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May 8th, 2002, 05:45 PM
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Corporal
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Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
quote: Originally posted by Captain Kwok:
Are the colonists storing fat to survive the long haul to their new homes?
1 000 kT = 1 000 000 T / 1 000 000 colonists = 1 T/colonist or 1 000 Kg/colonist...
Heh. No, but when you consider all the luggage, supplies, support structure and such that you would have to take to emigrate to a completely new planet, along with life support and such for the journey, you might get more than 1 ton per person.
Look at it this way: on a modern cruise ship, which never sails too far from land, and in which you only take enough luggage to Last a week or so, you still have each person occupying a large amount of space. I would say easily tow or three tons per person. Cruise ships weigh on the order of 70kT nowadays, and only hold two or three thousand passengers, along with the same amount of crew. They don't even have to carry their own oxygen.
Even when you consider military transports, you still have a lot of space taken up by incidentals.
Finally, it slows down the growth of colonies, which is part of the point of the economic model of Proportions, and as such, my mod.
On the other hand, I am considering cutting it in half, to 500kt per population point. Thats what playtesting is for
Derek
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May 8th, 2002, 06:06 PM
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Colonel
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Location: Penury
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
quote: Originally posted by geoschmo:
Dewy, Cheatum, and Howe
Attornies at Law
are they the US sister firm of Robbem, Screwem and Scarper over here in England?
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Ook ook ook ook OOK
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May 8th, 2002, 06:13 PM
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Lieutenant Colonel
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Join Date: Dec 2001
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Naaa,
They don't SOLICIT at THE BAR in the US. lol
Ok not so funny, you heard it before.
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Rock, Paper, Scissors
[ 08 May 2002: Message edited by: Wardad ]
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So many ugly women, so little beer.
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May 8th, 2002, 06:58 PM
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National Security Advisor
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
That's correct.
If you just want nude colonists with no equipment or food or life support, and to drop 'em off on a planet where the gravity and temperature and atmosphere and weather and local creatures are all completely alien to them, and then ask them to start cranking out the Capital ships ASAP, well... they won't even survive the trip. They'll weigh less, but won't do you much good unless your race has the "just add water - freeze-dried hybernation" advantage, or something. And even then, they'll need all sorts of construction, manufacturing, life support, power generation, medical, and other equipment to keep them alive and productive (instead of just becoming castaways) on the alien world.
The other thing is that 1 kT = an abstract measurement that determines what can be put on a design, but otherwise can't be expected to be consistent. We had a long discussion of colony ship sizes and so on on one of the Proportions threads - I think the "Proportions 2.1 released" one. If you start doing math thinking in terms of volume, Proportions' pop sizes start seeming really generous.
Derek, if you include the Starliner Modules from Proportions 2.2, the maximum population transportation rate more or less doubles, which would be easier (and IMO more interesting/realistic) than halving their mass.
PvK
quote: Originally posted by Derek:
Heh. No, but when you consider all the luggage, supplies, support structure and such that you would have to take to emigrate to a completely new planet, along with life support and such for the journey, you might get more than 1 ton per person.
Look at it this way: on a modern cruise ship, which never sails too far from land, and in which you only take enough luggage to Last a week or so, you still have each person occupying a large amount of space. I would say easily tow or three tons per person. Cruise ships weigh on the order of 70kT nowadays, and only hold two or three thousand passengers, along with the same amount of crew. They don't even have to carry their own oxygen.
Even when you consider military transports, you still have a lot of space taken up by incidentals.
Finally, it slows down the growth of colonies, which is part of the point of the economic model of Proportions, and as such, my mod.
On the other hand, I am considering cutting it in half, to 500kt per population point. Thats what playtesting is for
Derek
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May 8th, 2002, 07:03 PM
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Sergeant
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
PvK's post brings up one question I have about this mod. What 'level' of Devnull and Proportions is it up to and is it going to be updated to include the latest and greatest changes as they occur.
I only ask this as I dont want to get addicted to a mod that eventually becomes 'orphaned' like my own original mod did.
Are there plans to keep this bad boy updated? It truly looks like it might be an 'ultimate' (err, yeah...that word) mod.
Thanx,
Talenn
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May 8th, 2002, 08:45 PM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
quote: Originally posted by Talenn:
PvK's post brings up one question I have about this mod. What 'level' of Devnull and Proportions is it up to and is it going to be updated to include the latest and greatest changes as they occur.
Well, it is based off of Proportions 2.2 and Devnull 1.60, the latest. It even includes some little things that PvK and Rollo told me after they released their mods and gave me permission to use/abuse their mods.
As Proportions and Devnull update their mods, I will look at the updates and see which parts I want to include and which parts I don't. This goes for this release, also; not everything from either Proportions or Devnull is included, and some of the things are new.
quote:
I only ask this as I dont want to get addicted to a mod that eventually becomes 'orphaned' like my own original mod did.
Are there plans to keep this bad boy updated? It truly looks like it might be an 'ultimate' (err, yeah...that word) mod.
Well, I won't promise to update religiously, as I have a life, also, but I do plan on doing my best. I will promise to at least let everyone know if I have to abandon it. It shouldn't come to that, however.
Derek
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May 8th, 2002, 08:49 PM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
quote:
Derek, if you include the Starliner Modules from Proportions 2.2, the maximum population transportation rate more or less doubles, which would be easier (and IMO more interesting/realistic) than halving their mass.
I probably will; I kept them out of the original release; I'm not sure exactly why, but it seemed like a good idea at the time. Some more playtesting is necessary, I think. The engine model is currently not working out exactly how I wanted, for one.
Derek
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May 8th, 2002, 09:18 PM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Next component, by the way, that I am working on is the 'Bomb-Pumped X-Ray Laser'
The range will be extreme (10 for level 1 up to 20 for level 5) and it will skip armor (possibly also shield, but not sure about that) but the damage it does will be very low. I'll see how it works.
Derek
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May 9th, 2002, 01:41 AM
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Corporal
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Join Date: Jan 2002
Location: Lincoln, Nebraska USA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Derek, I D/L'd your mod today and was checking it out and found something missing, I think.
You hve left in the tech and ship sizes for making mines and mine layer components for laying mines. However, I could not find any mine sweeper components for removing them.
Are the sweepers hidden or were they left out on purpose? 
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Nebraskan
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May 9th, 2002, 07:43 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
It is not the ultimate mod for sure. To become one, Derek must add pirate/nomade races. That would do it.
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