Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 361904 times)

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Offline ChubbyPitbull

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #930 on: December 25, 2020, 09:00:59 PM »
Hey, if no one can tell, REALLY enjoying this "Questions Not Worth Their Own Thread" thread :D.

For some reason I thought Advanced Spinal Mount Lasers were limited to one per ship. However, I am not getting any warnings along those lines with the following ship design:

Code: [Select]
Sri Tiga class Light Cruiser      30,000 tons       888 Crew       8,287.4 BP       TCS 600    TH 6,000    EM 6,870
10000 km/s      Armour 4-86       Shields 229-536       HTK 226      Sensors 0/0/0/0      DCR 73      PPV 126.14
Maint Life 2.21 Years     MSP 5,697    AFR 218%    IFR 3.0%    1YR 1,564    5YR 23,466    Max Repair 1500.00 MSP
Vice Chancellor    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 18 months    Morale Check Required   

Blohm+Voss Magnetic Fusion Drive  EP3000.00 (2)    Power 6000.0    Fuel Use 7.22%    Signature 3000.00    Explosion 10%
Fuel Capacity 2,695,000 Litres    Range 224.1 billion km (259 days at full power)
Armour-SA Theta S229 / R536 Shields (1)     Recharge Time 536 seconds (0.4 per second)

OTO Melara 'Sovraponte' 37.50cm C12 Ultraviolet Laser (8)    Range 384,000km     TS: 10,000 km/s     Power 37-12     RM 40,000 km    ROF 20       
Quad Oerlikon Contraves 50mm/300 GAA Turret (1x20)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 30,000 km    ROF 5       
M-Tek T2 Target Designation Sight R48-TS20000 (1)     Max Range: 48,000 km   TS: 20,000 km/s     79 58 38 17 0 0 0 0 0 0
STN Atlas BFC R384-TS15000 (1)     Max Range: 384,000 km   TS: 15,000 km/s     97 95 92 90 87 84 82 79 77 74
BHEL Haridwar 'Sovraponte' R12 Power Supply (8)     Total Power Output 96    Exp 5%

Tellumat AS19-R1 Mobile MAWS (1)     GPS 105     Range 19.2m km    MCR 1.7m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

And here is the spinal weapon design:

Code: [Select]
Damage Output 37    Rate of Fire 20 seconds     Range Modifier 40,000
Max Range 1,480,000 km     Laser Size 12 HS  (600 tons)     Laser HTK 6
Power Requirement 37    Recharge Rate 12
Cost 292.0    Crew 36
Spinal Weapon Only
Development Cost 13650 RP

Materials Required
Duranium  58.4
Boronide  58.4
Corundium  175.2

EDIT: Unrelated, before anyone points it out, after making this post I lowered the power recharge of the spinal laser to C10 since the C12 was being wasted.
« Last Edit: December 25, 2020, 09:05:03 PM by ChubbyPitbull »
 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #931 on: December 25, 2020, 10:41:02 PM »
Spinal lasers are supposed to be limited to one per ship but are not, this is a bug and I believe fixed for 1.13.
 

Offline Borealis4x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #932 on: December 26, 2020, 01:14:53 AM »
I feel that research moves to quickly. How much should I reduce it to to make things move less quickly while not slowing the game down to a halt.

 

Offline nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #933 on: December 26, 2020, 02:53:48 AM »
I feel that research moves to quickly. How much should I reduce it to to make things move less quickly while not slowing the game down to a halt.

Simple rough answer: How fast is your game going, and how fast would you prefer it to go?

For example, say you're refitting your ships every 5 years, and you'd rather be doing it every 10 years. Easy rough estimate, cut research to 50%. You can choose any other technology-related metric you want, of course.

I also recommend decreasing survey and terraforming speeds by the same amount to keep your pace of expansion matched to your research speed, unless of course you want to expand faster than your relative research pace.
 

Offline kilo

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #934 on: December 27, 2020, 10:25:21 AM »
Stupid question I guess.

Construction vehicles can fortify ground units. What happens when you add to few vehicles? Do they work slower or is the max entrenchment reduced?
 

Offline Droll

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #935 on: December 27, 2020, 11:17:34 AM »
Stupid question I guess.

Construction vehicles can fortify ground units. What happens when you add to few vehicles? Do they work slower or is the max entrenchment reduced?

They just work slower
 

Offline kilo

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #936 on: December 27, 2020, 11:24:01 AM »
Stupid question I guess.

Construction vehicles can fortify ground units. What happens when you add to few vehicles? Do they work slower or is the max entrenchment reduced?

They just work slower

That is good to know. This means I can cut back on construction vehicles quite a bit as I am building STO units and I have time.
 

Offline ChubbyPitbull

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #937 on: December 27, 2020, 02:27:10 PM »
Are STO emplacements as effective as space-based weapons for things such as missile defense? For example, mounting a quad Gauss turret on an orbital defense base versus just building static STO emplacements with a quad Gauss turret set as point defense. Still working on understanding all the new ground units, but STO units would save me all the maintenance I'm spending on orbital defense bases for colony missile defense right now.
 

Offline TheTalkingMeowth

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #938 on: December 27, 2020, 02:41:21 PM »
Are STO emplacements as effective as space-based weapons for things such as missile defense? For example, mounting a quad Gauss turret on an orbital defense base versus just building static STO emplacements with a quad Gauss turret set as point defense. Still working on understanding all the new ground units, but STO units would save me all the maintenance I'm spending on orbital defense bases for colony missile defense right now.
They are actually slightly better, in that STOs get a range bonus.

They do cost wealth to maintain, so not free.
 
