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Topic Summary

Posted by: alex_brunius
« on: Yesterday at 10:26:54 AM »

SJW: Working as intended. Only those components available to use in designs are shown. Components in freighters are not available.
Still a bit annoying for cases where I want to make a design to start retooling a shipyard but my freighter already loaded the components at the front and is on the way for it's 1 year journey home to main SY with them. I know it's an edge case though probably not worth making a special case for.
Posted by: Garfunkel
« on: Yesterday at 03:51:43 AM »

Salvaged alien components that only exist inside cargo holds of freighters (not on any colony) are not shown as available for me in the Class Design list even when you have the "Use Alien Tech" flag set true in Priorities tab.
Not a bug AFAIK, you have to unload components to a colony first for them to be available for design work.
Posted by: alex_brunius
« on: November 08, 2024, 05:45:01 PM »

Salvaged alien components that only exist inside cargo holds of freighters (not on any colony) are not shown as available for me in the Class Design list even when you have the "Use Alien Tech" flag set true in Priorities tab.

SJW: Working as intended. Only those components available to use in designs are shown. Components in freighters are not available.
Posted by: skoormit
« on: November 07, 2024, 06:09:20 AM »

Double-clicking the "Civilian Mining Colony" event (for a new CMC being established) opens the Mining tab of the Econ window with the homeworld selected, instead of with the new colony selected.

SJW: Fixed for v2.6
Posted by: skoormit
« on: November 06, 2024, 06:42:26 AM »

TLDR:
It looks like you are using 1 AU = 1.496 bkm when calculating distance from parent at Aphelion/Perihelion, but 1 AU = 1.5 bkm when calculating current distance.
This results in very slight discrepancies between the Ap/Peri temperatures shown for a body, vs the actual temperatures experienced.
-----------------

Am I correct that DistanceToParent represents the distance to the surface of the parent body, and therefore is the appropriate value to use to calculate temperature?
(Moons use the value of their parent, of course.)

It seems that asteroids are using instead OrbitalDistance (distance to center of parent body).
This gives them very slightly lower temperatures in-game than would be expected by calculation.

It also seems that the aphelion/perihelion temperature calculation is using orbital distance (i.e. not subtracting out the radius of the star) for all bodies (not just asteroids), with the exception of non-asteroids with zero eccentricity.

This leads to a common situation for planets with low (but non-zero) eccentricity (and their moons) where the current surface temp in game is above the displayed min/max temp range.


EDIT: Maybe something even simpler is going on.
For all zero-eccentricity non-moon system bodies (excluding Sol) in my database, the value (as calculated by SQLite) of
Code: [Select]
OrbitalDistance / DistanceToParent
is between
Code: [Select]
1.00267379679165and
Code: [Select]
1.00267379679124
For 8330 of the 8665 such bodies, the value is exactly
Code: [Select]
1.00267379679144
For a body with zero eccentricity, we would expect this ratio to either be exactly 1 for all bodies (if both values convey the distance from center of body to center of parent), or we would expect that ratio to vary significantly from body to body (if one value conveys the center-to-center distance, while the other conveys surface-to-surface or center-to-surface).

Since these ratios vary only a tiny amount, perhaps both values convey center-to-center distance, but some kind of rounding or unit conversion is happening differently in their calculations?

EDIT 2:

I bet it's conversion of km to AU.
1 AU = 1.496e+8 km

If you use 1.5 in one place, and 1.496 in the other, you'd have differences by a factor of
Code: [Select]
1.5/1.496 = 1.00267379679144.

SJW: Great spot! For some reason, I have two constants. AUKM and KMAU, with them set to 1.496 and 1.5. I'll fix it for v2.6. Thanks.
Posted by: ChubbyPitbull
« on: November 05, 2024, 10:14:24 AM »

Not sure if this is a bug, or just a mechanic that needs more clarification in-game, but currently to disassemble a component for tech at a population, there's a pop-up saying it can only be done at a population "with at least one operating Research Facility."

While true, it appears that a corollary to this is you need at least one operating Research Facility that is also fully staffed. At a colony with 2 operating research facilities but suffering a severe workforce shortage, I was not able to disassemble the component, but once I raised the population/remove enough other facilities so that there were enough workers to fully staff one of the Research Facilities I was then able to perform the disassembly.

I think the fully staffed requirement may be intended as you need enough people to analyze an alien component, but the pop-up is misleading in that case.

SJW: Working as intended
Posted by: skoormit
« on: November 04, 2024, 04:35:25 PM »

Double-clicking the "Fighter Construction" event opens the Industry tab of the Econ window with the homeworld selected, even if the event occurred at a different colony.

SJW: Fixed for v2.6. The reason for the similar errors of this type is that the event generation function is overloaded and I haven't always used the full parameter list that allows the correct behaviour in these cases.
Posted by: skoormit
« on: November 04, 2024, 05:39:26 AM »

Ship components in a ship's cargo hold only occupy the space of a single component, no matter how many are there.

I have a fleet with a single ship with 400t cargo space.
I gave an order to load Crew Quarters (50t each) at a colony.
The ship loaded 8 (as expected).

After loading, the fleet's cargo capacity read "400 (350)", indicating that only 50t of space was being used.

