ALL ranges.

Except point blank.
 
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Now running an experiment to see if we can upgrade ground units instead of replacing them.

1) Design a new Garrison unit. - Done.
2) Mark an existing 1957 Garrison unit to upgrade to that new 2010 Garrison template - Done
3) Let a five-day build cycle go by, and see if the marked Garrison unit is changing - I predict: No.
4) Meanwhile, build a brand new 2010 Garrison unit. If the old Garrison is not upgrading yet, then mark the new Garrison as "Replacements".
5) I predict that the old Garrison will now upgrade to the 2010 model, since it can draw on your "Replacements" for the new equipment.
 
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Huh.

My 1957 pattern Garrisons naturally use the 1957 pattern Garrison replacement template. Like this:

sb-941.jpg


I set one of them to use the 2010 Replacement template instead:

sb-942.jpg


Nothing happened, even after a five-day build cycle. So I built a new 2010 Garrison, and set it to be used as reinforcements.

sb-943.jpg


I figured that the old unit whose template I changed could now draw all the modern equipment he needed from the guy marked as "for reinforcements".

Nothing happened, even after a five-day build cycle.
 
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