Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 495917 times)

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Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4440 on: January 06, 2025, 12:54:10 PM »
Steve initially was going to make wrecks tug-gable in C# but he changed his mind as he figured that salvaging wrecks in contested systems is more exciting than just using tugs to move them to safety.
 
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Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4441 on: January 06, 2025, 01:10:10 PM »
Steve initially was going to make wrecks tug-gable in C# but he changed his mind as he figured that salvaging wrecks in contested systems is more exciting than just using tugs to move them to safety.

Thank you, Garfunkel.
I can understand the reason.
But I think I'll never salvage anything in a contested system, to avoid the risk to lose even more ships.
 

Offline Kurt

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4442 on: January 06, 2025, 04:20:37 PM »


I brought this up before, but I wanted to emphasize something.  I filtered out the friendly NPR interrupts when they do this, but if I filter out the hostile interrupts I could miss something important.  So I get multiple interrupts every five day period, which even auto-advance can't deal with because it is a valid interrupt and will stop when it happens. 

That's just an annoyance though.  The real problem is, what are these guys doing?  Constantly cycling their engines from a thermal strength of 500 to 1, and then back again two hours later.  They aren't moving, they are just sitting there.  Every two hours.  Then they stop.  For a while.  Then they start again. 

There is something in their code that is causing them to cycle their engines.  This is happening with both major NPR's I've contacted, but as I said, I filtered out the alerts from the friendly NPR. 
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4443 on: January 10, 2025, 10:44:33 AM »
I've noticed that the time required for a given "load ..." order decreases proportionally with the available cargo space.

For example, suppose I have a freighter class with 50kt capacity.
I give a ship of this class an order to load 1 construction factory (which requires 25kt of cargo space).
That order takes an amount of time equal to the full load time shown in the designer window for this class, reduced by relevant bonuses (NAC, commander, spaceport, governor, sector).
When the order is complete, the freighter has 25kt capacity remaining.
I then give the ship an order to load 1 mine (which also requires 25kt of cargo space).
The ship only has half of its total capacity remaining, so this order takes half the amount of time as the previous order.

The question:
Is there a reason why the load time for the first order isn't also reduced by half? Both orders are loading the same amount of cargo.
More generally: when a load order specifies an amount to be loaded, is there a reason that the required time is determined by the cargo space currently available on the ship, rather than the specific cargo size to be loaded?