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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by pedter on Today at 08:11:00 PM »
In v2.5.1, the smallest increment of jump drive tonnage, 10t, rounds to the nearest hull size in increments of 50t when checking if it can jump ships. A jump drive rated for 370t can only jump 350t, while a jump drive rated for 380t can jump a full 400t.
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General Discussion / Re: Can't load back colonists
« Last post by Garfunkel on Today at 07:00:23 PM »
That's for civilian shipping lines and does not affect player-controlled colony ships.

The colony needs either a spaceport or a cargo shuttle station, or each colony ship needs its own cargo shuttles. Sounds like covered all iterations (save&load, construction cycle) so this does sound like something being wonky.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by ISN on Today at 06:48:20 PM »
Minor issue: ramming attacks seem to occur once every sub-pulse, i.e. five per five-second increment, rather than once every five seconds. If you turn off one second sub-pulses they go back to attacking once per increment.

(I don't think I've ever actually seen a ramming attack succeed, even attacking five times per increment, so this doesn't really matter much, but they probably should be consistent.)
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General Discussion / Re: Can't load back colonists
« Last post by Noriad on Today at 06:16:11 PM »
I'm not an expert on this game but in the economics screen, tab "civilian/flags" you can set a colony as "source of colonists", "destination of colonists" or "stable".
However, if the population is less than 10 million, you can only select "destination of colonists".
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The system themes are almost all created by players, so you can create an add your own. However, as the systems in a random game bear no relationships to known stars, any system theme would just randomly assign real star names to whatever system was generated.

Steve, this is a bit off-topic, but would it be feasible to add an option to use a system naming theme for Real Stars games? This would be a great help for multiple-player-race games with some player races as aliens and thus starting in other systems. It's a little weird when a player-controlled alien race from Zeta Reticuli transits their first jump point and discovers Gliese 182 or something.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Caesar on Today at 04:53:09 PM »
Cheers! I'll use temporary waypoints, then. :)
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Hiya!
1. I wondered where I can see the transponder status for my ships.
2. Am I correct in assuming that the only way to toggle transponders on/off is on a command moving the ship somewhere (including for instance a waypoint)?

In the naval organization screen, if you click on a fleet, the ships in the ship list on the right will have an F in the status column if the friendly transponder is toggled on, and a T if the regular transponder is toggled on. And yes, as far as I know, there's no way to toggle transponders without orders, which require a location.
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Garfunkel's Fiction / Re: Solar Hegemony Redux
« Last post by Garfunkel on Today at 11:48:10 AM »
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Now I'm curious what these tank "companies" look like
Just 250-ton things for transport and I'm merging ten of them together to form a tank unit. Probably will add another ten later.

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R.I.P. good ol' P-for-pursuit designation
I was seriously thinking of going with the older designations, including Pursuit but decided against it as it would have been anachronistic at that point.

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I'm curious about why? Usually I find it's easier to keep a fixed ratio between cargo and colony ships
Ah but these are fighters. So the amount they can carry is quite small in any case and I'm not really using convoys, there's no need for math. Any large movement will take weeks or months anyway so I'm mostly winging it.

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R.I.P. lucky number 13.
Space Age America is still superstitious!



1960

Soviet surveyors had now found gaseous Sorium in the atmospheres of Jupiter, Saturn and Uranus. Neptune had not been surveyed. If this gaseous Sorium could somehow be harvested and refined, the USSR would never run out of fuel for starships. In January, they built another research lab, for a total of 18. Commonwealth had 10 and the United States had 18. In February, the US improved the efficiency of their maintenance facilities to such an extent that their capability reached 62,500 tons without adding any new facilities - though this would not be enough to cover all the new shuttles that the Pentagon wanted to build.

On 15th July, the Joint Space Command officially marks its first spaceborne combat squadrons operationally ready:




Kremlin has monitored the growing American space power with concern - there are, after all, only 30 Krivaks in space and the Americans now have 48 combat shuttles. However, as there currently are no crises between the two superpowers, the Soviets are content to wait until advances in armour, sensors and powerplants allow them to commit to a technological leap ahead. Meanwhile, Washington is struggling with the maintenance issue. There are barely enough facilities to keep everything running smoothly but there is no room for expansion. The situation could be improved if the obsolete shuttles could be dismantled and Pentagon issues requests to industry partners to that effect. Perhaps some sort of salvage craft could be built to safely dismantle the shuttles in orbit?

