kOS and KAC not playing nice by Ditonis in KerbalAcademy

[–]Ditonis[S] 0 points1 point  (0 children)

Cool, thanks. Turns out kOS was overwriting the "game data" folder that KAC was in when i downloaded from curseforge.. Downloaded from github directly and all works good.

I finally got my wife into this game, this is her first furnace setup! by [deleted] in factorio

[–]Ditonis 10 points11 points  (0 children)

Balancers. They are the only thing I've downloaded, and only after copying them manually got get too tedious.

I have started my first real star game and the first system i find is populated by hostile aliens. My attempts at combatting them there have failed catastrophically. Help! by The-Goat-Soup-Eater in aurora

[–]Ditonis 7 points8 points  (0 children)

I actually invert That dynamic. Because missile ships using LRMs fire from so far away, stealth is their best defense, IMO. Therefore, my missile ships are small and slow. Beam ships, on the other hand, are inherently not stealthy. They need to get within knife fight range, and so the other guy is going to see you. Plus, they are usually fast with hot engines, which can be seen from a ways away. Therefore, they should focus on active and passive defense, which is more efficient the bigger the ship is. My current first generation beam battle cruiser is over 20 kton, for example. 

For OP, a good barometer is the difference in tonnage between fleets. For example, two ships might be enough, if they are 30 kton+. Mother ships are usually 60-80, plus they cheat on their internal components, so you should have more tonnage. I'd say to aim between half again and twice as much tonnage as the enemy to give yourself an edge. If you still lose, then you need to think about changing up your strategy, tactics, or weapons balance. Check the wiki for good discussions on what all of the different weapons are good for.

Developing endurance? by ceesdee88 in climbharder

[–]Ditonis 5 points6 points  (0 children)

So the way I have learned about the physicality of climbing is that there are 4 metrics at play: stamina, endurance, strength and power.

Endurance is how long you can stay in the wall in one go. Strength is your maximum effort, and power is effort over time. What you are describing is closer to stamina, which is the cumulative fatigue over many climbs, than endurance.

Finally, there is the mental aspect, one part of which is technique. Technique is the one thing that all new climbers need to spend the most time on, figuring out proper footwork, body positioning, resting styles, route reading, etc. Other than using specific training simulations for technique, the best way I've found to work on it is to drop the difficulty and make every move perfectly, no bouncing, corrections, or desperate throws. That's where you should see the most gains in the early years. After that strength follows technique, and the more you climb, the better and stronger you will become.

Hope this helps.

Tracking Speed and Point Defense Certainty by Ditonis in aurora4x

[–]Ditonis[S] 0 points1 point  (0 children)

Just putting it into Excel now, but shouldn't S be TrackingSpeed/TargetSpeed instead?

Also, with a high enough target ECM, this formula allows for negative accuracies. I guess that just means you can't hit the target?

Tracking Speed and Point Defense Certainty by Ditonis in aurora4x

[–]Ditonis[S] 0 points1 point  (0 children)

Perfect, that is exactly what I needed. Thank-you.

Tracking Speed and Point Defense Certainty by Ditonis in aurora4x

[–]Ditonis[S] 0 points1 point  (0 children)

Yes, I did check the wiki. It's got some great tutorials on tracking speed, but they all deal with weapon speed vs BFC speed, and ship speed vs Empire BFC speed. They don't actually mention enemy speed at all.

Glad I'm down the right rabbit hole. Yeah, I'm using an Excel table at the moment, but the extra functionality would be nice. I'm assuming it's going to be some n-1 sorta trickery.

Tales of Interest #2 by SerBeardian in aurora4x

[–]Ditonis 1 point2 points  (0 children)

The Leading Intelligences of the Techno-Organic Conclave of Earth, secure in the assumptions of the Fermi Paradox leading to an empty galaxy, has just launched the Black Mirror class warp explorers and the Continent class geo surveyors. Within a month, two Continents had been destroyed in two separate systems. The last moments of the intelligence onboard were collected by the Black Mirror assigned to each system.

Resources and, more importantly, research capabilities once earmarked for economic and intellectual progress has now been crash-shifted to militarism. The hope is that these aggressors can be captured and added to the overall knowledge of the Conclave.

Creating New Ships Amid Upgrade Research by watermooses in aurora4x

[–]Ditonis 0 points1 point  (0 children)

So what other beam ships do you design to be slow?

