Author Topic: 2.4 Suggestions  (Read 8627 times)

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Offline sloanjh (OP)

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2.4 Suggestions
« on: November 04, 2007, 01:13:36 AM »
A way in SM mode to change the tooling of shipyards.  I'm setting up a new race and I can't find any way to set them to the classes I want to have in production without just giving them a "retool" order and letting it execute.

John
« Last Edit: December 31, 1969, 06:00:00 PM by sloanjh »
 

Offline Steve Walmsley

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« Reply #1 on: November 04, 2007, 07:41:03 AM »
I have added a Set Start Class button. This is a non-SM button available for any shipyard where no class has been set and retool is selected. You can select the first class to be produced for free, based on the assumption that during building the shipyard would be setup for a certain class.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline sloanjh (OP)

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« Reply #2 on: November 04, 2007, 02:03:35 PM »
On the F4 screen, I'd like the statistics for the current commander to show up somewhere when I click on an occupied command (while looking for someplace to assign a new commander).

Here's the difficulty I'm having:

At startup, I try to fill every command slot with an officer, even if that officer isn't a good fit.  In practice, this means that end up with a bunch of equivalent commands (garrison divisions for example, or ground troops to be more general), some of which have "good" officers and some of which have "warm bodies".  Now lets say a few months go by, and I get a new commander that's suited for one of these commands (ground combat +10%, for example).  What I'd like to do is go through each of the garrison units in "potential assignments" and quickly see the commander and his statistics, so that I know which ones are warm bodies and therefore up for replacement.

I realize that this is what the "commands" mode is supposed to support, but I'm not having a lot of luck with it - mainly because the sorting results in the commands being a lot more jumbled than on the main screen.

[EDIT] - I think a checkbox that would ignore the currently selected officer and instead drive the "Additional Details" and "Ratings and Bonuses" at the top off of the commander of the currently selected "Potential Assignment" would do the trick.  In other words, a checkbox that controls whether the (potential) new commander or the old commander of the potential assignment is displayed at the top.

John
« Last Edit: December 31, 1969, 06:00:00 PM by sloanjh »
 

Offline Þórgrímr

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« Reply #3 on: November 04, 2007, 03:06:42 PM »
I would like to suggest that a type of sensor should be classified as a non-combatant type of sensor. It just feels wrong having my freighters, colony ships, and all the other non-combatants flying around totally blind. Even in the real world cargo ships have radar and other sensors aboard. I nominate the Thermal Sensor, since that would be the most common in space where it is so freakin cold and anything coming anywhere near room temp would stand out cherry red against the cold of space.  :wink:



Cheers,
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline sloanjh (OP)

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« Reply #4 on: November 04, 2007, 07:52:23 PM »
Do training ships refuel automagically (either from a tanker or planet)?  They should :-) ).  What I would like to have happen (at least) is that when they notice that they're beginning to run low on fuel (50%?) they head home and refuel.  I suppose this could be handled through conditional orders if there were a fuel level higher than 20%, although I'm not sure if conditionals are checked during training.  It might be easier just to send them for a tank-up if they're low on fuel in training mode.  I don't think you'd have to worry about what-if cases for fuel shortage, since they're unlikely to be training if fuel is in short supply.

Thanks,
John
« Last Edit: December 31, 1969, 06:00:00 PM by sloanjh »
 

Offline Father Tim

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« Reply #5 on: November 05, 2007, 10:46:41 AM »
Quote from: "sloanjh"
On the F4 screen, I'd like the statistics for the current commander to show up somewhere when I click on an occupied command (while looking for someplace to assign a new commander).

John


I'm not sure where you'd find the screen real estate for it, but I'd like to be able to do a side-by-side comparison of two commanders.  Ideally, I'd be able to scroll independantly through the lists, so I could compare any two commanders and not just the currently asigned one versus potential replacements.

[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by Father Tim »
 

Offline Erik L

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« Reply #6 on: November 05, 2007, 11:30:51 AM »
Quote from: "Father Tim"
Quote from: "sloanjh"
Do training ships refuel automagically (either from a tanker or planet)?  They should :-)

John

Aye, I'd love it if training ops included automatic refueling orders when necessary.


Does the conditional order to refuel break into the Training Exercises?
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Þórgrímr

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« Reply #7 on: November 05, 2007, 11:56:18 AM »
Quote from: "Father Tim"
I believe all four types of (non-survey) sensors are non-combat systems if they're small enough.  One hull space or less.


Nope, put any type of sensor on them and they immediately lose their non-combatant status.



