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Topic Summary

Posted by: skoormit
« on: Today at 08:04:50 AM »

TL;DR:
1) Does a colony governor add half their Logistics bonus to mass driver capacity?
1a) If so, does this only apply to non-CMC colonies?
2) A CMC colony (with minerals being purchased) that also has non-CMC mining assets (surface mines, automines, or orbital modules) flings two packets each day. Is that intended?

Observations:

I have a colony that is a CMC, to which I have added some surface mines (and enough population to work them).

I also added two additional mass drivers.
The colony summary shows the expected Mass Driver Capacity of 15,000 tons.

I am purchasing the minerals from the CMC.

The total mining rate of the colony is about 27.6 kt/yr.
The CMCs make up about 56% of the total. (15 CMCs and 117 mines; 150/(150+117) ~= 0.562).
So that's ~15.5kt/yr from the CMCs, and ~12.1kt/yr from the surface mines.

The colony has a stockpile of 4867 minerals, all of which have reserve levels:
Three are not mined here. Total stock 4827. Each has a reserve level of 999,999.
Four are mined here. Each has 10 stock and a reserve level of 10.

So, all of the stock is reserved.
I would expect the colony to create 15kt of mineral packets per year, and gain stock at a rate of 27.6 - 15 = 12.6 kt/yr.

But this colony is flinging two mass packets per day. (I am running 1-day const cycles.)

One packet each day travels 1000km/s.
The size of this packet varies slightly based on the exact timing of the const cycle, as expected.
Adjusted for const cycle timing, the average packet size implies a yearly rate of ~15.71 kt.

The speed of the other packet each day varies from 1343 to 1347 km/s.
Against with these, the size of the packet varies slightly based on the exact timing of the const cycle, as expected.
Adjusted for the speed bonus (relative to 1000km/s) and also for const cycle timing, the average packet size implies a yearly rate of ~15.03 kt.

The governor has a 10% logistics bonus.
The size of each of the slow packets in flight exactly matches the rounded daily value calculated by adjusting 15.75kt/yr by the length of the const cycle on which that packet was created.
So it seems like the slow packet might be benefiting from a mass driver capacity bonus equal to half of the governor's logistics bonus.

The second packet does not seem to get that benefit.
Maybe the second packet is coming from the CMC, which does not get that bonus?
Posted by: paolot
« on: Yesterday at 10:26:17 AM »

Where can I find the details of a new component that I designed, and while its research is still pending? after some real-life days, I don't remember my decisions during the design.
Posted by: skoormit
« on: August 06, 2025, 08:11:40 AM »

I am trying to turn a population into an automated mining site.
But there are a lot of Infrastructure on the planet (more than 70,000), and the civilian lines are much slower in removing them than picking up the colonists. So, when the colonists are zero, in the Civilian/Flags tab, the option "Destination of Colonists" turns back on, and the civilians bring the colonists again.
How can I deselect the option "Destination of Colonists", when these ones are zero?
The implication "Infrastructures = colonists needed" is not always true, at least for me.

The best workaround i know of is to use SM mode to move the infrastructure to some other nearby body (you can edit installation amounts in the left pane of the Civilian/Flags tab) and have the civs pick it up from there.
Posted by: paolot
« on: August 05, 2025, 11:16:49 AM »

I am trying to turn a population into an automated mining site.
But there are a lot of Infrastructure on the planet (more than 70,000), and the civilian lines are much slower in removing them than picking up the colonists. So, when the colonists are zero, in the Civilian/Flags tab, the option "Destination of Colonists" turns back on, and the civilians bring the colonists again.
How can I deselect the option "Destination of Colonists", when these ones are zero?
The implication "Infrastructures = colonists needed" is not always true, at least for me.
Posted by: MinuteMan
« on: August 01, 2025, 04:22:42 PM »

Regen minerals clears any minerals and ruins, except for bodies with an existing population. It may generate new ruins for bodies that have been cleared, but only in Sol.

The only way I can see the behaviour happening as you describe it, is if you create a colony on each body that generates a ruin, each time you regenerate.

I just tested with 2.5.1
New game, changed no settings.
Enabled SM.
System view
Start hitting regen min.
And as soon as a ruin appears it will always be a ruin.
Sometimes the type of ruin changes, but it seems to stay a ruin.
No additional colonies were made.

So is this a bug or WAI?
Posted by: Steve Walmsley
« on: August 01, 2025, 09:05:21 AM »

Regen minerals clears any minerals and ruins, except for bodies with an existing population. It may generate new ruins for bodies that have been cleared, but only in Sol.

The only way I can see the behaviour happening as you describe it, is if you create a colony on each body that generates a ruin, each time you regenerate.
Posted by: MinuteMan
« on: August 01, 2025, 08:59:49 AM »

In Space Master mode.

When you click "regen min" in the system view.
It regens minerals for all bodies without colonies.

Does it also trigger the "generate ruin" functionality again?

And if a ruin is present on a body, when you click "regen min" the ruin will still be present when minerals change?
Similar thing with ancient constructs?

I don't see this as a bug, just trying to understand.

You need to expand on this a bit.

Meanwhile, for what I know, ruins do not get triggered by the Regen Min, same goes for the construct.
Ruins get generated along with random construct only at a body level using the Create Ruin button.
If a ruin or a construct is in place, by using the same button you will remove them instead.

So far everything is working as intended, hence my need for more info, as it seems to me that you may have encountered different outcomes.

After clicking "regen min" multiple times (maybe 20 times), I noticed that I suddenly had 5 ruins and 2 dormant constructs.
I have a 30% change for ruins. I saw the ruins appear after clicking "regen min" and they were persistent when I kept clicking 'regen min'.

Posted by: Froggiest1982
« on: July 31, 2025, 06:59:12 PM »

In Space Master mode.

When you click "regen min" in the system view.
It regens minerals for all bodies without colonies.

Does it also trigger the "generate ruin" functionality again?

And if a ruin is present on a body, when you click "regen min" the ruin will still be present when minerals change?
Similar thing with ancient constructs?

I don't see this as a bug, just trying to understand.

You need to expand on this a bit.

Meanwhile, for what I know, ruins do not get triggered by the Regen Min, same goes for the construct.
Ruins get generated along with random construct only at a body level using the Create Ruin button.
If a ruin or a construct is in place, by using the same button you will remove them instead.

So far everything is working as intended, hence my need for more info, as it seems to me that you may have encountered different outcomes.
Posted by: MinuteMan
« on: July 31, 2025, 06:04:10 AM »

In Space Master mode.

When you click "regen min" in the system view.
It regens minerals for all bodies without colonies.

Does it also trigger the "generate ruin" functionality again?

And if a ruin is present on a body, when you click "regen min" the ruin will still be present when minerals change?
Similar thing with ancient constructs?

I don't see this as a bug, just trying to understand.

Posted by: skoormit
« on: July 26, 2025, 08:46:39 AM »

Speaking of laser warheads: in the increment in which they detonate and fire (at a ship), are they included as part of "the total MSP of inbound missiles targeted on the ship" for the purposes of triggering decoy missiles?
Posted by: randakar
« on: July 26, 2025, 04:16:45 AM »

Thanks!

We have a crapload of STO to kill and we don't want to damage the planet too much.
Posted by: Steve Walmsley
« on: July 26, 2025, 03:09:05 AM »

When using missiles with Laser warheads for planetary bombardment, do they generate radiation and dust like regular nukes?

Or do they generate reduced amounts of environmental damage, like regular Lasers?

They should act as lasers. If there is radiation, it would be a bug. There are a couple of fixes to laser warheads for v2.5.1.
Posted by: blue emu
« on: July 26, 2025, 01:10:07 AM »

When using missiles with Laser warheads for planetary bombardment, do they generate radiation and dust like regular nukes?

Or do they generate reduced amounts of environmental damage, like regular Lasers?
Posted by: MinuteMan
« on: July 24, 2025, 07:02:42 AM »

You can view the sensor range of an STO unit in the Formation Templates screen; it'll list the maximum sensor range, sensor range vs. missiles, and maximum fire control range.

Code: [Select]
STO PD Gaus R300-100 - 0013
Transport Size (tons) 1 169.5     Cost 221.48     Armour 24     Hit Points 36
Annual Maintenance Cost 28     Resupply Cost 0

40K Twin Gauss Cannon R300-100 Turret
Range 30 000 km      Tracking 16 000 km/s      Damage 1 / 1     Shots 4     Rate of Fire 5
Maximum Fire Control Range 80 000km      Chance to Hit at Max Range 63%
Maximum Sensor Range 2 312 486km      Max Range vs Missile 208 124 km

Duranium  54    Vendarite  48.48    Uridium  8.5   
Development Cost  1 052

This seems correct to me.
Posted by: ExecCrawfish
« on: July 22, 2025, 02:50:12 PM »

You can view the sensor range of an STO unit in the Formation Templates screen; it'll list the maximum sensor range, sensor range vs. missiles, and maximum fire control range.