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C# Bureau of Design / Re: MaxTech Corvette for Anti-Missile Work.
« Last post by nuclearslurpee on Yesterday at 12:38:44 PM »
The only thing that concerns me is the fact that 196 ammo for AMMs seems a little low. Then again you only have 8 launchers so it would take a while to empty the magazines.

With MaxTech you can count on a 100% hit rate, which greatly reduces the needed capacity compared to, say, Ion or MP tech when you expect 1/3 or 1/4 hit rates depending on the opponent and their missile doctrine. The equivalent at those tech levels would be something like 600 magazine capacity.

If anything this ship could probably afford to mount one or two more launchers and drop some magazine space in place of the removed command modules, since you only need about ~12-15 shots per launcher to break even with box-launched AMMs and this design has just enough sensor/MFC capability to launch that many missiles against a box-launched ASM swarm without retreating to gain time. However this would be akin to two chess engines arguing about whether a won position is +19.526 or +19.467, it doesn't matter because the game is already over. Extra capacity for a strategic reserve is not a bad idea anyways.
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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by Kyle on Yesterday at 12:10:12 PM »
For both of these I would need to look at a backup of the db from before the message.  But I'm willing to bet you didn't click the 'Save Atm', meaning the game thought your desired level was 0, which would indeed finish instantly if it was already 0.

Summary: If the "Add Gas to Atmosphere" checkbox is checked and the target is below the current actual, then the completion is announced and the actual value is set to the target immediately. The reverse also works for raising the pressure in the atmosphere.

That was discovered while intending to just document what I know about my Mars and Io incident. That rambling discussion is as follows:

Aha, good find!  Fixed in version 173 which is available now.
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C# Bureau of Design / Re: MaxTech Corvette for Anti-Missile Work.
« Last post by Droll on Yesterday at 12:08:01 PM »
ship

This is an excellent design that will accomplish the purpose exactly, ton for ton. The only quibble I can make is that the ENG and CIC modules are extraneous and I would probably omit them to eliminate strain on my officer corps. The CIC is unnecessary as you can easily get 100% or better CTH with the missile design alone, while the ENG is just a difficult position to fill when added to small ships you will build many of - maybe less so if you tweak your rank structure accordingly and do not use fighters very much.

Ah, alright, makes sense
Id probably swap those out for either another shield module, or more fuel and armour, but, thanks
In this one i dont really use many fighters, mostly as ppv, although the experiments with tiny cloaks might change  things, hmm
anyway, thanks
As well, the german rank structure has a few lower ranks, so it might not be too bad, especially with the robust, 3 planet spanning academies i have, but still

The only thing that concerns me is the fact that 196 ammo for AMMs seems a little low. Then again you only have 8 launchers so it would take a while to empty the magazines.
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Quasar4x / Re: Patch Notes q4x
« Last post by Kyle on Yesterday at 12:04:46 PM »
Version 173

- Infrastructure supply contracts now have lower priority than other supply contracts in the same system
- Added a new event type 'Industry Reactivated'.  By default this event type will trigger an interrupt
- Added missing feature: Class Design window: Obso Comp button can now also be used to unmark an obsolete component
- Added reactivation of industrial sectors to the new Production Overview window
- Ships window: specific names for components in a ship's cargo will be displayed rather than the generic "Ship Component"
- Ships window: transfer msp/fuel to/from ship/pop: decimals displayed will now be rounded down
- Fixed: a couple bugs in star swarm (not related to combat)
- Fixed: F3 window: Couldn't zoom the map in or out with the scroll wheel while hovering over an event
- Fixed: F3 window: Couldn't drag the map around if trying to start the drag while hovering over an event
- Fixed: xeno-arch teams would never finish identifying a ruins civilization if another empire had previously exploited all the abandoned installations
- Fixed: a couple bugs in calculating required cargo space that were sometimes causing ship component load orders to fail
- Fixed: when orbital habitat construction completed, new "Orbital Habitats: xxx" task groups were being generated rather than reusing any that already existed
- Fixed: when a PDC Assembly completed successfully, there would sometimes be an additional erroneous message that there weren't enough prefab components
- Fixed: configuring a pop to subtract/add a gas and setting the desired atm higher/lower (respectively) than the current atm was setting the new atm to the desired value immediately during the terraforming phase. now, nothing will happen.
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Modding / Re: Deciphering the API, and other Modding questions.
« Last post by trabber Shir on Yesterday at 08:50:33 AM »
Is the most recent version of .API.gd published anywhere?

