Author Topic: v2.0.0 Changes Discussion Thread  (Read 124336 times)

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Offline Density

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Re: v1.14.0 Changes Discussion Thread
« Reply #360 on: October 06, 2021, 06:29:44 AM »
Anyways, I'd like it if Steve could make Max Colony Cost readily apparent on the planet browser. Its the information I need to know the most as a player.

If by planet browser, you mean the system view, it already is. There's a checkbox labelled "Show Max Colony Cost" which toggles current cc and max. In the screenshots for v2.0 this checkbox is changed to "Show Max CC / Temp".
This info is also available on the summary tab of the economics window, but in v1.13 it only shows up when this is different than the current cc (that is, on comets), between colony cost and dominant terrain.
 
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Offline Destragon

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Re: v1.14.0 Changes Discussion Thread
« Reply #361 on: October 07, 2021, 03:01:29 PM »
Looking at the thing about eccentric orbits changing planetary terrain, I was randomly wondering if it is possible to turn planetary terrain to a temperate forest through terraforming?
 

Offline Density

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Re: v1.14.0 Changes Discussion Thread
« Reply #362 on: October 07, 2021, 04:09:32 PM »
Looking at the thing about eccentric orbits changing planetary terrain, I was randomly wondering if it is possible to turn planetary terrain to a temperate forest through terraforming?
Yes. But only if the range of possible temperatures on the body allows for temperate forest. Basically, if the terrain isn't a base (barren, mountain, rift valley), you can reroll by getting the conditions outside the range of the current terrain. I find temperature by far the easiest to manipulate for this purpose.

Just a note: I'm specifically not getting more detailed here because this is a off-topic for the thread.
« Last Edit: October 07, 2021, 04:17:50 PM by Density »
 

Offline Stryker

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Re: v1.14.0 Changes Discussion Thread
« Reply #363 on: October 12, 2021, 07:05:13 PM »
Will the new fleet overhaul and movement order work with fleet training?
 

Offline nuclearslurpee

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Re: v1.14.0 Changes Discussion Thread
« Reply #364 on: October 27, 2021, 10:33:12 AM »
The new admin automation is an amazing change and I greatly approve. I wonder if it would be possible to add a similar UI tab for ship classes? For individual ships this would be too much, but it would make it a bit easier to specialize commanders for ship classes or more generally for a commander selection doctrine - such as requiring Tactical skill for point defense ships or Survey skill for survey ships which otherwise would eat a REA/ENG/TAC skilled commander as a "military ship".

Unlike the admin commands tab, the ship tab could use the existing rules by default so that players are not required to mess with these settings for every ship if they do not want the added micro.
 
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Offline Entaro

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Re: v1.14.0 Changes Discussion Thread
« Reply #365 on: November 20, 2021, 10:48:04 AM »
Question on this error:
Fixed bug that caused 2-stage buoys without targets to self-destruct.

I want to understand how it works now, in version 1. 13.
Let's say I have designed two-stage rockets.
Let's say I fired 10 volleys of these missiles at the enemy.
Let's say the first salvo destroyed one of the targets.

If there are no sensors on my rockets aimed at this target, they disappear anyway.
And if there is?
The mistake is that missiles of the first stage (before separation) disappear even with sensors, if the sensors do not see the enemy, although they SHOULD fly further to the place of the destroyed target, near which they will find a new enemy, and retarget?
Or is it that after the separation, the second stage missiles will be destroyed if they do not see the enemy?

Which missiles are self-destructing, the first stage "booster rockets", or the small second stage rockets?

sorry for my English. .
 

Offline nuclearslurpee

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Re: v1.14.0 Changes Discussion Thread
« Reply #366 on: November 20, 2021, 11:27:48 PM »
Question on this error:
Fixed bug that caused 2-stage buoys without targets to self-destruct.

I want to understand how it works now, in version 1. 13.
Let's say I have designed two-stage rockets.
Let's say I fired 10 volleys of these missiles at the enemy.
Let's say the first salvo destroyed one of the targets.

If there are no sensors on my rockets aimed at this target, they disappear anyway.
And if there is?
The mistake is that missiles of the first stage (before separation) disappear even with sensors, if the sensors do not see the enemy, although they SHOULD fly further to the place of the destroyed target, near which they will find a new enemy, and retarget?
Or is it that after the separation, the second stage missiles will be destroyed if they do not see the enemy?

Which missiles are self-destructing, the first stage "booster rockets", or the small second stage rockets?

sorry for my English. .

If I understand correctly, it sounds like you are firing the missiles directly at targets, and the first stage is separating into a second stage which has the same target but also sensors to pick up a new target. The first stage does not have sensors to retarget with. In this case, if the first-stage missile no longer has a target it will self-destruct. This may be unintuitive, since it is not the desired behavior, but it makes sense from a mechanical perspective: a first-stage missile needs to release its second stage at a specified distance from the target, and it cannot do so if the target does not exist (wrecks cannot be targeted by weapons). Therefore, it will simply self-destruct like any other non-sensor missile which lacks a target.

The 1.14/2.0 bugfix specifically is referring to two-stage buoys (i.e., mines), in which case the first stage has a sensor to detect a target and then release the second stage at that target.
 
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Offline Entaro

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Re: v1.14.0 Changes Discussion Thread
« Reply #367 on: November 21, 2021, 08:21:19 AM »
Quote from: nuclearslurpee link=topic=12524. msg156888#msg156888 date=1637472468


If I understand correctly, it sounds like you are firing the missiles directly at targets, and the first stage is separating into a second stage which has the same target but also sensors to pick up a new target.  The first stage does not have sensors to retarget with.  In this case, if the first-stage missile no longer has a target it will self-destruct.  This may be unintuitive, since it is not the desired behavior, but it makes sense from a mechanical perspective: a first-stage missile needs to release its second stage at a specified distance from the target, and it cannot do so if the target does not exist (wrecks cannot be targeted by weapons).  Therefore, it will simply self-destruct like any other non-sensor missile which lacks a target.

