Aurora 4x
C# Aurora => C# Mechanics => Topic started by: liveware on June 09, 2020, 01:30:38 PM
-
Is there somewhere I can educate myself about what all the different terraforming gasses do? Things like nitrogen and oxygen are pretty self explanatory, but what the frack is frigusium?
-
From the Aurora C# Lore
Terraforming
Only a few worlds in the universe are habitable. Some species use ground-based infrastructure or orbital habitats to provide living space. Another option is to terraform planets to be suitable for colonisation without any life support requirements. The existence of the Aether makes this process much faster than could be accomplished solely with the resources of normal space. While the Aether is home to the TNE, there are many other common elements within the fluidic environment. A terraforming module opens a small portal between normal space and the Aether and processes the incoming raw material into common atmospheric gases. By selecting the right gases, the environment of a selected planet can be transformed. Two common Aether-only elements, Aestusium and Frigusium, are ideal for this process as they are respectively inert greenhouse and anti-greenhouses gases. Conversely, gases from the atmosphere can be pumped through the portal for easy disposal.
« Last Edit: January 09, 2019, 11:12:59 AM by Steve Walmsley »
-
http://aurorawiki.pentarch.org/index.php?title=Terraforming
Go to the c# section
Some gas are toxic some make the environment warmer other colder it is all explain there.
-
Sweet, thanks. Maybe someday Venus will be habitable...
-
Sweet, thanks. Maybe someday Venus will be habitable...
The problem with making Venus-like planets habitable is that it takes a lot of terraforming to peel off their existing atmospheres. Building a comfortable atmosphere after you've stripped them down is usually no big deal.
In my game I've nearly gotten Mercury to zero colony cost. And I didn't even intend to colonize Mercury, there were some ruins there and they excavated working infrastructure, and then before I noticed what was happening the shipping lines had settled too many people there for me to evacuate. So I sent over the terraformers once Luna and Mars didn't need them anymore.
-
Sweet, thanks. Maybe someday Venus will be habitable...
The problem with making Venus-like planets habitable is that it takes a lot of terraforming to peel off their existing atmospheres. Building a comfortable atmosphere after you've stripped them down is usually no big deal.
In my game I've nearly gotten Mercury to zero colony cost. And I didn't even intend to colonize Mercury, there were some ruins there and they excavated working infrastructure, and then before I noticed what was happening the shipping lines had settled too many people there for me to evacuate. So I sent over the terraformers once Luna and Mars didn't need them anymore.
I love and hate that sometimes. It shows that people in your empire are doing their own thing but it can also sidetrack you.
-
About half of the listed non-greenhouse gasses on the wiki should actually have a warming effect (everything but hydrogen, oxygen, the halogens, and the noble gasses)
EDIT: I mean that they physically would be warming if they existed in sufficient quantities, not saying the wiki is wrong as to their in-game effects.
-
About half of the listed non-greenhouse gasses on the wiki should actually have a warming effect (everything but hydrogen, oxygen, the halogens, and the noble gasses)
EDIT: I mean that they physically would be warming if they existed in sufficient quantities, not saying the wiki is wrong as to their in-game effects.
They actually do - and I'm wondering why you think oxygen, halogens, and noble gasses shouldn't.
As far as I can tell all gasses (even Frigusium) contribute 10% of their pressure in atm to the planetary greenhouse factor. In addition to that greenhouse-active gasses add their full pressure, or subtract it for Frigusium.
-
The formula is:
Surface Temp(K) = Base Temp(K) * Albedo Factor * Greenhouse Factor
Greenhouse Factor = 1 + Total Pressure * 0.1 + Greenhouse Pressure - Anti-Greenhouse Pressure, capped at 3
Normal gasses increase GF by 0.1, greenhouse gasses increase it by 1.1, and Frigisium subtracts 0.9.
-
As mentioned, yes, the formula does mean all gasses contribute slightly to greenhouse pressure. The molecules I mentioned are transparent to IR radiation. The others, including many listed as non-greenhouse gasses, are not, and so would be contributors.
Its all sorta besides the point, though, since most of those cause colony cost, and so the first thing you'd do when terraforming is to remove those.
