I have a SQL query that can help, if you are interested.
(It is easier/faster to find me on Discord.)
Thank you, Kaiser.
I also do this, sometimes… but now, I reached thousands of civilian ships, and verifying all of them… I’m sure I’ll miss something. ![]()
Thank you Skoormit.
I usually don’t interact directly with the DB, but in this case I feel it is the easiest way. I’ll search for you in Discord.
In Ground Forces window, Formation Template tab, I’ve changed the composition of some units.
If an existing unit of an old type is on a planet with GFCCs, will it upgrade to the new composition? or should I build new units and set these as replacements?
I’m guessing the wreck I’ve come across 6 systems from Sol isn’t for flavour and intergalactic shenanigans have occurred?
Yes. Surely.
Salvage them, to recover some minerals and parts of the ships.
Building the salvage ship right now
I love the anticipation surrounding this wreck - there’s no one in the system - there’s no reason to be here but it’ll be damn scary jumping into the next one
You will almost certainly have do do some manual adjustments but Build Replacements does work, sort of.
It will only do anything if the current formation is smaller than the assigned template. So if your existing formation is 10k tons and your new template is 10k tons, you will need to manually remove some units to trigger the Build Replacements logic.
My experience was that it doesn’t check Unit Series, so if your old formation has 619 PW mk1 due to combat losses and your new template has 1k PW mk2, Build Replacements will produce 1k PW mk2 rather than the 381 that you might expect.
I find it simpler to just construct replacement templates each consisting of a single unit type, marked “use for replacement,” and flying those around to top off understrength formations.
expanding outwards im finding the inevitable ‘return to colony to refuel’ conditional order kicking in and instead of returning all the way home im wondering what the best option for some midway petrol station is - so far I’ve put a refuelling station on a planet with a gas giant in the system and then shipped fuel to and from the giant
is there a better faster way?
I usually establish bases with a small population, maintenance facilities and refuelling, then use them as forward logistics nodes for expansion, including survey. My survey ships generally have enough fuel and supplies for their entire deployment. However, if that is insufficient, I send replenishment ships out to resupply/refuel survey ships, rather than send the survey ships home to refuel.
Because I use a lot of carriers I am able to have survey ships hop into their repair boxes to refuel and resupply when there is no close colony or auxiliary fleet ships nearby. And if needed can roll back the maintenance clock instead of having a long trip back to a colony for overhaul (which would be 2 long trips as they then have to travel back to where they were surveying).
I park a station with 1ML of fuel and ~500MSP at every JP, as soon as I discover it.
They are very cheap and not very big–just over 100BP (plus the cost of the MSP) and <4kt. That means they are easy to pop into the build queue when a JP is discovered, and easy to move into place with a single-engine tug.
These have proven more than enough to keep my survey fleets topped up.
At 4kt you could load up a commercial carrier to deliver them in an outward direction instead of having a tug ping ponging for each one. This is what I do with my jump point sensor network stations, and now I am thinking of combining them with these. Would help reduce logistics micro I currently have. Thanks for that
I can immagine your CVs are commercial ones, are they?
Are they also marked as Tanker and Supply Ship?
Yes, sure. But commercial hangars have a 60% tonnage overhead and must be moved in both directions (outbound when full, then returning empty). So it would not reduce the total work to be done (bkm*tons).
Commercial yes. Most have a military hangar station inside their commercial hangars for holding military ships in stasis, repairing and running their clocks back to zero.
Not marked as tanker or supply ship, I just land ships in the hangar for that.
Thanks. ![]()
Do you issue a specific order to your ships to land on the CV, or do you use a conditional order?
The time has come (for me anyway, I’m sure seasoned veterans were doing it from day 1) - I’m finding more and more wrecks in surrounding systems and each tentative jump into a new system is a game of waiting to be shot in the face on arrival
my jump ‘scouts’ with grav and geo sensors don’t have any actual sensor sensors for finding baddies
I’m up to 36 on active grav strength
18 on em sensor activity
14 on thermals
What do I actually need to design to detect anything either moving about with guns on or civilisation on the planets down below
You can install both types of passive sensors.
The larger they are, the farther they can see ships. Obviously, larger ships can be seen more far away. ![]()
If you want to try to reduce the probability of being detected, you can also use engines with smaller thermal signature. They are a bit more expensive in terms of mineral, but the ratio power/mass remains the same of the engines not using this feature. Not to speak about cloaking.
Another passive sensors suite is ELINT one. It gathers intelligence from ships and populations, but I don’t know, anyway, if this can deteriorate a bit the relation with the NPRs.
Active sensors reveal your presence, but can also be used to gather some information about what it is in front of you. I can suggest to use them only when you are sure of having been already detected. I mean, you can install AS on a ship and turn it on only when detected.
Manually do it as they already have warships in their hangars in stasis that need to be launched first.
Almost my whole combat fleet is designed to live in the military repair box hangar station inside a commercial carrier hangar, the ships that are not are the ones I have captured. If they fit I just repair their engines and fuel tanks so they can make it back to earth under their own power. Depending on the ship they will get scrapped, placed in new carrier and repair box with fresh crew to join a battle fleet in stasis or sent to a larger colony for PPV (I can always scrap them at a later date)
What do the resolution sizes pertain to?