Fractal Softworks Forum

Starsector => General Discussion => Topic started by: KikogamerJ2 on September 11, 2022, 04:36:56 AM

Title: realism
Post by: KikogamerJ2 on September 11, 2022, 04:36:56 AM
there isnt a lot of realism at least if the player is your average parsean sector admiral or captain, i has looking at the salaries and found out that each crewman makes 10 credits per month, and they are working on  a spaceship! imagine someone living in a colony what are they making? 2 credits a month? i just did an easy pirate bounty for 47k, it would take the poor crewman 391 years of working to get that. HOW da heck is the player making so much money? and how do the factions and people who pay for missions have this type of income, i also would like to see more smaller cheaper ships for civilians so that at least it would be realistic, like a easy pirate fleet with 4 small frigates with 4 d mods may be to hard for some cheap 500-1k civilian ship that a bunch of friends managed to buy but that doesnt exist, right now the game feels extremly unrealistic.
Title: Re: realism
Post by: Grievous69 on September 11, 2022, 04:58:09 AM
I don't think the game was ever advertised as something ultra realistic, like an immersive sim or alike.
Title: Re: realism
Post by: KikogamerJ2 on September 11, 2022, 05:01:20 AM
I don't think the game was ever advertised as something ultra realistic, like an immersive sim or alike.
im saying not ultra realistic, im saying realistic or semi-realistic, i dont think that for my crewman to make 47k he needs to work 391 years is believeable if 47k is so easy to make, the fact that he will never be able to get that money because he cant even afford the shietest of ships, speaks a lot. apart if you consider someone making the equivalent of 0,0001$ a month fair by today standards.
Title: Re: realism
Post by: Gothars on September 11, 2022, 05:20:45 AM
10 credits a month!? If anything, they are severely over-payed! Let's set some standards here: A Vulcan cannon cost 200 credits. Now a Vulcan is a shipboard rapid-fire close-in anti missile/fighter cannon, a close real-life equivalent is the Phalanx CIWS. One Phalanx costs about 10 million$. So, assuming that the cost of these weapon systems are comparable, a crewman would make the equivalent of 500.000$ a month!
Title: Re: realism
Post by: KikogamerJ2 on September 11, 2022, 05:33:13 AM
10 credits a month!? If anything, they are severely over-payed! Let's set some standards here: A Vulcan cannon cost 200 credits. Now a Vulcan is a shipboard rapid-fire close-in anti missile/fighter cannon, a close real-life equivalent is the Phalanx CIWS. One Phalanx costs about 10 million$. So, assuming that the cost of these weapon systems are comparable, a crewman would make the equivalent of 500.000$ a month!
thats not how i make the counts, you need to take into account cost of manufacture also we are in the future a CIWS is probably a piece of *** and obsulute by that time, its the equivalent of buying some bow or sword, soo no they arent overpayed, also is a vulcan expensive to you?no?then you are extremly overpayed
Title: Re: realism
Post by: Thaago on September 11, 2022, 10:20:47 AM
The player is effectively the head of a corporation that employs hundreds of people (more or less, depending on the stage of the game). The amount of money that a corporation gets for contracts is vastly different than what an individual gets, and the amount that private military contracts garner is higher still. Even for an 'easy' pirate bounty, we're talking about the effort of about a hundred people for several weeks with a high chance of death and significant risk to capital investment (as Megas is fond of pointing out, losing a single ship sort of costs an entire contract (it doesn't thanks to amelioration after recovery, but mercenaries can fool others by presenting the sticker cost)). In terms of realism: hundreds of billions of USD were spent on private military contracts in recent wars; the gpd/capita in afganistan is 508 USD, in iraq is 4200.
Title: Re: realism
Post by: Oni on September 11, 2022, 11:22:13 AM
10 credits a month!? If anything, they are severely over-payed! Let's set some standards here: A Vulcan cannon cost 200 credits. Now a Vulcan is a shipboard rapid-fire close-in anti missile/fighter cannon, a close real-life equivalent is the Phalanx CIWS. One Phalanx costs about 10 million$. So, assuming that the cost of these weapon systems are comparable, a crewman would make the equivalent of 500.000$ a month!
To be fair, I imagine serving on a ship gives a lot of hazard pay. Those guys die at the drop of a hat.
Title: Re: realism
Post by: smithney on September 11, 2022, 11:42:15 AM
I've always taken it as Credits being a currency for intercolonial trade, not something you'd buy a pack of toilet paper for. I imagine that each colony has at least one local currency. Though seeing how cryptos are used in real life, I wouldn't be surprised if inhabitants of Tri-Tach worlds were used to buying TP for some millionth of a Credit.
Title: Re: realism
Post by: Sharp on September 11, 2022, 12:48:20 PM
You can edit crew wages in the config files.

I did sort of feel a bit similar and bumped up crew and officer salaries, but damn does running a fleet get expensive quick. I do like it though because it does make decisions on how much crew you keep on with you a bit more important, as well as actually having a reason to use blast doors to keep the low numbers you have alive for longer instead of just having hundreds of spare crew.
Title: Re: realism
Post by: Retry on September 11, 2022, 02:10:29 PM
Is 10 a lot?  Depends on the thing.

Kuwaiti Dinars?  A decent chunk of change (~$32 USD equivalent)

Iranian Rials?  May as well be nothing at all.  (~$0.00024 USD equivalent)



One of the issues with declaring that the small number for crew income is unrealistic (besides the prior observation that Star Sector simply isn't a sim) is that we don't have actually any good references to the effective purchasing power of 1 credit for the average Star Sector crewman, or even a civillian.  Perhaps you could compare something like the cost of food to a crewman's income, but there's a problem with that:  The commercial goods you purchase are all sold in bulk, sold for tens to hundreds of credits per cargo capacity.

And what is one cargo capacity?  We don't know that either, other than a few bits of insight, such that some military equipment (large weapons, for instance) are so large that they can take up multiple units of cargo capacity.  We don't even know which capacity it's measuring: Is Cargo Capacity a function of available mass or volume for a ship?  It's the same story with Antimatter fuel and capacity, for that matter.  Pretty much the only parameter that is spelled out is colony size, measured on a 10^X scale, and I absolutely would not be surprised if that is also axed eventually and replaced by a single abstract number.

So is 10 credits a little or a lot?  For the protagonist of the game (effectively a freelance fleet admiral), it's pocket change.  For large governments in the Persean sector like the Hegemony it's certainly not even that; they must make a killing on those insane trade tariffs alone!  What about for Jane Doe, the Jangala resident?  How about John Smith, the Buffalo crewman?  Well, we don't really know.  We can't really say one way for sure that they're making slave-level wages like you're implying, or if starship crewmanship is a quick path to become a Persean Sector's equivalence to a millionaire, as Gothars jested.  Personally, I wouldn't be surprised if standard groceries and such cost merely several milliCredits for people planet-side, with single-family housing ownership costs around the realm of low 100 credits for economy level, and 1000-ish credits and up for luxurious mansions and such. 

Quote
the fact that he will never be able to get that money because he cant even afford the shietest of ships, speaks a lot.
The initial cost isn't even the biggest hurdle here.  A Kite will still cost 2 supplies of maintenance per flight-month, equivalent to 200 credits/month if it were to be constantly flying, which is obviously not sustainable on a 10 credit/month salary.

