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Topic Summary

Posted by: kyonkundenwa
« on: Today at 01:41:31 AM »

Reading Steve's note, I'm not sure if this is a drawback or a bonus to have a small hydro extent? It seems to contribute to CC but so it's a problem?
Yes. The CC penalty is 2 at 0% at 0 at 20%.

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.

What would an EXO on an orbital miner or jumpgate constructor do? It seems to do nothing so far for me, so perhaps I'm missing something!
Nothing as far as I know. With all surveyors being military vessels in C+ I don't think any of the extra control spaces will meaningfully contribute to commercial vessels. Perhaps commercial vessels that find themselves in combat situations such as [drop] troop transports could benefit from the training bonus of the Auxiliary Control or the engineering bonus of the Main Engineering but overall it doesn't seem worth it.
Posted by: vorpal+5
« on: Today at 12:57:15 AM »

Does water do anything special for the planet, to have some?

Hydro extent (or lack thereof) contributes to colony cost if not above 20% and liquid: https://aurora2.pentarch.org/index.php?topic=8495.msg101987#msg101987

Above 75% hydro extent the population capacity of the body starts to suffer: https://aurora2.pentarch.org/index.php?topic=8495.msg100078#msg100078

Reading Steve's note, I'm not sure if this is a drawback or a bonus to have a small hydro extent? It seems to contribute to CC but so it's a problem?

Questions:
When you have a fleet with several commanders having a logistic bonus, how is it factored when unloading stuff? 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? This means that for a fleet of many freighters, chances are you end up with a 0% bonus.

What would an EXO on an orbital miner or jumpgate constructor do? It seems to do nothing so far for me, so perhaps I'm missing something!
Posted by: pedter
« on: Today at 12:41:10 AM »

I have two NPRs warring with each other; they may have originally shared a homeworld (or at least a home system) and are entirely on top of one another as a result. This in itself is not a problem, as the initial combat interrupts signified destruction of interrupt sources. However, as this has now been going on for months I've done some digging in the database to determine the source. I've tracked it down to one NPR sitting at a jump point flipping their sensors on and off every 15-30 minutes while the other NPR's homeworld detects those sensors with deep space tracking stations and generates interrupts. Combat has not occurred in more than a month according to FCT_GameLog; only hostile contact updates remain when cross-referenced with interrupt sources in DIM_EventType.

I have tried normal, none, and automatic detection settings with no change in interrupts and I do not have a jump path to the system for my military to "force" the NPR to stop toggling their sensors constantly like an idiot. Is there an easy way I'm missing to halt these interrupts without editing the database? If not, what would be the least invasive way to halt the interrupts?
Posted by: AlStar
« on: Yesterday at 03:20:38 PM »

Random question of the day. I've captured my first ever ship through boarding action. I now have the remnants of 8 different marine companies on board but no way to get them off the ship as there aren't any troop bays on the ship. How do I get my marines off so I can give them a victory march?

Welchbloke
When using a fleet that has open troop bays (ideally, the ships that started the boarding action), target the fleet that has the boarded troops on it. There'll be an order available to retrieve your boarders.
Posted by: welchbloke
« on: Yesterday at 02:43:26 PM »

Random question of the day. I've captured my first ever ship through boarding action. I now have the remnants of 8 different marine companies on board but no way to get them off the ship as there aren't any troop bays on the ship. How do I get my marines off so I can give them a victory march?

Welchbloke
Posted by: db48x
« on: Yesterday at 12:49:23 AM »

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.
Posted by: pedter
« on: May 23, 2024, 11:36:19 PM »

Does water do anything special for the planet, to have some?

Hydro extent (or lack thereof) contributes to colony cost if not above 20% and liquid: https://aurora2.pentarch.org/index.php?topic=8495.msg101987#msg101987

Above 75% hydro extent the population capacity of the body starts to suffer: https://aurora2.pentarch.org/index.php?topic=8495.msg100078#msg100078
Posted by: vorpal+5
« on: May 23, 2024, 11:27:16 PM »

Does water do anything special for the planet, to have some?
Posted by: paolot
« on: May 23, 2024, 07:02:38 PM »

Quote
To move a surface mine, you need 25kt of cargo hold ...

