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Posted by: nuclearslurpee
« on: Today at 01:05:18 PM »

I see what you mean by "branch names" now - if table DIM_ComponentType doesn't work, then you could try DIM_TechType.
Posted by: serger
« on: Today at 12:49:00 PM »

You can also rename them in the DB but you have to dig into the FCT_ShipDesignComponents table, I think. [...]

For race-designed components the procedural naming means you can't control every aspect, but I think the type names are pulled from FCT_TechSystem entries. Looks like it uses the component name if present, otherwise the primary tech name. Probably with a bit of trial and error for each component type you can figure out which entries control the relevant parts of each name.

Renamed every record in both these tables. Branch names remain the same.

Posted by: nuclearslurpee
« on: Today at 12:16:33 PM »

Why I can't refit a tug into another? I thought that the only conditions were shipyard size (nature of SY, obv!) and that the ship would not be damaged, but aside that, even if the decision could be stupid (very huge cost) nothing prevented you from refitting any ship into another one?

A shipyard tooled for Class A can only refit (or build) a ship into class B if:
  • The cost of new components for class B relative to class A, plus a premium of 20%, plus another premium which is the relative size difference between classes A and B, is less than 20% of the build cost of class A
  • There is an additional requirement that the tonnage of class B is less than 20% difference from class A.
These requirements I think were new in C#, at least the second one which prevents silly cases like refitting fighters into battleships. Note that a shipyard tooled for class B can refit from ships of class A regardless of the cost, as long as the size requirement (within 20%) is met.

A common example would be refitting a survey ship from geo to grav sensors, using a shipyard tooled for the geosurvey class. If the survey ship costs, say, 750 BP, and has two survey sensors, then you cannot replace the 2x geo sensors with 2x grav sensors, because the cost of the sensors is 100 BP each and 200 BP x 1.20 (for the extra 20% premium) = 240 BP which is 32% of the survey ship cost, much more than 20%. On the other hand, if the shipyard is tooled for a variant with 1x geo, 1x grav sensor, then you can build or refit to either class because the cost of the NEW components is 100 BP for a single sensor in either case, so the refit cost is 120 BP or merely 16%. On the other-other hand, if the shipyard is tooled for the gravsurvey class then you can refit FROM the geosurvey class without a problem.

For tugs, usually it is not possible to do a refit to a new class in a shipyard tooled for the old class because tugs are almost entirely engines, so upgrading a tug usually means a complete swap of engines which is most of the build cost (refit cost may even exceed 100% of the old variant cost very easily). If you have a shipyard tooled for the new class, then you can refit from the old class without a problem.

Again, note that the examples assume the same or similar size between classes. If the old tug class is 45,000 tons and the new tug class is 90,000 tons, you cannot ever refit from A to B anyways.
Posted by: nuclearslurpee
« on: Today at 12:06:18 PM »

Does anyone know if Ship Component type names are scripted in the DB or in the executable? I've edited some names in DIM_ComponentType, yet cannot find how to rename type branch names. Like, my eternal damnation is Geo Sensors, wich I'm mixing up with Grav Sensors every second time; tried to rename Gravitational to Topological in the DB, yet the type branch remains Geological Survey Sensors, wich means I will still mix it up.

There are some components which are the same for every race, so they do not use generated names. The flip side is, if you rename them in-game they will be renamed for every player race in all games using that DB. You can also rename them in the DB but you have to dig into the FCT_ShipDesignComponents table, I think. Off the top of my head, the most interesting components for which this is true would be the Geo/Grav Sensors, ECM components, and industrial production modules (sorium harvester, stabilization modules, etc.), but this should apply to any component which is not race-designed.

For race-designed components the procedural naming means you can't control every aspect, but I think the type names are pulled from FCT_TechSystem entries. Looks like it uses the component name if present, otherwise the primary tech name. Probably with a bit of trial and error for each component type you can figure out which entries control the relevant parts of each name.
Posted by: serger
« on: Today at 11:58:40 AM »

Does anyone know if Ship Component type names are scripted in the DB or in the executable? I've edited some names in DIM_ComponentType, yet cannot find how to rename type branch names. Like, my eternal damnation is Geo Sensors, wich I'm mixing up with Grav Sensors every second time; tried to rename Gravitational to Topological in the DB, yet the type branch remains Geological Survey Sensors, wich means I will still mix it up.
Posted by: paolot
« on: Today at 11:57:22 AM »

Oh, so ...

Ordnance Transfer System: 40 MSP per Hour
Cost 20   Size 500 tons   Crew 20   HTK 1
Materials Required: Duranium  5    Boronide  15   

is for missiles only?

Yes.   :)
Posted by: vorpal+5
« on: Today at 11:44:22 AM »

Oh, so ...

Ordnance Transfer System: 40 MSP per Hour
Cost 20   Size 500 tons   Crew 20   HTK 1
Materials Required: Duranium  5    Boronide  15   

is for missiles only?

Let's add another senior moment, then  ;D

Why I can't refit a tug into another? I thought that the only conditions were shipyard size (nature of SY, obv!) and that the ship would not be damaged, but aside that, even if the decision could be stupid (very huge cost) nothing prevented you from refitting any ship into another one?
Posted by: skoormit
« on: Today at 11:18:44 AM »

What could explain that my MSP freighter only transfers to Earth MSP at a rate of 10 MSP per hour, and not 40 as per the component it has?

Only a cargo shuttle bay is required for transferring maintenance supplies. There is no other component to increase the rate.
And shuttle bays do not specify a transfer rate, because the base rate never changes:

Quote
Maintenance supplies are transferred at the rate of 10 per hour, multiplied by the number of cargo shuttle bays and the racial shuttle technology.
Posted by: JacenHan
« on: Today at 10:08:58 AM »

What could explain that my MSP freighter only transfers to Earth MSP at a rate of 10 MSP per hour, and not 40 as per the component it has?
Did you give it an Ordnance Transfer System (transfers Missile Size Points (MSP), not Maintenance Supply Points (MSP), easy to mix up) instead of cargo shuttles?
Posted by: paolot
« on: Today at 08:40:44 AM »

What could explain that my MSP freighter only transfers to Earth MSP at a rate of 10 MSP per hour, and not 40 as per the component it has?

In the Movement Orders of your fleet, have you set the Maximum Items (at the bottom of the window) at 10?
Posted by: Pedroig
« on: Today at 08:16:42 AM »

What could explain that my MSP freighter only transfers to Earth MSP at a rate of 10 MSP per hour, and not 40 as per the component it has?

Does the freighter have cargo shuttles? 

My understanding is that the transfer rates apply only between ships and not ship to colony or colony to ship.
Posted by: vorpal+5
« on: Today at 01:13:18 AM »

What could explain that my MSP freighter only transfers to Earth MSP at a rate of 10 MSP per hour, and not 40 as per the component it has?
Posted by: skoormit
« on: May 09, 2024, 02:44:15 PM »

Space stations, the advantage is that they don't use shipyards, the drawback is that they can't be refitted?

Another advantage is that they don't have armor, which makes them lighter and cheaper. (And also, obviously, incredibly fragile in combat.)

You can use shipyards to build stations if you want to, subject to the same size and tooling rules as regular ships.
In fact, I like to build my 25k freight barges and 100k colonist pods in a shipyard--and I can actually build either one with the same yard.

You can also, of course, use such shipyards to refit stations if you like (again subject to the same rules as regular ships).
But no, in the absence of an appropriate yard, a station cannot be refitted.

Another minor drawback of building space stations with surface facilities is that you can't use any component stockpiles to speed up production.
Posted by: vorpal+5
« on: May 09, 2024, 02:14:30 PM »

Thanks Skoormit!
Space stations, the advantage is that they don't use shipyards, the drawback is that they can't be refitted?
Posted by: skoormit
« on: May 09, 2024, 01:22:26 PM »

On the Wealth/Trade tab of the Economics window, income and expenditures are broken down by type.

I think I understand that "Tax on Shipping Trade Goods" is the income I receive from the civilian shipping lines when they haul a shipment of trade goods from one colony to another.

But what does "Tax on Exports" represent?
I would have thought that it represented income from shipping to other races (NPRs), but I have only encountered one NPR, and we aren't trading. (They refuse to communicate and I haven't discovered any of their colonies.)
Besides, I was receiving this Tax on Exports income even before I encountered this NPR.

In any given year, I usually make around twice as much on this Export tax as I do on the Trade Goods tax--but it varies.