Author Topic: Class Design For Dummies...  (Read 2921 times)

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Offline Steve Walmsley

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Re: Class Design For Dummies...
« Reply #15 on: January 03, 2010, 09:19:46 AM »
Quote from: "Charlie Beeler"
2 reactors that generate 9 points each for a total 18 points per 5sec cycle.  The beams only need 8 points per cycle.  Assuming that this was for redundency.  
That was my initial thought at first too but I think 9 is the total power for both reactors, not the power for each.

Steve
 

Offline laz

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Re: Class Design For Dummies...
« Reply #16 on: January 03, 2010, 06:36:46 PM »
9 is the total power as the individual reactor produces 4.5.

Thanks for the feedback it helps me understand the concepts for the various components and connect the dots in what i am designing and how it is implemented into a design.

I'm getting to the stage in my game were I want to develop more specialised kinds of ships for certain tasks.

Sorium harvesters are one such thing. Does this component literally take sorium out of gas giants and convert it to fuel like a mobile refinary for fleets? I am thinking more of a way to find vast amounts of sorium to supply Earth and not rely on a bottleneck and finite source from its Colonies and Asteroid miners that it kindly is using to refine for fuel and supply industry/construction.

I've discovered a destroyed outpost ruin in a star system. I have the salvager technology that operates at 500 tons. How does this act of salvaging work when it comes to finding old ruins on a planet. Do you simply take a ship equipped with salvaging modules over to the planet or do I have to send it with a scientific xenology team? Does it transit the salvage back to a colony with reseach labs or is this all automatic/abstracted?

In the other thread about listening posts you were saying you develop installations and deploy them via cargo on ships. Is that what PDC's can be used for and deployed like a installation? OR do you have to deploy engineers and construct a base of some sort...tad confused there.

I still don't have a clue about how to build missiles
 

Offline Erik L

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Re: Class Design For Dummies...
« Reply #17 on: January 03, 2010, 07:30:44 PM »
Quote from: "laz"
9 is the total power as the individual reactor produces 4.5.

Thanks for the feedback it helps me understand the concepts for the various components and connect the dots in what i am designing and how it is implemented into a design.

I'm getting to the stage in my game were I want to develop more specialised kinds of ships for certain tasks.

Sorium harvesters are one such thing. Does this component literally take sorium out of gas giants and convert it to fuel like a mobile refinary for fleets? I am thinking more of a way to find vast amounts of sorium to supply Earth and not rely on a bottleneck and finite source from its Colonies and Asteroid miners that it kindly is using to refine for fuel and supply industry/construction.
That is exactly what they are for. One thing I tend to do is have a fuel harvester supporting my survey operations. The harvester will sit in a nodal area and harvest. The survey ship return to it for refueling, rather than heading back to the homeworld or nearest colony.

Quote from: "laz"
I've discovered a destroyed outpost ruin in a star system. I have the salvager technology that operates at 500 tons. How does this act of salvaging work when it comes to finding old ruins on a planet. Do you simply take a ship equipped with salvaging modules over to the planet or do I have to send it with a scientific xenology team? Does it transit the salvage back to a colony with reseach labs or is this all automatic/abstracted?
Salvage ships are for salvaging the wrecks post-battle. As far as I know, they do nothing for ruins (unless Steve has changed this). You need a xeno and a cyber team to exploit the ruins.
Quote from: "laz"
In the other thread about listening posts you were saying you develop installations and deploy them via cargo on ships. Is that what PDC's can be used for and deployed like a installation? OR do you have to deploy engineers and construct a base of some sort...tad confused there.

I still don't have a clue about how to build missiles

PDC can be constructed as pre-fab, and carried out to a remote location via freighter. A listening post is usually just a deep space scanner installation. I like them near warp points that do not have a regular picket.

As for missiles, click the missile button on the research tab. It is very similar to building a ship, except all the components are controlled by a slider. Advancing tech changes the amount of "power" each slider tick represents. One thing you will want to know before designing your missiles is the size of your launchers, and the max range of your missile guidance. Okay, that's two. :)

Offline Steve Walmsley

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Re: Class Design For Dummies...
« Reply #18 on: January 04, 2010, 11:37:03 AM »
Quote from: "laz"
9 is the total power as the individual reactor produces 4.5.

Thanks for the feedback it helps me understand the concepts for the various components and connect the dots in what i am designing and how it is implemented into a design.

I'm getting to the stage in my game were I want to develop more specialised kinds of ships for certain tasks.

Sorium harvesters are one such thing. Does this component literally take sorium out of gas giants and convert it to fuel like a mobile refinary for fleets? I am thinking more of a way to find vast amounts of sorium to supply Earth and not rely on a bottleneck and finite source from its Colonies and Asteroid miners that it kindly is using to refine for fuel and supply industry/construction.
If you move a ship with one or more Sorium Harvesters into orbit of a gas giant with Sorium, it will convert the Sorium directly into fuel in its fuel tanks.

