Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 858437 times)

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Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4605 on: August 09, 2025, 08:04:50 AM »
TL;DR:
1) Does a colony governor add half their Logistics bonus to mass driver capacity?
1a) If so, does this only apply to non-CMC colonies?
2) A CMC colony (with minerals being purchased) that also has non-CMC mining assets (surface mines, automines, or orbital modules) flings two packets each day. Is that intended?

Observations:

I have a colony that is a CMC, to which I have added some surface mines (and enough population to work them).

I also added two additional mass drivers.
The colony summary shows the expected Mass Driver Capacity of 15,000 tons.

I am purchasing the minerals from the CMC.

The total mining rate of the colony is about 27.6 kt/yr.
The CMCs make up about 56% of the total. (15 CMCs and 117 mines; 150/(150+117) ~= 0.562).
So that's ~15.5kt/yr from the CMCs, and ~12.1kt/yr from the surface mines.

The colony has a stockpile of 4867 minerals, all of which have reserve levels:
Three are not mined here. Total stock 4827. Each has a reserve level of 999,999.
Four are mined here. Each has 10 stock and a reserve level of 10.

So, all of the stock is reserved.
I would expect the colony to create 15kt of mineral packets per year, and gain stock at a rate of 27.6 - 15 = 12.6 kt/yr.

But this colony is flinging two mass packets per day. (I am running 1-day const cycles.)

One packet each day travels 1000km/s.
The size of this packet varies slightly based on the exact timing of the const cycle, as expected.
Adjusted for const cycle timing, the average packet size implies a yearly mass driver capacity of ~15.71 kt.

The speed of the other packet each day varies from 1343 to 1347 km/s.
Again with these, the size of the packet varies slightly based on the exact timing of the const cycle, as expected.
Adjusted for the speed bonus (relative to 1000km/s) and also for const cycle timing, the average packet size implies a yearly mass driver capacity of ~15.03 kt.

The governor has a 10% logistics bonus.
The size of each of the slow packets in flight exactly matches the rounded daily value calculated by adjusting 15.75kt/yr by the length of the const cycle on which that packet was created.
So it seems like the slow packet might be benefiting from a mass driver capacity bonus equal to half of the governor's logistics bonus.

The second packet does not seem to get that benefit.
Maybe the second packet is coming from the CMC, which does not get that bonus?
« Last Edit: August 11, 2025, 02:55:03 PM by skoormit »
 

Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4606 on: August 10, 2025, 01:29:22 PM »
A base station mounting some Maintenance Module, placed at a Deep Space Population, i.e. far away from a body, will it anyway operate as a maintenance point? E.g., will the module(s) be operative, or not?
And what about decoys? Can I transfer them to the base? and load them from the base into a ship?
I need some support bases scattered around, as the inhabited planets are becoming more and more distant from the outskirts.
« Last Edit: August 10, 2025, 01:56:15 PM by paolot »
 

Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4607 on: August 10, 2025, 01:33:43 PM »
... ...
2) A CMC colony (with minerals being purchased) that also has non-CMC mining assets (surface mines, automines, or orbital modules) flings two packets each day. Is that intended?
... ...


As a CMC has its own mass driver, I think you see the packets from it and from the mass driver of your colony.
« Last Edit: August 10, 2025, 01:36:14 PM by paolot »
 

Offline skoormit

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4608 on: August 11, 2025, 02:53:12 PM »
... ...
2) A CMC colony (with minerals being purchased) that also has non-CMC mining assets (surface mines, automines, or orbital modules) flings two packets each day. Is that intended?
... ...


As a CMC has its own mass driver, I think you see the packets from it and from the mass driver of your colony.

There is only one colony.
A CMC, when created, is your colony. You can add more stuff to it, as I have done here.
 

Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4609 on: August 15, 2025, 10:39:53 AM »
A base station mounting some Maintenance Module, placed at a Deep Space Population, i.e. far away from a body, will it anyway operate as a maintenance point? E.g., will the module(s) be operative, or not?
And what about decoys? Can I transfer them to the base? and load them from the base into a ship?
I need some support bases scattered around, as the inhabited planets are becoming more and more distant from the outskirts.

Moreover, a ship/base with Maintenance Modules in orbit around a colony without population, can it support the ships also in orbit, having the necessary minerals at hand? These minerals must they be on the colony, or could they be also in a transport ship also in orbit, or in the cargo of the maint ship/base itself?
« Last Edit: August 15, 2025, 11:19:02 AM by paolot »
 

Offline Bly

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4610 on: August 15, 2025, 11:38:33 AM »
A base station mounting some Maintenance Module, placed at a Deep Space Population, i.e. far away from a body, will it anyway operate as a maintenance point? E.g., will the module(s) be operative, or not?
And what about decoys? Can I transfer them to the base? and load them from the base into a ship?
I need some support bases scattered around, as the inhabited planets are becoming more and more distant from the outskirts.

Moreover, a ship/base with Maintenance Modules in orbit around a colony without population, can it support the ships also in orbit, having the necessary minerals at hand? These minerals must they be on the colony, or could they be also in a transport ship also in orbit, or in the cargo of the maint ship/base itself?

Maintenance modules does not require a population to work, and will work anywhere, anytime. Unlike maintenance facilities, they can not use minerals to create maintenance supplies, but can use stockpiled supplies to freeze the maintenance timer on ships at the same location. I am fairly confident the modules can use supplies that either exist on a body the module is in orbit around, inside it's own storage or on another ship in the same fleet (might need a shuttle for the latter tho).


 
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Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4611 on: August 18, 2025, 01:13:02 PM »
Is it possible to show all the star systems in a game? not their bodies and connections, only the stars.
In real life, we know our cosmic neighbourhood, and I would like to replicate this.
Then, with survey and expansion, I will discover their contents and the links between the stars.
 

Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4612 on: August 18, 2025, 01:23:42 PM »
Is it possible to find which civilian ship is carrying a specific item?
I don't want to read one by one all those ships (there are around 1,650 of them, with the warning messages, when a fleet/ship is selected, that increase the time to read what they are moving, and I don't want to look inside the DB).
Second: is it possible to increase the number of colonists that civilians move per travel? and/or have civ fleet with multiple ships?
My colony ships carry tens of thousands of colonists in one travel, while civilians use one ship to move just only 25 or less of them (see attached image), even using a huge colony ship! I know I'm the evil ruler that obligates people to do everything... but 25 vs. thousands...!!   :o ???
The new rules for civilians in 2.6.0, do they also take care of this?
 

Offline Steve Zax

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4613 on: August 18, 2025, 01:31:14 PM »
I think that number you see (25, 20, 12.5) is thousands of colonists. I KNOW its not individuals! (12.5? )
 

Offline Steve Zax

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4614 on: August 18, 2025, 01:33:27 PM »
Is it possible to show all the star systems in a game? not their bodies and connections, only the stars.
In real life, we know our cosmic neighbourhood, and I would like to replicate this.
Then, with survey and expansion, I will discover their contents and the links between the stars.

Theoretically, I suppose. You can get info about a system from prisoners, so the galactic map can show systems without any connection info. That, however would include bodies. I don't think planets can be hidden in any way.
 
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Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4615 on: August 18, 2025, 01:46:26 PM »
Is it possible to show all the star systems in a game? not their bodies and connections, only the stars.
In real life, we know our cosmic neighbourhood, and I would like to replicate this.
Then, with survey and expansion, I will discover their contents and the links between the stars.

Theoretically, I suppose. You can get info about a system from prisoners, so the galactic map can show systems without any connection info. That, however would include bodies. I don't think planets can be hidden in any way.

Thanks!
I'm reading the campaign of Steve, where there are systems shown without links to other stars in the galactic map, revealed by prisoners.
But, in a more "general" way? I wish to reach the stars because I know they are there, and I can imagine there could be some valuable wealth to conquer out there.
At the beginning of each match, instead, the sky is empty. So what am I looking for, if there is nothing to go to?
If it isn't possible now, I would like an option (Y/N) to reveal the rest of the systems, with the possibility to show various percentage of them, eventually.
« Last Edit: August 18, 2025, 01:54:32 PM by paolot »
 
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Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4616 on: August 18, 2025, 01:48:24 PM »
I think that number you see (25, 20, 12.5) is thousands of colonists.

I hope so. But ...?!

Quote
I KNOW its not individuals! (12.5? )

12.5 are trade goods, not persons.  :)
« Last Edit: August 18, 2025, 04:48:36 PM by paolot »
 

Offline gpt3

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4617 on: August 18, 2025, 08:49:35 PM »
I think that number you see (25, 20, 12.5) is thousands of colonists.

I hope so. But ...?!

Quote
I KNOW its not individuals! (12.5? )

12.5 are trade goods, not persons.  :)
Aurora 4x doesn't model the conventional economy (except for trade goods). Its assumption is that the Trans-Newtonian economy is so prosperous that conventional goods/services are effectively post-scarcity. That's why you don't need to manually transport food and oxygen to all of your colonies.

What this means is that it's entirely possible that your colony ship's cargo consists of one billionaire, twenty-four servants, and the billionaire's private zoo.
 

Offline Steve Zax

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4618 on: August 18, 2025, 09:56:58 PM »
I don't recall, can we see the design of civilian ships?
 

Offline Steve Walmsley

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #4619 on: August 19, 2025, 04:05:44 AM »
Is it possible to show all the star systems in a game? not their bodies and connections, only the stars.
In real life, we know our cosmic neighbourhood, and I would like to replicate this.
Then, with survey and expansion, I will discover their contents and the links between the stars.

The systems don't exist in the game until someone finds them, at which point they are generated.

For known stars, I could show the actual star locations using a variant of the galactic map, but the galaxy is 3D and the map is 2D so there would be a lot of overlaps. Also there are 65,000 stars in the known stars database.

One option I have considered for a while is a rotatable 3D map for the above purpose, but humans handle 2D information a lot better than 3D information so it would mainly be for fun. Most people would still use 2D to comprehend the situation.
 
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