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Posted by: mtm84
« on: April 17, 2020, 09:11:44 PM »

In c# yes that’s correct.  In vb it would be used for say picking up crew in life pods but Steve changed how that is handled.  Whatever the auto generated number is will work.
Posted by: ManOfTheMoment
« on: April 17, 2020, 09:09:09 PM »

Cubic root of the deployment time x 1T/crew member

I found it somewhere else and it seems correct. 

So there would be no need for extra capacity ?
Posted by: Frank Jager
« on: April 17, 2020, 08:57:23 PM »

Crew quarters are fully automated.

You tell the designer how long you want the ship to operate for and it assigns and robes crew quarters as necessary.

It accounts for if you grow or reduce the size of the ship, if you add or lower crew requirements and it auto adds in living quarters for your parasite crews when you add hangars.

There's no reason to add or remove crew quarters manually indeed you cannot even do so.

Edit: Ninja'd.

See above ^^
Posted by: mtm84
« on: April 17, 2020, 08:55:36 PM »

Crew is handled pretty much automatically by the ship designer.  Ever component has a crew requirement.  This can go down for really short deployment times (I think less then a month is when it starts to be reduced).  Crew quarters provides crew tonnage.  How much ton of crew space a single crew takes up depends on deployment time.  I believe you can find this info on the miscellaneous tab on the ship design screen.
Posted by: ManOfTheMoment
« on: April 17, 2020, 08:51:38 PM »

Could someone tell me the relationship between crew quarters, number of crew and deployment time ?

Also, how do I know if I have more quarters than I need?

Thanks