Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 363048 times)

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Offline xenoscepter (OP)

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2115 on: August 20, 2021, 01:52:00 AM »
 --- A Particle Beam 2 has a power requirement of 5. If I use Capacitor 2.5 it will fire every two increments. However, if I use Capacitor 3, will it fire quicker over time? Everytime it shoots, it dumps 5 power, but every time it charges it charges three, meaning every other shot a capacitor is left charged, so every 2nd shot shot be on a 5 second increment instead. Right?

 --- So the 2.5 Cap one is 2.5, 5, FIRE.

 --- The 3 Cap one is 3, 6, FIRE, 4, 7, FIRE, FIRE, 3, 6 FIRE, etc.
 

Offline Density

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2116 on: August 20, 2021, 02:34:05 AM »
--- A Particle Beam 2 has a power requirement of 5. If I use Capacitor 2.5 it will fire every two increments. However, if I use Capacitor 3, will it fire quicker over time? Everytime it shoots, it dumps 5 power, but every time it charges it charges three, meaning every other shot a capacitor is left charged, so every 2nd shot shot be on a 5 second increment instead. Right?

 --- So the 2.5 Cap one is 2.5, 5, FIRE.

 --- The 3 Cap one is 3, 6, FIRE, 4, 7, FIRE, FIRE, 3, 6 FIRE, etc.

Working from memory here so I could be wrong, but no. IIRC, beam weapons do not, and have never stored extra energy. Which lines up with missile launchers that don't benefit from extra reload time.

So it's 2.5, full, FIRE vs 3, full, FIRE
« Last Edit: August 20, 2021, 02:47:52 AM by Density »
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2117 on: August 20, 2021, 05:20:21 AM »
Density is correct, there's no saving of extra energy in beam weapons or in capacitors.
 

Offline mostly_harmless

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2118 on: August 22, 2021, 06:06:16 AM »
Hi fellow rulers,

I came across a Rakhas planet and knew from rumours that they are quite good warriors.
I dropped my crack troops in, landed the support units and set up my command structure.

Got slaughtered in the first three combat rounds and pulled out with heavy losses.
Here the problem:
In the log there is not a single mentioning of my guys firing a shot.
I only got messages about the enemy firing and killing my troops, i.e. Element Loss Summaries and Formation Loss Summaries.
I am also missing the updated reconnaissance report, I am used to at the beginning of combat.

Is this a case of my guys firing and not hitting a single shot and therefore nothing gets logged?

Thanks
Thomas

 

Offline Black

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2119 on: August 22, 2021, 07:03:25 AM »
Did you set them as hostile?
 
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Offline mostly_harmless

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2120 on: August 22, 2021, 07:04:23 AM »
Did you set them as hostile?
No .... ::)

Thanks a lot!
 

Offline db48x

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2121 on: August 22, 2021, 08:03:43 AM »
Did you set them as hostile?
No .... ::)

Thanks a lot!

Take a mulligan and load a save from before the fight.
 

Offline The0didactus

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2122 on: August 22, 2021, 05:24:56 PM »
I'm clearly doing something wrong here, but I've failed to figure it out:

Asteroid mining is not working...sometimes. My miners go to some asteroids, clearly labeled as such "asteroid #4" etc...I designate a colony, direct the miners to the colony, and the production value of accessible minerals are 0s across the board.

sometimes I "fix" the problem by simply having them go to another asteroid, and they work just fine. What am I doing wrong here?

« Last Edit: August 22, 2021, 05:33:51 PM by The0didactus »
 

Offline Andrew

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2123 on: August 22, 2021, 05:47:00 PM »
Some Most asteroids have no minerals. You should be sending miners to asteroids with minerals or are you using the standing order of 'move to asteroid mineral source' I have never used that so I do not know what you need to do , I would expect to have to pick out asteroids in advance and create a colony
Sorry I failed to understand question so stupid post
« Last Edit: August 22, 2021, 06:02:12 PM by Andrew »
 

Offline Demonius

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2124 on: August 22, 2021, 05:52:49 PM »
In his screenshot the asteroid clearly has minerals - in this case I would assume a body size issue, check your construction research, theres a tech called something like max size of orbital mining body x km, check your available one with the size of the asteroid, likely the asteroid is just a tiny bit too large to be mined by the orbital mines.
 
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Offline The0didactus

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2125 on: August 22, 2021, 07:05:16 PM »
yep, diagnosed and treated, I didn't even know that was a thing.
 

Offline Density

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2126 on: August 22, 2021, 11:23:52 PM »
yep, diagnosed and treated, I didn't even know that was a thing.

For future reference, the system view window has a checkbox for "OM Eligible"; ticking that adds an "E" to the letter codes between name and type (in the same place that shows U or M) on bodies that can be orbital mined with your current tech. (It also helpfully doesn't show the E on bodies that are small enough and surveyed, but empty of minerals.)
The mineral survey window also has an "OM Eligible" checkbox, but this time it doesn't refresh the page. It is a further limiter to the search parameters. When it is ticked (and whatever other parameters you want are set) and you click "search", the only results will be bodies you can currently orbital mine.

Hope these tips help you out.
 

Offline kilo

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2127 on: August 24, 2021, 11:42:35 AM »
Stupid question regarding ground forces.

When you create a series for a certain type of equipment, say supply trucks for reference. Will ground forces be build with the most recent piece of equipment from that category automatically or do I have to alter every type of ground unit using the old equipment?
 

Online nuclearslurpee

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2128 on: August 24, 2021, 11:46:39 AM »
Stupid question regarding ground forces.

When you create a series for a certain type of equipment, say supply trucks for reference. Will ground forces be build with the most recent piece of equipment from that category automatically or do I have to alter every type of ground unit using the old equipment?

The latter, unfortunately.

I do wish that someday Steve would rework unit series to be more or less automatic, and for formations to be built using series so that the templates automatically update, but for now we do not have this wonderful functionality. I hope it is coming someday Soon™ because Steve has been inching more towards the kind of automation we have been asking for with recent patch notes.
 

Offline TMaekler

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2129 on: August 26, 2021, 05:36:24 AM »
Has anyone ever done a more extensive DB edit, something like "adding 10 more engine research types" to reach a finer granularity between engine levels? If so, did it work in any way? Did something break?