Author Topic: Questions Not Worth Their Own Thread: C# Edition  (Read 365705 times)

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Offline themousemaster

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2955 on: August 30, 2022, 06:44:33 AM »
I just started my first 2.X game.

There seems to be an issue with my naval command promotion structure.  I am currently sitting on 1 Rear Admiral, 3 captains, 1 commander, and 2940 Lt. Commanders.

Further down, I noticed that my army has only majors.  About 2100 of em.

Is there a box I forgot to check somewhere?

Promotions and automatic assignments are no longer based on a fixed ratio of 1:2 (naval) or 1:3 (ground combat) officers. They are instead based on jobs available and the bonuses each captain has.

The problem is, I have spots that require them.  My naval admin command is in need of an Admiral, 2 VADMs, and 2 RADMs.  And my army has several colonel and Brigadier general spots I need filled.  I mean, I know I can force-promote people, but I wanted that part of the game auto-handled :(
 

Offline Paul M

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2956 on: August 30, 2022, 07:05:42 AM »
The game seems to only promote one step so if you need someone 2 or more ranks higher it looks like the only option is to promote them manually.  The auto assignment otherwise seems to work very well in my experience.

I have also been exploring now for several systems and minerals seem to be astonishingly rare...I had to add some sorium to my home systems gas giants otherwise I would have only found 80,000 sorium on a super jovian a few jumps out.  Also the systems I've been finding (not playing with known stars) seem very disappointing...nearly all of them have been effectively empty after the first two I explored.  Makes sense to a degree with the story but still disappointing.

The civillian firms seem less inclined to kill thousands of colonists and that is good.

My question is on geosurvey teams...I have researched the survey instruments, and my Frackmaster geosurvey vehicles, created a formation of 5 of them, built that and shipped it to a colony with a high potential for ground survey.  Now what?  Is something happening and I'm not being told?  I don't see any indication anything seems to be occurring except an asterixis by the planets name on survey locations list (hopefully I have the window name right).   
 

Offline ranger044

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2957 on: August 30, 2022, 08:22:31 AM »
The game seems to only promote one step so if you need someone 2 or more ranks higher it looks like the only option is to promote them manually.  The auto assignment otherwise seems to work very well in my experience.

I have also been exploring now for several systems and minerals seem to be astonishingly rare...I had to add some sorium to my home systems gas giants otherwise I would have only found 80,000 sorium on a super jovian a few jumps out.  Also the systems I've been finding (not playing with known stars) seem very disappointing...nearly all of them have been effectively empty after the first two I explored.  Makes sense to a degree with the story but still disappointing.

The civillian firms seem less inclined to kill thousands of colonists and that is good.

My question is on geosurvey teams...I have researched the survey instruments, and my Frackmaster geosurvey vehicles, created a formation of 5 of them, built that and shipped it to a colony with a high potential for ground survey.  Now what?  Is something happening and I'm not being told?  I don't see any indication anything seems to be occurring except an asterixis by the planets name on survey locations list (hopefully I have the window name right).   

IIRC you're doing just fine. A ground survey component only produces a fraction of the survey power of a ship based survey component. You're essentially resurveying the body, which could be hundreds of survey point cost, and it will take awhile. I don't recall if there is a way to view the progress of the ground geosurvey, but if you deployed the components to a proper world it should be automatic.
 

Offline mike2R

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2958 on: August 30, 2022, 08:49:20 AM »
I just started my first 2.X game.

There seems to be an issue with my naval command promotion structure.  I am currently sitting on 1 Rear Admiral, 3 captains, 1 commander, and 2940 Lt. Commanders.

Further down, I noticed that my army has only majors.  About 2100 of em.

Is there a box I forgot to check somewhere?

Promotions and automatic assignments are no longer based on a fixed ratio of 1:2 (naval) or 1:3 (ground combat) officers. They are instead based on jobs available and the bonuses each captain has.

