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Enter system.
With the fleet selected on the Naval Window, click the Launch All button.
Select the new "Strikegroup" fleet.
Configure the standing orders for this fleet that you want to apply to your survey ships.
Give an order to "Divide Fleet into Single Ships", targeting the JP that the fleet is sitting on.
Advance time 5 seconds. The fleet divides into single ships, each with a copy of the standing orders you configured.
Advance time as normal with an increment of at least 1 hour (I think? Maybe has to be 3 hours) for the ships to apply their standing orders.
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General Discussion / Re: How to reduce micro-managing with Grav surveys?
« Last post by AlStar on Today at 03:02:43 PM »
If you're determined to use shuttles/fighters for surveying, I think you're pretty much SoL as far as reducing clicks, unfortunately.

The most hands-off survey ships are full-out exploration ships - massive fuel tanks and maintenance supplies with both sets of sensors. You give them a standing order to explore the next 3 points of interest, give secondary orders to make sure they return to base when low on fuel or over their deployment counter, then all you need to do is move them around whenever they run out of things to scan and you pop them through the next unexplored JP and let them do it all again.
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General Discussion / How to reduce micro-managing with Grav surveys?
« Last post by vorpal+5 on Today at 02:41:14 PM »
I'm using a laborious process to grav survey a system consisting of a shuttle tender with 8x 500-ton shuttles, each with a grav survey component.

My very much click-intensive, and probably un-optimized way of doing the exploration is to detach, one by one each shuttle, then give each of them the standing order to survey the nearest location, with the primary condition that at 50% fuel to get back to the assigned mother ship.

So we are looking at 50+ clicks to set up this. And then "bis repetita", each time one lands and needs to be dispatched again.

So I'm a taker of advice here!
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Do NPRs terraform anything?

I've never seen an alien ship with a terraforming module.
I don't think I've ever seen an alien planet with a terraforming installation (although I have recovered them from ruins).

NPRs do terraform, but usually use ships rather than installations.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by pedter on Yesterday at 05:38:46 PM »
An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.

Thanks, you answered my question! It could have been that a refinery always uses 20 tons per year. Without technology, this leads to 40000 liters a year, but with the next tech, it would be 48000 (so a bonus productivity/efficiency).

Ah, I see now - production would be throughput while productivity would be efficiency. To rearrange the punchline above, the efficiency is fixed and is always 2kL per ton, while the throughput per module or installation improves with technology. Thankfully, once an appropriate sorium giant is found, the efficiency is largely irrelevant.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by pedter on Yesterday at 05:33:37 PM »
Do NPRs terraform anything?

I've never seen an alien ship with a terraforming module.
I don't think I've ever seen an alien planet with a terraforming installation (although I have recovered them from ruins).

I haven't seen any terraforming installations with an NPR either. I have, however, seen an entire line of ships that carry two or three terraforming modules depending on design iteration. I can't confirm if they actually terraform however; they were on the move between jump points when I turned them into wrecks and I didn't checked around to see if any atmospheres had actually received work.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on Yesterday at 01:58:50 PM »
An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.

Thanks, you answered my question! It could have been that a refinery always uses 20 tons per year. Without technology, this leads to 40000 liters a year, but with the next tech, it would be 48000 (so a bonus productivity/efficiency).
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 12:21:29 PM »
Do NPRs terraform anything?

I've never seen an alien ship with a terraforming module.
I don't think I've ever seen an alien planet with a terraforming installation (although I have recovered them from ruins).
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 08:45:09 AM »
An easy one for you veterans!

Is Fuel Production not in fact Fuel Productivity? This would change my priorities ...

Not sure what you mean.

The Fuel Production technology determines the base number of liters per year your race produces with a single Fuel Refinery installation or Sorium Harvester ship module.
Actual production of a given Fuel Refinery is modified by the Production bonus of Planet and Sector governors, as well as the Manufacturing Efficiency Modifier of the population.
Actual production of a given Sorium Harvester ship module is modified by the Mining bonus of the Ship commander and of the appertaining Naval Admin commanders.

Regardless of tech or bonuses, production requires one ton of sorium for every 2000 liters produced.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 08:24:58 AM »
I have a contract for 30 maintenance facilities from Earth to a planet in Epsilon Indi, but the civilians do not follow the contract as in the early stage of the game, can be because of the dangerous rating in Epsilon Indi?

Yes, a civilian ship will not initiate a trade run if the route includes a system with a danger rating above zero.

The danger rating will decline gradually, so long as their is no further hostile activity in that system.

Thank you, there are two values for the danger rating, the one on the left seems the danger value and the one on the right is the protection value? Will the two values change faster if we move military ships in the system?

Correct.
In fact, the danger rating does not have to get to zero (as I misstated above); it just has to not be higher than the protection value.
The protection value of a ship is the PPV value you see in the Class Design window.
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