Aurora 4x

New Players => The Academy => Topic started by: Commodore_Areyar on February 07, 2010, 05:42:06 PM

Title: Carrier questions
Post by: Commodore_Areyar on February 07, 2010, 05:42:06 PM
Q: Does the mass of carried fighters (or larger parasites) get added to the mass of the carrier?

-will the speed of the carrier be slowed to reflect the added mass.

-how does this affect jump engines?

--will the carrier that is designed to the maximum of its J-engine weigh too much?
Title: Re: Carrier questions
Post by: mrwigggles on February 07, 2010, 08:22:06 PM
Quote from: "Commodore_Areyar"
Q: Does the mass of carried fighters (or larger parasites) get added to the mass of the carrier?

For PDCs, it add to build points, and presumably does so for ships as well. No extra mass is added, outside the mass from the hangar.

Quote
-will the speed of the carrier be slowed to reflect the added mass.

Well yea, more compotents you add, the slower your ship goes.


Quote
-how does this affect jump engines?
Like it always does.

Quote
--will the carrier that is designed to the maximum of its J-engine weigh too much?
[/quote]

Why would it? You designed a ship jump engine with its mass and the mass of the ship, it should work fine.


I highly suggest building a prototype, as the game doesn't penalized you for doing so.
Title: Re: Carrier questions
Post by: Micro102 on February 07, 2010, 08:51:55 PM
All those after-questions were based on fighters adding mass to the carrier, not the hangers for the fighters.
Title: Re: Carrier questions
Post by: Commodore_Areyar on February 07, 2010, 10:22:25 PM
Micro is right: I am asking about carried fighters adding mass, not the hangars doing so.

Also I don't get the remark about fighters adding to buildpoints. That is just not true. ships or DPCs with hangar space are not built with a full complement of fighters.

example:
I have designed a small tender of 9000tons, the drive is capable of 9000tons as well, the ship has hangar space for 2000 tons of fighters.
We assign four fighters of 0.5kt, filling it to capacity.
Does the ship now weigh 11000 tons?  Or does the game ignore the weight of carried stuff?

If it does weigh extra, I'd expect it to be slowed. Just like tugs are slowed by the extra mass they tow.

Also the jump engine might no longer work, depending on how and when JD validity is determined.

Playtesting my design is a bit un-handy right now, because I'm just finding out my pointdefence is worth buttkiss against my first enemy. :)
Title: Re: Carrier questions
Post by: Hawkeye on February 07, 2010, 11:06:58 PM
No, fighters do not add to the mass of the carrier. Their mass is allready taken care of by the hangar deck.
One could argue that an empty carrier should mass _less_ than the construction cost, but I think the effect would not be worth the hassle.
Title: Re: Carrier questions
Post by: Commodore_Areyar on February 08, 2010, 08:39:27 AM
Quote from: "Hawkeye"
No, fighters do not add to the mass of the carrier. Their mass is allready taken care of by the hangar deck.
One could argue that an empty carrier should mass _less_ than the construction cost, but I think the effect would not be worth the hassle.

Yeah. same principle as cargoholds then.:)
Title: Re: Carrier questions
Post by: Charlie Beeler on February 08, 2010, 10:10:46 AM
Quote from: "Commodore_Areyar"
Quote from: "Hawkeye"
No, fighters do not add to the mass of the carrier. Their mass is allready taken care of by the hangar deck.
One could argue that an empty carrier should mass _less_ than the construction cost, but I think the effect would not be worth the hassle.

Yeah. same principle as cargoholds then.:)

Steve has stated in the past that he did not what to code for ship mass changes for hangers, cargo and cryo holds, magazines, fuel tanks, etc etc etc.  While it would be realistic to do so, the level of micro-management would be extremely detramental to game play.  Not to mention to processing overhead for minimal game impact.
Title: Re: Carrier questions
Post by: Commodore_Areyar on February 08, 2010, 11:13:06 AM
That is totally fine and why I didnt post it in the Academy and not in Suggestions. :)

Realism is not only requires attention to detail, but also attention to the realities of gameplay.
(eg realism in simulation is what weather scientists strive for and they need buildings full of supercomputers to get an approximation.)
Title: Re: Carrier questions
Post by: ShadoCat on February 08, 2010, 05:25:15 PM
Quote from: "Charlie Beeler"
Steve has stated in the past that he did not what to code for ship mass changes for hangers, cargo and cryo holds, magazines, fuel tanks, etc etc etc.  While it would be realistic to do so, the level of micro-management would be extremely detramental to game play.  Not to mention to processing overhead for minimal game impact.

You guys can always come to me for pseudo-science BS....

Expert hand waving commences:

The inertialess TN drives that Aurora uses aren't affect by actual mass, they are affected by the amount of cross section of the ship as it pushes against the resisting interstellar dust.  The hangars and holds increase the size of the ship, reducing the speed at which the engines' thrust equals the interstellar drag.

I'll go with this myself until Steve pipes up with a real answer.
Title: Re: Carrier questions
Post by: sloanjh on February 08, 2010, 08:13:28 PM
Quote from: "Commodore_Areyar"
ships or DPCs with hangar space are not built with a full complement of fighters.
I vaguely recall that maybe they used to be, a looooooong time ago (possibly even as early as SA).

How's that for a definitive statement? :-)

John