Author Topic: Ship Design Woe, possible Bug.  (Read 1243 times)

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Offline mrwigggles (OP)

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Ship Design Woe, possible Bug.
« on: February 01, 2010, 05:53:17 PM »
I have a ship that weighs 4700t.

I designed a Jump Drive that has a max tonnage of 5700t, and weighs 950t.

When I place it on the ship, the weight isn't the expected 5650t, but its 5800t. An additional 1100t, instead of designed 950t. Where is the extra 150t coming from?
 

Offline AtomikKrab

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Re: Ship Design Woe, possible Bug.
« Reply #1 on: February 01, 2010, 06:17:54 PM »
Armor is the most likely culprit, check how much you put on the ship, but it sounds like you added 100+ tons of armor as well
 

Offline mrwigggles (OP)

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Re: Ship Design Woe, possible Bug.
« Reply #2 on: February 01, 2010, 06:55:33 PM »
That sounds like the culprit.

Any mathical mystical formula I can use to take that into account?
 

Offline sloanjh

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Re: Ship Design Woe, possible Bug.
« Reply #3 on: February 01, 2010, 08:42:22 PM »
Quote from: "mrwigggles"
That sounds like the culprit.

Any mathical mystical formula I can use to take that into account?

It goes like the thickness * surface area of ship, assuming that the ship is a sphere, but it's been ages (and a couple of board loss-of-contents) since Steve posted it, and that was before the new armor rules.

The easiest way to do this is to "fake" the jump drive with dead space (e.g. fuel/hanger/whatever) that occupies the same tonnage.  Then the armore will work itself out.

John

PS - I hope you at least gave your naval architects a last meal before taking them out and shooting them :-)
 

Offline mrwigggles (OP)

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Re: Ship Design Woe, possible Bug.
« Reply #4 on: February 02, 2010, 02:48:37 AM »
Quote from: "sloanjh"
Quote from: "mrwigggles"
That sounds like the culprit.

Any mathical mystical formula I can use to take that into account?

It goes like the thickness * surface area of ship, assuming that the ship is a sphere, but it's been ages (and a couple of board loss-of-contents) since Steve posted it, and that was before the new armor rules.

The easiest way to do this is to "fake" the jump drive with dead space (e.g. fuel/hanger/whatever) that occupies the same tonnage.  Then the armore will work itself out.

John

PS - I hope you at least gave your naval architects a last meal before taking them out and shooting them :-)

Bleh, since its a reorganized UN into the intergaltic international authorty (cheesiness on purpose.) the universal human right thing doesnt let that happen. 8/
 

Offline Steve Walmsley

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Re: Ship Design Woe, possible Bug.
« Reply #5 on: February 02, 2010, 07:58:53 AM »
Quote from: "sloanjh"
Quote from: "mrwigggles"
That sounds like the culprit.

Any mathical mystical formula I can use to take that into account?

It goes like the thickness * surface area of ship, assuming that the ship is a sphere, but it's been ages (and a couple of board loss-of-contents) since Steve posted it, and that was before the new armor rules.

The easiest way to do this is to "fake" the jump drive with dead space (e.g. fuel/hanger/whatever) that occupies the same tonnage.  Then the armore will work itself out.

John

PS - I hope you at least gave your naval architects a last meal before taking them out and shooting them :-)
There is a detailed explanation of the armour system in part 4 of the Tutorial: viewtopic.php?f=101&t=1955

Steve