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Is it the fleet commander's logistic used, or does each ship have its own schedule and speed based on the logistics of its captain?
I recall fleet members being un/loaded in series so every bonus for every ship helps. An unfortunate reality which sacrifices efficiency for reduced micromanagement. It would make me very happy to be proven wrong on this point so please do if able.

Get ready to be happy.
Ships in a fleet load in parallel, and the overall load/unload time of the fleet is just the maximum time of any single ship in the fleet.
Ship commanders only modify the time for their own ship.
Therefore, in a fleet where all the ships have the same unmodified load/unload time, the net time bonus will be based on the ship commander with the smallest logistics bonus (and other bonus sources, as usual).
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Spoilers / Re: Chance of recovering tech
« Last post by Andrew on Today at 09:12:48 AM »
I do not recall recovering and tech directly but I have from higher tech level ruins recovered systems which are much higher tech than mine and indirectly gained tech by dissasembing those components
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Spoilers / Re: Chance of recovering tech
« Last post by nuclearslurpee on Today at 09:09:38 AM »
I believe this along with the "advanced" beam weapon variants from the VB6 days are no longer in the game, although they can be added with some light DB modding.
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Spoilers / Chance of recovering tech
« Last post by welchbloke on Today at 08:12:18 AM »

What is the chance of recovering compressed fuel tech from ruins and what installation is it linked to? I'm assuming you can still do so as I haven't had this many ruins in a long time - I'm playing a ruin rich game at the moment and have recovered thousands of installations but have yet to uncover any tech from recovering them.


Welchbloke
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Reading Steve's note, I'm not sure if this is a drawback or a bonus to have a small hydro extent? It seems to contribute to CC but so it's a problem?
Yes. The CC penalty is 2 at 0% at 0 at 20%.

Is it the fleet commander's logistic used, or does each ship have its own schedule and speed based on the logistics of its captain?
I recall fleet members being un/loaded in series so every bonus for every ship helps. An unfortunate reality which sacrifices efficiency for reduced micromanagement. It would make me very happy to be proven wrong on this point so please do if able.

What would an EXO on an orbital miner or jumpgate constructor do? It seems to do nothing so far for me, so perhaps I'm missing something!
Nothing as far as I know. With all surveyors being military vessels in C+ I don't think any of the extra control spaces will meaningfully contribute to commercial vessels. Perhaps commercial vessels that find themselves in combat situations such as [drop] troop transports could benefit from the training bonus of the Auxiliary Control or the engineering bonus of the Main Engineering but overall it doesn't seem worth it.
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Does water do anything special for the planet, to have some?

Hydro extent (or lack thereof) contributes to colony cost if not above 20% and liquid: https://aurora2.pentarch.org/index.php?topic=8495.msg101987#msg101987

Above 75% hydro extent the population capacity of the body starts to suffer: https://aurora2.pentarch.org/index.php?topic=8495.msg100078#msg100078

Reading Steve's note, I'm not sure if this is a drawback or a bonus to have a small hydro extent? It seems to contribute to CC but so it's a problem?

Questions:
When you have a fleet with several commanders having a logistic bonus, how is it factored when unloading stuff? Is it the fleet commander's logistic used, or does each ship have its own schedule and speed based on the logistics of its captain? This means that for a fleet of many freighters, chances are you end up with a 0% bonus.

What would an EXO on an orbital miner or jumpgate constructor do? It seems to do nothing so far for me, so perhaps I'm missing something!
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by pedter on Today at 12:41:10 AM »
I have two NPRs warring with each other; they may have originally shared a homeworld (or at least a home system) and are entirely on top of one another as a result. This in itself is not a problem, as the initial combat interrupts signified destruction of interrupt sources. However, as this has now been going on for months I've done some digging in the database to determine the source. I've tracked it down to one NPR sitting at a jump point flipping their sensors on and off every 15-30 minutes while the other NPR's homeworld detects those sensors with deep space tracking stations and generates interrupts. Combat has not occurred in more than a month according to FCT_GameLog; only hostile contact updates remain when cross-referenced with interrupt sources in DIM_EventType.

I have tried normal, none, and automatic detection settings with no change in interrupts and I do not have a jump path to the system for my military to "force" the NPR to stop toggling their sensors constantly like an idiot. Is there an easy way I'm missing to halt these interrupts without editing the database? If not, what would be the least invasive way to halt the interrupts?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by AlStar on Yesterday at 03:20:38 PM »
Random question of the day. I've captured my first ever ship through boarding action. I now have the remnants of 8 different marine companies on board but no way to get them off the ship as there aren't any troop bays on the ship. How do I get my marines off so I can give them a victory march?

Welchbloke
When using a fleet that has open troop bays (ideally, the ships that started the boarding action), target the fleet that has the boarded troops on it. There'll be an order available to retrieve your boarders.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by welchbloke on Yesterday at 02:43:26 PM »
Random question of the day. I've captured my first ever ship through boarding action. I now have the remnants of 8 different marine companies on board but no way to get them off the ship as there aren't any troop bays on the ship. How do I get my marines off so I can give them a victory march?

Welchbloke
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by welchbloke on Yesterday at 02:40:19 PM »
Also, some projects have names that are so long that you can't see the appended part in the list.
Example: "Max Tracking Time for Bonus vs Missiles: 30 Second..."

The same is true for the industry tab, it would be useful to be able to see the full text without it being appended - maybe a tooltip on hover over the text? I really struggle to work out which ship components I'm building sometimes!
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