Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 760308 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?
 

Offline Ogonek

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4444 on: January 22, 2025, 12:31:00 PM »
Is it possible to restrict access for your ships with standing orders? The point is that in one system there is a race hostile to me, and the system has not been geo-grav surveyed. I have research ships with standing orders to study the body and move to the system where the survey is required. The ships constantly climb there. Flags are set "military restricted system" and "restricted JP", but they do not help.
 

Offline kyonkundenwa

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4445 on: January 22, 2025, 06:51:36 PM »
Is it possible to restrict access for your ships with standing orders? The point is that in one system there is a race hostile to me, and the system has not been geo-grav surveyed. I have research ships with standing orders to study the body and move to the system where the survey is required. The ships constantly climb there. Flags are set "military restricted system" and "restricted JP", but they do not help.
I'm pretty sure if you set the system as alien controlled in the GalacticMap, and then check the "Exclude Alien-Controlled" box in the Fleet Movement Orders tab of the Naval Organization window for your fleets in question, standing orders will respect the selection and not route those fleets into alien controlled systems.
 
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Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4446 on: January 24, 2025, 01:48:38 PM »
Are Naval and/or General NACs intended to provide a to-hit bonus?
It seems to be the intent, since those NAC types are listed as providing a bonus to the Tactical skill.

But the reported CTH for my tiny beam fleet stays the same no matter if the fleet is in a Naval NAC nested under five other Naval NACs (all led by officers with high Tactical bonus), or if the fleet is just under the root NAC.
 

Offline davidr

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4447 on: January 29, 2025, 03:54:43 AM »
What is best to be used to create PPV's to protect a new Colony. I have just started a new game aftrer having to re-install to a new hard drive and am about to colonise Mars as the first off world human colony. I intend to place infrastructure before terraforming so the colony will grow and thus unrest will gradually occur. What should I do to mitigate the unrest - what is the most effective way to increase PPV without resorting to masses of troops.

Many thanks

DavidR
 

Offline Kiero

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4448 on: January 29, 2025, 04:27:39 AM »
What is best to be used to create PPV's to protect a new Colony. I have just started a new game aftrer having to re-install to a new hard drive and am about to colonise Mars as the first off world human colony. I intend to place infrastructure before terraforming so the colony will grow and thus unrest will gradually occur. What should I do to mitigate the unrest - what is the most effective way to increase PPV without resorting to masses of troops.

Many thanks

DavidR

PPV is system wide parameter, so the fleet protecting Earth will also contribute for Mars protection. Even if there are no ships/station in Mars orbit.

For providing PPV and protecting colonies, I tend to use Defence Stations accompanied by small maintance station. Later one when colony grow and can maintain a workforce for a Maintenance Facility. This small station would be moved to provide maintance for important places in the system that require constant Navy presence.
 

Offline davidr

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4449 on: January 29, 2025, 04:56:59 AM »
Kiero,

Many thanks,

How do you design and what do you use in your Defense Station?

The PPV value requested by the population of a colony increases in accordance with the numbers of colonists on the planet  and this then means more and more defense ships/forces to match the increased PPV. Being a not vey good designer ( or knowlwdge of the design of ships ) I am forever upgrading and increasing the numbers of the most basic Carronade equipped ships just to keep pace with the ever increasing PPV value. Is there a much easier way to keep the PPV in check without resorting to whole flotillas of ships just sitting in orbit to match the PPv value of a planet.

DavidR
 

Offline Kiero

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4450 on: January 29, 2025, 05:11:51 AM »
In my current game, I'm using a combination of Gauss turrets and particle beams for the defence stations.

I'm also providing the colonies with STO ground troops (to give them some real protection) and some police (cheap infantry).

I also have a Reaction Fleet, that can provide a temporary boost until I can tow DB into orbit.


PS. You can also reduce your race's Militancy, this can significantly reduce the PPV requirements of your colonies.

Code: [Select]
Kiest Industries K-19 "Alamo" class Defence Base      12 000 tons       411 Crew       2 221 BP       TCS 240    TH 0    EM 6 870
1 km/s      Armour 5-46       Shields 229-536       HTK 93      Sensors 0/0/0/0      DCR 8-6      PPV 109
Maint Life 3.55 Years     MSP 1 020    AFR 144%    IFR 2.0%    1YR 124    5YR 1 865    Max Repair 357 MSP
Captain    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Theta S229 / R536 Shields (1)     Recharge Time 536 seconds (0.4 per second)

Cnaitho Beam Labs Pb-3 "Cutlass" (10)    Range 240 000km     TS: 5 000 km/s     Power 7-3.5    ROF 10       
Single Gauss Cannon R300-85.00 Turret (7x3)    Range 30 000km     TS: 16000 km/s     Power 0-0     RM 30 000 km    ROF 5       
CIWS-160 (2x6)    Range 1000 km     TS: 16 000 km/s     ROF 5       
Bishop Systems Fast Fire Control R64-TS16000 (4)     Max Range: 64 000 km   TS: 16 000 km/s    ECCM-0     84 69 53 38 22 6 0 0 0 0
Bishop Systems Fire Control R256-TS6300 (1)     Max Range: 256 000 km   TS: 6 300 km/s    ECCM-0     96 92 88 84 80 77 73 69 65 61
Fretz Powers MMF P-36/10 (1)     Total Power Output 36    Exp 7%

Jonassen Control Systems S-1 (AS38-R100) (1)     GPS 3600     Range 38.5m km    Resolution 100
Jonassen Control Systems M-1 (AS8-R1) (1)     GPS 36     Range 8.3m km    MCR 746.3k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
« Last Edit: January 29, 2025, 05:14:59 AM by Kiero »
 
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Offline boolybooly

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4451 on: January 29, 2025, 05:16:38 AM »
What is best to be used to create PPV's to protect a new Colony. I have just started a new game aftrer having to re-install to a new hard drive and am about to colonise Mars as the first off world human colony. I intend to place infrastructure before terraforming so the colony will grow and thus unrest will gradually occur. What should I do to mitigate the unrest - what is the most effective way to increase PPV without resorting to masses of troops.

Many thanks

DavidR

Space weapons provide PPV, see end of second line of design spec, I think ground forces (at least in v2.1.1) reduce unrest only and STOs do not provide PPV. So you need machinery in space. The larger the weapon the bigger the PPV and this works well with turrets which give a good tonnage to PV ratio.

Fighters and FACs are needed for defence patrols but they are sometimes called out of system so for newly populated planets with no shipyard there is either the orbital fighter class satellite which can be built with fighter factories or orbital defence stations using a turret or missile launchers can be towed in.

Code: [Select]
Cloud Flower class Orbital Defence Platform      500 tons       2 Crew       72.2 BP       TCS 10    TH 1    EM 0
120 km/s      Armour 4-5       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 6.5
Maint Life 26.48 Years     MSP 99    AFR 20%    IFR 0.3%    1YR 0    5YR 4    Max Repair 5 MSP
Magazine 42.5   
Seeker    Control Rating 1   
Intended Deployment Time: 421 months    Morale Check Required   

Thruster 1.2 (1)    Power 1.2    Fuel Use 13.94%    Signature 1.2    Explosion 3%
Fuel Capacity 12,000 Litres    Range 31 billion km (2988 days at full power)

Hard Point (25)     Missile Size: 1.7    Hangar Reload 65 minutes    MF Reload 10 hours
Honeyguide (5)     Range 5.4m km    Resolution 1
Tyrant's Judge III LR (25)    Speed: 44,057 km/s    End: 0.8m     Range: 2.1m km    WH: 8    Size: 1.607    TH: 337/202/101

Karna (1)     GPS 3     Range 2.7m km    MCR 244k km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
Code: [Select]
Sky Adamite class Orbital Defence Platform      1,000 tons       26 Crew       246.4 BP       TCS 20    TH 1    EM 0
30 km/s      Armour 3-8       Shields 0-0       HTK 5      Sensors 0/0/0/0      DCR 0      PPV 16.32
Maint Life 1.45 Years     MSP 150    AFR 80%    IFR 1.1%    1YR 79    5YR 1,189    Max Repair 141.6 MSP
Seeker    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Thruster 0.6 (1)    Power 0.6    Fuel Use 19.72%    Signature 0.6    Explosion 3%
Fuel Capacity 1,000 Litres    Range 0.9 billion km (352 days at full power)

Peace Protest II (1x10)    Range 50,000km     TS: 32000 km/s     Power 0-0     RM 50,000 km    ROF 5       
Mudra (1)     Max Range: 60,000 km   TS: 32,000 km/s     83 67 50 33 17 0 0 0 0 0

Karna (1)     GPS 3     Range 3.5m km    MCR 317.9k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a FAC for auto-assignment purposes


Peace Protest II is a dual gauss turret. The significance of 1000t is the max size for FAC classes not requiring a bridge. I like to sneak a small thruster on there as orbitals can sometimes leave orbit in the heat of battle or other unexpected maneuvers so that helps bring them back or keep station elsewhere without the need for a tug.

Code: [Select]
Chelsea Dawn class Orbital Defence Platform      2,815 tons       8 Crew       363 BP       TCS 56    TH 0    EM 0
1 km/s      Armour 12-17       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0      PPV 27
Maint Life 4.28 Years     MSP 70    AFR 253%    IFR 3.5%    1YR 6    5YR 92    Max Repair 20 MSP
Magazine 180   
Adept    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   


Rack (60)     Missile Size: 3    Hangar Reload 86 minutes    MF Reload 14 hours
Pointer (6)     Range 10.6m km    Resolution 18
Spear of Truth Eight (60)    Speed: 54,400 km/s    End: 0.3m     Range: 1.1m km    WH: 8    Size: 3    TH: 344/206/103

Lookout (1)     GPS 116     Range 10.6m km    Resolution 18

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
 
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Offline Zeebie

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4452 on: January 29, 2025, 09:08:04 AM »
Can someone help me interpret the mismatch between CTH and actual hit %? I'm not quite sure what to make of it.


 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4453 on: January 29, 2025, 09:37:29 AM »
Can someone help me interpret the mismatch between CTH and actual hit %? I'm not quite sure what to make of it.




Statistical variance. 90 shots is not a lot in this context, if you want to show a mismatch you would need to track something closer to 9000 shots, at which point any mismatch will probably disappear.
 

Offline Andrew

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4454 on: January 29, 2025, 10:43:16 AM »
Actually it looks like you got a lot more hits than the expected average with the gauss cannon, you got 11 hits and 12 overkill so thats 23 hits spread across 11 missiles so 24.5% approx hits , and as the radioactive frozen drink said the sample size is far too small to mean anything . Doing the maths to demonstrate that is way to much effort but it is high school statistics( or was when I was at  school some time ago)