In August, the Commonwealth first Spaceport is opened. In the same month, Soviet scientists demonstrate High-Density Duranium Armour and the competing design bureaus get to work. Their work results in four competing models based on the older Krivak designs:

Code: [Select]
Krivak-M2-10B1 class Gunship      240 tons       3 Crew       17.9 BP       TCS 5    TH 18    EM 0
3647 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0-0      PPV 0.98
Maint Life 28.06 Years     MSP 34    AFR 5%    IFR 0.1%    1YR 0    5YR 1    Max Repair 8.8 MSP
Kapitan tret'yego ranga    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Glushko RD-107 (1)    Power 17.5    Fuel Use 724.72%    Signature 17.5    Explosion 17%
Fuel Capacity 23,500 Litres    Range 2.4 billion km (7 days at full power)

Yurga MBP 100mm T-10 Gun 1A10 (1)    Range 10,000km     TS: 3,647 km/s     Power 0.75-0.5     RM 10,000 km    ROF 10       
Sapphire Gun Sight N001 (1)     Max Range: 30,000 km   TS: 625 km/s    ECCM-0     10 5 0 0 0 0 0 0 0 0
NPO Energomash  PWR-Generator/052 (1)     Total Power Output 0.5    Exp 10%

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
Extremely fast but with a weak gun and limited range, the 10B1 version would be suitable for interceptor duty.

Code: [Select]
Krivak-M2-10B2 class Gunship      260 tons       3 Crew       19 BP       TCS 5    TH 18    EM 0
3366 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0-0      PPV 1.65
Maint Life 14.77 Years     MSP 14    AFR 5%    IFR 0.1%    1YR 0    5YR 2    Max Repair 8.8 MSP
Kapitan tret'yego ranga    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Glushko RD-107 (1)    Power 17.5    Fuel Use 724.72%    Signature 17.5    Explosion 17%
Fuel Capacity 1,700 Litres    Range 0.16 billion km (13 hours at full power)

Yurga MBP 100mm T-10 Gun 2A10 (1x2)    Range 10,000km     TS: 3,366 km/s     Power 1.5-1     RM 10,000 km    ROF 10       
Sapphire Gun Sight N001 (1)     Max Range: 30,000 km   TS: 625 km/s    ECCM-0     10 5 0 0 0 0 0 0 0 0
NPO Energomash  PWR-Generator/100 (1)     Total Power Output 1    Exp 10%

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
Almost as fast but with an extremely limited range, the 10B2 version would only be suitable for combat inside the Cis-Lunar space.

Code: [Select]
Krivak-M2-10B3 class Gunship      350 tons       4 Crew       25.2 BP       TCS 7    TH 18    EM 0
2500 km/s      Armour 1-4       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0-0      PPV 2.33
Maint Life 17.62 Years     MSP 34    AFR 10%    IFR 0.1%    1YR 0    5YR 3    Max Repair 8.8 MSP
Kapitan tret'yego ranga    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Glushko RD-107 (1)    Power 17.5    Fuel Use 724.72%    Signature 17.5    Explosion 17%
Fuel Capacity 37,800 Litres    Range 2.7 billion km (12 days at full power)

Yurga MBP 100mm T-10 Gun 3A10 (1x3)    Range 10,000km     TS: 2,500 km/s     Power 2.25-1.5     RM 10,000 km    ROF 10       
Sapphire Gun Sight N001 (1)     Max Range: 30,000 km   TS: 625 km/s    ECCM-0     10 5 0 0 0 0 0 0 0 0
NPO Energomash  PWR-Generator/150 (1)     Total Power Output 1.5    Exp 10%

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
Clearly slower but still impressively fast in comparison to old shuttles, the 10B3 version could at least strike at American craft in the inner system and they would be hard pressed to escape its three guns.

