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Aurora Suggestions / Re: Simplifying turn calculations: orbital elements
« Last post by JacenHan on June 12, 2018, 08:12:24 PM »
Out of interest, how long did a Colonial Wars construction increment as a whole typically take in VB6?
Tutorials / Re: Part 1: Setting up a New Game
« Last post by allennorde on June 12, 2018, 06:41:16 PM »
Wow!  Here it is 6/12/18, over 14 mos since Titanian's last post in 4/01/17.   Is this game still active?  C'mon devs!  At least hire a guy to monitor the games only official Forum.   
Aurora Suggestions / Re: Simplifying turn calculations: orbital elements
« Last post by Steve Walmsley on June 12, 2018, 06:30:47 PM »
Orbital movement is done by calculating the change in bearing based on orbital period and passage of time and recalculates the new location based on distance and bearing from the sStar. What takes time is loading and saving from the DB and checking for orbiting fleets, etc.

For C# Aurora, there is no loading or saving during turn execution and fleets are flagged as requiring orbital movement when they enter orbit. I checked my current campaign (with 500 systems and 60,000 system bodies) and with asteroid orbits on, orbital movement dropped from three minutes to 0.1 seconds.

Bureau of Ship Design / Re: SEW ship (Space Early Warning)
« Last post by MarcAFK on June 12, 2018, 05:44:15 PM »
I like it in theory, but I prefer having decent passives on my scout so that it's useful without the huge "come-get-me" light switched on. At least a moderate EM sensor so you can see if theres a bunch of actives following it after you switch your sensors off and start running back to the fleet. If you want to sacrifice it's offensive capability for a good thermal sensor is debatable, but as others have mentioned this has no real ability to survive any significant opposition unless it has some escort.
Ideally you might deploy this in a pair with the other ship carrying passive sensors, and some armour or shielding for leakers.
Bureau of Ship Design / Re: SEW ship (Space Early Warning)
« Last post by Panopticon on June 12, 2018, 05:33:40 PM »
I like it, I assume your plan when you suspect hostilities are happening is to turn off it's sensor and move it to safety once you have ID'd the enemy and gotten them into sensor coverage of your main fleet, with that sensor range on the SEW ship that should be doable though i suppose it might require a little micromanagement on your part.

I am on the fence about it's armament though, that is enough to engage a couple gunboats or a lone missile ship successfully, but how often is it going to be in a position to have to fight at all? if it's sensor is off it won't be a high priority target for the AI, and if it is on you should be able to see stuff coming long before it becomes a threat. I suppose it can thicken AMM defense when it rejoins the fleet, but I also assume your fleet will have sufficient AMM on it's own. I'd probably skip weapons altogether in favor of either more armor or just a small, faster ship.
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Triato on June 12, 2018, 03:50:54 PM »
I wold like for some companion stars to keep being hard or imposible to acces. It gives us a long term project, a choice to make and a diferent situation. Yes, some are so distant that they only serve as ornaments but even that gives a bit more of flavor to the game I think.

Maybe we could have a new tech branch that allows you to create intrasystem jump points at hi cost.
Aurora Suggestions / Simplifying turn calculations: orbital elements
« Last post by nitrah on June 12, 2018, 11:51:06 AM »
I am curious how the locations of the planets and other orbiting objects are calculated under the hood.

I suspect (but could be wrong) that you are calculating X/Y locations for every object every time you hit the 5 day cycle.  I suspect this is the case just by the amount of churn which hits every 5 days and how it drastically increases as the game goes on.

If this is the case, I would humbly suggest you consider looking into changing the calculation process to using a modified orbital elements method of storing the location.

https://en. m. wikipedia. org/wiki/Orbital_elements

Because the game is two dimensional and you dont simulate orbital eccentricity, you could use semi major axis, starting true (or mean) anomaly, the amount of delta mean anomaly per 5 day period, and the date to store all X/Y information.  The only variable which changes per pulse is the date.  Then, you would only need to convert to X&Y if the player is looking at a specific system or if a player or NPR has a ship with orders to go to the orbital body.

I suspect this would significantly increase turn processing time.

Bureau of Ship Design / Re: SEW ship (Space Early Warning)
« Last post by Icecoon on June 12, 2018, 10:10:12 AM »
If you light up that 36000 GPS sensor their whole fleet will be coming for that ship. It will be their prime target. It should travel close to the main fleet to be able to survive anything. It is not a dedicated combat ship, but one armor layer is still too weak.  :)
C# Aurora / Re: Jump Gate Construction/Destruction (split suggestions)
« Last post by Steve Walmsley on June 12, 2018, 06:17:05 AM »
In earlier versions, you needed five jump gate components to build a jump gate. They were built in factories, moved to the jump gate by freighter and assembled by construction ship.

The component requirement was removed with general player consensus that it was tedious and didn't add to game play. What remained was the construction ship and the current system. I don't want to go down a similar path to one that was already tested and rejected.
Bureau of Ship Design / Re: SEW ship (Space Early Warning)
« Last post by Iranon on June 12, 2018, 03:16:43 AM »
Hardened electronics are hugely expensive and not very useful. Even if the AI used microwaves... by the time hardened electronics become relevant, your expensive scout ship is doomed.

This type of ship can't carry adequate defence for its value. I'd prefer to keep it unarmed and have it escorted. Passive defences are an option, possibly including cloaking technology if you have the tech - after all, it's the most visible and highest value target in a scouting flotilla.
To maintain a sensor advantage over the enemy, sensor capability relative to size is an important metric; plitting things up until you can't any more (just a large sensor as mission tonnage) is like a free cloak.
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