-
Follow up question:
How can I remove gasses from a colony's atmosphere? Do just set the atmospheric pressure to zero and tick the add gas box?
-
Follow up question:
How can I remove gasses from a colony's atmosphere? Do just set the atmospheric pressure to zero and tick the add gas box?
Don't tick the add gas box. Then it won't add gas, but if it needs to to hit its target it will remove it.
-
I see. No adding negative gas.
-
Alright something isn't working quite right...
I have several terraforming installations on Venus and a population of about 7m to operate them. I have CO2 set to 0 atm and the 'add gas' box is not checked, however after several years I have observed zero change in the CO2 levels in the Venusian atmosphere. What am I missing here?
-
Alright something isn't working quite right...
I have several terraforming installations on Venus and a population of about 7m to operate them. I have CO2 set to 0 atm and the 'add gas' box is not checked, however after several years I have observed zero change in the CO2 levels in the Venusian atmosphere. What am I missing here?
...workers! I am missing 15m workers. Additional infrastructure en-route.
-
Alright something isn't working quite right...
I have several terraforming installations on Venus and a population of about 7m to operate them. I have CO2 set to 0 atm and the 'add gas' box is not checked, however after several years I have observed zero change in the CO2 levels in the Venusian atmosphere. What am I missing here?
...workers! I am missing 15m workers. Additional infrastructure en-route.
Venus has a 130% Agriculture and Environmental requirement, so you will never have enough workers to run your terraformers. Either bring in Orbital Habitats or Orbital Terraformers. I strongly recommend the latter.
-
Alright something isn't working quite right...
I have several terraforming installations on Venus and a population of about 7m to operate them. I have CO2 set to 0 atm and the 'add gas' box is not checked, however after several years I have observed zero change in the CO2 levels in the Venusian atmosphere. What am I missing here?
...workers! I am missing 15m workers. Additional infrastructure en-route.
Venus has a 130% Agriculture and Environmental requirement, so you will never have enough workers to run your terraformers. Either bring in Orbital Habitats or Orbital Terraformers. I strongly recommend the latter.
Is there any way to determine this without analyzing source code? I don't see a straightforward way to make this determination using the game interface... except by trial and error. Which I'm not completely opposed to. It just get's tedious sometimes.
Thanks for the suggestion all the same.
-
Alright something isn't working quite right...
I have several terraforming installations on Venus and a population of about 7m to operate them. I have CO2 set to 0 atm and the 'add gas' box is not checked, however after several years I have observed zero change in the CO2 levels in the Venusian atmosphere. What am I missing here?
...workers! I am missing 15m workers. Additional infrastructure en-route.
Venus has a 130% Agriculture and Environmental requirement, so you will never have enough workers to run your terraformers. Either bring in Orbital Habitats or Orbital Terraformers. I strongly recommend the latter.
Is there any way to determine this without analyzing source code? I don't see a straightforward way to make this determination using the game interface... except by trial and error. Which I'm not completely opposed to. It just get's tedious sometimes.
Thanks for the suggestion all the same.
In terms of the special Venus requirement, I don't think so (I didn't know about it until I read this, but I've never been masochistic enough to try to terraform Venus). However, in general, the Colony Summary screen shows you a breakdown of your workers by Agricultural and Environmental, Service, and Manufacturing (all the stuff you care about). Those percentages change as the population increases, and I believe the habitability also changes them as well. You can always look at that to determine "do I have enough people here to work the stuff I bring in?" There is also a Manufacturing Sector Breakdown just below this, that shows how many people are working in what industry (i.e. type of facility). The total population available is the same as the Manufacturing cut above - that's where you saw you were short 15m workers. I try to keep an eye on this right along, rather than taking big swings with either population or facilities - it moves around quite a bit as you advance, so marginal increases aren't always what you expect.
-
Alright something isn't working quite right...
I have several terraforming installations on Venus and a population of about 7m to operate them. I have CO2 set to 0 atm and the 'add gas' box is not checked, however after several years I have observed zero change in the CO2 levels in the Venusian atmosphere. What am I missing here?
...workers! I am missing 15m workers. Additional infrastructure en-route.
