Joking_Phantom
Posts: 4
Joined: 5/28/2014 Status: offline
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2) I tested the energy to fuel converter component once in a stationary star base located by a star. Every tick (which was around a week but hard to pinpoint), the station would produce 49 hydrogen and 49 caslon placed in the cargo bay. This is unfortunately one of the components on the Galactopedia that has practically no documentation of numbers and functionality, stating only that it must in a star system and on a stationary object. Based on my experience, you can place these in any stationary object with cargo and docking bays located in a star system to refuel ships (refueling ships deployed anywhere once EtF converters are unlocked, star ports or star bases). Objects that use fuel as well replace their fuel if its available in their cargo bay (which also happen to able to store far more fuel than the best fuel cell). The trick is actually getting the fuel in there, so bases without EtF converters and energy demands higher than that supplied by energy collectors will require freighters to support them, especially bases in deep space that cannot be self-sufficient for their energy. I don't even think its possible for military ships to use cargo bays to store fuel, the level of micromanagement just isn't possible by the game UI (!opinion). Since caslon and hydrogen are both prevalent in the galaxy, used by colonies for growth, and are both produced by EtF converters, I usually keep some designs like civilian freighters based on caslon, while my military ships suck up hydrogen since those are more efficient. If you specialize your military ships into specific roles, like using escorts to actually escort civilian ships and outposts, I suppose its feasible to keep those on caslon as well. Jeeves outdated DW guide says that there is often more hydrogen than caslon in the galaxy, and if you look into the resource.txt file you'll see that hydrogen does indeed occur more often (50% chance of caslon on gas giants and 56% for hydrogen with same distribution statistics, higher stats for respective gas clouds as well). 3) Not too sure about this one, but from experience I've seen all weapons miss their shots. A substantial amount of shots usually miss. The Galactopedia lists distance to and speed of the target as influences on accuracy, but whether or not that's harder aiming or faster ships being able to dodge the shots is not clear.
< Message edited by Joking_Phantom -- 5/30/2014 10:09:12 AM >
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