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Messages - Bgreman

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C# Aurora / Re: C# Aurora Changes Discussion
« on: May 05, 2016, 01:14:26 PM »
I was alerted that you'd started (finally! :P) working on a C# port and had to come take a look.  Looks amazing.

BTW For those familiar with C#, I have found one of the major advantages over VB6 (beyond the obvious advantages) is using LINQ and Lambda expressions to retrieve data from collections - very useful and powerful.

The Aurora Viewer stuff I wrote uses LINQ and lambdas heavily.  Something I eventually wanted to do was to have actual json-serializable classes to represent all the entities I use, rather than just pulling primitives out of the DB and writing raw json.

Something I was thinking based on some of the feedback you've received about the class design window:  Rather than having to flip back and forth between available and installed components, why not just have the number of installed components appended to the treeview item.  Add with click, remove with shift-click, or even buttons on the treeview item itself.  Add or remove 5 by also holding CTRL.

For "Ships in Class" it would be nice if launch date would show for civilian ships.  The value is in the DB, it just doesn't get populated in the UI for civ-owned vessels.

Mechanics / Re: Performance impact of construction cycle time?
« on: February 05, 2015, 03:38:12 PM »
I also use 100,000, though in retrospect it might have been wiser to just go with 86,400.

The Academy / Re: Mines on survey points?
« on: February 05, 2015, 03:34:01 PM »
The other thing to consider is that the survey points are a game artifact.  Realistically they could be oriented anywhere, as in you could survey any arbitraily laid out pattern that covers the volume you are searching (so they could be rotated in a plane by essentially any angle).  So mining them is effectively just exploiting the game mechanic.  It's a solo game so doing it or not is up to the player but it hardly makes any sense to do so. 

I've always interpreted the survey points as being laid out in a fixed orientation that establishes the long-sought-after inertial reference frame, at least for the given star.  Some of the fluff for my LP is heavily based on this concept.

Mechanics / Re: Event Log question
« on: October 10, 2014, 02:31:08 PM »
Then it is NPR vs NPR as SM doesn't show those.

Designer mode does, if one has the password for it.

Aurora Bugs / Re: Official v6.40 Bugs Reporting Thread
« on: October 10, 2014, 12:53:36 PM »
There is a male/female column in the database, but as far as I know, the code does not reference it.

This is correct.  Moreover, many of the name themes do not include male/female information at all, so all commanders are generated as male.

The Academy / Re: half speed for carriers?
« on: October 10, 2014, 12:49:45 PM »
So I guess double bug.
1) Have enough MSP, but game thinks not.
2) Overhaul did not repair damaged engine

Neither of these are bugs. 

1) Max repair is the most expensive single component failure cost.  When a maintenance failure occurs, it costs the component's original BP cost to instantly fix it.  If you don't have that amount of MSP on hand when the maintenance failure occurs, the component becomes destroyed.  At that point, it costs DOUBLE to repair via damage control, i.e. 900, and you don't have that capacity.

2) Overhauls do not repair ships.  They just rewind the maintenance clock.  To repair the vessel, you'll need to use a shipyard.

The Academy / Re: Detailed System Export?
« on: August 22, 2014, 01:18:33 PM »

Probably requires .NET 4.0.  Run it from the command line, follow the prompts, and it'll spit out your system and planet scripts.  You'll need to put those in the appropriate catalog directories within your SE install and update universe.cfg.

Aurora Suggestions / Re: Scaling of components
« on: August 18, 2014, 10:44:16 AM »
On related note, armor does not seem to make a difference in the design of the magazines

That dropdown does nothing.  The game always uses your best armor tech when designing magazines.

The Academy / Re: Detailed System Export?
« on: August 18, 2014, 10:30:29 AM »
I know bgreman figured out how to do this for his Somethingawful Let's Play.  I don't remember if his solution required DB access though.  Sorry I couldn't be more specific.

Not sure if this repo is visible or not, but Kobata originally wrote this, and I've heavily modified it:

If it's not visible, I can put a binary up for download.  It does require the DB password.

Aurora Suggestions / Re: Suggestion: AMM doesn't need warhead
« on: July 31, 2014, 10:12:37 AM »
Technically, since acceleration is infinite in Aurora, mass must be 0 for the sake of momentum. Therefor, kinetic energy would be 0 as well, or very close to 0. Ramming in TN would require a VERY large ship to do so effectively and velocity would have virtually no impact.

I don't think picking and choosing which real-world physical principles apply is all that meaningful.  Infinite acceleration isn't really possible in the first place, so trying to derive other Aurora physics from that as a first principle doesn't make much sense.  If you're going to handwave one aspect, might as well handwave whatever else is necessary.  Trying to create internal consistency when there is none is weird.

Put another way, F = m*a no longer seems to apply at all, hence "Trans-Newtonian."

The Academy / Re: Event messages on the system map
« on: July 07, 2014, 06:19:51 PM »
Events on the System Map has been an option since long before I started playing in v5.6.  It's a tickbox on the main "Display" pane on of the System Map Controls.  I believe it reflects the same filter settings as on the regular Event Window.

Aurora Suggestions / Re: Semi-Official 6.x Suggestion Thread
« on: July 07, 2014, 05:31:08 PM »
I'm deliberately quoting this out of context to make a specific point. 

