Quick Suggestions

Using “Set Speed” should automatically untick “Use Maximum Speed” for that fleet. We get lots of new players asking “why does Set Speed not work?” because they missed the max speed option and I can’t think of any situation where you won’t uncheck it after using the button.

SJW: Yes, good idea. Added for v3.0

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I’ve fallen for this myself. But maybe it should just pop up a warning? That way it will remind players that it’s there, so they can turn it back on when they don’t want a reduced speed anymore.

I have a lot of small shuttle type freighters that zip back and forth between systems on cyclical orders to automate and handle mineral transport.

The problem - some systems on their path have the traversed JPs close by, close enough that the ships are still in jump shock, resulting in them throwing the transit delay event.

This causes delays in their trips on 5 day increments which I assume is sub-pulse related and potentially not easy to fix. (I have it on auto)
However, at the very least it’d be nice to be able to suppress transit delay events on these fleets so they don’t clog up the event log without hiding the whole event (still want to see it in military contexts).

Add a 3-hour delay to the first order after the jump.
If that doesn’t work, add a separate order (with a 3-hour delay) after the jump to move to the same JP.
With 5-day increments, it might need to be an 8-hour delay. 3 hours works for me with 1-day increments.

This is what I initially did but it got so annoying. Some of these routes will have multiple systems that need such delays. It also makes the route incredibly fragile and difficult to modify if I want to make changes to the cyclical order.

In some cases I accepted the efficiency/throughput loss and told the ships to just not fly at their maximum speed, would be nice if I could have my cake and eat it too.

The problem is knowing for which fleets you want to suppress events and for which you want to see them.

I was thinking a surpress transit events checkbox on the fleet movement menu so that I could decide that.

I can’t see how you’d systematically figure that out unless you want to surpress it for all fleets with the cyclical check enabled.

You could always use the ugly method of using two events, changed by a box selector in the fleet window, and have the second one to suppressed.

Is there a reason why the refuel/resupply/replanish are divided by colony/ship?
I want my ships to pick the closest fuel source, no matter ship or colony, don’t know if that’s possible.

You might not want that because it means that a survey ship might deplete your battle fleet tankers because the survey ship sucks up six million litres of fuel at one go.

So your survey ships want to refuel at a colony while your patrol ships / battlefleet wants to refuel at a ship.

Correct, you might not want that.
Though the choice to replenish from nearest source is still something I would like to see.

1 Like

Agreed, there are plenty of situations where that is the best choice.

In the Galactic Map, it would be helpful to show a JP where a sensor probe is located, e.g. placing a dot or a similar symbol next the connection line between the star systems, or changing the colour of a short piece of the connection line near the star system where the probe is.
As an alternative, having this information in one of the tabs of the Economics window (i.e., Summary, or Governor/Misc, or Constructs) for each body of a system can help too: a list of the JPs with some information about them: presence of jump gates/stabilisation, of a probe, of a minefield (and how many mines are present).
Or foreseeing some dedicated tabs at system level. In the Economics window, when we select the star name, the shown information doesn’t change. It would be helpful to have a resume of the system information instead.

SJW: Added for v3.0
Aurora v3.0.0 Patch Notes - Unreleased - #50 by AuroraSteve

You can see the sensor buoys in the missiles tab on the galactic map.

However, this is inconvenient when you want to quickly check if you have forgotten to place the buoy at some JP or if it was destroyed somewhere.

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Thank you, Steve. Never seen.

Scrapping a component, from the list in the tab GU/Stockpiles: when we have several pieces of it, would it be possible to decide how many of them to scrap?
I wish to gain some minerals, but I would like to save some pieces for future use.

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Right.
We could also have a sort of signal showing where a probe is destroyed (e.g. a colour change of the probe marker in the map), and we should acknowledge this signal to make the marker disappear.

Total resources lines in Mineral Survey window.

Add 3 lines in that window when any system selected:

  • Total amount of mineral;
  • CMC available minerals;
  • OM awailable minerals.

So we can see how many minerals are in whole system, how many we can extract with OM and with how many CMCs can handle.

Also, add “Summarize All” line in system select list. When this option is selected, these 3 lines are displayed for each system, so that we can easily identify the richest systems.

For example, it will be much easier to find a system where you can get the most Corundium using OM. Or, find a system where almost all minerals can be mined by CMC, so you only need to bring the population and massdriver.

Add “Minimum Distance” line to “Launch Ready Ordnance” order. :slightly_smiling_face: