Author Topic: 1.13.0 Changes List  (Read 2091 times)

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Online Steve Walmsley (OP)

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1.13.0 Changes List
« on: October 31, 2020, 06:36:17 AM »
Changes List for 1.13

This post includes bug fixes or minor changes. Any more significant changes will have their own post.

Changes
  • Using Disassemble or Scrap Component buttons on the Economics window will refresh the events window and the tactical map events list.
  • New 'Hide Fleets in Orbit' option to declutter map.
Fixes
  • Sector governors and academy commandants are now protected from auto-assignment to a colony.
  • Clearing the colony importance field will no longer cause an error.
  • Copying an obsolete class without Show Obsolete checked will no longer cause an error.
  • Fixed the error caused by grouping contacts with short names (less than 5 characters).
  • Buoys launched while in orbit will now remain in orbit.
  • Fixed error caused by active mass driver and no mining production.
  • Clicking on 'Set Specific Threat' without a target selected will no longer throw an error.
  • Low gravity habitable worlds will be shown correctly on the galactic map.
  • Fixed an error caused by the refuel, resupply and overhaul standing order when destination in a different system.
  • Percentage of system body survey completed is now shown correctly on the system view window.
  • Fixed bug allowing multiple spinal weapons.
  • Fixed bug that allowed cloak size 25 before research completed.
  • Missile launchers will now check for ammo before checking weapon failure.
« Last Edit: Yesterday at 01:01:49 PM by Steve Walmsley »
 

Online Steve Walmsley (OP)

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Re: 1.13.0 Changes List
« Reply #1 on: October 31, 2020, 06:39:25 AM »
Armour Repair in Hangars

Motherships will automatically repair the armour of ships in hangars. Armour is treated like any other component in terms of cost and the chance of repair, except that on successful repair a number of armour boxes equal to the armour strength will be repaired (within the scope of the rule below).

Armour will be repaired from the most damaged columns first. No more than one armour point in a single column will be repaired per increment.
« Last Edit: November 21, 2020, 10:34:13 AM by Steve Walmsley »
 

Online Steve Walmsley (OP)

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Re: 1.13.0 Changes List
« Reply #2 on: November 21, 2020, 10:33:32 AM »
Fractional Capacitors

In v1.13, when you research each level of capacitor technology, you will gain some automatic fractional or interpolated capacitor tech. For example, researching capacitor tech 2 will also add capacitor 1.25, 1.5 and 1.75.

The 'quarter level' techs will appear up to capacitor 4. Capacitor 4.5 and 5.5 have also been added, along with 7, 9, 11, 13, 14, 15.

This will allow more efficient beam weapons and, as beam weapon cost is mostly based on a combination of power requirement, range modifier and recharge rate, will make some beam weapons slightly cheaper.
 
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Online Steve Walmsley (OP)

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Re: v.1.13 Changes List
« Reply #3 on: November 21, 2020, 10:58:34 AM »
Reduced Shot Railguns

In v1.13, Railguns have an extra design option that allow them to operate with a reduced number of shots (from 1 to 4). This has the following effects:
  • Power Requirements are reduced in line with the number of shots. So a 2-shot railgun needs only half power.
  • Size is reduced by 22.5% of original size for every shot less than 4. 4 = 100%, 3 = 77.5%, 2 = 55%, 1 = 32.5%.
  • The cost formula remains unchanged. As this is affected by power requirements and recharge rate, reduced shot railguns will be correspondingly cheaper.
Here are three different versions of a 20cm railgun (capacitor tech is 4).

20cm Railgun (4 shots)
Damage Per Shot (4) 4     Rate of Fire 15 seconds     Range Modifier 40,000
Max Range 160,000 km     Railgun Size 7.0 HS  (350 tons)    Railgun HTK 3
Power Requirement 12    Recharge Rate 4
Cost 55.4    Crew 21
Development Cost 1150 RP

20cm Railgun (3 shots)
Damage Per Shot (3) 4     Rate of Fire 15 seconds     Range Modifier 40,000
Max Range 160,000 km     Railgun Size 5.425 HS  (271 tons)    Railgun HTK 2
Power Requirement 9.00    Recharge Rate 3
Cost 36    Crew 17
Development Cost 736 RP

20cm Railgun (2 shots)
Damage Per Shot (2) 4     Rate of Fire 10 seconds     Range Modifier 40,000
Max Range 160,000 km     Railgun Size 3.85 HS  (193 tons)    Railgun HTK 1
Power Requirement 6.0    Recharge Rate 3
Cost 29.4    Crew 12
Development Cost 522 RP

Here are some 10cm railgun examples. The reduced-shot 10cm railguns have a lower per-shot cost (due to minimal power requirements and the new capacitors) but a higher per-shot size requirement.

10cm Railgun (4 shots)
Damage Per Shot (4) 1     Rate of Fire 5 seconds     Range Modifier 40,000
Max Range 40,000 km     Railgun Size 3.0 HS  (150 tons)    Railgun HTK 1
Power Requirement 3    Recharge Rate 3
Cost 20.8    Crew 9
Development Cost 625 RP

10cm Railgun (3 shots)
Damage Per Shot (3) 1     Rate of Fire 5 seconds     Range Modifier 40,000
Max Range 40,000 km     Railgun Size 2.325 HS  (116 tons)    Railgun HTK 1
Power Requirement 2.25    Recharge Rate 2.25
Cost 13.5    Crew 7
Development Cost 416 RP

10cm Railgun (2 shots)
Damage Per Shot (2) 1     Rate of Fire 5 seconds     Range Modifier 40,000
Max Range 40,000 km     Railgun Size 1.65 HS  (83 tons)    Railgun HTK 0
Power Requirement 1.5    Recharge Rate 1.5
Cost 7.3    Crew 5
Development Cost 275 RP

10cm Railgun (1 shot)
Damage Per Shot (1) 1     Rate of Fire 5 seconds     Range Modifier 40,000
Max Range 40,000 km     Railgun Size 0.975 HS  (49 tons)    Railgun HTK 0
Power Requirement 0.75    Recharge Rate 1
Cost 3.5    Crew 3
Development Cost 154 RP
« Last Edit: November 21, 2020, 02:43:56 PM by Steve Walmsley »
 
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Online Steve Walmsley (OP)

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Re: 1.13.0 Changes List
« Reply #4 on: November 21, 2020, 02:29:32 PM »
Single Weapon Fire Controls

Beam Fire Controls can be designed for single weapon use only. This is done via an extra dropdown on the Create Project Window, allowing the selection of either multi-weapon or single-weapon.

As the name suggests, only a single beam weapon can be assigned to a fire control designed for single weapon use.

The size, cost and crew requirements of single weapon fire controls are reduced by 50% compared to the normal multi-weapon fire control.

STO weapons already use single weapon fire controls, so this change aligns the fire controls of ship and ground-based energy weapons.

 

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