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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Whitecold on Today at 01:25:35 PM »
Perhaps not a bad idea for the functionality of the damage reduction, actually. Instead of using max SP, use remaining SP as a function of ship size to determine damage stopped. Of course that changes shields from being a Big Ships tool to being something usable on all ships.

I guess I just generally like the idea of shields not competing with armor for defensive ability, but that there is some synergy between the two that makes it advantageous to put both on your ship.
That makes shields way too similar to armor. They would need a massive buff in efficiency to make up for the loss of protective ability at low strength, putting them in conflict with armor.
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The Academy / Re: Production time for shipyad extensions...
« Last post by davidb86 on Today at 12:02:20 PM »
The mod rate is based on the current capacity of the slips in the shipyard.  The build rate is based on the size of the ship you want to construct.  Unless your ship is equal to the slip size (10,000 ton ship being built in a 10,000 ton capacity slip) the build rate will be different than the mod rate
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Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« Last post by bsh on Today at 11:47:18 AM »
Hi,
I've had a very long running and super buggy game, which I tried to fix with SM and DM, and could fix almost all problems. Except for one: when I open the Civilian Shipping window, it takes literally 5 to 10 minutes to open! But once open, it works fine and fast. What could be the reason for that?
I have deleted several hundreds of colony ships of my own civilian shipping lines (and purged their now-empty taskgroups as well) but they still have many hundreds of freighters. And so has the one NPR who's not slaughtered yet. Is this just too many units for the game to handle well? I think I've had games with at least this many ships, if not more, and didn't notice this window to take ages to open before. But I could be wrong.
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C# Aurora / Re: Update on Progress
« Last post by Youtoo on Today at 11:28:45 AM »
Can you please post what percent done ? Its hard to tell from the updates how much work is left to do?
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The Academy / Re: Production time for shipyad extensions...
« Last post by TMaekler on Today at 11:25:45 AM »
Then my copy of Aurora does not what it is supposed to do. It differs between the two building rates (one is at 220, the other is at 277).
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Rabid_Cog on Today at 11:21:11 AM »
Perhaps not a bad idea for the functionality of the damage reduction, actually. Instead of using max SP, use remaining SP as a function of ship size to determine damage stopped. Of course that changes shields from being a Big Ships tool to being something usable on all ships.

I guess I just generally like the idea of shields not competing with armor for defensive ability, but that there is some synergy between the two that makes it advantageous to put both on your ship.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by CheaterEater on Today at 11:06:52 AM »
How about instead of shield levels reducing damage, shields could act like armor instead. Shield points would be distributed over the armor like layers, just as armor is. So if e.g. you have 30-wide armor (of however many layers) and 60 shield points, you would have a 2 layer deep shield on top of the armor. As the shield layers get damage they would fill in gaps but the overall depth would be reduced. If a layer is incomplete the partial layer could recenter onto the incoming damage, or it could be a random distribution of extra shield points (e.g. 30-wide armor, 10 shield points, then each box has a 1/3 chance to be filled subject to summing to 10 boxes).

I think this would be fairly intuitive, and you can just look at your ship's armor stat and see that there are X many layers of shield on top of the armor. This would also make shields better versus small damage weapons (AMMs, gauss) and worse against high-damage and high-penetration weapons (big missiles, lasers). It also has the benefit of graduated  leaking as your shield loses more points and more damage makes it through.
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C# Aurora / Re: Update on Progress
« Last post by Steve Walmsley on Today at 09:08:07 AM »
Thanks for all the suggestions. Now in Melbourne! Several people have suggested Aussie rules (offline as well) so will try to do that and i will definitely visit a few restaurants.

I'll try to get to the other suggestions as well.
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C# Aurora / Re: Update on Progress
« Last post by Steve Walmsley on Today at 09:05:30 AM »
Sydney my neck of the woods mate.

If you feel like a beer you can email me on adam @ varidan.com.au.

Otherwise happy to impart knowledge, eateries, places etc Just let me know what you like.

I'll let you know if I get over there.
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C# Aurora / Re: C# Aurora v0.x Questions
« Last post by Steve Walmsley on Today at 09:01:57 AM »
Aurora tracks objects in VB6 at a granularity of 10cm and in C# at fractions of a millimeter, so a grid system isn't really workable. The coordinate system is based on kilometers but you can go to four decimal places in VB6 while C# uses a 64-bit floating point variable.
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