Quote
I've discovered a destroyed outpost ruin in a star system. I have the salvager technology that operates at 500 tons. How does this act of salvaging work when it comes to finding old ruins on a planet. Do you simply take a ship equipped with salvaging modules over to the planet or do I have to send it with a scientific xenology team? Does it transit the salvage back to a colony with reseach labs or is this all automatic/abstracted?
You will have to create a Xeno team and transport it to the planet. The Xeno team will try and decipher the alien language in the ruins, which may take a year or too. Once this is translated you may find several abandoned installations. You can send Engineer Regiments to try and recover these. If they are successful, they may turn out to be mines or factories, ship components or a variety of other things.

Quote
In the other thread about listening posts you were saying you develop installations and deploy them via cargo on ships. Is that what PDC's can be used for and deployed like a installation? OR do you have to deploy engineers and construct a base of some sort...tad confused there.
You can build prefab PDCs which appear as a number of PDC components. You can then transport these to another planet and assemble them. Assembly cost is 10% of construction cost and you will need either industrial capacity or engineers to carry out the assembly.

Quote
I still don't have a clue about how to build missiles
I will get around to a tutorial but essentially you choose how many MSP (missile size points) you will devote to the missile for each of several options. For example, a size three missile may have a 1 MSP warhead, 1 MSP fuel and 1 MSP Engine. As you change the size of different components, the overall missile size will change.

Steve
 

Offline dammrebel

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Re: Class Design For Dummies...
« Reply #19 on: January 12, 2010, 10:03:48 AM »
Quote
Finally, the active sensor only has a range of 50k. The resolution means it can track missiles so that would be fine if the ship is intended to tackle missiles as part of a fleet. For independent operations, you will need a long range sensor as well. If you create a sensor with a larger resolution it will be able to see a lot further. For example, a resolution 100 sensor of the same size would have a range of five million kilometers. You probably should try and make it larger as well so you can get the range out to perhaps 30-40 million km at least.


Ahh I came here looking for info on active sensor resolution. So a resolution 0 or 1 can track missiles? If he jumps the resolution to 100 then would he lose that ability as they may be to small to see? Or am I totally misreading what resolution means in this sense?

Jeff
 

Offline Steve Walmsley

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Re: Class Design For Dummies...
« Reply #20 on: January 12, 2010, 10:09:08 AM »
Quote from: "dammrebel"
Quote
Finally, the active sensor only has a range of 50k. The resolution means it can track missiles so that would be fine if the ship is intended to tackle missiles as part of a fleet. For independent operations, you will need a long range sensor as well. If you create a sensor with a larger resolution it will be able to see a lot further. For example, a resolution 100 sensor of the same size would have a range of five million kilometers. You probably should try and make it larger as well so you can get the range out to perhaps 30-40 million km at least.


Ahh I came here looking for info on active sensor resolution. So a resolution 0 or 1 can track missiles? If he jumps the resolution to 100 then would he lose that ability as they may be to small to see? Or am I totally misreading what resolution means in this sense?
No that is exactly right. Here is the relevant section from the tutorial:

Now its time to add an active sensor. Open the Create Research Project window again, using either the Design button on the Economics window or Ctrl-F6 from the main menu. The first item in the Research Project Type list is active sensors, which is useful as that is what we need. There are five dropdowns this time. Lets make the size of the Antenna 2 HS. This increases the Sensor Strength of the component to 20, which our current Active Grav Sensor Strength of 10 multiplied by the 2 HS. In the text area that shows the details of the new active sensor, several of the fields are the same as the engines so I won't bother describing them again. New information includes the chance of destruction by electronic damage (from microwave weapons), the Resolution and the Range. Resolution Zero is actually resolution 1 but it is described as zero because it treats anything less than 1 as equal to 1.

The Range of an active sensor is equal to Resolution x Sensor Strength x 10,000. So by increasing the resolution you can dramatically increase the range. At the moment, the range is 1 (resolution) x 20 (strength) x 10,000 = 200,000 km. Try changing the resolution to 100 (or 5000 tons). Now the range is 20,000,000 km. So why, you are no doubt asking, wouldn't you have the highest resolution possible? Good question!

An active sensor is able to detect any ship of a size that is equal to or greater than its resolution at its maximum range. So this sensor could detect a ship of 5000 tons or greater (size 100) at 20m km. If the target is smaller than the resolution, the maximum detection range is equal to Max Range x (Target Size / Resolution) ^2. So using this sensor against a target that was size 80, the formula would be:

20m km x (80/100)^2 or 20m x 0.8 x 0.8, which equals 12.8 million kilometers

Against a target of size 20 (1000 tons), the max detection range would be 20m x 0.2 x 0.2 or 0.8 million kilometers

Against a missile (size 1 unless it's huge), 20m x 0.01 x 0.01 = 0.002m, or just 2000 km.

So you need to design active sensors based on the role intended for that sensor. An area search sensor might be designed with a large resolution to find large enemy ships while a sensor designed to detect fast attack craft, which are 1000 tons or less would need a resolution of approximately 20. Missile detection sensors are usually resolution zero. In this case, we want a general search sensor so lets stick with resolution 100. If we encounter an enemy that likes to design ships of 4000 tons or 6000 tons we can modify future sensor designs to take the best advantage of an appropriate resolution (80 or 120).

Steve