Retail Import Radioactives
Someone made the case that retail stores should import radioactives. I don't recall the rationale. Perhaps just because it is fuel, at least for a nuclear reactor, and retail stores are supposed to import fuel. They now import radioactives.
Hydrogen Power Plant Module
The current power plant module got a slight name change. It is now a Hydrogen Power Plant Module. This is in preparation for other kinds of power plant modules, as suggested by a player.
Water Vehicle Parking Spots
Why not? You can now place them in your ship designs. It might be difficult to load/unload them without a vehicle transporter but having a submarine aboard might be handy sometimes.
New ship designs now have a capacitor module that is separate from the power plant module. The space for these is allocated separately. Capacitor size determines how much power the capacitor can hold. Power plant size determines the rate at which it can convert fuel to power. This change was also suggested by a player. This change does not affect old-style ship designs.
Sensor and Shield Systems
It was possible to place more than one shield station with different shield modules. This is ambiguous as I only intend to support one shield system and one sensor system per spacecraft. A shield or sensor station, added to a design that already has one, now gets the same module as the existing station, regardless of what you choose on the UI.
The obstruction model was buggy and took way to long to construct. In somewhat of a setback, I had to spend most of a day rewriting that code. The freighter model from Gravity Well was taking minutes to generate the model; now it's less than a second. The new model has some improvements, like it can handle holes through a hull part. As an added bonus, the resulting model is much faster at giving me the answers I need</understatement>. The cost was a little more memory, not a lot, well worth it.
A button was added to the tool bar to refresh the obstruction model. It is invalidated by most edits to the design. It must be up-to-date to bump into things or to get a design analysis report.
Hull Allocation to Systems
Design properties now has a block of slide bars to allocate hull volume to different systems. After a ship is made, the values of those sliders can be changed through a refit process. The presence or absence of a slider bar cannot be changed after a ship is made, just their hull volume allocations.
This is similar to modules, which can be changed after a ship is built, but not added or removed.
Design Analysis Report
Design properties window now shows a design analysis that will look familiar to old timers. It isn't quite done, but it's done enough for me to start making a real ship.
- I have not checked the numbers for weapon systems and turrets.
- Hit points and manufacturing process are not reported yet.
- Performance results should translate closely to similar sized spacecraft from the old designer. Instead of units, things are now specified in cubic meters. Equipment units in the old designs were 256 cubic feet. That is approximately 7.25 cubic meters. The numbers are suppose to match up closely, not exactly; I went over them pretty carefully; please let me know of major discrepancies.
- Tech level does not increase fuel or hold capacity as it does on old designs.
- Tech Level progression is based on hull volume. It is vastly different from what it used to be. TL1 goes up to 1000 cubic meters, a fairly small ship. The maximum size at each subsequent tech level is calculated by this formula: NextMaxHull = MaxHull ^ 1.0325. This creates a nice progression up to a maximum size of 121M cubic meters at TL32. That makes an Imperial Star Destroyer a TL31 ship, at 66M cubic meters.
- A hull that exceeds TL32 is reported as TL33, no matter how big it is. I'll change this to an error message.
- TL1 = 1,000
TL2 = 1,251
TL3 = 1,578
TL4 = 2,004
TL5 = 2,567
TL6 = 3,313
TL7 = 4,311
TL8 = 5,659
TL9 = 7,494
TL10 = 10,015
TL11 = 13,510
TL12 = 18,404
TL13 = 25,324
TL14 = 35,209
TL15 = 49,479
TL16 = 70,305
TL17 = 101,045
TL18 = 146,948
TL19 = 216,320
TL20 = 322,468
TL21 = 486,982
TL22 = 745,346
TL23 = 1,156,670
TL24 = 1,820,807
TL25 = 2,908,857
TL26 = 4,718,386
TL27 = 7,774,845
TL28 = 13,020,847
TL29 = 22,175,071
TL30 = 38,424,270
TL31 = 67,780,585
TL32 = 121,791,292
Room voids now have a hold access property, to enable access to various things in the hold. This used to be automatic, according to room type. It controls what you can access using the cargo transfer window. The choices match the categories created by the old room types.
- Inaccessible - The default offers no access to the hold.
- Armory - Weapons, ammo, armor.
- Bar - Food and drinks.
- Feeder - Food and water.
- Fuel Coupling - Fuel in fuel cells.
- Garage - Tools and spare parts. Possibly fuel and ammo, not sure.
- Hold - All cargo.
- Pantry - Food and drinks.
- Pharmacy - Medical supplies.
- Wardrobe - Clothing and environment suits.