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Author Topic: [0.97a-RC10] Ex Ox Tug ship malfunction  (Read 210 times)

TiberQ

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[0.97a-RC10] Ex Ox Tug ship malfunction
« on: February 14, 2024, 04:53:04 PM »

Vanilla; 0.97a-RC10
No mods,
CTD / Critical? = no

Ship;
Ox Tug ship (small industrial)

Has ability that is suppose to be fleet-wide speed enhancement called;
-Drive Field Stabilizer
After midgame for me now, i have collected about 9 of these.
This should be plenty to drag any fleet at 20speed true any density of clouds (both hyperspace and system map)
However they dont, the DFS seems to function like the Tow-tug ability*, which is a ship-ability applied to one other (single) ship.
*Monofilament Tow Cable => tow_cable

A restoration of DFS to be fleet-wide again would be appreciated.
Previous versions of game 5 to maybe 6 ox-Tug's where enough, and now whit 9 it still isn't (speed 14-18)

As a quick fix i could modify .scv or .ship file... but ya know, that would make the game modded, in my view.

Obvious 1st question, yes, the rest of fleet has been checked for their base speeds / d-mods, those aren't it.
(in fact lowest base speed in fleet is 8, that would make 8+9 Ox is 17 by default, pre-sustained burn)
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Alex

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Re: [0.97a-RC10] Ex Ox Tug ship malfunction
« Reply #1 on: February 14, 2024, 08:07:20 PM »

Thanks for the report! As far as I can tell, the Ox is working correctly (and hasn't changed in this release), so I suspect there might be some misinterpretation of what's going on. If you hover over the burn level widget in the lower left, it should show you what's contributing to your fleet's maximum burn level. For example, I'm looking at it right now with 6 Ox-class tugs in the fleet:



And it shows +6 Drive field stabilization.
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TiberQ

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Re: [0.97a-RC10] Ex Ox Tug ship malfunction
« Reply #2 on: February 14, 2024, 08:23:10 PM »

Yes, mine also says+9 whit 9 ox Tugs, it just doesn't apply it, mostly in clouds.

For example, base speed is 8 (slowest in fleet)
cloud makes it 4... if i remember correctly.
than +9 from ox tug = 13

after that we go sustained burn for double, is 26...(aka plenty) maxout at 20 ofc

however, that is no longer what happens.
« Last Edit: February 14, 2024, 08:26:38 PM by TiberQ »
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Alex

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Re: [0.97a-RC10] Ex Ox Tug ship malfunction
« Reply #3 on: February 14, 2024, 08:58:15 PM »

Ah, I see what's going on here - sustained burn doubles the base burn level, it does not affect the bonus from tugs/Navigation/etc. And the penalty from being in hyperspace clouds is multiplicative, so it *does* reduce the bonus from tugs/Navigation/etc.
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TiberQ

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Re: [0.97a-RC10] Ex Ox Tug ship malfunction
« Reply #4 on: February 14, 2024, 09:48:50 PM »

hehehe,

was about to post i figured it out, got a warning a post has been made while ''reading''

DFS is suppost to be a flat bonus; currently it goes like;
((8 burn slowest +100% sustained)+9 Tug DFS +1Nav +1sustainedburn +3hypeTopography)x0.65 =19.5 round up 20

DFS is flat bonus tho,
((8 burn slowest +100% sustained) +1 Nav +1Sustainedburn +3 topography)*0,65 = 13,65 + DFS(9) =22.65

Thats assuming topography is suppose to be affected by deep space... Should that be a flat bonus as well?
if so, it would be;

((8slowest ship +100%sustainedburn) +1Nav +1 sustainedburn)=18 *0,65deepspace = 11.7 -> +3 topograp +9 DFS = 23.7

Still... 9 Tug in my fleet is alot for the max of 30 ships, am not sure how i went 20 in the past whit 5 tugs..... should probably look up an old save and check it out.

So sustained should +100% most of it i recon, to keep the number of Tugs to a somewhat acceptable lvl, something like;
(8slowes ship +1NavSkill +1sustainedburn)+(A+3topoHere?) x0,65 =(8,45ifTopoA) +5Tugs (B+3TopoHere?) =A13,45base B14,5base , and than the 100% from sustained burn =A26,9 B29(maxout20) regular

Whitout Topography, which is a start hurtle for sure;(and previous version of the game)
(8slowest ship +1NavSkill +1Sustainedburn) *0,65 =6,5 +5 Tugs =11,5 *100%sustainedburn =23 (maxout20)
And there we go, in the past 5 tugs where enuf, just as i somewhat recall ^^

Obviously 8 speed slowest ship, is not a default, looks like i had some standard leeway, since above math shows 4Tugs would do, but i definitely had assigned 1 Fleetrow of tugs... in almost all games.


Anyway;
But since u found it... pretty pls, not to many tugs in fleet to make it go fast ;-)






« Last Edit: February 14, 2024, 10:26:09 PM by TiberQ »
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TiberQ

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Re: [0.97a-RC10] Ex Ox Tug ship malfunction
« Reply #5 on: February 14, 2024, 11:58:53 PM »

After some juryRigging slabstick copy paste nub style i fixet it.

Almost made it to the ''end'' midgame without modding... New record since late 0.91 ^^



« Last Edit: February 15, 2024, 12:03:16 AM by TiberQ »
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Alex

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Re: [0.97a-RC10] Ex Ox Tug ship malfunction
« Reply #6 on: February 15, 2024, 07:57:53 AM »

Hah! Whatever works :)

(In general, please keep stuff in this subforum strictly about bugs, without other discussions, suggestions, etc! It's important to make sure stuff doesn't get missed.)
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