Recent Posts

Pages: [1] 2 3 ... 10
1
C# Bureau of Design / Starport Class Orbital Habitat
« Last post by xenoscepter on Today at 05:56:20 AM »
Starport Orbital Habitat:
Code: [Select]
Starport Class Orbital Habitat      2,605,993 tons       1,160 Crew       3,449.3 BP       TCS 52,120    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 185      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 0    Max Repair 2000 MSP
Habitation Capacity 1,000,000   
Starpilot    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Recreational Facilities


This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Recreational Ship for auto-assignment purpose

 --- Designed as a fluff station, this one here represents a cut down version of the one I use. My version is pretty useless for anything outside RP, and is highly inefficient. This one here is presented for the sake of one use case: Spaceport Outposts. Namely, a Spaceport plopped down on a planet, using this class of Orbital Habitat to staff it. I like to put these down as forward R&R outposts on airless hell holes that cannot support enough pop to give shore leave. Typically I'll put down a little infrastructure as well, so it builds up over time and possibly contribute some trade. I'll often place down ordinance and / or fuel at these outposts in times of war, converting them into makeshift FOBs or staging points. Very much a bitch to tug... :(
2
C# Bureau of Design / Star Yard Class Maintenance Base
« Last post by xenoscepter on Today at 05:50:12 AM »
Star Yard Maintenance Base:
Code: [Select]
Star Yard Class Maintenance Base      521,894 tons       240 Crew       1,128.9 BP       TCS 10,438    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 53      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 1    Max Repair 200 MSP
Habitation Capacity 200,000   
Starpilot    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Maintenance Modules: 4 module(s) capable of supporting ships of 4,000 tons


This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Maintenance Ship for auto-assignment purposes

 --- I've been really liking this design, so I decided to share it. :) It provides enough population with it's Orbital Habitat to staff four Maintenance Facilities and enough Maintenance Modules to double their capacity. This version is trimmed down from the one I'm using, since I tend to load up on RP components a bit. It could be useful to add some MSP storage and maybe, maybe add some Cargo Shuttle Bays; but the design is functional as is. These stations are a great way to free up workers while expanding your maintenance capacity. Might need a really big tug to move anywhere though... at least in any reasonable time frame that is.
3
 - Shipboard Hydroponics Garden, Standard (3HS / 150 Tons)
 --- A modular hydroponic garden designed to provide indefinite life support for up to 50 crew members. A fresh food supply along with an integrated water storage and processing are provided, while the unit itself is integrated into the ship's own air supply / processing systems to further enhance their efficiency.

 - Shipboard Hydroponics Garden, Extended (15HS / 750 Tons)
 --- This expanded module is sufficient for 250 Crew Members and features a pleasant, mood boosting layout in addition to all of the features of a Standard module. In addition the expanded facilities are both consolidated and ergonomically laid out for ease of maintenance and operation. *Peeing cherubim fountain not included.
4
C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by xenoscepter on Today at 01:00:44 AM »
 - New bug on v1.13.0, but very minor. Cosmetic, really. On the Ground Forces window, the "Base Unit Type" above "Infantry" is a selectable field. Easy enough to reproduce, just... go to the Ground Forces window and click on the "Base Unit Type" field and viola! Bug du jour.
5
C# Suggestions / Re: C# Suggestions
« Last post by Remilian on Yesterday at 09:03:00 PM »
(Edited from my removed post into a more cohesive terraforming related suggestions)

Currently, there are a few issues with terraforming process and controls:
  • Terraforming always overshoots the target value. The bigger the terraforming capacity - the more it will overshoot.
    Another side-effect of the same issue is that if you set a target to lower than atmosphere already is - terraforming tick still happens next cycle, which "overshoots" target by 100% of capacity.
  • Current terraform controls feel out of place and somewhat unintuitive.

Based on the "Add Gas to Atmosphere" checkbox, certain database columns and log messages, I assume that current implementation involves unnecessary storage of TerraformStatus variable for each pop, which is then retrieved and used during production cycle in a series of checks.  In my opinion, MaxAtm (which can be more appropriately renamed into TargetAtm) variable is enough to extrapolate everything needed for terraformation calculations.

I suggest replacing terraform logic with this:
Code: [Select]
If ( Current_Atm != Target_Atm ) then        // I know about double's wonky equality check, but hear me out
    Terraform_change = Terraform_Capacity / Year_length * Cycle_length * other_modifiers....       //Amount of atm change possible on this body this production cycle
    If ( Terraform_change > 0 ) then
        Difference = Target_Atm - Current_Atm
        If ( ABS(Difference) <= Terraform_change ) then       //Can target be reached with available change?
            Current_Atm = Target_Atm         //gives people nice and clean values AND allows that target equality check at the beginning
            //Log message here? I know there are several versions of them, but maybe 1 universal "Target has been reached" is enough
        else
            If ( Difference < 0 ) then        //>0 means we need to add gas, <0 means we need to extract gas
                Current_Atm -= Terraform_change
                If ( Current_Atm < 0 ) then
                    Current_Atm = 0
            else
                Current_Atm += Terraform_change
           

This would fix the first problem and remove the need for that checkbox (and variable) completely, which is a part my proposal to fix to the second problem: change up terraform control panel from environmental tab.
  • Move terraform panel from the top of the tab to a position aligned with other panels in the tab.  It really does not stand out at the top, and making it equal to other panels will make it more visible and understandable.
  • Remove the "Add Gas to Atmosphere" checkbox.  Most new players treat it as "Enable terraforming" button, which is not exactly right and leads to confusion when they need to remove gas instead of adding it.
  • Add a simple visual indicator of any kind.  Even a text label with appropriate text would do.
  • Appropriately change said indicator based on various factors to indicate whether terraforming process is active or not.  Check if not-"None" gas is selected, if so then check for Terraform_Capacity, if >0 then check if Target Atm value is valid, if it is then indicate that the process is active.  Can add appropriate indications for each missed step too.
  • Perform said check on Gas and Target Atm control changes, as well as with other cycle-based checks for industry tabs.
  • With more space to work with, an estimated time until Target Atm is reached can be added onto the panel. 
6
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Lord Solar on Yesterday at 09:00:57 PM »
While excavating some alien ruins, and I found a couple nice jump engines, bigger than what I have developed myself.

How do I go about using these in a class design?
Check off show alien components
7
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 05:32:57 PM »
While excavating some alien ruins, and I found a couple nice jump engines, bigger than what I have developed myself.

How do I go about using these in a class design?
8
General Discussion / Re: 6 Hour Increments
« Last post by Nori on Yesterday at 04:25:36 PM »
Thanks for the responses. As it typical in issues, it resolved itself after another long round of 6 hours increments.. But I will keep this thread in mind on what to look for it if happens again.
9
C# Suggestions / Re: C# Suggestions
« Last post by RagnarVaren on Yesterday at 04:21:37 PM »
It would be nice to have a Ground Combat Forces Summary event similar to the Ground Combat Intelligence event but for the player's forces. Currently you can only see the latest forces on the colony as no history is saved so if the formations didn't match the templates exactly (i.e no additions or losses) then it isn't possible to know exactly how many forces were present for each round. This would be very useful as I'm currently extracting the GUC vs GUC summary events from the database after the battle to look at the performance of each of my ground unit classes against the enemy and it would be nice to know the exact number of my own forces present as they fluctuate due to reinforcements arriving.
10
C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by Remilian on Yesterday at 03:54:41 PM »
Gas "None" can be added to the atmosphere with "SM: Set Atm"
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk