Summary: Turret design parameters not matching with stated changes from VB6 --> C#. CIWS calculations not in line with other components.
The function number: N/A
The complete error text: N/A
The window affected: Component Design
What you were doing at the time: Designing components to reverse engineer cost and crew calculations
Conventional or TN start :TN
Random or Real Stars: Real
Is your decimal separator a comma, No.
Is the bug is easy to reproduce, intermittent or a one-off: Easy
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Game Start.
In building a spreadsheet to run calculations for PD designs to take into account the PD changes, I encountered a few things that don't seem to be working as intended.
In the C# 1.0 changes, you mentioned that crew reduction was doubled for turret designs compared to VB6:
A minor update. The benefits of multiple energy weapons in turrets have been doubled. A twin turret now has a 20% reduction in crew vs two solo weapons and has a 10% reduction in gear size. A quad turret has a 40% reduction in crew vs four solo weapons and has a 20% reduction in gear size.
Gear reduction is working as stated, but crew reduction is still at VB6 levels.
How to reproduce: a 10cm single turret laser has a crew of 9 (unchanged from a base weapon). Expectation then is that a twin turret has a crew of 14.4 (so 14 or 15 depending on rounding rules), but design screen is giving me a value of 16, which is ~10%
A triple turret is expected to be 30% through implication, giving us a 30% reduction on 3x9, or 18.9. The design screen is telling me 23, which is ~15% reduction.
A quad turret is expected to therefore have a crew 40% smaller than 4x9, so 21.6. The design screen is giving me 29, which is ~20% reduction.
CIWS DesignNot sure whether this is a bug, or just undocumented calculations, but I am also having trouble reproducing the math for crewing a CIWS. I know it's five separate parts (gun, turret, fire controls, sensors, ECCM) and I can accurately model cost of the individual parts, but I cannot piece together how much each contributes to overall crew. Changing the Turret Tracking Tech (10%) tech level used is also modifying crew required, which is not matching with how turrets work (more gear % adds to size, but not crew required).
The best thing I can approximate here after testing many different settings is that crew for a CIWS =roundup(HS) regardless of individual parts.
Expected behavior: Crew = (2 * 50% Gauss Gun Crew *(1 - Turret Crew Reduction% (20%))) + (BFC Crew) + (Active Sensor Crew). Turret gear size should not affect crew.
I'm content if this is working as intended to simplify the calculations, I am simply seeking clarity on this one.