The problem is, I have spots that require them.  My naval admin command is in need of an Admiral, 2 VADMs, and 2 RADMs.  And my army has several colonel and Brigadier general spots I need filled.  I mean, I know I can force-promote people, but I wanted that part of the game auto-handled :(

Just to add to the other comment, it looks like specifically you are missing any posts that require a Commodore - if you create some of them, or just move the requirements down a notch on your top level commands, the system should start to work.
 

Offline Doc

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2959 on: August 30, 2022, 10:08:41 AM »
Is there a way to stop specific notifications from pausing time? For example, every time a civilian ship is scrapped, time stops.  I do not particularly care about that notification at all.
 

Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2960 on: August 30, 2022, 05:12:33 PM »
Quote
I don't see any active sensors on this design - you need at least one ship with active ASS in range to provide precise location of the enemy (passive sensors and planetary sensors are not sufficient).

Thank you, ZimRathbone!
I SM'ed the class, adding an active sensor (now available after research), and alien ships appeared.  :-)
 

Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2961 on: August 30, 2022, 05:17:42 PM »
Problems to repair a ship in a remote system.
I have a scout ship A going around the galaxy to grav and geo survey.
Its jump engine broke down, and it cannot come back to a colony for repair.
So, I sent a maintenance ship B to the system where A is.
But, with these two fleets/ships floating together in the space (or also joining them in one fleet), I didn't find how to repair A.
To do this, I had to send the ships in orbit around a body, designate this body as a colony, select it in the Economics window, and finally a shipyard appears, i.e. B, where to repair A.
Is there a way I could repair a ship in space, without creating a new colony?
Because in my galaxy, there are several stars without any body in orbit. Nothing.
If A were broken in one of these systems, how could I have it repaired, as I couldn't create a colony?

****
Class A
Bari class Jump Scout      2,997 tons       70 Crew       379.2 BP       TCS 60    TH 100    EM 0
1668 km/s    JR 3-50      Armour 1-18       Shields 0-0       HTK 16      Sensors 0/0/1/1      DCR 1      PPV 0
Maint Life 1.97 Years     MSP 79    AFR 72%    IFR 1.0%    1YR 27    5YR 402    Max Repair 100 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

J3000.0(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3

Nuclear Gas-Core Engine  EP100.00 (1)    Power 100    Fuel Use 60.0%    Signature 100    Explosion 10%
Fuel Capacity 750,000 Litres    Range 75.1 billion km (520 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes
****

Class B
Taranto-2 class Repair Ship      24,981 tons       590 Crew       3,401.8 BP       TCS 500    TH 563    EM 0
2251 km/s    JR 3-50      Armour 1-76       Shields 0-0       HTK 96      Sensors 0/0/0/0      DCR 3      PPV 0
Maint Life 2.15 Years     MSP 23,755    AFR 1664%    IFR 23.1%    1YR 6,872    5YR 103,077    Max Repair 1381.9 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 18 months    Morale Check Required   
Repair Capacity: 4000 tons

J30000(3-50) Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3

Ion Drive  EP375.00 (3)    Power 1125    Fuel Use 116.91%    Signature 187.5    Explosion 15%
Fuel Capacity 3,000,000 Litres    Range 18.5 billion km (95 days at full power)
Refuelling Capability: 60,000 litres per hour     Complete Refuel 50 hours

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
****
« Last Edit: August 30, 2022, 05:21:23 PM by paolot »
 

Offline ranger044

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2962 on: August 30, 2022, 05:41:53 PM »
Is there a way to stop specific notifications from pausing time? For example, every time a civilian ship is scrapped, time stops.  I do not particularly care about that notification at all.

There's an event toggler mod in the approved mods section that provides what you're looking for. I don't know if it's been updated to 2.0+ yet, but I would imagine it should still work fine.
 