This doesn't seem unrealistic at all.  I'm fairly well off, but I won't realistically be able to purchase, store and maintain a Cessna on top of all the other financial obligations I have now and will acquire in the future, such as various loans and upkeep on automobiles, housing, necessities, hobbies, etc.  Kites, obviously, are going to be much more complex, luxurious, and naturally more expensive than that!
Title: Re: realism
Post by: KikogamerJ2 on September 11, 2022, 02:20:08 PM
The player is effectively the head of a corporation that employs hundreds of people (more or less, depending on the stage of the game). The amount of money that a corporation gets for contracts is vastly different than what an individual gets, and the amount that private military contracts garner is higher still. Even for an 'easy' pirate bounty, we're talking about the effort of about a hundred people for several weeks with a high chance of death and significant risk to capital investment (as Megas is fond of pointing out, losing a single ship sort of costs an entire contract (it doesn't thanks to amelioration after recovery, but mercenaries can fool others by presenting the sticker cost)). In terms of realism: hundreds of billions of USD were spent on private military contracts in recent wars; the gpd/capita in afganistan is 508 USD, in iraq is 4200.
the diference is that private militarys pay a lot, like they make 500k you are probably gonna get a big chunk of that, a crewman doesnt get any special treatment, we making 200k credits? you get 10 , we going in suisice mission to the edge of the sector?10, same for marines, likehood of dyign extreme?here is your 20 bucks dude, though you are true the player is a corp/criminal syndicate,and the people of the sector probably live in poverty, also there is a lot corporatism probably in the domain, just by the power that tri-tachyon had we can guess that the doman has somewhat a ultra capitalist hell, where corps probaly saturated each other worlds just for an increase on the stock market, also i think i read something about tri-tachyon executives being ejected of the airlock, so yeah the domain and the sector probably are very *** super capitalist nations, and has such the population is probably abituated at living in such bad conditions
Title: Re: realism
Post by: KikogamerJ2 on September 11, 2022, 02:22:28 PM
Is 10 a lot?  Depends on the thing.

Kuwaiti Dinars?  A decent chunk of change (~$32 USD equivalent)

Iranian Rials?  May as well be nothing at all.  (~$0.00024 USD equivalent)



One of the issues with declaring that the small number for crew income is unrealistic (besides the prior observation that Star Sector simply isn't a sim) is that we don't have actually any good references to the effective purchasing power of 1 credit for the average Star Sector crewman, or even a civillian.  Perhaps you could compare something like the cost of food to a crewman's income, but there's a problem with that:  The commercial goods you purchase are all sold in bulk, sold for tens to hundreds of credits per cargo capacity.

And what is one cargo capacity?  We don't know that either, other than a few bits of insight, such that some military equipment (large weapons, for instance) are so large that they can take up multiple units of cargo capacity.  We don't even know which capacity it's measuring: Is Cargo Capacity a function of available mass or volume for a ship?  It's the same story with Antimatter fuel and capacity, for that matter.  Pretty much the only parameter that is spelled out is colony size, measured on a 10^X scale, and I absolutely would not be surprised if that is also axed eventually and replaced by a single abstract number.

So is 10 credits a little or a lot?  For the protagonist of the game (effectively a freelance fleet admiral), it's pocket change.  For large governments in the Persean sector like the Hegemony it's certainly not even that; they must make a killing on those insane trade tariffs alone!  What about for Jane Doe, the Jangala resident?  How about John Smith, the Buffalo crewman?  Well, we don't really know.  We can't really say one way for sure that they're making slave-level wages like you're implying, or if starship crewmanship is a quick path to become a Persean Sector's equivalence to a millionaire, as Gothars jested.  Personally, I wouldn't be surprised if standard groceries and such cost merely several milliCredits for people planet-side, with single-family housing ownership costs around the realm of low 100 credits for economy level, and 1000-ish credits and up for luxurious mansions and such. 

Quote
the fact that he will never be able to get that money because he cant even afford the shietest of ships, speaks a lot.
The initial cost isn't even the biggest hurdle here.  A Kite will still cost 2 supplies of maintenance per flight-month, equivalent to 200 credits/month if it were to be constantly flying, which is obviously not sustainable on a 10 credit/month salary.

This doesn't seem unrealistic at all.  I'm fairly well off, but I won't realistically be able to purchase, store and maintain a Cessna on top of all the other financial obligations I have now and will acquire in the future, such as various loans and upkeep on automobiles, housing, necessities, hobbies, etc.  Kites, obviously, are going to be much more complex, luxurious, and naturally more expensive than that!
i compare it to how much you get of income in colonies, the price of ships and how much you make in contracts, simply speaking if im making 47k on killing some weakling pirates and the average crewman has 10 bucks monthly salary it probably means that the factons in the sector must get they're money from taxes and other stuff, but primamrly from the populace, it would require thousands of people to pay for that, and they often give out huge payments
Title: Re: realism
Post by: KikogamerJ2 on September 11, 2022, 02:23:44 PM
I've always taken it as Credits being a currency for intercolonial trade, not something you'd buy a pack of toilet paper for. I imagine that each colony has at least one local currency. Though seeing how cryptos are used in real life, I wouldn't be surprised if inhabitants of Tri-Tach worlds were used to buying TP for some millionth of a Credit.
credits seem to be used for everything, you buy/hire crew for credits, get payed by people with credits, and the domain currency semms to be credits, so its probably all made in creadits
Title: Re: realism
Post by: KikogamerJ2 on September 11, 2022, 02:25:08 PM
10 credits a month!? If anything, they are severely over-payed! Let's set some standards here: A Vulcan cannon cost 200 credits. Now a Vulcan is a shipboard rapid-fire close-in anti missile/fighter cannon, a close real-life equivalent is the Phalanx CIWS. One Phalanx costs about 10 million$. So, assuming that the cost of these weapon systems are comparable, a crewman would make the equivalent of 500.000$ a month!
To be fair, I imagine serving on a ship gives a lot of hazard pay. Those guys die at the drop of a hat.
not even talking that being a crew man and a pilot get payed the same stuff, like you are a pilot and going to a big battle in a *** low tech fighter, leats just say you are dead.
Title: Re: realism
Post by: Ruddygreat on September 11, 2022, 02:51:49 PM
there isnt a lot of realism at least if the player is your average parsean sector admiral or captain, i has looking at the salaries and found out that each crewman makes 10 credits per month, and they are working on  a spaceship! imagine someone living in a colony what are they making? 2 credits a month? i just did an easy pirate bounty for 47k, it would take the poor crewman 391 years of working to get that. HOW da heck is the player making so much money? and how do the factions and people who pay for missions have this type of income, i also would like to see more smaller cheaper ships for civilians so that at least it would be realistic, like a easy pirate fleet with 4 small frigates with 4 d mods may be to hard for some cheap 500-1k civilian ship that a bunch of friends managed to buy but that doesnt exist, right now the game feels extremly unrealistic.

going off a quote in the desc of the rift cascade emitter & a line in rules.csv from when you visit kanta

Quote from: Rift Cascade Emitter desc
"Enough is enough. Anyone who cracks another joke about 'black magic' must contribute ten centicredits to the lab party fund."

Quote from: Rules.csv line
You transfer a fractional credit over to the thug running traffic control, enough to cover a generous meal or a round of cheap drinks.