I would have assumed the example mod, except I see that the default mod has a much higher version number and quite a few more exposed methods.
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C# Bug Reports / Re: v1.13.0 Bugs Thread
« Last post by bankshot on Yesterday at 08:45:28 AM »
Mass driver packet sizes are reduced by setting reserve levels on minerals.

Setup: Mars has three mass drivers, totaling 15kt/yr capacity.  There are 72x five day production cycles/year so maximum packet size should be just over 200t.  Its mass drivers are set to send minerals to Luna.  Because I'd like to keep some minerals on hand in case of future needs I have 5K reserve levels set for all minerals.  Five minerals have stockpiles in excess of the reserve, with about 4K total minerals available to be sent to Luna.  But packet sizes are around 18t.  Packets are sent at high velocity indicating there is reserve capacity available.  Zeroing the reserve for some minerals increases packet size.  Zeroing it for all minerals gives 205t packets.

So the code appears to be building a 205t packet out of all materials in the stockpile then removing minerals that are ineligible for launch instead of determining what minerals are available and then building a packet. 

To duplicate:  Have a few thousand tons of minerals stockpiled on a colony.  Set reserve levels above zero but below stockpile levels.  Target the mass driver at another colony, observe packet size and speed. 

See attached database - you can manipulate reserve levels on Mars then advance time to see the effect on packet size/speed
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by bankshot on Yesterday at 08:30:32 AM »
Yep, that appears to be the issue.  Zeroing some of my reserve levels increases packet size.  Zeroing them all gives 205t packets. 
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Modding / Mod to support overly thourogh use of geology teams.
« Last post by trabber Shir on Yesterday at 07:36:09 AM »
This thread is to ask if anything being described may be impossible with the modding tools available, or if there may be a better way to handle this than building a mod.

Goal:

Complete a Geological Team Survey on every body in a system.

Current manual methodology:

Have a few fleets set to "Pick up idle geosurvey team" and "drop off geosurvey team at unsurveyed colony".

Problem 1: Occasionally I need to intervene to split up the teams because after a while I always end up with one fleet carrying all the teams and all the teams on one colony.

Problem 2: If I have a colony on a body, then it is not available for the establishment of CMCs and the automatic commander assignments has a good chance of giving it a governor that would be more useful elsewhere. So, I do not want a lot of colonies created and waiting for the teams, the colonies should be created on bodies needing a survey, and then the colonies should be abandoned after the survey if not being otherwise interacted with.


Mod Ideas:

The pipe-dream ideal solution that is not happening any time soon:
An upgrade to those default orders such that they create colonies as needed, abandon colonies that they remove teams from (if not referenced by anything else), reserve colonies they are in route to, and not choose to drop off on colonies that are reserved or have a team already. If that is simpler than it sounds, let me know and I might come back to it.

Concept A: the first/prototype feature that I know should be possible because it is just reading the database and printing lists on the screen. Regrettably it only addresses Problem 2.
  • Button that opens a window which contains 3 lists and a button to refresh each list.
  • First list is existing populations on bodies which have not completed a geological team survey.
  • Second list is of system bodies without populations which have not completed a geological team survey.
  • Third list is populations which are unused and have completed a geological team survey. Things to check for to determine if they are unused include: installations, civilian orders, ship orders, teams, ground units, shipyards, policies, and industry jobs

Concept A's stretch goals (AKA things that might be so easy after I learn the API that I do them to make dev and debug easier):
  • make the list be clickable things which when clicked open the economics window (pop) or system window (body) with the indicated entity selected
  • generate an event to notify the player when list 1 drops below some length (to let the player know they need to make more colonies and probably purge unused ones)
  • include create colony and abandon colony buttons to the list items for the 2nd and 3rd lists

Concept B is a modification to the default orders to partly address Problem 1 and Concept C is some automation of button clicking on Concept A. But I have changed my mind about detailing those here now. I can edit the OP if concept A turns out to be less painful than I am anticipating.