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Offline ranger044

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2963 on: August 30, 2022, 05:49:45 PM »
Problems to repair a ship in a remote system.
I have a scout ship A going around the galaxy to grav and geo survey.
Its jump engine broke down, and it cannot come back to a colony for repair.
So, I sent a maintenance ship B to the system where A is.
But, with these two fleets/ships floating together in the space (or also joining them in one fleet), I didn't find how to repair A.
To do this, I had to send the ships in orbit around a body, designate this body as a colony, select it in the Economics window, and finally a shipyard appears, i.e. B, where to repair A.
Is there a way I could repair a ship in space, without creating a new colony?
Because in my galaxy, there are several stars without any body in orbit. Nothing.
If A were broken in one of these systems, how could I have it repaired, as I couldn't create a colony?

****
Class A
Bari class Jump Scout      2,997 tons       70 Crew       379.2 BP       TCS 60    TH 100    EM 0
1668 km/s    JR 3-50      Armour 1-18       Shields 0-0       HTK 16      Sensors 0/0/1/1      DCR 1      PPV 0
Maint Life 1.97 Years     MSP 79    AFR 72%    IFR 1.0%    1YR 27    5YR 402    Max Repair 100 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

J3000.0(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3

Nuclear Gas-Core Engine  EP100.00 (1)    Power 100    Fuel Use 60.0%    Signature 100    Explosion 10%
Fuel Capacity 750,000 Litres    Range 75.1 billion km (520 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes
****

Class B
Taranto-2 class Repair Ship      24,981 tons       590 Crew       3,401.8 BP       TCS 500    TH 563    EM 0
2251 km/s    JR 3-50      Armour 1-76       Shields 0-0       HTK 96      Sensors 0/0/0/0      DCR 3      PPV 0
Maint Life 2.15 Years     MSP 23,755    AFR 1664%    IFR 23.1%    1YR 6,872    5YR 103,077    Max Repair 1381.9 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 18 months    Morale Check Required   
Repair Capacity: 4000 tons

J30000(3-50) Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3

Ion Drive  EP375.00 (3)    Power 1125    Fuel Use 116.91%    Signature 187.5    Explosion 15%
Fuel Capacity 3,000,000 Litres    Range 18.5 billion km (95 days at full power)
Refuelling Capability: 60,000 litres per hour     Complete Refuel 50 hours

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
****

IIRC you just need more maintenance supplies. Having the repair ability is for ships with hangars, think of them as mobile repair yards or carrier repairing their fighters. For a maintenance malfunction like that, the damaged ship needs to be resupplied, picked up by a hangar with excess supplies, or towed to a colony.

A good rule of thumb is to have double (or more depending on deployment time) the MSP of your max repair in order to avoid this from happening often. According to your design you only have 79 MSP for a ship that has a max repair of 100.
 

Offline Black

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2964 on: August 31, 2022, 12:29:47 AM »

Class A
Bari class Jump Scout      2,997 tons       70 Crew       379.2 BP       TCS 60    TH 100    EM 0
1668 km/s    JR 3-50      Armour 1-18       Shields 0-0       HTK 16      Sensors 0/0/1/1      DCR 1      PPV 0
Maint Life 1.97 Years     MSP 79    AFR 72%    IFR 1.0%    1YR 27    5YR 402    Max Repair 100 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

J3000.0(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3

Nuclear Gas-Core Engine  EP100.00 (1)    Power 100    Fuel Use 60.0%    Signature 100    Explosion 10%
Fuel Capacity 750,000 Litres    Range 75.1 billion km (520 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes
****

Class B
Taranto-2 class Repair Ship      24,981 tons       590 Crew       3,401.8 BP       TCS 500    TH 563    EM 0
2251 km/s    JR 3-50      Armour 1-76       Shields 0-0       HTK 96      Sensors 0/0/0/0      DCR 3      PPV 0
Maint Life 2.15 Years     MSP 23,755    AFR 1664%    IFR 23.1%    1YR 6,872    5YR 103,077    Max Repair 1381.9 MSP
Capitano di Corvetta    Control Rating 1   BRG   
Intended Deployment Time: 18 months    Morale Check Required   
Repair Capacity: 4000 tons

J30000(3-50) Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3

Ion Drive  EP375.00 (3)    Power 1125    Fuel Use 116.91%    Signature 187.5    Explosion 15%
Fuel Capacity 3,000,000 Litres    Range 18.5 billion km (95 days at full power)
Refuelling Capability: 60,000 litres per hour     Complete Refuel 50 hours

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes
****

You should make your mobile repair ships as commercial designs. Taranto-2 is military ship and will consume lot of MSP because AFR 1664% is very high.

