Questions Not Worth Their Own Thread

Salvage - do I need to do anything to acquire the benefits of unknown tech other than pick up the wrecks and take them home or is there an extra process once they get back?

Disassemble them to get tech points for your research. They should show up in the colony economy window on the right side of one of its tabs, dont remember which off the top of my head.

You can also fit them to ship or station designs if you tick the use alien tech box in the top left of one of the design’s tabs. Again cant remember the name off the top of my head.

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Venturing into the land of gauss PD ships - I have designed a quad turret with ROF of 4 - how many turrets is ideal - do I cover the ship in them or is it just a few allowing other functionality

Both work, You can build pure anti-missile ships with gauss turrets , or stick a small number of gauss turrets on every ship. For anti-missile defense the number of guns matters not which ship they are on. Unless you want a ship operating independently the massed guns of the fleet count. I tend to build gauss covered escorts but my biggest ships also carry their own defenses

Yeah these will be dedicated anti missile PD ships - my enemy is launching some serious salvos that I need to take down

so - as many turrets as hull and weight limit will allow?

The number of PD turrets required depends on the size of the salvo they need to intercept, that depends on the size of enemy fleet. If you need more PD - build more/larger ships.

Also, you can use some CIWS on your capital ships. They only protect their own ship, but they don’t need active sensors and, as far as I remember, they are more effective.

I had this event:
Neutral Contact Update - AC … …
What does “AC” mean, in this context?

The air conditioning unit in one of your vessels has shut down.

I would recommend sending that vessel for an overhaul, space is surprisingly hot :hot_face:

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Having read some absolutely awesome campaign reports and battle stories I’m a bit embarrassed to admit this is my first time launching 12 ships in anger

I have two squadrons of 4 cruisers armed with defensive and offensive rail guns and one squadron of 4 destroyers going with gauss cannons for first time

Am I best to just lump them all in one 12 man fleet? 2 lots of 4 cruisers and 2 destroyers?

does it matter?

they will all be closing with the missile armed enemy as quick as possible

When fighting missile-armed combatants, keep your ships in one fleet to provide the best defensive fire

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What is needed for a fleet to station indefinitely at a body?

In my understanding we need:

  • enough maintanance facility to serve the maximum tonnage ship present in the fleet
  • At least 50k population (or a recreational facility) for crew to rest
  • A stockpile (or production) of MSP to maintain the ship

Is something else needed? Am I missing something?

No, that is what you need.

An optional addition is having enough mines in the system to produce the minerals required for the maintenance facilities to keep the MSP stockpile topped up.

Also useful is a refuelling station plus fuel and/or an ordnance transfer point if you want to reload missiles.

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Correction on this one though: In C# you need facilities to serve the total tonnage of ships, not just the maximum ship size. It is no longer infinite.

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Yes, good point. I didn’t read the post carefully enough :slight_smile:

Ah thank you very much. That was the misunderstanding that was creating me problems. Last time i played was back in the vb version.

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Here is the relevant post from the C# patch notes.

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