I gave another order to load Crew Quarters.
The ship loaded 7.
I now have 15 of these 50t components loaded, despite only having 400t of cargo space.

SJW: Yes, I noticed this in my own game and fixed it.
Posted by: skoormit
« on: November 04, 2024, 05:22:02 AM »

Auto Refit task gets faster each iteration.

I have a 1kt, 2-slip yard that is auto-refitting some fighter scouts.
The slips began the task simultaneously, and I have had no mineral shortages, so the tasks have also been completing simultaneously.

My current FCT_GameLog contains the last eight pairs of completion events, which indicate that the time between refits has been steadily decreasing.

timestamp     Date            H  M   S   seconds     delta
  998452620 08/22/2056 03 57 00 
1002134825 10/03/2056 18 47 05  3682205
1005221275 11/08/2056 12 07 55  3086450    595755
1007692540 12/07/2056 02 35 40  2471265    615185
1009554030 12/28/2056 15 40 30  1861490    609775
1010872480 01/12/2057 21 54 40  1318450    543040
1011583850 01/21/2057 03 30 50    711370    607080
1011853930 01/24/2057 06 32 10    270080    441290

(Note that this task has been ongoing for longer than the log shows. That first completion event above was not the first completion for this Auto Refit task.)

The next refit just started, and was projected to finish in just two days (1-26-2057).
I canceled the task and started a new one, and the projected finish is in 55 days (3-20-2057), which is the expected duration by my calculations:

The cost of the refit task is 43.
The build rate displayed for the task on the Shipyard Task tab is 286.
43/286 * 365 = ~54.9.


Other possibly pertinent info:
The source ship is 471 tons (9.4138 exact size).
The target ship is 500 tons (9.9994 exact size).
My governor's shipbuilding bonus is 30%. No sector.
My race is still at starting shipbuilding rate (400).
The planet has had 100% in all economic modifiers for the duration.

DB attached.
Posted by: skoormit
« on: November 03, 2024, 10:59:29 AM »

In the System Generation and Display window, using Wide View, the colony cost projection panel (bottom right) is blank for moons with no eccentricity around planets with non-zero eccentricity, even though the temperature on such a moon will vary by the planet's distance from the sun.
Posted by: skoormit
« on: November 02, 2024, 04:06:38 PM »

Double-clicking the "Unrest Increasing" event opens the Econ window with the homeworld selected, even if the unrest is occurring at a different colony.

SJW: Fixed for v2.6
Posted by: Steve Walmsley
« on: November 02, 2024, 10:00:44 AM »

How did you do the transfer? I need to remove that option if it exists in game.

I did it with the "Transfer Alien" button on the Ground Forces window.

Thanks - I'll either disable that for transfer to NPRs, or find a way to set a template ID for unknown formations.

EDIT: I've added some code that allows NPRs to analyse any transferred formation and assign them one of their own templates (infantry, armour, STO, Brigade HQ, survey, xeno, construction or decomtamination), depending on the composition of the formation and the designs of the units therein.
Posted by: Steve Walmsley
« on: November 02, 2024, 09:54:00 AM »

Right-clicking on the main map (or the galactic map) and selecting a colony opens the Econ window with that colony selected.
Except sometimes it opens the Econ window with no colony selected.

Of the colonies in my game, it works correctly for:
  • Colonies with non-zero population.
  • Civilian Mining Colonies.
  • Colonies with orbital miners in orbit.

It opens with no colony selected for:
  • Colonies with only ground units and/or a deep space tracking station
  • Colonies with only a mass driver
  • DSPs (I have one with nothing at all, and one with only maintenance capacity)

Quote
SJW: Can't reproduce - working normally for me.

That's so weird.
Just to confirm, if you do this:
1) make a new colony anywhere.
2) right click the colony location on the main map, and select the colony to open it

Then the econ window opens with the colony selected?
For me, the econ window is blank. No colony is selected.

I've just created an empty colony in a random system, then right-clicked that system on the galactic map and clicked the colony. The Economics window opened with that new colony selected.

It is possible there was a bug in v2.5 that I accidentally fixed while working on other things.
Posted by: Louella
« on: November 02, 2024, 09:49:32 AM »

How did you do the transfer? I need to remove that option if it exists in game.

I did it with the "Transfer Alien" button on the Ground Forces window.
Posted by: Steve Walmsley
« on: November 02, 2024, 09:45:16 AM »

What are Function #115 and Function #1658 ?

The error window only says "object reference not set to instance of an object"

GroundCombatSetup and AssignRegimentsToHQs

So if there's an error occurring, what might be happening, is it preventing NPRs building ground units, and would I be able to do anything about it ?

The only thing that I think I might have done that could have caused this, was transferring some ground units to a friendly NPR with the intention of helping them in a ground war against another NPR on the same body. So the NPR might still have some of those ground units left, which they wouldn't necessarily have the right ground force doctrine for.

All NPR ground force formations have something called an Automated Template ID, which provides the AI with the function of that formation for deployment purposes. If you transfer something you designed to an NPR, it won't have that ID, causing the above error when the AI queries the formation.

How did you do the transfer? I need to remove that option if it exists in game.