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Topic Summary

Posted by: Steve Walmsley
« on: Today at 06:29:59 PM »

I'm fairly sure the behavior was changed in C# so that bodies with less than 0.1 G simply cannot have an atmosphere at all. Which makes some sense as I doubt the original idea was to make it possible to put an atmosphere on low-gravity worlds and maintain it with only a couple of terraformers.

Yes, that's correct.
Posted by: nuclearslurpee
« on: Today at 05:55:39 PM »

Before I post a possible bug, I want to sanity check this here.
I created a gene modified subspecies to lower the minimum gravity.
That way I can "open up" a few more bodies to colonisation with normal infrastructure instead of LG.
So I am moving them to Neptunes moon Triton and give them a bunch of terraforming stations.
Telling them to add Aestusium but nothing happens. No atmosphere is created.
I know bodies below 0.1g cannot retain atmosphere, but I recall I could terraform bodies like Ceres and they would very slowly lose gas and would need topping up eventually.
Triton is actually quite large and should not lose gas very fast.

Is there an issue with subspecies not being able to terraform?

Bit at a loss.

I'm fairly sure the behavior was changed in C# so that bodies with less than 0.1 G simply cannot have an atmosphere at all. Which makes some sense as I doubt the original idea was to make it possible to put an atmosphere on low-gravity worlds and maintain it with only a couple of terraformers.
Posted by: mostly_harmless
« on: Today at 05:30:08 PM »

Before I post a possible bug, I want to sanity check this here.
I created a gene modified subspecies to lower the minimum gravity.
That way I can "open up" a few more bodies to colonisation with normal infrastructure instead of LG.
So I am moving them to Neptunes moon Triton and give them a bunch of terraforming stations.
Telling them to add Aestusium but nothing happens. No atmosphere is created.
I know bodies below 0.1g cannot retain atmosphere, but I recall I could terraform bodies like Ceres and they would very slowly lose gas and would need topping up eventually.
Triton is actually quite large and should not lose gas very fast.

Is there an issue with subspecies not being able to terraform?

Bit at a loss.
Posted by: Steve Walmsley
« on: September 04, 2024, 11:43:06 AM »

What are the factors that determine a colony's required Admin Level?

I had thought it was purely population, but my current game has a couple colonies that indicate otherwise.

MPop   Admin Level Required
1186   5
225     2
212     3
80       3
55       1
48       1
22       1
18       1
15       2
12       1

Admin Level = Round Up (Thermal Signature / 5000)

Thermal Signature = (Population + (Shipyard Workforce * 20) + Total Installations Thermal Signature * 5

Naval Shipyard Workforce = Slipways * Capacity * 0.00025
Commercial Shipyard Workforce = Slipways * Capacity * 0.000025
Posted by: skoormit
« on: September 04, 2024, 10:07:59 AM »

What are the factors that determine a colony's required Admin Level?

I had thought it was purely population, but my current game has a couple colonies that indicate otherwise.

MPop   Admin Level Required
1186   5
225     2
212     3
80       3
55       1
48       1
22       1
18       1
15       2
12       1
Posted by: paolot
« on: September 01, 2024, 05:50:35 PM »

CIWS.
I'm a bit perplexed.
During the development of a new CIWS system, at fixed options for all the details, which is the reason to choose an Active Grav Sensor strength instead of another one, apart a minimal reduction of the size of the entire gun using larger sensors (12 tons fewer going from strength 10 to strength 48)?
All the statistics seems the same, included the materials to use and the development cost, regardless the sensor installed.
Posted by: paolot
« on: August 29, 2024, 04:50:22 PM »

Thank you alex_brunius.
So, they work as chaff and flares in modern aircrafts.
Posted by: alex_brunius
« on: August 29, 2024, 03:06:24 PM »

Aren't there magazines for the decoys?
I can't find them.   ???
No, Decoy launchers work like Box Launchers = can only be reloaded from outside the ship, never from magazines.

Quote
Decoy Missiles are launched from Decoy Launchers. These are similar to box launchers, although 1/3rd smaller for the same missile size. They are not reloadable outside a hangar. For example, a size 25 Decoy Missile would require a launcher of 2.5 HS (125 tons).

https://aurora2.pentarch.org/index.php?topic=13090.msg164759#msg164759
Posted by: paolot
« on: August 29, 2024, 02:10:54 PM »

Aren't there magazines for the decoys?
I can't find them.   ???
Posted by: skoormit
« on: August 28, 2024, 08:21:13 AM »


so... You order picket then refuel or load or whatever? I don't suppose it would be the other way around, because that would only reduce your sig AFTER you refuel.

Correct.

Untick the "Use Maximum Speed" checkbox first.
Then Picket order, then Load/Unload/Etc, then retick the max speed Checkbox and give further orders.
Posted by: Steve Zax
« on: August 27, 2024, 09:04:05 PM »

Picket order is a relic of VB6 Aurora where it was useful for scouts and spies and surprise attacks but yes it is not really needed for C# Aurora, unless I've forgotten something.

If your fleet has orders that aren't movement orders (like loading/unloading, refuelling, etc), it will use its currently assigned speed, not the speed it is actually traveling, to determine its thermal signature.

So, if you are performing such a non-movement order and are worried about thermal detection by some enemy, then the picket order could be useful.

Seems rather a rare circumstance.

so... You order picket then refuel or load or whatever? I don't suppose it would be the other way around, because that would only reduce your sig AFTER you refuel.
Posted by: skoormit
« on: August 27, 2024, 12:52:04 PM »

Picket order is a relic of VB6 Aurora where it was useful for scouts and spies and surprise attacks but yes it is not really needed for C# Aurora, unless I've forgotten something.

If your fleet has orders that aren't movement orders (like loading/unloading, refuelling, etc), it will use its currently assigned speed, not the speed it is actually traveling, to determine its thermal signature.

So, if you are performing such a non-movement order and are worried about thermal detection by some enemy, then the picket order could be useful.
Seems rather a rare circumstance.
Posted by: nuclearslurpee
« on: August 26, 2024, 09:04:03 PM »

Picket order is a relic of VB6 Aurora where it was useful for scouts and spies and surprise attacks but yes it is not really needed for C# Aurora, unless I've forgotten something.

It is used by the AI still and exposed to the player largely incidentally.
Posted by: Garfunkel
« on: August 26, 2024, 05:32:40 PM »

Picket order is a relic of VB6 Aurora where it was useful for scouts and spies and surprise attacks but yes it is not really needed for C# Aurora, unless I've forgotten something.
Posted by: Steve Zax
« on: August 26, 2024, 03:06:15 PM »

A ship with no orders is still considered to be moving at full speed, even though its position isn’t changing. Even if it is just in orbit around a planet or moon, it still counts as moving at full speed.

Not true in C#.
ok, that is in reference to thermal signature. no need for a "picket" order to lower your sig.
OTOH, a stationary ship is easier to hit with missles (and beams?? not sure)
While I can't think of a reason to intentionally make a ship EASIER to hit, I'm sure someone out there can think of one.
does a picket order affect that effect?