Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: xeryon
« on: March 20, 2013, 08:18:31 AM »

Without using any hard numbers my internal logic:
I think that fuel being #1 concern is spot on.  If I may use current spaceflight doctrine as the seed idea.  The primary element in spacecraft development today is the transportation of enough fuel to get you anywhere productive.  If we contemplate how much fuel is expended in getting a craft just the size of the Shuttle (4.4m lbs, with only a payload capacity of 65000 lbs) off of the surface to LEO it stands to reason that getting a craft of the scale represented in Auroa to move around in space would also be astronomical.
Posted by: davidr
« on: March 20, 2013, 08:13:08 AM »

SteelChicken,

Yes but even on Commercial Ships the crew time on duty increases and to be fair to the personnel you control , even commercial personnel should be given shore leave after,say,every 24 months to reduce the time shown spent in space .

DavidR
Posted by: Zed 6
« on: March 19, 2013, 04:57:08 PM »

The main thing you need to consider for v6.21 or later is that you need to produce a lot more fuel in the first place. For example, the British Empire is my current game has ten freighters with one hold and fifteen freighters with two holds, or the equivalent of four of your giant freighters. I also have twenty-four 82,000 ton fuel harvesters in addition to my planetary-based refineries. Start building-up your fuel-producing infrastructure early in the game. There are a lot more gas giants now with good accessibility Sorium and the intention is that they should be the source of the majority of your fuel.

Before 6.21 fuel was not much of a concern and that was probably not right. Now it seems fuel has become the #1 overriding concern, at least for me and I don't necessarily think that's right either. I think the pendulum has swung too far the other way on fuel consumption. Just my opinion.
Posted by: Konisforce
« on: March 19, 2013, 09:47:42 AM »

As an aside , does anyone bother with duty time / crew morale on their commercial ships . I have Fuel Harvesters that take from 18-24 months to fill 90% of their bunkers. After they have dropped 90% of the fuel off at Earth I have to let them wait for about 3 months in Earth's orbit to reduce the duty time of the crew to zero before sending them out to mine Sorium once more.

DavidR

I usually make my asteroid miners / sorium harvesters with a 24 month crew time, but that's for vague RP / handwavium reasons.  Even with that I never bring them home for shore leave.  Civilian fleet-support ships usually get a similar crew time to their fleets and hang out with them for shore leave anyway.
Posted by: Nightstar
« on: March 19, 2013, 08:50:28 AM »

Well, most commercial ships. Geosurvey craft need to keep their morale up.
Posted by: SteelChicken
« on: March 19, 2013, 08:40:24 AM »

As an aside , does anyone bother with duty time / crew morale on their commercial ships . I have Fuel Harvesters that take from 18-24 months to fill 90% of their bunkers. After they have dropped 90% of the fuel off at Earth I have to let them wait for about 3 months in Earth's orbit to reduce the duty time of the crew to zero before sending them out to mine Sorium once more.

DavidR

Commercial ships are not effected by morale.
Posted by: davidr
« on: March 19, 2013, 03:40:07 AM »

As an aside , does anyone bother with duty time / crew morale on their commercial ships . I have Fuel Harvesters that take from 18-24 months to fill 90% of their bunkers. After they have dropped 90% of the fuel off at Earth I have to let them wait for about 3 months in Earth's orbit to reduce the duty time of the crew to zero before sending them out to mine Sorium once more.

DavidR
Posted by: Steve Walmsley
« on: March 18, 2013, 11:49:35 AM »

The main thing you need to consider for v6.21 or later is that you need to produce a lot more fuel in the first place. For example, the British Empire is my current game has ten freighters with one hold and fifteen freighters with two holds, or the equivalent of four of your giant freighters. I also have twenty-four 82,000 ton fuel harvesters in addition to my planetary-based refineries. Start building-up your fuel-producing infrastructure early in the game. There are a lot more gas giants now with good accessibility Sorium and the intention is that they should be the source of the majority of your fuel.
Posted by: Steve Walmsley
« on: March 18, 2013, 11:25:34 AM »

If you use the miscellanous tab and just remove the fuel from their tanks you get it for free (I did this once by accident).

Fixed for v6.30. Civ ships will no longer appear in the list of ships in the same location.

Steve
Posted by: Paul M
« on: March 04, 2013, 03:40:16 AM »

I can't find any such entry after another round of "special fuel taxation".  I suspect that manual transfers using the individual unit interface aren't recorded.

If you use the miscellanous tab and just remove the fuel from their tanks you get it for free (I did this once by accident).
If you send a tanker or other ship to them and use the order "refuel from target fleet" you pay.

You can tell exactly how much shipping the civillians have as well.  It is listed in the button for civillian shipping firms but also when you set up your contracts, there is a screen in the corner that lists all civillian ships.  If you put up a contract it will be taken and it will take approximately several days on either side longer than it will take the civillian freighters to move the distance.
Posted by: Nathan_
« on: March 03, 2013, 07:34:26 PM »

Quote
at ~3000 km/s.
Yep. Try 1/4th that speed. on the plus side engines are dirt cheap with the EP reductions, and at that speed don't really consume fuel, so you can build lots and lots of freighters.

Here is the freighter design that I'm using:
Code: [Select]
Eternal Diligence III class Freighter    77,700 tons     220 Crew     689.4 BP      TCS 1554  TH 420  EM 0
772 km/s     Armour 1-162     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 6    Max Repair 21 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cargo 50000    Cargo Handling Multiplier 50   

Commercial 120 EP Ion Drive (10)    Power 120    Fuel Use 0.54%    Signature 42    Exp 2%
Fuel Capacity 260,000 Litres    Range 111.5 billion km   (1671 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
I've got about 120 of these running around, and I'm finding that pushing the Fuel efficiency modifiers is very much worthwhile for the kind of civilian traffic I have. The next revision can travel 5km/s faster, but uses fuel at about 40% of the rate that this one does.

Another thing to look at, for your immediate mining needs are asteroid miners. Those are actually useful in that they don't suck down fuel compared to moving mines around to asteroids and comets.
Posted by: Polestar
« on: March 03, 2013, 07:06:19 PM »

Quote from: James Patten link=topic=5939. msg60785#msg60785 date=1362346487
You didn't get that fuel for free, you did pay for it.   Next time you fuel up from one of them, look at your Wealth/expenses and you'll see something like "Purchase of Civilian fuel".
I can't find any such entry after another round of "special fuel taxation".  I suspect that manual transfers using the individual unit interface aren't recorded.
Posted by: Mel Vixen
« on: March 03, 2013, 06:10:49 PM »

Civies ship normaly only over 4 Jumps. Everything else you have to chain up. Nevertheless normally they ship everything you want them to ship with top priority. Where you might run into problems is that they do that sequentially thus they work on just one task and not multiple simultaneously.
Posted by: James Patten
« on: March 03, 2013, 03:34:47 PM »

Quote
I also haven't heard any complaints from them the one time I stole fuel from the fuel harvesters they love to cluster around suitable gas giants.

You didn't get that fuel for free, you did pay for it.  Next time you fuel up from one of them, look at your Wealth/expenses and you'll see something like "Purchase of Civilian fuel".

I've noticed that if you don't have too many other destinations for your civilians to go, they will happily ship whatever installations to whatever location you like, as long as they can reach it.  But once you get a plethora of places for them to ship to, they may ignore your installation ship requests, especially if it takes them way out of the way.  AFAIK they don't ship minerals, and there's no way to request them to do that.
Posted by: Polestar
« on: March 03, 2013, 12:03:37 PM »

Part of the answer to my sad story turns out, as hinted at above, to "go to the Civilian/Ind Status" tab, and issue order to Supply and Demand Mines on the planets you want to move them from and to.  I do not know how to move minerals this way yet.

Civilians are slow, but not unconscionably so, and the fuel they consume doesn't come out of the government's pocket.  I'm not sure where it comes from, if civilians even run out of fuel, or what happens if they do.

I also haven't heard any complaints from them the one time I stole fuel from the fuel harvesters they love to cluster around suitable gas giants. . .

However, civilians have limitations.  Except by asking and waiting, you don't know how much transport ability they have (capacity per day), on the route you want served, at the time you want the stuff moved.  It's much easier to plan ahead if you have your own ships  Also, if you don't occupy too much of their attention with orders, your civilians will be left free to earn taxes for you.

So, let's get some freighters outbound!

Here's my current large freighter design (tech level: I-C Fusion, x0. 40 fuel consumption).  It uses more Duranium and requires a larger space yard to build than a design of the same speed and capacity based on x0. 50 power drives (all drives at maximal size, of course), but needs a lot less Gallicite, costs less, and - most importantly - consumes a more affordable amount of fuel.  In the next iteration, I might add more engines of the same type to recover some of the lost speed (as pointed out by TheDeadlyShoe).
Code: [Select]
Navagatio class Freighter    357,250 tons     874 Crew     3403 BP      TCS 7145  TH 12000  EM 0
1679 km/s     Armour 1-448     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
MSP 6    Max Repair 100 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Cargo 250000    Cargo Handling Multiplier 100    Tractor Beam     

Astra Permanere (P300, C0.01) (40)    Power 300    Fuel Use 0.99%    Signature 300    Exp 3%
Fuel Capacity 1,000,000 Litres    Range 50.9 billion km   (350 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Commercial Vessel for maintenance purposes

For comparison, here's the design that bankrupted my empire:
Code: [Select]
Imperialis fiscali cladis class Freighter    374,550 tons     1399 Crew     7524 BP      TCS 7491  TH 22500  EM 0
3003 km/s     Armour 1-462     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
MSP 13    Max Repair 125 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cargo 250000    Cargo Handling Multiplier 100    Tractor Beam     

Astra Navagatio (P500, C0.035) (45)    Power 500    Fuel Use 3.54% (ed: ouch!)    Signature 500    Exp 5%
Fuel Capacity 5,000,000 Litres    Range 67.9 billion km   (261 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a Commercial Vessel for maintenance purposes


The issue I still have with the version 6 changes is that, for commercial ships, the trade-off between build cost, fuel cost, and move-the-stuff-ability has become much less favorable, which makes operating a multi-system economy even more like swimming uphill, through molasses.

Unless you rely on civilians, which poses problems of its own - like not knowing, except by asking and waiting, how much move-the-stuff they can currently do, how quickly.


Let's compare pre v6 to post v6 freighters (relatively fast, but the speed is perfectly affordable in pre v6 games, and besides if I want slow I can use civilians).  Similar comments apply when moving colonists, etc.  Tech is the same, speed is the same, transport ability is the same, and extra abilities are the same.

Pre v6:
Code: [Select]
Merchant Adventurer class Freighter    362,250 tons     2555 Crew     6732 BP      TCS 7239  TH 21750  EM 0
3002 km/s     Armour 1-452     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 12 MSP    Max Repair 100 MSP
Cargo 250000    Tractor Beam     

Merchant Adventurer (P250, C0.04) (87)    Power 250    Fuel Use 4%    Signature 250    Armour 0    Exp 1%
Fuel Capacity 500,000 Litres    Range 62.2 billion km   (239 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Post v6:
Code: [Select]
Ieiunium Navigatio class Freighter    520,150 tons     1830 Crew     6744 BP      TCS 10403  TH 31200  EM 0
2999 km/s     Armour 1-576     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 8    Max Repair 100 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Cargo 250000    Cargo Handling Multiplier 100    Tractor Beam     

Astra Permanere (P300, C0.01) (104)    Power 300    Fuel Use 0.99%    Signature 300    Exp 3%
Fuel Capacity 2,000,000 Litres    Range 69.9 billion km   (269 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

The post v6 freighter consumes almost 4 times the fuel per ton-kilometer, despite using highly efficient engines (max size, x0. 30 power).  Because its engines are so much bigger for their thrust (the trade-off for the above), they take up an enormous amount of space, which drives up hull size by more than 40%.  The only way to make this trade-off a little less bad (at a given tech level) is to drop speed.

Matters are not helped by the loss of Hyper Drives, which, painstaking to use and prone to abuse as they were, opened up vaster reaches of outer space to exploitation that in recent versions of the game are impracticably distant. 

It comes hard to have my space-wings clipped like this.