Base and ship refuel Pt 1

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RhinoDad
Posts: 274
Joined: Tue Dec 22, 2020 12:34 pm

Base and ship refuel Pt 1

Post by RhinoDad »

The algorithm for base refuel for all appearances seems to be broken. This has been ongoing since version shipped, Aurora, xx, 1.1.4.4. Practically speaking do not have access to beta versions.

Attached are 3 save game that will correspond to log from below.
sg = save game
Sorry but as 3 file is more than can be attached message is in 3 parts.

Tried changing stock levels from auto to manual a couple of time and let game run for 10 or so minutes before resetting to auto. Had no effect even though supply levels set to well under that on stock plus rsvd.

Surmise, for processor loading, that fuel request are triggered when fuel crosses a given threshold. A base being constructed with zero fuel will not cross the threshold thereby no request. With no request for fuel in place at some point during construction, there is then no request for fuel in the freighter queue. No matter how poorly an transportation algorithm is written one would/should not see large percentage of freighters (or auto non fleet tankers, if they even fill bases) idle with call in for fuel delivery in queue yet not being filled. Hence my theory.

Please do something about this ongoing issue. Please do something to correct this. Have/correct request for fuel for bases, or add choice in tanker auto setting to “Refuel Bases” of the type with construction ships or explorers, or just a sort option on base list of fuel percentage low to high. Something to reduce or eliminate the need to spend large amounts of game time playing trucking company.

If one actually cares about bases having some fuel so they can try to defend themselves than this lack of fueling is a time magnet. One is forced to keep paper logs of bases build and match them with available tankers. Or an awful lot of clicking trying to locate out of fuel bases and direct tankers to them. This ends up consuming a fair percentage of game time. With this supposedly handled by the private economy this is wasted game play unless one wants to be playing a transportation/supply game.


*** Log ***

761.04.19 - First Mine created

761.09.16 - 3 of 5 freighters idle at home planet. Still no fuel for base. Two small loads of resources are being transported to home planet from base.

762.05.28 - 4 of 7 idle. 2 more freighters built to sit idle while still not supplying fuel to base.

763.08.15 (sg) - 2 of 7 idle; 5 mines now built but all still sit empty with the exception of a Caslon mine which fuels itself from inventory.
- fuel mine rate shows in red but stocks slowly increasing. Two freighters running at 26% (635/2400) making fuel run. Yet no one brings out fuel to bases with no fuel

- Very shortly after 6 of 11 idle; (4 more freighters built) yet still no fuel runs for 4 bases with 0 fuel
- Again shortly after 8 of 12 idle

766.11.11(sg) - 1 of 13 idle; Caslon no longer in shortage; Freights busy going back and forth from port with no fuel shortage to bases with zero fuel yet still no fuel to bases. This is not do to any thing like low fuel, or rapid base growth and time for supplies to adjust this is from broken algorithm. As even if freighter algorithm calls for only using one way loads then the constant supply of idle freighters would be utilized for delivering fuel to bases with zero fuel.

770.06.11 - 19 of 23 idle; zero bases have received fuel

772.04.07(sg) - 18 of 23 idle; not surprisingly as algorithm is broken no base has ever been fueled. All sit empty even one built before hyperdrives and that was the first thing researched.

** Also note that 03 Expl although home base and fuel mine are within yellow dashed line there is no refuel option it is greyed out. It reads, “No location Available”. Not a frequent occurrence but it does happen often enough. This then requires manual clicks and scrolls to direct the ship back for refuel.
Happy Hippo - Human - 2763-08-15.zip
1st Save
(4.97 MiB) Downloaded 13 times
Improvise, Adapt and Overcome

Success is how you bounce on the bottom

Experience is a comb life gives us after we have lost our hair
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RhinoDad
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Re: Base and ship refuel Pt 2

Post by RhinoDad »

Here is the second save game file referenced.
Happy Hippo - Human - 2766-12-09.zip
2nd save file
(5.06 MiB) Downloaded 23 times
Improvise, Adapt and Overcome

Success is how you bounce on the bottom

Experience is a comb life gives us after we have lost our hair
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RhinoDad
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Re: Base and ship refuel Pt 3

Post by RhinoDad »

Here is the 3rd save game file referenced.

Trying not to overstay my welcome here; but this is a great game and you have made many improvements to stability, processor use and smoothness. This ongoing issue is very time consuming and puts a real damper on gameplay.

Thank you for your patience and perseverance.
Happy Hippo - Human - 2772-04-07.zip
3rd save game file
(5.18 MiB) Downloaded 13 times
Improvise, Adapt and Overcome

Success is how you bounce on the bottom

Experience is a comb life gives us after we have lost our hair
fruitgnome
Posts: 607
Joined: Wed Jun 04, 2014 11:49 am

Re: Base and ship refuel Pt 1

Post by fruitgnome »

I tested your 1st savegame.
Bases not need fuel to operate, only energy is important. (Is different to Distant Worlds 1 I mean. There were energy collection optional and the range to sun was important.)
Even with so less energy (13) of KG996 the base can defend itself (tested with game editor, the base weapons fired).
Your bases energy collection rate is to low (one more energy collector or a cargo bay less).
Interesting if base get damaged the energy rises up cause of less ernergy usage of damaged components. Great concept.
Last edited by fruitgnome on Tue Jun 20, 2023 10:00 pm, edited 2 times in total.
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MaximKI
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Re: Base and ship refuel Pt 1

Post by MaximKI »

Thanks, we'll take a look at these!
fruitgnome
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Joined: Wed Jun 04, 2014 11:49 am

Re: Base and ship refuel Pt 1

Post by fruitgnome »

Mining stations even mine without energy. This is a bug in my opinion.
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RhinoDad
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Re: Base and ship refuel Pt 1

Post by RhinoDad »

Fruitgnome

Thank you. Yes, either I misread when designing; some software upgrade (?) (i.e. v1 to v2); or screen lag that sometimes delays what is displayed from reality for 2 – 4 seconds. Later when checking all designs when designing some ship/base upgrade noticed that passive energy use was a couple points over solar array production on bases. So fixed that.

However, I have read in forums that in order to fire weapons you needed reactor energy from fuel to use them. That solar arrays would not power weapons. So without fuel though you would have power, weapons would not fire. (Posts were from those whom usually seem informed so did not take it as "Bro Science".)

If that is the case that bases really do not even need fuel in order to fully operate then getting fuel to them is more of a house cleaning. Nice to have things nice and tidy but not urgent.
Improvise, Adapt and Overcome

Success is how you bounce on the bottom

Experience is a comb life gives us after we have lost our hair
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