Bari has component that needs 100 MSP to repair but only carry 79 MSP. It is good idea to have enough MSP to have twice that is needed to repair most expensive component as combat damage needs twice as much to repair.

For mobile repair yard to work, you need colony or deep space population and also minerals as it does not use MSP to repair components/armour.

Information about Deep Space Populations:

http://aurora2.pentarch.org/index.php?topic=12523.msg159432#msg159432

Information about mobile repair yards:

http://aurora2.pentarch.org/index.php?topic=12523.msg159325#msg159325
« Last Edit: August 31, 2022, 12:33:46 AM by Black »
 

Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2965 on: August 31, 2022, 10:06:06 AM »
Thank you ranger044 and Black of your suggestions!
I will apply them to the next ships and to arrange the fleet deployment.
 

Offline paolot

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2966 on: August 31, 2022, 02:10:30 PM »
1.
When a ship is scrapped, what does it happen to the crew?
Is it possible to move the crew, and its skills, to another ship (eventually, of the same type and with a small reduction of training and grade)?

2.
Is it possible to load the entire crew of a ship on another ship as passengers, to transfer the people somewhere else?
I fear that one of my ships is about to explode (the Bari class Jump Scout of my previous messages), because of a too long deployment and the impossibility to repair it, and I wish to save the crew.
Should I use a colony ship with empty berths?
 

Offline Droll

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2967 on: August 31, 2022, 03:27:51 PM »
1.
When a ship is scrapped, what does it happen to the crew?
Is it possible to move the crew, and its skills, to another ship (eventually, of the same type and with a small reduction of training and grade)?

2.
Is it possible to load the entire crew of a ship on another ship as passengers, to transfer the people somewhere else?
I fear that one of my ships is about to explode (the Bari class Jump Scout of my previous messages), because of a too long deployment and the impossibility to repair it, and I wish to save the crew.
Should I use a colony ship with empty berths?

For number 2, somewhere in the UI there should be an "abandon ship" button. Pressing this button launches all of the crew and commanders safely out before turning the ship into a wreck, allowing a nearby ship with spare berths to pick them up.
 

Offline ranger044

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2968 on: August 31, 2022, 06:18:51 PM »
1.
When a ship is scrapped, what does it happen to the crew?
Is it possible to move the crew, and its skills, to another ship (eventually, of the same type and with a small reduction of training and grade)?

2.
Is it possible to load the entire crew of a ship on another ship as passengers, to transfer the people somewhere else?
I fear that one of my ships is about to explode (the Bari class Jump Scout of my previous messages), because of a too long deployment and the impossibility to repair it, and I wish to save the crew.
Should I use a colony ship with empty berths?

2. You can definitely use a colony ship to pick them up, but that will be heavy overkill. There are smaller cryogenic pods you can research that take up less space for this exact situation. You can build hospital ships and such using them. I tend to put an emergency berthing on any valuable or relatively fast ship. Big ships can pick up survivors post battle and faster ships can get in and out quickly. Usually my advanced survey ships all come with it for.....unintended encounters with missiles.
 

Offline Garfunkel

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Re: Questions Not Worth Their Own Thread: C# Edition
« Reply #2969 on: August 31, 2022, 07:50:02 PM »
1.
When a ship is scrapped, what does it happen to the crew?
Is it possible to move the crew, and its skills, to another ship (eventually, of the same type and with a small reduction of training and grade)?
No. The crew goes back to the general crew pool. If you scrap a lot of ships with really high crew grade, the average grade level of your crew pool can go up but generally it doesn't happen. A ship with 100% fleet training and very high crew grade is usually better to upgrade even if it costs more than building a new ship for this reason.