Fighters: transferring or launching from planet |
Can someone please tell me how this can reliably be accomplished? The cargo transfer does not reliably bet them onto my carriers, and I can't seem to reliably get them to launch into space from planetary cargo so that I can send them off into the solar system to guard planets or warp points.
I don't know how many turns worth of production have been made useless to me because I waste them building fighters for local defense, only to watch turn after turn go by without my being able to launch them or get them onto my carriers, in this multiplayer game I'm involved in.
I must be mis-using the cargo transfer and launch units functions. I'm playing 1.17, Balance Mod.
Help!!!

I hate subject lines
IIRC, that depends on the mod used. By default, fighters are in the system, can move between sectors.
(stupid subject line held up my post forever 'cause I dind't notice untill now it wasn't there)
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Drones Fighters Satelites and Mines
Fighters actually travel faster around a system map then
normal ships with the same engine type. on level 2 Ion engines my frigets can move 10 spaces and my fighters can
move 13 spaces per turn.
being able to move about the system map is what makes fighters different from satalites.
PS I'm using the balanced MOD however the manual also says that fighters can move around the system map.
Si-turns....
Yes, Si-turns are a nuisance... Oh... and I'm playing against you... Hmm.
Seems the best bet is to plot load all cargo to a specific place, though you can also use the cargo orders... As to launching, somewhat problematic, not sure how it works exactly, though I've managed to drop some sats at an appropriate place...
Gusset wrote:Can someone
You have to use the "Launch/Recover Units" (Hot key L) command to launch fighters from a planet or carrier into space when not in combat. Same goes for recovering them from space.
Simultaneous movement issue
Aside from the fact that Launch/Recover still seems only to launch, (though mercifully it doesnt crash any more) I think the issue is that Simultaneous movement adds an extra layer of orders, and the U/I's not entirely self-explanatory.
Launch/Recover
I thought Recover didn't work reliably either, until I finally figured out that you have to select something on BOTH sides before attempting to recover. It's silly that neither side selects something by default, especially since one side almost always has a single item in it, but there is an easy (albeit annoying) workaround.
Since 1.17, I haven't had any issues with Launching and Recovering as long as I remember to select something on both sides (i.e. about 1/2 the time I forget, but as soon as I click the Recover button and nothing happens, I remember and click something in the other side and then it works).
Deepest secrets revealed
Ah...
I'll give that a try, thanks.





The cargo trasnfer screen
The cargo trasnfer screen should work. Make sure you're selecting the planet the fighters are on, on one side of the screen and the intended carrier on the other side of the screen and then click move cargo left or right as apporpriate. If this doesn't work for you you can give a carrier an order to remotely pick up cargo and then select fighters. I think this option is in the cargo sub-menu. This order will make a ship move to a planet and then pick up all the fighters it can carry automatically.
I don't think fighteres can travese the system map, they are confined to the sector they are launched in. If you want them to protect planets or warp points you either have to create them there or bring them there with a carrier.
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