Author Topic: Size of Commercial Ships / Civilian Contracts  (Read 9698 times)

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Offline Brian Neumann

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #45 on: July 06, 2009, 11:57:02 AM »
Quote from: "Steve Walmsley"
Quote from: "Randy"
Quote from: "Steve Walmsley"
If I was going to create a "civilian" jump drive, the easiest way to make it unattractive for the military but useful for civilians would be to have it disrupt sensors and weapons for several hours rather than about the existing minute or so.
You could also make them spectacularly visible - ie emit EM/thermal energy visible across the system...
That's a good idea too.

Steve
If you have the civilian jump engine disrupt sensors, have it only effect the fire control.  No ship is going to want to have its basic search sensors down for hours as it would not be able to spot something as minor as a mass driver packet in its course.  On the other hand the fire control sensors would by thier nature be much more delicate and prone to being disrupted by the jump transit.  I would make them spectacularly visable as the energy discharge is what is blinding your own sensors in the first place.

Brian
 

Offline Paul M

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #46 on: July 06, 2009, 01:01:44 PM »
Another thing you could do is have civillian jump drives be only for the ship in question, so squadron size of 1.  This would make the unattractive to military designs.  You could also have them have a long re-charge time, so you jump but you take a day before you can jump again.  This would make them also less attractive from a military point of view.  I don't see how a "civilian" jump drive can have an affect that is different than a "military" jump drive since the physics (whatever it is) is idential one to the other.  So huge flashes of light, massive destabilization of sensors and assorted other things realy make little sense to present on one drive and not the other.  The civilian system on the other hand would be built to different standards and opening a gate wide enough and long enough for more than the ship is clearly a unnecessary (if not in principle somewhat risky) thing and recharge gear would be an expensive luxury and one which has no commerical justification.

Worse case you could just say that civillian jump drives can only go in frieghters and colony transports.

But I don't see why you want to force people to build jump gates when its logically a bad idea since it leads an enemy straight to home.  It only makes sense for large empires which have a "core", a developing ring, and a frontier.  And even then the frontier would be serviced by jump ships since the economic value of a colony system in the initial development process is frankly non-existant, a gate only makes sense when the number of ships using it is relatively large.

Maybe I'm a lone wolf again but I don't see this as an issue which removing choice improves the game.
 

Offline Randy

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #47 on: July 09, 2009, 03:17:02 PM »
Just as a justification for difference in functionality between military jump and commercial jump - compare the eg. heat signature of a commercial airliner engine to that of an F-22 (or almost any other modern generation of combat aircraft). Even allowing for equivalent thrust output, the military engine has a much lower heat signature, as well as a much lower radar cross section. And all this comes at a price...
 

Offline Steve Walmsley

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #48 on: July 18, 2009, 03:05:05 AM »
Quote from: "simon"
Somewhere in the midst of the forum I remember you saying you liked what Weber did in the Honorverse before the pods arrived. One aspect that also i liked was vessel tonnage, if you draw a graph of naval vessel tonnage in history you get a pretty step gradient which could be extended into the aurora time-line, backing this is the fact that in aurora the distance scale is much greater than the planetary distances, I fear it may be too late to change such a basic parameter of the game but i believe it can smooth out inconsistencies within the game.  :)
You should find that within Aurora naval vessels will get much larger over time. The rate at which additional shipyard capacity can be built increases as the shipyard gets larger and research will speed up both shipbuilding and shipyard modification. Also, larger ships are faster to build on a per-BP basis.

Steve
 

Offline sloanjh

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #49 on: August 08, 2009, 01:54:35 PM »
I'm about 7 years into my v4.22  conventional start (single race) game and just wanted to comment on how the civilian sector is working so far - I LOVE IT!!!!  The progression of ship types and capabilities in the civilian and military sectors seems much more realistic than in previous versions.

