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Posted by: Garfunkel
« on: January 05, 2020, 09:07:23 AM »

Yes.

But you can keep construction paused indefinitely and resume when you have more minerals available.
Posted by: L0ckAndL0ad
« on: January 05, 2020, 07:09:39 AM »

Also, if scrapping gives not more than 30% minerals back (I don't care about the money here, only minerals), anything that's not 70%+ finished will yield loss if completed and then scrapped. Am I right?
Posted by: L0ckAndL0ad
« on: January 04, 2020, 12:54:33 PM »

Everything goes poof, you get nothing back. Never ever cancel a ship unless you absolutely must do so. You get more back by finishing the construction and then immediately scrapping the ship via the shipyard.
Sad. If minerals are spent proportional to completion progress, I have to spend like 15-17k units of Gallicite to finish the ships I've designed before I got more mindful about my mineral spendings. The problem is, the ship's upkeep in minerals over the years (what % is it anyway?) will be the bigger killer than the construction costs.

Decisions decisions..

Thank you!
Posted by: Steve Walmsley
« on: January 04, 2020, 12:53:42 PM »

Okay, I got Mars to 0 colony cost, yay!

A new question. I have lots of pricey ships halted under construction. Some are 50-70% complete. If I cancel the construction, do I get anything in return? Or do I lose everything already used up to this point, it all just goes poof?

You lose it all. However, you can pause the construction and restart when you have more money.
Posted by: Garfunkel
« on: January 04, 2020, 12:32:53 PM »

Everything goes poof, you get nothing back. Never ever cancel a ship unless you absolutely must do so. You get more back by finishing the construction and then immediately scrapping the ship via the shipyard.
Posted by: L0ckAndL0ad
« on: January 04, 2020, 08:13:00 AM »

Okay, I got Mars to 0 colony cost, yay!

A new question. I have lots of pricey ships halted under construction. Some are 50-70% complete. If I cancel the construction, do I get anything in return? Or do I lose everything already used up to this point, it all just goes poof?
Posted by: davidb86
« on: September 23, 2019, 02:57:27 PM »

Correct,

There used to be a spreadsheet that would help you calculate the amount of GH gas needed given the final pressure desired and the initial temp.  I cannot seem to find my copy.
Posted by: L0ckAndL0ad
« on: September 20, 2019, 02:58:34 PM »

Don't add Anti-GH gas
Earths atmosphere is 78% Nitrogen  21% Oxygen and 1% everything else.  Add Safe GH gas to get your temp to the bottom of the acceptable range, then add Oxygen to make it breathable, then add nitrogen as needed. The increasing pressure will continue to raise the temp, but very slowly. You only need anti-GH gas to cool off a hot planet.
Oh! I guess I overworked a bit..

So you don't need AGH gas to counter-balance the GH gas. Temperature was changing for me simply because I kept increasing the total atmo pressure (by pumping in the oxygen), which changes the Greenhouse Factor, not because of the GH gas itself. I guess I get it now. So I can safely remove all AGH gas, pump in more Nitrogen and will only have to fine tune the temperature by changing the amount of GH gas (also watching out for Albedo changes due to water/ice freezing and melting).
Posted by: davidb86
« on: September 20, 2019, 02:14:32 PM »

Quote
I've changed Mars to 0.88 suitability by adding 0.2 atm of Safe GH Gas, 0.2 atm Oxygen and 0.2 atm Anti-GH Gas. In the later stages of doing so I realized I have to keep both GH/AGH gases to keep the temperature at a certain level. Problem is, I can't get the value of both to be exactly the same. Even though the setting was typed in as "0.2", by the time the simulation disables the addition of a gas, it adds a bit more of it, a small fracture over the set limit, so I have 0.2055 and 0.203 of GH/AGH gases.

This means that the balance isn't perfect and the temperature slowly shifts. I'm currently adding Nitrogen to get 1.0 total pressure, but not sure what to do next. Current surface temp is -31 degrees Celsius, so I need to heat it up again. I managed to get it to 15 a couple of years ago, but then it dropped again when I increased AGH gas pressure.

What do I do?

Don't add Anti-GH gas
Earths atmosphere is 78% Nitrogen  21% Oxygen and 1% everything else.  Add Safe GH gas to get your temp to the bottom of the acceptable range, then add Oxygen to make it breathable, then add nitrogen as needed. The increasing pressure will continue to raise the temp, but very slowly. You only need anti-GH gas to cool off a hot planet.
Posted by: L0ckAndL0ad
« on: September 20, 2019, 02:06:42 PM »

Another question :)

Terraforming Mars.

I've changed Mars to 0.88 suitability by adding 0.2 atm of Safe GH Gas, 0.2 atm Oxygen and 0.2 atm Anti-GH Gas. In the later stages of doing so I realized I have to keep both GH/AGH gases to keep the temperature at a certain level. Problem is, I can't get the value of both to be exactly the same. Even though the setting was typed in as "0.2", by the time the simulation disables the addition of a gas, it adds a bit more of it, a small fracture over the set limit, so I have 0.2055 and 0.203 of GH/AGH gases.

This means that the balance isn't perfect and the temperature slowly shifts. I'm currently adding Nitrogen to get 1.0 total pressure, but not sure what to do next. Current surface temp is -31 degrees Celsius, so I need to heat it up again. I managed to get it to 15 a couple of years ago, but then it dropped again when I increased AGH gas pressure.

What do I do?
Posted by: tobijon
« on: August 28, 2019, 04:44:36 AM »

it is symmetrical, just not in the way you're thinking.
9 damage:
5-2-1-3-7
   6-4-8
      9
consider adding three:

10-5-2-1-3-7
   11-6-4-8
      12-9
this is symmetrical, except the symmetrical point has changed

another 3:
10-5-2-1-3-7-13
   11-6-4-8-14
      12-9-15

the advantage of this over what you are proposing is that there is more deeper damage rather than having nearly all damage in the first few layers
Posted by: Paul M
« on: August 27, 2019, 12:22:18 PM »

I would have assumed the damage to be far more symmetrically distributed but if that is the "word of Steve" then it is so....

I would for a missile expect:

10-5-3-1-2-6-11
   12-7-4-8-13
      14-9-15
          16

With damage added first symmetrically to the outer damage ring then working inward.
Posted by: L0ckAndL0ad
« on: August 27, 2019, 11:51:46 AM »

So, if I'm getting it right, the damage is distributed like this: one damage point per square. This is the part that I misunderstood. Now it all makes sense to me.

WH 9 missile's damage can't reach beyond 3 layers because it is the last point of damage that reaches the 3rd layer, and there's no damage left to expand downwards.

Thank you all!
Posted by: Garfunkel
« on: August 27, 2019, 02:29:53 AM »

If these aren't in the Wiki already, they should be added there.
Posted by: DeMatt
« on: August 27, 2019, 01:10:10 AM »

Ugh, I'm sorry, I still don't get it.

Are you saying that the damage spreads the same regardless of whether there is armor or not? You need at least WH 16 missile to reach internal components of ships with armor level 3 (with a single strike)?
If a ship with 3 layers of armor (and no damage) is hit by a WH 9-15 missile, there will be armor damage on all three layers of armor, but no internal damage:


The same ship, getting hit by a WH 16 missile, will take internal damage:


Repeated damage (not hits, the damage) in the same area will, as far as I know, "fall" straight down through the holes to intact armor:


And here's an animated version of JacenHan's image, hopefully it makes it clear how the damage increases:


Album link:  imgur.com/a/aaxKhlt