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Post by toastyoats on Jan 1, 2018 5:34:50 GMT
I've looked, I've lurked for a couple days admittedly I've avoided going deeper then 3-4 pages in my searchs, I don't want to stumble across things well beyond my knowledge base. But I'm at the point in the singleplayer campaign where I can configure my own ships, but no design modules individually. And I find I'm overwhelmed with ship assembly, and additionally having trouble ascertaining how low or high my ships thrust is. Would this be a reliable scale for understanding my ship thrust conversions up and down? www.aqua-calc.com/what-is/force/micronewtonI was considering adding in modded materials, propellants etc. But It seems a bit of a PITA rather then something streamlined to a single file I could download or safely append to add additionally modded materials to the game.
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Post by apophys on Jan 1, 2018 6:33:44 GMT
toastyoats That page is mostly metric prefixes. See here for a good table and description: en.wikipedia.org/wiki/Metric_prefixJust put stuff together and check the ship's acceleration. For combat dodging with NTRs or chemical thrusters, you will probably want acceleration in the range of 1-10 g 0 (1 g 0 = Earth gravity, about 9.8 m/s 2). Add more thrusters and/or swap for ones with higher thrust as needed. I'd also give a recommendation for MPDs, but stock options really suck for them, mostly because stock reactors are horrible, and everything stock in general is grossly overweight and overpriced. Custom-built ships will often get 1-10 mg 0 acceleration on MPDs. If you want an easier time progressing through the campaign, feel free to install my extensively optimized standard modules. They are packaged in a single convenient text file, and no material mods or limit editing are required. (My resistojets are currently broken by the recent patch; I will fix that at some point.)
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Post by toastyoats on Jan 1, 2018 18:27:18 GMT
Thank you apophysAlthough the wiki link doesn't seem to provide the information I was looking for. One thing I've noticed is a lot of the modules from your mod, particularly the power plants are extremely hot in their radiation emitted, which means I won't be able to utilize them at my point in the campaign due to radiation shielding options being limited.
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Post by AdmiralObvious on Jan 1, 2018 19:53:25 GMT
Thank you apophysAlthough the wiki link doesn't seem to provide the information I was looking for. One thing I've noticed is a lot of the modules from your mod, particularly the power plants are extremely hot in their radiation emitted, which means I won't be able to utilize them at my point in the campaign due to radiation shielding options being limited. Have you spoken to our Lord and savior, Lithium-6?
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Post by toastyoats on Jan 1, 2018 19:56:19 GMT
Thank you apophys Although the wiki link doesn't seem to provide the information I was looking for. One thing I've noticed is a lot of the modules from your mod, particularly the power plants are extremely hot in their radiation emitted, which means I won't be able to utilize them at my point in the campaign due to radiation shielding options being limited. Have you spoken to our Lord and savior, Lithium-6?I have not, it seems my lord evades my attention till I've met his requisite demands (I'm just not far enough in the campaign to unlock module configuration lol)
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Post by AdmiralObvious on Jan 1, 2018 20:12:35 GMT
Well, anything you add to the "mods" folder (via workshop, or manually) are loaded as "core game" modules, so you can kind of cheat past not having a module editor.
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Post by newageofpower on Jan 1, 2018 21:27:23 GMT
Just put stuff together and check the ship's acceleration. For combat dodging with NTRs or chemical thrusters, you will probably want acceleration in the range of 1-10 g 0 (1 g 0 = Earth gravity, about 9.8 m/s 2). Add more thrusters and/or swap for ones with higher thrust as needed. Even very fit, highly trained humans have difficulties functioning (as in, doing things other than sitting strapped in and breathing) at -3/+9 G loading. I suppose you could have the ship's automated systems fight when the acceleration exceeds such limits, but I question the need for a crew in that case. Ditto for cybernetic enhancement.
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Post by apophys on Jan 1, 2018 22:04:15 GMT
Even very fit, highly trained humans have difficulties functioning (as in, doing things other than sitting strapped in and breathing) at -3/+9 G loading. I suppose you could have the ship's automated systems fight when the acceleration exceeds such limits, but I question the need for a crew in that case. Ditto for cybernetic enhancement. I see crew as mostly maintenance and paperwork technicians, which aren't needed in actual combat. But controls can be voice-activated, so sitting in a crash couch and breathing may be enough if brain function is still fine. Edit: toastyoats You can simply unlock module editing directly if you so desire. Main menu -> Infolinks -> Concept -> Unlocking content and mods.
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Post by thorneel on Jan 2, 2018 21:00:11 GMT
And if needed, they can probably put them in liquid tanks with some breathable liquid apparatus in addition to conventional measures. This would make them significantly g-resistant. And that's before we start talking about surgery. So anything below 10 g should be fine.
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Post by Rocket Witch on Jan 6, 2018 8:10:48 GMT
newageofpower Crew don't really 'do' anything during combat, just babysit the computers.I was considering adding in modded materials, propellants etc. But It seems a bit of a PITA rather then something streamlined to a single file I could download or safely append to add additionally modded materials to the game. Load order should be an issue of the past. Have you have any problems? Going deeper into your searches might actually find you simpler information, since players were less advanced, however this info is also more likely to be outdated.
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