Questions Not Worth Their Own Thread

Can the ship repair its own engine if you resupply it?

Would that involve a repair module?

no - these were mark 1 let’s see how combat goes ships

I must say the most engrossing 30 minutes of my gaming life watching the combat and contacts scroll up - willing for a faster ROF and more armour!!

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If you are starting a combat, I suggest you to use shorter increments, also 5 seconds if you are in range of enemy fire. Probably your beams are still too far away. It may be also because some “distruptor technology” from your enemy, that reduce your range.

To see your weapon range, click the “fire control range” option in display menu, on the left. You’ll see a circle, an orange circle, the actual range of your beam. ALways had that “on” during combat. Save before a combat, so you can replay it and learn from mistakes. Especially if you are new, it’s ok to reload and remake the combat. You’ll make a lot of mistakes for sure.

Is important to do combats also many times to learn the situations. If you open fire out of FC range, when you are still too far, you’ll receive that message “has an active targets… etc”.

Most important, use shortest increment during combat, not 20 minutes, better 5-10 seconds and give order accordingly to what happen on field. (in the picture below the range of weapons in orange circles)

It’s all good - I was advancing 5 seconds but the battle took half an hour of real time, my coffee got cold, I didn’t move a muscle apart from the mouse clicking finger for the next 5 seconds of play - my 4 cruisers versus 6 of I don’t know what yet launching salvo after salvo and my rail gun heroes closed at top speed using their PD to great effect and their guns to take down the enemy - my only mistake was not clicking on the individual ships in the fleet to go into combat and I thought I hadn’t established an active contact so the first round of missiles had a free run and nearly took out the jump carrier who doubles as a PD ship - i have a cruiser with no engines, 1 damaged and 2 intact mopping up the stragglers - the jump scout is sat on the gate but I’ll have to build a repair carrier to come and get the poor Kongo out of trouble

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If you have no commercial carrier, yet have tugs, then you can try to build a towed dock for this task - without engines it would be at 1/3 of a cost and build time comparing to a self-propelled carrier.

Try tugging the ship to the jump point. Have a ship with a military jump drive on the jump point too. Tell the damaged ship to try jumping through using the military jump drive ship as a jump tender (make sure the jump size is large enough). Then start tugging the damaged ship home?

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I was re-reading some patch notes, as said elsewhere.
One characteristics of the patch 2.6.0 has drawn my attention: the Alien Race Territory Display, and in particular the first image supporting the explanation.
It shows 4 flags of NPRs.
How can I replicate this?

I assume that’s the default display with player-assigned system control chits.

You can flag a system as alien-controlled on the Overview tab of the Galactic Map sidebar

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Steve, does the flag thing in the galactic map work for NPR only? Or is it supposed to works for other being such as raiders and precursors? I assume the former is true as it is counting the “controlled” system and not the mere presence.

Also, any ETA for the 3.0? Last info was for August (not confirmed), sorry but I had to ask this as the other guys are to shy and afrais to do so :grinning_face_with_smiling_eyes:

Thank you

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You can flag any race you know about, including spoilers and other player races.

For 3.0, I was originally hoping to get it released before we go travelling for a month starting mid-Sept. However, when my wife was seriously injured, the planned timelines went out of the window and I have only recently begun to spend time on Aurora again. I am currently running a test campaign, but I am still finding a few bugs.

The more likely scenario is a release in the second half of October, once we get back.

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Best wishes to you and your wife. We can wait, family cannot.

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nope - solved

Now I feel silly for nagging Steve about cleaning up the Hull types. :slight_smile:

I wasn’t dropping that in casually :slight_smile: I did update the forum a couple of months ago.

Is there a command I can give a fleet in or before combat that means close to your max range so I know I’m the furthest away from the enemy I can be whilst still firing effectively

Follow, edit the distance box under the command options first

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You can input a minimum range for a follow command, so your ships will maintain that distance from the contact they are following - assuming they can control the range.

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Also, a quick tip: you usually want the distance a lil’bit less than the max range, to gain some accuracy. That is not a strict requirement though.

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And ECM (must be 10 characters to post)