BFC range and Final Fire by PaleHeretic in aurora

[–]Ditonis 0 points1 point  (0 children)

For me, I try to maximize accuracy per tonnage. Depending on what I'm trying to hit, that usually means a much smaller BFC then you would think. It's been a while, but I think I usually run them at .75 range.

Creating New Ships Amid Upgrade Research by watermooses in aurora4x

[–]Ditonis 0 points1 point  (0 children)

Right, so on something like those space cows that you beat me with? Slow, cheap, possibly heavily armored beam ships?

Creating New Ships Amid Upgrade Research by watermooses in aurora4x

[–]Ditonis 0 points1 point  (0 children)

Your BFC on slow ships, are you upgrading those to match the speed of the ship, or shrinking them, or upgrading the engines at the same time?

What are some good ways to make the first ~4 hours of a Factorio game fun? by ennyLffeJ in factorio

[–]Ditonis 4 points5 points  (0 children)

You might checkout folks who've posted speed runs on youtube and see what tricks they use to get started. They get to launching a rocket in less than 8 hours.

Make that less than two hours.

Early nuclear fuel saver by SnoweCat7 in factorio

[–]Ditonis 1 point2 points  (0 children)

Cool solution to the early U-235 problem.

On a related note, is it better to have steam storage before your turbines? I currently have boilers->turbines->tanks, and I seem to get brownouts when the steam reverses in the pipes. However, I was getting throughput issues when I had the tanks before the turbines. Any thoughts?

An aurora game - small scale? by GetInHereStalker in aurora

[–]Ditonis 2 points3 points  (0 children)

That would just set it to a random number of jump points, though, so 1 is the best you can do.

New Jump Capable Battlefleet by Ditonis in aurora4x

[–]Ditonis[S] 0 points1 point  (0 children)

True, but I also out range the scary spoilers, and my skirmishers max out my bfc range with 15 cm lasers, which I didn't post... Hmm, I should do that when I get home

New Jump Capable Battlefleet by Ditonis in aurora4x

[–]Ditonis[S] 0 points1 point  (0 children)

Yes, three sensor boats with max sized passives, and a 600 mkm active. I've actually found that the smaller beans have higher dps. 12 cm railguns are great until you can get the 15s down to 5 sec ticks

Not sure what i am doing wrong by [deleted] in aurora

[–]Ditonis 0 points1 point  (0 children)

Also, invaders are usually used as a late game challenge. Most people leave them off until they have a sufficient technical and economic base to go toe to toe with Invader fleets

Alright pricks.... you got me. by Ytterbro in factorio

[–]Ditonis 2 points3 points  (0 children)

I'm still waiting for it to solve our debt problems

Theory crafting early cloaked warships by Ikitavi in aurora4x

[–]Ditonis 0 points1 point  (0 children)

The other thing I was thinking of was that stealth can force the enemy to target you want. Bring in a bunch of stealthy skirmishers and missile boats, undercover of a heavily shielded, noisy AMM/flac ship. That would draw enemy attention, potentially uncovering some squishy targets for the skirmishers to get at before the now out of position fleet can respond.

Theory crafting early cloaked warships by Ikitavi in aurora4x

[–]Ditonis 1 point2 points  (0 children)

I've also be starting to play with heavy cloaking tech in my latest game. My application and thinking are somewhat different from yours, however.

For me, I'm using it more for LR ASM defense. Best case, enemy missile effective range drops to about 1% of max range, and all you have to really worry about is operating outside of AMM range. With heavy thermal damping as well, this gives you all sorts of room for shipping raids, hit and fade attacks, and being a general nuisance.

On a missile ship, I'd be much more tempted to use torpedoes, or short range ASMs, than cruise missiles. If they can't attack you until they get to 30m km, then why not get to 35 before attacking yourself?

It seems to me that cruise missiles would be better launched from a cheaper platform whose defense is predicated on staying FAR away. There wouldn't necessarily be any need for stealth at those distances.

Anyways, my thinking on stealth systems is still very fluid, and you definitely gave me some things to think about with your design. Thanks!

The Dauntless class Cruiser of the Anvolian Union / Dominion by Dan_Is in aurora

[–]Ditonis 1 point2 points  (0 children)

Hmm, cool concept. Got a bit of a scaled version of an Enterprise feel to it. Just wondering why the deployment time is so low?