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Posted by: SpikeTheHobbitMage
« on: July 03, 2020, 06:03:51 AM »

In C# you don't need to worry about providing crew space for parasites.  Hangars automatically provide enough crew space, which is to say that the hangar has a built in crew space requirement and it is defined as being enough for all docked parasites regardless of how many crew the parasites actually have.

In the first post, blue emu said that the default value was not enough for his designs.
Under VB rules it wouldn't have been, but the rules have changed in C#.
Posted by: hubgbf
« on: July 03, 2020, 05:24:42 AM »

In C# you don't need to worry about providing crew space for parasites.  Hangars automatically provide enough crew space, which is to say that the hangar has a built in crew space requirement and it is defined as being enough for all docked parasites regardless of how many crew the parasites actually have.

In the first post, blue emu said that the default value was not enough for his designs.
Posted by: SpikeTheHobbitMage
« on: July 03, 2020, 04:56:33 AM »

In C# you don't need to worry about providing crew space for parasites.  Hangars automatically provide enough crew space, which is to say that the hangar has a built in crew space requirement and it is defined as being enough for all docked parasites regardless of how many crew the parasites actually have.
Posted by: hubgbf
« on: July 03, 2020, 02:03:16 AM »

Hi,

the subject was flight crew berth, not crew berth.
I omit a flight at one point and I have now corrected it.
Posted by: amram
« on: July 02, 2020, 05:30:51 PM »

Crew are determined by the components.

Crew berthing is determined by the deployment. 

That is to say, the number and size of quarters you require for a craft is determined by deployment.  Since the quarters do not add beds, rather, just crew tonnage, and deployment scales crew tonnage, deployment will change the tonnage of your ship, not its crew count.
Posted by: liveware
« on: July 02, 2020, 05:14:46 PM »

I%u2019m not sure that%u2019s entirely accurate.  I have 100 ton fighters with .1 deployment time, and they take two crew, even though any ship with an engine, a weapon, and a fire control should require 3 crew even with very small components.

I have designed 500 ton, engineless, missile defense stations before with zero crew. Even with something like 30x box launchers, a MFC, and a set of passive and active sensors, these stations still had zero crew. I deleted the DB file but I might try and recreate these again soon.

EDIT: See missile defense station below:
Code: [Select]
Ragnar class Orbital Weapon Platform      497 tons       0 Crew       27.1 BP       TCS 10    TH 0    EM 0
1 km/s      Armour 1-5       Shields 0-0       HTK 0      Sensors 0/0/0/0      DCR 0      PPV 3.4
Maint Life 10.34 Years     MSP 40    AFR 99%    IFR 1.4%    1YR 1    5YR 10    Max Repair 1.0 MSP
Magazine 34   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   


Size 1 Box Launcher (32)     Missile Size: 1    Hangar Reload 50 minutes    MF Reload 8 hours
Size 2.0 Box Launcher (1)     Missile Size: 2.0    Hangar Reload 70 minutes    MF Reload 11 hours
Missile Fire Control FC11-R100 (1)     Range 11.7m km    Resolution 100
Missile Fire Control FC20-R500 (1)     Range 20m km    Resolution 500
Missile Fire Control FC2-R1 (1)     Range 2.5m km    Resolution 1
Interplanetary Ballistic Missile (1)    Speed: 100 km/s    End: 7.4d     Range: 64.6m km    WH: 0    Size: 2.000    TH: 0/0/0
Spy Satellite (EM) (1)    Speed: 0 km/s    End: 0m     Range: 0m km    WH: 0    Size: 1    TH: 0/0/0
Spy Satellite (Thermal) (1)    Speed: 0 km/s    End: 0m     Range: 0m km    WH: 0    Size: 1    TH: 0/0/0
Orbital Launch Ballistic Missile (30)    Speed: 200 km/s    End: 47.4m     Range: 0.6m km    WH: 1    Size: 1.000    TH: 1/0/0

Active Search Sensor AS1-R1 (1)     GPS 1     Range 1.3m km    MCR 113.5k km    Resolution 1
Active Search Sensor AS5-R100 (1)     GPS 100     Range 5.9m km    Resolution 100
Active Search Sensor AS10-R500 (1)     GPS 500     Range 10m km    Resolution 500
EM Sensor EM0.1-0.5 (1)     Sensitivity 0.5     Detect Sig Strength 1000:  5.6m km
Thermal Sensor TH0.1-0.5 (1)     Sensitivity 0.5     Detect Sig Strength 1000:  5.6m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction
Posted by: hubgbf
« on: July 02, 2020, 04:45:52 PM »

Aurora automatically assigns Flight Crew Berths at a rate of 20 per Hanger Bay.

But what if I need more than that?


Hi,

While designing my first carrier I noticed that boat bay and hangar deck both generated a 20 flight crew berth.
If you need more flight crew berth, try changing hangar deck with boat bay. It is more expansive, but you can increase your number of flight crew berth.

Hope it helps.
Posted by: mtm84
« on: April 30, 2020, 01:32:34 AM »

I’m not sure that’s entirely accurate.  I have 100 ton fighters with .1 deployment time, and they take two crew, even though any ship with an engine, a weapon, and a fire control should require 3 crew even with very small components.
Posted by: Garfunkel
« on: April 29, 2020, 11:37:08 PM »

you can reduce the deployment time on your fighters which will reduce the large crews.  you have 6 day deployment times on fighters with 20 hour fuel supplies.  With a 2 day deployment time (2.4 times the fuel available) the crew sizes will drop significantly.

I quartered the deployment time (from 6 days to 1.5) and it made no difference at all to the crew requirements.

Crew size isn't determined by deployment time, is it? I thought only life support mass was affected.
You are correct - deployment time only affects how much life support tonnage each crew member requires, it does not affect the amount of crew itself.
Posted by: Cedras
« on: April 29, 2020, 11:58:05 AM »

I misinterpreted that part as 'steve assumes they are sufficent for any fighter we put in there' rather than 'its automagicly sufficient crew space for any ship players put in there'
Posted by: smoelf
« on: April 29, 2020, 11:52:56 AM »

That doesn't specify if 1 flight crew birth = 1 crew or 1 fighters entire crew

It does say that "[t]hese berths are assumed to be sufficient for whatever parasite warships are present." Which means you don't have to worry about additional flight crew berths.
Posted by: Jorgen_CAB
« on: April 29, 2020, 11:48:15 AM »

Steve has said that the mechanic does not work as it did in VB6. You do not have to worry about the number of crew for parasites anymore and the value 20 is only there for show. It does not matter how many crew your parasites actually have as the hangar module assume there is enough space for all of them.

If you find that it works otherwise it should be a bug.
Posted by: Cedras
« on: April 29, 2020, 11:44:29 AM »

That doesn't specify if 1 flight crew birth = 1 crew or 1 fighters entire crew
Posted by: Person012345
« on: April 29, 2020, 11:37:31 AM »

The way I read the change, you don't need more than that. The '20 flight crew berths per hangar bay' are assumed to be sufficient for all parasite ships, so you won't have to fiddle with flight crew berths in order to get the exact amount. Essentially, that process has been abstracted away and replaced by a set '20 crew flight crew berths' per hangar bay.
http://aurora2.pentarch.org/index.php?topic=8495.msg104051#msg104051
Yeah, I'm pretty sure this is how it's intended to work. A "flight crew berth" is presumably a berth for the entire flight crew of one parasite and so if you cram more than 20 parasites into a 1000 ton hanger space then you might have an RP difficulty (I don't think it would affect it mechanically though).
Flight crew birth were handled as 'per crew member' in VB6 and I don't think that changed.
As was posted in one of the previous messages: http://aurora2.pentarch.org/index.php?topic=8495.msg104051#msg104051
Posted by: Cedras
« on: April 29, 2020, 11:36:41 AM »

The way I read the change, you don't need more than that. The '20 flight crew berths per hangar bay' are assumed to be sufficient for all parasite ships, so you won't have to fiddle with flight crew berths in order to get the exact amount. Essentially, that process has been abstracted away and replaced by a set '20 crew flight crew berths' per hangar bay.
http://aurora2.pentarch.org/index.php?topic=8495.msg104051#msg104051
Yeah, I'm pretty sure this is how it's intended to work. A "flight crew berth" is presumably a berth for the entire flight crew of one parasite and so if you cram more than 20 parasites into a 1000 ton hanger space then you might have an RP difficulty (I don't think it would affect it mechanically though).
Flight crew birth were handled as 'per crew member' in VB6 and I don't think that changed.