1
User modifications / Re: delaybetweenshots - Need More Granularity - And More Suggestions
« on: January 20, 2016, 01:51:40 pm »
Standard size/weight alienmaterials continued.
Using real world weight values of similar things as point of reference.
base reference for size/weight ratio - shiva 20mm cannon
Real world 20mm M61 vulcan aircraft cannon weighs over 100kg without feeding system, so probably half more with feeding system, + 100kg more with 100 rounds ammo load (so 1x 20mm round = 1kg). So size 40 for craft weapons = 250kg weight. For the purpose of size/weight ratio of alienmaterials required to build alien craft weapons, I use x0.8. For example, pbeam size 90, weight 562.5kg, x0.8 = 450,000. For missiles, adjust to account for propellant/explosives/plasma/whatever.
weapon name - weapon size - ammo size - ammo amount - AMT req weapon - AMT req ammo
shiva 40 10 100
sparrow 110 40 7
tr20 90 10 12
pbeam 90 10 10 450,000
alauncher am 110 60 6 550,000 375,000
alauncher hb 110 50 6 550,000 250,000
alaser 40 10 40
The alien launcher is basically a giant cannon that fires dumb missiles at high velocities. The sparrow missile rack is different in that it weighs almost nothing, most of the weight comes from the missiles themselves. But what determines on which hardpoint weapons can be installed is size, and that's also the only size/weight value I have to work with now, so I'm leaving it alone until size/weight can be distinguished in craft weapons.
There's two different types of alien shield plating, they both have the same size 50, but different materials requirement - 150 vs 250. I'm just using best guess here to avoid changing size value since maybe it's important for hardpoint installation.
All values I could find that I changed to match alienmaterials/size/weight 1,000 = 1 kg system. Derived from (current item weight x 0.8) to reflect heavier weight of alienmaterials vs size of standard item versions where applicable, and principle that not the whole item/weapon/ammo is made of alienmaterials. It's a basic abstraction of all these ideas. In order from research.ufo.
require_for_production alienmaterials #
RPG hybrid ammo 1000
Bolter AM ammo 700
Monoknife 240
GL plasma ammo 1200
Plasma pistol 1200
Plasma pistol ammo 160
Plasma blaster 4000
Plasma blaster ammo 800
Plasma blade 800
Plasma grenade 480
Plasma rifle 2720
Plasma rifle ammo 320
EP assault rifle ammo 250
EP MG ammo 750
EP sniper ammo 250
EP shotgun ammo 300
Needler 4800
Heavy needler 7200
Needler ammo 800
Coilgun 6080
Coilgun ammo 900
Particle beam pistol 1040
Particle beam cannon 4800
Particle beam rifle 2720
Raptor 46700000
Dragon 23400000
Starchaser 26700000
Stingray 33400000
Alien aircraft plating 250000
Alien polymer armour 437500
Particle beam weapon 450000
Alien launcher 550000
AM missile 375000
Hybrid missile 250000
Recommended base storage capacity.
Per storage building = 350M
Per base = 5x storage buildings max = 1.75B
This allows about 10-30 alien ships disassembly before requiring extra storage capacity, and 50-150 ships disassembly at max capacity, if nothing else is stored in base. That's not how it's actually going to work, since materials/weapons/items will get used up to make new ships, equip them, make rifles/ammo/etc. It's going to work pretty much the same as it does now, except with a new size/weight value system.
I haven't changed any other size values for stuff that don't require alienmaterials, but that must be done otherwise we could store thousands more of those items due to new storage capacity value. That's what I'm going to do next. Oh yeah, forgot, I'm using 2.6dev nightlybuild 2016-1-15.
Using real world weight values of similar things as point of reference.
base reference for size/weight ratio - shiva 20mm cannon
Real world 20mm M61 vulcan aircraft cannon weighs over 100kg without feeding system, so probably half more with feeding system, + 100kg more with 100 rounds ammo load (so 1x 20mm round = 1kg). So size 40 for craft weapons = 250kg weight. For the purpose of size/weight ratio of alienmaterials required to build alien craft weapons, I use x0.8. For example, pbeam size 90, weight 562.5kg, x0.8 = 450,000. For missiles, adjust to account for propellant/explosives/plasma/whatever.
weapon name - weapon size - ammo size - ammo amount - AMT req weapon - AMT req ammo
shiva 40 10 100
sparrow 110 40 7
tr20 90 10 12
pbeam 90 10 10 450,000
alauncher am 110 60 6 550,000 375,000
alauncher hb 110 50 6 550,000 250,000
alaser 40 10 40
The alien launcher is basically a giant cannon that fires dumb missiles at high velocities. The sparrow missile rack is different in that it weighs almost nothing, most of the weight comes from the missiles themselves. But what determines on which hardpoint weapons can be installed is size, and that's also the only size/weight value I have to work with now, so I'm leaving it alone until size/weight can be distinguished in craft weapons.
There's two different types of alien shield plating, they both have the same size 50, but different materials requirement - 150 vs 250. I'm just using best guess here to avoid changing size value since maybe it's important for hardpoint installation.
All values I could find that I changed to match alienmaterials/size/weight 1,000 = 1 kg system. Derived from (current item weight x 0.8) to reflect heavier weight of alienmaterials vs size of standard item versions where applicable, and principle that not the whole item/weapon/ammo is made of alienmaterials. It's a basic abstraction of all these ideas. In order from research.ufo.
require_for_production alienmaterials #
RPG hybrid ammo 1000
Bolter AM ammo 700
Monoknife 240
GL plasma ammo 1200
Plasma pistol 1200
Plasma pistol ammo 160
Plasma blaster 4000
Plasma blaster ammo 800
Plasma blade 800
Plasma grenade 480
Plasma rifle 2720
Plasma rifle ammo 320
EP assault rifle ammo 250
EP MG ammo 750
EP sniper ammo 250
EP shotgun ammo 300
Needler 4800
Heavy needler 7200
Needler ammo 800
Coilgun 6080
Coilgun ammo 900
Particle beam pistol 1040
Particle beam cannon 4800
Particle beam rifle 2720
Raptor 46700000
Dragon 23400000
Starchaser 26700000
Stingray 33400000
Alien aircraft plating 250000
Alien polymer armour 437500
Particle beam weapon 450000
Alien launcher 550000
AM missile 375000
Hybrid missile 250000
Recommended base storage capacity.
Per storage building = 350M
Per base = 5x storage buildings max = 1.75B
This allows about 10-30 alien ships disassembly before requiring extra storage capacity, and 50-150 ships disassembly at max capacity, if nothing else is stored in base. That's not how it's actually going to work, since materials/weapons/items will get used up to make new ships, equip them, make rifles/ammo/etc. It's going to work pretty much the same as it does now, except with a new size/weight value system.
I haven't changed any other size values for stuff that don't require alienmaterials, but that must be done otherwise we could store thousands more of those items due to new storage capacity value. That's what I'm going to do next. Oh yeah, forgot, I'm using 2.6dev nightlybuild 2016-1-15.