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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Today at 05:06:45 AM »
On the Movement Orders tab of the Naval Organization window, the "Delete Template" button and the "Delete" (fleet) button are right next to each other.
This positioning, despite the subsequent confirmation dialog, leads to me occasionally deleting a fleet when I intend to delete a template.

I think mistakes would be less likely if the second button were labeled "Delete Fleet."
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by pedter on Yesterday at 11:41:54 PM »
A civilian cargo vessel has taken orders to carry a genetic modification centre but is unable to do so because its cargo hold is already full. It is now generating auto-turn-pausing interrupts because it cannot load. Presumably the underlying logic should not have allowed this so I'll file it as a bug. SM mode did not allow me to remove its orders nor empty its cargo so I have had to delete the vessel entirely instead.

Standard info dump:
- Conventional start
- Real stars
- US decimal and time formats (I have not reconfigured for UK standards)
- Approximately 85 years into the campaign
- Campaign started and running on v2.5.1 (no mods or DB edits ever)
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by db48x on Yesterday at 04:47:58 PM »
I think I copied the code after fixing it.

Ah, that explains it. Fair enough.

I need a temporary list because I don't want to modify the KnownSystems list.

Huh. It may be that C# works differently than I expected, but the docs don’t indicate that the OrderBy method modifies the underlying list.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Droll on Yesterday at 03:16:20 PM »
I think I copied the code after fixing it.

Code duplication detected, billions must die.  ;D
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Spoilers / Re: Chance of recovering tech
« Last post by Droll on Yesterday at 03:14:52 PM »

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

Each installation type has a specific chance of also giving tech of an appropriate type. For example, if you recover a mine, there is a 1 in 300 chance of improving mining tech. The exception is research labs, which have a 1 in 5 chance of returning a random tech. However, this is limited to the tech level of the ruin race. So if you have manage to roll for the mining tech for example and you already have equal to or better tech than the ruin race, you won't get anything.

So in the context of the original question - Would recovering a fuel refinery have a small chance of recovering compressed fuel tech?
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Yes, you are correct.

Here is the relevant code:
 
Code: [Select]

PossibleSystems = KnownSystems.Values.Except(CurrentSystems).OrderBy(x => Math.Pow(x.X - StartSystem.RealSystem.X, 2.0) + Math.Pow(x.Y - StartSystem.RealSystem.Y, 2.0) + Math.Pow(x.Z - StartSystem.RealSystem.Z, 2.0)).ToList();


The + should be -, as you stated above. Its been like this since C# launched and you are the first person to figure it out :)

I think correcting it is better than leaving as is, as it will be easier to understand what is happening.

Am I missing something? That looks like the right distance formula to me, with minus signs in the correct place.

As an aside, are you sure that you need to call ToList() there? OrderBy returns an IOrderedEnumerable, which you can directly enumerate over with a foreach loop. Calling ToList() will allocate a new List and copy the (sorted) elements into it. Then after the loop the List will be thrown away. Seems like wasted effort, but I have only a passing acquaintance with C# and could be wrong.

I think I copied the code after fixing it.

I need a temporary list because I don't want to modify the KnownSystems list.
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Spoilers / Re: Chance of recovering tech
« Last post by Steve Walmsley on Yesterday at 11:35:38 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

Each installation type has a specific chance of also giving tech of an appropriate type. For example, if you recover a mine, there is a 1 in 300 chance of improving mining tech. The exception is research labs, which have a 1 in 5 chance of returning a random tech. However, this is limited to the tech level of the ruin race. So if you have manage to roll for the mining tech for example and you already have equal to or better tech than the ruin race, you won't get anything.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 09:20:56 AM »
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 Yesterday 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 Yesterday 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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