Aurora does not use (ie deliberately ignores) Newtonian movement mechanics. So there is not thrust for movement, muchless thrusters for maneuvering.  The movement model is functionally inertialess.  This is why ships stop when they run out of fuel instead of drifting on the last vector and there is not tech to compensate for high levels of inertia.

If and when Newtonian Aurora is released this will change.

I've always interpreted it as the ships ARE under thrust, but are interacting with the fluid-like Trans-Newtonian dimension(s), which provide(s) some kind of drag.  Pretty sure this was in Steve's fluff somewhere, maybe one of his earlier write-ups.

Found it:

History of the Commonwealth of Free States

Up until 2020, space exploration consisted of unmanned probes with little financial support for manned missions. China sent a manned mission to the moon in 2018 but abandoned further missions to concentrate on earthly expansion. After the carnage of the China Wars, the three superpowers turned to space to try to gain an edge over each other in future conflicts. The smaller powers followed suit, determined not to be left behind. In 2036, a commonwealth science team examining the possibilities of several outlandish propulsion systems made a startling discovery; the existence of another dimension, close to our own, but with radically different physical laws, the most significant difference being that space-time in the other dimension had the properties of a fluid rather than a vacuum
Although they could not find a way to move from our own reality into the nearby universe, the theoretical work of the scientists resulted in the discovered of previously unknown elements with strange compositions that seemed to be affected by the presence of this universe. Unfortunately, almost all of the elements were only found within the molten core of the planet and would require significant effort to access. Given the significance of the discovery, sufficient funds were quickly made available and core mining techniques developed. Once in the possession of sufficient quantities of the minerals, the scientists discovered the minerals somehow intruded into the space-time of the alternate dimension and that spacecraft built from these elements would be affected by some of the physical laws of that universe. They theorized that this would allow spacecraft to turn in space like ships in water but it would also quickly slow them to a stop if their engines ceased operating. A secondary effect was that the mass of such a ship would be dramatically reduced allowing much higher speeds from conventional power systems. Finally, it was discovered that sensors and communication systems constructed from some of the new elements could send energy signals through the other dimension at a speed much greater than light. Within a solar system, communication and sensors would effectively be real time.
This breakthrough meant that long range system exploration was finally a reality and the Commonwealth began diverting more and more funds to building a space-based capability. Such a discovery could not remain secret for long through and within a year, the other nations of the world learnt of the newly discovered dimension and the existence of the minerals, now known as Trans-Newtonian Elements, and began building their own shipyards and factories to support the exploration and exploitation of nearby space.
Two years later, the same team made two new discoveries, the first amazing and the second apocalyptic. Using new gravitational sensors developed from Trans-Newtonian Elements, the team discovered a number of gravitational fluctuations throughout our own space-time with no obvious cause. They theorized that these fluctuations might be caused by the existence of invisible wormholes forming between the gravitational wells of stars and that study of the gravitational fluctuations in a star system would provide the locations of these wormholes. Experimentation with the creation of tiny wormholes provided exactly the readings expected and the scientists informed the Commonwealth government that travel between star systems might be possible if the wormholes could be located and a way found to open them. Work began immediately on ship-based sensors to detect the wormholes and an engine capable of opening a wormhole and taking a ship through it.

Emphasis mine.

Aurora Chat / Re: Origin of fleet doctrines for Aurora
« on: June 18, 2014, 12:15:51 PM »
To take things to the other end of the spectrum, in The Coldest War, ships are actually quite small even by Aurora standards.  The Federation rolled out a bunch of meson-armed "corvettes" of 1450 tons.  The UN has a number of ship classes, with "destroyer escorts" being sub-2000 tons, "destroyers" being between 2000-5000 tons, a run of 5100  ton "cruisers," and some 7150 ton "monitors."

The reason for this is that both factions started conventionally, but the arms race that ensued immediately prioritized getting ANY armed ships out ASAP, no matter the size.  Combine this with a relatively slow pace of play (we're only about 12 years in, with the state-of-the-art being ion engines), and you wind up with pretty small, limited-functionality ships compared to the impressive multi-role megavessels posted above.

So not everyone is cleaving hard to the schema in the OP.  I'd wager that not even most people are.  It could just be most people who actually show up here to talk about it.

Pulsar 4x / Re: Pulsar 4X
« on: June 17, 2014, 02:17:41 PM »
Oh, no, he's using data binding.  Binding the contents of the ListBox to a dictionary's keys.  That's probably a better pattern, doesn't entangle the model with the view nearly as much as otherwise.

Pulsar 4x / Re: Pulsar 4X
« on: June 17, 2014, 12:34:02 PM »
I'll look into that, tag does seem to be there, but it appears to be for the entire listbox as a whole, rather than an entry by entry case. In any event se5a's solution seems like the best and most accessible one at the moment, so if and when I revisit orders, if it hasn't already been done I'll put that in there.

ListBoxes and ComboBoxes store ObjectCollections instead of an array of strongly typed items.  This basically means you could stuff anything you want in them.  What's displayed in the ListBox or ComboBox is generally the result of the object's ToString().  So you could create a strongly-typed Order class and stuff a bunch of those in.  The Order object itself would know what kind of order it is through internal logic, so you don't have to figure that out externally.  Just grab your SelectedItem, cast it back to Order, and then use that object as necessary in your order parsing logic.

This might be what se5a did, I haven't actually looked at any of the code.

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