"Eh, here's one to brighten today," control says enthusiastically, "Me, I like going halfsies with the fry, bit-a each. Shuttle, you're cleared to land at munitions bay 12."

we can figure that one full credit is probably around 1k USD (or a vaguely equivalent amount; it's a lot for planet-dwellers but not much when you're running a fleet), that puts crewmen at making the equivalent of 120k per year, which is a pretty nice salary to send home or save with, even if it does come with a pretty high risk of injury / death.
Title: Re: realism
Post by: keckles on September 11, 2022, 02:53:20 PM
10 credits a month!? If anything, they are severely over-payed! Let's set some standards here: A Vulcan cannon cost 200 credits. Now a Vulcan is a shipboard rapid-fire close-in anti missile/fighter cannon, a close real-life equivalent is the Phalanx CIWS. One Phalanx costs about 10 million$. So, assuming that the cost of these weapon systems are comparable, a crewman would make the equivalent of 500.000$ a month!

This was always how I thought about the value of credits. The value of ships and weapons in Starsector are relatively low if you compare them to the raw dollar real-life equivalents, if you scale credits to USD values a single credit is actually a shitload of money. Any single ship in Starsector would represent millions upon millions of dollars.
Title: Re: realism
Post by: smithney on September 11, 2022, 02:58:37 PM
credits seem to be used for everything, you buy/hire crew for credits, get payed by people with credits, and the domain currency semms to be credits, so its probably all made in creadits
Have you noticed what currency does your character buy your drinks for? I haven't, though I remember quite a few moments where drink pricing is mentioned. I mean you probably don't pay for your TP with US dollars in real life, even though USD is the standard currency for most international trading and some currencies are anchored to it.

Btw please don't multipost. It's a slog to read through ^^
Title: Re: realism
Post by: Histidine on September 11, 2022, 06:35:59 PM
[on further consideration, deleted]
Title: Re: realism
Post by: Oni on September 11, 2022, 07:44:29 PM
..... Any single ship in Starsector would represent millions upon millions of dollars.
Although, thinking about it, would ships in Starsector cost the same as they would for us? Constructing them seems relatively easier (once you have the design chip) and may be as simple as shoving the raw materials into the auto-factory. That would certainly play havoc with our concept of manufacturing costs.
Title: Re: realism
Post by: keckles on September 11, 2022, 08:16:17 PM
We'd have to break it down by both labor and resource cost, I think someone could actually do the math on the resource side of things since we have the total market value for every resource in the game, same with labor cost since we know how much Heavy Machineries costs in credits.
Title: Re: realism
Post by: KikogamerJ2 on September 12, 2022, 12:23:32 AM
there isnt a lot of realism at least if the player is your average parsean sector admiral or captain, i has looking at the salaries and found out that each crewman makes 10 credits per month, and they are working on  a spaceship! imagine someone living in a colony what are they making? 2 credits a month? i just did an easy pirate bounty for 47k, it would take the poor crewman 391 years of working to get that. HOW da heck is the player making so much money? and how do the factions and people who pay for missions have this type of income, i also would like to see more smaller cheaper ships for civilians so that at least it would be realistic, like a easy pirate fleet with 4 small frigates with 4 d mods may be to hard for some cheap 500-1k civilian ship that a bunch of friends managed to buy but that doesnt exist, right now the game feels extremly unrealistic.

going off a quote in the desc of the rift cascade emitter & a line in rules.csv from when you visit kanta

Quote from: Rift Cascade Emitter desc
"Enough is enough. Anyone who cracks another joke about 'black magic' must contribute ten centicredits to the lab party fund."

Quote from: Rules.csv line
You transfer a fractional credit over to the thug running traffic control, enough to cover a generous meal or a round of cheap drinks.

"Eh, here's one to brighten today," control says enthusiastically, "Me, I like going halfsies with the fry, bit-a each. Shuttle, you're cleared to land at munitions bay 12."

we can figure that one full credit is probably around 1k USD (or a vaguely equivalent amount; it's a lot for planet-dwellers but not much when you're running a fleet), that puts crewmen at making the equivalent of 120k per year, which is a pretty nice salary to send home or save with, even if it does come with a pretty high risk of injury / death.
Im not sure if the thing when you go to the planetside bar and pay for a drink to someone is vannila or not, but the drink costs 5 credits, also knowing how the people live somewhat in starsector, its more likely those supposed 120k you are making a year are going to pay for the beds and food the player and any faction is providing their crewmen
Title: Re: realism
Post by: TJJ on September 12, 2022, 01:04:51 AM
This topic has me thinking of an idea for a fun little mod; track the life of each crew member on each ship in your fleet individually.
Whenever someone dies, randomly pick a crew member from the ship.

See how long you can maintain some element of the original crew, and generate stats such as mean life expectancy aboard each ship in your fleet.
Title: Re: realism
Post by: KikogamerJ2 on September 12, 2022, 01:09:17 AM
This topic has me thinking of an idea for a fun little mod; track the life of each crew member on each ship in your fleet individually.
Whenever someone dies, randomly pick a crew member from the ship.

See how long you can maintain some element of the original crew, and generate stats such as mean life expectancy aboard each ship in your fleet.
that would be interesting, but it probably would make the game be a bit laggy having to calculate all the crew, imagine having 10k crew
Title: Re: realism
Post by: TJJ on September 12, 2022, 01:31:23 AM
This topic has me thinking of an idea for a fun little mod; track the life of each crew member on each ship in your fleet individually.
Whenever someone dies, randomly pick a crew member from the ship.

See how long you can maintain some element of the original crew, and generate stats such as mean life expectancy aboard each ship in your fleet.
that would be interesting, but it probably would make the game be a bit laggy having to calculate all the crew, imagine having 10k crew

Why?

The real-time aspect of the problem is O(1), and the intermittent components are O(n).
It'd be a trivial mod to both implement & compute.
Title: Re: realism
Post by: Ruddygreat on September 12, 2022, 12:34:16 PM
Im not sure if the thing when you go to the planetside bar and pay for a drink to someone is vannila or not, but the drink costs 5 credits, also knowing how the people live somewhat in starsector, its more likely those supposed 120k you are making a year are going to pay for the beds and food the player and any faction is providing their crewmen

it's not vanilla, iirc it's added by legacy of arkgneisis.
and eh, crew on naval vessels don't have to rent their bunks from their employers, I can't see why that'd change in <however many years in the future SS is>
Title: Re: realism
Post by: vcuaoiwk on September 13, 2022, 01:07:00 PM
Ooooo now this is a really fun topic.

I do think that looking at the cost of modern warfare can help shed some light.  Just bear with me while I go off on this next tangent :)

For example: A low level bounty might could have 47k payout but ideally requires a challenging fleet of comparable value to beat it.

Next: Lets look at modern warfare. A modern US naval warship (something like the Freedom class Littoral combat ship) has roughly a 70 mil annual operational cost. Which equates to about $190k per day requirement. The crew complement is something around ~100 crew. Naval salaries can range from around $35k-$140k per year but obviously this has a hierarchal order with the majority of crew making between 35k-70k annually and a small minority making above that. We can do something like [80 crew * (35k+70k)/2 + 20 crew *(71k+140k)/2 = 6,310K per year (i.e. 6.3 mil yearly salary cost). Divide that by 365 = $17,000 daily crew payout for the 100 crew or roughly $172 per day per crew member.

Alright, now we compare the measly $172 dollars to the ships daily operational costs and you get 172/190k which is like 0.0009 or 0.09% cost goes to each crew member or roughly the entire crew gets 9% of the total daily operational budget.

With this in mind, we see that a single crewman actually gets a tiny percentage of a ship's operational cost. The crew also doesnt own the ship nor did it help fund the ship. The pirate bounty you got for 47k neglects the fact that the crewman is not providing their own vessel but rather looks at the cost of what fleet size it would take to actually kill the other fleet. In general, the game does provide some realism if you look at it that way.
Title: Re: realism
Post by: smithney on September 14, 2022, 12:34:49 AM
All the talk about currency reminded me of a question. Does Epiphany trade differently, considering it has no functional comms relay? Afaik there are currently no mechanics taking advantage of this; the pricing works as if Epiphany was connected to the network, you just can't check how the prices are in different colonies.