The 1. 14/2. 0 bugfix specifically is referring to two-stage buoys (i. e. , mines), in which case the first stage has a sensor to detect a target and then release the second stage at that target.
Does it really work that way?
I read a topic about an attempt to create minefields, and there mines disappeared from a person (i. e.  drones, the first stages of a rocket).
Then they mentioned this error in that thread.  Logically, this means that the mines disappeared because the first stage (drone) did not see the target.

From this, 2 conclusions can be drawn:
1.  Mines or ultra-long-range missiles launched to the desired point are broken.
2.  On the first stage (drone) of two-stage missiles, it is necessary to install sensors powerful enough so that they can detect the enemy at a distance at which they will be after the first volleys hit the enemy.

That is, if I fire 20 volleys of missiles with an interval of 60 seconds, the first stage of which moves at a speed of 10 km / s, and the second - 30 km / s, and they are separated at a distance of 1. 5 million km, then:
 - at the time of separation, the distance between the first and last salvo will be 12 million km.
And so that, in the event that the first salvo destroys enemy ships, part of the latter does not self-destruct, but over-travels, I need to install sensors on the first-stage missiles that allow me to see the enemy at 12 million km?

Are the sensors on the second, combat stage not needed?
 

Offline nuclearslurpee

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Re: v1.14.0 Changes Discussion Thread
« Reply #368 on: November 21, 2021, 12:43:30 PM »
I read a topic about an attempt to create minefields, and there mines disappeared from a person (i. e.  drones, the first stages of a rocket).
Then they mentioned this error in that thread.  Logically, this means that the mines disappeared because the first stage (drone) did not see the target.

Yes, this was the bug which needed to be fixed. A first stage of a two-stage mine has a sensor, so it should be able to sit and wait to acquire a target. The fact that it does not is a bug.

If you have a two-stage missile, and the first stage does not have an active sensor, it should detonate without a target. If it has an active sensor and still detonates then it is being affected by the same bug. It is important to specify the difference between a first stage with and without a sensor.

Quote
Are the sensors on the second, combat stage not needed?

I'm not entirely certain since I don't use such designs myself.
 
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Offline Entaro

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Re: v1.14.0 Changes Discussion Thread
« Reply #369 on: November 21, 2021, 03:47:04 PM »

If you have a two-stage missile, and the first stage does not have an active sensor, it should detonate without a target. If it has an active sensor and still detonates then it is being affected by the same bug. It is important to specify the difference between a first stage with and without a sensor.
If I place sensors powerful enough in the first stage so that they can see the enemy at the distance that these missiles will be located when the first volleys reach the target - will they just find a new target and there will be no problem?

Do I understand the essence of the bug correctly ?: Does the error occur when the first-stage missiles have a sensor, but at the moment of target loss, their sensor still cannot detect the enemy on its own?

At the same time, this bug does not affect the second-stage missiles, combat ones? After separation, they will be targeting the ship the first stage rocket is targeting, and therefore they don't need the sensor, right?

I'm not entirely certain since I don't use such designs myself.
Understood, in any case, thank you very much, we will wait for a narrow specialist in two-stage rockets!)
 

Offline nuclearslurpee

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Re: v1.14.0 Changes Discussion Thread
« Reply #370 on: November 21, 2021, 04:46:45 PM »
If I place sensors powerful enough in the first stage so that they can see the enemy at the distance that these missiles will be located when the first volleys reach the target - will they just find a new target and there will be no problem?

Do I understand the essence of the bug correctly ?: Does the error occur when the first-stage missiles have a sensor, but at the moment of target loss, their sensor still cannot detect the enemy on its own?

Yes, I believe this is correct if I am reading it correctly.

Quote
At the same time, this bug does not affect the second-stage missiles, combat ones? After separation, they will be targeting the ship the first stage rocket is targeting, and therefore they don't need the sensor, right?

I think so, but again someone with more expertise can confirm. My intuition is that the second-stage missiles have the same target as the first-stage, since this is how it should work in the dumb-fire case as the missile inherit targeting orders from their fire controls.
 
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Offline Migi

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Re: v1.14.0 Changes Discussion Thread
« Reply #371 on: November 22, 2021, 10:22:49 AM »
Quote
Any civilian mining colonies from which you are purchasing minerals are highlighted in light blue. This won't apply if the colony has a population greater than zero, as green text will be used instead.
Could you instead make it so that when purchasing minerals the colony displays "#x CMC [P]" and if you are selling them it displays "#x CMC "?

I'd also like it if it could show normal mines and CMCs at the same time to give a better idea of where my mining is taking place.
 

Offline Blogaugis

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Re: v1.14.0 Changes Discussion Thread
« Reply #372 on: November 22, 2021, 10:51:38 AM »
I think adding option to sort colonies based on population, mining parameters and location(s) would be a good addition.
 

Offline Droll

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Re: v1.14.0 Changes Discussion Thread
« Reply #373 on: November 27, 2021, 10:56:03 AM »
Is it possible to use the new hull designations as the full name of the ship? I feel like this will be much better than the "name 01, name 02..."  and would prevent name-list exhaustion related issues. Something that becomes very annoying when you have 200+ system defense frigates.
 
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Offline serger

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Re: v1.14.0 Changes Discussion Thread
« Reply #374 on: November 27, 2021, 12:33:29 PM »
What would happen with new Hull Number feature, when I'll capture a ship of the hull type I already have some ships? Will she keep her original number or recieve new number as if she was recently built by my shipyards?