Aurora 4x

VB6 Aurora => VB6 Mechanics => Topic started by: Peewee on March 31, 2010, 05:58:18 AM

Title: Cargo holds and build time
Post by: Peewee on March 31, 2010, 05:58:18 AM
Lanterns take 7.31 years to build.
Code: [Select]
Lantern class Sensor Outpost    22200 tons     1883 Crew     158703 BP      TCS 444  TH 2812  EM 0
6333 km/s     Armour 5-70     Shields 0-0     Sensors 3750/3750/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 3942%    IFR: 54.8%    Maint Capacity 4468 MSP    Max Repair 27000 MSP    Est Time: 0 Years

Photonic Drive E0.05 (3)    Power 937.5    Fuel Use 0.5%    Signature 937.5    Armour 0    Exp 0%
Fuel Capacity 50,000 Litres    Range 810.8 billion km   (1481 days at full power)

Active Search Sensor MR675-R1 (10%) (1)     GPS 9000     Range 675.0m km    Resolution 1
Active Search Sensor MR67500-R100 (10%) (1)     GPS 900000     Range 67,500.0m km    Resolution 100
Active Search Sensor MR13500-R20 (10%) (1)     GPS 180000     Range 13,500.0m km    Resolution 20
Active Search Sensor MR135000-R200 (10%) (1)     GPS 1800000     Range 135,000.0m km    Resolution 200
Active Search Sensor MR337500-R500 (10%) <M> (1)     GPS 4500000     Range 337,500.0m km    Resolution 500
Thermal Sensor TH50-3750 (10%) <M> (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) <M> (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km

This design is classed as a military vessel for maintenance purposes

Flashlights, on the other hand, take only 0.20 years to build.

Code: [Select]
Flashlight class Sensor Outpost    1027050 tons     2903 Crew     164948 BP      TCS 20541  TH 2812  EM 0
136 km/s     Armour 5-906     Shields 0-0     Sensors 3750/3750/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8438653%    IFR: 117203.5%    Maint Capacity 100 MSP    Max Repair 27000 MSP    Est Time: 0 Years
Cargo 1000000    

Photonic Drive E0.05 (3)    Power 937.5    Fuel Use 0.5%    Signature 937.5    Armour 0    Exp 0%
Fuel Capacity 50,000 Litres    Range 17.4 billion km   (1481 days at full power)

Active Search Sensor MR675-R1 (10%) (1)     GPS 9000     Range 675.0m km    Resolution 1
Active Search Sensor MR67500-R100 (10%) (1)     GPS 900000     Range 67,500.0m km    Resolution 100
Active Search Sensor MR13500-R20 (10%) (1)     GPS 180000     Range 13,500.0m km    Resolution 20
Active Search Sensor MR135000-R200 (10%) (1)     GPS 1800000     Range 135,000.0m km    Resolution 200
Active Search Sensor MR337500-R500 (10%) <M> (1)     GPS 4500000     Range 337,500.0m km    Resolution 500
Thermal Sensor TH50-3750 (10%) <M> (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) <M> (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km

This design is classed as a military vessel for maintenance purposes

How on earth does adding a million or so tons to the blueprints make the shipyard workers build (essentially the same ship) over 30 times faster?!

On a bit of a tangent, why are cargo bays always full? They ought to take up very little mass (as they are, well, empty spaces).
That would make ship speed vary on 'up' and 'down' trips, as well as making it more worthwhile to only partially load freighters.

Edit: By the way, Hi everyone! I'm Peewee. I come from the land of Bay12.
Title: Re: Cargo holds and build time
Post by: ZimRathbone on March 31, 2010, 07:22:25 AM
Quote from: "Peewee"
Lanterns take 7.31 years to build.
Code: [Select]
Lantern class Sensor Outpost    22200 tons     1883 Crew     158703 BP      TCS 444  TH 2812  EM 0
6333 km/s     Armour 5-70     Shields 0-0     Sensors 3750/3750/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 3942%    IFR: 54.8%    Maint Capacity 4468 MSP    Max Repair 27000 MSP    Est Time: 0 Years

Photonic Drive E0.05 (3)    Power 937.5    Fuel Use 0.5%    Signature 937.5    Armour 0    Exp 0%
Fuel Capacity 50,000 Litres    Range 810.8 billion km   (1481 days at full power)

Active Search Sensor MR675-R1 (10%) (1)     GPS 9000     Range 675.0m km    Resolution 1
Active Search Sensor MR67500-R100 (10%) (1)     GPS 900000     Range 67,500.0m km    Resolution 100
Active Search Sensor MR13500-R20 (10%) (1)     GPS 180000     Range 13,500.0m km    Resolution 20
Active Search Sensor MR135000-R200 (10%) (1)     GPS 1800000     Range 135,000.0m km    Resolution 200
Active Search Sensor MR337500-R500 (10%) <M> (1)     GPS 4500000     Range 337,500.0m km    Resolution 500
Thermal Sensor TH50-3750 (10%) <M> (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) <M> (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km

This design is classed as a military vessel for maintenance purposes

Flashlights, on the other hand, take only 0.20 years to build.

Code: [Select]
Flashlight class Sensor Outpost    1027050 tons     2903 Crew     164948 BP      TCS 20541  TH 2812  EM 0
136 km/s     Armour 5-906     Shields 0-0     Sensors 3750/3750/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8438653%    IFR: 117203.5%    Maint Capacity 100 MSP    Max Repair 27000 MSP    Est Time: 0 Years
Cargo 1000000    

Photonic Drive E0.05 (3)    Power 937.5    Fuel Use 0.5%    Signature 937.5    Armour 0    Exp 0%
Fuel Capacity 50,000 Litres    Range 17.4 billion km   (1481 days at full power)

Active Search Sensor MR675-R1 (10%) (1)     GPS 9000     Range 675.0m km    Resolution 1
Active Search Sensor MR67500-R100 (10%) (1)     GPS 900000     Range 67,500.0m km    Resolution 100
Active Search Sensor MR13500-R20 (10%) (1)     GPS 180000     Range 13,500.0m km    Resolution 20
Active Search Sensor MR135000-R200 (10%) (1)     GPS 1800000     Range 135,000.0m km    Resolution 200
Active Search Sensor MR337500-R500 (10%) <M> (1)     GPS 4500000     Range 337,500.0m km    Resolution 500
Thermal Sensor TH50-3750 (10%) <M> (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) <M> (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km

This design is classed as a military vessel for maintenance purposes

How on earth does adding a million or so tons to the blueprints make the shipyard workers build (essentially the same ship) over 30 times faster?!

On a bit of a tangent, why are cargo bays always full? They ought to take up very little mass (as they are, well, empty spaces).
That would make ship speed vary on 'up' and 'down' trips, as well as making it more worthwhile to only partially load freighters.

Edit: By the way, Hi everyone! I'm Peewee. I come from the land of Bay12.

Ceud mìle fàilte Peewee. (a hundred thousand welcomes!)

Regarding the Build Speed, this looks like a bug (I just confirmed the same effect when adding 200 cargo holds to an existing design (but not 100)) - report it in the bugs topic.

As to the ship speed, I believe that the appropiate technobable indicates that in the TransNewtonian mechanics, speed is inversely proportional to displacement (not mass as in conventional Newtonian mechanics), therefore obviating the need to constantly recalculate a vessels speed every time it changes cargo (or fires a missile!) which is why ships are built in terms of Hull Spaces
Title: Re: Cargo holds and build time
Post by: sloanjh on March 31, 2010, 07:31:21 AM
Also, please post new user questions (like this) in The Academy.  This is discussed in the "Where should I post?" FAQ on the FAQ board.

Thanks, and Have Fun!
John
Title: Re: Cargo holds and build time
Post by: Peewee on March 31, 2010, 07:40:05 AM
But I was asking about those nutty shipyard mechanics  :lol:
Title: Re: Cargo holds and build time
Post by: UnLimiTeD on March 31, 2010, 07:57:23 AM
Your second design has no engineering spaces while the first has?
Theres a discrepancy in maint capacity.
Still weird, seeing how the second one is rightfully more expensive.
What do you need that huge sensors for anyways?
Title: Re: Cargo holds and build time
Post by: Peewee on March 31, 2010, 08:37:58 AM
MC goes down when size goes up. Try it yourself to see what I mean.

The second one IS (slightly) more expensive because of the cargo holds.
It also takes a LOT less time to build.

Why do I need big, shiny, expensive sensors?
For sensing things!
For a VERY early warning system!
For instant knowledge of EVERY wreck in a system!
Actually, it's mostly just so I don't have to put active sensors on any other ships in my 300-strong fleet. I tend to launch rather large missiles at anything that comes within about a billion kilometers of the lantern.
Title: Re: Cargo holds and build time
Post by: Steve Walmsley on March 31, 2010, 03:13:18 PM
Quote from: "Peewee"
How on earth does adding a million or so tons to the blueprints make the shipyard workers build (essentially the same ship) over 30 times faster?!
The first ship is 22,000 tons so it can be built in a shipyard with a capacity of 22,000 tons. The second ship is over a million tons so it needs a shipyard fifty times larger and therefore has fifty times more workers, which means it can be built a lot faster.

Steve
Title: Re: Cargo holds and build time
Post by: Journier on March 31, 2010, 04:03:39 PM
I assume the 2nd ship is much cheaper per ton to build as well with cargo bays.

I always think of the ships by density, a ship crammed with the highest cost sensors in the game and barely any hull surrounded them with bare crew quarters is incredibly costly to build.

a ship that is 50x larger with those same sensors but lots of cargo space isnt very dense and isnt very expensive per ton, hence a large shipyard will build that very quickly.
Title: Re: Cargo holds and build time
Post by: Father Tim on April 01, 2010, 12:52:50 AM
Quote from: "Peewee"
On a bit of a tangent, why are cargo bays always full?

They're not.

Quote from: "Peewee"
They ought to take up very little mass (as they are, well, empty spaces).

They do.

Quote from: "Peewee"
That would make ship speed vary on 'up' and 'down' trips.

That it would, which is why it doesn't work the way you're suggesting.  A ship's max speed is a ship's max speed, and it doesn't change short of refit.  Feel free to operate your freighters at a reduced speed whne they're loaded, to simulate the extra drag of the cargo.
Title: Re: Cargo holds and build time
Post by: James Patten on April 01, 2010, 06:09:29 AM
The "tonnage" is less about mass and more about displacement size.  A cargo hold means the ship is now larger, which means a larger sized ship the engines have to push through trans-newtonian space.  There's more "resistance" from the larger size.
Title: Re: Cargo holds and build time
Post by: UnLimiTeD on April 01, 2010, 06:57:44 AM
Would it be possible to make "Cargo Claps" to strap that automine onto the ship?^^
Title: Re: Cargo holds and build time
Post by: sloanjh on April 01, 2010, 09:01:29 AM
Quote from: "UnLimiTeD"
Would it be possible to make "Cargo Claps" to strap that automine onto the ship?^^

Would it be possible?  Yes.

Will Steve do it?  Probably not.  Three reasons:

1)  If it ain't broke, don't fix it, and cargo isn't broken.
2)  This would signficantly change game play balance, probably in a game-breaking way.  By doing this, you'd essentially turn everything into a tug.  This would also make micromanagement worse, since you'd have to tell the code how many automines to attach.
3)  This would require significant change to the code, for questionable gain.  Ships would no longer have a fixed size (for calculating max speed, jumping, active sensor cross section, etc.), so the code would need to be touched in a LOT of places.

Note that my intent here it to point out a general principle of Aurora's design - a lot of the things that make accomplishing tasks (like colonizing or cargo hauling) are there intentionally, to force you to make choices.  So "enhancements" that take away these limitations are usually not going to make it into the game, even if they allow you to do something that would arguably be possible in the "real world".

John

John
Title: Re: Cargo holds and build time
Post by: Shadow on April 01, 2010, 09:51:37 AM
Quote from: "Steve Walmsley"
Quote from: "Peewee"
How on earth does adding a million or so tons to the blueprints make the shipyard workers build (essentially the same ship) over 30 times faster?!
The first ship is 22,000 tons so it can be built in a shipyard with a capacity of 22,000 tons. The second ship is over a million tons so it needs a shipyard fifty times larger and therefore has fifty times more workers, which means it can be built a lot faster.

Steve
Hmm. Does that mean ships of a certain tonnage would also be built much faster in shipyards with larger capacities?
Title: Re: Cargo holds and build time
Post by: sloanjh on April 01, 2010, 10:16:56 AM
Quote from: "Shadow"
Quote from: "Steve Walmsley"
Quote from: "Peewee"
How on earth does adding a million or so tons to the blueprints make the shipyard workers build (essentially the same ship) over 30 times faster?!
The first ship is 22,000 tons so it can be built in a shipyard with a capacity of 22,000 tons. The second ship is over a million tons so it needs a shipyard fifty times larger and therefore has fifty times more workers, which means it can be built a lot faster.

Steve
Hmm. Does that mean ships of a certain tonnage would also be built much faster in shipyards with larger capacities?

There is a thread somewhere* (probably in mechanics) where Steve introduces the mechanism that larger SY have higher build rates.  Your best bet is probably to find and read this thread.

John

*unless it's gone to bit heaven because this was introduced so long ago (several years) that the post was lost during one of the infrequent data losses on the board.
Title: Re: Cargo holds and build time
Post by: praguepride on April 01, 2010, 11:55:54 AM
The key is that cargo holds cost a lot in HS, but very little in actual build time (how hard is it to build a big empty box?). So for incredibly large cargo holds, it'd make sense that they'd be easier to build.
Title: Re: Cargo holds and build time
Post by: Peewee on April 01, 2010, 02:51:24 PM
Quote from: "Steve Walmsley"
Quote from: "Peewee"
How on earth does adding a million or so tons to the blueprints make the shipyard workers build (essentially the same ship) over 30 times faster?!
The first ship is 22,000 tons so it can be built in a shipyard with a capacity of 22,000 tons. The second ship is over a million tons so it needs a shipyard fifty times larger and therefore has fifty times more workers, which means it can be built a lot faster.

Steve

I understand that perfectly.

This is what I don't understand:

(using version 5.02)
I made two identical shipyards (using SM). One is tooled for Flashlights, the other is tooled for Lanterns.
They each have one slipway, 1200000 capacity per slipway, and the displayed 'mod rate' is 724060.
I ordered each shipyard to build one ship. (17 August 2027, 03:02)
then advanced time by ten days.

The Flashlight is at 10.4% progress, but the Lantern is only at 0.3%. (27 August 2027, 03:02)
Estimated completion dates:
Flashlight: 4 Nov 2027 (ABR = 826360)
Lantern: 21 Sept 2034 (ABR = 22440)

If the explanation is larger shipyard == more workers == faster work, shouldn't they be built at the same rate?
-----
I made another shipyard (again, SM) with 23050 capacity, 1 slipway, tooled for Lanterns. (27 August 2027, 03:02)
This one displays a 'mod rate' of 16812.
I gave it an order to build another Lantern, then advanced time another 10 days.

huge shipyard lantern progress = 0.6% (ABR = 22440) (started 20 days ago)
built-to-fit-perfectly shipyard progress = 0.3% (ABR = 22440) (started 10 days ago)

..so both shipyards build at the same rate, despite the huge shipyard having 50x more workers.

The wiki says (v4.77):
Quote
The larger shipyard needed for the supertanker can work on many more things at once than the small shipyard needed for the fishing boat. However, the reason the change in construction rate is based on ship size and not shipyard size is that it would hardly be efficient to build fishing boats in the shipyard intended for the supertanker.
Perhaps it wouldn't be as efficient, but the fishing boats would still be built faster... wouldn't they?

Should I not be able to make ships be built faster by making a larger factory?

EDIT: I forgot to mention that I've made slight modifications to each class. The ones I used for the above construction experiment were these.
Code: [Select]
Flashlight class Sensor Outpost    1027950 tons     3006 Crew     165191 BP      TCS 20559  TH 2812  EM 0
136 km/s     Armour 5-907     Shields 0-0     Sensors 3750/3750/0/0     Damage Control Rating 10     PPV 0
Annual Failure Rate: 845344%    IFR: 11740.9%    Maint Capacity 1004 MSP    Max Repair 27000 MSP    Est Time: 0 Years
Cargo 1000000    

Photonic Drive E0.05 (3)    Power 937.5    Fuel Use 0.5%    Signature 937.5    Armour 0    Exp 0%
Fuel Capacity 50,000 Litres    Range 17.4 billion km   (1481 days at full power)

CIWS-1000 (1x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR675-R1 (10%) (1)     GPS 9000     Range 675.0m km    Resolution 1
Active Search Sensor MR67500-R100 (10%) (1)     GPS 900000     Range 67,500.0m km    Resolution 100
Active Search Sensor MR13500-R20 (10%) (1)     GPS 180000     Range 13,500.0m km    Resolution 20
Active Search Sensor MR135000-R200 (10%) (1)     GPS 1800000     Range 135,000.0m km    Resolution 200
Active Search Sensor MR337500-R500 (10%) <M> (1)     GPS 4500000     Range 337,500.0m km    Resolution 500
Thermal Sensor TH50-3750 (10%) <M> (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) <M> (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Lantern class Sensor Outpost    23050 tons     1981 Crew     158940 BP      TCS 461  TH 2812  EM 0
6099 km/s     Armour 5-72     Shields 0-0     Sensors 3750/3750/0/0     Damage Control Rating 10     PPV 0
Annual Failure Rate: 425%    IFR: 5.9%    Maint Capacity 43097 MSP    Max Repair 27000 MSP    Est Time: 0.38 Years

Photonic Drive E0.05 (3)    Power 937.5    Fuel Use 0.5%    Signature 937.5    Armour 0    Exp 0%
Fuel Capacity 50,000 Litres    Range 780.8 billion km   (1481 days at full power)

CIWS-1000 (1x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR675-R1 (10%) (1)     GPS 9000     Range 675.0m km    Resolution 1
Active Search Sensor MR67500-R100 (10%) (1)     GPS 900000     Range 67,500.0m km    Resolution 100
Active Search Sensor MR13500-R20 (10%) (1)     GPS 180000     Range 13,500.0m km    Resolution 20
Active Search Sensor MR135000-R200 (10%) (1)     GPS 1800000     Range 135,000.0m km    Resolution 200
Active Search Sensor MR337500-R500 (10%) <M> (1)     GPS 4500000     Range 337,500.0m km    Resolution 500
Thermal Sensor TH50-3750 (10%) <M> (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) <M> (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km

This design is classed as a military vessel for maintenance purposes
Title: Re: Cargo holds and build time
Post by: Peewee on April 01, 2010, 03:13:03 PM
(sorry about this intentional double-post, just trying to keep this somewhat separated from the main conversation)
Quote from: "Father Tim"
Quote from: "Peewee"
On a bit of a tangent, why are cargo bays always full?

They're not.
Quote from: "Peewee"
They ought to take up very little mass (as they are, well, empty spaces).

They do.
I meant that they always take up the same mass (5000 tons), whether they're loaded or not.
Do the tanks in a real-life oil tanker weigh the same full and empty?
Ideally, they ought to weigh maybe 50 tons, and allow you to load an additional 5000 tons of cargo.

I think cargo should have it's own mass (which it already does, currently), and affect the mass of the ship carrying it (which it does not, currently).

Quote from: "Father Tim"
Quote from: "Peewee"
That would make ship speed vary on 'up' and 'down' trips.

That it would, which is why it doesn't work the way you're suggesting.  A ship's max speed is a ship's max speed, and it doesn't change short of refit.  Feel free to operate your freighters at a reduced speed when they're loaded, to simulate the extra drag of the cargo.
[spoiler:11z5ibam]minor correction: max speed also changes if you use SM to unlock and change the class design, then look at the ship in the F6 menu. I found that out by accident.[/spoiler:11z5ibam]
I shouldn't need to simulate additional drag from loaded cargo... the game should do that for me (possibly as a checkbox option at the game details screen?).
I just think this is a glaring flaw in such a detailed game.
Title: Re: Cargo holds and build time
Post by: Andrew on April 01, 2010, 06:06:37 PM
Quote from: "Peewee"
(.

I think cargo should have it's own mass (which it already does, currently), and affect the mass of the ship carrying it (which it does not, currently).

As other people have suggested this assumes that mass is important. The displacement tons are used as an indicator of voulme/displacement not mass for the drive field to cover. Engines are clearly not Newtonian as there is no acceleration or momentum.

Also if we where to impose this level of irritating micromanaging monitoring logically we should also allow for the mass differences caused by
1) the use of fuel
2) use of missiles
3) if a carrier has launched its fighters
4) armour damage....
items 1,2 and 3 can easilya ccount for more than 50% of a warship so they are as signifignat as cargo . More so as the speed of warships is usually more important than of freighters.
This would cause the game to slow to the speed of a one legged tortoise and Steve to go mad trying to implement it
Title: Re: Cargo holds and build time
Post by: Peewee on April 01, 2010, 07:06:41 PM
Quote from: "Andrew"
As other people have suggested this assumes that mass is important. The displacement tons are used as an indicator of voulme/displacement not mass for the drive field to cover. Engines are clearly not Newtonian as there is no acceleration or momentum.
Ok. Let's say I buy that explanation. (Shouldn't 'tons' be replaced with 'kiloliters' or something, then?)
So... you're just saying that the volume/displacement of missiles, parasites/fighters, and cargo doesn't matter...?
It still doesn't make sense to me.

Quote from: "Andrew"
Also if we where to impose this level of irritating micromanaging monitoring logically we should also allow for the mass differences caused by
1) the use of fuel
2) use of missiles
3) if a carrier has launched its fighters
4) armour damage....
items 1,2 and 3 can easilya ccount for more than 50% of a warship so they are as signifignat as cargo . More so as the speed of warships is usually more important than of freighters.
This would cause the game to slow to the speed of a one legged tortoise and Steve to go mad trying to implement it

(I'm a CSCI major... I don't want you thinking I'm a clueless moron making impossible demands :) )
How would it slow the game down (Not to say that it isn't already at the speed of a one legged tortoise)? Or be particularly hard to implement?
Changing the mass of a ship should only require:
-one add/subtract operation on the ship size variable (1 arithmetic operator, 2 variable references, 1 variable value change)
-one call to the speed function ((engine output *1000)/total size) to set the new max size (1 method/function call, 2 arithmetic operators, 2 variable references, 1 variable value change)
-one comparison to check if speed <= max speed (1 comparison, 2 variable references)
-set speed to max speed (1 variable reference, 1 variable value change)

To implement, he'd just have to put something like "Ship.changeSize(integer)" at the end of every method that he'd want to change the ship size (loadCargo, unloadCargo, loadMissiles, fireMissiles, unloadMissiles, landParasites, launchParasites, etc.)
Title: Re: Cargo holds and build time
Post by: sloanjh on April 01, 2010, 07:44:31 PM
Quote from: "Peewee"
Quote from: "Andrew"
As other people have suggested this assumes that mass is important. The displacement tons are used as an indicator of voulme/displacement not mass for the drive field to cover. Engines are clearly not Newtonian as there is no acceleration or momentum.
Ok. Let's say I buy that explanation. (Shouldn't 'tons' be replaced with 'kiloliters' or something, then?)
So... you're just saying that the volume/displacement of missiles, parasites/fighters, and cargo doesn't matter...?
It still doesn't make sense to me.
This discussion/decision was already played out on the board a year or two (or possibly more) ago.  I might have even been the one to bring it up - I don't remember :-) ) was to go with tons as a measure of volume, because.....  (segue to Andrew)

As for the "making sense" part, you might want to go read the Starfire books (Crusade, In Death Ground, The Shiva Option, etc.) by David Weber and Steve White.  The drives are non-Newtonian (i.e. forget F=MA) and have a drive field that surrounds the hull, so it's the volume of the hull that controls how fast the ship can go, not the amount of mass inside the hull.
Quote
Quote from: "Andrew"
Also if we where to impose this level of irritating micromanaging monitoring logically we should also allow for the mass differences caused by
1) the use of fuel
2) use of missiles
3) if a carrier has launched its fighters
4) armour damage....
items 1,2 and 3 can easilya ccount for more than 50% of a warship so they are as signifignat as cargo . More so as the speed of warships is usually more important than of freighters.
This would cause the game to slow to the speed of a one legged tortoise and Steve to go mad trying to implement it

(I'm a CSCI major... I don't want you thinking I'm a clueless moron making impossible demands :) )
How would it slow the game down (Not to say that it isn't already at the speed of a one legged tortoise)?
Ummmmm y'know......if you don't like the game you don't have to play it.  And making any sort of demands, impossible or not, isn't necessarily the best way to win friends and influence people.  Oh yeah, and a huge percentage of the people who play the game are software developers themselves of one sort or another.
Quote
Or be particularly hard to implement?
Changing the mass of a ship should only require:
-one add/subtract operation on the ship size variable (1 arithmetic operator, 2 variable references, 1 variable value change)
-one call to the speed function ((engine output *1000)/total size) to set the new max size (1 method/function call, 2 arithmetic operators, 2 variable references, 1 variable value change)
-one comparison to check if speed <= max speed (1 comparison, 2 variable references)
-set speed to max speed (1 variable reference, 1 variable value change)

To implement, he'd just have to put something like "Ship.changeSize(integer)" at the end of every method that he'd want to change the ship size (loadCargo, unloadCargo, loadMissiles, fireMissiles, unloadMissiles, landParasites, launchParasites, etc.)

"Only"??????  The odds of touching the code in all the right places and getting them all correct is very small.  Don't forget that the code is written in VB6, is at least 10 years old, and is very database-manipulation centric (as opposed to heavily object-oriented with lots of polymorphism).  This doesn't really matter though, since I don't see Steve wanting to make the change - as mentioned above, it was debated years ago, wouldn't add much to the game balance (and would probably hurt it) and would be complex to implement.

BTW, the right way to do what you suggested (assuming the code were in something like C# or C++) would be to have put a Size property on class Ship from day 1 of the code.  Then you would only need to change a single method.  (Of course you'd probably also need to launch a SizeChanged or MaxSpeedChanged event so that e.g. TG could check if they're exceeding the new maximum speed.)  The fundamental design principle here is that complexity should be managed server-side (i.e. within the Ship object) rather than client-side (i.e. within each of the callers like loadCargo).

John

PS - to repeat myself, this is why new users are encouraged to post into The Academy, so that we don't fill up other boards like Mechanics (which is where Steve likes to announce new things he's implemented) with threads that rehash old decisions and explanations of how things work.
Title: Re: Cargo holds and build time
Post by: AtomikKrab on April 01, 2010, 07:48:50 PM
peewee, as to the speed: too many cooks spoil the pot.

or in other words there is an upper limit to how many people can work on a ship. a shipyard might have 50 million workers, but if the ship is only a 5000 ton frigate maybe only 1 million can actually work on it
Title: Re: Cargo holds and build time
Post by: sloanjh on April 01, 2010, 08:01:30 PM
Quote from: "Peewee"
Perhaps it wouldn't be as efficient, but the fishing boats would still be built faster... wouldn't they?
Possibly, but....
Quote
Should I not be able to make ships be built faster by making a larger factory?
No, because this would potentially introduce a game-breaking exploit.  Please go find the thread I mentioned above where the variable build rates were introduced and read it - it discusses Steve's concerns in depth.  The short version (IIRC) is that Steve needed to make it so that building a 50kton or 100kton warship didn't take half a century, so he set things up so that big ships are built at a faster BP/day rate than small ships.  If he tied the rate to the yard, then the exploit would be to build a really big yard and use it to build a bunch of small ships (which is what you seem to be complaining about not being able to do).

Something to keep in mind with Aurora is "suspension of disbelief".  Sometimes game-balance decisions have to override "if I carried this to it's logical conclusions" reasoning.  Steve tries very hard (and is very successful) at keeping this inconsistencies to a minimum*, but this can't be done everywhere.  At that point you just have to suck it up and make up some technobabble.

John

 *For example, go find the years of requests for fighter-mounted beam weapons.  Steve resisted for years, because he couldn't figure out how to set things up so that they wouldn't break the game when players mounted a zillion of them on a warship, and he hated the fact that other games just arbitrarily said "welllll you just can't do that".  We only got them (gauss cannon) when a mechanism was worked out so that they wouldn't break the game.
Title: Re: Cargo holds and build time
Post by: UnLimiTeD on April 01, 2010, 08:13:36 PM
He isn't asking for being able to build small ships really fast, he's complaining that he can essentially build the same ships faster by adding large capacity to them, thus making them bigger.
Bigger ships are built faster than small ships.
Btw, peewee, is that speed consistent? I figured that the Cargoholds are really cheap, so if they would just be finished first, the speed should drop afterwards... though I guess that'll not be the case.
( Also, making that really big yard costs resources that could well be spent in adding more slipways to produce the small ships not faster, but 10 a time^^)
Title: Re: Cargo holds and build time
Post by: Father Tim on April 01, 2010, 09:11:57 PM
Ships are built by build points, not by tonnnage.  Shipyards are rated by tonnage, not by build points.  Therefore a shipyard fifty times as big working on a ship fifty times as big but only twenty times more expensive will build it faster.

The tanks in an oil tanker don't weigh 50 tons, or 50,000 tons, or whatever.  They displace an amount of water weighing 50 tons (empty) or 50,000 tons (full) or whatever, and the relation of cargo to displacement is expressed by bouyancy and load efficiency formulae.

A Cargo Hold doesn't weigh 5000 tons, it displaces 5000 tons of 'Alzarian Standard Atmosphere' at 'Standard Alzarian Temperature and Pressure'.  The weight of any cargo placed in the hold is irrelevant, and given the ship is an air-tight sphere, the presence or absence of cargo does not in any way affect the tonnage of ASA is displaces.

Campaigning to add 'variable mass' and 'changing ship speeds based on current mass' is pretty much like campaigning to switch the UK to driving on the right:  The decision was made a long time ago, for valid reasons, and changing it now would require a massive amount of work, cause innumerable crashes, and has been roundly refused by the people currently using the system.  You may think it's a better way, and certainly there are others who agree with you, but ultimately it's Steve's decision and he has said many times he prefers the current version and he's not changing it.
Title: Re: Cargo holds and build time
Post by: sloanjh on April 01, 2010, 10:37:14 PM
Quote from: "Father Tim"
Campaigning to add 'variable mass' and 'changing ship speeds based on current mass' is pretty much like campaigning to switch the UK to driving on the right:  The decision was made a long time ago, for valid reasons, and changing it now would require a massive amount of work, cause innumerable crashes, and has been roundly refused by the people currently using the system.  You may think it's a better way, and certainly there are others who agree with you, but ultimately it's Steve's decision and he has said many times he prefers the current version and he's not changing it.

Well said.

John
Title: Re: Cargo holds and build time
Post by: Peewee on April 02, 2010, 12:02:53 AM
Quote from: "AtomikKrab"
peewee, as to the speed: too many cooks spoil the pot.

or in other words there is an upper limit to how many people can work on a ship. a shipyard might have 50 million workers, but if the ship is only a 5000 ton frigate maybe only 1 million can actually work on it
I agree, but this still doesn't justify why adding more work to do means that it gets done faster.

Quote from: "UnLimiTeD"
Btw, peewee, is that speed consistent? I figured that the Cargoholds are really cheap, so if they would just be finished first, the speed should drop afterwards... though I guess that'll not be the case.
Yes, it seems pretty consistent. I finished the flashlight in a couple months, and gave up on the lantern after ~4 years.

Quote from: "sloanjh"
Quote from: "Peewee"
Perhaps it wouldn't be as efficient, but the fishing boats would still be built faster... wouldn't they?
Possibly, but....
Quote
Should I not be able to make ships be built faster by making a larger factory?
No, because this would potentially introduce a game-breaking exploit.  Please go find the thread I mentioned above where the variable build rates were introduced and read it - it discusses Steve's concerns in depth.  The short version (IIRC) is that Steve needed to make it so that building a 50kton or 100kton warship didn't take half a century, so he set things up so that big ships are built at a faster BP/day rate than small ships.  If he tied the rate to the yard, then the exploit would be to build a really big yard and use it to build a bunch of small ships (which is what you seem to be complaining about not being able to do).
And now the exploit is that constructing huge ships takes mere weeks.
Is this the thread you were talking about? (http://aurora.pentarch.org/viewtopic.php?f=1&t=1476&p=13017&hilit=+shipyard+build+rate#p13017)

I could build a death star in a matter of weeks, so long as I can strap enough cargo holds to it.
No, seriously. I could, and actually, I have.
Code: [Select]
Death Star class Orbital Weapon Platform    1020502800 tons     9565700 Crew     57755285.0006 BP      TCS 20410056  TH 60000  EM 1800000
293 km/s     Armour 100-90292     Shields 60000-300     Sensors 3750/3750/500/500     Damage Control Rating 50000     PPV 19200
Annual Failure Rate: 166627697%    IFR: 2314273.6%    Maint Capacity 6768596 MSP    Max Repair 31500 MSP    Est Time: 0 Years
Flag Bridge    Hangar Deck Capacity 100000 tons     Troop Capacity: 100 Battalions    Magazine 67500    Cargo 50000000    Colonists 19000000    Passengers 25000    Cargo Handling Multiplier 200400    Tractor Beam    
Jump Gate Construction Ship: 20 days
Fuel Harvester: 3000 modules producing 420000000 litres per annum
Terraformer: 35000 module(s) producing 280 atm per annum
Asteroid Miner: 100 module(s) producing 7000 tons per mineral per annum
Maintenance Modules: 1000 module(s) capable of supporting ships of 200000 tons
Salvager: 5000 module(s) capable of salvaging 12500000 tons per day

Photonic Drive E0.5 ARM-10 <H/S> (16000)    Power 375    Fuel Use 5%    Signature 3.75    Armour 10    Exp 1%    Hyper Capable
Fuel Capacity 75,000,000 Litres    Range 2.6 billion km   (104 days at full power)
Omega R300/15 Shields <M> (4000)   Total Fuel Cost  60,000 Litres per day

Quad 80cm C25 Far Gamma Ray Laser <M> Turret (50x4)    Range 1,400,000km     TS: 100000 km/s     Power 672-100     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Particle Torpedo-50 <M> (10)    Range 1,200,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
R1008/C25 Meson Cannon <M> (10)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1
Quad Gauss Cannon R6-100 <M> Turret (20x40)    Range 60,000km     TS: 50000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
CIWS-1000 (100x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
50cm Railgun V9/C20 <M> (10x4)    Range 1,400,000km     TS: 25000 km/s     Power 60-20     RM 9    ROF 15        20 20 20 20 20 20 20 20 20 18
80cm C25 Plasma Carronade <M> (10)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 1    ROF 35        168 84 56 42 33 28 24 21 18 16
PD Gauss Turret FC (10)    Max Range: 175,000 km   TS: 50000 km/s     94 89 83 77 71 66 60 54 49 43
Fire Control S16 700-100000 H10 <M> (100)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-0.75 AR-10 (15)     Total Power Output 13500    Armour 10    Exp 1%

Size 100 Missile Launcher (100)    Missile Size 100    Rate of Fire 250
Missile Fire Control FC1012500-R500 (10%) <M> (20)     Range 1,012,500.0m km    Resolution 500
Missile Fire Control FC2025-R1 (10%) (20)     Range 2,025.0m km    Resolution 1

Active Search Sensor MR13500-R20 (10%) (3)     GPS 180000     Range 13,500.0m km    Resolution 20
Active Search Sensor MR675-R1 (10%) (3)     GPS 9000     Range 675.0m km    Resolution 1
Active Search Sensor MR337500-R500 (10%) <M> (3)     GPS 4500000     Range 337,500.0m km    Resolution 500
Thermal Sensor TH50-3750 (10%) <M> (3)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) <M> (3)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Phased Gravitational Sensors (100)   500 Survey Points Per Hour
Phased Geological Sensors (100)   500 Survey Points Per Hour

ECCM-10 (50)         ECM 100

This design is classed as a military vessel for maintenance purposes
This only takes 0.07 years to build (~4 weeks).

A month. To build a practically indestructible (and yes, I put up defenses on the exhaust ports) billion-ton ship.
HOW IS THIS BETTER OR MORE LOGICAL THAN QUICKLY BUILDING SMALL SHIPS?!
Title: Re: Cargo holds and build time
Post by: Steve Walmsley on April 02, 2010, 12:29:11 AM
Quote from: "Peewee"
A month. To build a practically indestructible (and yes, I put up defenses on the exhaust ports) billion-ton ship.
HOW IS THIS BETTER OR MORE LOGICAL THAN QUICKLY BUILDING SMALL SHIPS?!
Because you would need a billion ton capacity military shipyard to build it. It would be faster to build a smaller version of the ship than wait a century or so to build the shipyard first. Within the other constraints imposed by the game, the current method creates the best compromise between gameplay and reality.

Steve
Title: Re: Cargo holds and build time
Post by: Peewee on April 02, 2010, 12:32:08 AM
Ah crap, I knew I forgot to reply to someone in my last post.
Quote from: "sloanjh"
This discussion/decision was already played out on the board a year or two (or possibly more) ago.  I might have even been the one to bring it up - I don't remember :-) ) was to go with tons as a measure of volume, because.....  (segue to Andrew)

As for the "making sense" part, you might want to go read the Starfire books (Crusade, In Death Ground, The Shiva Option, etc.) by David Weber and Steve White.  The drives are non-Newtonian (i.e. forget F=MA) and have a drive field that surrounds the hull, so it's the volume of the hull that controls how fast the ship can go, not the amount of mass inside the hull.
I couldn't find the thread you mentioned. (I did give up after about half an hour, but still)
Thanks for the suggestions. I'll add those to my reading list.
Quote from: "sloanjh"
Ummmmm y'know......if you don't like the game you don't have to play it.  And making any sort of demands, impossible or not, isn't necessarily the best way to win friends and influence people.  Oh yeah, and a huge percentage of the people who play the game are software developers themselves of one sort or another.
I do like the game. I just thought I saw room for improvement.
I really didn't want to sound like I'm bragging about my major or anything; I'm just used to some other forums, where asking for new features starts flame wars.

Quote from: "sloanjh"
"Only"??????  The odds of touching the code in all the right places and getting them all correct is very small.  Don't forget that the code is written in VB6, is at least 10 years old, and is very database-manipulation centric (as opposed to heavily object-oriented with lots of polymorphism).  This doesn't really matter though, since I don't see Steve wanting to make the change - as mentioned above, it was debated years ago, wouldn't add much to the game balance (and would probably hurt it) and would be complex to implement.
... Oh yeah.
Wait a minute. That... doesn't mean that all changes require reads and writes to the database, does it?

Quote from: "sloanjh"
BTW, the right way to do what you suggested (assuming the code were in something like C# or C++) would be to have put a Size property on class Ship from day 1 of the code.  Then you would only need to change a single method.  (Of course you'd probably also need to launch a SizeChanged or MaxSpeedChanged event so that e.g. TG could check if they're exceeding the new maximum speed.)  
Hehe, it's like you read my mind.
Title: Re: Cargo holds and build time
Post by: Peewee on April 02, 2010, 12:42:32 AM
Quote from: "Steve Walmsley"
Quote from: "Peewee"
A month. To build a practically indestructible (and yes, I put up defenses on the exhaust ports) billion-ton ship.
HOW IS THIS BETTER OR MORE LOGICAL THAN QUICKLY BUILDING SMALL SHIPS?!
Because you would need a billion ton capacity military shipyard to build it. It would be faster to build a smaller version of the ship than wait a century or so to build the shipyard first. Within the other constraints imposed by the game, the current method creates the best compromise between gameplay and reality.

Steve
Ok.

My real question is this:
Why shouldn't a civilization be able to build a reasonable ship more quickly after investing in the same [spoiler:17k9ailn]friggin vogon constructor fleet[/spoiler:17k9ailn] billion-ton capacity shipyard?
Title: Re: Cargo holds and build time
Post by: Steve Walmsley on April 02, 2010, 12:49:45 AM
Quote from: "Peewee"
My real question is this:
Why shouldn't a civilization be able to build a reasonable ship more quickly after investing in the same [spoiler:h5sitauk]friggin vogon constructor fleet[/spoiler:h5sitauk] billion-ton capacity shipyard?
As explained in the original thread, I decided that basing construction time on ship size rather than shipyard size would allow players to build large ships in a reasonable time while preventing someone using shipyards designed for supertankers to build fishing boats. This is for both gameplay and realism reasons. To support your argument, perhaps you can point me to a shipyard in the real world that uses the slipways intended for carriers to build huge amounts of patrol boats?

Steve
Title: Re: Cargo holds and build time
Post by: Peewee on April 02, 2010, 01:31:15 AM
Quote from: "Steve Walmsley"
As explained in the original thread, I decided that basing construction time on ship size rather than shipyard size would allow players to build large ships in a reasonable time while preventing someone using shipyards designed for supertankers to build fishing boats. This is for both gameplay and realism reasons. To support your argument, perhaps you can point me to a shipyard in the real world that uses the slipways intended for carriers to build huge amounts of patrol boats?

Steve
But that's just my point.
I'm not designing them for building carriers. I'm designing them to mass-produce small ships.

As for an example... How about the Liberty ships made during WWII?
The US built a couple hundred shipyards, and could eventually build a ship in 10 days.
Quote from: "http://www.globalsecurity.org/military/systems/ship/liberty-ships-production.htm"
The successful application of mass production to the Liberty Ship building program meant that more ships could be constructed in a smaller amount of space and with unprecedented speed. Ten to twelve months were required in 1917-18 to build an oceangoing ship. Liberty ships, though a third larger, were built in 1943 in as little as 16 days in regular production in one of the most efficient yards.

By the fall of 1942, the production rate of the Liberty Ships had far exceeded the expectations of the Maritime Commission with an average construction period of 70 days. In September, Henry Kaiser’s Portland, Oregon yard set a record by completing the Joseph N. Teal in a mere 10 days. The Liberty ship ROBERT E. PEARY was built in a West Coast shipyard in the world's record time of one week flat. By 1944, the average time to build a ship was 42 days.
...
America's wartime shipbuilding capacity for oceangoing vessels was 2,000 or more annually, provided manpower and materials are available. Some yards building Liberty ships have delivered these 441-foot vessels in 16 days in regular production. The first Liberty ship required 244 days to build. By the end of 1945, the average building time for all Liberty shipyards was under 40 days.

Perhaps you'd prefer to use something other than capacity, but (in my own opinion) shipyards should be capable of improving their production rates.
Another example of mass production of smallish ships by large shipyards:
http://en.wikipedia.org/wiki/Venetian_Arsenal (http://en.wikipedia.org/wiki/Venetian_Arsenal) - supposedly capable of cranking out a ship every day
Title: Re: Cargo holds and build time
Post by: Steve Walmsley on April 02, 2010, 01:35:43 AM
Quote from: "Peewee"
Quote from: "Steve Walmsley"
As explained in the original thread, I decided that basing construction time on ship size rather than shipyard size would allow players to build large ships in a reasonable time while preventing someone using shipyards designed for supertankers to build fishing boats. This is for both gameplay and realism reasons. To support your argument, perhaps you can point me to a shipyard in the real world that uses the slipways intended for carriers to build huge amounts of patrol boats?
But that's just my point.
I'm not designing them for building carriers. I'm designing them to mass-produce small ships.
In that case, they wouldn't be able to build large ships. You can't have it both ways. Each shipyard has a number of slipways and the capacity of those slipways is the max size of the ships. A shipyard with one 50,000 capacity slipway is plainly designed to build large ships. A shipyard with fifty 1000 ton slipways is designed to produce a lot of small ships. Which one are we talking about? You can't have a slipway that is ideal for both building one large ship or lots of little ships, either in Aurora or in the real world.

Quote
Perhaps you'd prefer to use something other than capacity, but (in my own opinion) shipyards should be capable of improving their production rates.
That would be the Shipbuilding Rate tech.

Steve
Title: Re: Cargo holds and build time
Post by: Steve Walmsley on April 02, 2010, 01:40:47 AM
Quote from: "Peewee"
More examples of mass production of smallish ships by large shipyards:
http://en.wikipedia.org/wiki/Venetian_Arsenal (http://en.wikipedia.org/wiki/Venetian_Arsenal) - supposedly capable of cranking out a ship every day
I suggest you read the detail in the article. This Venetian Arsenal was a number of different shipyards clustered together. Not a single slipway that could build all ship sizes equally well. In Aurora, the equivalent of the Venetian Arsenal is all of the shipyard complexes of one planet

Steve
Title: Re: Cargo holds and build time
Post by: Peewee on April 02, 2010, 02:06:03 AM
Quote from: "Steve Walmsley"
Quote from: "Peewee"
Quote from: "Steve Walmsley"
As explained in the original thread, I decided that basing construction time on ship size rather than shipyard size would allow players to build large ships in a reasonable time while preventing someone using shipyards designed for supertankers to build fishing boats. This is for both gameplay and realism reasons. To support your argument, perhaps you can point me to a shipyard in the real world that uses the slipways intended for carriers to build huge amounts of patrol boats?
But that's just my point.
I'm not designing them for building carriers. I'm designing them to mass-produce small ships.
In that case, they wouldn't be able to build large ships. You can't have it both ways. Each shipyard has a number of slipways and the capacity of those slipways is the max size of the ships. A shipyard with one 50,000 capacity slipway is plainly designed to build large ships. A shipyard with fifty 1000 ton slipways is designed to produce a lot of small ships. Which one are we talking about? You can't have a slipway that is ideal for both building one large ship or lots of little ships, either in Aurora or in the real world.
But you could convert one to the other in the real world. It would probably cost more than building a new one, or be terribly inefficient, but you could still do it.
Isn't that what retooling is for? Optimizing a given shipyard for building a specific class of ship? If I had the space to build a billion ton ship, but needed to change things around to crank out small ships instead, I'd build small parts, then assemble those into components, then stick them on the ship. Most, if not all of those small parts/components could be made at the same time, because well, there's plenty of room to put in different workstations.

If I had a small slipway instead (the bare minimum space required to assemble a ship), I'd have to make each part and stick them on individually, and I wouldn't be able to re-tool it for a larger class without also expanding it first.

Quote
That would be the Shipbuilding Rate tech.
But that's a one-off deal that didn't help the 7-year-ship problem much.
Perhaps if it were a repeating tech like 'expand civ econ'...

EDIT: I just noticed the rank picture - I object to displaying any flag but flag0316.jpg as a personal identifier.  :lol:
Re-edit: I suppose I should mention that it's 3:00 AM here and neither of our arguments are making much sense to me anymore.
Title: Re: Cargo holds and build time
Post by: Steve Walmsley on April 02, 2010, 02:07:27 AM
What you don't seem to be able to accept is that each slipway is a fixed building slip with a maximum capacity. Retooling means setting up to build a different type of ship, not completely rebuilding the shipyard to convert that one large slipway into a lot of little slipways. For example, all ten Nimitz-class aircraft carriers were constructed in Newport News, Virginia, in the largest dry dock in the western hemisphere, dry dock 12, now 662 metres (2,172 ft) in length after a recent expansion. In Aurora terms this is one shipyard with a single 100,000 capacity slipway. Now what do you think the chances are that Newport News Shipbuilding are going to use this slipway to build a horde of cutters for the Coastguard?

Quote
But that's a one-off deal that didn't help the 7-year-ship problem much. Perhaps if it were a repeating tech like 'expand civ econ'...
There are 12 levels to the tech, ranging from 400 BP per year to 8000 BP per year.

We are going to have to agree to disagree because I am obviously not going to change your mind and I have bugs to fix.

Steve
Title: Re: Cargo holds and build time
Post by: Bear on April 02, 2010, 07:43:16 PM
Perhaps this is me being noobish and mistaken, but you could have those large sensors build by your planetary construction facilities and then the shipyards are merely installing the super expensive electronics onto what may otherwise be a typical ship.  I think that's how it works now, or at least that seems like the way it logically should.

On that note, I think it would be neat if you could earmark a portion of your planetary construction capacity for "shipyard assist," and they will then set about producing the most expensive ship components for ships currently under construction.
Title: Re: Cargo holds and build time
Post by: Hawkeye on April 03, 2010, 01:45:33 AM
Quote from: "Bear"
Perhaps this is me being noobish and mistaken, but you could have those large sensors build by your planetary construction facilities and then the shipyards are merely installing the super expensive electronics onto what may otherwise be a typical ship.  I think that's how it works now, or at least that seems like the way it logically should.

On that note, I think it would be neat if you could earmark a portion of your planetary construction capacity for "shipyard assist," and they will then set about producing the most expensive ship components for ships currently under construction.

In a way, you can allready.
On the economics screen, industry tab, you can select "ship components" and start prefabricating parts for your ships, that your shipyards will use when building ships (and thus speed up construction). I usually build enignes in large numbers because, for one, most ships use quite a few of them and two, tech advances not as fast as with other stuff, and I´d hate being stuck with a lot of outdated parts, that I can scrap for only 30% return
Title: Re: Cargo holds and build time
Post by: The Shadow on April 03, 2010, 08:23:02 AM
Quote from: "Hawkeye"
On the economics screen, industry tab, you can select "ship components" and start prefabricating parts for your ships, that your shipyards will use when building ships (and thus speed up construction). I usually build enignes in large numbers because, for one, most ships use quite a few of them and two, tech advances not as fast as with other stuff, and I´d hate being stuck with a lot of outdated parts, that I can scrap for only 30% return

I keep finding out new things about this game. :)  Do the shipyards automatically use the built parts, or do you have to tell them somehow?

I've also noticed (having salvaged a number of wrecks) that I end up in the Class Design screen with parts with a (D) in front of them.  Are these parts from the wrecks?  If so, doesn't that mean that if I design a class with them, that I can only build so many ships of that class?
Title: Re: Cargo holds and build time
Post by: UnLimiTeD on April 03, 2010, 08:39:27 AM
They should use them rather automatically.
Helps a lot when you really quickly need s certain ship, as devoting all your industrial capacity to building those parts can produce the ship in days.
I think the components need to be finished before the ship is laid down, though.
Title: Re: Cargo holds and build time
Post by: Hawkeye on April 03, 2010, 01:26:50 PM
Quote from: "The Shadow"

I've also noticed (having salvaged a number of wrecks) that I end up in the Class Design screen with parts with a (D) in front of them.  Are these parts from the wrecks?  If so, doesn't that mean that if I design a class with them, that I can only build so many ships of that class?

Correct on both
Title: Re: Cargo holds and build time
Post by: Steve Walmsley on April 04, 2010, 01:57:47 AM
Quote from: "The Shadow"
Quote from: "Hawkeye"
On the economics screen, industry tab, you can select "ship components" and start prefabricating parts for your ships, that your shipyards will use when building ships (and thus speed up construction). I usually build engines in large numbers because, for one, most ships use quite a few of them and two, tech advances not as fast as with other stuff, and I´d hate being stuck with a lot of outdated parts, that I can scrap for only 30% return
I keep finding out new things about this game. :)  Do the shipyards automatically use the built parts, or do you have to tell them somehow?
They will use them automatically. This is a good way to reduce the build times of large, expensive ships. For example, if need terraformers quickly, build the terraforming modules using planetary industry so the shipyards don't have to build that portion of the ship.

Quote
I've also noticed (having salvaged a number of wrecks) that I end up in the Class Design screen with parts with a (D) in front of them.  Are these parts from the wrecks?  If so, doesn't that mean that if I design a class with them, that I can only build so many ships of that class?
(D) indicates a component that you have available but can't build yourself. This is usually from salvage, scrapping or ruins. You can design classes using this component but can only build ships of that design as long as you have the components in your stockpile. For example, if you found six advanced gravitational sensors, you could design ships using those components but once the six components had been used by your shipyards, you couldn't build any more ships of that design until you found more of the component. A big decision you may have to make when you find advanced components is whether to incorporate them in your ships or disaasmble them for potential tech knowledge.

If you find your list of components in class design is being cluttered by (D) components you can either hide them all using the 'Own Tech Only' checkbox or hide them individually by using the Obso Comp button (which sets a component as obsolete).

Steve
Title: Re: Cargo holds and build time
Post by: The Shadow on April 04, 2010, 03:35:24 AM
Quote from: "Steve Walmsley"
(D) indicates a component that you have available but can't build yourself. This is usually from salvage, scrapping or ruins.

Huh.  While I *have* seen things like that, I've also seen items marked with (D) that duplicate things I already have.  (Sensors, mostly.)
Title: Re: Cargo holds and build time
Post by: Brian Neumann on April 04, 2010, 05:58:57 AM
I used to have problems with components salvaged when they matched my own designs.  If I designed a ship using my own tech design the program would ignore the salvaged components.  This would only happen if the system needed to be designed.  If for example I had a bunch of cryo transport modules and salvaged them there is no difference.  My work around was to dissasemble the offending salvage components and then use the sm function to create a matching number of my components.  

Hope this helps
Brian
Title: Re: Cargo holds and build time
Post by: Steve Walmsley on April 04, 2010, 06:51:40 AM
Quote from: "The Shadow"
Quote from: "Steve Walmsley"
(D) indicates a component that you have available but can't build yourself. This is usually from salvage, scrapping or ruins.
Huh.  While I *have* seen things like that, I've also seen items marked with (D) that duplicate things I already have.  (Sensors, mostly.)
It's because they are components designed by an alien empire that happen to have the same name or the same stats as one of your components. They are still identified separately in the database so they show up as different components. Perhaps what I need to do is check existing components for matches when you salvage alien components and convert them at that point.

Steve
Title: Re: Cargo holds and build time
Post by: sloanjh on April 04, 2010, 01:10:06 PM
Quote from: "Steve Walmsley"
They are still identified separately in the database so they show up as different components. Perhaps what I need to do is check existing components for matches when you salvage alien components and convert them at that point.

And/or change the display code to post-pend the empire name for any tech that doesn't belong to the displaying race.  For example if I (the Terran Empire) salvaged a bunch of cryo modules from the Troglo Hierarchy, then they'd show up as

Cryo Module (Troglo Hierarchy)

or

Cryo Module (Troglo)

depending on if empire names are saved in one part (Troglo Hierarchy) or two parts (Troglo and Hiearchy).

John
Title: Re: Cargo holds and build time
Post by: Brian Neumann on April 05, 2010, 07:54:27 AM
Quote from: "Steve Walmsley"
It's because they are components designed by an alien empire that happen to have the same name or the same stats as one of your components. They are still identified separately in the database so they show up as different components. Perhaps what I need to do is check existing components for matches when you salvage alien components and convert them at that point.

Steve
You will also need to do a check when the player designs a new system.  Especially with low tech starts I have found enough of a system, ie 20cm/c4 uv laser to be able to make my own that are an exact match.  If I have any left over after the dissasembly process I can't use them and my own matching design without having two different designs.  If instead you did this check to see if any salvaged components were an identical match to a new design when it is finished being prototyped then it would get around the problem.

Brian
Title: Re: Cargo holds and build time
Post by: Father Tim on April 05, 2010, 05:02:23 PM
I would prefer it if you left them separate.  Just because an alien laser is '20cm/C4 Near UV' doesn't mean it's the same as a native '20cm/C4 Near UV' laser.  Russian 7.62mm rounds are not the same size (and not compatible with) 7.62mm NATO rounds.  Royal Navy 12" battleship guns were commonly manufactured in 'left' and 'right' versions, and you couldn't put a pair of 'rights' into the same turret.

Captured alien weapons, are, well, alien.  They're made for an odd number of fingers, arms the length of an orangutan, and labelled entirely in black text, on a black background, that lights up a black light with a black message when you press the black button.  Your empire's copies are modified so that your empire's inhabitants can use them.

If people want X and Y to be that same, they can use SM mode to delete the alien versions and replace them with an equal number of native components.  If a lot of people want it, you can add a button to do it automatically.  I, for one, like my historical oddities such as the Panzer I Breda, or the Marder - native chassis armed with captured guns.
Title: Re: Cargo holds and build time
Post by: UnLimiTeD on April 05, 2010, 06:41:41 PM
The problem is that it won't automatically combine.
In reality, it was very cheap to put captured guns on stuff, back when doing things like the Hotchkiss or Hetzer, to talk about WW2 tanks.
In Aurora, you would have to make a new ship design just to use the same weapons, but from a different manufacturer.
While I agree that the status quo isn't that evil, it's not perfect either.
Wouldn't the easiest solution be to keep it as is, and once those parts run out, you get a free modification possibility to exchange it by what is still available (current parts?).
Title: Re: Cargo holds and build time
Post by: Steve Walmsley on April 08, 2010, 09:21:23 AM
Perhaps the best option would be a button on the actual stockpile section to consolidate identical tech system. That would then be optional for players who want to make use of it.

Steve
Title: Re: Cargo holds and build time
Post by: boggo2300 on April 08, 2010, 03:30:12 PM
Quote from: "Steve Walmsley"
Perhaps the best option would be a button on the actual stockpile section to consolidate identical tech system. That would then be optional for players who want to make use of it.

Steve


I'd suggest making it a SM button Steve, since it is a bit of a reality breaker

Matt