Venus has a 130% Agriculture and Environmental requirement, so you will never have enough workers to run your terraformers. Either bring in Orbital Habitats or Orbital Terraformers. I strongly recommend the latter.
Is there any way to determine this without analyzing source code? I don't see a straightforward way to make this determination using the game interface... except by trial and error. Which I'm not completely opposed to. It just get's tedious sometimes.
Thanks for the suggestion all the same.
In terms of the special Venus requirement, I don't think so (I didn't know about it until I read this, but I've never been masochistic enough to try to terraform Venus). However, in general, the Colony Summary screen shows you a breakdown of your workers by Agricultural and Environmental, Service, and Manufacturing (all the stuff you care about). Those percentages change as the population increases, and I believe the habitability also changes them as well. You can always look at that to determine "do I have enough people here to work the stuff I bring in?" There is also a Manufacturing Sector Breakdown just below this, that shows how many people are working in what industry (i.e. type of facility). The total population available is the same as the Manufacturing cut above - that's where you saw you were short 15m workers. I try to keep an eye on this right along, rather than taking big swings with either population or facilities - it moves around quite a bit as you advance, so marginal increases aren't always what you expect.
Yes...
And although I have doubled the infrastructure and population of Venus since my original post, there still exists a 15m worker shortage. Terraforming installations are still, I think, undermanned, and continue to underperform.
-
Sounds like someone needs to dabble in the dark arts of orbital terraforming. Honestly I get that ground facilities can be massed more effectively, but the versatility of having ships and to a lesser extent orbital stations that can terraform beats all IMO. I just don't like to faff about with ground terraformers and infrastructure so I terraform planets and let civilian colonizers automatically colonize for me.
I'd recommend using a large fleet of terraforming ships since once your done, you can move em elsewhere without having to coerce your space peasants.
-
Alright something isn't working quite right...
I have several terraforming installations on Venus and a population of about 7m to operate them. I have CO2 set to 0 atm and the 'add gas' box is not checked, however after several years I have observed zero change in the CO2 levels in the Venusian atmosphere. What am I missing here?
...workers! I am missing 15m workers. Additional infrastructure en-route.
Venus has a 130% Agriculture and Environmental requirement, so you will never have enough workers to run your terraformers. Either bring in Orbital Habitats or Orbital Terraformers. I strongly recommend the latter.
Is there any way to determine this without analyzing source code? I don't see a straightforward way to make this determination using the game interface... except by trial and error. Which I'm not completely opposed to. It just get's tedious sometimes.
Thanks for the suggestion all the same.
Agriculture is a flat 5% of your total population. Environmental is (5*colony cost)%, capped at 95%. Colony Cost 19 and higher have a 100% A&E requirement.
I am not certain how Service Industries is calculated, but it scales somewhat with population and is capped at 70%.
Anything left is Workers. If you have no workers then all worker-dependent installations stop working, the same as if they were on an uninhabited colony.
Sounds like someone needs to dabble in the dark arts of orbital terraforming. Honestly I get that ground facilities can be massed more effectively, but the versatility of having ships and to a lesser extent orbital stations that can terraform beats all IMO. I just don't like to faff about with ground terraformers and infrastructure so I terraform planets and let civilian colonizers automatically colonize for me.
I'd recommend using a large fleet of terraforming ships since once your done, you can move em elsewhere without having to coerce your space peasants.
I recommend a few large terraforming stations to reduce officer requirements. There is no point putting engines on them as they tend to sit in place for years at a time.
-
Agriculture is a flat 5% of your total population. Environmental is (5*colony cost)%, capped at 95%. Colony Cost 19 and higher have a 100% A&E requirement.
I am not certain how Service Industries is calculated, but it scales somewhat with population and is capped at 70%.
IIRC, the service sector consumes [(population in millions) x 10]^0.25 x 10% of the total workforce.
-
With the deployment of the Aphrodite Orbital, the Venusian atmosphere is slowly becoming more Terran.