A few background points/observations:

1)  I upped my race's gravitational tolerance to +/- 0.7G, so that Mars would be habitable.  A side note - it occured to me that it would be REALLY interesting to allow 0 - 2x gravitational range, e.g. +/- 1.0G for humans; this would allow lunar and asteriod (or even deep space) colonies.  The exciting thing about this is that it would allow standard mines (and supporting populations) on small bodies, which in turn could drive a lot of civie traffic.  Especially if the civies could drop mines on worlds with high mineral concentrations, i.e. generate a market for TN minerals in the civilian sector (the government could compete for civie minerals by buying them with wealth).  Note that this would take some tweaks to the Aurora code, mainly with respect to terraforming (you shouldn't be able to put an atmosphere on a tiny rock) and low-temp habitability cost (radiating heat is the hard part in space, so low temp probably shouldn't raise colony cost above 2.0 or so).

2)The luck of survey gave Mars 0 minerals, so it's going to be purely an economic colony which will later specialize in research (once I'm able to move labs).

3)  I've come up with three flavors of commerical class designs so far:
    A 10,750 ton design with 4 engines and either 1 cargo hold or 2 cryo holds (speed 1153 km/s).  The reason for this design is that the initial size of a commercial SY is 10,000 tons, so this class was buildable within a month of the SY being built (conventional start doesn't have any SY).  The purpose of the freighter version is to be able to carry infrastructure to Mars, without having to wait until the build capacity for bigger freighters (able to carry factories).  So good observation number 1 is that the game led me to make a "tramp" freighter design.

    A 29,050 ton standard colony ship with 5 cryo holds and 1280 km/s speed.

    A 36,700 ton standard freighter with 5 holds and 675 km/s speed.  Purpose is to be able to carry factories etc.

4)  Starting the commercial SY out at 10Kton capacity was great - it meant that I couldn't build my standard freighter right away (actually, I still can't, but I'm almost there).

5)  I wanted to tie the maximum size of civie ships to commercial SY capacity, so I didn't actually create the classes until I'd built and grown my commercial SY to the corresponding size.  This led the commercial sector to build three tramp freighters and two tramp colony ships to start colonizing Mars.  Observations:
    (Good) Mars is already up to ~2.7 million population.

    (Good) There still aren't any non-tramp freighters around, so the
only thing on Mars is population.  In other words, at this time it's a frontier world without any heavy industry, and which doesn't produce useful commercial goods, i.e. a money sink like the early Virginia colonies.

(So-so)  I haven't researched troop transports yet, so I have no way to get troops to Mars.  This means that I have no way of controlling unrest there, which adds to the wild-west/frontier flavor.  On the other hand, this brings me back to the observation up-thread that you might want to allow ground units to be transported as personnel and equipment in commerical shipping - it seems like oine should be able to put a battalion into cryo and ship their equipment in cargo holds.

(Neutral) Two of my lines carry colonists, two carry cargo.  The two colonist lines are very profitable; the cargo line with two ships is barely scraping by, while the one with one ship is losing money due to dividends.

(Pain) I'm doing 5-day updates because the only interesting thing happening in the game right now is economic development.  This is hurting the civie lines, however, because a civie ship will only look for new orders at the beginning of a turn.  So when Earth and Mars are close to each other (~1 day travel time one way), the civie ships are 5 times less efficient than they could be.  I just did 1-day updates for the latest closest approach, and the unprofitable line became much closer to break-even.  It would really help if there were a mechanism for civie ships to look for new orders at the end of an increment if they've run out, not just at the beginning (or maybe it's end) of a turn.  Note that the same issue exists for default orders, especially surveying - if you run out of survey targets 20 seconds into a 5 day update, your ship just sits there until the next turn.

(Pain) I had a bit of trouble getting colonization going on Mars.  As you suggested, I tried putting a small amount of infrastructure (1 unit :-) ) on Mars, but the civies ignored it.  I then added enough population to be supported by the infrastructure, and they still ignored it.  I then experimented with more combinations, and ended up with 100 infrastructure (which would support 0.5 million pop) and 0.2 million population and they finally noticed Mars and got to work.  It would be a lot easier if there were just a flag on populations which said "open for colonization" and would create a demand for colonists and/or infrastructure.
[/list]

6)  I still don't have any warships at all, and the only "military" ships I built were four geo-survey for surveying the system, but there are a bunch of civie designs running around the system.  I think this is good - navies should arise after commercial shipping.  Once you get pirates in, there will be an internal driver to build naval ships for commerce protection.

7)  My standard passenger ship design is smaller and faster than my standard freighter, which makes a lot of sense.  In other words, I think it was good to make the cryo holds 1/2 as big as the cargo holds.

8 )  My standard commercial vessels have 4 cargo handling systems (load time of ~0.5 days), and adding more would have probably been even more efficient.  This is because they're VERY small compared to the size of a hold.  I would recommend bumping the size/ and cost of this system up some.

9)  I can't tell for sure because there aren't a lot of ships out there right now, but all the performance work does seem to have payed off - the game feels quicker.  Thanks!!!!

10)  Even with Mars' population less than 0.2% of humanity, the Mars colonization effort is generating 10% of the government's revenue.  Again a good thing, since this means that the civie sector is going to be important enough to wealth production to need protecting.

In summary, so far it feels like you got the civie sector right - Mars is being colonized by a thriving, self-running civie sector, while the government has been focused on economic and technological development.  In addition, the early colonization efforts are a struggle, with no way to get industry there on ships that are very primative and small (a good thing).

John
 

Offline waresky

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #50 on: August 09, 2009, 01:36:51 PM »
great wotk John..

Am in fear because am at War toward a hostile Ferocious Alien..."Rabbit" look Precursors AI ships...:D..

i HATE Steve...WHY an Rabbit races need to reach the Star r unknow for me:)))))
 

Offline Hawkeye

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #51 on: August 09, 2009, 10:35:43 PM »
Quote from: "waresky"
great wotk John..

Am in fear because am at War toward a hostile Ferocious Alien..."Rabbit" look Precursors AI ships...:D  :)
Ralph Hoenig, Germany
 

Offline Father Tim

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #52 on: August 10, 2009, 02:37:13 PM »
In Antioch of course . . . fourth system of the Roman theme.   #:-]
 

Offline sneer

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #53 on: August 10, 2009, 03:54:57 PM »
in my few last games civilan shipping worked nice
but
in the last game where i have 2nd colony about 5 months for  freigter away and i need all capacity working i see sad that 3 civilian ft don't contribute and stay on earth  all the time :) // but they are not active ....
 

Offline Paul M

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #54 on: August 11, 2009, 03:27:55 AM »
I'm also about 7 years into my 4.22 conventional start and I'm afraid that John is ahead of me.  This leads to some questions:

1.  Did you build a commercial freighter centre?
2.  What amount of capacity is added with each upgrade of the civillian shipyard?

The reason I am asking is that for some reason I am at nearly 0 stockpiled duranium...I am wondering if I made a mistake somewhere and selected "Build" rather than "Convert Conv. IND to" also due to low corbomite availablity I have been having trouble with my standard build financial centres work around to build up duranium stockpiles.  Means I have to start making priorities here.  I was also surprised that my 500 million population started with 800 conventional industry, that seems more than before.  I cheated and gave myself 10 starting research facilities though.  I also have both a low availablity and not large stock pile of neutronium.  I'm still working my way through the C. IND conversion about 30% converted so far...which seems low and makes me think I did build rather than convert *sighs*.

I just completed design of my first two freighters.  A 31,000 tonne freighter (25K cargo) and a 28,000 tonne mixed colony-freighter (20K colonists, 15K cargo) both are around 650 km/s velocity.  I am currently building my first Geo survey ship.  One thing I did notice is that I had to add more engineering spaces to the freighter to get stored maintenance over that of the max maintenance cost.  Likely that is the Korval Nearscan array anyway (a short ranged low resolution active sensor).

I've also only got the planatary bases but the thing is that my feeling on a space navy is that it will grow with the demands placed on it.  The navy yard is currently at 1500 Tonne with 3 slips.   I have one x3.39 world in the system available for setting up a colony and crap load of asteroids/gas giants (including 3 super jovans) so I may make a second geosurvey ship to handle the initial survey.  But at a bit over 2 years to develop jump drive theory I am going to be several years yet before becoming insterstellar, just started the next level of research speed tech and there are a few things in the queue before Jump drive theory.  At which point I'm going to have to figure out how to handle those frieghters with a jump drive.  One thing I make sure of though before going interstellar is to upgrade 6 of the missile bases to TN techs to give me planetary defence.
 

Offline sloanjh

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #55 on: August 11, 2009, 08:29:12 PM »
Quote from: "Paul M"
I'm also about 7 years into my 4.22 conventional start and I'm afraid that John is ahead of me.  This leads to some questions:
If you mean in terms of progress at the 7 year mark, it may be due to two things:

1)  I like to start with 1Billion pop - everything goes twice as fast.  (I rerolled HW minerals a few times until I got ~250Ktons of Duranium.)
2)  I've got a confession - about 1/2 way through my v4.0b game I realized that I seemed to be spending all my time building automated mines, i.e. I felt that the economic growth rate (in terms of construction factor output) was imbalanced on the low side, mainly because (on average) you have to build several mines for every construction factory built.  So I modded the DB to cut all construction factory and mine costs (and minerals) by 50% - but only for custruction factories and mines.  So my factories and mines cost 60 and automated mines cost 120 - same as a fuel factory (120) or ordnance factory (120).  This should have the effect (from a game mechanics point of view) of doubling the rate of GDP growth, since it costs half as much to increase the means of production.  I really liked the effect on the game in my v4.0b campaign - it was still difficult to build enough mines but not crushing, so I did the same from the start for my v4.22 game.  One aspect of this is that conversion costs for mines and factories went from 20 to 10, so I was able to fully convert in about 3 years (as opposed to the 6 or so it would take in an un-modded game) - I'm not convinced that this is a good thing.  Not sure how much I like the effects in this game - the civie economy seems to have skewed the military economy more than one might naively expect.  The big effect I'm seeing so far is that you don't need to support huge colonization fleets.  This in turn means that you're spending a lot fewer minerals on building freighters and transports, plus (and possibly more important) fuel consumption looks a lot lower.  OTOH, I still haven't left my system, so I've not yet role-played a need for a lot of military or exploration ships - consumption may go up once exploration kicks in.  

One interesting thing about the 50% expense for construction factories and mines is in whether to convert to "production facilities" (construction factories or mines) or "consumables facilities" (ordnance or fuel factories).  Without the mod, it's pretty much a no-brainer - convert to production, then use the production to build the consumables facilities.  With the mod, however, every unit of conventional industry that you convert to a production facility only gains you 50 build points (and minerals) compared to building the production facility from scratch, while converting to consumables facilities gains you 100 build points.  So it's in your best interest to convert as many ordnance and fuel factories as you think you'll need in the short term, rather than over-converting then needing to build these expensive facilities right away.  I ended up keeping a "reserve" of about 400 of my 1600 conventional factories, since in my previous campaign I needed ~400 fuel factories and >100 ordnance.  As I mentioned above, though, it seems like fuel consumption is going to be a LOT lower in v4.22 due to civie colonization, so I later converted another 100 of these.  The good news is that this might in enough fuel to be able to do training for my military, rather then just keeping all my ships continually tied up alongside.

Quote
1.  Did you build a commercial freighter centre?
I don't think these exist any more - if you stick an engineering HS on a commercial design it never (seems to) need maintenance.

STEVE - I just looked through the build list to confirm this, and commercial freight center isn't there (as expected).  Commercial Space Port is, however - is this a mistake?

Quote
2.  What amount of capacity is added with each upgrade of the civillian shipyard?
The same choices as for Naval, except they (seem to) cost 10x less.  I think everything for commericial SY is 10x less expensive.  The tonnage options are 500, 1K, 2K, 5K, 10K.  I've been bumping my commercial yards in 5K increments, since the smaller increments tend to waste more time at the end of the econ update than is gained by efficiency improvements.
Quote
The reason I am asking is that for some reason I am at nearly 0 stockpiled duranium...I am wondering if I made a mistake somewhere and selected "Build" rather than "Convert Conv. IND to" also due to low corbomite availablity I have been having trouble with my standard build financial centres work around to build up duranium stockpiles.  Means I have to start making priorities here.  I was also surprised that my 500 million population started with 800 conventional industry, that seems more than before.  I cheated and gave myself 10 starting research facilities though.  I also have both a low availablity and not large stock pile of neutronium.  I'm still working my way through the C. IND conversion about 30% converted so far...which seems low and makes me think I did build rather than convert *sighs*.
I tend to only convert to construction factories and mines until 75% are gone before building anything else - the difference in build points is so large that you'll get the thing built much quicker by first growing your economy then building other stuff.  No neutronium is a real bummer - that's going to make it hard to grow your shipping industry.
Quote
I just completed design of my first two freighters.  A 31,000 tonne freighter (25K cargo) and a 28,000 tonne mixed colony-freighter (20K colonists, 15K cargo) both are around 650 km/s velocity.  I am currently building my first Geo survey ship.  One thing I did notice is that I had to add more engineering spaces to the freighter to get stored maintenance over that of the max maintenance cost.  Likely that is the Korval Nearscan array anyway (a short ranged low resolution active sensor).
On the mixed design - I think this will cause the civie sector severe psychosis.  As far as I can tell, civies will only load one type of cargo at a time, so giving them a mixed design will probably confuse them (might be wrong here, though - I haven't tried it).

On the freighter's engineering spaces - you only need one space.  What should happen is you should see "this ship classificed as a commercial design", and when you add the engineering space you should see the %chance of failure field disappear.
Quote
I've also only got the planatary bases but the thing is that my feeling on a space navy is that it will grow with the demands placed on it.  The navy yard is currently at 1500 Tonne with 3 slips.   I have one x3.39 world in the system available for setting up a colony and crap load of asteroids/gas giants (including 3 super jovans) so I may make a second geosurvey ship to handle the initial survey.  But at a bit over 2 years to develop jump drive theory I am going to be several years yet before becoming insterstellar, just started the next level of research speed tech and there are a few things in the queue before Jump drive theory.  At which point I'm going to have to figure out how to handle those frieghters with a jump drive.  One thing I make sure of though before going interstellar is to upgrade 6 of the missile bases to TN techs to give me planetary defence.

Yeah, I've been taking my time before researching jump theory - my civ is more interested in growing its economy and explointing Mars and Mercury before investing in interstellar travel (they just researched it about 13 years in - in my 4.0b campaign I think it was ~30 years).  Of course I've got 2 NPR out there who might come visiting before I'm ready to leave....  One thing to be careful of - it looks like there's a "feature" in 4.20 that sets the system numbers sequentially in initial setup, so it's likely that you and any NPR that you started with will be in the same neighborhood of system IDs.

On the colony world - I would declare it a colony ASAP and put some colonists and infrastructure on it to seed the civies.  Then you can have them build terraforming facilities to bring the temp down.  I think in the long term it will be more efficient to build terraforming ships (civie design so free after they're built and don't take pop to run), but for that you have to research terraforming module and that's 5K research points.

I'm always a big fan of research the productivity levels as rapidly as possible - that multiplies the exponent of your economy's growth.  Right now I'm trying to double my research lab count so that I'll be able to research higher efficiency levels in a decent amount of time (and sneak some weapons research in before I venture into the great beyond).

John
 

Offline Paul M

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #56 on: August 12, 2009, 03:33:36 AM »
I'm afraid the orders to build rather than convert was accidental not intentional.  Of the 800 CInd I plan to convert:  350 to Construction factories, 300 to mines, 50 to Ordinance Factories and 100 to Fuel Refineries.  Give or take 10 in each catagory.   I am somewhat confused by the lack of duranium since I have 0.9 availability and usually the stockpile grows significantly faster than the use during the start phase which makes me think I have make a mistake with the orders.

Current research is lvl 2 Reaserch speed and I have developed all the starting techs to get me a basic Geosurvey ship and my frieghters.  Weapons and the majority of the military systems are next up, followed by increase to construction rate and mining rate with Jump Theory somewhere in the mix.  My planetary leader is good at sensors (20% research bonus as well).  Looks like I need to start 3 new shipyards: 1 naval and 2 commerical yards.

I meant Commercial Space Port in the previous question I just got the name wrong.  I wasn't sure if the Civies would build these or if I needed to build one to start of my civilian ship building.