True. But you can use civilian shipping lines to move installations and colonists between colonies.
Apart starting Infrastructures and Colonists, and very few mines or AMs, I let civilians do so, while my cargo ships get minerals from bodies: when there are many mines or AMs on a location, I find the minerals flow towards the industry planets is higher using cargo ships than mass drivers.
Posted by: skoormit
« on: May 23, 2024, 10:28:59 AM »

for a system to be eligible for CMC spawning, it must have at least one colony with a population of at least 10M.
does this only count surface population? or does Ark module population count?
Posted by: skoormit
« on: May 23, 2024, 10:18:54 AM »

Stating the obvious probably, but often even the obvious escapes me ;D

The cheapest way to extract minerals: manual mines. Then, Orbital Miners, but they are restricted to small bodies (can the body be populated? AM are fine though). And finally, the costliest option, Auto-mines.

I'm asking because I'm just starting with OM and it seems like a good middle ground. Although you need tugs to move them, and they can't be refitted unless you have a shipyard for them, which I don't.

Orbital Miners are the best way to mine.
You get the same productivity as a surface mine for the same cost, but it is 20% the size and does not require population to run.

The overhead cost to put the modules on an armorless space station is minimal.
The cost of a simple 5-module station is 86.7% modules. So the cost of overhead is about 15.3% of the cost of the modules.
The cost of a 50-module station is 88.6% modules. ~12.8% overhead.

The savings is in the cost of transportation.
To move a surface mine, you need 25kt of cargo hold, which runs empty in one direction.
To tug a 5-module orbital mining station, take the cargo hold off of your freighter, and replace the cargo shuttle bay with a tractor beam.
The outbound haul will be at roughly the same speed as before. The return trip will be faster. How much faster depends on the size of your tug relative to the station. Assuming roughly 1:1 size, the return leg is at 2x the speed of the outbound leg.
You now have a smaller and cheaper ship moving 5 times the mining capability in round trips that take ~25% less time, and which do not have to be accompanied by even more ships carrying population and infrastructure.
Posted by: pedter
« on: May 23, 2024, 04:19:47 AM »

2. I don't see any tech I can research to create a Sector Command. Where is it hidden?
2.  Is Improved Command and Control, I think in Logistics but it could be construction

Confirming that it's in Logistics rather than Construction / Production.

1. Does water in the atmosphere do something special? I'm injecting some for good measure...

Water vapour in the atmosphere is part of the water cycle and shows up based on hydro extent, temperature, and total pressure; you can control hydro extent of a body by adding or removing water vapour with terraformers. Below -28C hydro extent and water vapour freeze solid and out of the atmosphere respectively, above +100C the hydro extent boils off and exists entirely in the atmosphere as water vapour, and between the two you'll have some vapour in the atmosphere and some on the ground as hydro extent with higher total pressure resulting in higher water vapour partial pressure.

You may still find different values than -28C (I've also seen -17C, -18C, and -27C, but Titan just melted at -28C) from older sources but that is the v2.5.1 temperature at which ice sheets spontaneously melt and begin to evaporate into the atmosphere as the water cycle takes over. Some of how water vapour, liquid water, and solid ice move about can be found in the change log: https://aurora2.pentarch.org/index.php?topic=12523.msg155204#msg155204
Posted by: Andrew
« on: May 23, 2024, 03:37:55 AM »

2.  Is Improved Command and Control, I think in Logistics but it could be construction
Posted by: vorpal+5
« on: May 23, 2024, 03:27:12 AM »

Questions, always questions!

1. Does water in the atmosphere do something special? I'm injecting some for good measure...
2. I don't see any tech I can research to create a Sector Command. Where is it hidden?
Posted by: ISN
« on: May 22, 2024, 02:37:41 PM »

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

I'm looking forward to seeing what the maps end up looking like with the change!