TS Aphrodite (Aphrodite class Terraforming Station) 3,008,757 tons 2,194 Crew 16,962.8 BP TCS 60,175 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 396 Sensors 0/0/0/0 DCR 11 PPV 0
MSP 2,003 Max Repair 500 MSP
Cryogenic Berths 1,000,000 Habitation Capacity 1,000,000
Captain Control Rating 3 BRG ENG SCI
Intended Deployment Time: 3 months
Terraformer: 10 modules producing 0.006 atm per annum
Chaimberlin-Sherman Active Search Sensor AS11-R1 (20%) (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
-
With the deployment of the Aphrodite Orbital, the Venusian atmosphere is slowly becoming more Terran.
TS Aphrodite (Aphrodite class Terraforming Station) 3,008,757 tons 2,194 Crew 16,962.8 BP TCS 60,175 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 396 Sensors 0/0/0/0 DCR 11 PPV 0
MSP 2,003 Max Repair 500 MSP
Cryogenic Berths 1,000,000 Habitation Capacity 1,000,000
Captain Control Rating 3 BRG ENG SCI
Intended Deployment Time: 3 months
Terraformer: 10 modules producing 0.006 atm per annum
Chaimberlin-Sherman Active Search Sensor AS11-R1 (20%) (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
It would be cheaper and more efficient to strip off the cryo and habitats and put 10x as many terraformers on it:
Genesis 100 class Terraformer 2,518,663 tons 10,010 Crew 53,000.5 BP TCS 50,373 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 1290 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 13 Max Repair 500 MSP
Kaigun-Ch?sa Control Rating 1 BRG
Intended Deployment Time: 3 months
Terraformer: 100 modules producing 0.06 atm per annum
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
-
Eh... I'm not in a hurry and not terribly resource constrained.
I also like that the station can carry some workers around with it.
-
I use terraformer stations at 2.5mt, usually two. Even both at once, going for a venusian world is not worth it because it takes too long. You would want at least 1.5atm per annum and it would still take a ton of time.
Something like 20-30mt might do the job, but even I am not (yet) crazy enough to try that.
-
I use terraformer stations at 2.5mt, usually two. Even both at once, going for a venusian world is not worth it because it takes too long. You would want at least 1.5atm per annum and it would still take a ton of time.
Something like 20-30mt might do the job, but even I am not (yet) crazy enough to try that.
The question is "can you can afford to put 1k+ terraforming modules on a planet for a century?" I have yet to be able to answer "yes". Crazy has nothing to do with it or I'd have done it already. :)
-
I play with a research malus so my games are considerably slower than normal... more along the lines of one of the Civilizations game.
-
I use terraformer stations at 2.5mt, usually two. Even both at once, going for a venusian world is not worth it because it takes too long. You would want at least 1.5atm per annum and it would still take a ton of time.
Something like 20-30mt might do the job, but even I am not (yet) crazy enough to try that.
The question is "can you can afford to put 1k+ terraforming modules on a planet for a century?" I have yet to be able to answer "yes". Crazy has nothing to do with it or I'd have done it already. :)
Yeah, it is always more about how much it costs than if you can do it. It is never worth doing in, occasionally might be fun but that is about it.
-
Eh... I'm not in a hurry and not terribly resource constrained.
I also like that the station can carry some workers around with it.
Mind you that terraforming modules on ships don't require workers on the colony (or the ships themselves) to operate. Same goes for mining modules or fuel harvesters.
I like big stations, but the issue I tend to have is building tugs big enough to move them within my lifetime/fast enough to catch up to the inner planets. There also seems to be a bug in 1.11 which increases fuel consumption as much as tug speed is reduced.
-
Eh... I'm not in a hurry and not terribly resource constrained.
I also like that the station can carry some workers around with it.
Mind you that terraforming modules on ships don't require workers on the colony (or the ships themselves) to operate. Same goes for mining modules or fuel harvesters.
I like big stations, but the issue I tend to have is building tugs big enough to move them within my lifetime/fast enough to catch up to the inner planets. There also seems to be a bug in 1.11 which increases fuel consumption as much as tug speed is reduced.
Is fuel consumption actually increasing or is it just that the range is reduced due to moving more weight?
-
I haven't had any real issue moving multi-hundred-million ton habitats. It will take a few years to move them (i remember building one that was making 57 km/s with a 100kt civilian tug) but a few years is nothing, it just makes it into a project that you have to wait a short while for its completion.