The lack of neutronium (18.x Ktonne, Availability 0.2) will be a bit of an issue.  Given the real estate in my home system I'm hoping to find a source of it and get serious numbers of automatic mines and mass drivers deployed.  It will be interesting to see what is available, especially in terms of the colony worlds resources.  The fact we can now ship terraforming facilities is a huge bonus.  In my last game I really needed to be able to do that to get a x1.91 world down since it was located a long way (time wise) from my homeworld and the round trip time for the terraformers would have left them virtually no time on station.  What was odd was that the 2nd level of terraforming speed also made a noticable improvement in the speed of terraforming.

As for the mixed design, if the civies just use it to move colonists and use the bigger freighters to move infrastructure bonus for me.  That way the infrastructure is always greater than the colonists.  I use that design since I can carry 50% more infrastructure then the colonists need for a x2 world which I like and I reserve my big ships for carrying factories.  My problem is going to be the jump engine requirement to move a 31K ship through the JP.  I'm afraid I don't consider jump gates standard operating procedure so I'll have to figure this out somehow.  My usual and actually very effective plan last game was to use Tankers/Maintenance ships as jump tenders and station them at the JP for both communications links and to keep the whole chain working fuel maintance wise.  I had 6 but was coming to the conclusion that I needed at least 3-4 more, as my colonies were now 3 jumps out and I needed at least a few to do inspace refueling of my exploration ships plus a reserve due to the need to overhaul from time to time.
 

Offline Brian Neumann

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #57 on: August 12, 2009, 06:33:22 AM »
One thing to remember now is that the commercial design ships do not require being pulled back for overhaul.  This does include the terraformers, and can include commercial jump ships.  I have designed a jump engine for commercial ships.  They are horribly expensive to build and design to start with, but the cost goes down quickly.  At a jump drive efficiency of 5 a engine for a 1000hs ship is 100000 reasearch points.  At a jump drive efficiency of 10 it has dropped to 25000 reasearch points.  The obvious point is that when you are getting started the first couple of decades of exploring and colonizing are going to be much tougher than later when you tech has been improved significantly.

Brian
 

Offline Paul M

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #58 on: August 12, 2009, 10:00:31 AM »
Well given I have 2400 RP per year and will be starting with Jump efficiency 1 I cringe when I consider a size 31K jump engine.  It will be interesting what that size of engine costs both in production terms and for research.  In my last game the next gen jump engine technologies was in the queue but not close to being researched.  I was using a single jump engine design for all my jump ships to keep things simple and inexpensive.

The new rules will make terraforming outsystem a lot easier.  The other thing is that comercial engines have a rating of 62 compared to 25 for Nuclear Thermal Engines so in principle if you can afford the mass to have 2 of them you will have quite a fast survey ship 124 is essentially 5 regular engines.  You might be close to 2000 km/s which is not shabby given they have pretty obscene efficiency.  Even a military ship would likely benifit from using the commercial engines which seems a tad oddball to me.  Have to wait and see what gives in due course I guess.
 

Offline Brian Neumann

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Re: Size of Commercial Ships / Civilian Contracts
« Reply #59 on: August 12, 2009, 10:38:14 AM »
Quote from: "Paul M"
The new rules will make terraforming outsystem a lot easier.  The other thing is that comercial engines have a rating of 62 compared to 25 for Nuclear Thermal Engines so in principle if you can afford the mass to have 2 of them you will have quite a fast survey ship 124 is essentially 5 regular engines.  You might be close to 2000 km/s which is not shabby given they have pretty obscene efficiency.  Even a military ship would likely benifit from using the commercial engines which seems a tad oddball to me.  Have to wait and see what gives in due course I guess.

The commercial engines are 25hs vs 5hs for the military model.  This makes them considerably less desirable for military uses as they are only about 60% as efficient on a per hull space basis.  They do work quite well for something like the geo survey ships as this not only makes the ships a commercial design, but gives them a nice efficient engine and a decent speed.  You can not make a grav survey ship as a commercial design unfortunately, those will have to be a military design, but even there it is probably worth the mass penalty to give them commercial engines, just for the fuel efficiency.

Brian