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Author Topic: Rugged Construction Missed its mark?  (Read 3188 times)

Hiruma Kai

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Re: Rugged Construction Missed its mark?
« Reply #30 on: January 15, 2022, 09:13:53 AM »

That can't be right.
A pristine Cerberus has a DP of 4 and the same 10% per deployment, so according to this it should cost 40 supplies to revover.
But it doesn't. It costs 31.

Huh, apparently the individual recovery screen doesn't take into account skills and also has some kind of random factor, but the overall estimate (third line talking about repairs over time) does seem to be accurate at least.  The individual ones just seems off in some cases.

Assuming you have crew training, then the overall number looks about right, 87.
4*8.5 = 34
4*0.8*0.8*8.5 = 21.8
4*0.8*0.8*0.8*8.5 = 17.4
4*0.8*0.8*0.8*0.8*8.5 = 13.9
34+21.8+17.4+13.9 = 87.1

But 31+23+15+15 = 84

I've attached two images from another example.  This is with a character with Crew training and support doctrine, and I just scuttled the 240 DP worth of combat ships after recovery, to just to have the recovered ships left.  So maximum Cr was 99% on the recovery screen, but 100% for the fleet screen.  Fleet screen and recovery screen total supplies cost agree.  However, recovery screen individual values and total don't agree at all.  21 + 13 + 13 + 19 = 66, no where close to 88.

This is clearly a bug in display and we should report it.

However, on the fleet screen, the pristine's Hound's recovery cost matches what I expect for 0% to 100% CR, 30 supplies over 20 days.  Similarly, not shown, the d-modded Hounds all have 2 supply recover costs (due to rounding) and report 19 supplies to recover to 95% CR (they each have increased maintenance dropping max CR by 5%).  3*0.8^2 = 1.92, and round up to 2 supplies cost to recover 10% CR.  3*0.8^3 = 1.536, and also rounds up to 2 supplies cost to recover.  Apparently recovery costs can only be integer.

The 4.9 per day number is also a bit interesting. That recovery cost apparently also includes the daily supply cost.  Nominally, a 3 cost to recover 10% CR, with 5% restored per day should be 5/10 * 3 = 1.5.  However, the 3 DP/30 days per month = 0.1 supplies per day is also tacked on it looks like.  Thus the 1.6 supplies per day cost.  Similarly, the 2 and 3 d-mod Hounds report a cost of 1.1 supplies per day.  This is presumably 2 DP /30 = 0.067 rounded up to 0.1, added onto the 1.0 for repairs per day (5%/10% * 2 recovery cost = 1.0 supplies per day).

Now, there is the hull and armor issue, typically 0% CR trumps armor/hull restoration time, although I suppose for some capitals that might not be true, depending on max CR.  If hull and armor take longer to restore than CR, then it would set the supply cost to recover fully, but I think in general, 0% CR and 0% hull means the CR still takes longer, although I'd need to check each ship.

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