11
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Caesar on Yesterday at 04:53:09 PM »Cheers! I'll use temporary waypoints, then.
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)?
Now I'm curious what these tank "companies" look likeJust 250-ton things for transport and I'm merging ten of them together to form a tank unit. Probably will add another ten later.
R.I.P. good ol' P-for-pursuit designationI was seriously thinking of going with the older designations, including Pursuit but decided against it as it would have been anachronistic at that point.
I'm curious about why? Usually I find it's easier to keep a fixed ratio between cargo and colony shipsAh 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.
R.I.P. lucky number 13.Space Age America is still superstitious!
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.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.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.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. 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?
but MSPs grow to 147%?!
I think you have to add to the above the PD benefits of beam fighters. While missile fighters can be better in the right circumstances on attack, they have no defensive benefit at all, while at least half the overall value of beam fighters is on defence.