I'm not a fan of realism at the cost of gameplay, but I sense there could be some shenanigans that would make trading with the off-the-record colony more interesting. Epiphany doesn't really feel special atm, its only curiosity is being a sole colony of a rogue faction in a system without a relay. I imagine Pathers would like to abuse this status to secure taxed trades that would be unprofitable on other colonies by manipulating commodity prices. Speaking of which, perhaps Epiphany's black market should behave differently considering Pathers are used to backroom deals and have an iron grip on the colony. Do you guys think it would be worth the effort?
Title: Re: realism
Post by: Alex_P on September 14, 2022, 05:21:34 AM
i just did an easy pirate bounty for 47k, it would take the poor crewman 391 years of working to get that. HOW da heck is the player making so much money?
That bounty fee is paying for you to provision an entire starship with supplies and antimatter fuel.
In real life, $10,000 a month is a very comfortable income. But that money only covers about 2-3 hours of a U.S. Coast Guard cutter's operating costs. Look at your own income and then consider how long it would take you to amass enough money to buy a basic freighter ship, an airliner, or an entire hospital complex.
Even a simple Lasher isn't a few friends scraping together funds to go on adventures, it's a ship with a crew of 25-50 that absolutely dwarfs anything modern humans have managed to launch into space.
Title: Re: realism
Post by: Thogapotomus on September 14, 2022, 12:24:44 PM
That bounty fee is paying for you to provision an entire starship with supplies and antimatter fuel.
In real life, $10,000 a month is a very comfortable income. But that money only covers about 2-3 hours of a U.S. Coast Guard cutter's operating costs. Look at your own income and then consider how long it would take you to amass enough money to buy a basic freighter ship, an airliner, or an entire hospital complex.
Even a simple Lasher isn't a few friends scraping together funds to go on adventures, it's a ship with a crew of 25-50 that absolutely dwarfs anything modern humans have managed to launch into space.

Yeah, this is one of my favorite things about the game. Everything is HUGE.  The crew pay is probably pretty solid for the "supposed" state of sector. If anything, the officers are grossly overpaid, but both make sense for gameplay at least.
Title: Re: realism
Post by: FenMuir on September 14, 2022, 01:07:45 PM
From an economics standpoint, the poor get poorer and the rich get richer.
Credits as the player uses them are likely galactic credit that are exchanged to a much larger amount of planetary credits.

Most of the weapons in Starsector don't actually make sense in terms of space combat. Two fleets would be duking it out from the distance from the Earth to the Moon, not close orbital ranges, and the only weapons that make sense at those ranges are beams, missiles, and hangar units. Ballistics would be purely PD. Worse, if we're going for realism, every non-beam weapon should be subject to PD since their trajectories can be calculated in less than a second, and it should take them a very long time to reach their target, realistically speaking.

https://youtu.be/ovAiAlGGQus

For realism we have ships coming in, firing off Anime levels of missiles, shooting down enemy missiles, shooting lasers at each other, and massed hangar units dominating the skies. Between the fleets is a no-man's land of hangar units and missiles crisscrossed with lasers. Offensive ballistics would be the god weapons at close range that pierce through entire ships and run down a column of ships dealing massive damage.

So, Starsector doesn't make realistic sense. It doesn't need to. It is a game. The design of how combat and trading works has evolved to be more fun to play.

Oddly enough, you can do something that is an approximation of realism with Mora mono-fleets. They're insanely deadly. I've tried them with massed reapers. I just tested them with massed Pila, and they're taking down 5 star remnant fleets more easily than with torpedoes.

Turns out Medley Moras using massed Pila are potentially the apex of moras when massed. Not sure how well it works with Bombers, though.
Title: Re: realism
Post by: BigBrainEnergy on September 14, 2022, 02:12:14 PM
For realism we have ships coming in, firing off Anime levels of missiles, shooting down enemy missiles, shooting lasers at each other, and massed hangar units dominating the skies. Between the fleets is a no-man's land of hangar units and missiles crisscrossed with lasers. Offensive ballistics would be the god weapons at close range that pierce through entire ships and run down a column of ships dealing massive damage.

So, Starsector doesn't make realistic sense. It doesn't need to. It is a game. The design of how combat and trading works has evolved to be more fun to play.

Oddly enough, you can do something that is an approximation of realism with Mora mono-fleets. They're insanely deadly. I've tried them with massed reapers. I just tested them with massed Pila, and they're taking down 5 star remnant fleets more easily than with torpedoes.
Gonna disagree on one thing here, fighters are not at all realistic without pulling some shenanigans in the rules of your setting. To quote tv tropes:

Spoiler
While there are advantages as well as disadvantages to space fighters when directly compared to larger ships, a good look at the concept from the very base upwards is necessary. The first question shouldn't be "What advantage does a fighter have over a big ship?" but "What can a space fighter do?" Because we're talking about military ships here, the answer is generally to bring some sort of weapon payload (bullets, lasers, blaster bolts, missiles, bombs) in contact with a target. But the conditions of combat in space make fighters pointless for that. On planet, fighters are needed to extend the range of whatever deploys them (an airforce base or a carrier). If the base were to shoot the guns or the missiles that a fighter carries directly, it wouldn't have nearly the range that a fighter can achieve. The horizon on planet prevents direct targeting beyond a limited range. The friction of the air slows down bullets and missiles so they drop to the ground short of the target when they have been slowed down enough or their fuel has run out respectively. The engines and shape of an fighter allow far more efficient travel in atmosphere than those of a missile (or bomb or bullet).

Not so in space. There is no horizon, so everything can be targeted directly. There is no friction, so ranges are not limited. There is no need for aerodynamic design, so missiles are far more effective than fighters. For comparison: if one were to use a missile that is the same size as the fighter i.e. using the same engine and same amount of fuel, it would have four times the range of a fighter, because the fighters needs a lot of fuel to brake and return to base again (and this is before you take into account the fact that using a missile instead of a fighter also frees up space that would be otherwise taken by the pilot and whatever equipment he needs to both stay alive and control his craft). So, unlike in an atmosphere, where mounting missiles on a fighter extends the effective range of the warheads, in space it would seriously limit it.

As for guns, those are even less effective. Unless there is some sort of magical technology at play that makes 5 tons of gun components, propellant and bullets somehow capable of more destruction than just 5 tons of warhead (not the case with real physics) then carrying a small gun close to a target to shoot it is a colossal waste of time.

Targeting is another thing that potentially looks like a reason for fighters to exist. But it is again not the case. Getting closer to the target does exactly the same thing as using a bigger lens (because there is no horizon) so the bigger lens wins. (It does not get closer to danger, doesn't need refuelling, etc.)

Intercepting incoming missiles works pretty much the same as launching attacking missiles, and attaching a space fighter makes it worse, not better. For that matter, anything that can destroy an incoming missile will probably be just as effective against a fighter, too.

In the end, while one can point out plenty of advantages that a space fighter has over a larger ship (in a universe with real physics), there just is no task that a space fighter is best suited to perform. Either a bigger ship will outperform several small fighters, or one or several missiles will outperform one fighter.
[close]

So if anything, the most realistic you can get in starsector is gryphon spam ;D
Title: Re: realism
Post by: Thaago on September 14, 2022, 03:32:13 PM
Same thing unfortunately with lasers: there are a ton of problems that make them impractical as main armaments.

The minimum dispersion of gaussian beams means that the emitting lenses need to be big (think tens of meters) in order to focus energy onto a target. This not only takes lots of mass and surface area, but lenses are almost by definition fragile and every scratch/pit/nick on them degrades the weapon effectiveness severely. If the lens were slightly damaged and its absorption increased, it would explode.

The heat buildup of firing lasers that could cut through/blow up a ship would almost by definition be extremely hard to manage. Using disposable lasers where the heat is ejected in the disposable part very shortly after firing is a possible solution, but if you have a portable laser system such as a bomb pumped xray laser, that could most likely be mounted on a missile.

Finally, powerful lasers are somewhat easy to defeat: a cloud of absorptive gas and/or a wipple shield, not to mention armor designed to turn into a cloud of absorptive plasma on superheating, would all severely degrade energy transfer.

That said, lasers have the extreme benefit of speed of light travel, so they would be good in close range, lower powered applications: point defense vs incoming missiles.

For realism we have ships coming in, firing off Anime levels of missiles, shooting down enemy missiles, shooting lasers at each other, and massed hangar units dominating the skies. Between the fleets is a no-man's land of hangar units and missiles crisscrossed with lasers. Offensive ballistics would be the god weapons at close range that pierce through entire ships and run down a column of ships dealing massive damage.

So, Starsector doesn't make realistic sense. It doesn't need to. It is a game. The design of how combat and trading works has evolved to be more fun to play.

Oddly enough, you can do something that is an approximation of realism with Mora mono-fleets. They're insanely deadly. I've tried them with massed reapers. I just tested them with massed Pila, and they're taking down 5 star remnant fleets more easily than with torpedoes.
Gonna disagree on one thing here, fighters are not at all realistic without pulling some shenanigans in the rules of your setting. To quote tv tropes:

Spoiler
While there are advantages as well as disadvantages to space fighters when directly compared to larger ships, a good look at the concept from the very base upwards is necessary. The first question shouldn't be "What advantage does a fighter have over a big ship?" but "What can a space fighter do?" Because we're talking about military ships here, the answer is generally to bring some sort of weapon payload (bullets, lasers, blaster bolts, missiles, bombs) in contact with a target. But the conditions of combat in space make fighters pointless for that. On planet, fighters are needed to extend the range of whatever deploys them (an airforce base or a carrier). If the base were to shoot the guns or the missiles that a fighter carries directly, it wouldn't have nearly the range that a fighter can achieve. The horizon on planet prevents direct targeting beyond a limited range. The friction of the air slows down bullets and missiles so they drop to the ground short of the target when they have been slowed down enough or their fuel has run out respectively. The engines and shape of an fighter allow far more efficient travel in atmosphere than those of a missile (or bomb or bullet).

Not so in space. There is no horizon, so everything can be targeted directly. There is no friction, so ranges are not limited. There is no need for aerodynamic design, so missiles are far more effective than fighters. For comparison: if one were to use a missile that is the same size as the fighter i.e. using the same engine and same amount of fuel, it would have four times the range of a fighter, because the fighters needs a lot of fuel to brake and return to base again (and this is before you take into account the fact that using a missile instead of a fighter also frees up space that would be otherwise taken by the pilot and whatever equipment he needs to both stay alive and control his craft). So, unlike in an atmosphere, where mounting missiles on a fighter extends the effective range of the warheads, in space it would seriously limit it.

As for guns, those are even less effective. Unless there is some sort of magical technology at play that makes 5 tons of gun components, propellant and bullets somehow capable of more destruction than just 5 tons of warhead (not the case with real physics) then carrying a small gun close to a target to shoot it is a colossal waste of time.

Targeting is another thing that potentially looks like a reason for fighters to exist. But it is again not the case. Getting closer to the target does exactly the same thing as using a bigger lens (because there is no horizon) so the bigger lens wins. (It does not get closer to danger, doesn't need refuelling, etc.)

Intercepting incoming missiles works pretty much the same as launching attacking missiles, and attaching a space fighter makes it worse, not better. For that matter, anything that can destroy an incoming missile will probably be just as effective against a fighter, too.

In the end, while one can point out plenty of advantages that a space fighter has over a larger ship (in a universe with real physics), there just is no task that a space fighter is best suited to perform. Either a bigger ship will outperform several small fighters, or one or several missiles will outperform one fighter.
[close]

So if anything, the most realistic you can get in starsector is gryphon spam ;D

This is somewhat true, but the person writing that quote was unimaginative in terms of useful things for a drone to do and also got their physics wrong on a few things. Here are a few uses for drones/loitering missiles/reusable stages:

1) in mid flight (as opposed to terminal approach) evasive action a missile takes is wasted dV, so wasted range and less velocity when getting into firing range (so more time available for PD to shoot it down). So it would be beneficial to have small craft between the place where humans are mothership is and the place where the missiles are coming from, both to shoot the missiles down early but also to force them to evade and/or use countermeasures (defense in depth). The small craft does not need extreme dV itself: it just wants to get in the line of fire and stop, so it makes sense to have a reusable high efficiency engine and powerful/expensive targeting system rather than a throwaway system, if possible (though it wouldn't be manned). The armament of the small craft/drone could be anti-missile missiles, lasers, or something else, but it all benefits from a closer launcher/targeter.

2) active sensors. While undetectable stealth is impossible in space, obscurement via ECM or other means is not: fooling the targeting sensors of missiles via various approaches would be critical to warfare! However, its really hard to obscure your ships when its blasting out radar waves (or whatever other active sensor emission). So put them on drones! But they are all expensive, so you want them to be recoverable if possible. Getting those drones to be spread out also helps.

3) passive sensors. The maximum resolution of a telescope/antenna is dictated by its diameter; however, that doesn't have to be filled diameter when multiple detectors are combined interferometrically. So launch drones with detectors on them and network it all together.

4) This one is more setting dependent: if different levels of engine tech have different delta V/thrust capabilities but are also different levels of expensive/size, then a recoverable 1st stage for primary missile armaments would be desirable.

For example, what if practical fusion torch engines are big and expensive? To me that would imply that a "missile" would be best built as a 2 stage device: a first stage fusion torch drone that accelerates the warheads, and then a second (multistage potentially) chemical rocket for each warhead that does final homing and approach, and then either does a contact detonation of fires a one use bomb pumped laser. The first stage fusion torch would have 2 modes of operation: long range, where it accelerates all the way to maximum speed before firing off the second stage: this would sacrifice the expensive fusion drive, but give better range and velocity. Or a mode where it releases the second stage at ~45% velocity, then come back to the mothership at ~10% velocity (with 45% spent stopping): this is lower performance but saves the first stage for later launches.
Title: Re: realism
Post by: BigBrainEnergy on September 14, 2022, 03:51:51 PM
Oh yeah, the quote was pulled from a very large post concerning all the challenges space fighters in the real world, as well as some potential uses for them depending on the rules of your setting. The points you listed are good reasons for drones to exist, but they would still be limited to detection and pd based roles. In the real world, attack craft don't make much sense, especially not with a human pilot.

Unless electronic warfare gets so advanced that drones become unreliable, human pilots are a god awful idea. Even then the role of the fighter has to be so important that it's worth the extra cost and degraded performance that comes with designing them for human operation. And even then humans today are pretty reliant on their computers to run spacecraft so you would have to design something that can't be interfered with in the same way as the drones.
Title: Re: realism
Post by: intrinsic_parity on September 14, 2022, 05:13:56 PM
Another thought about range in space:

Pointing requirements are still very different at different ranges. At super long range, you need to be insanely precise to hit something with an unguided projectile or laser (and if your orbital dynamics and perturbation modeling isn't perfect, you might miss anyway), while at closer range, that would be much easier to achieve. There's a reason why we do a bunch of correction burns on most missions in space.
Title: Re: realism
Post by: Thaago on September 14, 2022, 10:46:30 PM
Thats very true! Any kind of direct fire weapon (like a laser or unguided slug) at those ranges would need such accuracy that weapon mounts would need insanely precise rotation control. Its not impossible but it would be very difficult thats for sure.

Personally I think there would be a spectrum of "missiles", from what we recognize today as a missile with a long burn time all the way to a railgun round that mostly coasts has a terminal guidance burn of a few seconds to get it on target. No matter what at long range there needs to be some type of guidance (and guidance can get fooled!).
Title: Re: realism
Post by: Igncom1 on September 14, 2022, 11:27:13 PM
When it comes to fighters, unlike down here on earth where you have boats in water, submarines under, and aircraft in the air rather then water above.

Space is just space. So a space fighter is more like a skiff with a naval gun attached then a F-35.

And we certainly have had success with torpedo boats for shore defence, but largely ship battles don't have lots of torpedo boat carriers but involve gun battles between ships due to the ranges involved. With larger ships like destroyers or cruisers packing torpedoes of their own to do the job of torpedo boats.

So in that essence space fighters don't make a lot of sense to be the main stay of your space fleets.

Of course that is before we get into the issues that space travel is more like being in a plane then a ship so if anything we should ONLY have space fighters and not battleships. But perhaps I am digging too far into stuff that I already wasn't qualified to discuss  ;D
Title: Re: realism
Post by: BigBrainEnergy on September 14, 2022, 11:36:21 PM
To be honest it would be pretty cool to have a space combat game where ships are firing long range guided weapons at each other while trying to dodge/fool incoming projectiles and deploying drones to track the enemy ship with greater precision and relay that information for more accurate shots. The drones themselves only need to operate for a short time so heat trapping could be an option for letting them approach relatively close before getting detected, which would then mean you also need drones searching the space around your ship to find and counter their drones.

Of course that is before we get into the issues that space travel is more like being in a plane then a ship so if anything we should ONLY have space fighters and not battleships. But perhaps I am digging too far into stuff that I already wasn't qualified to discuss  ;D
That's certainly another feasible future, if it only takes a couple crew to operate a ship and it only takes 1 or 2 shots to disable a ship regardless of size or armour then there would only be fighters. Even today battleships have been phased out because armour can't sufficiently protect them from bombers or missiles, so instead we have a "real world meta" of carriers, missile boats, and point defense. Well that and naval guns have far too limited range to compete with missiles, but anyways the point is that bigger space ships are no good if a single hull breach is a big deal.
Title: Re: realism
Post by: keckles on September 15, 2022, 12:35:44 AM
If we're talking realism, space combat would involve radar so using fighters which would have a much smaller cross section would make it a lot easier to deliver stealth torpedo strikes. There's also range and turret traverses: fighters would also enjoy greater range than within an atmosphere just as large vessels do, firing from closer than their host carriers but still from a great distance, meanwhile larger vessels would struggle to lock them up with fire control radars, let alone have fine enough turret traverses to hit something that small moving so quickly with such a weak radar return.
Title: Re: realism
Post by: BigBrainEnergy on September 15, 2022, 07:00:27 AM
If we're talking realism, space combat would involve radar so using fighters which would have a much smaller cross section would make it a lot easier to deliver stealth torpedo strikes. There's also range and turret traverses: fighters would also enjoy greater range than within an atmosphere just as large vessels do, firing from closer than their host carriers but still from a great distance, meanwhile larger vessels would struggle to lock them up with fire control radars, let alone have fine enough turret traverses to hit something that small moving so quickly with such a weak radar return.
Stealth in space is a lot different from on a planet. The main thing you need to hide isn't your radar cross section, it's thermal emissions, which as it turns out is really hard to do in space.
Title: Re: realism
Post by: Thaago on September 15, 2022, 09:17:24 AM
Basically anything with an active engine cannot hide (except for cold gas thrusters but their thrust levels and dV are really low with current or near future technology). Any missile that is burning for example is effectively transmitting its location and velocity at all times (and if the engine is understood, its also transmitting its mass).

It's part of the reason I mentioned railgun rounds with just terminal guidance as a practical weapon system: while the thermal bloom of them firing would be easily seen (especially if the launching craft is using something like ablative regenerating rails to expel the waste heat of each shot) it might not be enough to determine trajectory with any accuracy and so the rounds would be "stealthy" on approach. Not impossible to see: even though the things are relatively small radar could potentially see them (enter electronic warfare/radar jamming/spoofing etc). Once the rounds do a correction burn their trajectory will be locked in, but at that point they are on final approach so there isn't much time left to intercept them.
Title: Re: realism
Post by: SafariJohn on September 15, 2022, 09:44:25 AM
I recall building ships in Aurora one time that were basically just flying pinecones of tiny quad gauss turrets. Hilariously bad hit rates, but it didn't matter because there were so many that they could blow down missiles and rip through primitive laser-armed ships. Stopped playing that spreadsheet simulator before I ever saw how they did later in the game, though.
Title: Re: realism
Post by: intrinsic_parity on September 15, 2022, 10:12:09 AM
I think theoretically, you could have an insanely long nozzle that expands the exhaust and decreases the temperature a ton.
Title: Re: realism
Post by: Goumindong on September 15, 2022, 11:02:58 AM
No. Since you will see it in net.

1) in mid flight (as opposed to terminal approach) evasive action a missile takes is wasted dV, so wasted range and less velocity when getting into firing range (so more time available for PD to shoot it down). So it would be beneficial to have small craft between the place where humans are mothership is and the place where the missiles are coming from, both to shoot the missiles down early but also to force them to evade and/or use countermeasures (defense in depth)

Unfortunately any evasive action a fighter or drone takes also is wasted dV so wasted range and less velocity when getting into firing range.

There is no aspect of a fighter that makes sense in space. A missile is just more effective. It can carry all the sensors and use just as efficient a drive system.

You may have drones for point defense but you can probably use lasers for that.

——

Anyway. The size of ships in space is likely to be “medium” sized. The actual limitations are twofold

1) bigger is better always. In terms of weapon, mass, and defensive efficiency due to the square cube/law.

2) except for rotating. Unlike normal acceleration rotational velocity is constant acceleration and is magnified by the distance from the rotational point. So rotating a large object requires material strength proportional to the length of the ship. This will be true for any ship that isn’t so large it’s core collapses into a hunk of molten metal.

3) the primary drive is going to be axial so your maneuverability is defined by the speed at which you can rotate the ship. Additionally since you will almost always want to point the smallest cross section towards the enemy ships are likely to be tubes rather than spheres.

Thus the optimal ship size is “just small enough to have to maneuverability profile that we want given our material strength but otherwise as large as possible”

Small ships don’t make sense because you lose space to armor and other necessities.
Title: Re: realism
Post by: Draba on September 15, 2022, 11:29:31 AM
If any ship gets destroyed by a single hit of turbofusionantimatter projectiles or deathbeams then 10 small ships are better than 1 big one.
Being tiny might even help with getting hit less often.
Didn't see that mentioned, could be a reason for using smaller ships.
Title: Re: realism
Post by: Thaago on September 15, 2022, 11:47:22 AM
...

Errr you seem to have ignored/misunderstood my whole point there. The drones I'm talking about never attack an enemy major combatant/ship, nor do they want to, or even get close to them: they want to make the space between major combatants a more difficult place for the real weapons (missiles of some sort/terminal guidance projectiles) to exist in, either by wasting their fuel with evasive actions or preemptively locating and shooting them down. They don't need lots of dV to do that: just enough to loiter and keep up with the main ship maneuvers. With lasers being so short ranged (in space combat terms) and potential missile warheads like bomb pulsed xray lasers having quite a long range itself while not needing to worry about heat issues (as its 1 use/exploding), having active interdiction drones seems like a good idea! Not to mention all the other uses I pointed out.

---

Point 1 has a serious problem: heat. The practicality of cooling a ship goes down sharply as its size increases, especially if that ship is doing things that are hot like firing weapons and riding giant plumes of fire.

In terms of defense, surface area/volume ratio only matters if armor matters, which is highly dependent on how future technology develops, but it honestly isn't looking good for armor. Heavy armor is already obsolete in modern warfare when it comes to naval engagements; whether the analogy holds in space warfare is an open question depending on tech. I suspect yes: it is far easier to scale up a missile to penetrate a given amount of armor than it is to scale up armor, to the point where without some revolution in materials science I don't see how armor can compete. There might be some balance of light armor vs "shotgun" style weapons I'll admit.

Cross sectional area matters somewhat and in that case a larger ship has an advantage in terms of amount of equipment brought to bear vs exposed size. However, that in turn depends a lot on the guidance/accuracy of weapons. For unguided projectiles its critical; for missiles and terminal guidance projectiles? A lot less critical, depending on the ratio of weapon maneuverability vs ship maneuverability (which is heavily in favor of the weapon). I think that active countermeasures and ECM/spoofing are going to matter a lot more than putting the nose to the enemy.

Point 2 is accurate! But at the same time, the most efficient and strongest shape for rotating quickly would be a sphere.

Title: Re: realism
Post by: Igncom1 on September 15, 2022, 12:00:57 PM
Why choose between a smart missile and a fighter when you can just have Ludds finest pilot torpedoes directly into the enemy!
Title: Re: realism
Post by: Goumindong on September 15, 2022, 05:07:18 PM

Errr you seem to have ignored/misunderstood my whole point there. The drones I'm talking about never attack an enemy major combatant/ship, nor do they want to, or even get close to them: they want to make the space between major combatants a more difficult place for the real weapons (missiles of some sort/terminal guidance projectiles) to exist in, either by wasting their fuel with evasive actions or preemptively locating and shooting them down. They don't need lots of dV to do that: just enough to loiter and keep up with the main ship maneuvers. With lasers being so short ranged (in space combat terms) and potential missile warheads like bomb pulsed xray lasers having quite a long range itself while not needing to worry about heat issues (as its 1 use/exploding), having active interdiction drones seems like a good idea! Not to mention all the other uses I pointed out.

This has the same problem that fighters do though. It "keeping up with the ships maneuvers" isn't actually minimal dV. (indeed its at minimum the same as your main ship, which is going to be maximizing dV). Any energy you're wasting deploying "not weapons" is dV you're taking away from your main ship because its fuel that it cannot consume. Or dV you're taking away from your weapons because its fuel they cannot consume.

That doesn't mean you may not attempt to intercept missiles with your own. But its all just missiles then.

[/quote]
Point 1 has a serious problem: heat. The practicality of cooling a ship goes down sharply as its size increases, especially if that ship is doing things that are hot like firing weapons and riding giant plumes of fire.
[/quote]

I don't think this is actually an issue. Your cooling apparatus does not need to be constrained to the form factor of your ship. You can heat water up really high and then vent the steam as an example. This doesn't make you stealthy, but you aren't stealthy anyway. While your actual form factor is functionally limited by square/cube law your venting apparatus can actually be linear in mass to surface area because the relevant value is the amount of space between radiators. Which is linear to the volume of the ship which is linear to the mass of the ship.

Quote
In terms of defense, surface area/volume ratio only matters if armor matters, which is highly dependent on how future technology develops, but it honestly isn't looking good for armor. Heavy armor is already obsolete in modern warfare when it comes to naval engagements; whether the analogy holds in space warfare is an open question depending on tech. I suspect yes: it is far easier to scale up a missile to penetrate a given amount of armor than it is to scale up armor, to the point where without some revolution in materials science I don't see how armor can compete. There might be some balance of light armor vs "shotgun" style weapons I'll admit.

This is neither true today nor would it ever be functionally true. The main reason for this is that armor always forces a response. Yes anti-tank weapons are good at cracking tanks. But tanks are still very valuable on the battlefield. Because bullets are not good against tanks. Being immune to certain classes of weapons is exceedingly valuable. Forcing your enemy to have a certain size of warhead in order to penetrate your armor is valuable. (bigger warheads means they need larger missiles to hit you which means they have fewer attacks)

And its going to be exceptionally valuable if bomb pumped lasers are a thing because they cannot have specific penetrating conditions. So any amount of armor reduces the final damage that the weapon does to its target.

Plus, in space there is no such thing as a "non shotgun weapon". Any weapon you want to fire at an enemy must account for the fact of where it can be by the time that weapon arrives. Even a weapon that tracks functionally has this problem (as its effective range is reduced every time it has to course correct to deal with any change in vector of its target)

Quote
Cross sectional area matters somewhat and in that case a larger ship has an advantage in terms of amount of equipment brought to bear vs exposed size. However, that in turn depends a lot on the guidance/accuracy of weapons. For unguided projectiles its critical; for missiles and terminal guidance projectiles? A lot less critical, depending on the ratio of weapon maneuverability vs ship maneuverability (which is heavily in favor of the weapon). I think that active countermeasures and ECM/spoofing are going to matter a lot more than putting the nose to the enemy.

Cross sectional area also matters in drive efficiency. Radial acceleration also applies to anything off axis when the main drive fires. You can reduce this by adding arches. But only so much.

And cross sectional area also means that you can angle armor. Which will be extremely valuable against all sorts of weapons. There is, additionally, very little loss in this. You lose nothing by minimizing your cross sectional area. And even if you DO want to have a broadside alignment a tube minimizes your cross-sectional area to as many attack vectors as possible while still maintaining at least a semi-optimal armor alignment.

This matters even more as weapons become guided because a low cross sectional area is necessary to produce armor angling against guided weapons. A high cross sectional area is trivially bad.

Quote
Point 2 is accurate! But at the same time, the most efficient and strongest shape for rotating quickly would be a sphere.

In terms of mass optimization yes. But not by a lot. And it comes with a lot of other disadvantages. The inability to angle armor(anything that hits center mass hits armor in an efficient penetrating and damaging fashion). Inefficient allocation of armored area (the larger your cross sectional area that you're pointing towards the enemy the more armor you need to take/the less armor that you can effectively use). Structural difficulties under acceleration. Pointless space allocations. (like, you can maybe argue for the convex forward facing area but why not make the back half concave? Or straight? You would save mass, have a more protected section that saves armor, you don't gain any cross sectional area. You could actually use that space for things like venting

[/quote]weapon maneuverability vs ship maneuverability (which is heavily in favor of the weapon)[/quote]

I am not sure that this is terribly true either. It may be in the immediate term but not necessarily over the life of the weapon. The reason its true in the short term is because the maneuvering limits for ships relate to their ability to rotate and their inability to accelerate at G's that would pulp their passengers. But not necessarily the overall net dV. If your missile has a day of travel time it doesn't matter as much that the ship accelerates slower than it in the immediate term if the missile can only burn for 2 hours of that day and the ship can burn for 24
Title: Re: realism
Post by: z0orb on September 21, 2022, 09:49:35 PM
While yes the crews only get paid 10 Credits (Say 1 credit is 100 USD) That means they get paid 1000 USD each month. That's still low, but consider this: A Hammerhead cost ~55k. Thats 5.500.000 USD. A supply crate costs ~100 credits which is 10.000 USD. a liter/gallon of fuel costs ~24. That's 2.400 USD. Point is, the 47k is COMPANY FUNDS where you have to distribute it between you, officers, your ships, logistics, fuel, and weaponry & modules refit. The Crews get to eat food, receive fresh clothing everyday, safety inside warships, free trips to wherever colonies and planets the admiral goes, and all they have to do is work on ship duties. For 1000 a month. That's good enough. Also keep in mind that planetary supplies and fleet supplies are different, what makes ship supplies super expensive is components, and space-worthy equipments and processed space MRE's. If it were regular planetary meals it would've costed around .001 credits or 1 dollar, or for clothing 0.5 credits, or 50 dollars. It makes sense.
Title: Re: realism
Post by: KikogamerJ2 on September 22, 2022, 09:45:57 AM
While yes the crews only get paid 10 Credits (Say 1 credit is 100 USD) That means they get paid 1000 USD each month. That's still low, but consider this: A Hammerhead cost ~55k. Thats 5.500.000 USD. A supply crate costs ~100 credits which is 10.000 USD. a liter/gallon of fuel costs ~24. That's 2.400 USD. Point is, the 47k is COMPANY FUNDS where you have to distribute it between you, officers, your ships, logistics, fuel, and weaponry & modules refit. The Crews get to eat food, receive fresh clothing everyday, safety inside warships, free trips to wherever colonies and planets the admiral goes, and all they have to do is work on ship duties. For 1000 a month. That's good enough. Also keep in mind that planetary supplies and fleet supplies are different, what makes ship supplies super expensive is components, and space-worthy equipments and processed space MRE's. If it were regular planetary meals it would've costed around .001 credits or 1 dollar, or for clothing 0.5 credits, or 50 dollars. It makes sense.
a crewman makes 10 credits a month, a officer makes 3k a month, also price for goods are abstract yk the 1x10 stuff in colonies makes it a bit complicated, also free trip? when did any of your crewmen ever abandon your ship after landing in a colony? never because you didnt pay for the upfront fee. marines put their life on often suicidal missions, they get paied 20 credits a month. if 20 credits a moneth is considered good enought to put yourself in life danger situations, then people in the sector have extreme horriable lives, where the rich keep getting rich, and the poor keep getting dirt poor
Title: Re: realism
Post by: Thogapotomus on September 22, 2022, 02:11:18 PM
If anyone has an interest in near future realistic space combat, "Children of a Dead Earth" would be right up your alley. It's on steam and is pretty neat. It deals with a lot of the topics being discussed in this thread.
Title: Re: realism
Post by: Histidine on September 22, 2022, 07:11:43 PM
Is there an actual complaint here beyond "massive income inequality and concentration of wealth in private ownership is unrealistic"
Title: Re: realism
Post by: Kwbr on September 22, 2022, 07:19:10 PM
Is there an actual complaint here beyond "massive income inequality and concentration of wealth in private ownership is unrealistic"
lord if only that were true
Title: Re: realism
Post by: intrinsic_parity on September 22, 2022, 09:29:48 PM
I always laugh when people start arguing about the realism of starsector in terms of energy/propulsion. This is a universe where the energy generation and propulsion technology exists such that a massive ship can cross an entire solar system in a matter of days or weeks... without using a noticeable amount of antimatter fuel. The implication of that fact is that the engine technology has such absurdly high specific impulse that the rocket equation is basically trivialized.

It's just so far outside the realm of our current technology.
Title: Re: realism
Post by: KikogamerJ2 on September 23, 2022, 01:50:45 AM
Is there an actual complaint here beyond "massive income inequality and concentration of wealth in private ownership is unrealistic"
we are less arguing about weather or not this is realistic and more on, the *** life of living in the sector and probably the domain
Title: Re: realism
Post by: CapnHector on September 23, 2022, 04:24:42 AM
Well, let's say a ship has 100 crew and 1 level 1 officer. The crew earn 10 credits / month and the officer earns 500 credits / month. The officer earns 1/3 of the income of the ship, so the gini coefficient for the ship is roughly 1/3. So this is actually much more equitable than most modern Earth countries. Even if the officer makes 3000 credits / month, the gini coefficient would be roughly 3/4, so not that much worse than modern South Africa. I imagine if you were to calculate these ratios for modern corporations rather than countries you would end up with much worse numbers.

Of course this is saying nothing of the corporate executives, black marketers and such who will casually pay somebody 500 years worth of crew wages just to spite a rival or make a delivery etc. Planetside, capitalism is obviously completely rampant in the sector. The Black Market is so bad that anybody can buy a capital ship. In our world, at least for the time being, nuclear armed aircraft carriers staffed by PMCs are not for sale for cash on the black market. And of course, all the factions employ mercenaries and killing the opposition pays much more than you could ever earn through honest work. Very hypocritical that the Lion of Sindria gets such a bad rap for supposedly harsh civil law and bad working conditions, for all we know he might be just what the sector needs.
Title: Re: realism
Post by: Retry on September 23, 2022, 09:53:25 PM
Is there an actual complaint here beyond "massive income inequality and concentration of wealth in private ownership is unrealistic"
we are less arguing about weather or not this is realistic and more on, the *** life of living in the sector and probably the domain
That's literally just canon, though?

Quote
The Domain of Man is no more. Their countless fleets and innumerable armies have been shattered and lost. The comforts of their civilization are a distant memory. Cut off from the Star Gate network and scattered in isolated pockets throughout the galaxy, humanity is trying to recover from the great Collapse.
Doesn't quite give off the feel of a Star Trek style post-scarcity utopia, eh?


In any case, while we've had a few people give rough guesses on the effective purchasing power of a credit (personally I think Ruddygreat's estimate of 1 Credit ~ $1000 is a good starting point), I don't believe you have yet.
Title: Re: realism
Post by: CapnHector on September 24, 2022, 12:55:36 AM
Food seems to be produced the same way in the sector as it is in our world, that is, on farmland. No replicators or such. Also, food is not extremely plentiful nor extremely scarce, since there are occasional but not frequent food supply crises. People also seem to eat food like we do.

Let's therefore assume the ratio of crew wages to food prices is constant between our world and the sector. Apparently, an average person on Earth consumes approximately 1.85 kilograms of food per day. A crew member makes 10 credits per month. Food costs 20 credits per unit. An average person in America spends approximately 10% of their income on food. Let's assume this is the same in the sector. So a crew member spends 1 credit per month on food. Therefore, 1 unit of food is enough to feed a crew member for 20 months. Therefore 1 unit of food is equal to 1110 kilograms. Let's round that to 1000 kilograms. Now the food is apparently a lot of different products packaged, and inclusive of distributions costs. Let's say the price per kg is equivalent to Doritos 3D Crunch Chili Cheese Nacho Flavored Corn Snacks though, which are 66.3 ¢/oz at Walmart. So 1000 kilograms of these would cost about $23400.

20 credits is equivalent to $23400, so 1 credit is equal to $1170.