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Offline Migi

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #939 on: December 27, 2020, 03:11:20 PM »
They are actually slightly better, in that STOs get a range bonus.
My understanding from the changes post is that the BFC gets the range bonus, the weapon range is unaffected.

Are STO emplacements as effective as space-based weapons for things such as missile defense? For example, mounting a quad Gauss turret on an orbital defense base versus just building static STO emplacements with a quad Gauss turret set as point defense. Still working on understanding all the new ground units, but STO units would save me all the maintenance I'm spending on orbital defense bases for colony missile defense right now.
IIRC you can't use turrets in an STO any more, but you can mount single weapons.
The turret has extra weight per weapon for the gearing so I think turrets were always less efficient anyway.

Ground based defence has a logistical advantage over orbital weapon platforms because you can drop them somewhere and never worry about maintenance facilities and supplying MSP.
The disadvantage IMO is setting the STO targeting (which I find finicky) and the length of time it takes to build each battalion.
Just remember that they need some help getting to max fortification from some construction units.
 
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Offline ChubbyPitbull

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #940 on: December 27, 2020, 03:40:41 PM »
Ground based defence has a logistical advantage over orbital weapon platforms because you can drop them somewhere and never worry about maintenance facilities and supplying MSP.
The disadvantage IMO is setting the STO targeting (which I find finicky) and the length of time it takes to build each battalion.
Just remember that they need some help getting to max fortification from some construction units.

Thanks for the tip about fortification, is it required for them to work or just in general good practice? Also I found that it appears turrets are still allowed in STO units; they are also necessary for "Point Defense" STOs so that the weapon tracking speed will match the 4x racial tracking speed. Here are my STO designs:

Code: [Select]
Quad Oerlikon 50mm/300 GAA Emplacement
Transport Size (tons) 1,624     Cost 336.04     Armour 12     Hit Points 36
Annual Maintenance Cost 42     Resupply Cost 0

Quad Oerlikon Contraves 50mm/300 GAA Turret
Range 30,000 km      Tracking 20,000 km/s      Damage 1 / 1     Shots 20     Rate of Fire 5
Maximum Fire Control Range 120,000km      Chance to Hit at Max Range 75%
Maximum Sensor Range 2,711,630km      Max Range vs Missile 244,047 km
ECCM  30

Duranium  30.7    Corbomite  15    Vendarite  240.24    Uridium  50.1   
Development Cost  3,360

Code: [Select]
OTO B2 'Sovraponte' 37.5cm C10 Emplacement
Transport Size (tons) 762     Cost 341.34     Armour 12     Hit Points 36
Annual Maintenance Cost 43     Resupply Cost 0

OTO Melara Block 2 'Sovraponte' 37.50cm C10 Ultraviolet Laser
Range 480,000 km      Tracking 5,000 km/s      Damage 37 / 3     Shots 1     Rate of Fire 20
Maximum Fire Control Range 480,000km      Chance to Hit at Max Range 0%
Maximum Sensor Range 2,711,630km      Max Range vs Missile 244,047 km
ECCM  30

Duranium  48.7    Corbomite  15    Boronide  81.4    Vendarite  0.24    Uridium  50.1    Corundium  146   
Development Cost  3,413

Code: [Select]
OTO 'Strales' 20cm C10 Emplacement
Transport Size (tons) 462     Cost 224.54     Armour 12     Hit Points 36
Annual Maintenance Cost 28     Resupply Cost 0

OTO Melara 'Strales' 20cm C10 Ultraviolet Laser
Range 400,000 km      Tracking 5,000 km/s      Damage 10 / 1     Shots 1     Rate of Fire 5
Maximum Fire Control Range 480,000km      Chance to Hit at Max Range 17%
Maximum Sensor Range 2,711,630km      Max Range vs Missile 244,047 km
ECCM  30

Duranium  25.3    Corbomite  15    Boronide  58    Vendarite  0.24    Uridium  50.1    Corundium  75.9   
Development Cost  2,245

And then my (current) first Orbital Defense Battallon is the following:

Code: [Select]
Orbital Defense Battalion
Transport Size: 9,992 tons
Build Cost: 2,942 BP
4x Quad Oerlikon 50mm/300 GAA Emplacement
2x OTO B2 'Sovraponte' 37.4cm C10 Emplacement
4x OTO 'Strales' 20cm C10 Emplacement
2x Motorized Battalion HQ

The idea is I could drop a defense battalion on colonies for basic anti-missile and anti-invasion defense; sounds like I should also drop a Construction Battalion, or does it make more sense to add the Construction vehicles right to the ODB Battalion?
 

Offline Droll

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #941 on: December 27, 2020, 04:09:58 PM »
It should be noted that STOs still need maintenance - wealth
This is still better because it means that your mineral resources aren't being drained but still worth knowing.
 
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Offline TheTalkingMeowth

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #942 on: December 27, 2020, 06:06:32 PM »
They are actually slightly better, in that STOs get a range bonus.
My understanding from the changes post is that the BFC gets the range bonus, the weapon range is unaffected.
Yeah, but a BFC range bonus translates to an accuracy bonus at whatever range you DO engage. Not hugely useful for antiship work, maybe, since you may be more limited by weapon range than anything. But an incremental improvement to accuracy is really nice for PD work.
 
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Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #943 on: December 27, 2020, 07:59:20 PM »
STO work on their own but getting them fortified means they live longer once enemies start orbital bombardment of your colony. There is no need to add dedicated Construction vehicles to STO formations, just drop them to do their work and then move them to the next colony.
 
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Offline tobijon

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #944 on: December 28, 2020, 02:13:40 AM »
Is there a way to see the details of the civilian shipping lines in C#?