Cheers,
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Online Laurence

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« Reply #8 on: November 06, 2007, 03:41:08 PM »
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by Laurence »
 

Offline sloanjh (OP)

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« Reply #9 on: November 06, 2007, 07:04:38 PM »
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by sloanjh »
 

Offline Steve Walmsley

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« Reply #10 on: November 08, 2007, 08:20:26 AM »
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #11 on: November 08, 2007, 08:22:31 AM »
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #12 on: November 08, 2007, 08:33:16 AM »
Quote from: "sloanjh"
Do training ships refuel automagically (either from a tanker or planet)?  They should :-) ).  What I would like to have happen (at least) is that when they notice that they're beginning to run low on fuel (50%?) they head home and refuel.  I suppose this could be handled through conditional orders if there were a fuel level higher than 20%, although I'm not sure if conditionals are checked during training.  It might be easier just to send them for a tank-up if they're low on fuel in training mode.  I don't think you'd have to worry about what-if cases for fuel shortage, since they're unlikely to be training if fuel is in short supply.

As an easy short-term measure I have added a line of code to the training cycle so that task groups on training will automatically refuel from any tankers in the task group during each 5-day increment. BTW, if you can afford fuel for FAC training, you are in a better situation than me at the moment :)

Hmm! As well as the FAC-AEW variant, I guess you could create the FAC-Tanker variant

Code: [Select]
Tarantul II class Fast Attack Craft    1000 tons     97 Crew     198 BP      TCS 20  TH 176  EM 0
8800 km/s     Armour 1     Shields 0-0     Sensors 1/0/0/0/0     Damage Control 0-0     PPV 4
Replacement Parts 1    

Sorokin SC176 Magneto-Plasma Drive (1)    Power 176    Efficiency 8.40    Signature 176    Armour 0    Exp 30%
Fuel Capacity 20,000 Litres    Range 10.3 billion km   (13 days at full power)

12cm C4 Near Ultraviolet Laser (1)    Range 72,000km     TS: 8800 km/s     Power 4-4     RM 3    ROF 5        4 4 4 3 2 2 1 0 0 0
Kite Screech (1)    Max Range: 72,000 km   TS: 6400 km/s     86 72 58 44 31 17 3 0 0 0
Small Gas-Cooled Fast Reactor (1)     Total Power Output 4    Armour 0    Exp 5%

Cross Dome B  (1)     GPS 120     Range 1.2m km    Resolution 15
Code: [Select]
Mainstay class Early Warning Craft    1000 tons     77 Crew     244 BP      TCS 20  TH 176  EM 0
8800 km/s     Armour 1     Shields 0-0     Sensors 1/0/0/0/0     Damage Control 0-0     PPV 0
Replacement Parts 1    

Sorokin SC176 Magneto-Plasma Drive (1)    Power 176    Efficiency 8.40    Signature 176    Armour 0    Exp 30%
Fuel Capacity 20,000 Litres    Range 10.3 billion km   (13 days at full power)

Vega-A Search Sensor (1)     GPS 9600     Range 96.0m km    Resolution 75
Cross Dome B  (1)     GPS 120     Range 1.2m km    Resolution 15
Code: [Select]
Midas class Tanker    1000 tons     78 Crew     197 BP      TCS 20  TH 176  EM 0
8800 km/s     Armour 1     Shields 0-0     Sensors 1/0/0/0/0     Damage Control 0-0     PPV 0
Replacement Parts 1    

Sorokin SC176 Magneto-Plasma Drive (1)    Power 176    Efficiency 8.40    Signature 176    Armour 0    Exp 30%
Fuel Capacity 450,000 Litres    Range 231.4 billion km   (304 days at full power)

This design is classed as a non-combatant for maintenance purposes

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #13 on: November 08, 2007, 09:01:46 AM »
On the subject of FACs, I also created a 500 ton pinnace using a FAC style ship but with a normal engine.

Code: [Select]
Konev class Pinnace    500 tons     38 Crew     96 BP      TCS 10  TH 80  EM 0
8000 km/s     Armour 1     Shields 0-0     Sensors 1/0/0/0/0     Damage Control 0-0     PPV 0
Replacement Parts 1    

Sorokin S80 Magneto-Plasma Drive (1)    Power 80    Efficiency 0.70    Signature 80    Armour 0    Exp 5%
Fuel Capacity 10,000 Litres    Range 123.4 billion km   (178 days at full power)

Palm Frond B Navigation Sensor (1)     GPS 240     Range 2.4m km    Resolution 15

This design is classed as a non-combatant for maintenance purposes

This could be used as a ship's boat for a large warship with a parasite hangar and could conduct negotiation missions, drop off teams, etc. It has a much greater endurance than a regular FAC.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #14 on: November 08, 2007, 09:11:33 AM »
Quote from: "sloanjh"
On the F4 screen, I'd like the statistics for the current commander to show up somewhere when I click on an occupied command (while looking for someplace to assign a new commander).

When you click on an assignment in the possible assignents list, the Officer History section just to the right is replaced with the name and rank of the current commander for that assignment plus a list of his bonuses.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »