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21
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by nuclearslurpee on April 16, 2024, 08:22:27 AM »
I'm scratching my head as to why my Jump Stabilisation Ship is tracted at a meager 342 km/s. Is there a penalty at some point if the masses of the two ships are vastly different? 
My Tug is 10,000 tons and has a speed of 2400 km/s. My Bïfrost JSS has a base speed of 333 km/s. So what gives? 

There are two important rules here:
  • A ship under tow does not contribute its own engine power to the speed of the fleet.
  • The speed of a tug plus a ship under tow is determined by the tug's engine power and the total mass of both the tug and the towed ship.

Given this, you have a total of 480 engine power on the tug, and a total of 70,000 tons (tug 10,000 + station 60,000) or 1,400 HS. 480 EP / 1,400 HS * 1,000 = 342 km/s, so the numbers check out correctly.
22
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on April 16, 2024, 08:21:38 AM »
Factors (in real world):

Star Radiation Strength
Distance from Star
Rotation of body
Atmosphere
Albedo
Stefan-Boltzmann Constant

In Aurora, the atmosphere and albedo are not part of the calculation for base temp. They are part of the calculation of surface temp.

I don't think the Stefan-Boltzmann constant is part of Aurora's model.
23
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on April 16, 2024, 07:10:10 AM »
I'm scratching my head as to why my Jump Stabilisation Ship is tracted at a meager 342 km/s. Is there a penalty at some point if the masses of the two ships are vastly different? 
My Tug is 10,000 tons and has a speed of 2400 km/s. My Bïfrost JSS has a base speed of 333 km/s. So what gives? 

Code: [Select]
TG-01 Sheperd 001  (Sheperd class Tug)      10 000 tons       114 Crew       360.5 BP       TCS 200    TH 480    EM 0
2400 km/s      Armour 1-41       Shields 0-0       HTK 47      Sensors 5/0/0/0      DCR 1-1      PPV 0
MSP 132    Max Repair 100 MSP
Tractor Beam     
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
● Recreation Room-25    ● Library-25    2x ● Escape Pod-5    ● Security hardpoint-5   

Honeywell Aero Nuclear Thermal Engine C80 (6)    Power 480    Fuel Use 10.06%    Signature 80    Explosion 5%
Fuel Capacity 850 000 Litres    Range 152.1 billion km (733 days at full power)
Refuelling Capability: 50 000 litres per hour     Complete Refuel 17 hours

Silas-Nein Small Thermal Sensor 1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Tug for auto-assignment purposes

Code: [Select]
JSS-01 Bifröst 001  (Bifröst class Jump Stabilisation Station)      60 000 tons       197 Crew       1 384.8 BP       TCS 1 200    TH 400    EM 0
333 km/s      Armour 1-136       Shields 0-0       HTK 52      Sensors 5/0/0/0      DCR 1-0      PPV 0
MSP 24    Max Repair 1 000 MSP
Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months   
Jump Point Stabilisation: 180 days
● Large Crew Lounge-100    ● Onboard Hospital-50    ● Recreation Room-25    2x ● Security hardpoint-5    9x ● Escape Pod-5    3x ● Medium Hydroponics-50    ● Promenade-50    ● Fitness Center-50    ● Library-25    ● Small Armory-5   

Honeywell Aero Nuclear Thermal Engine C80 (5)    Power 400    Fuel Use 10.06%    Signature 80    Explosion 5%
Fuel Capacity 1 400 000 Litres    Range 41.7 billion km (1449 days at full power)
Refuelling Capability: 50 000 litres per hour     Complete Refuel 28 hours

Silas-Nein Small Thermal Sensor 1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  17.7m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Stabilisation Ship for auto-assignment purposes
24
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Pedroig on April 16, 2024, 06:56:24 AM »
Does anyone know the calculation for the current base temperature of a system body?
I suspect it's a simple matter of star brightness and current distance from star.

Prior to eccentric orbits, the base temperature of a body never varied, so I could just use the value of FCT_SystemBody.BaseTemperature.
But that value seems not to vary over time.

well there is this:  https://www.astro.princeton.edu/~strauss/FRS113/writeup3/ but I"m not sure it is quite that complex in game.

Factors (in real world):

Star Radiation Strength
Distance from Star
Rotation of body
Atmosphere
Albedo
Stefan-Boltzmann Constant
25
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on April 16, 2024, 06:38:03 AM »
Does anyone know the calculation for the current base temperature of a system body?
I suspect it's a simple matter of star brightness and current distance from star.

Prior to eccentric orbits, the base temperature of a body never varied, so I could just use the value of FCT_SystemBody.BaseTemperature.
But that value seems not to vary over time.
26
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on April 16, 2024, 01:59:49 AM »
Thank you all for the answers to my questions, it was quite informative.  :)
27
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on April 15, 2024, 04:02:58 PM »
Have to ask, there are Troops actually aboard said ship?

Asking from experience...

Yes yes there were troops aboard  :)

I figured out the issue, I had to create a colony before, Jesus Christ.
28
C# Bug Reports / Re: Typo Thread bugs
« Last post by Erik L on April 15, 2024, 02:50:10 PM »
You know. Reading comprehension
29
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Pedroig on April 15, 2024, 02:43:48 PM »
Have to ask, there are Troops actually aboard said ship?

Asking from experience...
30
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kaiser on April 15, 2024, 02:11:58 PM »
I want launch a ground invasion of Europa, my landing ship has a drop troops bay module, but for some reason I do not have the drop troops command, why?

Code: [Select]
America class Landing Craft Assault      73,025 tons       292 Crew       2,256.6 BP       TCS 1,460    TH 800    EM 0
547 km/s      Armour 2-155       Shields 0-0       HTK 89      Sensors 0/0/0/0      DCR 1-0      PPV 0
MSP 19    Max Repair 800 MSP
Troop Capacity 50,000 tons     Drop Capable   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Dang Aero Engines Commercial Nuclear Pulse Engine  EP200.00 (4)    Power 800    Fuel Use 4.74%    Signature 200    Explosion 5%
Fuel Capacity 504,000 Litres    Range 26.2 billion km (553 days at full power)

Sevilla-Hurrell Active Search Sensor AS29-R100 (50%) (1)     GPS 1600     Range 29.6m km    Resolution 100

Ground Forces
1x Brigate

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes
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