-
There also seems to be a bug in 1.11 which increases fuel consumption as much as tug speed is reduced.
Fuel consumption for the tug, while moving under max power, is constant over time. The engines consume some number of liters per hour.
If speed is reduced because it is tugging something, fuel consumption over distance increases proportionally.
That's not a bug. It was bugged in VB, fixed for C#.
-
I haven't had any real issue moving multi-hundred-million ton habitats. It will take a few years to move them (i remember building one that was making 57 km/s with a 100kt civilian tug) but a few years is nothing, it just makes it into a project that you have to wait a short while for its completion.
I really hate having to build massive tugs, it just doesn't feel right - what I wish was the ability to have multiple tugs tug the tuggee simultaneously so I could instead built more smaller tugs.
-
For extrasolar colonization efforts, I've since developed the below ship:
Cincinatti class Colony Tender 101,000 tons 453 Crew 2,742.3 BP TCS 2,020 TH 5,000 EM 0
2475 km/s JR 2-25(C) Armour 1-193 Shields 0-0 HTK 68 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 10,416 Max Repair 1250 MSP
Cargo 25,000 Cryogenic Berths 20,000 Cargo Shuttle Multiplier 1 Tractor Beam
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Terraformer: 1 modules producing 0.0008 atm per annum
Guild JC101K Commercial Jump Drive Max Ship Size 101000 tons Distance 25k km Squadron Size 2
Guild Commercial Magnetic Fusion Drive EP5000.00 (1) Power 5000 Fuel Use 1.12% Signature 5000 Explosion 5%
Fuel Capacity 10,001,000 Litres Range 1,594 billion km (7454 days at full power)
Refuelling Capability: 50,000 litres per hour Complete Refuel 200 hours
Ordnance Transfer Rate: 40 MSP per hour
Chaimberlin-Sherman Active Search Sensor AS11-R1 (20%) (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
This design is classed as a Commercial Vessel for maintenance purposes
This ship reduces my reliance on several other ship classes and dramatically reduces my need to micromanage multiple fleets. With this one ship class, I can completely colonize a new system without building any other commercial ships (except fuel harvesters, which remain a separate dedicated class).
-
I haven't had any real issue moving multi-hundred-million ton habitats. It will take a few years to move them (i remember building one that was making 57 km/s with a 100kt civilian tug) but a few years is nothing, it just makes it into a project that you have to wait a short while for its completion.
I really hate having to build massive tugs, it just doesn't feel right - what I wish was the ability to have multiple tugs tug the tuggee simultaneously so I could instead built more smaller tugs.
Yes, shame we cannot have multiple tugs that tug one huge target, as is done in real life too. Something like a command where a tug join another tug and from then on they act as one until you separate them again. It would probably require too much work that could be better spent elsewhere.
Also no offence, but that one module is practically useless if you do not have tens of such ships you are not terraforming anything in any given playthrough (well...maybe if you get a superclose to ideal planet, then you just might do it in a few decades).
Simple mixed cargo/colony would be much better idea imo.
-
For extrasolar colonization efforts, I've since developed the below ship:
Cincinatti class Colony Tender 101,000 tons 453 Crew 2,742.3 BP TCS 2,020 TH 5,000 EM 0
2475 km/s JR 2-25(C) Armour 1-193 Shields 0-0 HTK 68 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 10,416 Max Repair 1250 MSP
Cargo 25,000 Cryogenic Berths 20,000 Cargo Shuttle Multiplier 1 Tractor Beam
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Terraformer: 1 modules producing 0.0008 atm per annum
Guild JC101K Commercial Jump Drive Max Ship Size 101000 tons Distance 25k km Squadron Size 2
Guild Commercial Magnetic Fusion Drive EP5000.00 (1) Power 5000 Fuel Use 1.12% Signature 5000 Explosion 5%
Fuel Capacity 10,001,000 Litres Range 1,594 billion km (7454 days at full power)
Refuelling Capability: 50,000 litres per hour Complete Refuel 200 hours
Ordnance Transfer Rate: 40 MSP per hour
Chaimberlin-Sherman Active Search Sensor AS11-R1 (20%) (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
This design is classed as a Commercial Vessel for maintenance purposes
This ship reduces my reliance on several other ship classes and dramatically reduces my need to micromanage multiple fleets. With this one ship class, I can completely colonize a new system without building any other commercial ships (except fuel harvesters, which remain a separate dedicated class).