Code: [Select]
Krivak-M2-10B4 class Gunship      400 tons       5 Crew       28.9 BP       TCS 8    TH 18    EM 0
2187 km/s      Armour 1-4       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0-0      PPV 3
Maint Life 24.04 Years     MSP 104    AFR 13%    IFR 0.2%    1YR 0    5YR 5    Max Repair 8.8 MSP
Kapitan tret'yego ranga    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Glushko RD-107 (1)    Power 17.5    Fuel Use 724.72%    Signature 17.5    Explosion 17%
Fuel Capacity 36,700 Litres    Range 2.3 billion km (12 days at full power)

Yurga MBP 100mm T-10 Gun 4A10 (1x4)    Range 10,000km     TS: 2,187 km/s     Power 3-2     RM 10,000 km    ROF 10       
Sapphire Gun Sight N001 (1)     Max Range: 30,000 km   TS: 625 km/s    ECCM-0     10 5 0 0 0 0 0 0 0 0
NPO Energomash  PWR-Generator/203 (1)     Total Power Output 2    Exp 10%

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
Finally, the 10B4 version has the most firepower with its quad cannon and while its range is just as limited and it is somewhat slower, it can maintain a steady rate of fire long enough to outlast even the most grueling combat scenarios. Kremlin decides to take no action yet and urges the design bureaus to refine their designs a bit more.

In November, Earth runs out of Tritanium. USA has been moving mines to Luna but the Soviet colony is far too small to support mines, a fact that Kremlin wants to change as soon as possible. The year ends with the third American wave of Lunar colonization - the first wave hit 5 million inhabitants, second wave reached 10 million and the goal of the third wave is to reach 15 million - half of whom will work in the mining industry and the other half keeping them alive, healthy and happy as only Capitalism can achieve!
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Checking "Known Star Systems" in the game settings overrides any racial naming convention (System Theme) with the actual star name (or constellation name if that setting is also enabled) as each system is discovered by matching the KnownSystemID used for system generation to the Name (or ConstellationName) in DIM_KnownSystems. However, this also bypasses "Maximum Number of Systems" for some reason rather than using 0 as infinite and as my galaxy reaches 1500 systems in FCT_System I would like to limit further generation for the sake of simulation time. I don't believe there's a way to force-limit the galaxy size with known stars, however.

Thus my problem: unchecking "Known Star Systems" to force "Maximum Number of Systems" to be respected reverts to naming newly-discovered systems with the race's System Theme (even if the system was previous generated by another race) rather than the actual star/constellation name connected to the KnownSystemID that the system was generated with. While that behavior is surely intended, I'd like to continue my theme of using each star's real name. Is there a System Theme that uses the correct star/constellation name or will I need to rename more than 1100 systems as I find them to their real names by cross-referencing FCT_RaceSysSurvey, FCT_System, and DIM_KnownSystems?

I've slowly worked the System Theme list and tried some of the most likely suspects (and some longer shots) with no luck so far:
- "No Theme" names newly discovered systems "System #X" where X is the KnownSystemID; DIM_KnownSystems is still in use just not for the correct name
- "Stars (Proper Names)" names newly discovered systems from a list of star names but does so in alphabetical order rather than using the correct name
- "Class Name Only" is a blank theme that delivers systems names as "System #X" again, the same as "No Theme"
- "Name Plus Number" is another blank theme that also delivers systems names as "System #X" just like "No Theme"
- "Stars and Planets" draws from a preset list in alphabetical order as you'd expect from a System Theme
- "Stellar Class" is another preset theme using a small collection of "Stellar <noun>"

In retrospect I can check populated preset lists by using "Select Name" from the System Generation and Display window but the three empty sets were worth a try. Any ideas or am I stuck sorting names out of the database for 1100+ systems?

If you check the help text that appears when you mouse over the number of systems, it states that doesn't apply to Known Stars games.

Known Stars uses the actual stars near Earth - about 65,000 of them. Fixed system games use randomly generated stars and the 'number of systems' is used to define the available system numbers (which are used instead of the known stars list), so for 1000 system, the 'location' of each system is a number in a list from 1-1000, rather than a 3D point in space.

The system themes are almost all created by players, so you can create an add your own. However, as the systems in a random game bear no relationships to known stars, any system theme would just randomly assign real star names to whatever system was generated.
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General Discussion / Can't load back colonists
« Last post by vorpal+5 on Today at 11:34:25 AM »
I'm hesitant to call it a bug, but it sounds like one, at least. I drop 200,000 colonists on a new colony, but then realize there is a tiny bit of insufficient infrastructure for them (by a factor of 10), so I order to load back 180,000 and... nothing happens, even after 10 days. I move back and forth to another moon, save and restart the game, redo the order, but still nothing happens. My colony ships definitely have transport shuttles.

Any explanation other than a bug?
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