Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 761033 times)

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Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4245 on: August 20, 2024, 10:04:56 AM »
Are older ships more prone to failures?
In my current game, it seems so: some 20+ years old ships, in orbit to bodies without maintenance ability, are showing large damages each 5-days turn, more often than 10+ ones.

Yes.
The chance per construction cycle of a ship suffering is a maintenance failure is the IFR% of the design (shown in the class design text) multiplied by the current maintenance clock (in years; shown on the Ship List tab of the Naval Organization window).

So, the higher the maintenance clock, the higher the chance of a maintenance failure.
 

Offline KriegsMeister

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4246 on: August 20, 2024, 05:47:45 PM »
Would I run into any issues culling the hull type designations in the DB to declutter the list in the game? Does the AI design generators use these names mechanically or would it just default to whatever I have left, and/or do I need to keep specific ones if the AI does use them mechanically to create its ships? Adding my new nomenclature puts the list at just over 300 and just trying to manage it a little better
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4247 on: August 20, 2024, 05:59:47 PM »
Would I run into any issues culling the hull type designations in the DB to declutter the list in the game? Does the AI design generators use these names mechanically or would it just default to whatever I have left, and/or do I need to keep specific ones if the AI does use them mechanically to create its ships? Adding my new nomenclature puts the list at just over 300 and just trying to manage it a little better

I believe you would break the game because the NPRs do use those hull classifications. I recall a while back someone developed a SQL script to hide the names you didn't want to use, which might still work if you can find it.
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4248 on: August 21, 2024, 07:05:19 AM »
Would I run into any issues culling the hull type designations in the DB to declutter the list in the game? Does the AI design generators use these names mechanically or would it just default to whatever I have left, and/or do I need to keep specific ones if the AI does use them mechanically to create its ships? Adding my new nomenclature puts the list at just over 300 and just trying to manage it a little better

You would cause the game to throw errors if you removed a hull designation that one of the AI races is using - or that a future AI race would expect to exist. You can find a list of those hull type IDs in the DIM_AutomatedClassDesign table.
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4249 on: August 21, 2024, 08:18:50 AM »
Would I run into any issues culling the hull type designations in the DB to declutter the list in the game? Does the AI design generators use these names mechanically or would it just default to whatever I have left, and/or do I need to keep specific ones if the AI does use them mechanically to create its ships? Adding my new nomenclature puts the list at just over 300 and just trying to manage it a little better

You would cause the game to throw errors if you removed a hull designation that one of the AI races is using - or that a future AI race would expect to exist. You can find a list of those hull type IDs in the DIM_AutomatedClassDesign table.

For anyone averse to poking into the database, here's the list:

  • Battlecruiser
  • Beam Defence Base
  • Carrier
  • Colony Ship
  • Construction Ship
  • Destroyer
  • Destroyer Escort
  • Diplomatic Ship
  • Escort Cruiser
  • Fast Attack Craft
  • Fighter
  • Freighter
  • Fuel Harvester
  • Geosurvey Ship
  • Heavy Cruiser
  • Jump Battlecruiser
  • Jump Cruiser
  • Jump Destroyer
  • Jump Destroyer Escort
  • Jump Escort Cruiser
  • Jump Tender
  • Military Jump Tender
  • Military Tanker
  • Missile Cruiser
  • Missile Defence Base
  • Missile Destroyer
  • Orbital Defence Base
  • Orbital Miner
  • Raider
  • Salvager
  • Scout
  • Slave Transport
  • Spaceliner
  • Star Swarm
  • Strike Cruiser
  • Survey Ship
  • Tanker
  • Terraformer
  • Troop Transport

And here's the query for future reference:

Code: [Select]
select DISTINCT
hd.Description
FROM
DIM_AutomatedClassDesign as dacd
inner JOIN
FCT_HullDescription as hd
on
hd.HullDescriptionID = dacd.HullID
order by hd.Description
 

Offline Coleslaw

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4250 on: August 21, 2024, 05:04:19 PM »
Does removing hull designations on the class design window remove the hull designation from the database? Can I delete hull designations on the class design window without causing errors?
 

Offline KriegsMeister

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4251 on: August 21, 2024, 05:53:14 PM »
Ok sweet, so if I retain those 39 designations and get rid of the the other ~250 I should be alright. I'll run a quick and dirty test game with high NPR rates to confirm if any errors show up.
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4252 on: August 21, 2024, 06:56:24 PM »
Does removing hull designations on the class design window remove the hull designation from the database? Can I delete hull designations on the class design window without causing errors?

Yes, deleting them in the class window is the same as deleting them from the database. Just different UI.
 

Offline nakorkren

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4253 on: August 21, 2024, 09:51:45 PM »
Is there a standing order, conditional order, or other method to make all fuel harvesters in the same fleet automatically transfer/equalize fuel between them so they all fill up evenly and at the same time, despite having different harvesting rates? This would reduce the number of spam "Harvester XYZ is almost full" messages, so I'd love to hear there's a way I'm just not seeing.
 

Offline Kaiser

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4254 on: August 22, 2024, 03:51:10 AM »
Is there a standing order, conditional order, or other method to make all fuel harvesters in the same fleet automatically transfer/equalize fuel between them so they all fill up evenly and at the same time, despite having different harvesting rates? This would reduce the number of spam "Harvester XYZ is almost full" messages, so I'd love to hear there's a way I'm just not seeing.

I recall there was something like that in VB6, not in C unfortunately.
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4255 on: August 22, 2024, 04:20:50 AM »
Is there a standing order, conditional order, or other method to make all fuel harvesters in the same fleet automatically transfer/equalize fuel between them so they all fill up evenly and at the same time, despite having different harvesting rates? This would reduce the number of spam "Harvester XYZ is almost full" messages, so I'd love to hear there's a way I'm just not seeing.

I already fixed this problem for v2.6 with the following change:
  • When refuelling from tanker fleets (such as fuel harvesters), the tankers will be accessed in order of which has the most fuel relative to capacity.
http://aurora2.pentarch.org/index.php?topic=13463.0
 

Offline Dawncloack

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4256 on: August 22, 2024, 06:58:08 AM »
Can I get some screenshots of a black hole system and a nebula system? Do they look different at all ?

I have never encountered them and I am curious.
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4257 on: August 22, 2024, 07:20:23 PM »
Do Decoy Missiles fire in the absence of an active sensor detecting the inbound missiles?
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4258 on: August 23, 2024, 10:34:10 AM »
If an NPR's weapon is broken and it doesn't have enough MSP to fix it, can that weapon still fire?
 

Offline Nappy

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4259 on: August 23, 2024, 02:16:03 PM »
I think I have a decent handle on ship design now, making efficient engines, and so on. But I wanted to ask what would be the best "range" of ship sizes.

I have 4 fleets in my current game so far, that range from 15k tons to 70k, Ranging from Carriers and Battlecruisers to Anti Missile Destroyers (Full of AMM's).

I have been trying to test out larger ship designs in the 200k range, though, both for Carriers and "Dreadnaughts" in particular. Ive done some calculations and it seems that in terms of firepower the smaller ship designs (with their numbers) and the singular vessels are equal in potential firepower, but the larger vessels also require rather extreme amounts of engineering spaces.

I wanted to ask if anyone has any know-how in this, and what their advice would be.

Thanks.