Wait why does it have an ordnance transfer system if it doesn't have any form of munitions storage.
Also what type of ship is this thing intended to refuel? IMO with the refueling system you'd be better off swapping the terraformer for a sorium harvester. Terraforming modules are useless individually so you need tons of ships/stations to make it go at any reasonable speed. Instead of fuel harvesters, use these and then build swarms of terraformers/terraforming stations.
Terraformer fleets aren't very micro intensive anyways, they stand over planets for most of their service life and move on once they are done. They also tend to be in massive fleets which means that having lots of them doesn't proportionally increase the necessary micro.
-
For extrasolar colonization efforts, I've since developed the below ship:
Cincinatti class Colony Tender 101,000 tons 453 Crew 2,742.3 BP TCS 2,020 TH 5,000 EM 0
2475 km/s JR 2-25(C) Armour 1-193 Shields 0-0 HTK 68 Sensors 0/0/0/0 DCR 1 PPV 0
MSP 10,416 Max Repair 1250 MSP
Cargo 25,000 Cryogenic Berths 20,000 Cargo Shuttle Multiplier 1 Tractor Beam
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Terraformer: 1 modules producing 0.0008 atm per annum
Guild JC101K Commercial Jump Drive Max Ship Size 101000 tons Distance 25k km Squadron Size 2
Guild Commercial Magnetic Fusion Drive EP5000.00 (1) Power 5000 Fuel Use 1.12% Signature 5000 Explosion 5%
Fuel Capacity 10,001,000 Litres Range 1,594 billion km (7454 days at full power)
Refuelling Capability: 50,000 litres per hour Complete Refuel 200 hours
Ordnance Transfer Rate: 40 MSP per hour
Chaimberlin-Sherman Active Search Sensor AS11-R1 (20%) (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
This design is classed as a Commercial Vessel for maintenance purposes
This ship reduces my reliance on several other ship classes and dramatically reduces my need to micromanage multiple fleets. With this one ship class, I can completely colonize a new system without building any other commercial ships (except fuel harvesters, which remain a separate dedicated class).
Wait why does it have an ordnance transfer system if it doesn't have any form of munitions storage.
Also what type of ship is this thing intended to refuel? IMO with the refueling system you'd be better off swapping the terraformer for a sorium harvester. Terraforming modules are useless individually so you need tons of ships/stations to make it go at any reasonable speed. Instead of fuel harvesters, use these and then build swarms of terraformers/terraforming stations.
Terraformer fleets aren't very micro intensive anyways, they stand over planets for most of their service life and move on once they are done. They also tend to be in massive fleets which means that having lots of them doesn't proportionally increase the necessary micro.
I thought an ordnance transfer system is necessary to transfer maintenance supplies to other ships? Hence the MSP per hour rating?
Really what I was trying to accomplish with this design was putting to use all of my otherwise idle tug and cargo transports. Once I get a colony up and running I tend to have an abundance of useless ships laying around. At least if they have terraforming modules they can be put to use terraforming the next colony. Also I now don't need to retool my shipyards 5x times to develop a new cargo ship, terraformer, colony ship, etc...
The refueling system is for rescuing ships that I have accidentally sent on suicide missions that run out of fuel before they get back to a colony. This happens rarely but does happen from time to time.
-
It's a name collision. MSP refers to both Maintenance Supply Points and Missile Size Points.
Cargo Shuttles transfer maintenance supplies, ordnance transfer systems transfer missiles. The MSP/hr rating is the rate at which they can transfer missiles.
-
It's a name collision. MSP refers to both Maintenance Supply Points and Missile Size Points.
Cargo Shuttles transfer maintenance supplies, ordnance transfer systems transfer missiles. The MSP/hr rating is the rate at which they can transfer missiles.
Of course...
Oh well, I've wasted some resources on useless ordnance transfer systems it seems. They will need to be removed for the next design iteration.