I would especially like feedback for people who have actually dug into the API on whether the "stretch goals" are well supported.
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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by trabber Shir on Yesterday at 05:39:18 AM »
For both of these I would need to look at a backup of the db from before the message.  But I'm willing to bet you didn't click the 'Save Atm', meaning the game thought your desired level was 0, which would indeed finish instantly if it was already 0.

Summary: If the "Add Gas to Atmosphere" checkbox is checked and the target is below the current actual, then the completion is announced and the actual value is set to the target immediately. The reverse also works for raising the pressure in the atmosphere.

That was discovered while intending to just document what I know about my Mars and Io incident. That rambling discussion is as follows:

Off-Topic: show
It doubt it, but lets see what I can get from backups that I still have. With an annual production of 0.0017 atm from a terraforming module it should take nearly 100 years for a single module to add 0.11 atmospheres of oxygen to Mars or Io. So going from no oxygen on either on March 30 to 0.11 atm of oxygen on both on July 30, there is definitely a bug to track down.

2072 March 30: neither has any oxygen or terraformers present. But both have "add gas to atmosphere" unchecked, with 0.11 as the "Maximum ATM".
2072 July 30: Both have 0.11 atm of oxygen and are working on greenhouse gasses with a single terraforming module each.

2072 September 6: TFB Itaperuna is 1:29 (One hour and 29 minutes) from arriving at Callisto which has no terraformers currently present. Callisto has been set to oxygen with "add gas" checked and Maximum Atm set to 0.11.

If I click "1 Day" without changing anything, then it actually advance 1:30, TFB Itaperuna completes its orders, and Callisto still has no atmosphere. Click "30 Days" and Callisto still has no atmosphere.

Reload the September 6 database, and un-check "Add Gas to Atmosphere" on Callisto. Click "1 Day". It actually advance 1:30, TFB Itaperuna completes its orders, and Callisto still has no atmosphere. Click "30 Days" and I get teh terraforming report about Subtraction of Oxygen being completed and Callisto now has 0.11 atm of oxygen.

Mars is trying to remove Carbon dioxide, I wonder what will happen if I check that checkbox on and advance 30 days? Answer: "Gas Removed" event fires.

Io is trying to add 1.01 atm of safe greenhouse gas, I wonder what will happen if I un-check "Add Gas to Atmosphere" and advance 30 days? Answer: "Breathable Atmosphere" event fires.


All three mentioned databases are in the attached 7z

You could change the word "wavelength" into "frequency": Laser frequency technology. The higher a laser frequency, the less the laser loses power with range. Therefore, higher frequency lasers will cause more damage at a longer range than lower-frequency lasers of the same focal size.
I agree with this, still a tad technobably, but all the words map to their fundamental definitions that way.

I suspect the original wording probably sprang from confusion among diffusion, dispersion, and energy density concepts while reading up on how laser weapons work. Longer wavelength is technically more efficient in atmosphere, but higher frequency is functionally better at getting a large concentration of energy in a small spot on a target. And the advantages of long wavelength don't exist in a vacuum. Really, the entire discussion of diffusion as a function of wavelength is a red herring at energies densities which can be weaponized, but it always gets brought up and always adds confusion.
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Ardem's Fiction / Re: The Long Wait - The Ceti Aliens
« Last post by ardem on Yesterday at 03:20:26 AM »

Calendar Entries of Note

Some the public has queried why we running out of fuel so quickly why do we need such huge fuel tanks. The Aquarian are situated in a massive system. To the Aquarian Prime to the centre of the system is 15 Billion kms. A Jump to Visor is 17.9 BKm and a jump to the CEti 10bKm, lucky for us a jump to our main expansion point is only 3 Bkm away to Cancun. To travel to the Mobile Imperium Capital is a only a small 21 billion journey. 42 bkm for a return trip. To get to the new created colony in Kwiecien II, is only a 40bKm journey. and that is 4 jumps away, 80mkm return.

However if we look at our poor warships ships Mountain class and Amiens class only have a range of 60 bkm. Not even enough for a return journey. This is why it travels with the Jump Ships which carries additional fuel.


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