Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 84475 times)

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Offline TMaekler

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2040 on: July 19, 2021, 12:40:21 AM »
Is there any way to transfer MSP back to a Supply Ship or Station/Planet?

If you (temporarily) check the corresponding box in the class design window, it should at least be possible to transfer MSP to a planet with a cargo handling system/spaceport, which should be "good enough". I think to transfer it back to the supply ship you would need to have a cargo shuttle bay and temporarily change the MSP minimum to it would accept the supplies.

I'm not really sure why you would need to do this though, since scrapping or refitting a ship should return any MSPs and otherwise you would want a ship to have all of its MSPs if it is active, since we do not have a mothball function like in Starfire.
Space Stations cannot be scrapped if too large. So you have to abandon them. MSP lost... .
 

Offline El Pip

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2041 on: July 19, 2021, 01:41:18 AM »
While on this subject I'm still grappling with the new rules for Beam PD, so can I just check that from a purely game mechanics perspective you only actually need one BFC no matter how many turrets you have doing Point Defence? (any above that are just backup in case of damage or for RP or because you are doing clever things with BFCs servicing main guns and turrets or whatever)

Yes. One BFC can target multiple missile salvos, although each individual weapon is limited to targeting only one salvo.

Of course depending on how you are doing PD it may be worth using single-weapon BFCs which only control one weapon at a time but are half the size and cost (and cheaper to research).
I had suspected this but wanted to make sure there wasn't some weird edge case I was missing. A cheers goes around the Admiralty as a vast amount of tonnage just got freed up on many escort ships.

This does not make up for the sadness that went round after discovering ECCM breaks the auto-assign FC button, but it is something.
 

Offline Agraelgrimm

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2042 on: July 20, 2021, 05:02:41 PM »
If add asteroids via SM to a system, will they always be without minerals or is it random, being revealed by survey?
 

Offline froggiest1982

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2043 on: July 20, 2021, 05:33:58 PM »
If add asteroids via SM to a system, will they always be without minerals or is it random, being revealed by survey?

Asteroids will have random Minerals when generated via SM. You can get them surveyed if you want or you can simply hit the Full Geosurvey button in SM mode if the system was already fully surveyed and you don't want to wait for your Ships to go and do the dirty work. the mineral generation per asteroids is very low though as since VB6 Steve changed with Comets being the best source of TN minerals, so don't expect much (unless you are planning to add a thousand of them).
« Last Edit: July 20, 2021, 05:36:34 PM by froggiest1982 »
 

Offline serger

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2044 on: July 21, 2021, 03:49:47 AM »
Can anyone tell what effect might have a field SupplyUse in DIM_GroundComponentType table?

It seems (I have tested) that it's linked directly with an interface column "GSP" (and it seems self-consistent), yet at this post it was described that GSP requirement is a function of other characteristics, not an independent feature:

Quote
The second is Ground Supply Points (GSP), which applies only to combat units during ground combat.

The GSP requirement for a weapon component is equal to Penetration Value * Damage Value * Shots.
[...]
In all these cases, that is the GSP cost to provide sufficient supply for ten combat rounds.
(http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760)

I have compared values in this DB field, and it's not exactly consistent with a quoted post, still consistent with it's meaning; for example: Medium Anti-Vehicle GSP is described at this post as  (4 x 6 x 1) = 24, yet from the DB it might be (4 x 4 x 1) = 16, because MAV Damage is now 4, not 6, and a SupplyUse for MAV in the DB is indeed 16, not 24.

So it seems that this field was added to make supply-free alien weapons like Swarm Melee Hellthings, which SupplyUse value in the DB is 0, but I'm not sure and it might be non-trivial to test because GSP consumption is partly randomozed and it's possible that different funtions will be involved in different cases.
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2045 on: July 21, 2021, 07:04:58 AM »
I'm pretty sure it is just the GSP requirement, which is calculated by Steve as stated in the mechanics post but entered into the table instead of being calculated in-game. This is probably partially for allowing special weapons e.g. for spoilers, and partially because it is easier to edit the DB than the source code (as a general rule) if Steve changed his mind about how GSP requirements should be calculated. I wouldn't be surprised if it was added first, and the rule for GSP calculations came later.

While it is not common in the DIM tables, many FCT tables have columns that should be redundant since they could just be calculated from other parameters, such as the build costs of ships and formations which are composed of constituent components or elements respectively, so this is not quite unprecedented in the DB.
 
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Offline ExChairman

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2046 on: July 21, 2021, 10:10:29 AM »
I seem to have misplaced a group of survey ships... Was transferring them to another command but did something that made them disappear, they did pop up in ship design as built ships for a time after but is now gone

Didn't mind it before, SM 6 new ships but now there is a message popping up about to little fuel...

Is there a way to make them reapear again or do I have to live with it?
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Offline AlStar

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2047 on: July 21, 2021, 10:28:58 AM »
If they're popping up low fuel warnings, what happens when you double click on the announcement?

If nothing else, the warning ought to have a system connected with it - can you go there and find your missing ships?
 

Offline ExChairman

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2048 on: July 21, 2021, 12:27:55 PM »
If they're popping up low fuel warnings, what happens when you double click on the announcement?

If nothing else, the warning ought to have a system connected with it - can you go there and find your missing ships?

But now I seem to have found the issue, those first 6 once are lost, in outer space or something...   :-[

But there is a surveyor that lost its fuel tanks, being repaired and only having the 3% left, thats whats happening... :D
Veni, Vedi, Volvo
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Wargame player and Roleplayer for 33 years...
 

Offline Kiero

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2049 on: July 22, 2021, 04:29:11 AM »
Do civilian ships use the fuel supply stored on the colonies or do they have their own fuel source?
 

Offline froggiest1982

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2050 on: July 22, 2021, 05:26:09 AM »
Do civilian ships use the fuel supply stored on the colonies or do they have their own fuel source?

Civilians do not use fuel. Their actions are defined by their range.

However, Civilian Fuel Harvesters do produce fuel you can purchase and use while they also consume the Sorium on the given body. Their function is similar to the civilian mining companies, so rather than a mass driver you can use a tanker to transport the fuel back.

Would be nice to have civilian tankers working same as mass drivers. Would make the universe even more "alive".

Offline TMaekler

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2051 on: July 24, 2021, 04:53:37 PM »
I have yet to find any former stabilized wormholes in C#-Aurora. Does that not exist there anymore or do I need special prerequisites for that to happen?
 

Offline Borealis4x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2052 on: July 24, 2021, 08:09:01 PM »
So what attributes effect Ground Support Fighter performance? Does speed or fuel or armor or size matter at all?
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2053 on: July 24, 2021, 09:52:05 PM »
So what attributes effect Ground Support Fighter performance? Does speed or fuel or armor or size matter at all?

Relevant wiki info here.

Quote
Ground support fighters have the same chance to hit as ground units, although they are not affected by any negative environmental modifiers (such as high gravity or extreme temperatures). Each fighter's to hit chance is affected by its own crew grade and morale.

So no other stats of the fighter matter at all for this - although you should note that the size of the fighter pod does matter tremendously.

However, on the defensive side of things:
Quote
Ground-based AA Fire
...
The chance to hit is (10% x (Tracking Speed / Aircraft Speed) x (Morale / 100)) / Environment Modifier.
So speed matters tremendously, and I would assume you need 1 kL of fuel just to maintain a speed greater than zero. However, again, putting too much engine mass means bigger fighters with too little payload, so at some point more fighters will be better than faster fighters.

Size does not matter at all aside from giving you more armor (but fewer fighters per ton/BP, so this is of questionable value). Armor does matter:
Quote
If a hit is scored, the damage vs the fighter is (Ground Damage Value / 20)^2 rounded down.
So a LAA with racial attack 10 will deal 1 damage per hit, while a MAA at the same tech level will deal 4 damage per hit. The damage profile appears to be the same as a missile, which means MAA will penetrate a single armor layer and deal internal damage. More armor layers may help especially at high tech levels, but I'm not sure that this would be better than using more fighters.

A weird side note here is that LAA is useless against enemy aircraft if your racial attack tech level is less than 10, which I doubt a lot of people know and has important implications especially for low-tech/conventional games with multiple player races...against NPRs it does not matter anyways as NPRs cannot use fighters.
 
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Offline Jorgen_CAB

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2054 on: July 25, 2021, 05:35:03 AM »
The importance of armour is that your fighters might get damaged instead of destroyed so you can pull them back to the assault carrier you have parked above the planet. I have done that in some fights but it does involve a bit of micromanagement and if that is not your thing then I understand it seems a bit pointless with armour. It also depend on your armour technology if it is worth it or not.

In general I think that fighter combat on planets need a bit of an overhaul on how it work... some of the special missions are just a waste of time on the way they work, such as AA suppression for example. Except for LAA most AA will be concentrated in their own formations anyway so the order is in that sense almost pointless the way it work. If you play multiple factions you can build units and sprinkle in the AA in all levels of formations so this order make any sense.